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Log for #openttd on 28th December 2016:
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01:39:00  <lorran78> strange
01:39:10  <lorran78> now it works no error
01:39:22  <lorran78> i just run the make command from shell again
01:40:04  <lorran78> just these info while compiling
01:40:06  <lorran78> ←[K nmlc info: Concurrent Action10 labels: 1/240 ("src/header.pnml", line 116) ←[K nmlc info: Concurrent spritesets: 4/255 ("src/truck_bulk.pnml", line 18) ←[K nmlc info: Concurrent spritegroups: 27/256 ("src/truck_flatbed.pnml", line 7 8) ←[K nmlc info: Concurrent ActionD registers: 17/64 ("src/truck_flatbed.pnml", li ne 78)
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01:51:12  <lorran78> all my introduction date works yes!!!!!! :p
02:32:00  <Eddi|zuHause> well, the info is just for info...
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09:11:15  <Alberth> o/
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09:13:16  <andythenorth> lo Alberth
09:27:40  <Alberth> I can help with adding NRT into the grfspecs, but maybe it should be delayed until it's officially in OpenTTD?
09:28:18  <Alberth> otherwise "spec" might become a collection of possible future extensions :)
09:28:47  <andythenorth> it needs a draft
09:28:59  <andythenorth> so that test grfs can be made
09:29:00  <Alberth> definitely
09:29:03  <andythenorth> so that we can find the bugs
09:29:23  <andythenorth> I am hoping that a few other newgrf authors might make grfs
09:29:29  <Alberth> the features :p
09:29:56  <Alberth> hmm, did you mention existence of hacked NML ?
09:30:07  <andythenorth> first post
09:30:10  <andythenorth> where no-one looks
09:30:28  <Alberth> :)
09:30:54  <Alberth> I didn't need to read what NRT is :)
09:35:37  <andythenorth> what’s not 100% clear is the cases where railtypes spec features are dropped or deviated from
09:35:43  <andythenorth> ottd code knows though
09:36:07  <andythenorth> apart from GS and AI, frosch thought it was ‘done'
09:37:28  <Alberth> great
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10:05:15  <peter1139> apt 1.0.9.8.4
10:05:21  <peter1139> and we thought our versioning was bad
10:06:41  <SpComb> tex version 3.14159265
10:19:59  <Alberth> a sign of good quality, 8 digits after so many years :)
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10:22:01  <Wolf01> Moin
10:26:53  <__ln__> moingiorno
10:28:12  <Wolf01> Meh, I need to sell another 0.04€ steam card to purchase a game
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10:35:08  <TyrHeimdal> oh, hi!
10:35:09  <TyrHeimdal> :)
10:35:35  <TyrHeimdal> Question; I'm running a game with FIRS, but can't seem to find a way to transport food or sand by train..?
10:35:57  <TyrHeimdal> any suggestions, or isn't that supposed to be possible?
10:36:02  <Wolf01> Hi, you need a compatible vehicle set too
10:36:26  <andythenorth> there are several good ones
10:39:40  <TyrHeimdal> that sounds...reasonable.. ><z
10:39:43  <TyrHeimdal> -z
10:39:57  <TyrHeimdal> Guesst I'll go grab one :) Thanks!
10:40:18  <Wolf01> Don't forget ships and aircrafts too
10:40:27  <Deactivated> As others have said, you need a train set - NARS or UKRS should be alright? Another one could be NUTS, but don't forget to look into the parameters and enable all the hoppers, etc.
10:40:27  <andythenorth> NARS 2, UKRS 2, Iron Horse, 2CC trains, OGFX+ Trains
10:40:27  <Wolf01> Maybe trams
10:43:19  <Wolf01> andythenorth, how feasible could be to provide an extension for cargo vehicles along with industries? Maybe which auto deactivates if senses other grfs, no graphics, just default vehicles extended for new cargo
10:43:50  <andythenorth> feasible
10:44:00  <andythenorth> not so easy to deactivate though
10:44:04  <Deactivated> wot
10:44:19  <Wolf01> Non my fault :P
10:44:25  <Wolf01> *Not
10:44:31  <Deactivated> xD
10:44:51  <Deactivated> Right now I'm configuring my IRC client, decided to do it finally
10:44:57  <andythenorth> Wolf01: historically, it has been frowned upon mixing vehicles with industries etc :P
10:45:26  <andythenorth> I think it would be feasible to pick a couple of baseset wagons and extend them to ‘all classes'
10:45:31  <andythenorth> from FIRS
10:45:47  <andythenorth> the other vehicle newgrfs would then deactivate the default vehicles as they see fit
10:46:10  <andythenorth> once it’s coded, it doesn’t need maintenance, as it’s just cargo classes
10:46:26  <andythenorth> maybe Eddi|zuHause will do it :D
10:46:33  <Wolf01> Sure :)
10:46:53  <andythenorth> probably Eddi will put me on ignore now for silly suggestions :(
10:47:00  <Deactivated> lol
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11:34:24  <Eddi|zuHause> <andythenorth> the other vehicle newgrfs would then deactivate the default vehicles as they see fit <-- that doesn't work, as each newgrf operates on a different copy of the original vehicles, unless it's using override
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11:35:07  <Eddi|zuHause> so if you modify the original vehicles in the industry grf, we will forever get questions about being able to disable the original vehicles...
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12:05:17  <lorran78> i am trying to make newgrf to change intro date of ships and aircrafts
12:05:35  <lorran78> but i can't find the code for original ships and aircrafts
12:06:40  <lorran78> like this example for trains : item(FEAT_TRAINS, sh30, 23) { i am looking for the code of ships and aircrafts (here it's "sh30")
12:08:30  <Eddi|zuHause> the "sh30" is irrelevant, it's only used inside your grf, you can write what you want. the "23" is the important bit
12:08:46  <lorran78> oh i see!
12:09:40  <lorran78> then if i put 1 it means the first aircrafts of the game?
12:09:50  <Eddi|zuHause> no, 0 is the first
12:09:53  <lorran78> ok :)
12:10:12  <lorran78> thx :)
12:11:25  <lorran78> this page https://wiki.openttd.org/Aircraft is in good order?
12:11:30  <lorran78> 0 to ....
12:12:35  <Eddi|zuHause> you're better off with this page https://newgrf-specs.tt-wiki.net/wiki/NML:List_of_default_vehicle_IDs
12:13:22  <lorran78> oh thx :p
12:13:30  <lorran78> i was looking for such page
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13:23:57  <andythenorth> new ship property: number of holds
13:24:55  <andythenorth> player can change them in depot (range defined by newgrf)
13:25:08  <andythenorth> default number is 1
13:25:32  <andythenorth> total capacity = ship capacity * number of holds
13:25:41  <andythenorth> newgrf sets an appropriate value for capacity
13:25:52  <andythenorth> no compatibility problems, existing sets just keep on working
13:26:20  <andythenorth> no support for multiple cargos, by design
13:32:21  <Alberth> how is that better?
13:33:01  <Alberth> same ship graphics but different capacity?
13:33:33  <andythenorth> yes
13:33:42  * andythenorth will screenshot something
13:33:49  <Alberth> sounds confusing :)
13:34:04  <V453000> hello :)
13:34:12  <Alberth> hello V
13:34:29  <V453000> hot humanz doing?
13:34:39  <V453000> how?
13:35:12  <Alberth> hacking code, waiting for the fireworks :)
13:35:30  <Alberth> much like your yetis do wrt the latter, I guess
13:35:34  <V453000> code exploding?
13:36:07  <Alberth> nah, I shuffled stuff mostly to a good spot before :)
13:36:15  <Alberth> just needs small adjustments :)
13:36:40  <andythenorth> http://dev.openttdcoop.org/attachments/download/8296/ship-refit-capacity.png
13:37:07  <andythenorth> ‘problem’ is having ships which are right-size for a route
13:37:09  <Alberth> so far, at least for 'save'. 'load' will be much messy-er
13:37:20  <andythenorth> trains can be composed; RVs are low capacity, just add more vehicles
13:37:31  <andythenorth> planes don’t seem to have this problem
13:37:46  <andythenorth> using the subtype-refits works for gameplay
13:37:46  <V453000> :) I'm trying to paint more BRIX Stuff:) it is great, not nearly as technical process as 3D work, but you see your results immediately
13:37:50  <andythenorth> but is a horrible hack
13:38:08  <V453000> which is very refreshing
13:38:19  <andythenorth> :)
13:38:53  <Alberth> the BRIX screenshot shows a huge difference, it's great
13:39:26  <V453000> Andy, what's the point of 1 ship able to refit to various capacities?
13:39:28  <Alberth> aircraft likely have the same problem, but you mostly don't use them :)
14:08:36  <andythenorth> V453000: having 3 different ships at 240 / 300 / 360t is daft
14:08:55  <andythenorth> also they’ll never ever get drawn
14:20:47  <V453000> XD
14:20:57  <andythenorth> Alberth: aircraft are just for supplies :P so only 100t needed
14:21:45  <V453000> Andy drawing air shits ?
14:24:18  <andythenorth> zellepins are done already
14:37:26  <supermop> good morning
14:39:04  <andythenorth> for ship gameplay that screenie I posted works fine
14:39:08  <andythenorth> there’s no station refit, but eh
14:39:18  <andythenorth> but the subtype string looks fricking stupid
14:40:10  <Alberth> subtypes are weird anyway :)
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14:44:27  <supermop> should i go to cuba for a weekend next week?
14:47:57  <Eddi|zuHause> any reasons why you shouldn't?
14:49:23  <supermop> 0 for 3 days a bit steep
14:49:56  <supermop> plus  for a visa which isnt bad
14:58:47  <__ln__> it may be your last chance for a long time
15:00:05  <__ln__> after president drumpf cancels negotiations with cuba and you'll need to travel through canada again
15:04:37  <Eddi|zuHause> or maybe he will be best friends with cuba, you never know with this guy...
15:04:57  <supermop> dont mind going through canada or mexico, but I think he'd rather quietly remove the embargo seeing as he illegally did development there in the 90s
15:05:29  <supermop> anywhere where he can bribe or get bribed for hotels he'll be friends with probably
15:06:53  <Eddi|zuHause> i don't really know many of your other guys, but he's definitely reaching for the top on "most corrupt president ever"
15:07:14  <supermop> more likely, facial recognition sees my wife at the million woman march in DC, compares that to travel records, and then administration can lean on her to prove she was in cuba for educational reasons as per visa if they want to put pressure on in the future
15:08:24  <Eddi|zuHause> well, that's what happens when you live in a police state
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15:09:00  <supermop> Eddi|zuHause: just hoping this cabinet is too moronic and petty to actually run a real police state
15:09:00  <Wolf01> <Eddi|zuHause> well, that's what happens when you live in a freedom state <- fixed
15:10:34  <supermop> seeing as most cabinet positions seem to be being filled based on how well the candidate fills trumps preconceived stereotypes of what a X Secretary should look like rather than for coherent ideology or desire to work together
15:11:20  <supermop> hence trump-ish diplomat john bolton passed over for State because his moustache looked wrong
15:12:55  <supermop> so my hope is that flynn and matthis end up fighting each other too much to ever conduct any real war
15:15:42  <Eddi|zuHause> these names mean nothing to me
15:16:39  <supermop> lucky for you
15:28:36  <supermop> hmm i do have to come up with an officially approved reason to travel to cuba
15:33:04  <Eddi|zuHause> and that's different than just stating "business or pleasure?"
15:35:52  <supermop> yeah
15:36:15  <supermop> http://www.ecfr.gov/cgi-bin/retrieveECFR?gp=&&mc=true&n=sp31.3.515.e&r=SUBPART&ty=HTML#se31.3.515_1561
15:37:31  <Wolf01> "none of the above"?
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15:41:08  <Wolf01> It's wonderful how you must have something to do in a place to visit it, because if I want to go to Cuba for pleasure is not possible
15:44:12  <andythenorth> Eddi|zuHause: "most corrupt president ever" <- he’s got a way to go yet
15:44:23  * andythenorth is reading about Clinton and Nixon currently
15:44:34  <andythenorth> Nixon is no surprise, but Cuddly Bill is not so cuddly
15:45:25  <andythenorth> supermop: I know someone who went to Cuba recently
15:45:29  <andythenorth> had a great time
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15:47:37  <andythenorth> O/T: where’s the needle on the “ottd is dying’ scale?  Up or down?
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15:48:15  <Wolf01> Perpendicular on z-axis
15:48:33  <_dp_> andythenorth, it fell off
15:48:41  <Eddi|zuHause> supermop: that reads like it's for bringing cash, not necessarily just going some place
15:56:35  <Alberth> andythenorth:  // in nml source code?
15:57:15  <Alberth> or, do you really want integer division?  :p
15:57:24  <andythenorth> Alberth: from the fragment in my forum post?
15:57:28  <andythenorth> or somewhere else
15:57:42  <supermop> andythenorth: he's notable for being so far along and not even president yet
15:58:07  <andythenorth> supermop: I’m not excusing the man :)  It’s not a game where being relatively less bad makes him good :)
15:58:10  <supermop> also people always forget about reagan
15:58:28  <Alberth> fragment in forum post
15:58:50  <andythenorth> according to a polemic by Christopher Hitchens, Nixon and Kissinger deliberately sabotaged Vietnam peace talks to get elected, prolonging the war by another 4 years
15:58:54  <Alberth> https://www.tt-forums.net/viewtopic.php?p=1180787#p1180787
15:58:55  <andythenorth> Alberth: oops :)
15:59:19  <andythenorth> changed to hashes
15:59:25  <Alberth> :)
15:59:27  <supermop> andythenorth: was always jealous when i lived in UK that people could go to cuba so easily from there
15:59:39  <andythenorth> it is actually not commented in nml source, but I tested it and it causes an assert
16:00:10  <Alberth> it wouldn't parse otherwise, I think :)
16:00:36  <peter1139> so is ottd any good in vr?
16:01:19  <andythenorth> probably awesome eh?
16:01:27  <andythenorth> immersive pixels
16:01:32  <Alberth> depends on how well you modeled the computer screen
16:01:41  <andythenorth> I wondered that
16:01:53  <andythenorth> I assume you have a simulation of your room?
16:01:54  <peter1139> https://youtu.be/sQhLk9OIcdU?t=34s
16:01:56  <peter1139> aww yeah
16:02:37  <andythenorth> he’s not using FIRS though
16:02:41  <peter1139> heresy
16:03:09  <Wolf01> It is speed limit supported? Nice, didn't know
16:03:15  <andythenorth> apparently :)
16:03:17  <andythenorth> I tested it
16:03:35  <Alberth> peter1139: :O  really?  wow :)
16:03:37  <supermop> peter1139: that's what i need
16:03:53  <andythenorth> did openttd just jump the shark? o_O
16:04:11  <supermop> NotSharkTypes
16:04:44  <Alberth> we need a NotFish newgrf
16:05:33  <andythenorth> I’m making it :P
16:05:46  <andythenorth> https://en.wikipedia.org/wiki/Jumping_the_shark
16:06:26  <Wolf01>  <andythenorth> did openttd just jump the shark? o_O <- I don't know if we really got so much interest from people, maybe from those 3 or 4 grf artists
16:06:56  <Wolf01> People will come when they'll read "Feature: NRT"
16:07:22  <Eddi|zuHause> andythenorth: no, "jumping the shark" for openttd was definitely when 32bpp was introduced
16:08:14  <andythenorth> probably :)
16:08:41  <andythenorth> can’t be stuck in the past forever, eh?
16:08:57  <Wolf01> We have to change the UI
16:08:58  <andythenorth> look at all the high-quality new gameplay 32bpp has unlocked
16:08:59  <Wolf01> ;)
16:10:12  <andythenorth> make it have optional colour schemes
16:10:17  <andythenorth> peter1139 has a patch for that
16:10:44  <andythenorth> shame none of the redditers want to contribute
16:10:51  <andythenorth> there is quite a little community on there
16:11:03  <andythenorth> and not very toxic, by by understanding of reddit standards
16:11:08  <andythenorth> by my /s
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16:22:17  <andythenorth> ach ship loading speeds
16:22:25  <andythenorth> normalising them might be stupid
16:22:38  <andythenorth> means 40t ship would take same time to load as 500t ship
16:23:17  <andythenorth> [loading speed is normalised for trains / RVs in my other grfs)
16:32:33  <andythenorth> teddy bear says don’t normalise
16:32:33  <andythenorth> thanks
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16:36:29  <peter1139> Eddi|zuHause, 32bpp or 4x zoom
16:36:35  <peter1139> stupid coder
16:36:49  <peter1139> that was only ever feature creep
16:37:03  <peter1139> x2 zoom would be nice cos 1x is a bit small.
16:37:07  <Eddi|zuHause> peter1139: that was both the same thing for me
16:37:18  <andythenorth> 4x zoom is awesome for checking pixels
16:37:24  <peter1139> oh look how easy it is to add 2x sprites white we're at it
16:37:31  <peter1139> oh why not 4x
16:37:34  <peter1139> stupid stupid
16:37:44  <andythenorth> yes but now we have experience :)
16:37:44  <peter1139> at least 32bpp wasn't my fault
16:38:39  <peter1139> z-levels would've been useful
16:38:47  <peter1139> tunnels and shiznaz
16:42:29  <Wolf01> Wondering if town zone could be easily implemented for roadtypes
16:44:01  <Eddi|zuHause> Wolf01: needs storing in the tile, to be halfway efficient
16:44:26  <andythenorth> does town zone change over time?
16:44:27  <Eddi|zuHause> Wolf01: maybe reuse the bits that currently store pavement/lights/trees
16:44:34  <Eddi|zuHause> andythenorth: yes, when the town grows
16:44:42  <andythenorth> ach, so it can’t be checked when constructing
16:44:43  <Wolf01> Yes I read about that inefficiency for rail tiles, that's why only level crossings have that
16:44:49  <andythenorth> that would be the most efficient :P
16:46:09  <andythenorth> m6 bits 5..3?
16:47:08  <andythenorth> are pavements, trees, lights a proxy for townzone anyway?
16:49:36  <andythenorth> Wolf01: town zone is probably available already
16:50:01  <andythenorth> either it will work from parent, if roads have town as parent
16:50:16  <Wolf01> Roadtypes should be able to provide different graphics if in town or country
16:50:17  <andythenorth> or it can be read as an 80+ var from offset 14 http://marcin.ttdpatch.net/sv1codec/TTD-locations.html
16:51:03  <andythenorth> unless the roads don’t have access to those vars
16:52:22  <Wolf01> We could provide the access
16:52:58  <Wolf01> IF there isn't a sensible performance drop and we all agree
16:53:19  <andythenorth> railtypes don’t have a parent, so RATT won’t either
16:53:44  <andythenorth> bridges do, which seems bizarre
16:53:46  <andythenorth> but eh
16:54:21  <Eddi|zuHause> bridges have the other bridge head as parent?
16:54:46  <andythenorth> apprently the town https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2#Type
16:54:49  <andythenorth> or the docs are wrong
16:55:07  <andythenorth> "This seems to be some draft spec for TTDPatch support. The implementation status is unknown."
16:55:45  <Eddi|zuHause> doesn't sound very useful
16:56:22  <andythenorth> Wolf01: you need to learn nml :)
16:56:26  <andythenorth> then you could make a test grf
16:59:10  <Wolf01> I could always ask you for a test grf
16:59:11  <Wolf01> :P
17:00:12  <Wolf01> I think that with nml I'll be worse than the guy which is trying to change the introduction year XD
17:02:03  <andythenorth> it’s only declarative programming, mostly
17:02:31  <andythenorth> if that’s a thing
17:02:36  <Wolf01> But I'll need to know all that stuff in the docs
17:03:17  <andythenorth> I don’t know it
17:03:24  <andythenorth> I have to look it up 2 out of 3 times :)
17:08:38  <supermop> so nrt is on forums now
17:09:49  <Eddi|zuHause> andythenorth: it sounds close enough to being a real thing :p
17:09:54  <Wolf01> We decided so
17:10:14  <andythenorth> for better or worse :)
17:10:29  <supermop> should i play it?
17:10:37  <Wolf01> If you want
17:10:40  <Eddi|zuHause> is there going to be a feature freeze/beta this year?
17:11:14  <Eddi|zuHause> was anything actually added this year?
17:12:00  <Wolf01> Some little features were added, nothing big as NRT
17:12:00  <andythenorth> supermop: you should play it
17:12:43  <andythenorth> Eddi|zuHause: many many translation updates
17:12:46  <andythenorth> some bug fixes
17:13:06  <andythenorth> some saveload code changes are in trunk, not sure if that’s backported for next stable
17:13:22  <andythenorth> vehicle dragging in depots was improved
17:13:24  <_dp_> hm... is there any terrain setting between "completely flat" and "unplayable"?
17:14:01  <Eddi|zuHause> _dp_: try the variation setting?
17:14:10  <andythenorth> _dp_: which climate?
17:14:16  <andythenorth> it makes difference sadly
17:14:35  <_dp_> arctic.. I guess
17:14:48  <andythenorth> nah I got nothing
17:14:59  <andythenorth> I never managed to get a pleasing arctic map
17:15:06  <_dp_> variety doesn't help coz max height is too low on very flat
17:15:17  <_dp_> and just flat is already way too mountaneous
17:15:28  <Eddi|zuHause> _dp_: hilly with variation
17:15:39  <Eddi|zuHause> _dp_: should add hilly parts and flat parts
17:15:44  <andythenorth> I would turn variety distribution off
17:15:58  <andythenorth> somebody looked at the code and found it doesn’t do what it’s claimed to do iirc
17:16:01  <andythenorth> probably peter1139
17:16:27  <Wolf01> Play a heightmap?
17:16:50  <andythenorth> so many things that could be improved :D
17:16:55  <andythenorth> but eh, the forums want subways
17:16:58  <andythenorth> and more super realism
17:17:04  <andythenorth> forums is as forums does :)
17:17:08  <Wolf01> Fuck realism
17:17:41  <andythenorth> quite
17:18:14  <Wolf01> I want to please my eye, also with things which aren't realistic
17:18:49  <_dp_> Eddi|zuHause, yeah, the best I got so far is flat + some variety + very smooth
17:19:07  <andythenorth> one day V will finish BRIX
17:19:08  <andythenorth> or die trying
17:19:22  <_dp_> still too hilly to my liking
17:19:36  <_dp_> I'd like to have flat map but with decent snow
17:19:43  <andythenorth> big ask :)
17:20:05  <andythenorth> have you got low water?
17:20:13  <supermop> hmm testing non-electric trams in 1940 was maybe the wrong idea
17:20:14  <_dp_> yep
17:21:04  <andythenorth> supermop: now I have total dilemma: add diesel trams for 1960s?
17:21:08  <andythenorth> (for freight)
17:21:14  <andythenorth> :P
17:21:16  <andythenorth> such realisms
17:21:35  <supermop> there is a light rail DMU somewhere in new jersey
17:21:43  <supermop> but that would be like 1990s
17:21:54  <andythenorth> I was thinking dump trams for mines and stuff
17:21:59  <andythenorth> but eh, swap to HAUL
17:22:17  <andythenorth> also the electric trams are unrealistic and anachronistic
17:22:23  <supermop> cute 600mm diesel shunter?
17:22:44  <andythenorth> I’ve talked myself out of it
17:22:49  <_dp_> why doesn't max_height go below 15?
17:22:59  <_dp_> that could help
17:23:14  <supermop> why not add objectively shitty diesel trams in modern era
17:23:38  <supermop> in case someone is starting a game late and needs something cheap to bootstrap?
17:23:39  <andythenorth> I’ll consider it
17:23:51  <andythenorth> I think it would be another roster
17:24:00  <supermop> i mean there will be other tram new grfs eventually
17:24:15  <andythenorth> I like all these fake electric trams
17:24:23  <supermop> also trolley buses and trucks
17:25:29  <supermop> when do i get haul truc ks
17:25:44  <andythenorth> 1950s or so
17:25:58  <andythenorth> they’re limited scope currently
17:28:49  <andythenorth> I’ll add more when I get to it
17:29:00  <andythenorth> steel mill haulers, container port haulers
17:30:20  <supermop> there are a lot in heqs that seem suited
17:30:37  <supermop> the heqs steam trains too
17:31:05  <supermop> did you do NRT just for steel town eyecandy?
17:34:01  <andythenorth> err…maybe :P
17:34:04  <andythenorth> also bye
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17:34:49  * _dp_ more settings for the god of settings
17:35:24  <_dp_> citymania.mapgen.override_max_heightlevel
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18:21:45  <supermop> so for some reason i am now numbering parts to be 3d printed in base 4
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18:34:47  <Alberth> obviously, you always need 3 sides for 3d printing :p
18:34:52  <Eddi|zuHause> wouldn't base 8 be better?
18:36:04  <Alberth> or base 6, if you're worried about top and bottom sides
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18:46:48  <supermop> base 6 fits better with the number of parts i need to print
18:47:02  <supermop> 6 pairs in one print, 24 singles in another
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18:49:12  <supermop> but base 4 looks nice
18:49:26  <V453000> heyo supermop
18:49:27  <V453000> :)
18:49:34  <supermop> yo v
18:49:41  <V453000> how u doin?
18:49:51  <supermop> back at the office
18:49:57  <V453000> already?
18:50:27  <supermop> obviously wasting time thinking up the best looking numbering system for 3d printed molds tho
18:50:42  <V453000> XD
18:51:45  <_dp_> CityMania Christmas event starts in 10 minutes, everyone is welcome to join! (CityMania server #9)
18:52:19  <supermop> _dp_: whats that
18:52:33  <supermop> going to get lunch
18:52:53  <_dp_> our special city-builder event)
18:57:45  <__ln__> when will OTTD support building walls?
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18:58:16  <Wolf01> __ln__, just newobjects?
19:01:13  <__ln__> dunno what newobjects is, sounds something way too new
19:02:20  <Wolf01> https://grfcrawler.tt-forums.net/index.php?do=list&cid=7
19:07:56  <__ln__> will such a wall be functional or just decoration?
19:08:02  <Wolf01> Decoration
19:08:42  <__ln__> then it will not stop mexicans
19:09:08  <Wolf01> http://orig05.deviantart.net/fd60/f/2013/048/d/b/what_if_openttd_was_real_____by_dragracingotaku-d5vccar.png lol... could be another jump of the shark... too bad it will never be
19:11:30  <Wolf01> __ln__ for example: http://www.simuscape.net/simutalk/viewtopic.php?f=158&t=748
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19:44:13  <peter1139> let's do it
19:51:55  <lorran78> hello :p
19:52:41  <lorran78> what is the difference between model_life:  vehicle_life: ?
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19:53:50  <__ln__> a wall that you can build to prevent your competitors from entering your territory. and when you build it, your competitor pays for it. how would that sound?
19:54:24  <V453000> lorran78: model_life is years how long the vehicle will be available to buy
19:54:34  <Wolf01> __ln__, Purchase land?
19:54:44  <V453000> vehicle_life is time until the vehicle becomes old and poorly serviceable
19:54:47  <V453000> something to do with breakdowns
19:55:36  <__ln__> Wolf01: similar, yes, but how do you make your competitor pay for the land you purchase
19:58:02  <Wolf01> You mean like infrastructure sharing?
19:58:34  <lorran78> okay thx
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20:00:14  <__ln__> Wolf01: maybe you should google for a word combination such as "build wall make them pay for it"
20:01:07  <Wolf01> I got the reference
20:03:15  <lorran78> i wanted to know if i use opengfx+trains and opengfx+rv and i put after my own gfx with new introduction date then the introduction date would be mine or original?
20:03:25  <Wolf01> I wonder if is possible to make cargo distribution between near non-connected stations
20:03:40  <Wolf01> Like if a station is seen as an industry from another station
20:04:24  <Wolf01> Stations must be in the catchement area to get it to work
20:08:10  <supermop> Wolf01: meaning people walk from the metro station to the bus stop
20:08:20  <Wolf01> Something like that
20:15:00  <Eddi|zuHause> Wolf01: problem with that is making sure it's not hopping transitively
20:15:17  <Eddi|zuHause> also, the usual switching between companies problem
20:19:36  <Wolf01> Why not? Enabling cargodist should switch to "line" payment and not just "source->(transfer)->request"
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20:20:19  <Wolf01> You could have a line from source to transfer and your competitor from transfer to request
20:20:49  <Wolf01> Or even multiple lines, the one with best performance should get more cargo
20:36:16  <Alberth> serving 2 identical industries from a single station already fails
20:44:09  <Wolf01> We'll address all the problems
20:51:46  <Eddi|zuHause> Wolf01: don't you already have a huge unfinished project?
20:52:07  <Wolf01> More like 3 or 4
20:52:13  <Wolf01> But I was just talking
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21:08:30  <Eddi|zuHause> Wolf01: well, solving the company payment problem by paying each leg individually will work, but it opens the exploit of sending things over the map and back for double payment, where the direct route would pay muuuuuuch less
21:09:03  <Wolf01> Enforce time->payment reduction
21:09:20  <Eddi|zuHause> how does that work?
21:09:29  <Eddi|zuHause> without destroying long connections in general?
21:10:32  <Wolf01> Mistery
21:10:44  <Wolf01> *Dramatic sound*
21:10:52  <Eddi|zuHause> keep in mind that in cargodist, an item doesn't actually know where it's going
21:11:13  <Eddi|zuHause> just each station knows "from items coming from there, push x% this way and y% that way"
21:11:41  <Eddi|zuHause> (very broadly speaking)
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21:30:50  <lorran78> eddi i made my new pnml file with new intro date of ships and aircraft
21:31:28  <lorran78> but now how can i compile it? with makefile i suppose but i don't know how to do it :(
21:31:41  <lorran78> i made a header.pnml too
21:33:13  <lorran78> Eddi|zuHause:  you here? :p
21:33:49  <Eddi|zuHause> lorran78: don't make a pnml file, put everything into one nml file
21:34:09  <lorran78> okay !
21:34:16  <lorran78> you are right lol
21:35:26  <lorran78> even header?
21:37:20  <lorran78> https://paste.openttdcoop.org/pyobpafln it's my nml
21:37:25  <lorran78> is there something wrong?
21:38:03  <lorran78> i saw that grf don't use the number in the parameters afeter FEAT....
21:38:18  <lorran78> sorry not grf but other source grf
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21:49:17  <lorran78> Eddi|zuHause: ? :p
21:49:50  <Eddi|zuHause> if you don't give a number, it uses the first free one (i.e. make a new vehicle)
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21:50:19  <Eddi|zuHause> lorran78: you need to change the grfid
21:58:15  <Eddi|zuHause> for anyone whom it may interest: i found out what my last issue with steam not connecting was.
21:58:38  <Eddi|zuHause> steam for linux disconnects when i start steam through wine. and after i close that, it fails to reconnect.
22:01:49  <lorran78> i know this for the id :)
22:02:01  <lorran78> i had error corrected it but now i have it :
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22:07:17  <lorran78> ←[Knmlc ERROR: "aircrafts-ships-intro-date.nml", line 9: Item parameter 2 'name'  should be an identifier
22:07:41  <lorran78> line 9 : item(FEAT_AIRCRAFT, tricariohelicopter-1957, 38) {
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22:29:09  <peter1139> hmm, ivor the engine's sprites are too long
22:29:28  <peter1139> you can see a trailer pop into existence after passing some bushes :p
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22:50:40  <Wolf01> http://bricknerd.com/home/tetley-tea-train-28-2016 holy shit
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23:05:08  <Wolf01> 'night
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