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has quit [Ping timeout: 480 seconds] 04:56:01 *** Eddi|zuHause [~johekr@p57BD5840.dip0.t-ipconnect.de] has quit [] 04:56:15 *** Eddi|zuHause [~johekr@p5DC66FC1.dip0.t-ipconnect.de] has joined #openttd 05:13:49 *** Hazzard_ [~quassel@c-67-174-253-44.hsd1.ca.comcast.net] has quit [Remote host closed the connection] 05:37:22 *** FUZxxl [~fuz@d00m.org] has quit [Ping timeout: 480 seconds] 05:50:59 *** Xrufuian [~Xrufuian@cpe-142-136-204-41.socal.res.rr.com] has joined #openttd 06:30:18 *** HerzogDeXtEr1 [~flex@i59F6A0DE.versanet.de] has joined #openttd 06:36:17 *** HerzogDeXtEr [~flex@i59F6C77.versanet.de] has quit [Ping timeout: 480 seconds] 06:36:44 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 06:42:59 *** Pensacola [~quassel@h220149.upc-h.chello.nl] has joined #openttd 06:50:01 <andythenorth> o/ 06:57:11 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 07:01:51 *** Flygon_ [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Ping timeout: 480 seconds] 07:10:38 <andythenorth> where is cat? 07:10:43 <andythenorth> or Eddi|zuHause 07:18:51 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Ping timeout: 480 seconds] 07:52:24 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 07:56:45 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 07:59:47 *** TomyLobo [~foo@ip5b417367.dynamic.kabel-deutschland.de] has joined #openttd 08:21:02 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 08:27:31 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 08:37:48 *** Progman [~progman@p57A183F9.dip0.t-ipconnect.de] has joined #openttd 08:51:39 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 08:52:31 *** Cybert1nus is now known as Cybertinus 09:01:08 <George> What does nmlc ERROR: Unable to allocate ID for [random]switch, sprite set/layout/group or produce-block. Try reducing the number of such blocks. mean? 09:06:04 <George> anybody here? 09:06:10 <V453000> hm 09:06:17 <V453000> I had a similar error with vehicle IDs 09:06:26 <V453000> solution was to re-order the code, not necessarily reduce amoutn of the things 09:06:46 <V453000> OR your random has too many outputs? 09:07:24 <George> Do you know a way to reuse switch IDs? In NFO it was rather simple - just re use the number 09:07:56 <V453000> I have no clue sorry :d 09:08:36 <George> In NFO there was //@@CLEARACTION2 09:09:04 <George> I suppose there should be something similar for NML 09:09:16 <George> But where to read about it? 09:16:04 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 09:24:48 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 09:24:52 *** mode/#openttd [+v tokai|noir] by ChanServ 09:31:11 *** tokai|mdlx [~tokai@port-92-195-31-135.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 09:33:42 <George> http://dev.openttdcoop.org/issues/7264 09:38:33 <Eddi|zuHause> George: NMLC automatically reuses IDs, but if the structure of your code is wrong, it must keep to many IDs "alive" at the same time and runs out 09:39:17 *** frosch123 [~frosch@frnk-4d0085a2.pool.mediaWays.net] has joined #openttd 09:39:43 <George> Any idea how to tell him that some IDs are not required since "this line" and should be reused? 09:40:22 <Eddi|zuHause> George: that is also done automatically 09:40:38 <Eddi|zuHause> George: which means you actually do use it again later 09:40:41 <George> Then how to make it co compile xUSSR set? 09:41:10 <George> How can I check that? 09:41:47 <Eddi|zuHause> not sure 09:42:10 <George> Who can help? 09:42:24 <Eddi|zuHause> in such cases i usually turn python into debug mode, but that's probably not what you want :) 09:42:42 <George> I do not know how to do that 09:43:16 <George> May be you could dowload xUSSR set from devzone and try it it on your side? 09:43:58 <Eddi|zuHause> you can also try commenting out parts of the code, and look at the nfo output 09:44:57 <George> look for what? What should I find in these 217k lines of code? 09:45:44 <Eddi|zuHause> used IDs that are building up 09:46:01 <Eddi|zuHause> hm, i'm getting some kind of merge conflict... what's that about... 09:50:42 <George> Is there a way to find, what ID it can't allocate? 09:51:36 <George> and what is the limit for IDs used (alive)? 256? 65536? other? 09:52:06 <Eddi|zuHause> i think it's 256 09:53:07 <George> As I can see, the output NFO file has an old date. That meants I can see only the NML that causes error, but not the nfo generateid til error 09:53:17 <Eddi|zuHause> George: these "is not referenced" warnings are normal? 09:53:33 <George> yes 09:53:48 <George> It says they are ignored, isn't it? 09:54:12 *** eQualizer [~lauri@46-163-226-192.blcnet.fi] has quit [Read error: Connection reset by peer] 09:54:13 <George> These are sprites for future use 09:54:21 <George> Not used at the moment 09:54:26 *** eQualizer [~lauri@46-163-226-192.blcnet.fi] has joined #openttd 09:55:42 <Eddi|zuHause> just checking, whether it's my fault or anything 09:57:52 <Eddi|zuHause> so it fails at sprite number 49769 09:57:56 <Eddi|zuHause> whatever that is 09:59:05 <Eddi|zuHause> of 87533 09:59:31 <George> and what id ints NML name? 09:59:42 <George> how can I find ir? 09:59:46 <George> it 10:07:48 <Eddi|zuHause> hm, seems the nml references are forgotten at this point 10:18:33 *** fjb is now known as Guest2997 10:18:34 *** fjb [~frank@000158aa.user.oftc.net] has joined #openttd 10:19:28 <Eddi|zuHause> oh there it is: 'flatbed_11_n004_g13_food_35_sprites - feature 00' 10:23:09 <fonsinchen> meh, apple used to have XCode 4.x available for snow leopard but you cannot get it anymore. The last Xcode for snow leopard you can get on their website is 3.2.6 10:23:21 <fonsinchen> how silly is that ... 10:23:43 <Eddi|zuHause> you lost me at "apple" 10:24:37 <fonsinchen> well, someone has to endure that stuff to make our mac fans happy ... 10:25:17 *** Guest2997 [~frank@000158aa.user.oftc.net] has quit [Ping timeout: 480 seconds] 10:31:20 <fonsinchen> 3.2.6 should be OK for compiling openttd, though. Last time I tried it even worked with 2.5 10:37:58 *** SHOTbyGUN [shotbygun@213-186-253-83.bb.dnainternet.fi] has joined #openttd 10:40:26 *** andythenorth_ [~andytheno@213.205.228.75] has joined #openttd 10:40:55 <andythenorth_> Ho 10:41:43 * V453000 is lost 10:41:49 * V453000 is actually browsing real train blueprints 10:42:07 <andythenorth_> Wtf 10:42:20 <andythenorth_> This isn't the right channel 10:43:13 *** Xrufuian [~Xrufuian@cpe-142-136-204-41.socal.res.rr.com] has quit [Quit: Quit] 10:43:27 <Eddi|zuHause> George: https://paste.openttdcoop.org/pblwbslp7 <-- these are the sprite numbers it assigns IDs for, then it runs out 10:44:57 <Eddi|zuHause> George: it actually assigns the IDs backwards, so it starts at 255 and when it arrives at 0 it runs out 10:45:04 <V453000> kind of figured it is easier to at least start with blueprints when making a model 10:45:04 <V453000> assuming it should have some level of detail 10:46:27 <andythenorth_> Just invent it? 10:46:38 <andythenorth_> What kind of train? 10:46:59 <V453000> all of them :D 10:47:05 <V453000> inventing where door, wtf, wtf, wtf is, is hard 10:47:26 <andythenorth_> :p 10:48:45 <andythenorth_> So FIRS farms, I'm going to change the production 10:48:53 <andythenorth_> The mines will stay same 10:49:14 <andythenorth_> In my game it's the farms that are annoying 10:49:31 <andythenorth_> Want it to be more stable 10:52:25 <andythenorth_> Maybe longer supply delivery window? 10:52:39 <andythenorth_> Or smaller requirements 10:52:47 <andythenorth_> Also smaller boost 10:53:42 <Eddi|zuHause> i don't know what you mean with annoying 10:53:55 <frosch123> andythenorth_: make the boosts configurable :) 10:54:15 <andythenorth_> Maybe yes 10:54:33 <andythenorth_> I'll have to touch the production code anyway 10:54:55 <andythenorth_> Needs a bit of thought about what to change 10:56:28 <peter1138> Change the narrow demon cock 10:56:38 <andythenorth_> Yup 10:56:45 <andythenorth_> That should fix it 10:56:50 *** Wolf01 [~wolf01@host156-13-dynamic.20-79-r.retail.telecomitalia.it] has joined #openttd 10:57:12 <Wolf01> hello 10:57:23 <andythenorth_> Eddi annoying = tedious yak shaving for supply delivery 10:57:25 <andythenorth_> A 10:57:54 *** Quatroking_ [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has joined #openttd 10:58:43 <andythenorth_> Also highly fluctuating production 10:58:51 *** Quatroking_ is now known as quatroking 10:59:03 *** quatroking is now known as Quatroking 10:59:05 <andythenorth_> Amplified by the clusters 10:59:20 <Quatroking> Do snow maps not get oil rigs? 10:59:57 <frosch123> nope, unless you use a newgrf 11:00:01 <Quatroking> oh, okay 11:00:12 <Quatroking> just noticed I was already in 71 and hadn't seen any 11:00:20 <frosch123> like ogfx+industries 11:00:43 <frosch123> Quatroking: otoh, oil wells do not run out 11:00:54 <Quatroking> oh neat 11:02:40 <andythenorth_> Bbl 11:02:49 *** andythenorth_ [~andytheno@213.205.228.75] has quit [Quit: Leaving] 11:06:21 <peter1138> Bah, still not happy with my custom terrain :S 11:08:03 <Eddi|zuHause> uhm... i don't get this... 11:08:13 <peter1138> Sup? 11:08:19 <Eddi|zuHause> (Pdb) p [a for a in x if a.id==0][-1] 11:08:21 <Eddi|zuHause> <nml.actions.action2real.Action2Real object at 0x7ff279257050> 11:08:22 <Eddi|zuHause> (Pdb) p [[a for a in x if a.id==n][-1] for n in y] 11:08:24 <Eddi|zuHause> *** NameError: global name 'x' is not defined 11:10:00 <Wolf01> I can't even understand what kind of sorcery is that :P 11:10:17 <peter1138> I... don't even know what language that is. 11:10:27 <Eddi|zuHause> that is python 11:13:10 <Rubidium> might the other for loop shadow the x? 11:13:42 <Eddi|zuHause> but shadowing would result in the wrong object to be accessed, not in a name error 11:14:27 <Rubidium> well, I could imagine that the internal representation uses 'x' but since it is external, it marks it as 'undefined' causing that error 11:20:03 <peter1138> Hmm, crikey, my terrain generator is 8KB :( 11:20:46 *** supermop [~supermop@d110-33-191-31.sun801.vic.optusnet.com.au] has joined #openttd 11:20:53 <Rubidium> if it's a stand alone terrain generator, then it seems not that big 11:21:06 <supermop> hi 11:21:10 <Rubidium> assuming it's kilobytes, not Kelvinbytes 11:21:18 <peter1138> Hah 11:21:46 <peter1138> It contains one traditional perlin algorithm (not the one we have) 11:22:04 <peter1138> A "fault" algorithm 11:22:30 <peter1138> And then stuff like sealevel finder and stuff to make mountains better. 11:23:00 <peter1138> Oh, and png writing code. 11:23:07 <Eddi|zuHause> the code was always designed to handle more terrain generators, just nobody ever implemented any 11:23:25 <peter1138> Eddi|zuHause, not really. 11:23:42 <peter1138> Just easy enough to do as you have source :p 11:24:46 <fonsinchen> The IGNORE_UNINITIALIZED_WARNING stuff doesn't work with gcc 4.2.1 11:26:54 <peter1138> Cool, that's only 7 years old. 11:27:15 <Rubidium> stock gcc for 10.4? 11:27:29 <fonsinchen> That's what you get on OSX 10.6 11:27:54 <Rubidium> should that have clang? 11:28:16 <fonsinchen> it has, but our configure likes gcc better 11:29:02 <peter1138> CC=clang CXX=clang++ ./configure 11:29:05 <peter1138> or something 11:30:02 <Eddi|zuHause> remember when we supported compilation on gcc 2.ancient? 11:31:50 *** Jomann [~abchirk@p4FE2073B.dip0.t-ipconnect.de] has joined #openttd 11:34:14 <fonsinchen> This is the only problem I'm seeing with gcc 4.2 and it's only warnings. We can probably add another condition around that macro 11:34:54 <argoneus> good morning train friends 11:36:53 <supermop> you still havve a server argoneus ? 11:36:58 <argoneus> yes 11:39:40 <supermop> what version is it running now? 11:42:48 <supermop> do people run nightly servers? 11:43:14 <argoneus> yes 11:43:16 <argoneus> and 1.4.3 11:43:21 <Rubidium> Brianetta does 11:43:44 <Eddi|zuHause> like, 8 years ago? :p 11:45:17 <peter1138> http://fuzzle.org/~petern/ottd/hm3.png 11:45:20 <peter1138> Well... that's different. 11:46:24 *** qwebirc92756 [~oftc-webi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 11:46:54 *** qwebirc92756 [~oftc-webi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Remote host closed the connection] 11:47:36 <Rubidium> peter1138: it's not really pretty at 63 heightlevels anymore 11:47:48 <peter1138> I was using 31. 11:47:56 <peter1138> I think you need *massive* maps for more. 11:48:05 <Rubidium> yeah, then it looks reasonable 11:48:10 *** Pensacola [~quassel@h220149.upc-h.chello.nl] has quit [Remote host closed the connection] 11:48:37 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 11:52:42 <peter1138> Rubidium, there's 4 rounds of perlin noise on that :S 11:52:52 <peter1138> Combined in different ways. 11:53:12 <andythenorth> is there a ghost face in it? 11:53:28 <fonsinchen> I see bin laden in there 11:54:01 <Eddi|zuHause> is that like seeing jesus on a toast? 11:54:01 <Wolf01> there's a cat on the bottom left 11:54:51 <Eddi|zuHause> has this turned into a Rorschach test? 11:56:32 <Wolf01> I would like to unleash the full power of MHL by drawing another alpine map, but my finger doesn't like what I want it to do :( 11:56:55 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 11:57:15 <andythenorth> I drew some maps once 11:57:18 <andythenorth> big rivers and stuff 11:57:21 <andythenorth> rubbish 11:58:34 <Eddi|zuHause> somebody made a switzerland map here http://www.tt-ms.de/forum/showthread.php?tid=6404&pid=87147#pid87147 11:58:36 <Wolf01> if only i were able to draw nice heightmaps... 11:59:18 <peter1138> A lot of these heightmaps are scaled to only have very very levels 11:59:27 <peter1138> Means they suck when you scale it up. 12:00:10 <Wolf01> is there any way to draw an heightmap by hand? 12:01:16 <supermop> mspaint 12:01:17 <Wolf01> I always seen them taken from real maps of 3d landscapes 12:01:25 <Wolf01> *or 12:01:26 <supermop> charcoal and a scanner 12:02:53 <andythenorth> just draw 12:02:59 <andythenorth> then add noise or blur 12:03:06 <JacobD88> Charcoal and a Scanner i did actually try once :) 12:03:09 <andythenorth> then add clouds on another layer 12:03:10 <Wolf01> I once tried with paint, but in game looks like a posterized image 12:04:16 <andythenorth> even in photostrop, itâs not worth the effort 12:04:34 <Wolf01> I can't get the scale 12:04:49 <Wolf01> in game is really better to make things, as you directly see them 12:05:27 <Wolf01> but with the current terrain tools is a pita 12:05:59 <Wolf01> or better, a huge pain in the finger 12:08:51 <andythenorth> hmm 12:09:03 <JacobD88> Out of interest; with the new heightlevels in nightlies does the heightmap map generator also support generating more levels yet? Or are we still limited to it only recognising 16? 12:09:09 <andythenorth> wonder if I could write something in pil 12:09:22 <peter1138> Why would it only recognise 16? 12:09:36 <JacobD88> 00 - 0F 0m (sea) 12:09:36 <JacobD88> 10 - 1F 30m 12:09:36 <JacobD88> 20 - 2F 70m 12:09:36 <JacobD88> 30 - 3F 100m 12:09:36 <JacobD88> 40 - 4F 130m 12:09:37 <JacobD88> 50 - 5F 170m 12:09:37 <JacobD88> 60 - 6F 200m 12:09:39 <JacobD88> 70 - 7F 230m 12:09:39 <JacobD88> 80 - 8F 270m 12:09:41 <JacobD88> 90 - 9F 300m 12:09:41 <JacobD88> A0 - AF 330m 12:09:43 <JacobD88> B0 - BF 370m 12:09:43 <JacobD88> C0 - CF 400m 12:09:45 <JacobD88> D0 - DF 430m 12:09:45 <JacobD88> E0 - EF 470m 12:09:47 <JacobD88> F0 - FF 500m 12:10:10 <andythenorth> thanks 12:10:10 <andythenorth> useful 12:12:03 <peter1138> I don't know where that comes from. 12:12:21 <JacobD88> The wiki... http://wiki.openttd.org/Heightmap 12:12:35 <peter1138> Ok, well that doesn't reflect the code. 12:13:05 <peter1138> It's also not how it worked anyway. 12:15:23 <JacobD88> May be worth a wiki update/correction then... I always assumed it was a demonstration of how the generator applied colour ranges to particular levels in the game; for example greys in the 60-6F range would appear on the 6th tile level from sea level... 12:15:53 <peter1138> Yup, it's a wiki. 12:17:52 <peter1138> It makes no sense to have a lookup table for that. It's just value * height_levels / 255, (255 being the limit of an 8 bit value) 12:18:35 <peter1138> (Except the game also converts RGB to greyscale in case anyone makes an RGB heightmap) 12:20:16 <peter1138> I guess it's bit more complex with all the palette crap that's going on... meh 12:21:25 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 12:23:47 <JacobD88> That's useful to know... Thanks... 12:23:47 <JacobD88> I think the look up table was only there to help people work out where differentiation between greys would affect what level detail would appear on, and therefore how much contrast between greys they would need to get fine details on their heightmap without losing things... 12:23:47 <JacobD88> If the game already supports 8-bit depth equating to 255 tiles of height then the table is definitely defunct... 12:24:38 <peter1138> andythenorth, http://fuzzle.org/~petern/ottd/hm4.png :S 12:25:24 <andythenorth> peter1138: that oneâs Jesus 12:25:27 <andythenorth> or Russell Brand 12:25:32 <andythenorth> hard to tell them apart 12:25:45 <andythenorth> oh no it was my reflection in my glossy screen :P 12:25:46 <peter1138> heh 12:25:48 <peter1138> looks better in game :p 12:26:21 <JacobD88> *like* 12:27:25 <Rubidium> isn't that slender? 12:27:32 <andythenorth> peter1138: just tested it, pretty good 12:27:36 <peter1138> Heh 12:27:42 <andythenorth> sweeping coastline, long rivers 12:28:40 <andythenorth> 1024x1024 is huge :O 12:28:43 <peter1138> I like the way the coastlines are long but not featureless. 12:28:46 <peter1138> Yeah, that too. 12:29:22 <peter1138> And the water is... not spread all over the map. 12:29:44 <peter1138> Difficult to bridge all that 12:29:57 <andythenorth> lots of little islandy bits in SE 12:30:03 <andythenorth> needs a bigger mountain though ;) 12:30:10 <andythenorth> how did you make it? 12:30:53 <peter1138> Multiple perlins, and another generator 12:32:48 <DorpsGek> Commit by fonsinchen :: r27040 trunk/src/stdafx.h (2014-10-25 12:32:42 UTC) 12:32:49 <DorpsGek> -Fix: Don't use GCC diagnostic push/pop if unsupported 12:35:54 <DorpsGek> Commit by rubidium :: r27041 /trunk/bin/baseset (8 files) (2014-10-25 12:35:48 UTC) 12:35:55 <DorpsGek> -Update: ob* translations 12:44:27 * peter1138 generates a 4096x4096 map for "fun" 12:44:44 <Rubidium> @seen fun 12:44:44 <DorpsGek> Rubidium: I have not seen fun. 12:45:05 <peter1138> :) 12:45:13 <peter1138> Hmm, need a progress meter :p 12:49:05 <supermop> later 12:57:07 *** supermop [~supermop@d110-33-191-31.sun801.vic.optusnet.com.au] has quit [Ping timeout: 480 seconds] 12:59:04 <andythenorth> hm4.png is nice in tropic 13:02:52 <Eddi|zuHause> George: so these are the currently "active" IDs: https://paste.openttdcoop.org/po9rzdphk 13:03:18 <Eddi|zuHause> George: anything beyond that must be done by you 13:04:07 <peter1138> andythenorth, how many levels? 13:04:41 <peter1138> Hmm, 31 is ok. 63 makes the desert too bumpy. 13:04:49 <peter1138> Also, long river, nice. 13:06:18 <JacobD88> Time to try out this heightmap :) http://www.3dbuzz.com/forum/attachment.php?attachmentid=71448&d=1299622871 13:06:53 <peter1138> Too much contrast 13:07:44 <peter1138> Oops, left it on tropic :p 13:08:13 <peter1138> Yeah, cos the constrast everything is at least 3 high. 13:08:19 <Eddi|zuHause> "real" heightmaps need rotating by 45° 13:08:35 <peter1138> Good idea. 13:08:48 <peter1138> gimp to the rescue. 13:09:07 <Eddi|zuHause> it annoys me that so many people don't do that... 13:09:38 <peter1138> There are gaps in the levels, so this is already munged :( 13:10:04 <andythenorth> Eddi|zuHause: 45º ? 13:10:25 <peter1138> No. 45° 13:10:33 <Eddi|zuHause> andythenorth: so in-game north is up. 13:10:48 <andythenorth> peter1138: I had it on 28 13:11:01 <andythenorth> figures 13:18:39 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has quit [Remote host closed the connection] 13:20:07 <peter1138> Bah, got it wrong. Norfolk's flooded. 13:20:15 <JacobD88> http://www.filedropper.com/uk2048xheightmap32level1 13:20:25 <JacobD88> I got this with the heightmap posted earlier 13:20:26 <andythenorth> ârealâ heightmaps never appealed much :P 13:20:29 <JacobD88> height levels 32 13:20:43 <andythenorth> norfolkâs often flooded 13:20:58 <JacobD88> ha ha ha 13:21:08 <andythenorth> I think hm4.png is a future classic 13:21:13 <andythenorth> just make 200 more 13:21:25 <andythenorth> hookup the world gen to randomly select a heightmap 13:21:25 <andythenorth> job done 13:21:54 <peter1138> Haha 13:22:22 <peter1138> Problem with real heightmaps is you know it's trying to be real but it's not real enough... or something. 13:23:16 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has joined #openttd 13:23:35 <andythenorth> uncanny valley 13:23:42 <andythenorth> same reason most 32bpp sucks 13:25:50 <planetmaker> :) bad bad valley that 13:26:13 <andythenorth> frosch123: what happened to your FIRS supply boost patch? 13:26:17 <andythenorth> did you commit it? :P 13:26:36 <peter1138> But still many people say zBase is better... 13:26:55 <andythenorth> thatâs because reasons 13:26:59 <andythenorth> mostly ogfx 13:27:21 <andythenorth> also most people lack taste 13:27:36 * peter1138 ponders trying to shoehorn this code into OpenTTD. 13:28:06 <andythenorth> you might as well 13:28:11 <andythenorth> or just bundle a load of heightmaps 13:28:14 <andythenorth> and a randomiser 13:28:15 <andythenorth> valid 13:28:27 <peter1138> :S 13:28:45 <peter1138> It's much slower for large maps. 13:28:57 <andythenorth> how big are the pngs? 13:29:49 <frosch123> andythenorth: https://old-paste.openttdcoop.org/show/3115/ 13:29:51 <peter1138> 1m27 to make a 2048x2048 map :( 13:29:56 <andythenorth> is there a format for âpackage of n pngsâ that we could put on bananas? 13:29:58 <peter1138> which is 1MB 13:30:17 <andythenorth> ship a bunch of packs, choose one to randomise from 13:30:37 <andythenorth> âalpineâ, âislandsâ etc 13:30:41 <andythenorth> 64 pngs in each 13:30:42 <peter1138> Hmm, weird looking map. 13:30:49 <frosch123> andythenorth: if you add it, ^Spike^ does no longer need to keep old-paste running 13:30:58 <andythenorth> frosch123: just commit it :P 13:31:03 <andythenorth> you have rights no? 13:31:04 <frosch123> i think it's the last paste i regulary link to, after adding the specs for smoke 13:31:15 <frosch123> andythenorth: technically i have rights to all repos 13:31:25 <frosch123> but technically is not always appropiate :) 13:31:52 <andythenorth> well Iâm happy if you do this 13:31:57 <andythenorth> I cba to compile FIRS 13:32:01 <andythenorth> takes way too long 13:33:30 <frosch123> well, i think my patched nml currently has some syntax errors 13:36:41 <George> Eddi|zuHause: Thank you for your help, reordering code parts helped. How could you generate such list? Mabe this informmation could be achived from NMLC in case error? 13:38:51 *** gelignite [~gelignite@i528C3644.versanet.de] has joined #openttd 13:39:26 <andythenorth> frosch123: SUPPLY_BOOST_QUADRUPLE and SUPPLY_BOOST_DOUBLE should be made less specific? 13:39:33 <andythenorth> SUPPLY_BOOST_LOTS, SUPPLY_BOOST_SOME 13:39:41 <andythenorth> or SUPPLY_BOOST_FEW 13:39:58 <frosch123> andythenorth: yes, should there be more than 3 production levels? 13:40:09 <andythenorth> dunno 13:40:11 <andythenorth> probably not 13:40:13 <frosch123> should the supply amount be configureable? or only the boost muliplier? 13:40:19 <andythenorth> but it might 1.5x, 2x 13:40:23 <andythenorth> or 2x, 4x 13:40:26 <andythenorth> or 3x, 12x 13:40:28 <andythenorth> or whatever 13:40:29 <andythenorth> dunno 13:41:34 <frosch123> i'll play a bit with it, when my nml is ready again 13:41:58 <andythenorth> might hide it all behind a single player parameterâŠ. supplies model: Gentle | Intense | Insane 13:42:02 <andythenorth> something like that 13:42:33 <frosch123> i see it more as some adjustment to map/vehicle/year conditions 13:42:52 <andythenorth> o_O ? 13:44:04 <frosch123> well, it depends how you want to play the game, do you want to deliver few supplies, or lots; do you want boost easy achievable or hard, and shall boost flood your network, or only give you a fancy medal 13:44:55 <andythenorth> agreed 13:44:56 <frosch123> so, i wonder about 3 to 4 parameters: number of supplies needed for boost, effect of boost, and scale between some/lots boost 13:45:12 <andythenorth> I think for player, thatâs too many tbh 13:45:29 <andythenorth> maybe itâs person preference, but I find overwhelming numbers of paramsâŠoverwhelming :) 13:45:37 <andythenorth> personal / person /s 13:45:56 <frosch123> maybe i can get away with two, but i don't consider many parameters bad 13:46:23 <andythenorth> IKEA effect :P 13:46:34 <frosch123> imho a industry effect should be adjustable to rv, train and ship games :p 13:48:15 <frosch123> as default i would make the first boost level somewhat easy achievable, as in: you likely get it, if you deliver supplies at all 13:48:26 <TomyLobo> i'm usually removing §train_length's worth of signals after a split or intersection. does that make sense for joins as well? 13:48:43 <frosch123> while the second level should be hard, i.e. you really need to commit to delivering supplies to a specific industry 13:49:11 <frosch123> TomyLobo: imho no :p 13:49:16 <planetmaker> TomyLobo, place signals where you can allow a train to wait without disturbing your other traffice. I'd say 'no', but the answer might vary on circumstance 13:49:46 <TomyLobo> it's a pure join on a > $train_length*3 track 13:50:50 <TomyLobo> on the middle of it 13:51:09 <frosch123> anyway, i can make sense to skip 1 or 2 signals, so you have some gap between trains 13:51:31 <frosch123> that way, your trains do not need to slow down because of curve anomalies of the train in front or something 13:52:33 <peter1138> Signal every tile! 13:52:35 <peter1138> :( 13:53:06 <frosch123> we could hard-lock signal distance 1 to enabling infra costs :p 13:53:41 <andythenorth> frosch123: first boost level < 20t? 13:53:47 <andythenorth> that covers most sensible cases 13:54:03 <peter1138> :D 13:54:51 <andythenorth> hmm 13:54:57 <andythenorth> also someâŠ.suggestions 13:55:09 <andythenorth> permit 270º turns 13:55:15 <andythenorth> also trains jumping over each other 13:55:22 <andythenorth> these are from my kids 13:56:02 <frosch123> andythenorth: psst, turning more than 180° makes you turn less 13:56:24 <andythenorth> they do it with brio 13:56:37 <andythenorth> when they hit a trailing point 13:56:41 <andythenorth> (junction) 13:56:52 <frosch123> i think aircraft somewhen did that 13:57:14 <frosch123> instead of turing 45° left, turn 315° right 13:59:06 <andythenorth> trains jumping over each other would solve all signalling issues 13:59:57 <frosch123> there are games, where you can only move if you can jump over something else 14:00:22 <frosch123> "draughts" in english 14:00:33 <andythenorth> do that with trains 14:00:40 <andythenorth> instead of signal spacing, train spacing :P 14:01:03 * peter1138 ponders docks, again. 14:01:19 <andythenorth> you should 14:01:39 <andythenorth> just implement bouys-are-docks 14:01:45 <andythenorth> then we can all go home again 14:02:22 * andythenorth hmms at Road Hog 14:02:29 <andythenorth> these trams are not realisms for britain 14:02:55 <George> Eddi|zuHause: could you please make the same list for the current xUSSR set, so I could see how many IDs left? 14:05:41 <TomyLobo> do powerplants still stay forever? 14:05:55 <planetmaker> I expect 60000 IDs being left overall and 6000 for articulated vehicles. 14:06:04 <planetmaker> TomyLobo, yes. And will. Unless you use NewGRFs 14:06:15 <TomyLobo> ok 14:07:53 * andythenorth should implement electricity 14:08:00 <andythenorth> too lazy 14:09:21 <TomyLobo> frosch123 yeah i have a signals every 2 tiles on straights. 14:09:26 <Wolf01> gah, crashed the game loading a heightmap 14:09:31 <TomyLobo> and no funky curves :) 14:09:43 <Wolf01> uhm, no it un-crashed 14:11:48 <Wolf01> damn, it looks really good with 32 height levels, but some mountains have flat top 14:13:36 <andythenorth> 32 is about right 14:14:13 <George> planetmaker: We are speaking about spriteIDs 14:14:57 <Wolf01> ok, this time it crashed 14:15:41 <peter1138> You're talking about action2 ids 14:17:31 <Wolf01> mmh, it dies on river generation 14:18:25 <Quatroking> is it possible to use ctrl-click to remove railroad signals instead of changing them? 14:18:41 <Wolf01> I would like that too 14:19:02 <Eddi|zuHause> planetmaker: this is about action2-IDs, not vehicle IDs 14:19:30 <fonsinchen> Wolf01, Quatroking press 'r' if you need a keyboard shortcut for that 14:19:30 <Quatroking> would be nicer to put the "change signal" on alt-click instead or something 14:19:58 <Wolf01> fonsinchen, I know, but I often play on touch screen with no keyboard :P 14:20:00 <Quatroking> fonsinchen, eh, that works, kinda, but I always have my left hand on the arrow keys so I can easily move the viewport while working 14:20:19 <Quatroking> so pinky goes on ctrl/shift 14:20:53 <Wolf01> the best thing I can have is a pen with gestures, but I may only have 8 of them and the same ones for every software 14:21:20 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88] 14:21:36 <planetmaker> ah, the evil action2 IDs 14:22:22 <andythenorth> is there a limit? :o 14:23:13 <planetmaker> no. and yes. 255 in a single sequence 14:23:21 <Eddi|zuHause> andythenorth: not an absolute limit, but a concurrent limit 14:23:53 <andythenorth> use nfo 14:23:55 <andythenorth> problem solved 14:23:58 <andythenorth> or write simpler grfs 14:24:02 <andythenorth> FIRS hits the limit though 14:24:06 <andythenorth> unsolvably 14:24:12 <andythenorth> I just binned features to solve it 14:24:41 <Quatroking> I'm loving these stations btw http://a.pomf.se/bkjgqr.png 14:25:02 <Quatroking> it's also nice to see that the AI also makes use of them 14:27:26 <Wolf01> http://www.tt-forums.net/viewtopic.php?p=573400#p573400 this heightmap is wonderful, but I can't get a good setting to generate it "flawlessly", the rivers are too enbanked or the mountains top are cut :/ 14:33:24 *** Johnnyjohn [~Matty@118.211.42.134] has joined #openttd 14:44:15 *** pixar [~Mychomize@46-236-110-230.customer.t3.se] has joined #openttd 14:55:57 <peter1138> xz on a 70GB file probably wasn't a good idea. Took hours... 14:56:36 <peter1138> Wolf01, yeah, it's been made for 16 height levels, because... reasons? 14:57:59 <peter1138> Apparently people had some weird misconceptions as to how heightmaps work. 14:58:54 <andythenorth> what did they do? 14:58:59 <andythenorth> surely a heightmap is 0-255? 14:59:11 * andythenorth never checked, just assumed that when making them 14:59:30 <Eddi|zuHause> George: looks like you have IDs 1..18 never used in the end 14:59:45 <Eddi|zuHause> but getting this information is rather tricky 15:00:52 <George> Eddi|zuHause: you mean I have small reserve (18 IDs) after reorganisation of set 15:01:01 <Eddi|zuHause> George: yes 15:01:30 <andythenorth> bah 2048x2048 15:01:58 <andythenorth> so slow to generate 15:02:17 <peter1138> andythenorth, lots seem to specifically only use values at match 16 height levels. 15:02:31 <peter1138> s/at/which/ 15:02:31 <George> And how hard is it to get this number (IDs left) or how hard is it for you (if I ask you to check someday again?) 15:03:03 <Eddi|zuHause> George: ID 0 is used by some internal NML stuff, and the lowest otherwise used ID is 19 for "er2_v2_h_sprites_right" 15:03:11 <andythenorth> that map Wolf01 linked is interesting 15:03:15 <andythenorth> deep ravines for rivers 15:03:22 <andythenorth> looks good, bet itâs boring to play 15:03:59 <Eddi|zuHause> George: it's not hard for me, but it's some hacky pieces of code i wouldn't want to let loose on the general public 15:04:21 <George> Ok, I'll ask then :D 15:05:00 <George> I mean ask you next time I have this problem 15:05:11 <George> Thank you 15:13:32 <andythenorth> maybe I should do more steam traction engines for Road Hog brit roster, instead of trams 15:13:34 <andythenorth> for realisms 15:13:41 <andythenorth> have to dibble the speed though 15:19:14 <andythenorth> herp 15:19:18 <andythenorth> bored of thinking 15:19:24 <andythenorth> maybe I play peter1138âs heightmap 15:19:31 <andythenorth> with some GS 15:20:26 <andythenorth> SV again :P 15:22:55 <frosch123> peter1138: maybe those heightmaps were saved by openttd? 15:23:08 <frosch123> i.e. load heightmap into ottd, make some adjustments in scenario editor, and resave 15:25:26 <andythenorth> âDisable airport date restrictionsâ \o/ 15:25:28 <andythenorth> cheating? 15:25:54 <Eddi|zuHause> that should probably also apply to NewGRF stations 15:26:15 <Eddi|zuHause> or... vehicles... 15:28:02 <peter1138> Yeah, maybe. 15:28:31 <peter1138> andythenorth, ships! 15:31:49 <andythenorth> ship! 15:31:50 <andythenorth> ? 15:32:01 <peter1138> Yes it's ready. 15:34:22 <andythenorth> frosch123: can I have a non-random SV? 15:34:27 <andythenorth> I know which cargo type I want 15:34:34 <andythenorth> I assume thatâs impossible 15:34:43 <andythenorth> due to grf 15:35:01 <peter1138> Hmm, that map in snow with 127 height levels... is a bit... 15:35:12 <andythenorth> inverted pyramid 15:35:36 <peter1138> Yeah but not that bad. 15:35:44 <peter1138> Maybe double size will help. 15:35:48 <peter1138> I'll never fill the map though. 15:36:22 <andythenorth> Iâve got it on 512x512 15:36:26 <peter1138> oo 15:36:27 <andythenorth> at 32 height levels 15:36:50 <peter1138> The in-game scaler is terrible :( 15:36:56 <peter1138> Nearest neighbour I think. 15:37:03 <andythenorth> it has taken 15 mins to get a GS goal that I want to play on a map that I want to play :P 15:37:19 <andythenorth> is there a console command like newgame, but for heightmap? 15:40:16 <peter1138> So many farms... 15:40:51 <peter1138> This calls for... Very Low 15:41:34 <andythenorth> firs farms, or vanilla? 15:41:36 <andythenorth> or yeti? 15:41:46 <peter1138> vanilla 15:42:14 <peter1138> Hmm, weird stretchmarks :( 15:42:47 <Eddi|zuHause> farms are the only thing that prevents the map getting filled with trees 15:43:11 <Wolf01> indeed, we need prairies 15:43:23 <peter1138> Hmm, not much snow with height 32. 15:58:24 <TomyLobo> can 1.4.4 connect to 1.4.3? 15:58:33 <TomyLobo> is that a good idea? 15:58:57 <Eddi|zuHause> no 15:59:08 <Eddi|zuHause> versions must match exactly 16:06:30 <andythenorth> can GS raise/lower terrain? 16:13:23 <frosch123> not themself, they need some company 16:13:59 <frosch123> non-random sv is tricky, you cannot query a list of the cargos in the options menu, because they are not known at that point 16:14:19 <frosch123> so, you can either allow setting a number between 0 and 31, or you can add a list of all known cargos 16:14:22 <frosch123> both options suck :p 16:14:41 <andythenorth> is there a âplayer choiceâ option in GS? 16:14:48 <andythenorth> on a dialog at game start? 16:15:08 <frosch123> somewhat, but not really 16:15:15 <frosch123> you can ask questions 16:15:23 <frosch123> but the answers are yes/no and such :p 16:16:05 <frosch123> you could create some menu with signs 16:16:15 <frosch123> select the cargo sign you want to play with :p 16:16:15 <andythenorth> k :) 16:16:18 <andythenorth> nvm 16:16:23 <andythenorth> shame about terrain 16:16:31 <andythenorth> I invented a GS called âWhen the Levee Breaks" 16:16:37 <andythenorth> lowers random tiles along shores 16:16:47 *** Johnnyjohn [~Matty@118.211.42.134] has quit [Quit: Leaving] 16:16:54 <frosch123> zuu did some reverse scenario about that 16:16:55 <andythenorth> also another one that raises large mountains (âVolcanoesâ) at random 16:17:06 <andythenorth> âMisty Mountain Hop" 16:17:11 <frosch123> when you meet some goal, it created a land bridge to some island 16:17:21 <andythenorth> considered âStairway to Heavenâ, but eh, âNo stairway" 16:17:22 <andythenorth> denied 16:17:34 <frosch123> andythenorth: ah, just play ottd 0.6 :p 16:17:46 <frosch123> seismic activity :) 16:17:51 <andythenorth> :P 16:17:55 <andythenorth> was that a thing? 16:19:09 <frosch123> there was some bug report in the forums, about seismic activity, and the land shape changing in some area 16:19:17 <frosch123> turned out, it was the old ai :) 16:28:12 <andythenorth> maybe I should learn squirrel 16:28:32 <andythenorth> I have an idea to blend NCG and SV 16:29:33 <andythenorth> at game start you are given a challenge to deliver x amount primary cargo to a specific industry 16:29:47 <andythenorth> challenge is quite easy 16:30:08 <andythenorth> when you win, you get a new challenge to deliver the produced secondary cargos, maybe to 2 destinations 16:30:15 <andythenorth> when you win those it starts again 16:30:35 <andythenorth> it could stay quite linear, or it could branch insanely, depending on whatâs more fun 16:30:50 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 16:30:53 *** mode/#openttd [+v glx] by ChanServ 16:33:03 <argoneus> http://a.pomf.se/tvgrwc.webm this is great 16:37:42 <peter1138> Is it? 16:38:42 <peter1138> Ah so he transforms into a lady. Ok. 16:39:11 <Wolf01> heeeeeee is a woman. sheeeeeeeeeee is a maaaaan 16:39:51 <peter1138> Meh, happens all the time. Not usually so quick though. 16:41:08 *** TheSerb [~TheSerb@cable-178-149-188-6.dynamic.sbb.rs] has joined #openttd 16:41:42 <TheSerb> Hi 16:43:09 <TheSerb> Does anyone have an idea when to make a mainline for trains 16:45:02 *** Fuco [~foobar@server.dasnet.cz] has joined #openttd 16:45:37 <planetmaker> right as the first thing when starting 16:47:30 <TheSerb> i am asking this because i am used to the network that is explained on the openttd wiki 16:48:02 <andythenorth> at any time in the game is fine 16:48:06 <andythenorth> it is a train game, so itâs ok 16:48:13 <planetmaker> :) 16:48:20 <planetmaker> build it when needed 16:51:09 <TheSerb> thanks alot :D i love this community 16:51:19 <Eddi|zuHause> depends on what your definition of "main line" is 16:51:28 <TheSerb> now im going to play some openttd 16:52:02 <TheSerb> eddi i meant the sistem that is explained on the openttdcoop wiki 16:52:06 *** TheSerb [~TheSerb@cable-178-149-188-6.dynamic.sbb.rs] has quit [] 16:52:09 <Eddi|zuHause> the "real" definition of "main line" puts limits on inclination and curve radius, "branch line" has less such restrictions 16:54:00 *** MTs-iPad_ [~MTs-iPad@008-086-128-083.dynamic.caiway.nl] has joined #openttd 16:55:13 *** frosch [~frosch@frnk-4d011756.pool.mediaWays.net] has joined #openttd 16:55:47 *** MTs-iPad [~MTs-iPad@008-086-128-083.dynamic.caiway.nl] has quit [Ping timeout: 480 seconds] 16:58:08 *** luaduck_zzz is now known as luaduck 16:58:27 *** MTs-iPad_ [~MTs-iPad@008-086-128-083.dynamic.caiway.nl] has quit [Remote host closed the connection] 16:59:03 *** MTs-iPad [~MTs-iPad@008-086-128-083.dynamic.caiway.nl] has joined #openttd 16:59:53 *** MTs-iPad [~MTs-iPad@008-086-128-083.dynamic.caiway.nl] has quit [Read error: Connection reset by peer] 17:00:12 *** frosch123 [~frosch@frnk-4d0085a2.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 17:00:15 *** MTs-iPad [~MTs-iPad@008-086-128-083.dynamic.caiway.nl] has joined #openttd 17:02:07 <peter1138> Eddi|zuHause, tends to me some weird combo of LLLL_RRRR or something stupid. 17:02:17 <peter1138> in this thing 17:03:44 *** MTs-iPad_ [~MTs-iPad@008-086-128-083.dynamic.caiway.nl] has joined #openttd 17:03:44 *** MTs-iPad [~MTs-iPad@008-086-128-083.dynamic.caiway.nl] has quit [Read error: Connection reset by peer] 17:06:47 <andythenorth> 18 tracks 17:06:51 <andythenorth> all maglev 17:07:21 <peter1138> With a signal every tile. 17:08:53 <andythenorth> no 17:09:02 <andythenorth> you need room for the escape depots 17:09:17 <peter1138> And priority lines. 17:16:12 <Eddi|zuHause> we should probably be concerned about the number of people who think "openttdcoop" and "openttd" are the same thing 17:17:08 <andythenorth> we should delete road vehicles 17:17:29 <Rubidium> Eddi|zuHause: likewise with forum & openttd 17:17:38 <planetmaker> do people think so? The latter, yes 17:18:24 <Eddi|zuHause> planetmaker: just read above. he did confuse "openttd wiki" and "openttdcoop wiki" 17:18:33 <peter1138> Bah, yes, docks on rivers... 17:19:08 <andythenorth> silly 17:19:18 <andythenorth> raise land, build massive canal basin 17:19:29 <andythenorth> bouys as docks :P 17:19:37 <andythenorth> no new graphics needed 17:19:50 <planetmaker> hehe :) 17:20:13 <Eddi|zuHause> that is a stupid TTDPatch-style hack 17:20:15 <andythenorth> also one step closer to ultimate goal 17:20:22 <andythenorth> reimplementing TTDP 17:20:26 <andythenorth> then all will be well 17:20:33 <andythenorth> humanity saved etc 17:21:21 <andythenorth> am I the only one who never played TTDP? 17:21:56 <planetmaker> Probably I played it. In ye ol' ol' times in a galaxy far far away. But not in the last 7 years 17:22:13 <planetmaker> it simply refused to run for me 17:22:27 <Eddi|zuHause> i played TTDP 1.6 or 1.7 17:22:35 <Eddi|zuHause> long before there were NewGRFs 17:22:50 <peter1138> I pretty much only used it to compare features. 17:23:10 <Eddi|zuHause> then i played half a game of simutrans 17:23:25 <andythenorth> why are hacks stupid? 17:23:42 <Eddi|zuHause> andythenorth: because they damage development in the long run 17:24:25 <Eddi|zuHause> and that is stupid, because we are not on a deadline or anything 17:24:51 <peter1138> How should docks work then? 17:25:07 <andythenorth> I should be able to build them easily 17:25:10 <andythenorth> on rivers 17:25:12 <peter1138> It would make things vastly simpler if the docking tile was water. 17:25:14 <andythenorth> yes 17:25:15 <Eddi|zuHause> well, i want them to work like airports... 17:25:16 <andythenorth> like a bouy 17:25:21 <andythenorth> multi-stop or other wise :P 17:26:00 <frosch> i want airports to work like roads :p 17:26:04 <andythenorth> just build it, ships go to it 17:26:08 <Eddi|zuHause> with the added bonus that a seaplane port may be used by ships as well :p 17:26:09 <peter1138> Why like airports? 17:26:09 <andythenorth> why complicate? o_O 17:26:13 <peter1138> Airports are a pain in the bum. 17:26:21 <andythenorth> airports are quite tedious :) 17:27:17 <andythenorth> peter1138: make a bouy-docks patch? Iâll test it 17:27:22 <andythenorth> forget multi-stop stuff for now? 17:27:37 <Eddi|zuHause> andythenorth: there are probably half a dozen such patches out there 17:27:37 <andythenorth> most of the cases where mult-stop is âneededâ, I just bulldoze land 17:27:47 * andythenorth -> forums 17:28:00 <peter1138> I'm not even talking about multiple docks, heh. 17:28:25 <andythenorth> hmm 17:28:28 <andythenorth> canât find a patch 17:28:31 <andythenorth> in forums 17:29:00 <frosch> install ttdp in dosbox 17:29:06 <frosch> measure the time till you ragequit 17:29:31 <andythenorth> itâs awesome no? 17:29:40 <andythenorth> I thought it was considered superior? 17:29:42 <andythenorth> genuinely 17:29:51 <andythenorth> just non-maintainable 17:30:14 <frosch> yeah, in mediaval times it was awesome to take a dump in the backyard 17:30:17 <planetmaker> frosch, not sure it's measurable 17:30:20 <Eddi|zuHause> andythenorth: it misses all the useful UI features that you're used to 17:30:36 <andythenorth> but it has better physics, better signals, better construction options 17:30:46 <andythenorth> more features 17:30:56 <andythenorth> proper locks 17:30:57 <frosch> andythenorth: i played ttdp 2.0 for two years, then switched to ottd 0.4 17:31:06 <andythenorth> build on tunnels, custom bridgeheads 17:31:11 <frosch> around ottd 0.7 i tried to play a ttdp game just for the lolz 17:31:15 <Eddi|zuHause> it has overcomplicated signals, useless physics, and no autorail tool 17:31:30 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 17:31:31 <andythenorth> will it run on Windows XP? 17:31:47 <frosch> it was astonishing how many interface features it lacked 17:32:06 <frosch> andythenorth: dosbox runs about everywhere 17:32:06 <Eddi|zuHause> bridge heads and tunnel heads are the only genuinely missing feature of openttd. in all other places it has long surpassed TTDP 17:32:32 <Eddi|zuHause> i've had no problems running TTDP in wine 17:33:02 <Eddi|zuHause> i've no dos GRFs anyway 17:33:05 <frosch> andythenorth: it's a clear case of false memories :) 17:33:14 <andythenorth> I am considering binning Iron Horse metro due to lack of tunnel head building 17:33:18 <frosch> whatever you enjoyed in tha past 17:33:19 <andythenorth> swap it for trams 17:33:28 <frosch> don't considere trying it again, it will be disappointing 17:34:08 <Eddi|zuHause> andythenorth: but if you do that, you bin metro-trams because of lack of roadtypes in two months... 17:34:47 <Eddi|zuHause> frosch: like i was appalled how i could ever play a game like SC2000 17:35:00 <frosch> can we somehow duplicate andy, put one copy into a fridge, and after 3 months let them discuss with each other? 17:35:23 <andythenorth> I already have that in my head 17:35:26 <andythenorth> itâs like fight club in there 17:35:27 <Eddi|zuHause> frosch: you mean a freezer :p 17:35:30 <andythenorth> I just watch from the outside 17:35:37 <frosch> Eddi|zuHause: possibly 17:36:18 <peter1138> Hmm, CBH 17:37:06 <Eddi|zuHause> peter1138: i'd like to piece together bridges 17:37:32 <michi_cc> Play Locomotion :p 17:37:47 <peter1138> My horses breakdown :( 17:37:53 <Eddi|zuHause> i have a locmotion CD, i never even installed it... 17:38:03 <peter1138> I played it. 17:38:06 <peter1138> It wasn't fun. 17:38:07 <andythenorth> horsies are daft 17:38:12 <peter1138> Yeah but it's 1702 17:38:40 <Eddi|zuHause> why are you playing with breakdowns anywaY? 17:38:46 <andythenorth> masochism 17:38:56 <andythenorth> so who has a bouys patch? 17:38:57 <peter1138> Apparently to find issues like this 17:39:29 <Eddi|zuHause> andythenorth: i'm sure i have seen one recently. might be in the new map features patchpack 17:40:12 <Eddi|zuHause> peter1138: the default breakdown sound and animation with horses is kinda funny :p 17:41:21 <Eddi|zuHause> was the newgrf effect stuff ever applied to breakdowns? 17:41:59 <frosch> it's speced, but not implemented 17:42:01 <andythenorth> metros https://dev.openttdcoop.org/attachments/download/6775/Puddlebury%20Transport,%2011-02-1921.png 17:42:25 <andythenorth> either signal tunnels (stupid idea), or build-on-tunnel-entrance would be nice 17:42:30 <TomyLobo> is hiding fences possible? 17:42:37 <andythenorth> yes 17:42:44 <andythenorth> turn off detail 17:42:46 <peter1138> Yeah, turn off full detail 17:43:58 <Eddi|zuHause> it will also hide a bit of other stuff like road reconstruction vehicles 17:45:30 <DorpsGek> Commit by translators :: r27042 trunk/src/lang/irish.txt (2014-10-25 17:45:23 UTC) 17:45:31 <DorpsGek> -Update from WebTranslator v3.0: 17:45:32 <DorpsGek> irish - 265 changes by tem 17:47:56 <peter1138> Hmm, so are bits 0-3 of Tile::type unused? 17:48:25 <frosch> the bridge bits and climate were moved there iirc 17:48:57 <Eddi|zuHause> peter1138: what does docs/landscape* say? 17:48:59 <frosch> you can now implement bridges over houses and industries 17:48:59 <peter1138> Hmm, I see. 17:49:08 <andythenorth> could use that right now :P 17:49:16 <frosch> since the bridge bits are available for those now 17:49:16 <andythenorth> want to build elevated metro 17:49:33 <Eddi|zuHause> i'd settle for bridges over road stations 17:49:53 *** pixar- [~Mychomize@46-236-110-230.customer.t3.se] has joined #openttd 17:49:53 *** pixar [~Mychomize@46-236-110-230.customer.t3.se] has quit [Read error: Connection reset by peer] 17:49:55 *** jinks [~jinks@172.245.35.67] has quit [Ping timeout: 480 seconds] 17:50:10 * planetmaker mumbles 'hack' :P 17:50:45 <frosch> planetmaker: don't worry, the gpu will solve all issues 17:50:59 *** jinks [~jinks@172.245.35.67] has joined #openttd 17:51:10 <Eddi|zuHause> what happened to that guy anyway? :p 17:51:38 <frosch> he's here every day 17:52:06 <frosch> left 14:21 today 17:52:26 <planetmaker> whom? 17:52:34 <peter1138> liq3 17:52:44 <planetmaker> oh 17:52:56 <Eddi|zuHause> i'm really terrible at remembering names 17:52:59 <frosch> the gpu guy, who said that the gpu can sort sprites, if they are already sorted 17:53:33 <peter1138> Sounds useful 17:53:49 *** pixar- [~Mychomize@46-236-110-230.customer.t3.se] has quit [Read error: Connection reset by peer] 17:53:56 <peter1138> Eddi|zuHause, I only know cos I looked up who left at 14:21 :p 17:54:02 *** pixar [~Mychomize@46-236-110-230.customer.t3.se] has joined #openttd 17:54:11 <Eddi|zuHause> yes, i did that as well :p 17:54:12 <frosch> how did you manage to translate time zones? 17:54:13 <peter1138> Hmm, don't have any of my old CBH patches. 17:54:25 <peter1138> frosch, by being not American. 17:54:33 <frosch> fair enough 17:55:03 <frosch> oh, it's actually happening today, isn't it? 17:55:09 <frosch> you know, time travel and stuff 17:55:18 <peter1138> Well, tomorrow morning. 17:55:19 <Eddi|zuHause> no, tomorrow. 17:55:38 <Eddi|zuHause> well, depending on your definition of "day" :p 17:56:21 <Eddi|zuHause> if the new day begins when you wake up, then yes, it's probably today. 17:56:58 <Eddi|zuHause> on a related note: https://lh4.googleusercontent.com/-wzDO5gir0d8/VEuGHGMrfUI/AAAAAAABrqU/h0HUoxFsils/w534-h646-no/hurenwerdenumgestellt.jpg 17:57:59 <planetmaker> is' klar, Eddi|zuHause ;) 17:59:36 *** jinks [~jinks@172.245.35.67] has quit [Ping timeout: 480 seconds] 18:00:23 <planetmaker> oO Someone didn't understand nml's sprite templates: http://dev.openttdcoop.org/attachments/download/6760/B737-800.pnml 18:01:00 *** jinks [~jinks@172.245.35.67] has joined #openttd 18:06:42 *** SHOTbyGUN_ [shotbygun@213-186-253-83.bb.dnainternet.fi] has joined #openttd 18:08:32 *** SHOTbyGUN [shotbygun@213-186-253-83.bb.dnainternet.fi] has quit [Ping timeout: 480 seconds] 18:09:14 <peter1138> Well 18:09:16 <peter1138> I don't. 18:14:23 *** Alberth [~hat@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 18:14:26 *** mode/#openttd [+o Alberth] by ChanServ 18:19:06 *** jinks [~jinks@172.245.35.67] has quit [Ping timeout: 480 seconds] 18:19:32 *** jinks [~jinks@172.245.35.67] has joined #openttd 18:24:00 <planetmaker> evenink 18:24:06 <Alberth> hi hi 18:24:25 <Alberth> I just commented how quiet it is here, and you arrive :) 18:25:24 <planetmaker> :P 18:25:37 *** Eddi|zuHause [~johekr@p5DC66FC1.dip0.t-ipconnect.de] has quit [] 18:26:01 <andythenorth> it has been a nice day 18:26:53 *** Hazzard [~quassel@c-67-174-253-44.hsd1.ca.comcast.net] has joined #openttd 18:27:17 <LordAro> evenink planetmaker 18:27:24 <LordAro> & andythenorth 18:28:10 <planetmaker> o/ 18:29:34 *** Eddi|zuHause [~EddizuHau@p5DC66FC1.dip0.t-ipconnect.de] has joined #openttd 18:36:46 *** jinks [~jinks@172.245.35.67] has quit [Ping timeout: 480 seconds] 18:37:56 *** jinks [~jinks@172.245.35.67] has joined #openttd 18:39:18 <Eddi|zuHause> hm, my windows firefox apparently doesn't support h264 video... what's the usual way to install codecs on windows? 18:41:24 <Prof_Frink> Go to a dodgy site and decide which of the codec packs looks least untrustworthy. 18:42:02 <peter1138> Hmm, mine supports H.264, but not enough of the other stuff. 18:42:20 <peter1138> Missing Media Source Extensions and WebM VP9. 18:44:18 <Eddi|zuHause> yes, that's what it looked like on linux 18:46:44 *** jinks [~jinks@172.245.35.67] has quit [Ping timeout: 480 seconds] 18:47:52 <Eddi|zuHause> hmm... that didn't work... 18:48:08 *** jinks [~jinks@172.245.35.67] has joined #openttd 18:52:33 <andythenorth> ugh 18:52:37 <andythenorth> docks on rivers 18:55:30 <Eddi|zuHause> Prof_Frink: ok, this one wasn't the least untrustworthy... after the third "we want to install this spyware" tab i gave up :p 18:59:06 *** jinks [~jinks@172.245.35.67] has quit [Ping timeout: 480 seconds] 18:59:58 <Prof_Frink> This is why we vlc. 19:01:54 <Eddi|zuHause> yes, but vlc lacks a youtube navigator :p 19:07:52 *** jinks [~jinks@172.245.35.67] has joined #openttd 19:14:03 <andythenorth> HMM 19:14:07 <andythenorth> game is fun 19:16:12 <Quatroking> started using the music from the original ttd again 19:16:14 <Quatroking> feels good man 19:25:43 *** juicetyven [~juicetyve@cm-84.209.85.53.getinternet.no] has joined #openttd 19:26:56 * andythenorth tries it 19:27:34 <andythenorth> hmm 19:27:38 <andythenorth> mixed ships much anyone? 19:27:40 <andythenorth> mail + pax 19:28:41 *** SHOTbyGUN__ [shotbygun@213-186-253-83.bb.dnainternet.fi] has joined #openttd 19:35:02 *** SHOTbyGUN_ [shotbygun@213-186-253-83.bb.dnainternet.fi] has quit [Ping timeout: 480 seconds] 19:51:27 *** Alberth [~hat@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 19:56:05 <TomyLobo> is there a newgrf that allows steam/diesel and electric engines on monorail and maglev tracks/stations/depots? 19:56:46 <Wolf01> nuTracks afair 19:57:06 <peter1138> Ew, why? 19:58:16 <Wolf01> maybe he wants to replace everything 19:58:20 <TomyLobo> exactly 19:58:39 <TomyLobo> Wolf01 is nutracks exactly for that purpose? 19:58:54 <TomyLobo> or does it do all kinds of other things that break my save? :) 19:58:57 <Wolf01> no, but it does have an universal rail type 19:59:11 <peter1138> Lazy bastards, back in my day we had to do it all by hand, no cloning or anything... 19:59:21 <Wolf01> eh, it certainly breaks your save 20:01:36 <Sylf> sounds like the job for universal rails 20:02:49 * Sylf is lazy down to the bone 20:06:05 <b_jonas> ugh 20:12:19 <andythenorth> shall I just lower this river to sea level? 20:12:21 <andythenorth> for faster ships 20:14:48 *** Yotson [~Yotson@2001:980:6ac8:1:b400:99b6:7dcb:fc3] has quit [Quit: .] 20:15:58 *** juicetyven [~juicetyve@cm-84.209.85.53.getinternet.no] has quit [] 20:16:02 *** Marshy [~oftc-webi@2.123.204.58] has joined #openttd 20:16:46 *** Taede_ [~Taede@2.222.8.97] has joined #openttd 20:20:28 <peter1138> andythenorth, this map is hard :( 20:20:38 <andythenorth> hm4.png? 20:20:41 <peter1138> Yes 20:20:47 <andythenorth> I am having a lovely time with it 20:20:49 <andythenorth> best game in ages 20:23:06 *** Taede [~Taede@90.217.179.179] has quit [Ping timeout: 480 seconds] 20:25:22 <andythenorth> hmm 20:25:24 <andythenorth> funny thing 20:25:33 <andythenorth> cdist eliminates transfers 20:25:51 <andythenorth> but for freight, I still use transfer+leave empty, to prevent unwanted links being formed 20:28:15 *** Taede [~Taede@2.222.8.97] has joined #openttd 20:34:16 *** Taede_ [~Taede@2.222.8.97] has quit [Ping timeout: 480 seconds] 20:45:14 *** Marshy [~oftc-webi@2.123.204.58] has quit [Remote host closed the connection] 20:48:47 <Quatroking> question: why does real life speed up 5x whenever I play openttd? 20:52:35 <Xaroth|Work> it's not a bug, it's a feature 20:53:41 <glx> happens with civ too 20:58:08 <Rubidium> Quatroking: probably because playing openttd is 5 times more fun than normal real life? 20:58:27 *** Jomann [~abchirk@p4FE2073B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:58:49 <MTsPony> I think there's a bug with the new height level patch 21:00:51 <Rubidium> there's a new patch for that? 21:02:15 <MTsPony> The patch that made it into trunk. 21:02:42 <MTsPony> A heightmap i still had loaded up fine and now shows artifacts 21:02:58 <MTsPony> I assume Map Height 15 is the original default? Or was it 16? 21:03:05 <DorpsGek> Commit by rubidium :: r27043 trunk/src/genworld_gui.cpp (2014-10-25 21:02:59 UTC) 21:03:06 <DorpsGek> -Fix: could not enter third digit of snow line height 21:03:45 <Rubidium> 15 was the original 21:03:50 <MTsPony> Does that affect a Tropic map DorpsGek? 21:04:02 <peter1138> HEH 21:04:07 <peter1138> Tropic has snow? 21:04:08 <MTsPony> :D 21:04:21 <MTsPony> Who knows, with a height level of 30 :P 21:04:41 <MTsPony> Oh well I guess Ill fill in a bug report. 21:08:06 <frosch> MTsPony: some issue around that was fixed in r26984 21:08:13 <frosch> so i hope you are not using something older 21:09:59 <MTsPony> openttd-trunk-r27042-windows-win64 21:10:22 <MTsPony> I might have an idea why its happening, I really dont hope this was intentional or accepted as working as intended though 21:10:42 <peter1138> None of us knows what your problem actually is, so... 21:14:08 <MTsPony> I filed a bug report so, you can read up there if you're interested, 21:15:18 <frosch> yes, that is a new feature 21:15:25 <frosch> only 0 is sea now 21:15:38 <andythenorth> definitely need to fix farms supply boost 21:15:45 <andythenorth> quadruple is just boring 21:15:57 <frosch> previously it height levels were always rounded towards zero, now it's >0 or ==0 21:16:07 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 21:16:09 <MTsPony> :( 21:16:12 <MTsPony> Guess no bug then 21:16:22 <peter1138> Else sea level would change depending on height levels. 21:16:27 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 21:16:38 <MTsPony> Wouldnt it be more logical whenever height 15 is chosen it takes the legacy method? 21:16:47 <MTsPony> Because this is kind of annoying now 21:17:23 <frosch> just fix the source image? 21:19:01 <fonsinchen> https://github.com/ulfhermann/openttd/commit/2003c6852b990441cc142d9195b3e5c17a55a80e should fix FS#5812 21:19:22 <fonsinchen> I don't want to commit it before testing on a mac with backtick as dead key, though 21:19:41 <fonsinchen> andythenorth ^ 21:19:55 *** Progman [~progman@p57A183F9.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:20:14 * andythenorth looks 21:20:46 <peter1138> So... worldgen preview? 21:21:09 <frosch> do it :) 21:21:19 <peter1138> Hmm... 21:21:27 <peter1138> Also... threading... 21:21:31 <frosch> but i guess you need to remove global vars from tgp and such 21:21:39 <peter1138> I generate separate perlin maps, that could be threaded. 21:21:42 <frosch> not generating into the map and such 21:22:05 <peter1138> Screw tgp, generating into a float array. 21:22:45 <Quatroking> which addon do you guys suggest for extra industries? 21:23:09 <frosch> depends what you want :p 21:23:28 *** pixar [~Mychomize@46-236-110-230.customer.t3.se] has quit [Read error: Connection reset by peer] 21:23:33 <frosch> the key is to use different challenges in different games 21:23:45 *** pixar [~Mychomize@46-236-110-230.customer.t3.se] has joined #openttd 21:23:58 <peter1138> http://fuzzle.org/~petern/ottd/hm5.png :S 21:24:06 <andythenorth> whereâs diff in github :P 21:24:15 * andythenorth is too used to bitbucket :P 21:24:17 <frosch> andythenorth: add ".diff" to the url 21:24:21 <Quatroking> industries such as sweatshops, japanese whalers and chinese bootleggers, frosch 21:24:22 <frosch> or was it ".patch"? 21:24:31 <andythenorth> .diff 21:25:09 <andythenorth> fonsinchen: \o/ 21:25:15 <andythenorth> that is so much better :) 21:25:32 <andythenorth> I use ` all the time to open / close console for reload_newgrfs 21:25:37 <andythenorth> been driving me nuts :) 21:25:45 <Quatroking> I wish I was a better spriter, then I could add these industries myself 21:25:50 <frosch> Quatroking: anyway, if you only want slightly different than original, you can use "ogfx+industries", if you want something expermental new use "yeti", otherwise use "firs" but not the "full firs" economy 21:25:57 <fonsinchen> I just fear that I broke r26006 with that 21:26:05 <fonsinchen> michi_cc did that for a reason 21:26:32 <andythenorth> I saw the commit 21:26:33 <fonsinchen> but clearly he assumed all backticks would be dead keys 21:27:04 <andythenorth> peter1138: is that 64x1024 or something? 21:27:15 <andythenorth> I thought the image had timed out :P 21:27:23 <peter1138> 2048x256 21:27:23 <fonsinchen> andythenorth, Do you also have that funny effect that you get two ~ if you type shift-backtick? 21:27:30 <peter1138> Does your browser not tell you in the title bar? :p 21:27:34 <Quatroking> frosch, "FIRS Industry Replacement Set"? 21:27:35 <andythenorth> oh it does 21:27:38 <andythenorth> silly andythenorth 21:27:54 <frosch> Quatroking: yes, but make sure to check the settings, and choose an economy that is not "full firs" :p 21:28:13 <andythenorth> I should default to something other than Full FIRS 21:28:15 <andythenorth> or rename 21:28:17 <peter1138> Hmm, should replace this "faultgen" system. It's too slow :( 21:28:19 <andythenorth> âInsane' 21:29:08 <Quatroking> alright, so which economy do I choose? 21:29:11 <Quatroking> it defaulted to FIRS 21:29:22 <andythenorth> which climate are you playing? 21:29:30 <Quatroking> choices are Temperate Basic, Arctic Basic, Tropic Basic, Heart of Darkness 21:29:33 <Quatroking> I haven't chosen yet 21:29:42 <Quatroking> do I just put it to whatever I plan on playing? 21:29:47 <andythenorth> choose the Basic for the climate you want to play 21:30:00 <andythenorth> or Heart of Darkness for tropic 21:30:07 <Quatroking> Alright 21:30:08 <michi_cc> fonsinchen: r26002 was related to the initial changed/improved IME input, but as this area was changed a lot more since then it might be obsolote now. 21:30:18 <Quatroking> thanks 21:30:29 <andythenorth> HoD is closer to sweatshops and chinese bootleggers than you know 21:30:56 <andythenorth> fonsinchen: shift-backtick just gets me a tilde char in console (~) 21:31:24 <fonsinchen> interesting, I get 2. Another bug ... 21:31:55 <Quatroking> andythenorth, oh? 21:32:12 <fonsinchen> michi_cc, Can you test if the fix works on your mac? 21:32:25 <Quatroking> by the way FIRS is compatible with OpenGFX+, right 21:32:37 <frosch> only ever use one industry set 21:32:38 <michi_cc> Which mac? There's no mac :p 21:32:56 <fonsinchen> Oh, I thought you had a mac with backtick as dead key. 21:33:04 <Quatroking> oh okay, so then I have to turn off opengfx+ industries? 21:33:10 <frosch> yup 21:35:07 *** Pereba [~UserNick@186.212.236.85] has joined #openttd 21:35:37 <michi_cc> fonsinchen: It's called VMware, only that apple doesn't want that at all without some hacking/patching of OS X. There are enough things that still don't work so I'd never consider this representative in any way. 21:43:33 *** ccfreak2k [~ccfreak2k@hephaestus.untrust.org] has quit [Quit: ZNC - http://znc.sourceforge.net] 21:43:50 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 21:48:28 <peter1138> Hmm, that thing MTsPony was talking about is why there's loads of flat land on my heightmaps, I think, even though I'm expecting only 0 to be sea. 21:50:00 *** ccfreak2k [~ccfreak2k@hephaestus.untrust.org] has joined #openttd 21:50:12 <frosch> yeah, height level 1 has a bigger percentage of grey levels 21:51:00 <frosch> one could change the scaling again, and distribute the levels > 0 evenly, but that would be incompatible with all older height maps 21:51:20 <frosch> hmm, would it? maybe not 21:52:08 <frosch> @calc (16 - 1) * 255 / 15 21:52:08 <DorpsGek> frosch: 255 21:52:17 <frosch> eugh... 21:52:24 <frosch> obviouis :) 21:52:41 <peter1138> :) 21:56:52 <frosch> @calc (16 - 1) * 15 / 255 + 1 21:56:52 <DorpsGek> frosch: 1.88235294118 21:57:08 <frosch> @calc (16*15 - 1) * 15 / 255 + 1 21:57:08 <DorpsGek> frosch: 15.0588235294 21:57:26 <frosch> that's actually what i wanted :) 21:57:46 <frosch> so, scaling grey level 1 to 255 evently to the heightlevels would stay compatible 22:03:50 <frosch> https://paste.openttdcoop.org/pjqo63amv?/pjqo63amv <- so, would that be better? 22:05:55 <fonsinchen> michi_cc, I was just guessing you did r26002 for a reason. That reason may be that you have a different keyboard than I have, which may have created problems with accented characters 22:06:30 * peter1138 tests 22:06:30 <fonsinchen> Now I was hoping that you might be able to check if the problem you fixed with r26002 is still fixed with my patch. 22:07:55 <fonsinchen> But ok, if not, then maybe just say "no" ... 22:14:41 <peter1138> Hmm, changes pretty much all the map quite subtley. 22:14:56 <peter1138> Coastline is the same though 22:15:20 <frosch> all of the map, except the coastline should be marginally higher 22:15:21 <peter1138> I think it's better, there's no weighing towards height level 1. 22:15:24 <frosch> height level 2 starts earlier 22:15:32 <peter1138> *nod* 22:18:51 <peter1138> Yeah, height level 15 makes massive parts of it flat. 22:22:45 <michi_cc> fonsinchen: You're patch doesn't work in my VM (start ottd, press key twice, console opens, press key twice, console closes. from now on the console opens/closes with a single key press until a character is pressed which will get accented (e -> ê). Repeat.), but history has shown that this might or might not be valid in comparison to a real Mac. 22:24:11 <DorpsGek> Commit by frosch :: r27044 trunk/src/heightmap.cpp (2014-10-25 22:24:05 UTC) 22:24:12 <DorpsGek> -Change (r26905, r26984): Scale heightmap greyscales > 0 evenly to heightlevels > 0, instead of giving heightlevel 1 a bigger loading. Sea level remains at pure black only. 22:26:01 <MTsPony> :o 22:26:35 <frosch> that doesn't change your scenario :p 22:26:49 <MTsPony> Uh.. I was just admiring the view ; 22:26:50 <MTsPony> ;P 22:27:25 <MTsPony> im surprised my heightmap still looks decent with a 30 level height 22:27:32 <MTsPony> well perhaps its not that surprising 22:28:21 <MTsPony> ugh implementing desert tile height level in last trunk, but i got the widget names swapped haha. 22:32:43 <fonsinchen> thanks michi_cc, that's very interesting to know 22:35:13 <fonsinchen> Apparently even with dead keys it generates some kind of character in the event's characters string. 22:37:02 * andythenorth -> bed 22:37:03 <andythenorth> bye 22:37:05 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 22:38:41 <michi_cc> Maybe the real culprit is VideoDriver_Cocoa::EditBoxLostFocus(). That is supposed to clear any pending compositions. 22:39:32 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 22:47:04 <frosch> night 22:47:07 *** frosch [~frosch@frnk-4d011756.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 22:53:53 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 23:00:23 *** Pereba_ [~UserNick@179.179.29.183] has joined #openttd 23:03:41 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 23:05:14 *** TomyLobo [~foo@ip5b417367.dynamic.kabel-deutschland.de] has quit [Quit: Standby mode...] 23:06:49 *** Pereba [~UserNick@186.212.236.85] has quit [Read error: Operation timed out] 23:06:54 *** Pereba_ is now known as Pereba 23:13:24 *** Pereba_ [~UserNick@177.159.33.139] has joined #openttd 23:13:24 *** Pereba [~UserNick@179.179.29.183] has quit [Read error: Connection reset by peer] 23:13:24 *** Pereba_ is now known as Pereba 23:14:58 <Wolf01> 'night 23:15:05 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 23:37:40 *** Eddi|zuHause [~EddizuHau@p5DC66FC1.dip0.t-ipconnect.de] has quit [] 23:39:59 *** Eddi|zuHause [~johekr@p5DC66FC1.dip0.t-ipconnect.de] has joined #openttd 23:45:55 *** Progman [~progman@p57A183F9.dip0.t-ipconnect.de] has joined #openttd 23:48:35 *** gelignite [~gelignite@i528C3644.versanet.de] has quit [Quit: http://bit.ly/nkczDT]