Config
Log for #openttd on 15th March 2015:
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00:02:33  <Wolf01> 'night
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00:49:20  <chillcore> hmm ... corrupt sprite again ... this time in ogfxi_logos
00:52:37  <chillcore> it is that mysterious moreheightlevels bug that I still can not trigger on demand
01:02:25  <chillcore> yay, with really extreme params I can trigger it and/or make game crash ... let's hope I still can in a debug build
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02:58:52  <supermop> yo
03:01:05  <Pikka> oy
03:01:30  <chillcore> ooy
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03:04:18  <supermop> hows it going?
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03:07:49  <chillcore> bugs everywhere ...
03:08:45  <chillcore> still the same ... for every thing I fix 2 things emerge :P
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03:09:36  <chillcore> I dunno who is going to end up reviewing my code but I do know it is going to be fun fun
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03:15:33  <chillcore> still got a lot of cleaning up to do but this patch queue is getting way bigger then anticipated
03:16:40  <supermop> what are you patching
03:16:59  <chillcore> at least I still feel like getting somewhere except for this one bug that is in trunk and is caused by MHLs vieport code (I think)
03:17:45  <chillcore> custom smoothness (and then tuning presets) so that trunk has some nicer terrain generation
03:19:20  <chillcore> it works but this gui stuffs ... interaction with other guis and sliders and values overflowing and so on and so on
03:19:32  <chillcore> its like the gift that keeps on giving :P
03:21:07  <chillcore> https://www.tt-forums.net/viewtopic.php?f=33&t=63595
03:22:05  <chillcore> you may want to check the later screenshots, currently adding magic boxes for the other values besides scale
03:23:02  <chillcore> how's your tramtracks and roads going?
03:23:35  <supermop> ok -
03:28:30  <supermop> http://www.tt-forums.net/viewtopic.php?p=1144780#p1144780
03:29:04  <chillcore> I was just checking them out ;)
03:29:20  <chillcore> looks pretty sweet
03:31:48  <chillcore> just them corners ... as mentioned before the lane-lines should follow the curbs a bit more
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03:32:16  <chillcore> lorry's can not make such turns, IRL that is
03:33:11  <chillcore> but the noise in the asphalt is amazing
03:33:23  <chillcore> did you use wally for that?
03:34:11  <supermop> no - just a built in procedures in rhino
03:34:27  <supermop> its essentially a granite process
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03:35:09  <supermop> you can make a material that has 'flecks' for a 2nd material interspersed in it
03:35:31  <supermop> and control the properties of the two separately
03:35:38  <chillcore> nice
03:36:02  <supermop> and further divide each of the base and spot materials again into another granite process
03:36:26  <supermop> the road paint is similar but a marble process
03:36:48  <supermop> the main material is a gritty bumpy white, and the vein material is transparent
03:37:00  <supermop> so the asphalt shows through in cracks
03:38:07  <supermop> the asphalt is like a black tar type material with three different kinds of rock in it
03:39:39  <chillcore> It definately shows you've put some effort into it
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03:49:53  <supermop> yeah the newer versions of the software can do even more
03:50:14  <supermop> but for these small scales you can get ok results with the old one
03:50:35  <supermop> the only thing is that its hard to add grime or dirt
03:52:44  <chillcore> I don't think you need that anymore with the level of noise you have now?
03:55:59  <supermop> not sure i think there should be slight gradient change in darkness of road surface from center to edge
03:56:46  <supermop> i would like to add storm drains too but i think they would get to repetitive to see a drain on every tile
03:58:42  <chillcore> as in rubber that is left behind, ye that could make them even look better
03:59:26  <chillcore> would be cool if you could randomize used tiles as eddi sugested
03:59:40  <chillcore> no idea how to code that though
04:00:18  <supermop> someone would need to write a patch for it
04:07:53  <chillcore> hmm there is code for decorations ... but I really sux at bit manipulation
04:11:54  <supermop> decorations?
04:14:31  <chillcore> trees and streetlights on pavement
04:15:10  <chillcore> there are eight roadside types in total
04:15:20  <chillcore> you've got a source checkout?
04:17:55  <chillcore> https://docs.openttd.org/road__map_8h_source.html line 447
04:19:26  <chillcore> not sure which sprites they are ... most lkely it is seperate trees and streetlights which get pasted in dependant on zone
04:20:20  <chillcore> emphasis on most likely ... NewGRF is not my strong point ;)
04:21:43  <supermop> yeah there are streetlights in base set
04:21:50  <supermop> but they are very basic
04:22:14  <supermop> i dont think they could be used to modify the sidewalk by overlays
04:22:45  <supermop> as if you drew a flat piece of sidewalk for the streetlamp sprite it would still be flat on a slope
04:23:50  <supermop> i think you would need a patch to along for a road new grf to specify additional possible sprites to use? i have no idea about how the actual game code works
04:24:22  <supermop> anyway
04:24:42  <supermop> do the little lane drivewways look best with cobblestones or asphalt?
04:26:51  <chillcore> cobble ;) just the tile on the right side, the bottom driveway is a tad too bright? or the white 'lines' seem to go in the wrong direction?
04:28:41  <chillcore> nitpicking details ^^^ my eyes are  rather tired and might see it differntly tomorrow ;)
04:29:07  <chillcore> the gutters look great
04:29:32  <chillcore> also there will be vehicles wizzing around and peeps should be busy playing
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04:31:22  <supermop> the cobbles do run along the length of that that drive rather that the width
04:31:31  <supermop> your eyes do not lie
04:32:27  <supermop> here in the laneways, cobbles run in courses parallel to the lane for most of the length, but sometimes at a crossing or junction they then run perpendicular
04:32:53  <supermop> so once i noticed my texture mapping error, I could not decide how to resolve it
04:33:35  <supermop> as the driveways are crossing sidewalks, i think the cobbles should be perpendicular to the lane, parallel to the sidewalk, as in the big driveway
04:34:02  <supermop> however, showing them the otherway could hint at the normal lengthwise character
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04:36:01  <supermop> now  i just need to do the non-sidewalk road dead end
04:36:42  <chillcore> k ... here the cobble in the gutter and the driveways does not flow in one another, most of the times
04:37:03  <supermop> maybe i will have the road die into gravel
04:38:40  <chillcore> hmm I get what you mean but you can not predict what will be on the other side of the gravel, again
04:40:29  <supermop> hmm
04:40:34  <chillcore> could be anything really ... the side of a depot or station, grass, trees, monument, whatevs except for road as then it would connect
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04:42:44  <chillcore> correction ... two halftile roads facing eachother do not connect
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04:45:25  <chillcore> as long as you do layered stuffs you can experiment as much as you want and maybe code options in your NewGRF later on even
04:50:10  <chillcore> but as a general rule ... don't worry too much about what could be there, usually if your newGRF is uniform in style (and complete) it comes out pretty good
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05:32:14  <chillcore> hmm ... nappy time. good night o/
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08:20:59  <andythenorth> o/
08:21:24  <Pikka> yikes
08:25:07  <supermop> yo
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08:28:59  * andythenorth plays OpenTTD
08:30:27  <supermop> whoa whoa whoa
08:30:34  <supermop> actually playing a game
08:31:17  <Pikka> you should a server, andythenorth
08:31:50  <supermop> andy should a server
08:32:03  <supermop> i'd play an all andy server
08:32:19  <andythenorth> I should
08:32:30  <andythenorth> but also lots of unreleased newgrfs in my games
08:32:37  <andythenorth> makes server tricky
08:32:43  <andythenorth> also much parenting to do
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08:33:56  <Pikka> when are we getting the new hogs? ;)
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08:34:09  <andythenorth> working on it
08:34:09  <Pikka> when is supermop getting his new trams?
08:34:25  <supermop> getting them?
08:34:34  <supermop> am i getting a tram?
08:34:34  <Pikka> when am I coding them?
08:34:38  <supermop> ah
08:34:46  <Pikka> the ones you sent a while back... I should get on those. :)
08:35:09  <supermop> well i'm more focused on drawing and rendering this road set now
08:35:28  <supermop> i've self-imposed a design freeze now
08:35:54  <supermop> so no more modelling until after a first release
08:36:01  <supermop> now just render etc
08:36:06  <supermop> brb noodles
08:37:15  <Terkhen> good morning
08:37:23  <supermop> hi terken
08:37:30  <supermop> Terkhen:
08:37:33  <supermop> sorry
08:38:44  <andythenorth> ok can haz alpha-10 road hog now
08:38:45  <andythenorth> on bananas
08:38:48  <andythenorth> moar
08:39:00  <Pikka> danke
08:39:13  <andythenorth> especially moar translations
08:39:18  <andythenorth> rest is just a few sprites and stuff
08:43:22  <andythenorth> so eh 13k downloads of Squid, and no feedback / suggestions in forums
08:43:26  <andythenorth> this is a good thing, yes/no?
08:49:39  <andythenorth> also, is a translations release 2.1.0 or 2.0.1?
08:57:45  <supermop> no feedback is good feedback
08:58:29  <__ln__> http://www.buzzfeed.com/alanwhite/this-sage-of-a-broken-german-door-that-became-a-wall-of-meme#.icrNnyOnA
08:59:46  <andythenorth> can haz Squid 2.0.1
08:59:57  <andythenorth> of very little interest to you unless you’re Polish or Italian or German
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09:06:47  <andythenorth> or your
09:07:02  * andythenorth too early for the comma rules
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09:13:28  <supermop> i guess i need to draw a little concrete saw and hole for roadworks sprite
09:14:29  <supermop> bollard for do not enter?
09:17:40  <supermop> already violating design freeze
09:19:01  <supermop> should a zebra crossing have a stop line behind it, or no need to bother?
09:19:30  <supermop> i'm thinking to make a zebra crossing across the terminating road on a T junction
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10:24:54  <Wolf01> hi hi
10:27:29  <supermop> hi
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12:13:21  <DorpsGek> Commit by frosch :: r27187 /trunk/src (3 files in 2 dirs) (2015-03-15 13:19:58 +0100 )
12:13:22  <DorpsGek> -Fix: Code style.
12:13:31  <Alberth> moin
12:13:38  <frosch123> hai :)
12:15:01  <Taede> morning
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13:01:44  <chillcore> hello all
13:08:46  <Alberth> o/
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13:38:36  <Alberth> \o
13:39:03  <andythenorth> o/
13:40:38  <chillcore> |o
13:43:20  <chillcore> 193.4 kb of patches so far ... not done yet and still need to shorten code
13:45:09  * andythenorth needs some new BB goals
13:45:35  * andythenorth wonders about a ‘roll the dice’ button :P
13:50:35  * chillcore mentions a certain Aiai Caramba connects stuffs by road ... at random
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13:54:27  <Alberth> andy, as in, you don't want to wait for completion? :)
13:55:17  <andythenorth> as in, 5 out of 7 goals are currently unstarted
13:55:19  <andythenorth> with 2 years to run
13:55:26  <andythenorth> and not very interesting also
13:55:53  <andythenorth> hmm
13:55:58  <andythenorth> maybe I should have 10 goals
13:55:58  <Alberth> newer BBs allow finishing at an arbitrary rate, mostly
13:56:07  <andythenorth> this is latest from bananaramas
13:56:36  <andythenorth> so if I start a 2 year goal, I don’t have to complete within 2 years?
13:56:37  <Alberth> if you deliver something every 7 years, the goal will stick
13:57:07  <Alberth> 2 years from now, or it's expired :)
13:57:22  <Alberth> it's fine to deliver at a higher rate too :p
14:00:22  <andythenorth> make sense
14:00:26  <andythenorth> makes *
14:00:58  <Alberth> every time you deliver a non-zero amount, the timer starts again
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16:12:43  <andythenorth> Baldy’s Boss
16:14:33  <frosch123> are you baldy?
16:16:30  <andythenorth> wondering if I am
16:16:33  <andythenorth> or his Boss
16:17:58  <andythenorth> my alter ego
16:18:01  <andythenorth> like fight club
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16:40:28  <DanMacK> @seen Andythenorth
16:40:28  <DorpsGek> DanMacK: Andythenorth was last seen in #openttd 22 minutes and 26 seconds ago: <andythenorth> like fight club
16:40:38  <DanMacK> Doh... lol
16:40:45  <frosch123> 3 minutes :p
16:41:36  <DanMacK> of course, lol
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17:45:21  <DorpsGek> Commit by michi_cc :: r27186 trunk/src/road_cmd.cpp (2015-03-14 15:27:07 +0100 )
17:45:22  <DorpsGek> -Codechange: Rename AlwaysDrawUnpavedRoads() to better reflect what it does.
17:46:51  <frosch123> what?
17:47:17  <frosch123> that's not the translator commit :p
17:47:27  <Alberth> :p
17:47:43  <frosch123> there was actually no translator commit
17:48:28  <Alberth> dorpsgek goes back in time :)
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17:52:13  <andythenorth> DanMacK: hi
17:52:23  <DanMacK> Hey!
17:52:39  <andythenorth> felt like a DanMacK time of day
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19:41:37  <juzza1> how can i edit issue description in devzone?
19:42:09  <juzza1> found it
19:42:12  <Alberth> k
19:47:59  <Eddi|zuHause> i always found these buttons extremely hidden
19:48:55  <Alberth> somewhat, although github is much better at hiding possibilities :)
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20:10:09  <Terkhen> good night
20:11:25  <V453000> bai
20:20:24  <DorpsGek> Commit by translators :: r27188 trunk/src/lang/korean.txt (2015-03-15 21:20:16 +0100 )
20:20:25  <DorpsGek> -Update from WebTranslator v3.0:
20:20:26  <DorpsGek> korean - 2 changes by telk5093
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23:21:34  <OldManPopo> Hello!
23:22:58  <OldManPopo> Quickie Question:  Trains set to full load seem to cap out produced items around 70%, I thought (And I may have thought wrong) I remembered that if you get away from Full Load and just let them run free that production levels will increase?  Is this true?  It's been a while since I tried really hard at the mechanics.  Wiki doesn't seem to have this information anywhere
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23:24:24  <ST2> maybe this helps: https://wiki.openttd.org/Game_mechanics#Station_rating
23:30:29  <Wolf01> 'night
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23:36:12  <OldManPopo> I'm guessing my brain isn't processing that correctly, it looks very confusing.  I have Very Good and Excellent ratings from my station, but transported levels aren't going above 76%.. Perhaps I'm confusing some numbers somewhere?
23:37:04  <OldManPopo> There's virtually no delay on trains arriving at the station to take the goods away
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23:42:46  <OldManPopo> So if I'm reading this right, on a standard 256x256 map, there's a 16.7% chance that any given industry will boost it's production.... If that 16.7% chance succeeds, my station, with it's Very Good and Excellent ratings, has a 67% chance to increase it's production levels, if it fails the 67% chance of increase, it will decrease production levels... Am I getting that right? :)
23:45:12  <OldManPopo> Ugh... hold on.. I'm using Smooth Economy... That changes the rules even further..
23:46:02  <_dp_> ye on smooth economy there is extra bonus for > 80% rating, but you got the idea
23:47:14  <OldManPopo> So since I can't seem to get my ratings above "Very Good" with Full Loads on (there's like a few months out of the year it seems to hold onto Excellent), the production holds steady around 70-75%
23:47:43  <_dp_> try building statue or renewing engines
23:48:00  <_dp_> advertising also helps if within range
23:49:08  <OldManPopo> Engines are the best Diesels available currently, so it's running as fast a train as I can for the now.  I may have to try the statue thing, see if that helps.  I'm making good money as it is, but I'm greedy and want more ;)
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23:51:08  <OldManPopo> So the numbers I should be monitoring isn't the production percentage, but rather my rating from the station.... The Production level is the end result of my rating
23:52:05  <OldManPopo> And my rating is determined by how quickly in and out my trains take the items from the station
23:55:45  <_dp_> yeah, you got it
23:56:21  <_dp_> on that page you can also see full list of factors that determine rating
23:56:54  <_dp_> like not only speed, but an age of engine matters too. there is no easy way to renew same engine tho(
23:57:34  <_dp_> but statue is the easiest one, so definitely build it if you haven't done it yet
23:58:15  <OldManPopo> I know there's a setting in there somewhere for what time to renew it (I think it defaults to 6 months past due date, or something like that).  I suppose that could be tweaked
23:58:25  <OldManPopo> AFK a few minutes

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