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Log for #openttd on 7th November 2014:
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05:08:43  <supermop> yo
05:09:00  <Pikka> yoyo
05:09:29  <supermop> nice summer day down here
05:09:41  <supermop> probably just normal for you though
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05:11:02  <supermop> i want a 24/7 taco shop
05:13:22  <Supercheese> sounds like a business opportunity
05:14:22  <supermop> common sense in most of the world
05:14:35  <supermop> not down here where tacos are at a premium though
05:15:07  <supermop> wouldn't be surprised if victorian law forbade a 24/7 taco shop
05:15:25  <supermop> anyway what to do
05:20:28  <Supercheese> buy the ingredients yourself eh
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05:24:08  <supermop> that is what ive been reduced to
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05:36:18  <Flygon> supermop
05:36:22  <Flygon> If a 24/7 Hungry Jacks is legal
05:36:35  <Flygon> I'm pretty sure a 24/7 Taco Shop will send less people to the dunny
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05:39:21  <Flygon> And now I want a Taco
05:39:30  <Flygon> supermop, North-West suburbs, right?
05:39:37  <Flygon> Let's drive to the nearest Taco Shop :D
05:40:40  <supermop> la condesa is good, but not really that cheap nor 24/7
05:43:35  <Flygon> Ehh
05:43:39  <Flygon> ...
05:43:48  <Flygon> Well, I'm still in the mood for a Taco
05:43:54  <Flygon> But Sunbury doesn't have any real good Taco places
05:43:55  <Flygon> =/
05:44:45  <supermop> melbourne seems to have maybe four
05:45:37  <Flygon> How many are in or around the CBD? >_>"
05:46:52  <supermop> hmmmm
05:46:53  <supermop> 0?
05:49:10  <Supercheese> No Taco Bells there?
05:49:22  * Supercheese knows little about non-US food chains
05:49:45  <Supercheese> ours is open until 2 am
05:49:48  <Supercheese> 3 on weekends
05:51:33  <supermop> fortunately few of the yum brands chains here
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06:21:13  <argoneus> ayy
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07:02:41  <Flygon> supermop, Supercheese: Sunbury DOES have a Taco Bell
07:02:52  <Flygon> But it's relatively subdued and more of a higher end food place
07:03:08  <Flygon> Not like you just walk in, order a box of burritos, and walk out after 5 minuttes
07:03:33  <supermop> beer time
07:03:51  <supermop> cidre i guess
07:05:04  <supermop> actually perry
07:07:16  <supermop> firs must separate out various fruits and grains
07:07:54  <supermop> how are we supposed to play not knowing if we are delivering cognac or whiskey, or summer ale, or bitter ale, or belgian triple
07:08:09  <supermop> generic alcohol cargo is bad feature!
07:08:37  <supermop> also i must be allowed to carry tanker ships full or cognac
07:08:42  <V453000> I AGREE
07:08:44  <V453000> I wanted beer
07:08:47  <V453000> "alcohol"
07:08:47  <V453000> duh
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07:34:43  <Supercheese> simple edit to the grf
07:35:31  <Supercheese> grab the langfile, ctrl+h alcohol to beer
07:35:38  <Supercheese> recompile
07:35:49  <Supercheese> oh wait FIRS has some insane compile process doesn't it
07:36:26  <Supercheese> well if one of you is Aussie English translator, just head to https://translator.openttdcoop.org/translation/firs/en_AU and change the relevant strings
07:36:31  <Supercheese> may be simpler than compiling on your own
07:38:10  <planetmaker> you could introduce sub cargoes for your vehicles. Alcohol (beer), Alcohol (cognac), ...
07:38:27  <planetmaker> which just would be different liveries for the same thing
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07:39:57  <Supercheese> would be more work than a line or two on eints though
07:40:11  <Supercheese> well, presuming they have translator access
07:40:21  <Supercheese> they have / one has
07:40:40  <andythenorth> FIRS just needs the python deps installed
07:40:43  <andythenorth> then you hit make
07:40:45  <andythenorth> and then you wait
07:40:50  <andythenorth> and then you wait
07:40:55  <andythenorth> and then you’re done
07:41:13  <andythenorth> unless you have Windows
07:41:16  <andythenorth> then dunno
07:41:18  <Supercheese> well at least one user already built a beer flotilla: http://www.tt-forums.net/viewtopic.php?f=47&t=71474#p1134724
07:41:51  <planetmaker> firs builds extremely quickly. 3 times in 4 minutes.
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07:42:01  <planetmaker> yeti builds one time in four hours
07:42:18  <Supercheese> well, the relative disk spaces required are orders apart methinks
07:42:52  <Supercheese> what with the filesizes
07:43:32  <planetmaker> 0.7M vs. 180M
07:43:41  <Supercheese> indeed
07:56:30  <andythenorth> I make way too many mistakes for a 1 hour compile time
07:56:34  <andythenorth> nothing would ever ship
07:57:00  <planetmaker> a not-new compile of yeti would be much faster, too
07:57:13  <V453000> (:
08:02:03  <andythenorth> maybe I should profile FIRS to find the slow
08:05:00  <andythenorth> also Iron Horse is fricking slow in single-threaded
08:05:52  * andythenorth distracted
08:07:49  <andythenorth> oh that was before I found a stupid range function
08:07:54  <andythenorth> now it is just slow
08:08:06  <planetmaker> andythenorth, I don't think that < 1 minute can constitute as 'slow'
08:08:23  <andythenorth> it was 1:45 on the rev I was looking at
08:08:31  <andythenorth> but tip is faster
08:08:43  <andythenorth> I fixed one python function and got 40s back
08:08:53  <andythenorth> that was about 40% speedup
08:09:25  <andythenorth> might try profiling FIRS to see if there’s anything similar
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09:10:54  <supermop> computer continues to inexplicably turn off
09:11:07  <supermop> most recently while nothing was running
09:14:34  <peter1138> Powersaving :p
09:16:58  <peter1138> "Anyway, I like 'stupidly large maps' because they are more realistic."
09:17:00  <peter1138> Hahah
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09:34:04  <V453000> .
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10:00:40  <argoneus> .
10:01:57  * Jinassi burps loudly
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11:02:13  <argoneus> rude
11:10:02  <Eddi|zuHause> that is a weird song.
11:15:02  <peter1138> ?
11:23:36  <argoneus> Q(''Q) boxer
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13:27:29  <andythenorth> hmm
13:27:33  <andythenorth> maybe SlowTTD
13:27:37  <andythenorth> for daylength reasons
13:28:54  <peter1138> SlowpenTTD?
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13:39:00  <V453000> xd
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13:54:44  <Quatroking> little big adventure is currently free on http://www.gog.com, scroll down the page
13:54:48  <Quatroking> just spreading the word
13:55:42  <peter1138> Thanks
13:56:08  <Belugas> Rubibium, I am sorry as well I could not contribute to the development of your country lol!
13:56:10  <Belugas> hello all
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14:03:46  <peter1138> Hmm, now to find a Windows machine to play it on :S
14:04:35  <Eddi|zuHause> that was a DOS game
14:05:30  <Eddi|zuHause> i think
14:05:55  <Eddi|zuHause> back then, the LBA demo was on the same CD as the TT demo
14:06:25  <Quatroking> woah, 382mb
14:06:44  <Quatroking> that's.. a little big
14:06:54  <Quatroking> *rimshot*
14:09:40  <Eddi|zuHause> what? my installation is 43MB
14:11:03  <planetmaker> depends on whether it comes with a root kit or without ;)
14:11:34  <Eddi|zuHause> well, knowing GOG, it comes with dosbox included, but that's not 340MB either :p
14:11:57  <planetmaker> :)
14:14:34  <Quatroking> it came with dosbox, yeah
14:14:52  <Quatroking> Eddi|zuHause, http://a.pomf.se/lsrxxk.png
14:14:57  <Quatroking> installed size
14:16:12  <peter1138> Doesn't install with Wine :(
14:17:42  <Quatroking> http://www.gog.com/support/support_view/bgeneral_troubleshooting_faq_linux_ubuntu_mint_gamesb
14:18:57  <Quatroking> oh, that's about games with linux installer
14:24:20  <Eddi|zuHause> well, if it doesn't install, you have a 30 day money back guarantee :)
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14:26:06  <peter1138> Sure.
14:27:31  <peter1138> The ceaseless requests for day length...
14:27:43  <peter1138> We should remove that ancient patch that puts the day in the status bar :p
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14:28:03  <Eddi|zuHause> what does that solve? :p
14:28:18  <Eddi|zuHause> the day was always visible in the savegame
14:28:22  <peter1138> Perception of time :)
14:29:49  <frosch123> "(...) this reduced area for repainting should suffice. If not, adjust the offsets used below." <- lol
14:30:04  <frosch123> this should be correct, if not, well, fix it :p
14:30:14  <peter1138> r26899?
14:30:44  <frosch123> something in that area
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14:32:15  <peter1138> As the reduced area is too reduced... what was wrong with the old code?
14:33:15  <frosch123> it would draw the complete map for one tile
14:33:33  <frosch123> since it would extent the area to draw accounting for 256 potential height levels
14:36:30  <planetmaker> hm, where's that quote from, frosch123 ? MHL thread @ tt-f?
14:37:46  <frosch123> no, from trunk source
14:37:55  <planetmaker> :D
14:38:00  <planetmaker> that's worse
14:38:08  <frosch123> it's not the worse
14:38:16  <frosch123> i can barely hold myself from ranting
14:38:36  <planetmaker> I actually would hope that ice111 would make it a priority to fix the issue
14:38:43  <Eddi|zuHause> but! the patch was well tested!!
14:39:17  <frosch123> planetmaker: i don't know where the code originates from
14:39:33  <planetmaker> doesn't matter :)
14:40:00  <planetmaker> MHL is his baby... and I consider this time to prove that he supports his code past trunk inclusion
14:41:42  <Quatroking> peter1138, LBA is installing just fine with wine
14:41:54  <Quatroking> running ubuntu 14.04
14:43:25  <peter1138> frosch123, I looked at it and thought it looked massive complex and then ran away.
14:43:51  <peter1138> But as he already made clear he doesn't understand how it works...
14:43:59  <peter1138> Quatroking, yeah but I don't use Ubuntu.
14:44:18  <Quatroking> oh, nevermind, runtime error'd
14:44:20  <Quatroking> :(
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15:02:09  <Marshy> I guess day length requests are a common thing then? :)
15:04:04  <andythenorth> pretty common
15:04:09  <andythenorth> only a couple per day though
15:06:02  <Marshy> 3 would be one too many
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15:07:19  <Quatroking> will we ever have the ability to build our overly complex networks underground
15:07:54  <Eddi|zuHause> yes, no, maybe?
15:08:01  <Quatroking> i don't know
15:08:01  <andythenorth> yes or no or maybe
15:08:09  <andythenorth> the funny thing is
15:08:11  <Quatroking> should i repeat the question
15:08:17  <andythenorth> given that most of the foamers want to watch the trains
15:08:20  <Quatroking> malcom in the middle theme etc.
15:08:24  <andythenorth> why do they also want to build underground?
15:08:29  <andythenorth> seems contrary
15:08:46  <andythenorth> how will they see the 65 different engines they have available in 1970
15:08:57  <andythenorth> and all their realistic combinations of wagons and coaches and stuff
15:09:01  <andythenorth> underground
15:09:06  <andythenorth> ?
15:09:07  <Quatroking> NL has a few underground stations
15:09:16  <Marshy> 'foamers' ?
15:09:17  <Quatroking> Schiphol and Rotterdam Blaak for example are both underground
15:09:30  <andythenorth> http://www.urbandictionary.com/define.php?term=Foamer
15:09:48  <andythenorth> forums are full of foamers
15:09:51  <Marshy> oh, that's a new one
15:11:06  <Marshy> Will have to start firing it at my brother and see how he reacts, the foamer
15:11:34  <peter1138> Hmm, too many cables :S
15:11:44  <Quatroking> it's pretty much the only feature I'm missing in openttd, underground and suspended stations/rails
15:11:56  <Quatroking> it's a feature Locomotion has but openttd doesn't
15:12:09  <peter1138> LoMo AI :D
15:18:15  <Marshy> Underground networks though, surely it wouldn't be possibly, and the best we can do is 'underground' Metro stations?
15:18:50  <andythenorth> double the map
15:19:03  <andythenorth> have a swooshy up-down animation to move between separate screens
15:19:15  <andythenorth> like some games that move between floors
15:19:35  <andythenorth> underground aircraft
15:19:38  <andythenorth> underground boats
15:19:49  <andythenorth> just shift all the palette to grey for underground
15:19:58  <andythenorth> underground towns
15:20:28  <Rubidium> underground cats
15:20:37  <Quatroking> underground nuke shelters
15:21:33  <Marshy> etc
15:21:38  <Marshy> sounds possible
15:21:59  <andythenorth> underground Rubidium mines
15:22:52  <Marshy> underground crystal caves
15:23:26  <Quatroking> kinda surprises me those industries haven't been added by someone
15:23:29  <Rubidium> andythenorth: that mine would not be really viable; there's only demand for 2 to 4 tonnes a year on the whole world
15:23:39  <andythenorth> Rubidium: depends how far it’s transported
15:23:43  <Quatroking> uranium industry chains sounds nice
15:23:47  <andythenorth> could be worth 000,000 / tonne
15:24:08  <Quatroking> mine uranium, transport it to nuke factories
15:24:18  <Quatroking> then transport the nukes to army bases
15:24:33  <andythenorth> then game over
15:24:36  <andythenorth> critical mass
15:24:37  <Quatroking> army bases also accept weapons which are created by weapon factories, and people
15:24:42  * andythenorth considers a critical mass GS
15:24:52  <andythenorth> transport enough cargo to one place, map is dynamited
15:24:57  <andythenorth> can GS dynamite?
15:24:59  <planetmaker> yes
15:25:08  <andythenorth> even immovables?
15:25:17  <planetmaker> I think so.
15:25:30  <planetmaker>  actually 'critical mass' in reverse: station explodes, if too much cargo waiting :)
15:26:02  <Quatroking> "A nuclear explosion at Timbletown's Nuke Factory has lowered production by 80%!"
15:26:16  <planetmaker> has lowered life expectancy by 80%
15:26:31  <Quatroking> what life
15:28:00  <peter1138> Wasn't there a Rubidium industry?
15:29:25  <planetmaker> yes
15:29:43  <planetmaker> rip-off from HOMM
15:29:59  <andythenorth> I wonder if FIRS should have Rubidium in it?
15:30:10  <andythenorth> now it’s just highlight trolling :P
15:30:25  <Rubidium> planetmaker: there's a caesium factory in Canada which has rubidium as a by product
15:31:06  <Rubidium> I guess they deliver both caesium and rubidium by mail due to the annual demand of respectively 30 tonnes and 3 tonnes
15:31:21  <andythenorth> does anyone mine peter1138 ?
15:31:23  <Rubidium> waiting till a FISH-ship is full would take way too long ;)
15:31:24  <andythenorth> or Belugas ?
15:31:45  <planetmaker> he :)
15:31:58  <Rubidium> oh... that other Rubidium industry...
15:32:57  <peter1138> Replace the submarine with a beluga?
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15:38:35  <Belugas> good iead :)  will make the game even more -R
15:39:58  <peter1138> But 4096x4096 maps counteract the antirealism.
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15:41:08  <Belugas> bah...  if they want those massize cpu consuming maps...
15:41:09  <Belugas> lol
15:41:16  <Belugas> 256*256 ;)
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15:48:09  <andythenorth> 8*8192 please
15:48:23  <SpComb> olde
15:50:50  <Quatroking> there should be an industry chain in openttd that exports anime and weeaboos
15:51:03  <Quatroking> also Funassyi
15:51:33  <Eddi|zuHause> i should probably be glad that i don't know what that is
15:52:08  <Quatroking> well here is a video of Funassyi https://www.youtube.com/watch?v=1WDDOk_GECc
15:52:48  <Eddi|zuHause> i won't watch that either
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15:53:38  <Quatroking> there's explosions?
15:54:32  <peter1138> Explosions in the Sky?
15:54:49  <planetmaker> it's called fireworks
15:55:04  <planetmaker> But just don't do that at sea. Might get more expensive than you recon ;)
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15:55:52  <peter1138> http://www.youtube.com/watch?v=Ziw4yd5R0QI
15:55:54  <Belugas> Explosions inthe Sky? somebody found out How To Destroy angles ?
15:55:56  <Belugas> buwhahahha
15:56:09  <peter1138> Dat bass
15:56:19  <peter1138> Belugas, thanks :D
15:56:24  <Belugas> ;)
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15:59:41  <andythenorth> o/
16:01:45  * andythenorth listens
16:02:06  <Alberth> venturing into suggestions land eh?
16:02:26  * planetmaker now wants sprites for a curious beluga
16:05:39  <Belugas> one that smokes when surfacing?
16:07:07  * andythenorth makes suggestions
16:07:38  <planetmaker> Belugas, if you insist. But I would also do with on which just blows a bit foam around ;)
16:10:42  <Marshy> or threatens children
16:10:43  <Marshy> http://i.imgur.com/yfMrVFa.gif
16:12:14  <planetmaker> I was actually serious... beluga sprites instead of the curious sub marine would be an excellent easter egg
16:12:40  <planetmaker> will you draw that for me, andythenorth ? :)
16:12:44  <planetmaker> pretty please :)
16:13:02  <peter1138> In glorious 32bpp 4x zoom technicolour?
16:13:12  <planetmaker> no, 8bpp
16:13:32  <planetmaker> though I'd take 32bpp 4x as well :P
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16:13:53  <planetmaker> he could also include it as easter egg into fish / squid
16:15:10  <andythenorth> planetmaker: get wotsit to render it
16:15:12  <andythenorth> V453000:
16:15:15  <andythenorth> that’s the one
16:15:34  <planetmaker> nah, I didn't ask your for a rendered version. Just a 8bpp 1x version :)
16:15:53  <andythenorth> I can draw the version of it underwater
16:16:11  <planetmaker> :P
16:16:28  *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds]
16:16:44  <Belugas> lovely idea, planetmaker :D
16:18:10  <Marshy> Do we have room for a whaling industry?
16:18:10  <andythenorth> make it a newobject
16:18:17  <andythenorth> we could
16:18:36  <andythenorth> http://3.bp.blogspot.com/_Q-PuSGjFHvY/SJqvC773mgI/AAAAAAAABRc/r9TSTZWaCXY/s1600-h/5746833.jpg
16:22:14  <Marshy> Wouldn't be tasteless at all to have piles of dead blooded Baluga sat on a pixel dock sprite
16:22:45  <planetmaker> you definitely should play more first-person shooters, Marshy
16:22:54  <planetmaker> this is the wrong game for violence
16:24:24  <Marshy> Oh I can't do FPS, fail a mission too many times and the controller gets thrown, my own method of violence
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16:41:55  <EdwardRech> Hi???
16:42:25  <planetmaker> no clue. Maybe hey.
16:42:30  <andythenorth> maybe
16:42:31  <andythenorth> or ho
16:42:35  <andythenorth> or even ho??
16:42:40  <andythenorth> or bibble?
16:42:45  <andythenorth> what about ¿¿hi
16:42:47  <EdwardRech> Or Privet?
16:42:51  <andythenorth> arret
16:42:52  <EdwardRech> (That's hi in Russian)
16:42:53  <planetmaker> definitely hihi
16:43:18  <EdwardRech> So I've been lurking the zbase thread a bit and stuff and I had this thought - is it possible to somehow contribute to the graphics development of either packs?
16:43:49  <planetmaker> I would very much think so, yes
16:44:02  <EdwardRech> Perfect! How can I contribute?
16:44:27  * andythenorth considers Dead Whale Docks
16:44:35  <andythenorth> peter1138: MultiDeadWhaleDocks
16:44:43  <andythenorth> on bouys
16:44:47  <EdwardRech> Dead Whale Docks???
16:44:48  <planetmaker> How do you want to contribute, EdwardRech ? What do you want to see changed?
16:45:05  <EdwardRech> Well, I'd just want to help anyhow I could, really :)
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16:45:50  <Marshy> Muhahah
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16:46:23  <planetmaker> For one, the ground tiles need an overhaul in several ways: the edges are anti-aliased. That's bad and needs to change.
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16:46:49  <planetmaker> Also their texture is a bit... boring. Thus a nicer one for them would also be a good idea. Also that involves re-rendering them, of course
16:47:10  <EdwardRech> Sounds fun! Is it for zbase?
16:47:29  <planetmaker> you asked about that... so yes
16:47:54  <peter1138> Heh
16:48:01  <EdwardRech> I'll take a look :) Is it possible to get the source files for easier shading?
16:48:13  <planetmaker> yes. Checkout the zbase repository
16:48:47  <planetmaker> there is quite a bit of a graphics chain from the blender files to the final sprites
16:49:03  <planetmaker> http://dev.openttdcoop.org/projects/zbase/
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16:50:08  <planetmaker> http://dev.openttdcoop.org/projects/zbuild/repository is actually the main repository from which you can build it
16:50:20  <planetmaker> the first one only contains the graphics
16:50:34  <EdwardRech> Ah, I see :D
16:50:43  <planetmaker> but the build process does not include the rendering which was done with blender. Nor the post-processing
16:51:00  <EdwardRech> Yeah, I know that
16:51:04  <EdwardRech> I was reading his blog post
16:51:20  <planetmaker> yeah, they explain the process. Good that you found it already :)
16:51:30  <EdwardRech> Yeah :D
16:51:58  <EdwardRech> It explains it all very well
16:52:39  <planetmaker> :)
16:53:11  <planetmaker> EdwardRech, but indeed for the ground sprites some of the process will need changing. Dunno where exactly, probably in the blender / render. To get rid of the antialiasing
16:53:29  <EdwardRech> It's fairly easy actually
16:53:45  <planetmaker> there's.... somewhere a thread in tt-forums which explains where the ground tiles lack....
16:54:03  <EdwardRech> Where can I find the blend files though? :P
16:54:12  <andythenorth> bye
16:54:14  <planetmaker> they're in the first repo, aren't they?
16:54:15  <andythenorth> bb tomorrow
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16:54:48  <peter1138> Yeah, they're in http://dev.openttdcoop.org/projects/zbase/repository
16:55:07  <EdwardRech> Oh, didn't see that
16:55:13  <EdwardRech> *facepalms* :P
16:55:19  <peter1138> Also all the vehicles need redoing, cos they're way too big.
16:55:26  <peter1138> (At least, rail and road)
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16:55:39  <planetmaker> they could be shrunk a bit, too, yes
16:56:43  <planetmaker> but I think the biggest impact can be done with ground tiles first
16:56:49  <EdwardRech> Yeah, i think so too :)
16:56:51  <EdwardRech> *I
16:57:02  <planetmaker> EdwardRech, one thing I'd like see changed, too, are the sea shore and river sprites
16:57:16  <planetmaker> that will need serious work to get them looking more natural instead of the straight lines
16:57:50  <EdwardRech> Well, that might be a bit harder :)
16:57:54  <planetmaker> I want them to look somewhat similarily irregular as the OpenGFX rivers I drew... rivers are rivers and no canals. Same for sea shores. And currently it's... the worst part imho
16:58:03  <frosch123> what's the current pegi for starwars? 6? or 0?
16:58:06  <planetmaker> yes, that requires serious graphics work
16:58:19  <planetmaker> 6, frosch
16:58:32  <planetmaker> maybe even 12
16:58:47  <frosch123> well, there is some disney advertising, it looks like 0 to me :p
16:59:15  <frosch123> it's a bit like matrix, there was never a sequel
17:00:17  <EdwardRech> Matrix had a sequel though
17:01:04  <frosch123> EdwardRech: http://xkcd.com/566/ <- they didn't
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17:41:06  <Quatroking> can anyone explain "plane speed factor" for me
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17:43:25  <planetmaker> it's literally self-explanatory. 1/1, 1/2 or 1/4 times the indicated speed wrt other vehicles
17:44:11  <Quatroking> so, like, if I put it on 1/1 it'll go faster?
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17:45:55  <b_jonas> Quatroking: it means that if a plane says it goes 900 km/h in the info box, then with 1/4 plane speed it actually only goes with 225 km/h, as fast as a train gonig 225 km/h, even if it says 900 km/h in the window
17:46:06  <b_jonas> Quatroking: I think that's the default behaviour in ttd
17:46:16  <b_jonas> whereas 1/1 means it really goes as fast as it claims
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17:47:19  <Quatroking> ooohhhh
17:48:41  <peter1138> Yeah, it's game balance breaking :p
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18:03:37  <peter1138> SmatZ's map layers!
18:03:50  <peter1138> For better bridges and underground :p
18:04:39  <Quatroking> does it matter if I use path signals everywhere or do you guys suggest something else
18:05:12  <peter1138> I suggest path signals everywhere.
18:06:38  <Alberth> in particular on rail tracks
18:06:59  <peter1138> Well, yes, only on rail tracks at safe waiting points
18:07:26  <Quatroking> oh I was planning on using path signals on my boats
18:07:35  <Quatroking> alright I'll only use them for my trains then
18:07:36  <Quatroking> bumme
18:07:38  <Quatroking> +r
18:07:45  <peter1138> Well
18:07:53  <peter1138> There is a "wet rails" set...
18:08:04  <Quatroking> wat
18:16:31  <Alberth> http://www.tt-forums.net/viewtopic.php?p=1072185#p1072185
18:17:37  *** andythenorth [~Andy@194.168.185.226] has joined #openttd
18:17:38  <andythenorth> http://en.wikipedia.org/wiki/Freight_rate
18:17:42  <andythenorth> 0,000 coal
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18:21:47  <Eddi|zuHause> they certainly have "signals" for entering locks over here
18:23:50  <Eddi|zuHause> andythenorth: although in europe, the maximum train length is 250 axles (because of axle counters overflowing at 255) and 25t per axle
18:24:04  <andythenorth> Eddi|zuHause: can’t they use a dword?
18:24:38  <Eddi|zuHause> andythenorth: sure, if you wait another 50 years for the devices to be replaced
18:24:45  <andythenorth> :P
18:26:12  *** moffi [~moffi@dsdf-4d0a2026.pool.mediaways.net] has quit [Ping timeout: 480 seconds]
18:26:18  <peter1138> Wait, for real?
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18:27:09  <Eddi|zuHause> peter1138: well, the 250 axle limit is real. the reason was some rumor i picked up a few years ago
18:27:13  <peter1138> Heh, articulated "ships"
18:27:17  <peter1138> Eddi|zuHause, ah k :)
18:28:29  <andythenorth> peter1138: :P
18:28:37  <Eddi|zuHause> peter1138: i'm sure if you try hard enough you can get exceptions for certain routes
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18:39:22  <Quatroking> Free Metro 2033 on humble bundle: https://www.humblebundle.com/store?utm_source=Twitter&utm_medium=Link&utm_campaign=Free%20Metro%202033
18:40:28  <Eddi|zuHause> never heard of that game
18:41:38  <Quatroking> really?
18:41:45  <Quatroking> it's a pretty popular series
18:41:47  <Alberth> really
18:42:02  <Quatroking> it's about metro stations so it fits right in this channel
18:42:05  <Quatroking> also russia
18:42:55  <Terkhen> as usual, the book is better
18:42:58  <Terkhen> :P
18:47:26  <Alberth> maybe the game is so bad, they have to give it away :p
18:48:03  <peter1138> It's a couple of years old.
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18:57:22  <Quatroking> fast forward changes the fps from 30 to 60 doesn't it
18:57:35  <Quatroking> is there a way to make pause always run at 60fps?
18:58:20  <Eddi|zuHause> that is not what fast forward does
18:58:31  <Quatroking> then I was told wrong
18:59:11  <Eddi|zuHause> normal operation introduces a pause every tick to get to 33fps. fast forward removes that pause
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18:59:30  <Quatroking> oh okay
18:59:49  <Quatroking> can that pause also be removed when running in pause mode?
18:59:54  <Eddi|zuHause> no
18:59:58  <Quatroking> it'd make scrolling faster
19:00:10  <Quatroking> well, smoother
19:00:11  <Eddi|zuHause> disable smooth scrolling?
19:00:22  <Quatroking> that's disabled
19:00:30  <Eddi|zuHause> then enable it?
19:00:36  <Quatroking> that's not what I mean
19:00:57  <Quatroking> when running fast forwarded, scrolling goes faster/smoother while running paused is slower/choppy
19:01:02  <Eddi|zuHause> anyway, the fixed fps is used for other things like chat
19:01:31  <Eddi|zuHause> you will not find anybody who is willing to touch that code.
19:02:21  <Quatroking> okay
19:10:56  <peter1138> Eh, I looked at it.
19:11:13  <peter1138> But you end up slowing the game down.
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19:25:43  <peter1138> Oh yeah, and it's per-video backend, so... urgh :S
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19:34:35  <Wolf01> hello
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19:43:45  <Quatroking> whenever my game auto-saves it pauses the game, can I make it not pause the game?
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19:44:26  <planetmaker> us a faster multi-core machine
19:44:30  <Quatroking> oh no wait it just randomly pauses
19:44:51  <Quatroking> does setting the "update distribution graph" setting too low cause this?
19:45:18  <Quatroking> because I'm fairly sure a 4ghz i7 2700k should be able to pull off openttd
19:45:36  <planetmaker> probably ;)
19:45:39  <glx> what's map size ?
19:45:49  <Quatroking> 4096
19:45:59  <glx> that's why :)
19:46:16  <planetmaker> yup
19:46:55  <Quatroking> yeeaah it's the monthly update according to AI/Game Script debug
19:47:13  <Quatroking> wait, so this is the game script that's being crap?
19:47:34  <glx> big map means a huge amount of industries
19:47:50  <glx> and all of them update their output at the same time
19:48:58  <Quatroking> alright, I'll restart with 2048 then
19:49:52  <glx> you can try a non square map if you want 4096 on a size
19:50:05  <glx> like 4096*256
19:50:38  <Quatroking> nah, 2048^2 will do
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19:51:06  <glx> anyway for me a big map is useless as it's almost "empty"
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19:52:01  <peter1138> Very low towns, very low industries, lots of room for track/road/ship/impenetrable mountains...
19:52:12  <Wolf01> I like big maps because are almost empty
19:52:15  <peter1138> 512 or 1024 suffices for that, though.
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19:53:10  <Wolf01> I often build long pieces of straight tracks to reach a far away industry just to see trains rolling
19:53:30  <Quatroking> I've been playing a lot with boats lately
19:53:36  <peter1138> Hmm, I ought to tweak my landscape generator parameters.
19:53:50  <peter1138> TGP isn't as nice as real perlin though :(
19:54:01  <Wolf01> yes please, better landscapes :D
19:54:22  <peter1138> Wolf01, get hm4 from bananas ;)
19:54:35  <peter1138> (It is an example from my generator)
19:54:43  <Wolf01> good
19:55:31  <peter1138> Needs trunk though due to the heightmap importer changes.
19:57:17  <Wolf01> which size?
19:57:37  <Wolf01> oh, 1024, it does tell...
19:58:35  <peter1138> Yeah, my perlin algorithm took 8 minutes to make a 4096x4096 heightmap, and it turned out bad :(
19:59:35  <Wolf01> ok, that one, yes I already tried it, it's better at 512 because of those straight lines at the bottom corner
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19:59:58  <peter1138> Depends on the number of height levels.
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20:01:30  <Wolf01> I usually set it to 64
20:01:35  <Quatroking> just started a new 4096^2 map, turned out to be the game script I had running on the previous map
20:01:42  <Quatroking> this map isn't pausing every month for 135 ticks
20:01:54  <Wolf01> but with 16 levels is more playable
20:02:21  <peter1138> between 23 and 31 was favourable, iirc.
20:02:21  <Wolf01> it's a good map
20:03:24  <peter1138> Ah, TGP algorithm can do 4096x4096 in about 6 seconds.
20:03:48  <peter1138> Just need to tweak it :(
20:06:08  *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd
20:06:13  <peter1138> Wonder what this'll look like.
20:06:33  <peter1138> 8000 rivers takes a while to make ;(
20:07:19  <Wolf01> I use "few", but on big maps it's still too much
20:17:15  <peter1138> Heh, scrolling speed is dependent on framerate :s
20:37:57  *** NillyVanilly [~oftc-webi@77.119.128.105.wireless.dyn.drei.com] has joined #openttd
20:38:02  <NillyVanilly> Hello
20:39:23  *** Zuu [~Zuu@h-114-162.a98.priv.bahnhof.se] has joined #openttd
20:40:06  <NillyVanilly> can i buy a server? My friend and i wont play in a privat server
20:43:06  <planetmaker> NillyVanilly, we don't sell servers here
20:43:26  <planetmaker> But it's easy to simply setup openttd and run it as a server
20:43:51  <Zuu> Just make sure you forward ports if the server is behind a router.
20:45:10  <NillyVanilly> we includet the Firewall. and can not play
20:45:25  <Zuu> @ports
20:45:25  <DorpsGek> Zuu: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
20:45:36  <Zuu> Did you try to open those ports?
20:46:39  <NillyVanilly> yes
20:46:53  <Zuu> Both TCP and UDP?
20:47:02  <planetmaker> both on router and your pc's firewall?
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20:47:20  <IG2> hi
20:47:28  <NillyVanilly> this is my friend
20:47:44  <Zuu> Hello
20:47:45  <NillyVanilly> UDP
20:48:07  <Zuu> You need to forward/open both UDP and TCP
20:48:10  <IG2> hi we already tried to switch off firewall completely
20:48:29  <Zuu> Do you got a router?
20:48:31  <IG2> the funny thing is we were able to play a few days agao
20:48:32  <planetmaker> is the server set to advertize?
20:48:42  <IG2> yes we got the "3Webcube"
20:48:56  <IG2> we trie advertice an without
20:48:56  <planetmaker> eh... I mean in openttd.cfg
20:49:17  <planetmaker> (no idea what 3webcube is)
20:49:28  <Zuu> I guess it is a router
20:49:46  <Zuu> But it could also be the name of their game
20:49:48  <IG2> yes thats the router
20:50:08  <IG2> ill search for the openttd.cfg
20:50:37  <Zuu> Assuming it is NAT, have you forwarded 3979 and 3978 to the PC where the server is?
20:50:43  <Zuu> @ports
20:50:43  <DorpsGek> Zuu: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
20:50:44  <IG2> yes
20:51:55  <Zuu> If it advertize, and you wait 10-15 minutes it should show up on http://www.openttd.org/servers. If it doesn't there is something not working either with port forwarding or firewall blocking.
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20:52:24  <Zuu> ("It" being your OpenTTD server)
20:52:28  *** IG2 [~oftc-webi@91.141.1.173.wireless.dyn.drei.com] has joined #openttd
20:52:33  <Zuu> ("It" being your OpenTTD server)
20:54:24  <Zuu> Another possible error is that you did set up port forwarding some days ago when you got it working, and your PC that acts as server got a new local IP and now the forwarding doesn't work anymore.
20:55:08  <Zuu> In the router admin page you can often bind MAC adresses to IPs so that computers stay at the same local IP forever.
20:55:26  <IG2> ok i forwardet thm again now...
20:55:52  <IG2> i have an UMTS router so my ip changes
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20:59:48  <NillyVanilly> german?
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21:16:34  <peter1138> Cos there aren't enough servers.
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21:26:16  <Quatroking> for what reason do boats not collide with each other?
21:26:30  <Quatroking> are they 2spooky4me?
21:27:34  <planetmaker> no-one told them to collide
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21:45:23  <Eddi|zuHause> it's like cartoon characters. they don't fall down until someone tells them they're in the air
21:51:13  <Supercheese> road vehicles also have a tendency to pass through each other at times
21:52:19  <planetmaker> yes... quantum drive
21:55:51  <Eddi|zuHause> also on crossings when they go in different directions
21:56:46  <Quatroking> road vehicles do try to park next to each other though
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22:19:13  <Wolf01> 'night
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23:01:05  <frosch123> V453000: they killed 6 pool!
23:01:08  <frosch123> :/
23:01:46  *** tokai|mdlx [~tokai@port-92-195-17-13.dynamic.qsc.de] has joined #openttd
23:02:38  <planetmaker> 6 pool?
23:03:52  <frosch123> the most important starcraft opening, where you stay at the initial 6 workers and go directly for rush offensive
23:04:03  <frosch123> now broken by raising the initial worker count to 12
23:04:21  <planetmaker> I guess I should have played starcraft more extensively :P
23:05:23  <frosch123> well, iirc broodwar only started with 3 workers. i think there was a 4 pool build or something
23:05:39  <frosch123> V would know better
23:07:47  *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds]
23:09:00  <argoneus> wow frosch123
23:09:03  <argoneus> it's called 4 pool
23:09:05  <argoneus> because you start with 4 workers
23:09:19  <argoneus> also
23:09:23  <argoneus> you start with 6 workers in sc2
23:09:23  <frosch123> yeah, it has been some time :p
23:09:25  <argoneus> and 6pool is viable
23:09:47  <frosch123> yes, 6pool in hots, but the first announcement of lotv says 12
23:10:11  <frosch123> that's the point of what i said :p
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23:15:38  <Supercheese> yikes, 12 workers?
23:16:00  <frosch123> i guess the intention is to skip the early game
23:16:22  <frosch123> but well, it never ended with what it started in any of the releases
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