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00:01:05 *** HerzogDeXtEr has quit IRC 00:02:17 <Eddi|zuHause> goodger: the original Samstag/Sonnabend split might have come from the areas influenced by roman culture (south and west) vs. the areas influenced by christian missionaries (north and east) 00:02:55 <goodger> makes sense 00:03:01 <Eddi|zuHause> but i have no data to support this claim 00:06:33 <goodger> I accidentally almost drove in to germany the other week 00:06:46 <goodger> (irrelevant but mildly interesting factoid) 00:07:59 <Eddi|zuHause> i can only imagine what a disaster that would have been, crossing an open border... 00:08:39 <goodger> yes, I would have had to turn around and been late for my chair appointment :O 00:10:57 <Eddi|zuHause> well, you could have been a goodger(man) 00:11:12 <goodger> a goodger man? 00:11:16 <goodger> I already am one of those 00:18:19 *** Samu has quit IRC 00:33:30 *** supermop_ has joined #openttd 00:46:15 <Wolf01> 'night 00:46:18 *** Wolf01 has quit IRC 00:55:08 *** glx has quit IRC 01:16:41 *** LadyHawk- has joined #openttd 01:21:23 *** LadyHawk has quit IRC 01:21:23 *** LadyHawk- is now known as LadyHawk 02:14:03 *** Supercheese has joined #openttd 02:42:25 *** supermop_ has quit IRC 02:56:26 *** funkyL has quit IRC 03:37:42 *** THERetroGamerNY_ has joined #openttd 03:42:50 *** Keridos has quit IRC 03:42:55 *** mindlesstux has quit IRC 03:44:06 *** mindlesstux has joined #openttd 03:45:03 *** THERetroGamerNY_ has quit IRC 03:51:18 *** Keridos has joined #openttd 04:03:31 *** Keridos has quit IRC 04:13:51 *** Keridos has joined #openttd 05:04:46 *** THERetroGamerNY has joined #openttd 05:09:39 *** THERetroGamerNY has quit IRC 05:47:53 *** sla_ro|master has joined #openttd 06:49:05 *** Biolunar has joined #openttd 07:19:48 *** JezK_ has quit IRC 07:35:17 *** Ethereal_Whisper has quit IRC 07:49:11 *** sim-al2 has quit IRC 08:22:45 *** Sova has joined #openttd 08:31:41 *** Wolf01 has joined #openttd 08:32:04 <Wolf01> Moin 08:34:35 <Wolf01> https://forums.factorio.com/viewtopic.php?f=5&t=25008 This remembers me about the OTTD's mega-hyper-16-mainlines junctions 08:37:05 <V453000> yep 08:37:12 <V453000> it's fairly similar yet very different :P 08:37:35 <Wolf01> I think that when in a game where you can make splits and joins of anything, the final goal is always to make a well balanced full throughput "junction", people would make that even in "pipe dream" if there isn't the time limit XD 08:37:57 <Alkel_U3> 32-belt balancer o_o 08:39:14 <Wolf01> I once tried to make a bidirectional layout for ores... then I just moved the first splitter near the furnaces XD 08:42:02 <Alkel_U3> I've only made 8-lane balancer once when I outsourced furnaces way outside my main factory and made it really big, with 8-car trains. It behaved ok-ish, mostly. 08:43:29 <Alkel_U3> now that got me wondering, could this perhaps be enhanced with circuit network? 08:43:57 <Wolf01> You can disable belts now 08:44:20 <V453000> I always just use more throughput rather than perfect balancing 08:45:12 *** JacobD88 has joined #openttd 08:45:16 <Wolf01> I don't even try, I just make it work :P 08:51:22 *** NoShlomo has joined #openttd 08:52:25 *** tokai has joined #openttd 08:52:25 *** ChanServ sets mode: +v tokai 08:53:34 *** Sova has quit IRC 08:53:35 *** Sova has joined #openttd 08:56:12 *** Supercheese has quit IRC 08:59:09 *** tokai|noir has quit IRC 09:05:09 *** Sova has quit IRC 09:05:18 *** Sova has joined #openttd 09:19:44 *** Sova has quit IRC 09:20:15 *** Sova has joined #openttd 09:20:33 *** Mazur has quit IRC 09:29:10 *** Mazur has joined #openttd 09:59:10 *** JacobD88 has quit IRC 10:07:49 *** Sova has quit IRC 10:37:14 *** Sova has joined #openttd 10:40:33 <argoneus> good morning train friends 11:05:19 *** LadyHawk- has joined #openttd 11:08:54 *** LadyHawk has quit IRC 11:08:55 *** LadyHawk- is now known as LadyHawk 11:23:35 *** Gja has joined #openttd 11:35:04 <goodger> o/ 11:42:14 *** JacobD88 has joined #openttd 11:46:02 *** Samu has joined #openttd 11:46:30 *** JacobD88 has quit IRC 11:51:53 <Samu> found another object bug t.t 11:52:59 <Samu> http://imgur.com/a/yLEft rocky land is not being flooded 11:53:35 <Samu> with the exception of the half-land, half-water tile 12:02:20 <Samu> where in the code are objects flooded? 12:26:18 *** andythenorth has joined #openttd 12:28:27 *** mindlesstux has quit IRC 12:30:08 *** kamcio96 has joined #openttd 12:31:09 <kamcio96> Hello, can you explain me how instal dedicated server on linux? I have debian 8 in soyoustart 12:31:18 <kamcio96> "Error: Failed to find a graphics set. Please acquire a graphics set for OpenTTD." 12:36:06 *** mindlesstux has joined #openttd 12:38:49 *** Compu has quit IRC 12:44:21 *** sim-al2 has joined #openttd 12:44:47 *** Compu has joined #openttd 13:04:32 *** Lejving has joined #openttd 13:08:46 *** funkyL has joined #openttd 13:12:36 *** Sova has quit IRC 13:13:38 *** Sova has joined #openttd 13:20:51 <Eddi|zuHause> well, install a graphics set... 13:43:15 <peter1138> oh, yello have a new album 13:43:21 <peter1138> didn't realise they were still going 13:43:53 <andythenorth> the race 13:43:58 <peter1138> quite 13:44:11 <Wolf01> o/ 13:45:49 <peter1138> https://itunes.apple.com/gb/app/yellofier/id622611915?mt=8 13:45:51 <peter1138> oh yeah 13:45:54 *** Sova has quit IRC 13:46:11 <andythenorth> any good? o_O 13:46:19 <peter1138> i don't have an apple phone 13:46:22 *** sim-al2 has quit IRC 13:46:29 <peter1138> oh there's an android one 13:46:30 *** Sova has joined #openttd 13:46:32 <peter1138> hmm, £2.84 :( 13:46:55 <andythenorth> £2.84 worth of entertainment? o_O 13:56:09 *** Sova has quit IRC 13:56:15 *** Sova has joined #openttd 14:09:57 <Samu> how do I flood an object without destroying the object 14:10:13 <Samu> change the landy part of the object into water 14:11:34 <Samu> does the object specs have a special flag for this? 14:14:51 *** CompuDesktop has joined #openttd 14:14:51 *** Compu has quit IRC 14:19:23 <planetmaker> Samu: The object specs have a flag which allows objects being placed on water 14:20:07 <planetmaker> but I'm not sure how it behaves when the object is placed on land which is being flooded. You can checkout with opengfx+landscape and the wind powerplants 14:21:26 <supermop> i should make another attempt at ogfx+ stations 14:22:52 <Samu> planetmaker: that's what i tried, it doesn't flood 14:23:01 <Samu> http://imgur.com/a/yLEft 14:23:37 <andythenorth> https://www.stilldrinking.org/programming-sucks 14:26:09 *** Sova has quit IRC 14:26:50 *** Sova has joined #openttd 14:38:23 <Eddi|zuHause> '"Is that called arrayReverse?" "s/camel/_/" "Cool thanks."' i see nothing wrong with that conversation... 14:40:12 <andythenorth> me neither 14:40:14 <andythenorth> we are broken 14:41:33 <Eddi|zuHause> well, sure. but even if not, every profession group has their own jargon... try to listen to two construction workers talking, and you find equally obscure pieces of conversation 14:42:14 <Eddi|zuHause> or two investment bankers 14:53:04 *** Sova has quit IRC 14:53:10 *** Sova has joined #openttd 14:53:20 *** JacobD88 has joined #openttd 14:57:53 *** Sova has quit IRC 15:30:27 *** andythenorth has quit IRC 15:41:03 *** JacobD88 has quit IRC 16:00:12 *** Alberth has joined #openttd 16:00:12 *** ChanServ sets mode: +o Alberth 16:00:21 <Alberth> o/ 16:08:32 <Wolf01> o/ 16:10:36 *** TheMask96 has quit IRC 16:15:43 *** TheMask96 has joined #openttd 16:16:13 <Samu> i found yet another bug 16:17:47 <Samu> placing a wind turbine 16:17:53 <Samu> on a steep slope 16:18:02 <Samu> steep coastal slope tile 16:18:09 <Samu> gets graphical glitches 16:18:39 <Samu> also happens to rocky land 16:20:34 <Samu> http://imgur.com/a/LRExm 16:24:43 <Samu> there's more slope combinations resulting in glitchy graphics 16:24:46 <Samu> :( 16:26:44 <Samu> don't know how you call this slope combo 16:27:09 <Samu> "2 corners raised at opposite directions"-slope 16:29:11 <Samu> [img]http://i.imgur.com/gt2SitJ.png[/img] 16:30:15 <Alberth> wow :) 16:32:57 <Samu> i'm gonna give up trying to fix stuff for object tile types 16:33:25 <Samu> when i think i fixed something, i uncover something else 16:34:09 <Samu> besides, i don't really play with newgrfs 16:34:16 <Samu> never liked the feature 16:39:29 <Samu> i really think trees should have water class 16:40:17 <Samu> or just forbid placing trees on every coastal tile 16:40:33 <Samu> else it makes this much difficult to fix 16:41:36 <Samu> there are some "supposedly" coastal tiles that don't turn into coastal tiles, even without trees on them 16:42:17 <Samu> too many exceptions to the rule which makes drawing tiles much more difficult 16:48:49 <Samu> where is that part of the code that turns slopes configurations into coastal tiles? you forgot 2 slope combinations 16:49:06 *** HerzogDeXtEr has joined #openttd 16:49:29 <Samu> the "2 corners raised at opposite corners"-slope was forgotten, doesnt get turned into a coast 16:50:01 <Samu> i wonder if it was by intention 16:52:49 <Alberth> not enough water to make a coast :) 16:57:31 <Alberth> newgrf spec should know the answer 17:03:18 <Samu> Slope slope_here = GetFoundationSlope(tile) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP; 17:03:35 <Samu> i don't know what those ~ thing do 17:04:19 <Alberth> swap all bits 17:04:58 <Alberth> ie 1->0 and 0->1 17:05:29 <Samu> ah, ty 17:05:36 <Samu> think i found it static const uint8 _flood_from_dirs[] 17:05:49 <Samu> * Describes from which directions a specific slope can be flooded (if the tile is floodable at all). 17:05:53 *** Flygon_ has quit IRC 17:06:22 <Samu> 0, // SLOPE_EW 17:06:30 <Samu> you don't want it to be flooded 17:06:36 <Samu> i wonder why 17:07:15 <Samu> it's not really a flood, it's a dryup 17:08:30 <Alberth> all sides are raised 17:08:47 <Alberth> just 2 cornerpoints are not 17:13:45 <Samu> i triggered a crash, :) 17:13:48 <Samu> ok let's see 17:13:54 *** andythenorth has joined #openttd 17:14:15 <Samu> assert((tileh != SLOPE_EW) && (tileh != SLOPE_NS)); // No suitable sprites for current flooding behaviour 17:14:22 <Samu> :( 17:14:28 <andythenorth> assert cat 17:15:27 <Samu> DrawShoreTile 17:15:32 <Samu> this function crashed 17:15:39 <Samu> or asserted or whatever 17:15:59 <Samu> let's remove the assert, and see what happens 17:18:20 <Samu> i see glitchy graphics 17:19:10 <Alberth> cat assertions? 17:20:01 <andythenorth> think so 17:20:03 <Alberth> the comment gives the answer to your question :) 17:20:16 <Samu> Slope_EW is not glitchy 17:20:18 <Alberth> ^ Samu 17:20:21 <Samu> SLOPE_NS is 17:20:27 <Samu> allow one then 17:21:52 <Alberth> I checked the dutch Firs translation, was already up-to-date :) 17:22:35 <Samu> i bet it's because of this that objects get glitchy too 17:22:56 <Samu> but maybe im wrong 17:23:20 <Samu> let me place a wind turbine on the glitchy 17:23:25 <Samu> NS slope 17:26:54 <Samu> bah, nope 17:27:15 <Samu> made no difference 17:27:19 *** frosch123 has joined #openttd 17:28:52 *** gelignite has joined #openttd 17:31:34 <andythenorth> is quak 17:32:49 *** FLHerne has joined #openttd 17:33:24 <Alberth> quak cat 17:34:56 <Wolf01> ^ 17:38:45 <frosch123> moi 17:41:09 <andythenorth> quak tram 17:49:19 *** FLHerne has quit IRC 17:49:41 *** FLHerne has joined #openttd 17:51:36 <Samu> who's a professional drawer? 17:52:27 <Samu> in fact, i don't think it needs anyone to draw anything 17:53:36 <Wolf01> http://alleghenyoffice.com/wp-content/uploads/2010/05/filing-cabinet-drawer-2l.jpg does this look professional enough= 17:53:39 <Wolf01> ? 17:54:53 <Samu> uh... :) 17:55:15 <Samu> how do i re-use sprites 17:55:31 <Samu> they already exist 17:55:39 <Samu> just not on the right place 18:00:03 *** Arveen has joined #openttd 18:02:26 *** Progman has joined #openttd 18:03:03 *** aard has joined #openttd 18:36:32 *** umgeher_ has joined #openttd 18:39:10 *** umgeher has quit IRC 18:40:49 <Samu> hey Alberth , when using the sprite aligner 18:41:03 <Samu> I notice the sprite already exists 18:41:07 <Samu> it's only misaligned 18:41:45 <Alberth> ok 18:41:48 <Samu> the Y offset needs to be adjusted 18:41:55 <Samu> -31 18:41:57 <Samu> or -32 18:42:43 <Samu> -32 or -33, zoom seems to make no difference 18:43:26 <Samu> \ogfxe_extra 18:43:35 <Samu> sprite 5,936 18:44:42 <Alberth> note how much you have to shift it, and report it to the project owning the sprite 18:45:10 <Alberth> 5,936 is a number given by openttd, project uses a different number 18:46:45 <Samu> isn't the project OpenTTD? 18:47:25 *** umgeher_ is now known as umgeher 18:52:25 *** glx has joined #openttd 18:52:25 *** ChanServ sets mode: +v glx 18:54:02 <frosch123> Wolf01: i have something very similar at work 18:54:14 <frosch123> but it is always empty since everything turned digital 18:54:47 <frosch123> like, there are huge build-in cupboards in all offices, mostly empty :p 18:54:55 <Wolf01> I had it too, here we aren't able to go fully digital 18:56:28 <frosch123> last time i moved office, we emptied the cupboards 18:56:58 <frosch123> it had some chronological ordering, but stopped at 2004 or so 18:59:40 *** FLHerne_ has joined #openttd 18:59:55 *** FLHerne has quit IRC 19:03:36 <Alberth> Samu: only if you are talking about sprites in the original baseset, and perhaps a few new sprites that were added later 19:05:18 *** FLHerne_ has quit IRC 19:05:29 *** FLHerne_ has joined #openttd 19:08:14 <Samu> i'm not using any newgrf, so i suppose it's the original baseset 19:14:30 *** smoke_fumus has joined #openttd 19:16:04 <Samu> http://imgur.com/a/hGGiZ 19:16:25 <Samu> it's a set of 2 images 19:16:43 <Samu> the one at the top is with the Y offset 19:23:46 <Alberth> I would doubt nobody would have seen that in the past 10 years or so 19:29:19 <Alberth> I don't have your wavey coast lines in the original baseset, sure you don't have newgrfs? 19:31:29 <Alberth> http://devs.openttd.org/~alberth/straight_coast.png 19:31:53 <Alberth> or opengfx, for that matter? 19:39:45 *** aard has quit IRC 19:50:06 *** andythenorth has quit IRC 19:52:19 *** Alberth has left #openttd 19:59:05 <Samu> i give up 20:00:27 <Samu> base graphic set: OpenGFX 20:06:06 <Samu> just tested original_windows 20:06:22 <Samu> they exist, they're even correctly aligned 20:08:12 *** HerzogDeXtEr has quit IRC 20:08:39 <Samu> they look good in original 20:09:34 *** Arveen has quit IRC 20:09:49 *** sim-al2 has joined #openttd 20:10:13 *** HerzogDeXtEr has joined #openttd 20:12:32 <Samu> OpenGFX doesn't mimic the origial_windows though 20:16:13 <Samu> http://imgur.com/a/CA6rF 20:16:18 <Samu> looks good! 20:20:03 <Samu> https://www.tt-forums.net/viewforum.php?f=36&t=40162 i can't go to this link 20:21:41 <Samu> these links are dead in the readme of opengfx 20:22:22 <Samu> https://www.tt-forums.net/viewtopic.php?f=26&t=52396&start=0 20:22:37 <Samu> nevermind, not this link 20:23:14 <Samu> OpenGFX 0.5.2 readme has invalid links to the forum 20:25:36 *** Progman has quit IRC 20:27:12 <Samu> oh wow, the topic got 171 pages 20:36:10 <Samu> I'm utterly confused 20:36:25 <Samu> they exist in original_windows, they don't exist in OpenGFX? 20:36:47 <Samu> and is that why you disable it in OpenTTD code? 20:38:36 <Samu> https://hg.openttd.org/trunk.hg/file/d1ee3e5330e5/media/extra_grf/shore.png 20:39:50 <Samu> 12, 13, 25, 26, 38, 39, 51, 52 20:40:40 <Samu> they exist! 20:41:16 <Samu> I don't understand why they're disabled in-game 20:42:27 <Samu> anyone here? 21:10:36 *** NoShlomo has quit IRC 21:13:01 *** frosch123 has quit IRC 21:21:47 <Wolf01> 'night 21:21:51 *** Wolf01 has quit IRC 21:35:36 <FLHerne_> Samu: Oh, those tiles 21:36:07 <FLHerne_> They're disabled because they don't fit the actual gameplay effects, i.e. water doesn't flow through that sort of gap 21:36:36 <FLHerne_> It would be nice if it did, but then people's maps would get flooded 21:37:32 *** FLHerne_ is now known as FLHerne 21:38:08 *** FLHerne is now known as Guest1023 21:39:36 *** Guest1023 is now known as FLHerne 21:40:36 <Samu> oh, but they could still be coastal tiles 21:41:31 <FLHerne> There's a thread about it somewhere, but I can't find it either 21:43:20 <Samu> i think i understand the problem, draw them without the gap, but allow them to still be coastal tiles? 21:45:29 <FLHerne> Sorry, I don't understand 21:46:03 <Samu> code-wise they're not coastal tiles either 21:47:25 <Samu> darn, i forgot why I wanted them to be coastal tiles, but it was something related to a problem with placing newgrf objects and coast tiles 21:47:48 <FLHerne> They don't graphically look like coast tiles because they aren't functionally 21:48:50 <Samu> i ended up looking at the dry up code and something didn't make sense 21:49:16 <FLHerne> Water doesn't flow through them, which matches the straight equivalent 21:49:37 <Samu> ah, i think i remember, flooding object tiles that have water on the ground 21:49:57 <Samu> but without actually destroying the object, just drawing water around it 21:50:04 <FLHerne> http://www.flherne.uk/files/NotCoast.png 21:51:08 <Samu> yes, imagine an object on that NotCoast tile 21:51:21 <Samu> water doesn't go there 21:51:24 <FLHerne> If those narrow-coast graphics were actually used, they'd suggest the middle hole ought to be flooded 21:51:44 <FLHerne> Which I think would be an improvement, except it would break existing maps 21:52:17 <FLHerne> Also, behaviour of the directly-opposing straight coasts would have to match 21:53:06 <FLHerne> What are you actually trying to achieve here? 21:53:32 <Samu> there's a bug with displaying object tiles 21:53:52 <Samu> on certain "coastal" tiles 21:54:24 <Samu> NS, EW, and all steep tiles which are coast 21:54:52 <FLHerne> In trunk, or only with whatever patch you've been writing? 21:55:01 <Samu> in 1.6.1 21:55:09 <FLHerne> What's the bug? 21:55:23 <Samu> sec, let me find the topic, i got some pictures there 21:56:24 <Samu> https://www.tt-forums.net/viewtopic.php?p=1176875#p1176875 21:58:33 <Samu> wind turbine is one of those objects that is allowed to be placed on water and on ground, it doesn't create a flat formation on the tile 22:00:24 <FLHerne> Both of those objects are from OpenGFX+ Landscape 22:00:44 <FLHerne> The turbine has all sorts of weird NML to pick a ground tile, which is apparently buggy 22:01:05 <FLHerne> Rocks can be built on water, but don't seem to detect when their tile is flooded 22:01:14 <FLHerne> Actually, that might be an OTTD limitation 22:02:00 <FLHerne> Not sure you _can_ detect 'this tile ought to be flooded now' 22:02:20 <FLHerne> So, just destroy it, wait until the tile's flooded, rebuild the rocks prettily 22:04:00 <FLHerne> I don't see how the coast-ness, or graphical appearance, of the tiles you're mentioning is at all relevant 22:04:06 *** sla_ro|master has quit IRC 22:05:03 <Samu> it's the newgrf that's buggy? 22:05:34 <FLHerne> Yes 22:05:55 <FLHerne> Well, for the rocks it could be that the NewGRF interface isn't flexible enough 22:06:23 <FLHerne> I can't think how to make those work 'right', but ask someone who knows 22:06:48 <Samu> i was checking the DoFloodTile and DoDryUp 22:07:02 <Samu> MP_OBJECT is totally ignored 22:07:24 <FLHerne> Oh, that's odd https://dev.openttdcoop.org/projects/ogfx-landscape/repository/entry/src/wind-powerplant.pnml 22:07:58 <FLHerne> Line 96 suggests you shouldn't be able to build it on steep slopes at all 22:08:57 <FLHerne> planetmaker coded that object, ask him 22:09:07 <Samu> what is the tiletype that is checked? 22:09:15 <Samu> that tile is water, and a coast 22:09:35 <Samu> steep coast tile 22:22:39 *** Biolunar has quit IRC 22:30:08 *** HerzogDeXtEr has quit IRC 22:31:20 <Samu> alright, thx for helping me on that 22:31:56 <Samu> i guess i better not touch on object part of the code that much, from openttd side, at least 22:35:13 <Samu> there's no more room for station types 22:35:43 <Samu> the other day i was thinking locks as waypoints 22:36:11 <Samu> but there's no more bits to store another station type 22:48:50 *** gelignite has quit IRC 22:49:18 *** supermop has quit IRC 23:11:29 *** Flygon has joined #openttd 23:16:10 *** FLHerne has quit IRC 23:17:04 *** kamcio96 has quit IRC 23:20:20 *** kamcio96 has joined #openttd 23:40:59 *** kamcio96 has quit IRC 23:49:58 *** THERetroGamerNY has joined #openttd 23:54:33 *** THERetroGamerNY has quit IRC