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Log for #openttd on 12th February 2017:
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08:26:41  <Alberth> o/
08:29:14  <andythenorth> hi Alberth
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08:59:50  <Alberth> kerbal space openttd :)
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09:05:18  <smoke_fumus> guys. is there a ttf version of stock openttd font?
09:05:24  <andythenorth> assemble your own vehicles Alberth
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09:20:48  <Alberth> stock openttd font is a bitmap font, which has less functionality than a ttf font has
09:23:24  <Alberth> I wondered about the vehicles and the steel industries a bit. I kind of like the big heavy industries, so having to spend time on them is good. Some of the buildings don't look much like heavy industry to me, not sure what to think of that.
09:24:35  <andythenorth> any industries in particular?
09:24:37  <Alberth> Vehicles are currently sort of "something to do next if I ever have enough of the steel chain" :p
09:25:13  * andythenorth hopes the ‘not heavy’ industries are the ones that haven’t been drawn yet :P
09:25:36  <Alberth> euhm, from the top of my head, "blast furnace" or "electric furnace" or so, which looks like a normal building
09:26:02  <andythenorth> electric arc furnace = 1 point
09:26:08  <andythenorth> see if you can get bingo :P
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09:26:16  <Alberth> and the grinder thing, which doesn't look like it processes slag
09:26:20  <andythenorth> yup
09:26:22  <andythenorth> and the coke oven
09:26:30  <andythenorth> and the shipyard
09:26:46  <Alberth> coke oven if off on just about every offset :p
09:26:51  <andythenorth> it’s totally broken ;)
09:27:19  <Alberth> haven't done anything with shipyards yet
09:27:27  <andythenorth> also the pipe mil
09:27:39  <Alberth> I have seen the name, that's about it
09:27:43  <andythenorth> looks like I have 5 to draw
09:27:58  <andythenorth> also basic oxygen furnace
09:28:16  <andythenorth> well that’s something to do in 2017 :)
09:28:38  <Alberth> using black colour to find coal mines fails, as tyres factories are also black :p
09:29:45  <andythenorth> yes that was annoying
09:29:48  <andythenorth> I fixed the map colours
09:29:53  <Alberth> but flashing rescues that problem
09:30:01  <Alberth> :o even better
09:30:04  <andythenorth> I’ve reworked the chains now, but I need to play a test game :P
09:30:16  <andythenorth> got distracted by quarry
09:30:26  <andythenorth> limestone really doesn’t come from flooded gravel pits
09:30:29  <Alberth> no doubt for good reason
09:30:53  <Alberth> GarryG has non-flooded pits, iirc
09:31:21  <Alberth> lot darker though, I seem to remember, and not much detail
09:32:47  <Alberth> the longer I see him busy, the more amazed I am how many variations you can create of the same kind of stuff :)
09:33:03  <andythenorth> he is fun
09:33:08  <Alberth> he is
09:33:15  <andythenorth> this is interesting https://www.google.co.uk/maps/@40.9103541,-80.5498834,1365m/data=!3m1!1e3
09:33:22  <andythenorth> underground limestone mine
09:33:27  <andythenorth> can see the conveyors in the middle
09:33:40  <andythenorth> http://www.eastfairfieldcoal.com/subtropolis-mining-co.html
09:35:18  <Alberth> and the circles of storing products
09:36:19  <andythenorth> could be done by modifying about 4 tiles of this http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#quarry
09:36:44  <andythenorth> there’s already a steep conveyor, could just push the water back from north side of the pit
09:37:35  <Dakkus> Has the control on what to autoreplace into been removed in OTTD? Or have I just forgotten where it is?
09:37:49  <andythenorth> it’s still there
09:37:55  <Dakkus> Where, then? :D
09:38:02  * andythenorth looks in wiki
09:38:19  <andythenorth> boom https://wiki.openttd.org/Autoreplace#Autoreplace
09:38:24  <andythenorth> easier to link than describe
09:38:31  <Alberth> quite
09:38:35  <andythenorth> oh that’s not auto-renew
09:38:50  <andythenorth> auto-renew always renews to same vehicle
09:38:55  <andythenorth> dunno which you were looking for
09:39:07  <Alberth> OP asked for autoreplace :p
09:39:38  <Alberth> I was thinking to have a conveyor across the lake to the SE side
09:40:29  <andythenorth> maybe I am over-thinking realism :)
09:40:41  <andythenorth> quarry has been redrawn so many times :P
09:40:55  <andythenorth> meanwhile Iron Ore mine is still default sprites with broken grass in non-temperate :P
09:41:11  <Alberth> :D
09:42:24  <Alberth> quarry is just practice before the "real" thing :p
09:43:35  <andythenorth> https://en.wiktionary.org/wiki/gild_the_lily
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09:48:21  <Alberth> it's your free time, if this makes you most happy, nothing wrong with that :)
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09:48:52  <Alberth> and now we hope real TB is still here
09:48:56  <andythenorth> I always suspected TB was a bot
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09:49:12  <TrueBrain-Bot> to bot or not to bot, that is the question
09:49:16  <smoke_fumus> Alberth: yes i know it is a bitmap font. hence why i am asking, what's the original font i's been derived from?
09:49:47  <Alberth> smoke_fumus: bitmap font of the original game
09:49:52  <smoke_fumus> :|
09:50:25  <Alberth> which originates from white and non-white pixels, back in '94, before we had ttf stuff
09:51:33  <TrueBrain-Bot> I am attempting to write a Discord <-> IRC bridge, which also handles PMs etc .. seems to work nicely .. Python 3.5, 200 lines of code .. I love easy programming 😃
09:51:54  <TrueBrain-Bot> only the smilies are a bit weird 😛
09:52:20  <Alberth> 200 lines is very doable :)
09:52:31  <TrueBrain-Bot> asyncio makes life so much better 😃
09:52:33  <Alberth> smileys are weird anyway :p
09:53:35  <Alberth> I have them switched off, but you're sending weird code points to me :)
09:54:03  <TrueBrain-Bot> they are UTF-8 smilies
09:54:08  <TrueBrain-Bot> which you might or might not support 😉
09:54:34  <Alberth> oh, I see them properly, linuces come with a decent unicode font nowadays
09:55:36  <Alberth> my client just doesn't translate ":" ")" etc sequences to such characters
09:57:03  <TrueBrain-Bot> smilies are overrated anyway
09:57:45  <Alberth> mostly they invade pieces of code I am discussing :p
09:58:00  <TrueBrain-Bot> ghehehe 😄 Smilies are not made for code snippets, no 😉
09:58:33  <TrueBrain-Bot> hmm .. Slack allows you to talk (with a bot) as a fictive user .. Discord doesn't .. the small differences 😃
10:00:07  <Alberth> so they caught up on the fact that allowing random user names is not always a good idea :)
10:09:11  <smoke_fumus> Alberth: except that most of the ttf fonts originate from the physical world metal sets which got digitized. You can still find that some of the fonts have copyright dating '81, '72 etc
10:09:24  <smoke_fumus> *most of the original ttf fonts that is
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10:10:43  <Wolf01> Moin
10:11:38  <andythenorth> TrueBrain-Bot: unicode showoff
10:11:52  <andythenorth> try that in python 2 :P
10:12:55  <TrueBrain-Bot> I hear self-hurting is overrated anyway 😛
10:13:06  <Alberth> smoke_fumus: fair enough, but TTDx never existed as newspaper :D
10:13:17  <smoke_fumus> not only newspapers, any printed media :D
10:13:36  <smoke_fumus> back in the day at least
10:13:38  <Alberth> yep :)
10:14:15  <smoke_fumus> or maybe it actually did, they digitized it and changed few pixels around.
10:14:59  <smoke_fumus> that's how hellbender's font came to fruition to example. they took MLB-Diamondbacks font and added a few strokes here and there.
10:15:28  <Alberth> unlikely, dpi is not comparable, and high quality fonts are specifically designed for dpi and size
10:16:19  <Alberth> but write a program that tries to find a match. There is an insane number of fonts out there, maybe you're lucky
10:17:40  <Alberth> it's likely simpler to find a font that works for you at the size you want, though :)
10:17:45  <smoke_fumus> speaking of - you totally can convert an ex-pixel font to vector and it will look 100% like the original when resized back to original pts. Nouveau IBM is a great example
10:18:02  <smoke_fumus> they took IBM console font and basically changed lines to straight lineart, rather than pixel
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10:18:18  <smoke_fumus> still look like original one, only you can scale it however the fuck you want :V
10:18:23  <Alberth> sure, that's the easy part :p
10:18:28  <smoke_fumus> http://www.dafont.com/nouveau-ibm.font
10:18:48  <Alberth> making it look good at other sizes is where the shit hits the fan :p
10:18:56  <smoke_fumus> easy - eh. more like tedious.
10:19:02  <smoke_fumus> But it does :D
10:20:42  <Alberth> seems quite useless to restrict yourself to some fixed result at some fixed size when designing for a range of scales or a range of densities
10:20:52  <Alberth> just makes life more complicated
10:21:09  <smoke_fumus> It's too bad back in the vga era it was easier.
10:21:19  <Alberth> likely with resulting loss in overall quality
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10:22:13  <smoke_fumus> speaking of pixel fonts - lately i've been having a homicidal thoughts when i see yet another crappy indie game using joystix font. >_<
10:22:35  <smoke_fumus> like holy. hell. Not only you cannot read it for shit, it also looks like ass
10:22:37  <Alberth> haha :)
10:23:00  <Alberth> perhaps not playing crappy indie games is better for your health :)
10:23:24  <smoke_fumus> Except that i should, because gamedev calls to evalute where competition fails.
10:24:15  <Alberth> hmm. Item 0: "Used font"  [X] fail
10:24:23  <Alberth> and done
10:24:42  <Alberth> :)
10:24:44  <andythenorth> sea fort industry? o_O http://www.kobenhavnergron.dk/wp-content/uploads/2014/06/43_20070913-123936-5_34Mb-kopi-730x484.jpg
10:25:44  <Alberth> looks like something for MB
10:26:06  <smoke_fumus> marine biology more like
10:26:18  <smoke_fumus> these limiters create natural enclosure
10:26:42  <smoke_fumus> while still keeping composition of water identical to the wilderness.
10:26:46  <smoke_fumus> sampled study
10:27:02  <smoke_fumus> also this looks goddamn amazing.
10:27:08  <Alberth> andy, you know the world copied itself, right? http://www.privateislandsonline.com/islands/the-world-islands-dubai
10:27:27  <smoke_fumus> Someone should defragment this shit
10:27:28  <andythenorth> yes :)
10:28:39  <Alberth> but sea-based feeder station would be nice :)
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10:30:05  <andythenorth> what would it feed? o_O
10:30:20  <andythenorth> some kind of transfer-only industry?
10:31:06  <Alberth> I do use fishing grounds as transfer point :)
10:31:59  <andythenorth> me too
10:32:06  <andythenorth> hmm
10:32:13  * andythenorth starts a SV game
10:32:29  <andythenorth> “you have a secret weakness for slag” is unfortunate in UK english
10:32:38  <andythenorth> as is “you have a secret weakness for coke"
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10:38:16  <Alberth> :D
10:39:08  <Alberth> finding new personal preferences by playing openttd
10:40:00  <Alberth> hmm, could we make a "hate" script, where you have to avoid something?
10:40:11  <Alberth> it's probably too simple to do
10:40:13  <andythenorth> maybe :)
10:40:21  <andythenorth> interesting idea
10:40:48  <andythenorth> probably more appropriate to have ‘quota'
10:40:55  <andythenorth> transport no more than 10k pax per year
10:40:58  <andythenorth> or something
10:41:17  <Alberth> yes, we need payment control from scripts
10:41:57  <Alberth> I didn't consider delivery count or amount, but that would be possible
10:42:24  <andythenorth> make £x per year, but across multiple cargo types
10:42:27  <andythenorth> inverse SV :P
10:42:56  <Alberth> sort of nocargoal, but on money
10:43:48  <Alberth> and then we need an industry that can deliver one of two cargoes only, that you need :p
10:44:22  <Alberth> so you can't re-use the same industry for multiple purposes :p
10:44:46  <andythenorth> we could ‘close all industries of type x’ if you breach a quota
10:44:48  <andythenorth> quite harsh
10:44:59  <Alberth> haha :)
10:45:42  <Alberth> horribly breaking cargo chains if the player isn't careful
10:45:58  <andythenorth> quite punitive :)
10:46:19  <andythenorth> probably game over if we deleted all instances of type x :)
10:47:16  <Alberth> if you tell people upfront, it's expected game play
10:47:36  <andythenorth> it would be nice to have a new GS in 2017
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10:47:49  * andythenorth thinks in years now, instead of weeks
10:47:56  <Alberth> and if you resurrect the industry after the deadline at the same spot, it's not so bad
10:47:56  <andythenorth> must be some age-related thing
10:48:34  <Alberth> unless $user used the space for other purposes :p
10:48:35  <andythenorth> so we rebuild them all? o_O
10:48:35  <andythenorth> interesting
10:49:47  <Alberth> ok, if you make some sort of spec what it should do, I can try to make it
10:50:21  <andythenorth> :)
10:50:26  <Alberth> ie I am still very happy with BB
10:50:46  <andythenorth> I like BB, especially with big FIRS economies
10:51:11  <andythenorth> alternate GS are a nice way to explore gameplay though
10:51:17  <Alberth> I have it mostly by default running, just in case I get bored :)
10:51:52  <Alberth> but at some point the industry need takes over from BB :)
10:51:55  * andythenorth saves the notes from above
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10:54:06  <Dakkus> andythenorth: Thank you. The menu seems to be  missing indeed. Which is a rather big problem for me...
10:55:28  <Dakkus> andythenorth: I'm playing with settings that increase the realism and taking full advantage of cargodist especially in PAX traffix. But now, if I cannot autoreplace my fleet of 900 trams, how am I going to play this?
10:56:01  <Dakkus> In the TTO times I simply never used any road vehicles because the game turned into a neverending game of manual vehicle replacement.
10:56:26  <Dakkus> Am I now supposed to go back into using trains only?
10:57:26  <Dakkus> This could be achieved by cheating the way AIAI does: Just ctrl+adding bus stops in cities so that the catchment area of the train station covers the whole city. But that's also stupid. I actually like planning the bus and tram lines of metropole to bring most efficiency!
10:57:41  <andythenorth> it’s odd that autoreplace would be missing
10:57:48  <andythenorth> is it a patched ottd?
10:58:09  <Wolf01> Meh, "be the first to try the new outlook feature": your flagged emails in the default tab, new emails on a secondary tab... meh...
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10:58:20  <Wolf01> I already said "meh"?
10:59:42  <andythenorth> so 2018 Openttd feature: reworked water transport? o_O
10:59:49  <andythenorth> 1 feature per year? o_O
10:59:56  <Alberth> :)
11:00:22  <Dakkus> andythenorth: Yup. I'm playing with the Reddit patch, because OTTD is simply unpayable without the daylength patch.
11:00:27  <Alberth> first feature is likely "replace A* by JPS" or so, to improve performance
11:00:28  <Dakkus> But this is a problem as well.
11:00:30  <Wolf01> I really appreciate the effort, but I really don't like the flagged emails as default, I flagged them to find them easily in future, not to have only them visible each time I open the client :( ... disabled the feature as soon as I found where it was the setting
11:00:46  <andythenorth> Dakkus: all bets are off :)  Dunno what the Reddit patch does
11:00:58  <Dakkus> Mainly it adds daylengtfactor.
11:01:11  <Dakkus> And apparently in the current rev removes the autoreplace feature... :(
11:01:23  <Alberth> or at least the dropdown :)
11:01:32  <Dakkus> True, the feature might be there.
11:01:43  <Dakkus> Hmm, maybe somehow with console? :)
11:02:13  <Alberth> perhaps the dropdown was moved
11:02:23  <Alberth> but you'd have to check the patch
11:02:33  <Wolf01> andythenorth, something I could do? I'm not touching VS since last try for tram underlay
11:02:52  <andythenorth> Wolf01: for reworked water transport?
11:02:59  <andythenorth> needs a bunch of experimental patches
11:02:59  <Alberth> inverse VS?
11:03:00  <Wolf01> Anything
11:03:02  <andythenorth> that will be deleted :P
11:03:36  <andythenorth> flat docks, multistop docks, newgrf docks, 2-tile locks, ships on rivers, replaced pathfinder
11:03:45  <andythenorth> the idea about limiting number of ships per bouy is really interesting
11:03:46  <Wolf01> After all the bad I've done on fallout 4 I'm bored again
11:04:25  <andythenorth> there’s no ‘one big feature’ thing for water transport, it needs a bunch of changes, which need testing to see if they are fun or not
11:05:17  <Wolf01> Yeah, water transport needs to be revolutionized
11:05:30  <Alberth> several depths of water?
11:05:31  <andythenorth> it’s not like NRT, where I could write a spec
11:05:53  <Alberth> although "near coast" probably suffices
11:05:57  <andythenorth> and actually that was the 3rd time I wrote an NRT spec, trying to find something that was both interesting and would get ‘approval’ :P
11:06:47  <andythenorth> 2 things I want to look at: ‘irritations’ and ‘more fun’
11:06:47  <Wolf01> We can't write a spec but we need to write a common agreement, for example I would like max 1 ship for tile
11:06:55  <andythenorth> irritations for me:
11:07:09  <andythenorth> - docks must be on slopes; this is crappy for rivers and canals
11:07:20  <Wolf01> So you are forced to build 2 tile-wide canals
11:07:33  <andythenorth> have to usually raise land and build an inland harbour
11:07:35  <Wolf01> Flat docks is really easy
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11:08:01  <andythenorth> oh devzone is 502
11:08:08  <andythenorth> http://dev.openttdcoop.org/
11:08:19  <Wolf01> Bad
11:09:55  <andythenorth> river docks https://www.tt-forums.net/viewtopic.php?p=1182766#p1182766
11:09:58  <andythenorth> are also Bad
11:10:21  <Wolf01> They should be parallel, state machine needs tuning
11:10:29  <andythenorth> 3rd irritation: can’t have multi-stop docks
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11:10:35  <Wolf01> Quak
11:11:03  <Alberth> o/
11:11:10  <Wolf01> https://sites.google.com/site/boekabart/deepwater andythenorth
11:11:54  <andythenorth> yes
11:12:01  <andythenorth> so many interesting ideas for water transport
11:12:06  <andythenorth> :)
11:12:38  <andythenorth> so actually there are 3 things not 2
11:12:47  <andythenorth> - irritations, yak-shaving in the game play
11:12:50  <andythenorth> - more fun
11:12:59  <andythenorth> - ships are OP, which ironically makes them boring
11:13:18  <Wolf01> I would like to figure out if is possible to have a ferry transfer service for RVs, like using something depot-alike to store vehicles and move them to the other side when the ferry reaches it
11:13:32  <frosch123> hoi
11:14:35  <andythenorth> peter1138 had a patch for that Wolf01
11:14:51  <Wolf01> peter had patches for everything :D
11:15:08  <andythenorth> but imho ferries are just animated bridges
11:15:40  <Wolf01> The problem is when you have a diagonal sea and you can't make a bridge
11:15:43  <andythenorth> probably some flaws with my idea :P
11:15:59  <andythenorth> also animating loading the vehicles into the ferry correctly
11:16:06  <andythenorth> ok, ferries are moving depots :P
11:16:25  <Wolf01> Mmmh, moving depots
11:19:27  <Alberth> some peter patches may be legend :p
11:21:21  <__ln__> Wolf01: also for trains, please
11:22:32  <Wolf01> Once done for one, done for all, trains could be a little difficult, if the ferry can transport max 20 vehicles you can't split a 21-cars train
11:22:42  <andythenorth> no max :)
11:22:44  <andythenorth> it’s like a depot
11:23:03  <Wolf01> It will become too much overpowered
11:23:18  <__ln__> @seen Belugas
11:23:18  <DorpsGek> __ln__: Belugas was last seen in #openttd 35 weeks, 5 days, 15 hours, 4 minutes, and 19 seconds ago: <Belugas> break's over.  love you guys.  see you in sometimes ^^
11:23:20  <Wolf01> Store a mammoth train into a ferry
11:24:18  <__ln__> the regular train depot too must be like doctor who's phone box
11:26:31  <Wolf01> Yeah, a train depot can store more trains than the map itself
11:28:00  <TrueBrain-Bot> @whoami
11:28:00  <DorpsGek> TrueBrain-Bot: I don't recognize you.
11:28:03  <TrueBrain-Bot> booo
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11:33:13  <Wolf01> <Wolf01> Flat docks is really easy <- only when you figure out if is easier to add a direction in the UI or try to find automagically the best direction while placing the dock... as the slope is used as helper for the direction
11:34:18  <andythenorth> isn’t it
11:34:23  <andythenorth> single tile docks :P
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11:39:49  <TrueBrain-Bot> there we go .. color-per-nick support, topic support, join/part support, multi-channel support .. I am happy 😄
11:39:49  <frosch123> Wolf01: i think the idea is that people do not want to block the water (in particular rivers) with the dock
11:40:09  <frosch123> so you would build it on land in all cases, and it serves all directions
11:40:38  <frosch123> TrueBrain-Bot: https://www.xkcd.com/1782/
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11:47:01  <TrueBrain-Bot> frosch123: yup!
11:47:53  <Wolf01> You eould build it on land, but it must face water
11:47:57  <Wolf01> *woud
11:47:59  <Wolf01> *would
11:48:14  <andythenorth> frosch123: https://www.tt-forums.net/viewtopic.php?p=1182766#p1182766
11:48:19  <TrueBrain-Bot> you get it right one day Wolf01 😃
11:48:37  <Wolf01> :)
11:50:53  <frosch123> Wolf01: not connecting it to water would be equivalent to not completing the tracks
11:51:08  <frosch123> you can, but it is useless then
11:53:36  <Wolf01> I'm trying to figure out how to check if the ship reaches a station tile
11:53:57  <frosch123> imho the default-ttd dock is weird. though i do not live near the coast, i believe that kind of pontoon is only uses for small ships
11:54:04  <frosch123> not any of the type you build in ottd
11:54:13  <andythenorth> I would rather build them like stations
11:54:21  <andythenorth> with equivalent track and non-track tiles maybe
11:54:26  <andythenorth> even though that can be janky
11:55:01  <frosch123> Wolf01: docks have a specific tile a ship heads to, but buoys othoh are considered reached within 3 tiles distance or so
11:55:17  <Wolf01> Yes, I found a comment stating that
11:55:50  <frosch123> https://owc.de/wp-content/uploads/2012/08/Hamburger_Hafen_Tollerort.jpg <- so i would prefer land-only docks
11:56:14  <frosch123> for stuff like in the background you would first fill some land via landscaping
11:56:16  <Wolf01> if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations <- HA! I bet that removing the ugly workaround makes ships unload to train station joined with the dock
12:01:07  <DorpsGek> Commit by frosch :: r27745 /trunk/bin/baseset (4 files) (2017-02-12 13:01:03 +0100 )
12:01:08  <DorpsGek> -Update: Baseset translations
12:03:09  <DorpsGek> Commit by frosch :: r27746 trunk/src/road_cmd.cpp (2017-02-12 13:03:07 +0100 )
12:03:10  <DorpsGek> -Fix [FS#6538]: PR_CLEAR_ROAD refers to cost per roadbit. Removing secondary roadtypes from bridges was too cheap. (JGR)
12:03:38  <andythenorth> frosch123: I am +1 to land-only docks :P
12:03:53  <Wolf01> Good
12:04:45  <frosch123> andythenorth: remains the question about the height level :)
12:04:59  <frosch123> currently the dock is one height level about the water level
12:05:29  <frosch123> to unload ships at rivers you would need some staircase :p
12:05:53  <Wolf01> Only because you have a slope
12:06:03  <andythenorth> make it newgrf-able
12:06:09  <andythenorth> let author specify foundations or not
12:06:12  <andythenorth> :P
12:06:19  <andythenorth> or just draw with offsets
12:08:48  <frosch123> oh, there wasn't even a conflict to resolve for nrt
12:09:21  <Wolf01> :)
12:13:04  <andythenorth> explosives by plane
12:13:05  <andythenorth> http://phoenixair.com/cargo_hazmat.html
12:13:06  * andythenorth will then
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12:33:48  <Wolf01> https://github.com/Wolfolo/OpenTTD/commit/a9238efe251e80ef5584036316ae7924a0d07342 started some work :P
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12:51:33  <andythenorth> :)
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13:02:04  <Wolf01> Yuppy \o/ docks on land
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13:02:56  <andythenorth> :)
13:02:59  <Wolf01> http://imgur.com/a/fq2Au
13:05:20  <Wolf01> I butchered the CmdBuildDock :P
13:05:33  <andythenorth> nicely played
13:06:39  <Wolf01> I left all the TileArea for station, but it's hardcoded to 1x1, it should be used for multi tile docks
13:09:50  <Wolf01> http://imgur.com/i0nkVVX <-
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13:25:17  <peter1138> hi
13:25:21  <andythenorth> hi
13:25:25  <Wolf01> hi
13:26:03  <peter1138> i also have a patch for multistop docks...
13:26:37  <Wolf01> Good
13:26:58  <Wolf01> Too bad no ship can enter the dock now.. :P
13:27:15  <peter1138> they never do
13:27:22  <peter1138> they always stop 1 tile short
13:28:28  <Wolf01> The problem is that I removed the dock_offset
13:28:49  <peter1138> i seem to rememeber having to do something similar
13:29:58  <Wolf01> I'm looking to replace it with station tile axis to diagdir pointing towards water... if there's water nearby
13:31:01  <peter1138> should be any water tile adjacent to dock
13:31:04  <peter1138> or something similar
13:32:03  <Wolf01> Vanilla is the water tile at the end of the dock DDW <-
13:32:12  <peter1138> and then if you allow arbitrary tiles like stations
13:32:16  <peter1138> then my patch is pointless
13:32:32  <peter1138> good job Wolf01, doing it better than me :D
13:32:58  <Wolf01> Lol, I'm not even near to the solution
13:33:05  <peter1138> i abused the multistop struct but didn't use any of its reservation stuff
13:34:01  <Wolf01> That would be nice, one ship per tile
13:34:45  <Wolf01> As now, if it works, any ship would use only the nearest dock tile
13:34:47  <peter1138> you could do that differently without multistop
13:35:13  <peter1138> just make the pathfinder require that a destination tile be empty
13:35:23  <peter1138> "just"
13:35:30  <peter1138> someone(tm) needs to do it :D
13:35:46  <peter1138> damn, maybe i should get visual studio out
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13:46:21  * andythenorth should patch AV9
13:46:26  <andythenorth> so all planes are small
13:46:37  <andythenorth> I want grass airports for supplies
13:48:33  <andythenorth> planes keep crashing :P
13:50:36  <frosch123> there is a cheat to disable size-based crashes
13:51:06  <frosch123> will you whine about having to use cheats for how the game should be by default? :p
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13:53:56  <andythenorth> no
13:54:08  <andythenorth> I am happy with that cheat
13:54:40  <andythenorth> I will probably forget it exists though :)
13:55:20  <andythenorth> 2017: NRT
13:55:25  <andythenorth> 2018: water stuff
13:55:29  <andythenorth> 2019: airport stuff
13:55:32  <andythenorth> 2020: fin
13:55:41  <andythenorth> game is done at that point
13:55:53  <frosch123> who is going to finish nrt?
13:56:06  <andythenorth> what’s left to do?
13:56:16  <frosch123> script api
13:56:16  <andythenorth> you have a to-do list somewhere?
13:56:35  <andythenorth> I could have a go
13:57:05  <frosch123> i guess since there is currently no interest in a real script api, we would just have to make sure that the compaibility layer works
13:57:25  <andythenorth> +1
13:57:44  <frosch123> andythenorth: the todo list is in the source :)
13:57:55  <frosch123> git diff trunk/master HEAD | grep TODO
13:58:20  <andythenorth> ok
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13:58:44  <frosch123> two main items: script api, behaviour of roads wrt. town growth
13:58:48  <frosch123> connectivity and stuff
13:59:31  <andythenorth> is there some idea that default town roadtype can be specified?
13:59:36  <andythenorth> and by who / what?
13:59:56  <frosch123> i think it will always be the first roadtype
14:00:24  <frosch123> town growths along some roads (no idea whether wolf added that flag)
14:00:27  <andythenorth> seems straightforward
14:00:31  <frosch123> but town itself builds only first type
14:01:31  <Wolf01> I made a branch for that, but I'm not sure if what I've done is right, as the flag only works for roadtype_road since roadtype_tram is already excluded from town growth
14:02:01  <frosch123> scenario editor seems to unfinished as well
14:02:15  <frosch123> +be
14:03:00  <Wolf01> I could finish the SE, but I'm not sure how to handle the roadtypes
14:03:21  <frosch123> can you compose a list of questions?
14:03:43  <Wolf01> Yes, I think I could do it
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17:17:50  <supermop> is there a way to send beer to andy wolf and frosch via internet
17:24:10  <frosch123> i think beer is not the first choice for cultural exchange
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17:24:28  <frosch123> while belgium<->germany<->czechrep are happy with each others beer
17:24:42  <frosch123> opinions become strong when you continue to uk or even us
17:24:58  <Wolf01> Specially when the wolf can't drink alcoholics
17:25:29  <frosch123> does it trigger the full moon effect?
17:25:42  <supermop> cheese?
17:26:53  <frosch123> no idea about cheese. usually cheese is not produced where it is named after
17:27:33  <frosch123> didn't i read in this channel abuot the biggest swiss cheese producer being in some us state?
17:29:14  <Alberth> yes, andy needed a new industry :)
17:38:01  <supermop> the idea was not particularly to send US beer
17:54:29  <andythenorth> my SV goals might be ambitious :P
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18:03:13  <__ln__> frosch123: nowadays it can be called 'czechia' to keep it short
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20:02:35  <Snail> hey guys
20:02:57  <Snail> anyone here knows what railtype labels are supported by NuTracks? it seems to me it doesn’t support NG 3rd rail
20:04:40  <andythenorth> I think I ran into this recently
20:04:46  <frosch123> we only know that the list on the wiki refers to the version by djnekkid
20:04:48  <andythenorth> are there 2 versions of nutracks?
20:04:55  <frosch123> but oberhümer changed stuff later
20:04:56  <andythenorth> and the wiki labels are no guide, as frosch123 said
20:09:00  <Snail> yes
20:09:05  <Snail> they don’t include NG
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20:09:28  <Snail> my guess is that they forgot to support NG 3rd rail
20:09:37  <Snail> because all of my trains seem to run fine, except for those
20:13:14  <andythenorth> plausibe
20:13:18  <andythenorth> plausible *
20:13:24  <andythenorth> frustrating isn’t it :)
20:14:44  <Snail> yep...
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20:43:48  <jamesawgner3> I'm on Linux, without pulseaudio, and the music volume slider has absolutely no effect. I took a look at flyspray, and I see someone submitted a patch in 2013 on #5499 for modifying Timidity volume. Is this still an issue? Is the suggestion to pass `-m extmidi` from #6051 to openttd on startup a valid workaround?
20:51:05  <Alberth> if the issue is not closed, it's not done, afaik
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20:57:16  <jamesawgner3> Interesting. I haven't tried, but does that slider work in Windows or OS X? Is Linux the only platform where Timidity is used play the music?
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21:02:14  <Eddi|zuHause> probably..
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21:23:51  <supermop> assuming there will never be continuous bulk handling systems like pipes, belts, bucket lines etc in game,
21:24:09  <supermop> I wonder if a belt is more like a road or a rail
21:25:25  <supermop> a chairlift or gondola seems slightly more roadlike
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23:54:39  <Eddi|zuHause> i'm sure you're the very first person who ever had that thought.

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