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01:02:28 *** Progman has quit IRC 01:16:50 *** maciozo has quit IRC 01:31:43 *** FLHerne has quit IRC 01:46:06 <Eddi|zuHause> depends on what you mean by "the economy" and "recover" 02:19:37 *** Snail has joined #openttd 02:41:35 *** glx has quit IRC 02:47:20 *** chomwitt has quit IRC 05:27:40 *** Snail has quit IRC 05:40:54 *** ConductorCat has quit IRC 05:43:16 *** Plaete has joined #openttd 05:58:05 *** Plaete has quit IRC 07:06:14 *** sla_ro|master has joined #openttd 07:20:20 *** NGC3982 has quit IRC 07:41:15 *** SpComb has quit IRC 07:41:43 *** ConductorCat has joined #openttd 07:48:05 *** sim-al2 has quit IRC 07:51:56 *** roidal has joined #openttd 07:55:02 *** SpComb has joined #openttd 07:57:23 *** supermop has quit IRC 07:57:38 *** supermop has joined #openttd 08:16:03 *** FLHerne has joined #openttd 08:23:04 *** Supercheese has quit IRC 08:26:08 *** czaks_ has joined #openttd 08:27:11 *** Rubidium_ has joined #openttd 08:27:50 *** heffer has quit IRC 08:27:50 *** heffer has joined #openttd 08:28:05 *** czaks has quit IRC 08:28:10 *** Sacro has quit IRC 08:28:20 *** zeta has quit IRC 08:28:25 *** KenjiE20 has quit IRC 08:28:40 *** Rubidium has quit IRC 08:28:50 *** Antheus has quit IRC 08:28:58 *** Redirect_Left has quit IRC 08:29:00 *** MonkeyDrone has quit IRC 08:30:34 *** Antheus has joined #openttd 08:34:01 *** Sova has joined #openttd 08:35:29 *** RedirectLeft has joined #openttd 08:37:02 *** MonkeyDrone has joined #openttd 08:37:31 *** zeta has joined #openttd 08:40:33 *** Sacro has joined #openttd 08:41:58 *** KenjiE20 has joined #openttd 08:43:32 *** sla_ro|master has quit IRC 09:23:02 *** Wolf01 has joined #openttd 09:23:20 <Wolf01> o/ 09:28:54 *** NGC3982 has joined #openttd 09:30:18 *** milda has joined #openttd 09:30:37 *** NGC3982 has quit IRC 09:30:45 *** milda has quit IRC 09:31:04 *** NGC3982 has joined #openttd 10:08:50 *** Progman has joined #openttd 10:14:46 *** JacobD88 has joined #openttd 10:18:20 *** Sova has quit IRC 10:18:46 *** Sova has joined #openttd 10:33:30 *** JacobD88 has quit IRC 10:58:31 *** chomwitt has joined #openttd 11:13:49 *** ConductCat has joined #openttd 11:20:12 *** frosch123 has joined #openttd 11:20:20 <Wolf01> Quak 11:20:40 *** ConductorCat has quit IRC 11:22:12 <frosch123> hoi 11:27:25 *** Sova has quit IRC 11:31:07 *** roidal_ has joined #openttd 11:38:00 *** roidal has quit IRC 11:40:07 *** maciozo has joined #openttd 11:50:13 *** Sova has joined #openttd 13:24:53 *** berndj has joined #openttd 13:36:27 *** sim-al2 has joined #openttd 13:37:02 *** Snail has joined #openttd 13:55:34 *** Sova has quit IRC 14:00:19 *** Snail has quit IRC 14:26:32 <supermop> snow today 14:26:57 <Wolf01> Sunny here, really clear sky 14:27:37 <Wolf01> Snow maybe tomorrow, or sunday 14:30:30 *** sim-al2 has quit IRC 14:31:37 <supermop> time for snowy tram sprites 14:47:15 <Wolf01> I think I healed myself enough to try to do something 14:48:29 <Wolf01> I have been able to play for a massive 1:45 hours today before fainting 14:58:02 <supermop> ??? 14:58:31 <Wolf01> Flu 15:00:43 <supermop> ouch 15:11:45 <Wolf01> frosch123, are you working on something? 15:13:50 *** Alberth has joined #openttd 15:13:50 *** ChanServ sets mode: +o Alberth 15:13:57 <frosch123> no, i am waiting on people to use the shit :) 15:14:35 <Wolf01> :) 15:14:40 <Wolf01> o/ Alberth 15:15:41 <Alberth> o/ 15:16:40 *** gnu_jj has quit IRC 15:30:11 <supermop> so many good sheds in firs 15:32:42 <Wolf01> Meh, they dropped minecraft for windows phones... no more updates 15:33:36 *** Rubidium_ is now known as Rubidium 15:33:53 <Rubidium> Windows phone? Is that still a thing? 15:34:07 <Wolf01> Some people still use it 15:34:37 <Wolf01> For example I won't switch to android or iphone for any reason 15:35:02 <Alberth> not for minecraft updates? :p 15:35:12 <Wolf01> Nah, I play on pc 15:35:59 *** ZirconiumX has joined #openttd 15:36:05 <Wolf01> But since I purchased it again on the phone to play when far from home I would have liked some more support 15:36:48 <Wolf01> I still could play on tablet 15:37:20 <Wolf01> Maybe not the same performance, but biggest screen 15:37:32 <Alberth> that counts too :) 15:37:54 <V453000> SIZE MATTERS 15:39:04 <Wolf01> ANUS 15:40:12 <Wolf01> Is FFF? 15:40:29 <Wolf01> Not yet 15:40:41 <Wolf01> Write it, quick! 15:45:45 <Wolf01> frosch123, should I publish the "no houses" branch? I'm syncing my local copy with master 15:47:57 <frosch123> sure, i guess there is nothing controversial about that one :) 15:48:15 <frosch123> but for all the other suggestions i would like to see people using stuff first 15:48:59 <frosch123> it's rather moody to talk about towns building different road types, when there are none for players to build :p 15:49:18 <Wolf01> :D 15:54:09 <Wolf01> Playing a quick game just to be sure it doesn't assert at the firts house construction :P 15:57:00 <frosch123> build 5 bus stops, send 3 bus in a circle and fast forward :) 15:57:22 <Wolf01> Yup 16:02:18 <Alberth> press "fund new buildings" :) 16:03:02 <Alberth> hmm, have a town road type that doesn't like houses? :o 16:04:16 <Wolf01> Lol, self killing city 16:05:44 <Wolf01> Btw, the flag will be enabled only for tramways by default, grfs may change it as they want 16:36:00 *** TheMask96 has quit IRC 16:42:00 *** TheMask96 has joined #openttd 16:48:11 <Wolf01> I noticed there's only one problem with that patch, the flag is only useful for ROAD 16:48:49 <Wolf01> Tramways are already ignored by the game as houses won't be built along them 16:58:44 <frosch123> same applies to drive-in stops :) 16:59:04 *** gnu_jj has joined #openttd 17:01:36 <Wolf01> Having a feature working on only half of the spec is a bad feature imho :/ 17:02:28 <Wolf01> Also I noticed a nice thing, when loading a game all vehicles lose power :P 17:02:30 <frosch123> i am more worried about electrified road + non-electrified tram 17:02:37 <supermop> is there an example nml code for writing a road newgrf? 17:02:39 <frosch123> because you cannot see that the tram is not-electrified 17:02:49 <frosch123> but then, the same applies to train depots 17:02:50 <Wolf01> Yeah, that's weird 17:03:22 <frosch123> supermop: https://github.com/andythenorth/nml-andythenorth/tree/NotRoadTypes/examples/roadtype_and_tramtype 17:03:31 <frosch123> it's in the nrt nml 17:15:35 *** DDR has joined #openttd 17:15:59 <Wolf01> Could I hide "convert-road" from repo? 17:19:09 <frosch123> it's merged 17:19:42 <Wolf01> Ok, removed 17:23:57 <Wolf01> http://xkcd.com/1782/ Ha! :D 17:25:57 <frosch123> he, is the author in our channel? 17:26:13 <frosch123> wasn't there recently that management gui here? 17:26:32 <Wolf01> Yeah, it made me think that too 17:27:06 <Wolf01> I think the "problem" is more common than it seem 17:27:47 <frosch123> "management" is always the problem :p 17:28:37 <LordAro> Wolf01: :D 17:32:41 <frosch123> yay, i found a 62 in the code 17:32:53 <frosch123> sometimes ottd is just crap :p 17:32:57 <Wolf01> A what? 17:33:23 <frosch123> a random number that is either wrong, or does not matter 17:37:40 *** SpComb has quit IRC 17:39:49 *** glx has joined #openttd 17:39:49 *** ChanServ sets mode: +v glx 18:10:04 *** Wormnest has joined #openttd 18:16:14 <supermop> if i have 4 types of chips/isr pavement, that is easily 8 road types and 8 tram types before even adding exotic stuff like HAUL 18:17:41 <Wolf01> Do they have different features or just eyecandy? 18:17:45 <supermop> so i guess will need a param for like, do you want isr or chips style ground 18:17:58 <supermop> Wolf01: just to match station gound tiles 18:18:28 <supermop> chips mud, chips cobble, chips asphalt, and ISR 18:19:44 <supermop> wanted to add the slag-y looking ground tile from new FIRS steelmill too 18:19:44 <Wolf01> Not even max speed? 18:20:30 <supermop> realistically they would all be slower than road, as it is meant to be part of a freight yard or industrial area 18:21:00 <supermop> but maybe players want their molten metal driving at 100kmh from the blast furnace to foundry 18:21:22 <Wolf01> Make a prop to disable speed limits 18:21:35 <Wolf01> Or set speed limits like on rail sets 18:22:17 <supermop> for gameplay, or some other reason? 18:22:50 <Wolf01> Why do we have speed limits for rails? 18:22:51 *** Mitooo has joined #openttd 18:24:10 <supermop> not all rail sets have speed limits 18:24:27 <Wolf01> All the ones I tried 18:27:36 *** andythenorth has joined #openttd 18:27:40 <Wolf01> Cat 18:27:51 <Alberth> try default set :) 18:27:58 <Alberth> yo andy 18:28:27 <andythenorth> lo 18:29:23 <supermop> Wolf01: use case is for this: http://imgur.com/a/D69Xa 18:29:38 <supermop> road or tram type to match those tiles 18:29:53 <Wolf01> +1 18:29:54 <supermop> so whole harbor looks consistent 18:29:54 <Alberth> as soon as we have more than 1 tile to stop, it becomes useful to consider speed limits 18:30:54 <supermop> Alberth: sure, but i wonder if asphalt>cobble is actually meaningfully fun 18:32:12 <supermop> FIRS metal workshop has cobble base, but if cobble is super slow, then player is penalized to choose the 'right looking' road 18:32:23 <supermop> and then why even bother using the road set at all 18:33:26 <Wolf01> I would use the best looking road even if vehicles will go backwards 18:34:11 <supermop> Wolf01: should mud/gravel/cobble/asphalt have different costs too? 18:34:33 <Wolf01> I think yes 18:34:37 <glx> mud should cost nothing :) 18:34:54 <supermop> currently, station tiles are generally all trivially cheap across newgrfs 18:35:06 <Wolf01> And should not have maintainance cost 18:35:19 <andythenorth> Wolf01: speed limits are, imho, daft 18:35:20 <supermop> so there is no huge cost to build a big eyecandy station of any type you wish 18:35:25 <andythenorth> I already have speed limits for the trains 18:35:33 <andythenorth> termite has no speed limits 18:35:46 * andythenorth back from logs :P 18:35:51 <Wolf01> I use NuTracks :P 18:36:24 <supermop> i would be fine saying, all of these 'yard roads' are 50 or 80 kmh or something, with param to disable speed limit 18:36:26 <andythenorth> I am going to fold Termite into Iron Horse 18:36:31 <andythenorth> and be damned 18:36:33 <supermop> haha 18:36:49 <supermop> andytheworstpractices 18:36:58 <andythenorth> [shrug] 18:37:28 <andythenorth> too many times I’ve followed best practice 18:37:53 <supermop> we need a station feature to alter load speed, etc based on platform type 18:38:04 <andythenorth> ‘OpenTTD cannot have port industries, it breaks the in-world cargo model' 18:38:10 <supermop> people have a hard time climbing up into the train from the mud 18:38:26 <andythenorth> ‘all fieldsets should have legends, and legends should be nested' 18:38:56 <supermop> nor to passengers enjoy being poured into the train from a tipple 18:38:59 <andythenorth> ‘use CPP, not an arcane templating language nobody else understands' 18:39:04 * andythenorth cherry-picking examples 18:39:09 <andythenorth> :P 18:41:29 <supermop> a weir object would be nice 18:41:42 <supermop> freely overbuildable by locks 18:41:51 <andythenorth> o_O 18:42:03 <andythenorth> what would be nicer is…ships going up slopes 18:42:12 <andythenorth> the rapids thing is daft 18:42:27 <supermop> those river rapids flowing into side of that port look silly 18:42:28 * andythenorth might try hacking rivers in 2017 :P 18:42:41 <andythenorth> although, if I buy a new laptop 18:42:47 <andythenorth> I won’t be hacking any more ottd at all :P 18:43:23 <supermop> andy just add 10 variants of slihtly less steep slope 18:43:46 <supermop> was playing on a PL server last night 18:44:02 *** FLHerne has joined #openttd 18:44:03 <supermop> building a lock was like half a million quid 18:44:31 <supermop> all these big wide long rivers and couldn't get my boats into them 18:45:03 <andythenorth> eh, let’s make some roads first :) 18:45:10 <supermop> also need flat docks - the terraforming cost was set so high i couldn't build any docks up on the river either 18:45:18 <andythenorth> one feature per year :) 18:46:10 <supermop> chips tile roads quickly runs out of 15 road types 18:46:27 <supermop> unless i am not thinking of something correctly 18:46:53 <supermop> 4 for road, 4 for haul, 4 for electric road? 18:47:13 <supermop> then 4 for tram and 4 for electric tram 18:47:31 <supermop> soo 12/15 and 8/15 used 18:48:32 <andythenorth> yup, you broke it :) 18:48:32 <supermop> leaves only 3 regular roads - road, E Road, and Haul 18:48:35 <andythenorth> someone had to 18:48:42 <supermop> more pls 18:50:23 <supermop> i want 600mm, 1M, standard and broad gauge tramways, plus all combinations thereof 18:51:11 *** JacobD88 has joined #openttd 18:52:44 <frosch123> hmm, i think the pattern is: if there are two simliar functions, and the older one does not work, the newer one was likely added just because of that 18:53:11 <andythenorth> I have owned code like that :) 18:53:29 <supermop> chips asphalt and ISR pavement are probably the two that would be most useful to the typical player who wants to make nice stations 18:53:49 <andythenorth> it’s extra fun in monkey patches I would think http://stackoverflow.com/questions/5626193/what-is-a-monkey-patch 18:54:07 <supermop> but they are visually almost the same 18:54:31 <supermop> turn each type on or off by parameter? 18:54:33 <andythenorth> https://web.archive.org/web/20120730014107/http://wiki.zope.org/zope2/MonkeyPatch 18:54:42 <andythenorth> supermop: two grfs :D 18:54:59 <supermop> T_T 18:55:39 <supermop> fork firs to use ISR groundtiles throughout 18:55:57 <andythenorth> ugh 18:56:35 <supermop> isr has a separate ore station grf with dark brown ground 18:56:56 <supermop> also - steelmill slag ground tiles? 18:57:40 <supermop> brb lunch 18:59:18 <andythenorth> one grf per type :P 18:59:39 <andythenorth> frosch123: any inclination to patch hidden types? 18:59:48 <andythenorth> I would update RH for it 19:00:07 <frosch123> i am unsure how to implement them 19:00:57 <frosch123> if one grf defines a label as hidden type, and another one as real type, the real type has to win 19:01:26 <andythenorth> yes 19:02:23 <frosch123> i think it cannot be just a flag in that case, i guess it needs some different "label" property to perform a different reservation procedure 19:03:03 <andythenorth> I wonder if it has unexpected / unwanted side effects 19:03:16 <andythenorth> the mapping of vehicles to types is already confusing enough, as an author 19:03:22 <andythenorth> does this just make it worse? 19:03:49 <frosch123> it certainly affects tracktype introduction 19:04:05 <frosch123> currently a vehicle introduces its tracktype, if not available yet 19:04:14 <frosch123> which types does the virtual one introduce? 19:04:29 <frosch123> those from the "introduces" property? 19:04:40 <frosch123> and the vehicle is disabled if none of them exists? 19:05:39 <frosch123> anyway, why do you not add trails as off-road track :p 19:06:03 <frosch123> you need something to connect road and haul, don't you? 19:06:27 *** Eddi|zuHause2 has joined #openttd 19:06:31 <andythenorth> I might just treat the non-compatibility as a constraint 19:06:35 <andythenorth> not all things need to be solved 19:06:49 <andythenorth> constraints are useful, total freedom is boring 19:07:29 <andythenorth> maybe HAUL should be trams? o_O 19:08:04 <frosch123> HAUL souinds like mostly underlay 19:08:10 <frosch123> and road underlay wins over tram underlay 19:08:35 <andythenorth> well yes 19:08:44 <andythenorth> but RAIL -> HAUL could be done with the convert tool 19:08:48 <frosch123> i think you rather want some mining train 19:08:51 <andythenorth> round about 1960, when my trams run out :) 19:09:01 <frosch123> 600mm gauge for mining 19:09:56 <frosch123> andythenorth: that sounds like the stupid rail -> mono -> maglev conversion 19:10:09 <frosch123> sell all, remove all, restart from scratch 19:10:18 <frosch123> i always prefered adding stuff 19:10:24 <frosch123> than replacing stuff 19:10:53 <frosch123> so something that allows both the old tram and new haul sounds better to me 19:11:09 <andythenorth> fair 19:11:20 <frosch123> esp. with your one-to-one compatibility 19:11:30 <andythenorth> also they’re road vehicles, it’s bad hax to build them as light rail :P 19:11:34 <frosch123> otherwise you need bridges :p 19:11:55 *** Eddi|zuHause has quit IRC 19:18:46 *** cHawk has joined #openttd 19:36:02 <andythenorth> maybe I should add a universal road 19:36:07 <andythenorth> but crippled by speed limits 19:39:17 <Wolf01> Change speed limit in different town zones, to confuse the player 19:47:25 <Wolf01> http://img-9gag-fun.9cache.com/photo/aLM5PeP_460s.jpg V would approve 19:51:17 *** Gja has joined #openttd 20:01:30 <supermop> andythenorth: thats called mud 20:01:40 *** Gja has quit IRC 20:02:20 <supermop> whats a hidden type 20:04:15 <andythenorth> not a thing :) 20:04:32 <frosch123> something that would allow andy to skip drawing trail road :) 20:06:03 * andythenorth could cut power to most ROAD vehicles on HAUL 20:06:09 <andythenorth> so they go incredibly slowly 20:06:13 <andythenorth> user hostile? o_O 20:06:36 <frosch123> speed limit is a static thing from the roadtype pov 20:06:48 <andythenorth> cb to current roadtype? o_O 20:06:56 <frosch123> no thanks :) 20:06:59 <andythenorth> ach 20:07:10 <andythenorth> where’s the fun :P 20:07:30 <andythenorth> how will I animate dust effects on trail only? 20:07:37 <frosch123> someone did the work to cache stuff as long as the roadtype does not change under the vehicle 20:07:47 <andythenorth> And Other Important Features 20:07:50 <frosch123> if roadtypes get callbacks, we would have to invalidate on every tile 20:08:09 <andythenorth> I was thinking a var on cb36 (or so) 20:08:10 <andythenorth> current type 20:08:22 <andythenorth> it’s evil 20:08:25 <andythenorth> but trains have it 20:08:36 <frosch123> road vehicles have that too 20:08:53 <andythenorth> problem solved 20:09:03 <andythenorth> can I nerf the relibability to 0 O_O 20:09:06 <frosch123> so, hog can draw effects on specific roads 20:14:10 <supermop> andythenorth: why exactly can a bus not drive on haul? 20:15:08 <andythenorth> because it drives on ROAD? o_O 20:16:48 <supermop> is the haul road too bumpy or something? 20:17:21 <supermop> or just because there is a sign saying private road, do not enter? 20:18:08 <andythenorth> dunno 20:18:13 <andythenorth> I didn’t rationalise it 20:18:18 <andythenorth> it’s just a different route type 20:19:15 <supermop> fair enough 20:19:32 <andythenorth> for me, game is about building routes 20:19:37 <andythenorth> and fitting them into tiles 20:19:42 <supermop> then why bother cutting bus power? just disallow 20:19:50 <andythenorth> yeah, that’s the current solution 20:19:55 <andythenorth> everything else is basically trolling :P 20:20:51 <andythenorth> I wondered if the railtypes spec design went like this: 20:21:11 <andythenorth> - putting the compatibility property on the vehicle is really a lot of repetitive work when coding a set 20:21:17 <andythenorth> - so put it on the railtype instead 20:21:33 <andythenorth> or whether there was some other rationale 20:22:02 <frosch123> the rationale is that track types are not supplied by vehicle grfs :) 20:23:10 <andythenorth> but vehicles are not supplied by track type grfs 20:23:17 <andythenorth> :P 20:23:31 * andythenorth is not grumbling 20:23:33 <andythenorth> just curious 20:23:43 <andythenorth> anyway, here’s factorio https://www.tt-forums.net/viewtopic.php?p=209052#p209052 20:23:44 <supermop> next andy will add code to disable all andy grfs if a non-andy road or track grf is loaded 20:24:29 <andythenorth> I think that’s probably wise 20:24:44 <andythenorth> hey look, trolleybuses exist 20:24:48 <andythenorth> and DaleStan coded them https://www.tt-forums.net/viewtopic.php?p=217676#p217676 20:25:06 <andythenorth> can we crowdfund ‘return of DaleStan’ o_O 20:33:50 <andythenorth> old forums 20:34:23 <andythenorth> sometimes I think things were ‘better’ in the old days 20:34:30 <andythenorth> they weren’t, and I am wrong :) 20:34:53 <andythenorth> same stuff, different user names :) 20:36:04 <andythenorth> https://www.tt-forums.net/viewtopic.php?f=33&t=38108&p=720544&hilit=railtypes#p720544 20:36:23 <andythenorth> ha ha https://www.tt-forums.net/viewtopic.php?f=29&t=42617&hilit=railtypes 20:38:28 <frosch123> that was a follow up post to a post in the locomotion section on the same day 20:38:50 <andythenorth> oh look, we’ve nearly completed my wish list :o https://www.tt-forums.net/viewtopic.php?p=828391#p828391 20:40:04 <frosch123> see, it's all in the trails topic 20:42:01 <andythenorth> still no Canadian trainset though :( 20:43:42 <frosch123> does nars not qualify? 20:44:15 <andythenorth> nah 20:44:21 <andythenorth> well maybe 20:45:10 <andythenorth> might be time to dust this off https://www.tt-forums.net/viewtopic.php?f=32&t=46689&hilit=pony 20:48:58 *** JacobD88 has quit IRC 20:55:07 *** SpComb has joined #openttd 20:57:02 *** roidal_ has quit IRC 20:59:54 <andythenorth> frosch123: o_O http://wiki.openttd.org/Frosch/Town_Control 21:00:05 <andythenorth> redundant due to GS? o_O 21:00:49 <frosch123> yes, it's in the abandoned section, if you check the parent page :) 21:01:00 * andythenorth checks the parent page :P 21:01:06 <frosch123> 1.5 years ago there was a newgrf/gs interface stuff 21:01:17 <frosch123> it even has a compile farm set up 21:01:21 <frosch123> but then nothing was done :p 21:01:59 <andythenorth> was there a discussion logged somewhere? o_O 21:03:08 <Alberth> likely 21:04:02 <andythenorth> ho https://wiki.openttd.org/Frosch/GS_Area_Control 21:04:17 <supermop> hah the someone who picked it up was you andythenorth 21:04:52 <andythenorth> only took 8 years or so 21:05:06 <andythenorth> 7 even 21:06:11 <frosch123> https://wiki.openttd.org/Frosch/GS-NewGRF_Communication_via_JSON <- i wrote that, https://github.com/Leffe108/OpenTTD/tree/gs-newgrf <- zuu wrote that 21:06:26 <Alberth> There is discussion about "Newgrf/GS" at nov 9, 2014 21:06:27 <frosch123> i think there is also a forum topic 21:06:31 <frosch123> and quite sure a lot in irc 21:07:04 <Alberth> areas are still in my head :) 21:07:33 <Alberth> not to mention they seem part of certain wild-west ideas here :) 21:08:24 <frosch123> https://www.tt-forums.net/viewtopic.php?f=68&t=73366 <- that one 21:09:00 <frosch123> looks like that topic was quite popular :p 21:09:21 <andythenorth> ach I owed Zuu some tests on that 21:09:25 * andythenorth had forgotten 21:09:38 <andythenorth> it released the day before I went on holiday or so 21:10:24 <frosch123> area control was not done, because noone had an interesting application :) 21:10:42 * andythenorth is not starting a GS project any time soon 21:10:46 <frosch123> it was written because i browsed simutrans forums 21:10:56 <andythenorth> enough newgrfs unfinished :P 21:11:00 <frosch123> maybe i should do that again :p 21:11:16 <andythenorth> frosch123: well meanwhile this http://dev.openttdcoop.org/attachments/download/8296/ship-refit-capacity.png 21:11:48 <andythenorth> I think I’ll have to replace my ‘x units’ text with ‘underload, [empty], overload’ strings 21:11:51 <frosch123> you already posted that last month? 21:12:13 <andythenorth> I tried making it show the actual cargo 21:12:24 <andythenorth> but eh, the cb doesn’t have support for that 21:12:30 <andythenorth> the cargo presumably isn’t known 21:13:02 <andythenorth> also I realised the vehicle window text would repeat the cargo capacity twice 21:13:25 <frosch123> how about "+25%", "-25%" 21:13:39 <andythenorth> pretty much the best solution I think 21:13:51 <supermop> light ship goes faster? 21:13:52 <andythenorth> I had a horrible idea about ships having holds 21:14:01 <supermop> yes pls 21:14:22 <andythenorth> fixed capacity per hold, all same cargo, store the number of holds; actual capacity is number_holds * fixed_capacity 21:14:32 <andythenorth> probably stupid and pointless 21:15:39 *** Alberth has left #openttd 21:22:04 *** sla_ro|master has joined #openttd 21:36:15 *** cHawk has quit IRC 21:38:39 *** cHawk has joined #openttd 21:43:37 *** frosch123 has quit IRC 21:45:22 *** Supercheese has joined #openttd 21:51:48 *** cHawk has quit IRC 21:56:04 *** andythenorth has left #openttd 22:09:18 *** cHawk has joined #openttd 22:09:52 *** cHawk has quit IRC 22:14:20 *** crabster has quit IRC 22:37:54 <LordAro> V453000: dem rails look nice 22:41:47 <Wolf01> 'night 22:41:54 *** Wolf01 has quit IRC 22:44:15 *** ZirconiumX has quit IRC 22:51:48 *** gelignite has joined #openttd 23:13:30 *** Wormnest has quit IRC 23:24:06 *** maciozo has quit IRC 23:31:50 *** gelignite has quit IRC