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Log for #openttd on 27th August 2016:
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00:39:56  <Samu_> if (IsSlopeWithOneCornerRaised(slope) && IsCoastTile(tile)) return false;
00:40:30  <Samu_> towns won't build bridges only on coastal tiles
00:40:40  <Samu_> if they have 1 corner raised
00:41:27  <Samu_> I see more bridges now
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01:52:40  <Eddi|zuHause> <_dp_> return (this->direction & 1) ? 192 : 256; <-- this is the size of one "step" on the map, there are 16 steps per tile along the axis, and 8 steps per (half-)tile along the diagonals
01:55:54  <Eddi|zuHause> so if min(dx,dy) is the diagonal part of the travel, that gives you the number of half-tiles for the diagonal, and |dx-dy| is the straight bit of the travel, which gives you full tiles along the axis
01:57:13  <Eddi|zuHause> there might also be an off-by-one error, because you can't travel through the corner of a tile
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07:48:30  <andythenorth_> o/
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07:54:23  <andythenorth_> Shipz
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10:22:16  <andythenorth> Cat
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10:27:18  <frosch123> is there a country where people eat cats?
10:32:40  <andythenorth> Probably
10:35:53  <Flygon> North Korea
10:36:33  <Flygon> And going by the artwork, certain subsets of the Globe
10:42:48  <frosch123> https://en.wikipedia.org/wiki/Cat_meat <- there is a wiki page about it ofc :p
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10:47:43  <frosch123> looks like they are most popular in south america
10:47:43  * andythenorth could use layered vehicle sprites to animate paddle steamer paddles
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10:48:17  <andythenorth> How many layers? o_O
10:48:18  <frosch123> andythenorth: you could do that anyway with regular sprites
10:48:43  <frosch123> you only gain benefits when combining sprites using different criteria
10:48:52  <frosch123> so that you get combinations of different things
10:48:54  <andythenorth> I'd have to draw all the frames
10:49:14  <frosch123> andythenorth: in the prototype i limited it to 4 layers. but it's an completely arbitary choice
10:49:16  <andythenorth> With stop, start, loaded etc :p
10:50:40  <frosch123> as in: the performance of 4 layer vehicles is equaly bad as 4-part articulated vehicles
10:51:24  <andythenorth> 4 is plenty for what I have in mind
10:51:25  <frosch123> well, atualy it is better, since articulated vehicles have more callbacks for non-graphical things
10:52:03  <andythenorth> They're just sprite layers, not fake vehicles, right?
10:53:18  <frosch123> yes, same bounding box
10:53:30  <frosch123> just like industries or houses
10:53:52  <frosch123> except that i skipped the positioning part, since that is quite pointless with orientations
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10:54:34  <andythenorth> So no abusing them for multi-cargo ships :D
10:55:02  <frosch123> https://paste.openttdcoop.org/puyzaw735?/puyzaw735 <- it's just a switch as in distinguishing depot/list/viewport sprites
10:55:17  <Alberth> o/
10:55:25  <frosch123> register 100 returns whether there are more layers, and whether to use a specific recolor sprite
10:55:27  <frosch123> hoi Alberth
10:56:09  <Alberth> spoiling all the newgrf builders with free layers :)
11:08:14  * andythenorth wonders if multi-cargo ships would be BAD FEATURE
11:10:02  <andythenorth> also horsepower property for ships
11:10:45  <andythenorth> add a drag vector (prevailing current) to each tile
11:11:16  <andythenorth> higher-powered ships can reach top speed, lower powered cannot
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11:11:45  <andythenorth> hovercraft get to cheat, we'd need a prop for that :p
11:12:44  <andythenorth> Ships going in same direction as current go faster, it's direct analogy to slope for train physics :)
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11:14:08  <Alberth> if you make the current so strong the ship can't move against it, you'll run into trouble
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11:14:54  <andythenorth> 1mph
11:14:59  <Alberth> not sure you need horsepower
11:15:04  <andythenorth> Same as train stuck on a slope
11:15:08  <Alberth> just add/subtract some speed
11:15:15  <andythenorth> 'Need' no
11:15:36  <andythenorth> Looking for ways to add progression of stats for ships
11:16:00  <Alberth> add more random numbers :p
11:16:49  <andythenorth> if I provide fewer generations, progresion matters barely at all
11:17:13  <andythenorth> But then sprites aren't realisms per date
11:17:35  <andythenorth> otoh, less drawing
11:17:37  <Alberth> use unreal sprites
11:17:59  <Alberth> realism is doomed anyway, imho
11:18:04  <andythenorth> No new ships after 1960 or so...acceptable?
11:18:20  <andythenorth> All ships are boss from 1960 onwards
11:18:26  <Alberth> starting at?
11:18:27  <frosch123> how about "dry ships"?
11:18:30  <andythenorth> 1860
11:18:37  <frosch123> use the train mechanics and add ship sprites
11:18:47  <andythenorth> 1860, 1910, 1960
11:18:58  <Alberth> 100 year sounds ok-ish to me
11:19:06  <Alberth> except a bit early for me :)
11:19:20  <andythenorth> I rarely play past 2000 or so
11:19:22  <Alberth> but even then, I tend to end the game in the '80s
11:20:07  <andythenorth> Vehicle technology pretty much topped out by 1980s
11:20:08  <Alberth> if you want another generation, do some hover things, or aqua-planing ships
11:20:27  <andythenorth> Everything is incremental now irl, no big steps forward
11:23:06  <Alberth> not sure how that is relevant
11:23:31  <Alberth> make disruptive ship technology :p
11:24:02  <Alberth> can't really compete on speed though
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11:39:38  <andythenorth> Apple, in their bloody wisdom, apparently won't allow an app to maintain a connection for more than 10 mins on iOS
11:39:46  <andythenorth> Hence disconnects :x
11:39:56  <andythenorth> Even over wifi
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14:06:21  <goodger> does it have multitasking yet?
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14:50:00  <andythenorth> Moar ships
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15:15:44  <frosch123> i think andy is drowning
15:15:59  <frosch123> every now and then he reaches the surface to shortly call for a hips
15:16:02  <frosch123> *ships
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15:25:15  <Alberth> :D
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16:08:55  <argoneus> good evening train friends
16:09:01  <andythenorth> Ships also
16:10:02  <alask0ud> bicycles
16:10:06  <argoneus> ship acquaintances
16:10:14  <argoneus> bicycles can go away
16:10:23  <alask0ud> kk
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16:10:32  <goodger> in-tunnel-station-demanding colleagues
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16:30:20  <andythenorth> Ach ships really don't sail around without lids on
16:30:34  <andythenorth> Unless someone can find photos to contrary :p
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16:36:02  <frosch123> pile the cargo on deck
16:36:46  <andythenorth> For piece goods yes
16:36:51  <andythenorth> Coal....harder
16:37:10  <frosch123> https://upload.wikimedia.org/wikipedia/commons/0/0d/LNG_Tanker_ARCTIC_PRINCESS_vor_Hammerfest_%28N%29_-_Juni_2015.jpg <- no idea what is inside
16:37:53  <Alberth> LNG, probably :)
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16:38:50  <Alberth> do it like the wagons, just show the top?
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16:40:14  <andythenorth> Or do inland ships only... https://www.google.co.uk/imgres?imgurl=http%3A%2F%2Fc8.alamy.com%2Fcomp%2FBN0T2G%2Fa-dutch-coal-barge-going-up-the-rhine-at-basel-switzerland-BN0T2G.jpg&imgrefurl=http%3A%2F%2Fwww.alamy.com%2Fstock-photo-a-dutch-coal-barge-going-up-the-rhine-at-basel-switzerland-30137032.html&docid=K6sQMVavCxJnJM&tbnid=ne9H_vfx9UnZqM%3A&w=1300&h=955&hl=en&client=safari&bih=671&biw=1024&ved=0ahUKEwi-54axhOLOAhWDXBQ
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16:42:22  <Alberth> looks great
16:43:04  <Alberth> I have always disabled the wave animation, so it's really calm water :)
16:43:16  * andythenorth learning about ships
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16:43:53  <andythenorth> Despite that modern ships look same (house at back, one big hold), they are not the same
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16:44:01  <andythenorth> Depending on intended use
16:44:19  <andythenorth> Bulk, piece goods etc have different design and equipment
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16:45:18  <andythenorth> RL eh
16:46:46  * andythenorth assumed all modern ships had one big rectangle hold, with 100% opening top
16:46:56  <andythenorth> Like a shoe box
16:47:02  <andythenorth> Not so apparently
16:47:27  * andythenorth wasted childhood on trains and trucks, not ships :p
16:47:32  <Alberth> :)
16:47:45  <Alberth> new country to discover :)
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16:51:28  <Alberth> I think Clockworker is trying to beat you in number of joins and disconnects :)
16:51:42  <Clockworker> it's great
16:51:50  <Clockworker> my phone company decided to have fun on my expense today
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16:52:23  <Alberth> ah well, let's hope it's better tomorrow
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16:53:12  <andythenorth> I will be disconnected in a couple of minutes
16:54:51  <andythenorth> Hmm
16:54:55  <Alberth> maybe apple tries to conserve power or so?
16:55:23  <andythenorth> I want ships to be same similar-but-different as this http://dev.openttdcoop.org/attachments/download/7966/tramz-aug-2016.png
16:55:37  <andythenorth> Not sure about flatbed ships :p
16:56:15  <Alberth> that's a challenge
16:56:33  <Alberth> maybe add some decorative elements that you can vary?
16:56:55  <Alberth> but a ship is much lower
16:57:40  <Alberth> but both fish and squid did that quite nicely, imho
16:57:55  <Alberth> or am I missing something?
16:58:37  <andythenorth> No :)
17:00:32  <andythenorth> There are flat-deck barges
17:00:40  <andythenorth> But eh :p
17:03:06  <Alberth> too magic what they contain :)
17:04:06  <andythenorth> They're like a big floating steel box, cargo just goes on top
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17:34:08  <supermop> not sure i'd accept delivery of transformer bathed in salt spray
17:35:44  <Alberth> you should have considered that before adding the "must be nice to look at during transport" clause to the contract
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17:36:17  <Alberth> what's a little salt compared with all that PR for your company?
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17:36:44  <supermop> "do not wrap transformer in protective material. I want to see all the neat details and bits while it's on the boat"
17:37:43  <Alberth> the boat is inland non-salt water, and the transformer is supposed to be resistent against rain, as it's standing outside? :)
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