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00:10:30 <Samu> i got trouble with removing unused buoys 00:10:34 <Samu> t.t 00:14:18 <Samu> buoys now got owners 00:14:25 <Samu> owners none 00:15:05 <Samu> when a company bankrupts, i can't remove buoys by the owner of the tile under the buoy 00:15:31 <Samu> the feature was nice 00:15:41 <Samu> but now... i need a workaround 00:16:27 <Samu> what gets removed first? vehicles or stations? 00:24:13 *** HerzogDeXtEr has quit IRC 00:34:31 <Samu> vehicles get removed first t.t 00:39:33 *** Samu has quit IRC 00:49:32 *** supermop has joined #openttd 01:19:04 *** JezK_ has joined #openttd 01:31:53 *** supermop has quit IRC 01:57:50 <Lejving> holy shit V453000 I just found the openttdcoop wiki, your junctions and stations are just so fucking insane 02:55:42 *** mindlesstux_ has joined #openttd 02:56:35 <Eddi|zuHause> yes. 02:58:36 *** Flygon has joined #openttd 03:00:40 *** mindlesstux has quit IRC 03:00:40 *** mindlesstux_ is now known as mindlesstux 03:14:10 *** sim-al2 is now known as Guest431 03:14:11 *** sim-al2 has joined #openttd 03:19:12 *** Guest431 has quit IRC 04:43:11 *** Lejving has quit IRC 05:11:56 *** Trainfever has joined #openttd 05:16:16 *** Trainfever has quit IRC 06:00:33 *** Biolunar has joined #openttd 06:07:19 *** DorpsGek has quit IRC 06:11:50 *** zeknurn has joined #openttd 06:14:37 *** orudge has quit IRC 06:44:15 *** sim-al2 has quit IRC 06:50:28 *** orudge has joined #openttd 06:56:38 *** andythenorth has joined #openttd 07:03:54 *** Progman has joined #openttd 07:19:43 *** andythenorth has left #openttd 07:35:53 *** supermop_ has quit IRC 07:38:01 *** Wolf01 has joined #openttd 07:38:18 <Wolf01> Moin 07:56:08 <Wolf01> Desktop apps converted to appx started to appear on the Windows Store, the thing I really like is that the converted apps use their own registry to store info and don't leave trash behind when uninstalled 07:58:35 <Wolf01> The thing I don't like is that everything is installed inside your user folder (default) 08:15:09 *** DDR has quit IRC 08:15:32 *** DDR has joined #openttd 08:22:02 *** JezK_ has quit IRC 08:23:41 *** JacobD88 has joined #openttd 08:31:37 *** JacobD88 has quit IRC 08:51:13 *** JacobD88 has joined #openttd 08:51:25 *** tokai has joined #openttd 08:51:25 *** ChanServ sets mode: +v tokai 08:58:03 *** tokai|noir has quit IRC 09:27:18 *** NoShlomo has joined #openttd 10:02:28 <Wolf01> Isn't this like Zuu's one? http://store.steampowered.com/app/423580 10:18:21 <peter1138> What's an appx? 10:18:36 <peter1138> When did computer software become "desktop apps"? 10:18:56 <Wolf01> Appx are the Store apps 10:19:17 <Wolf01> Which aren't real "desktop" apps 10:22:49 <Wolf01> With the Desktop App Converter you can wrap a classic desktop app in a boxed environment, not so limited like the appx ones 10:23:59 <Wolf01> For example you can move an appx from a drive to another without uninstalling it (you need to do it from a panel, not from the file explorer) and keeping all the data untouched 10:25:07 <Wolf01> You could even make a wrapper installer for OTTD, which should work exactly as it does now 10:25:32 <Wolf01> Just a way to distribute classic software via Windows Store 10:26:36 <Wolf01> Also, some sort of DRM... 10:28:08 *** DorpsGek has joined #openttd 10:28:08 *** ChanServ sets mode: +o DorpsGek 10:37:23 *** Samu has joined #openttd 10:47:40 <Samu> hi 10:48:43 <Flygon> Wolf01, I have zero idea what you just said about anything 10:48:52 <Flygon> That's how much I've avoided Win10 @_@ 10:50:09 <Wolf01> I wouldn't go back 10:52:30 <Flygon> To 7 or 10? :P 10:52:44 <Flygon> Though, my main concerns are the forced updates 11:03:31 <Wolf01> To <10 11:07:16 <Samu> im on windows 10 11:08:39 <Samu> openttd isn't ready for windows 10, needs a compatibility thing 11:08:39 <Eddi|zuHause> <peter1138> When did computer software become "desktop apps"? <-- i don't think that development was avoidable... 11:09:10 <Samu> then it works flawlessly 11:10:13 <Eddi|zuHause> the main problem is that the gap between people who write software and people who use software widens, making it more difficult to cross over. computer software becomes "magic" for most people 11:11:32 <Samu> @logs 11:11:32 <DorpsGek> Samu: https://webster.openttdcoop.org/index.php?channel=openttd 11:12:44 <Samu> bah nobody answered me yesterday night 11:17:49 <Samu> i think i've dealt with buoys bankrupting 11:17:52 <Samu> must test 11:19:44 <Samu> only a few buoys bankrupt, right? 11:32:59 <argoneus> good afternoon train friends 11:33:02 <argoneus> anyone here using windows 10? 11:33:15 <argoneus> wondering if I should upgrade from 7, the ubuntu subsystem thing looks cool 11:38:27 <Flygon> Wolf01: Scuse the delay, been trying to fix some computer issues <_> 11:38:55 <peter1138> buoys bankrupt? what? 11:41:03 <Flygon> Eddi|zuHause: I have the opposite problem. Higher level programming languages look like magic to me. And higher level dev tools. 11:41:11 <Flygon> I look at Unity and think "HOW IS THAT CPU NOT DEAD" 11:42:10 <Wolf01> <Samu> openttd isn't ready for windows 10, needs a compatibility thing <- WTF? 11:42:17 *** sla_ro|master has joined #openttd 11:43:19 <Wolf01> argoneus, yeah, some days ago I used the Ubuntu subsystem to download a repository, as the Git for Windows doesn't seem to work well 11:43:55 <Wolf01> And SVN doesn't know about Git submodules 11:49:47 <Wolf01> Bah, another site RSS broken 11:53:15 <Wolf01> peter1138, Flygon: http://www.hanselman.com/blog/PuttingMyVB6WindowsAppsInTheWindows10StoreProjectCentennial.aspx 11:54:32 <argoneus> Wolf01: is win10 good then? 11:54:38 <Wolf01> I really like it 11:55:08 <Flygon> Oh man 11:55:14 <Flygon> I forgot how popular VB6 is still 11:55:25 <argoneus> Wolf01: can you do like 11:55:29 <argoneus> code in VS and compile with G++? 11:55:30 <argoneus> g++ 11:55:37 <Wolf01> Why not? 11:55:44 <argoneus> good question 11:55:47 <argoneus> okay you convinced me 11:57:04 <Wolf01> You can't use GCC compiler on VS, but you can use it externally 11:57:16 <Wolf01> But still develop on VS 11:58:19 <Wolf01> Also, since I'm a Lumia user, I can benefit from the integration (save a login on Edge desktop and have the login available on phone) and share AppData between desktop and phone (like my RSS reader app does) 12:14:30 <Samu> Wolf01: needs some dpi scalling stuff 12:14:54 <Wolf01> That console thing? 12:15:02 <Samu> else mouse scrolling is erratic 12:15:14 <Samu> mouse positioning issues 12:15:15 <Wolf01> You set high DPI on windows? 12:15:22 <Samu> yes´ 12:15:36 <Wolf01> So, every other "old" game does need a fix 12:15:52 <Wolf01> But that's even on XP 12:16:05 <Samu> let me find 12:16:08 <Wolf01> I had that problem on StarCraft 12:16:09 <Samu> i made a post about it 12:16:50 <Samu> https://bugs.openttd.org/task/6366?project=1&pagenum=4 12:18:29 <Samu> speaking of mouse positioning 12:19:06 <Samu> a recent patch about dragging vehicles over the selling icon on depots is kinda bugged when the vehicled is dragged 12:19:30 <Samu> the cursor is mispositioned 12:22:59 <Samu> i tried selling a very large ship 12:23:11 <Samu> Squid ate fish FISH 2.0.2 12:23:18 <Samu> it's very noticeable 12:24:37 <Samu> unsure is it's windows issue only 12:26:28 <Samu> peter1138: buoys bankrupt, i mean when buoys are placed on canals, and a company bankrupts, the buoy is removed is it's not being in use 12:26:47 <Samu> the buoy is removed if* typo 12:27:31 <Samu> tile owner of a buoy is the same as the owner of the water tile 12:27:44 <Samu> it's some weird stuff openttd is doing 12:28:17 <Samu> i'm trying to maintain this functionality now that I can set canal owners independently 12:29:21 <Samu> problem i am having is that tile owner of buoys is OWNER_NONE now 12:29:42 <Samu> a bankrupt won't remove buoys like it used to 12:30:07 <Samu> i am trying a workaround, and so far it seems to be working 12:30:12 <Samu> doing what it used to do 12:32:32 *** Arveen has joined #openttd 12:35:04 *** sim-al2 has joined #openttd 12:38:02 <Samu> trying this https://paste.openttdcoop.org/pby9m1im8 12:38:18 <Samu> before the if (!IsTileOwner(tile, old_owner)) return; line 12:47:39 *** tycoondemon has quit IRC 12:49:55 *** andythenorth has joined #openttd 12:49:57 <andythenorth> o/ 12:55:25 <Eddi|zuHause> https://youtu.be/Z7g8-GxLTSc?t=46 13:29:47 *** Mazur has quit IRC 13:29:49 *** andythenorth has quit IRC 13:30:23 *** Mazur has joined #openttd 13:31:00 <Wolf01> Eddi, in plain english TL;DR? 13:32:42 <V453000> Pay taxes and shut the fuck up. 13:33:50 <V453000> also how are them biterz? 13:35:24 <Wolf01> No idea, the game has been sitting there for 2-3 days 13:37:35 <Wolf01> Mmmh, I'm not able to parse a website... it comes with a really strange encoding which is undetectable 13:37:53 <Wolf01> But the browser shows it without problems 13:38:17 <Wolf01> Maybe some gzip compression, but it should be handled automatically by the library 13:41:07 *** sim-al2 has quit IRC 13:43:57 *** Biolunar has quit IRC 13:57:53 *** NoShlomo has quit IRC 14:01:34 *** Cursarion has quit IRC 14:01:34 *** Cursarion has joined #openttd 14:01:48 <Wolf01> Thunderstorm. BBL 14:01:50 *** Wolf01 has quit IRC 14:15:53 <Eddi|zuHause> i only know Thunderstruck... 14:21:17 *** keoz has joined #openttd 14:22:51 *** Lejving has joined #openttd 14:25:05 *** Wolf01 has joined #openttd 14:26:00 <Wolf01> Mmmh, server dead again, manual action required :P 14:53:55 *** DDR has quit IRC 14:55:07 *** DDR has joined #openttd 15:03:13 <Samu> there are two behaviours for placing water structures 15:03:42 <Samu> dock and ship depot have different ways to check for water 15:04:19 <Samu> docks want the the tile to really be of type water 15:04:37 <Samu> ship depots wants the tile to have water on the ground 15:04:58 <Samu> there are objects that can be placed on water 15:05:06 <Samu> they can be cleared 15:05:33 <Samu> i think has water on the ground is a better behaviour 15:31:14 <V453000> My ass is grass. 15:35:56 *** Alberth has joined #openttd 15:35:56 *** ChanServ sets mode: +o Alberth 15:36:09 <Alberth> moin 15:36:37 <V453000> yo 15:43:54 *** TheMask96 has quit IRC 15:46:41 <Samu> dock code is .. quite diversified 15:48:14 *** TheMask96 has joined #openttd 15:51:52 *** supermop has joined #openttd 15:52:42 <Alberth> likely, there are more such places in openttd code :) 15:53:10 *** ElleKitty has joined #openttd 15:54:36 <supermop> yo 15:55:52 <Samu> cost of placing a dock was not counting the price for clearing the slope tile 16:01:29 <Alberth> can you place a dock on anything not-clear? 16:01:40 <Alberth> not sure I ever tried that 16:03:48 <Samu> can place on road bit 16:03:53 <Samu> with foundation 16:05:53 <Alberth> interesting 16:09:05 *** Arveen has quit IRC 16:11:08 <Samu> okay i think i fixed it 16:11:21 <Samu> cost.AddCost(ret); thingy 16:14:11 <Samu> yes, it's there now, building with medium costs on a coastal tile is £390 now, up from £350 16:20:56 <Samu> CmdBuildDock code is now similar in behaviour to that of ship depot 16:22:32 <Samu> CmdBuildBuoy code needs to be adjusted too 16:23:34 <Samu> erm... maybe not 16:23:59 <Samu> buoys can be placed on anyone's canal already 16:24:15 <Samu> and anyone can remove the buoys 16:24:47 <Samu> let me verify 16:25:49 <Samu> confirmed 16:37:04 <Samu> why would you ensure no vehicle on ground on dock tiles? 16:37:15 <Samu> there is no tracks on the dock tiles 16:37:45 <Alberth> there are ships 16:37:47 <Samu> think i can safely delete this part of the code, unless im missing something 16:37:57 <Samu> that's at the 3rd tile 16:38:09 <Samu> but the code checks the 1st and 2nd tiles 16:38:28 <Alberth> well, no idea then 16:39:02 <Alberth> you may want to check the commit message that was given while the check was added, that might gives some clues (sometimes) 16:39:37 <Alberth> unless it's r1 :p 16:40:13 <Samu> hmm station_cmd.cpp is a biiig file, 16:40:24 <Samu> how do i check commit message stuff? 16:40:25 <Samu> i forgot 16:41:37 <Alberth> yep, only newgrf.cpp is bigger in "src" (by a factor 2, even) 16:42:23 <Alberth> check when the lines were last changed (with "blame"), check if that commit just modified them or really added them 16:42:59 <Alberth> if modified, check out the parent of that commit, repeat the steps 16:43:41 <Alberth> if you have a nice version control gui, like thg, you can do this in the gui 16:45:23 <Samu> i use tortoise svn, not sure if this is what u mean 16:45:40 <Alberth> never mind, it's not likely to work 16:52:50 *** srhnsn has joined #openttd 16:55:06 *** frosch123 has joined #openttd 16:55:14 *** keoz has quit IRC 16:57:05 <Alberth> hola 16:58:38 *** glx has joined #openttd 16:58:39 *** ChanServ sets mode: +v glx 17:05:37 <frosch123> hoi 17:26:10 *** JacobD88 has quit IRC 17:27:48 *** JacobD88 has joined #openttd 17:28:03 *** JacobD88 has quit IRC 17:29:20 *** smoke_fumus has joined #openttd 17:37:40 <NGC3982> What did i just do to ECS 17:38:06 <NGC3982> A newly created train visited a Steel Plant and it is spontaniously creating coal, without something creating coal. 17:38:13 <NGC3982> http://skarmdump.henjoh.se/20160915.PNG 17:38:28 <NGC3982> Oh. 17:38:31 <NGC3982> Wait what 17:38:43 <NGC3982> Yes, it does. What! 17:48:37 *** Gja has joined #openttd 17:52:45 *** HerzogDeXtEr has joined #openttd 18:12:21 *** Macha has joined #openttd 18:18:51 <Samu> https://git.openttd.org/?p=trunk.git;a=blame;f=src/station_cmd.cpp;h=eb90c29ab53427448a293b325ebbeb89f4834028;hb=737897653ae3cf6d3cd98728fd111528f2b4c8bd 18:18:57 <Samu> is this the blame thing, Alberth ? 18:19:32 <Alberth> looks like it 18:20:52 <Samu> why is it called blame? 18:21:32 <Samu> author alberth <alberth@openttd.org> 18:21:38 <Samu> you're the guy to blame then? 18:22:14 <Samu> 13th march 2010 18:22:25 <Alberth> If I committed a line of code, and that line appears to be faulty, then it is said I am to blame for that line 18:22:42 <Alberth> line number? 18:22:47 *** Samu has quit IRC 18:22:50 <Macha> Because that's what svn called it that. SVN probably called it that because of cvs (I don't actually know if cvs blame existed). And the original one was less diplomatic with nming that command :p 18:22:59 *** Samu has joined #openttd 18:23:00 <Samu> oops 18:23:05 <Alberth> line number? 18:23:07 <Macha> Because that's what svn called it that. SVN probably called it that because of cvs (I don't actually know if cvs blame existed). And the original one was less diplomatic with nming that command :p 18:23:11 <Samu> 2567, 2568, 2569 18:23:15 <Macha> (Resending since Samu dropped) 18:25:10 <Alberth> It's not that simple 18:25:13 <Samu> ships can never go into the tile1, tile2 is questionable 18:25:38 <Alberth> If you look at the patch of that commit, you can see I just changed the line, I didn't add it new 18:25:54 <Alberth> so, someone before my change added it 18:25:55 *** andythenorth has joined #openttd 18:26:35 <Alberth> you have to look at the parent revision, and go back further, until you find the commit that really added the line 18:26:46 <Alberth> o/ andy 18:27:01 <andythenorth> lo 18:29:40 <andythenorth> @seen BADFEATURES 18:29:40 <DorpsGek> andythenorth: I have not seen BADFEATURES. 18:33:47 <Alberth> apparantly, v8 had more than just bad features :p 18:34:48 <Alberth> maybe add some zoomed 8bpp sprites? :) 18:34:58 <andythenorth> ha ha 18:35:06 <andythenorth> I should redraw everything at 2x 18:35:12 <andythenorth> I considered teach PIL to do it 18:35:19 <andythenorth> teaching * 18:35:43 <Alberth> there is a 2x transform algorithm, that'd be simpler :p 18:35:56 <andythenorth> why take the easy route? :P 18:36:09 <Alberth> true :) 18:36:10 <andythenorth> I could find some really complex rules about interpolating missing pixels 18:36:24 <Alberth> I am sure you could :D 18:36:29 <andythenorth> based on the known ranges of colours in the palette (most are 8 similar shades) 18:36:44 <andythenorth> also detecting ‘this is a brick wall’ etc 18:36:59 <Alberth> haha, context-aware zooming :) 18:37:02 <V453000> U SHIT BRIX? 18:37:21 <andythenorth> does BRIX have enough BAD FEATURES? 18:37:29 <V453000> it doesn't have features :D 18:37:35 <andythenorth> THAT IS BAD 18:37:35 <Alberth> haha :) 18:37:43 <andythenorth> ULTIMATE BAD FEATURE 18:37:47 <V453000> only parameters for disabling some sprites 18:37:51 <V453000> haha 18:38:00 <Alberth> could be, but it's not a bad feature, due to lack of features :) 18:38:01 <V453000> no, it means it's the ideal newgrf 18:38:17 <Alberth> obviously :) 18:38:31 <V453000> makez sense 18:38:53 <andythenorth> ultimate newgrf is 4,500 vehicles 18:38:56 <Samu> i went all the way back to 2007-01-10 18:39:05 <Samu> ensurenovehicle on ground is there 18:39:06 <andythenorth> each one an individual example of one type of engine 18:39:12 <andythenorth> but with accurate numbers and livery 18:39:35 <V453000> with varying rivets? 18:39:50 <Alberth> Samu: in r1? wow, that means most likely it was in the original program 18:39:56 <Samu> there is no more history before 2007-01-10... 18:40:06 <Samu> (svn r8033) 18:40:16 <Alberth> ah 18:40:44 <Alberth> we lost about 900 revisions before r1, so theoretically, it could be added there, but not likely 18:40:48 <Samu> it was the first time station_cmd.cpp was created? 18:40:57 <Eddi|zuHause> <V453000> no, it means it's the ideal newgrf <-- that's always the "solve all humanities problems by killing all humans" approach that is featured in so many science fiction movies 18:41:19 <Alberth> Samu: euhm, it was a .c file first, the file got renamed alomng the way 18:41:37 <Samu> oh, there's more then 18:41:48 <Alberth> perhaps :) 18:42:29 <V453000> it's valid Eddi|zuHause 18:42:59 <V453000> make everyone happy by killing the unhappy 18:43:03 <Alberth> and it makes great movies :p 18:44:40 <Samu> 2004-08-09 truelight (svn r1) 18:44:46 <Samu> this is r1? 18:44:47 <Samu> ok lets see 18:46:08 <supermop> andythenorth: photoshop -> image size -> 200% -> bicubic smoother -> good enough? 18:46:26 <Alberth> nah, too eazy :) 18:46:35 *** gelignite has joined #openttd 18:46:58 <Eddi|zuHause> supermop: that probably has issues with transparency 18:47:32 <Samu> https://git.openttd.org/?p=trunk.git;a=blob;f=station_cmd.c;h=e903d4eccd5feb67ecc366f903ad878f6ee6b5bc;hb=efaeb275f78e18d594d9ee8ff04eccd2dc59512c#l1653 18:47:40 <Samu> it's there on r1, what does this mean? 18:48:16 <Samu> no one knew ships couldn't go through docks? 18:48:33 <V453000> andythenorth: just upscale to 400% with nearest neighbour and declare it x4 zoom 18:48:34 <V453000> eazy 18:48:40 <Eddi|zuHause> supermop: like with road tiles you want to treat it as if the road continues on the other side, but with vehicles you need the transparent pixels treated as "not there at all" 18:48:54 <Macha> HQ4X! https://en.wikipedia.org/wiki/Hqx :p 18:49:13 <Eddi|zuHause> Macha: has the same issues 18:50:08 <andythenorth> it still needs to look pixelated 18:50:12 <Eddi|zuHause> we used to have a hq2x patch that worked on the whole screen, but that had the problem that it distorted the text a bit 18:50:17 <andythenorth> that means drawing pixel style, but bigger 18:50:38 <Samu> is there other vehicles that can walk into the dock pier? 18:52:42 <supermop> V453000: are your little trains now using layers for cc? 18:52:57 <V453000> not currently, BRIX is graphics only 18:53:07 <V453000> via replace things 18:53:14 <supermop> i see 18:53:15 <V453000> but the new train set will probably 18:53:32 <V453000> andythenorth: nearest neighbour! :P 18:53:35 <supermop> could 'shading' be added as a layer? 18:53:43 <V453000> well yeah but why? 18:53:53 <supermop> crazy schemes 18:54:24 <supermop> doesnt make sense for rendered sprites that much but.. 18:54:43 <Samu> okay let me ask in a different way 18:55:03 <Samu> have you ever had docks not being removed from the world when a company bankrupted? 18:56:18 <supermop> what if i draw a little train in 12 different liveries or whatever, and instead of getting the shading right on each one there is some kind of mask or layer that puts the same shading on over whatever the background colors are 18:56:27 <Samu> if i understand the code, vehicles are removed first 18:56:35 <Samu> then stations are removed 18:56:43 <V453000> ah I see what you want to do 18:56:47 <Samu> but if there are more ships, of other companies 18:57:12 <V453000> I think you could pretty much do that with just the mask working correctly 18:57:15 <Samu> the code is gonna try to remove the dock and check if there's a vehicle on those tiles 18:57:40 <Samu> code isn't prepared to ignore vehicle checking on bankrupt 18:57:58 <Samu> if you never seen docks staying behing when a company bankrupts 18:58:05 <Samu> then these 3 lines can be removed 18:58:08 <supermop> then you could have the insane possibility to change light via newgrf param? australian sun from north, sunset light low in the west, night time shading overall 18:58:10 <Samu> they do nothing 18:58:17 <V453000> supermop: the mask mostly influences only the colour, but the brighness of the sprite under it has big effect 18:58:30 <V453000> the brightness does change a bit with different 8bpp colours used, but still 18:58:40 <V453000> lol 18:59:03 <supermop> this idea popped into my head while walking home last night looking at pretty sky 18:59:07 <V453000> probably more reasonable to just render it as separate sprites as a whole supermop :D 18:59:11 <V453000> but yeah XD 18:59:32 <supermop> buildings always look better between 16:00 and 20:00 18:59:43 <supermop> not 10:30 or whatever tt is 19:00:19 <supermop> but sometimes british trains look cuter in late morning sun 19:00:35 <supermop> and american trains look more romantic at golden hour 19:01:26 <supermop> also - densha de D grf with trailing light vehicle effects? 19:01:42 <supermop> and sparks flying from wheels in turns 19:03:01 *** ElleKitty has quit IRC 19:03:16 <supermop> http://i3.ytimg.com/vi/B6WiT29xUkI/mqdefault.jpg 19:05:28 <V453000> XD 19:05:29 *** andythenorth has quit IRC 19:05:38 <V453000> I am curious to see your product supermop :P 19:05:54 <supermop> product? 19:06:00 <supermop> of the bathroom hardware? 19:06:10 <supermop> towel hooks etc 19:08:48 <supermop> or the concrete flower pot? 19:09:10 <Alberth> no abstract flower pot? 19:12:23 *** andythenorth has joined #openttd 19:12:37 <andythenorth> what shall I call my new RV set? 19:14:02 <andythenorth> clearly it’s time to abandon Road Hog 19:14:19 <supermop> pig in a poke? 19:15:06 <andythenorth> good answer 19:15:37 <Alberth> +1 19:16:09 <supermop> although that would be a secret ship set sold as an rv set? 19:16:17 <andythenorth> ha ha 19:16:24 <andythenorth> RH has hit the 80:20 software problem 19:16:36 <andythenorth> actually not 19:16:45 <andythenorth> the remaining 20% won’t take 80% of the time 19:17:31 *** tycoondemon has joined #openttd 19:17:33 <andythenorth> but I’m bored of it 19:17:44 <andythenorth> 80% of the problems were interesting 20% are boring 19:21:45 <supermop> Alberth: https://www.instagram.com/metabolist/ 19:22:43 <Alberth> ha, nice :) 19:24:55 <andythenorth> bloody tramz 19:25:11 <andythenorth> silly pax vehicles 19:25:40 <supermop> andythenorth: i got a nice short of titanium ignots on a truck on there 19:25:59 <supermop> https://www.instagram.com/p/BByH4xYDwk7/ 19:26:20 <andythenorth> how much is one of those worth? o_O 19:31:20 <supermop> heavy enough that a flatbed can only carry two, not sure what market prices are today 19:31:52 <supermop> on that day i saw over 60 cars crashed or of the road on i-70 due to ice storm 19:31:57 <supermop> off 19:32:00 <Eddi|zuHause> <andythenorth> 80% of the problems were interesting 20% are boring <-- and how does starting a new set solve that? 19:32:03 <supermop> and about 15 trucks 19:32:25 <supermop> so pretty good chance one of those would have rolled away into the woods 19:32:28 <andythenorth> Eddi|zuHause: easy, I get to do the 80% interesting bits 19:32:37 <andythenorth> and the 20% gets kicked down the road 19:36:39 <andythenorth> partly, pax is very ‘meh' 19:36:48 <andythenorth> there’s no particular right or wrong to it 19:37:02 <andythenorth> transporting pax is only to keep town ratings up :P 19:37:22 *** ElleKitty has joined #openttd 19:38:33 <Eddi|zuHause> solution: make separate passenger and freight sets 19:38:57 <Eddi|zuHause> there's a distinct lack of separately usable truck sets anyway 19:41:10 <supermop> V453000: this one's for you https://www.instagram.com/p/vnMaL9jwll/ 19:41:23 <V453000> nice 19:41:34 <Eddi|zuHause> those are not slugs 19:44:38 <andythenorth> Eddi|zuHause: that’s a solution, but who makes the pax set? :P 19:44:55 <Alberth> grab random bus set? 19:44:57 * andythenorth fears it’s ‘andythenorth ‘ 19:45:00 <Eddi|zuHause> andythenorth: does that matter? 19:45:23 <Eddi|zuHause> there are a lot of bus and tram sets out there that lack in truck refinement 19:46:06 *** sim-al2 has joined #openttd 19:46:48 <andythenorth> I think they also lack in tram and bus refinement :P 19:47:37 <Eddi|zuHause> sure... different problems though :p 19:48:07 <Eddi|zuHause> solving different problems with the same software is a sign of bloatware 19:48:27 <andythenorth> ha ha 19:48:53 <supermop> https://www.instagram.com/p/p2YDFOjwsg/ 19:48:54 <andythenorth> I don’t think I can hide behind ‘bloatware is bad’ to defend myself from finishing the set 19:49:15 <supermop> tram stuck on insulator, so the following one had to ram it 19:50:03 <Eddi|zuHause> i don't think "ram" is the correct way to describe this 19:50:47 <Eddi|zuHause> but, can't you just push the tram by hand? it's not that hard on a flat surface 19:51:08 <Eddi|zuHause> and on a non-flat surface you could just roll 19:53:37 <supermop> Eddi|zuHause: apparently not. they had the one behind 'tap' the stuck one at very low speed and it still made a huge noise 19:54:27 <Eddi|zuHause> don't they have emergency-couplings at your place? 19:54:49 <supermop> 34 metric tons for that guy 19:55:19 <Eddi|zuHause> i believe our trams have that, you remove a front bit, pull out the coupling, and can mechanically couple two trams 19:55:28 <supermop> this was like 2 years ago when i lived in melbourne. never saw a coupler on a tram 19:55:36 <supermop> the new ones might have it 19:55:43 <Eddi|zuHause> (this is apparently easier than carrying a "proper" full coupling to the location) 19:56:03 <supermop> but these 80s ones only seem to have the anti-climber bar 19:56:09 <Eddi|zuHause> (the full coupling also has electric links) 19:56:31 <supermop> the melbourne trams also never run in multiple 19:56:50 <Eddi|zuHause> that's probably a difference... our trams were always meant to run in multiples 19:57:09 <supermop> so the new trams might have couplers, because they are based on regular combino or citadis or flexity trams 19:57:54 <supermop> but until about 1990 trams were built by a local company specifically for melbourne 19:58:32 <andythenorth> supermop: but are they 10/8, 12/8, 14/8 or 16/8? :P 19:58:48 <supermop> they do have heavy duty trucks there that i think can tow a tram 19:59:59 <supermop> but in this case, traffic was quickly backing up behind the tram, it is right at a square crossing (the insulator isolated the square) 20:00:42 <supermop> there was already 3 trams backed up behind, so they just got the cars out from between them, had all the passengers get off, then gave it a bump 20:08:36 <supermop> does newgrf spec allow for setting beer serving capacity in litres for trams? 20:08:37 <supermop> https://en.wikipedia.org/wiki/Sp%C3%A5rakoff 20:16:27 *** Argensis has joined #openttd 20:21:20 *** keoz has joined #openttd 20:23:13 *** Macha has quit IRC 20:25:47 <andythenorth> option 1) all trams stay same length 1860-2010, and roughly same capacity 20:26:10 <andythenorth> option 2) trams get progressively longer 1860-2010 and capacity increases more substantially 20:26:15 <andythenorth> option 3) something else 20:27:23 <V453000> 40 20:27:28 <V453000> 4)* 20:32:29 *** Alberth has left #openttd 20:37:54 <andythenorth> if in doubt, do a poll 20:39:40 <frosch123> 1860: 50 pax, 30 km/h; 2010: 300 pax, 80 km/h ? 20:41:02 <andythenorth> something like that 20:41:19 <andythenorth> large capacity increases seem to demand longer sprites also 20:43:34 * andythenorth needs to understand the station blocking behaviour a bit more 20:43:50 <andythenorth> there must be better and worse tram lengths 20:44:07 <andythenorth> or is that over-thinking it? 20:44:12 <berndj> is any of the "online content" that i can download in-game executable? i'm not a fan of downloading random arbitrary execution vectors 20:44:26 <berndj> or is it just graphics and declarative stuff? 20:45:52 <Alkel_U3> Afaik it can't just do arbitrary stuff 20:46:21 <andythenorth> well it could 20:46:40 *** Gja has quit IRC 20:46:44 <andythenorth> I haven’t tried uploading anything malicious, but I don’t know how strictly bananas would check 20:47:30 <andythenorth> otoh you’re running openttd, which is an arbitrary attack vector also 20:48:18 <berndj> well that's at least a static threat; i'm running whatever debian offers me 20:48:45 * andythenorth must to bed 20:48:46 *** andythenorth has quit IRC 20:49:12 *** Progman_ has joined #openttd 20:50:08 <sim-al2> There shouldn't be anything executible, just .grf and .tar 20:50:41 *** Progman has quit IRC 20:50:41 *** Progman_ is now known as Progman 20:58:03 <Eddi|zuHause> berndj: some of the content is squirrel scripts 21:00:39 <supermop> whenever i post something on forums these days i feel like an old man 21:00:53 *** Rubidium_ is now known as Rubidium 21:01:00 <Rubidium> anything that is downloadable and actually defines things to do runs that in effectively a virtual machine. Neither of those have any direct access to disk, network or other processes. I cannot guarantee that there is no way you cannot cause some buffer overflow somewhere that causes code execution, but that risk you also have with purely static data. 21:05:18 *** frosch123 has quit IRC 21:08:01 <Flygon> I thought Trams got more capacity through basically growing longer and gettng more space efficient 21:08:25 *** sla_ro|master has quit IRC 21:09:54 <Flygon> supermop: The Trams don't have any couplers. They basically have a bit underneath them that allows attaching a steel bar, that allows them to tow another Tram 21:09:56 <Flygon> But it is not a true coupler 21:11:42 <supermop> Flygon: yeah. when i saw that stuck one at gertrude and brunswick they didn't seem to have any inclination to wait for anyone come tow 21:12:13 <Flygon> As a personal note, it does bother me there is no spec for having couplers on 21:12:28 <Flygon> Considering Adelaide's classic Trams could always run in EMU configuation 21:17:52 *** Biolunar has joined #openttd 21:18:29 <Samu> waiting for an oil rig spawning 21:18:31 <Samu> zzz 21:21:18 <Samu> 0xc3 = 1100 0011 21:21:20 <Samu> good 21:22:03 <Samu> ox30 = 0011 0000 21:22:06 <Samu> good 21:23:09 <Samu> dbg: [misc] m6 = 0xc3 21:23:25 <Samu> dbg: [misc] m1 = 0x30 21:23:44 <Samu> dbg: [misc] type = 0x60 21:24:09 <Samu> i wish the debugger would show these values as binary 21:26:48 <berndj> Rubidium, ah, thanks, that's about the answer i was hoping for 21:28:01 <glx> Samu: I think it can 21:28:47 <Samu> really' how? 21:29:08 <Samu> i wouldn't have to resort to a calculator for conversion 21:29:14 <glx> but those messages look like debug message generated by the game :) 21:30:26 <Samu> it's from the console window 21:30:55 <Samu> it opens up when visual studio launches Debug x64 21:31:03 <Samu> or win32 21:32:28 <glx> console window is from openttf 21:34:11 <glx> anyway a calculator isn't required to convert hexa to bin, it's easily doable in head 21:34:23 *** keoz has quit IRC 21:35:58 <glx> advantage of hexa vs decimal 21:36:16 <glx> and the alignment when printed 21:36:54 <Samu> omg i catched an oil rig spawn, brb 21:40:28 <Samu> founder is OWNE_NONE 21:40:47 <glx> yes oilrig have no owner 21:41:14 <glx> the station is usable by everyone 21:43:33 *** gelignite has quit IRC 21:45:09 <Flygon> As an incidental note 21:45:45 <Flygon> I'm mildly surprised players aren't allowed to build OWNE_NONE infrastructure. On the other hand, that does kinda cheat out of Infra. Maintainence. 21:46:49 <glx> yeah build a full rail network with no running costs ;) 21:52:56 *** Flygon has quit IRC 21:54:40 *** Flygon has joined #openttd 22:05:14 <Samu> industry_cmp.cpp code is confusing :( 22:05:52 <Samu> if (_settings_game.construction.build_on_competitor_canal && (ind_behav & INDUSTRYBEH_BUILT_ONWATER) && (IsTileType(cur_tile, MP_INDUSTRY) || _current_company >= MAX_COMPANIES)) return ret; 22:06:04 <Samu> i'm trying to understand why did I write this line 22:06:26 <Samu> especially the part (IsTileType(cur_tile, MP_INDUSTRY)+ 22:09:22 <glx> oilrig on canal maybe 22:15:30 *** Argensis_ has joined #openttd 22:16:58 <Samu> i can't follow this huge code 22:17:20 <Samu> DoCreateNewIndustry 22:17:45 <Samu> oops, not this one 22:18:30 <Samu> CheckIfIndustryTilesAreFree 22:18:32 <Samu> this one 22:19:16 <Samu> do...while cycle 22:20:04 *** Biolunar has quit IRC 22:20:59 <Samu> https://hg.openttd.org/trunk.hg/file/703999f4c036/src/industry_cmd.cpp#l1372 22:22:09 <Samu> what I wanna know is what has been done before line 1424 22:22:16 *** Argensis has quit IRC 22:22:36 <Samu> line 1425 fails for what? 22:23:20 *** Progman has quit IRC 22:23:27 <Samu> it tries to clear tiles 22:23:38 <Samu> it fails on canals 22:23:53 <Samu> and i want it not to fail on certain cases 22:26:01 *** HerzogDeXtEr has quit IRC 22:27:18 <Samu> if (ret.Failed()) { if (!(ind_behav & INDUSTRYBEH_BUILT_ONWATER)) return ret; 22:28:02 <Samu> this sets appart all land industry placement failures 22:28:40 <Samu> below this line i'm dealing with failures of industry tiles that are built on water 22:29:17 <Samu> what can make it fail and what cannot make it fail, that's the question 22:31:40 <Samu> https://paste.openttdcoop.org/prelurdeq 22:31:51 <Samu> i got this there, written last year 22:32:01 <Samu> and i wanna understand why 22:36:16 <Samu> IsTileType(cur_tile, MP_INDUSTRY) I'm utterly confused by this 22:37:28 <Samu> if it fails because there is an industry tile at the moment of placing the oil rig, then really fail 22:37:32 <Samu> what about the rest? 22:39:11 <Samu> what if the entire water is buoys or stuff like that? 22:41:07 *** Argensis_ is now known as Macha 22:43:31 <Samu> alright, i just built an oil rig on top of a buoy 22:43:34 <Samu> this is bugged 22:51:08 <Samu> I think I know what to do, at least I got the idea 22:55:15 *** srhnsn has quit IRC 22:59:10 *** JacobD88 has joined #openttd 23:06:09 *** Macha has quit IRC 23:12:07 *** JacobD88 has quit IRC 23:17:49 *** orudge has quit IRC 23:17:53 *** Nothing4You has quit IRC 23:20:43 *** Nothing4You has joined #openttd 23:21:50 *** orudge has joined #openttd 23:39:08 <Samu> will this do what I want? 23:39:09 <Samu> https://paste.openttdcoop.org/pfvunlauc 23:39:44 <Samu> this is the original https://hg.openttd.org/trunk.hg/file/703999f4c036/src/industry_cmd.cpp#l1423 23:40:28 <Samu> lines 1423 to 1428 23:41:42 <Samu> i guess not 23:45:20 <Samu> https://paste.openttdcoop.org/p0mtkypys what about this one? 23:48:42 <Samu> gonna test 23:56:10 <Wolf01> 'night 23:56:12 *** Wolf01 has quit IRC