Config
Log for #openttd on 17th February 2017:
Times are UTC Toggle Colours
00:08:44  *** FLHerne has quit IRC
00:09:32  <Wolf01> 'night
00:09:34  *** Wolf01 has quit IRC
00:21:58  *** ricus has quit IRC
00:27:36  *** HerzogDeXtEr1 has quit IRC
01:00:33  *** markasoftware has joined #openttd
01:02:46  *** iSoSyS has joined #openttd
01:32:51  *** iSoSyS has quit IRC
01:38:01  *** supermop_home has joined #openttd
02:12:05  <supermop_home> for some reason it's taking me like 30 min to download nrt road hog from the forums
02:12:23  <supermop_home> everything else for any other site is no problem
02:37:37  *** chomwitt1 has joined #openttd
02:43:30  *** chomwitt has quit IRC
03:22:40  *** glx has quit IRC
03:35:37  *** Biolunar has joined #openttd
03:42:39  *** Biolunar_ has quit IRC
04:02:58  *** supermop_home has quit IRC
04:18:30  *** chomwitt1 has quit IRC
05:12:18  *** markasoftware has quit IRC
05:13:16  *** supermop_home has joined #openttd
05:30:18  *** supermop_home has quit IRC
05:35:15  *** sla_ro|master has joined #openttd
06:42:37  *** sla_ro|master has quit IRC
07:55:42  *** andythenorth has joined #openttd
07:55:49  <andythenorth> integer maths :|
08:00:50  <andythenorth> there must be a way to consolidate this sum?
08:00:51  <andythenorth> 100 / 8 * 6 / 8 * 4
08:01:07  <andythenorth> where 100, 6 and 4 are vars, and the 8s are constant
08:02:27  *** Sova has joined #openttd
08:03:05  *** maciozo has joined #openttd
08:07:52  <__ln__> a mathematician would argue it's not a sum
08:08:20  <__ln__> @calc 100/8*6/8*4
08:08:20  <DorpsGek> __ln__: 37.5
08:08:32  <__ln__> @calc 100*6*4/(8*8)
08:08:32  <DorpsGek> __ln__: 37.5
08:11:23  <andythenorth> ha neat
08:11:36  <andythenorth> @ calc 100 * 6 * 4 / 64
08:11:36  <DorpsGek> andythenorth: 37.5
08:12:31  <andythenorth> thanks
08:45:11  <V453000> never do meth andythenorth
08:57:04  *** andythenorth has quit IRC
10:12:05  *** tycoondemon has quit IRC
10:32:16  *** tycoondemon has joined #openttd
10:32:55  *** andythenorth has joined #openttd
10:35:55  *** Wolf01 has joined #openttd
10:36:42  *** skapazzo has joined #openttd
10:36:57  <Wolf01> Moin
10:38:04  <andythenorth> lo
10:41:29  *** tycoondemon has quit IRC
10:43:55  * Wolf01 requires more know-how and assistance to make that "CanBuildInfrastructureOnSteroids" function :(
10:47:58  <peter1138> multitile docks?
10:48:13  <Wolf01> No, fix ScenarioEditor for NRT
10:48:17  <crem> multititile
10:49:11  *** tycoondemon has joined #openttd
10:49:36  <Wolf01> Is actually impossible to build trams in SE
10:50:07  <Wolf01> Also the current function doesn't work well with road/railtypes
10:51:55  <Wolf01> I looked at what do I need to make a function as frosch suggested, but I'm not satisfied with the format
10:52:46  <Wolf01> Too many arguments, might need new support structures
10:53:38  <Wolf01> I would make 4 distinct functions, one for each one of the 3 use cases and a common one which does the actual check
10:57:13  <andythenorth> this is for checking availability of [xxx]type?
10:57:16  *** tycoondemon has quit IRC
10:57:48  <Wolf01> Yes
10:58:06  <Wolf01> To be used in GUI, SE, GameScripts
10:58:37  <Wolf01> And in commands too
11:01:58  <peter1138> i guess the SE was designed to plonk scenery, industries and towns down
11:02:02  <peter1138> not build infrastructure
11:02:48  <Wolf01> It can build roads
11:03:01  <Wolf01> But it inherited the build tram limitation from normal game
11:04:07  <Wolf01> If I remove that, you can build tramways also if there are no vehicles available for that
11:21:41  <andythenorth> SE mess :)
11:22:38  <andythenorth> can SE build railways?
11:22:49  <Wolf01> No
11:22:57  <andythenorth> ok, so it can’t build tramways
11:23:06  <Wolf01> They are company exclusive, while tramways not
11:23:12  <andythenorth> it shouldn’t build canals either
11:23:26  <andythenorth> roads are a special case, because they’re a dependency for towns
11:23:34  <Wolf01> You should be able anything which supports "owner none"
11:23:45  <andythenorth> that is a valid argument yes
11:23:56  <Wolf01> *able to build
11:23:58  <andythenorth> but I think it’s easier to prevent building infrastructure except default ROAD
11:24:03  <andythenorth> complexity is bad
11:24:16  <andythenorth> it’s hard to solve, hard to test, and makes code harder to work on
11:24:21  <andythenorth> also it’s demotivating usually :)
11:24:57  <andythenorth> imho canals should be removed from SE also
11:24:57  <Wolf01> Nah, it should be consistent with the game, the problem are the current functions which do checks on company and remove the feature from SE with hardcoded "if (game_mode == GM_EDITOR) go f**k yourself"
11:25:16  *** Sova has quit IRC
11:26:03  <Wolf01> Meybe in future we could be able to generate big cities with a tramway ring, which could be used by the players
11:26:10  <Wolf01> *Maybe
11:27:42  * andythenorth is maybe the wrong audience
11:27:52  <andythenorth> I have almost never used a scenario
11:28:08  <Wolf01> I made some scenarios in the past
11:30:31  <andythenorth> I think trams in SE is marginal value, compared to say….improved water features :)
11:30:41  <andythenorth> or fixing the station window :P
11:33:53  * andythenorth fixes FIRS :)
11:35:35  <andythenorth> eh, failing station refit is failing :(
11:47:15  *** Sova has joined #openttd
11:59:03  *** chomwitt1 has joined #openttd
11:59:44  *** ChanServ sets mode: +o orudge
12:31:44  *** HerzogDeXtEr has joined #openttd
12:33:41  *** ZirconiumX has joined #openttd
12:49:39  <andythenorth> ach modulus (%)
12:49:53  *** tycoondemon has joined #openttd
13:00:46  *** matt11235 has joined #openttd
13:51:55  <V453000> iz slug?
13:52:36  <Wolf01> Not yet
13:55:23  * andythenorth hating maths today
13:55:28  <andythenorth> normally maths is ‘fine'
13:55:53  <andythenorth> it’s like 3 hours so far, just trying to refactor current code
13:56:55  *** Sova has quit IRC
14:00:20  *** TrueBrain-Bot has quit IRC
14:00:46  <andythenorth> this is code to remove the remainder in the production cb
14:00:47  <andythenorth> STORE_PERM(LOAD_PERM(var_leftover_cargo_1) % (MAX_SUM_PROD_RATIO / LOAD_TEMP(num_output_cargos)), var_leftover_cargo_1)
14:01:00  <andythenorth> I know why it’s there, but I don’t know why it works
14:01:10  <andythenorth> which makes refactoring it impossible :|
14:01:27  <andythenorth> MAX_SUM_PROD_RATIO is 8
14:01:40  *** TrueBrain has quit IRC
14:01:45  <andythenorth> but I don’t know why it would need to % 8 or % 4 depending on number of output cargos
14:02:05  <andythenorth> the whole thing is here http://dev.openttdcoop.org/projects/firs/repository/revisions/88656c250c13/entry/src/templates/produce_secondary.pypnml
14:02:13  * andythenorth didn’t write this code
14:02:52  <Wolf01> FIRS?
14:04:52  <Wolf01> I think is to not output an insane amount of cargo, like 10t iron -> 10t steel + 10t slag but 5t steel and 5t slag
14:05:39  <andythenorth> the modulus part is to deal with integer maths stuff
14:05:47  <andythenorth> can’t output 33.75t for example
14:06:01  <andythenorth> which can lead to input being ‘wasted'
14:06:15  <andythenorth> a player noticed it and filed a bug report, so we patched it :)
14:07:03  <Wolf01> That's because everyone expects a 1:1 or 2:1:1
14:07:13  <andythenorth> yes
14:07:28  <andythenorth> but why % 4 if there are two cargos?
14:07:31  <andythenorth> why not just % 8?
14:08:05  <Wolf01> Heh, math is not my friend
14:08:17  <andythenorth> me neither today
14:08:24  <andythenorth> specifically integer maths I struggle with
14:09:30  <andythenorth> it’s not accurate anyway, it will leave too much cargo behind
14:09:46  <andythenorth> this needs Eddi :(
14:17:41  <andythenorth> also the maths doesn’t work
14:17:59  <andythenorth> @calc 72 * 8 * 2 / 64
14:17:59  <DorpsGek> andythenorth: 18
14:18:03  <andythenorth> game gives me 21
14:24:03  <andythenorth> @calc 75 * 8 * 2 / 64
14:24:03  <DorpsGek> andythenorth: 18.75
14:24:27  <andythenorth> @calc 72 % 8
14:24:27  <DorpsGek> andythenorth: 0
14:29:05  <andythenorth> what’s the minimum amount that can be produced? o_O
14:41:29  <andythenorth> @calc 144 * 2 * 8 / 64
14:41:29  <DorpsGek> andythenorth: 36
14:41:37  <andythenorth> I get 32 or 38 :P
14:42:08  <supermop> yo
14:42:31  <andythenorth> lo supermop
14:43:50  <supermop> im with wolf
14:44:00  <supermop> because tram isn't always going to be tram
14:44:29  <supermop> there could be various non-ROAD road or tram types that might be valuable to scenario editor
14:44:58  <supermop> my bridge sprites are wrong
14:49:47  <andythenorth> I have new maths that should resolve the same as the old maths
14:49:51  <andythenorth> but it doesn’t :x
14:51:41  <supermop> why is bridge showing the regular underlays in the correct position, instead of the bridge surface sprites?
14:52:22  <andythenorth> mismatched template?
14:53:12  <supermop> http://imgur.com/a/25b7L
14:53:31  <supermop> grey bit is part of the bridge surface, but in wrong place
14:53:43  <supermop> but why is the cobble there at all
14:54:19  <andythenorth> paste your code?
14:54:24  <andythenorth> (or start a repo ;) )
14:54:38  <supermop> https://paste.openttdcoop.org/pizkwjafy
14:55:34  <supermop> http://imgur.com/a/LnzxQ
14:55:42  <supermop> thats the spritesheet
14:55:54  *** sim-al2 has quit IRC
14:56:29  *** srhnsn has joined #openttd
14:56:47  <andythenorth> ground_tile( 10, 288)?
14:57:34  <andythenorth> hmm that looks ok
14:57:44  <supermop> should i call it something else?
14:57:55  <andythenorth> paste all your code?
14:58:40  <supermop> https://paste.openttdcoop.org/petgrpgoi
14:59:48  <supermop> ignore the truck at the bottom dont need it
14:59:57  <andythenorth> brb
15:01:24  <supermop> coffee
15:06:21  <andythenorth> supermop: whatever you’re doing, RH doesn’t do it :)
15:06:23  * andythenorth will look
15:08:20  <supermop> 'cobblestone pavement construction' or 'cobblestone driveway construction'?
15:09:28  <supermop> release docklands ->create steam tram harbor ->create quaint steam tram screenshots
15:09:30  <andythenorth> cobble road? o_O
15:10:02  <supermop> andythenorth: want to differentiate it from an actual cobblestone street or road
15:10:10  <andythenorth> not sure why RH works
15:10:19  <andythenorth> oh
15:10:33  <supermop> rh reuses regular sprites, not bridge sprites
15:10:38  <andythenorth> your underlay fills the whole tile?
15:10:45  <supermop> yep
15:10:57  <andythenorth> that’s why then
15:11:00  <supermop> but i dont want the underlay on the bridge at all
15:11:17  <andythenorth> RH copies from nml example, which reuses the underlay
15:11:26  <supermop> hmmm
15:11:49  <andythenorth> but you already split it :o
15:11:52  <andythenorth> hmm NFI then
15:13:49  <andythenorth> supermop: try removing ‘underlay’ from the graphics block and recompile
15:13:57  <andythenorth> just to test
15:14:13  <supermop> just for the bridge wording?
15:14:59  *** FR^2 has left #openttd
15:15:10  <andythenorth> line 85 or so in the paste
15:15:18  <andythenorth> underlay: cobble_road_underlay;
15:15:37  <andythenorth> I suspect that underlay is always drawn, and has to fit to standard bridge dimensions
15:18:59  <supermop> hmm
15:20:40  <supermop> tram is going to need that though
15:21:19  <supermop> unless tram can have two overlays
15:23:57  <supermop> commenting out underlay makes the roads all look like normal roads
15:25:03  <peter1138> hmm, what's a nice bug tracker with git integration?
15:26:37  <supermop> can i just disable bridges for a roadtype instead?
15:27:43  <supermop> tbh do not need these types to have bridges as they are just freight yard decoration
15:27:58  <andythenorth> peter1138: github?
15:28:01  <andythenorth> oh you said ‘nice'
15:28:15  <andythenorth> redmine is ‘ok'
15:28:36  <andythenorth> jira is paid for and divides opinion sharply
15:29:23  * andythenorth would likely just use github, cos, free and minimal set up
15:30:12  <peter1138> yeah this is for private internal projects though
15:30:45  <peter1138> redmine looks possible
15:30:48  <andythenorth> redmine is ok
15:30:51  <peter1138> i'm sure i used to have one
15:30:55  <andythenorth> better if someone else hosts it :P
15:31:01  <peter1138> must've lost it over the years
15:37:44  <supermop> lying awake last night pondering possible pro/cons/ways to make interesting trolley trucks in late game
15:40:30  <andythenorth> why does FIRS fuck around trying to calculate remainder cargos? :)
15:40:48  <andythenorth> @calc floor(100 * 6) / 8
15:40:48  <DorpsGek> andythenorth: 75
15:41:02  <andythenorth> @calc floor(100 * 3) / 8
15:41:02  <DorpsGek> andythenorth: 37.5
15:41:19  <andythenorth> @calc floor(100 * 3 / 8)
15:41:19  <DorpsGek> andythenorth: 37
15:41:32  <andythenorth> it’s 0.5t ‘wasted'
15:41:59  <andythenorth> @calc 8 * 3 / 8
15:41:59  <DorpsGek> andythenorth: 3
15:42:27  <andythenorth> iirc, for very small delivery amounts, nothing gets produced below a certain minimum
15:42:33  <andythenorth> but docs don’t tell me what the minimum is
15:43:08  <andythenorth> bloody integer division
15:51:41  <andythenorth> can’t see anything in IndustryProductionCallback that would require output >= 8
15:53:14  *** Alberth has joined #openttd
15:53:15  *** ChanServ sets mode: +o Alberth
15:53:28  <Eddi|zuHause> <peter1138> i'm sure i used to have one <-- are you sure you didn't mean you had a patch for one? :p
15:57:21  <andythenorth> Eddi|zuHause: can you discern what lines 45-48 are supposed to achieve here? http://dev.openttdcoop.org/projects/firs/repository/revisions/88656c250c13/entry/src/templates/produce_secondary.pypnml
15:57:57  <andythenorth> the intent is to compensate for ‘wasted’ input cargo due to integer division, but eh
15:59:45  <Eddi|zuHause> yeah, it stores the remainder for future use
16:00:52  <andythenorth> does the maths add up?
16:01:37  <andythenorth> I know what the grf code is doing, but I can’t follow the maths
16:01:41  <Eddi|zuHause> i'm not sure what the var_ratio_cargo_X do
16:01:54  <andythenorth> it would be, for example 8
16:01:56  <andythenorth> or 6
16:02:00  <andythenorth> or 3
16:02:20  <andythenorth> @calc 100 / 8 / 2 * 3
16:02:20  <DorpsGek> andythenorth: 18.75
16:02:29  <andythenorth> so the remainder would be 0.75
16:02:50  <andythenorth> @calc 100 % (8 * 2)
16:02:50  <DorpsGek> andythenorth: 4
16:03:28  <andythenorth> there seems to be no connection between the calculated remainder, and the actual remainder
16:03:31  <Eddi|zuHause> so the maths is roughly as follows: 100/8/2 is equal to 100/(8*2). in the lines above you take the whole part of that division
16:03:41  <Eddi|zuHause> in the lines below you take the remainder of that division
16:03:53  <Alberth> o/
16:04:10  <Eddi|zuHause> i'm not sure what the *3 does
16:04:27  <andythenorth> the 2 is the number of produced cargos
16:04:47  <Eddi|zuHause> so you put 100/(8*2) into the production, and 100%(8*2) is the new leftover
16:05:07  <andythenorth> the 3 is the proportion of cargo supplied:delivered, as 8:3
16:05:30  <Alberth> b * (a/b) + (a%b) = a
16:06:07  <Alberth> where a/b rounds down
16:06:09  <Eddi|zuHause> @calc 100/(8*2)
16:06:09  <DorpsGek> Eddi|zuHause: 6.25
16:06:15  <Eddi|zuHause> @calc 100%(8*2)
16:06:15  <DorpsGek> Eddi|zuHause: 4
16:06:19  <Alberth> (or more likely, towards 0
16:06:27  <Eddi|zuHause> so the / rounds the 6.25 towards 6
16:06:36  <Eddi|zuHause> and the % is for not throwing away the .25
16:07:02  <Eddi|zuHause> and i'm no closer to understanding what the *3 does
16:07:02  <Alberth> 16 * 0.25 == 4 :)
16:08:29  <Eddi|zuHause> my best guess is that the 100/(8*2) is the amount of input cargo you use, and the *3 is just for the output cargo, so not relevant for storing the remainder
16:08:51  <andythenorth> @calc 100 / 8 * 2
16:08:51  <DorpsGek> andythenorth: 25
16:09:00  <andythenorth> @calc 100 / (8 * 2)
16:09:00  <DorpsGek> andythenorth: 6.25
16:09:25  <Eddi|zuHause> 100 divided by (8*2) is 6 with remainder 4
16:09:49  <Alberth> ratio sum?
16:09:52  <Eddi|zuHause> in the upper lines you process the 6, and in the lower lines you carry over the 4
16:10:05  <andythenorth> oh it’s like primary school maths?
16:10:07  <andythenorth> hah
16:10:21  <andythenorth> I never managed to do long division
16:10:26  <supermop> haha
16:10:35  <andythenorth> 30 years later, it shows up again
16:10:44  <andythenorth> I could never carry the remainder, makes no sense
16:10:50  <supermop> i got caught up on a GRE question about long division some how
16:11:10  <Eddi|zuHause> what's "long" about the division?
16:11:28  <supermop> there i was at like 24 years old looking at math i hadnt done since i was 10
16:11:29  *** Wormnest has joined #openttd
16:11:50  <supermop> Eddi|zuHause: the length of my lamentations upon being faced with it
16:11:54  * LordAro , the maths undergrad, looks pointedly at you all
16:12:17  <LordAro> that said, i miss actual numbers sometimes
16:12:22  <Eddi|zuHause> you can happily do a maths degree without ever having to do a division :p
16:12:45  <LordAro> i go through some lectures where the only numerical digit i see is the '1' at the bottom of a summation :p
16:13:14  <andythenorth> Eddi|zuHause: how do you divide 100 by 16 without long division?
16:13:33  <andythenorth> https://www.mathsisfun.com/long_division.html
16:14:02  <supermop> i cant find an image macro of that particular simpsons line
16:14:12  <supermop> andythenorth: its 6
16:14:25  <supermop> 100/16 is 6 and vis versa
16:14:27  <Eddi|zuHause> x=100; y=0; while (x>0) { x-=16; y++; }
16:14:37  <andythenorth> yes, that is nicer
16:14:43  <supermop> was my rule of thumb for rmb while in china
16:14:44  <LordAro> Eddi|zuHause: lol
16:14:47  <Alberth> x >= 16
16:15:03  <Eddi|zuHause> andythenorth: beware of obiwans
16:16:11  <Eddi|zuHause> andythenorth: anyway, for doing the division you can ask the giant calculator in front of you.
16:16:26  <andythenorth> I do
16:16:30  <Eddi|zuHause> you don't need "long" division for that :p
16:16:31  <andythenorth> except in this case
16:16:46  <andythenorth> 1) I don’t understand the maths
16:17:02  <andythenorth> 2) OpenTTD doesn’t consistently produce the same output, so testing is hard
16:17:18  <andythenorth> deliver 72t, expecting 36t result
16:17:21  <andythenorth> sometimes I get 39t
16:17:25  <andythenorth> sometimes 32t
16:17:32  <andythenorth> I’ve re-run the same test from saves
16:17:51  <andythenorth> I’ve run it about 50 times today
16:18:06  <andythenorth> usually it’s 36 though
16:18:11  <Eddi|zuHause> so you get 32t until the remainder builds up, then you get 39t once, and have to wait for the remainder to build up again
16:18:32  <andythenorth> not when I’ve deleted the remainder code :P
16:18:52  <Eddi|zuHause> then i don't know what you do
16:19:05  <Eddi|zuHause> maybe some other variable changes?
16:19:14  <andythenorth> the only explanation I can think of is vehicles arriving as the month changes
16:19:28  <andythenorth> or deliveries coinciding with periodic processing in some other way
16:19:42  <andythenorth> maybe cargo gets double-counted for a tick or something
16:21:32  <supermop> andythenorth: http://krisdedecker.typepad.com/.a/6a00e0099229e88833011570f1437c970c-pi
16:22:06  <andythenorth> supermop: nice :)
16:22:17  <Eddi|zuHause> i feel like i've seen that picture before
16:23:12  <andythenorth> I guess I’ll just leave the remainder code in place, untouched
16:23:35  <andythenorth> the spurious looking results are likely just due to gradually increasing remainder
16:23:45  <andythenorth> at least this changes nothing from existing FIRS
16:29:05  <supermop> has anyone other than andy complained about the behavior?
16:29:45  <supermop> just say you are simulating shift changes at the factory between amateurs and experienced crews
16:33:09  *** TrueBrain has joined #openttd
16:33:38  <supermop> should there be any vehicles that can drive around on these pavements but not on regular roads and streets?
16:33:49  <supermop> like forklifts and container stackers?
16:34:35  *** TrueBrain-Bot has joined #openttd
16:36:29  *** supermop_ has joined #openttd
16:40:15  *** ZirconiumX has quit IRC
16:41:53  *** supermop has quit IRC
17:02:51  <Alberth> it's a matter of time before some vehicles can only drive on some of the available roads
17:03:21  <Alberth> otherwise NRT would be a whole lot simpler
17:04:20  <andythenorth> supermop_: the remainder code was in response to complaints :)
17:04:22  <andythenorth> not from me
17:04:28  <andythenorth> complaints / valid bug reports
17:04:46  <andythenorth> and yes, ‘industrial traffic’ should be a thing
17:04:53  <andythenorth> maybe you could do HEQS 2?
17:05:03  <supermop_> i will
17:05:09  <supermop_> if you want and its nml
17:05:34  <supermop_> im doing strings
17:06:33  <supermop_> and wondering if it should be 'new road vehicle' or 'new ... vehicle'
17:12:44  <andythenorth> RH has “New Heavy Haul Road Vehicles”
17:12:44  *** frosch123 has joined #openttd
17:13:00  <Alberth> hola
17:14:04  <supermop_> andythenorth: thats fine, but currently chips pavement roads are just non-public driveways for regular road vehicles
17:14:16  <andythenorth> supermop_: such is design :)
17:14:17  <andythenorth> dunno
17:14:25  <supermop_> so a cobblestone depot can build a regular bus
17:14:33  <andythenorth> “new road vehicle” then? o_O
17:14:40  <supermop_> thats what i have now
17:14:46  <andythenorth> combinatorial systems like this are notoriously hard to make sense with
17:14:55  <supermop_> but maybe it will be cool to change it
17:15:36  <supermop_> dual mode trucks - whats the interesting angle for late game ?
17:16:00  <supermop_> lower cost on wires? higher power?
17:16:24  <supermop_> mostly electric but can limp on diesel/battery?
17:16:35  <frosch123> moi
17:17:47  <supermop_> the 'real' reasons of better air-quality/less noise in populated areas aren't really workable in game
17:19:10  <supermop_> frosch123: i have a bridge surface problem
17:19:33  <frosch123> your car dropped into water?
17:20:43  <supermop_> http://imgur.com/a/25b7L
17:21:17  <supermop_> https://paste.openttdcoop.org/pizkwjafy
17:21:40  <supermop_> http://imgur.com/a/LnzxQ
17:22:31  <supermop_> i don't want the cobbles on there
17:22:45  <frosch123> i think you added your "ground" sprites as "overlay" sprites
17:24:02  <frosch123> for road you usually do not add any overlay sprites
17:24:39  <supermop_> https://paste.openttdcoop.org/petgrpgoi
17:24:50  <supermop_> thats the whole code if it helps
17:25:49  <frosch123> "track_overlay" is always drawn
17:25:51  <frosch123> on all tiles
17:26:30  <frosch123> so, remove "track_overlay" from all roadtypes
17:26:37  <supermop_> oooh
17:26:49  <frosch123> overlay is for small things like tram rails on top of other roadtypes
17:26:57  <frosch123> the overlay never includes the walkway
17:27:07  <supermop_> ok
17:38:20  *** roidal has joined #openttd
17:41:23  *** glx has joined #openttd
17:41:23  *** ChanServ sets mode: +v glx
17:42:52  <supermop_> ok fixed now except for one ramp offset
17:43:12  <supermop_> just need to fix level crossings then can ship
17:43:52  *** ConductorCat has quit IRC
17:44:10  *** ConductorCat has joined #openttd
17:46:49  <supermop_> now the southeast halftile is the drive in truckstop
17:49:16  <andythenorth> eh
17:49:27  <supermop_> thats odd
17:49:39  <andythenorth> mostly FIRS secondary industry outputs 4:4 (where there are 2 cargos)
17:49:55  <andythenorth> some Steeltown industries, this is inappropriate
17:50:25  <andythenorth> the rest of FIRS, ‘byproducts’ aren’t really a feature
17:50:30  <andythenorth> whereas Steeltown they are
17:50:40  <andythenorth> so Coke Oven: 6:2 Coke:Sulphur?
17:51:19  <andythenorth> realism would be about 7:1 or less
17:51:20  <andythenorth> but eh
17:54:02  <supermop_> lunch brb
17:54:54  <supermop_> or not
17:55:22  <Alberth> unless Sulphur is a sort of supplies, it becomes quite useless, I think
17:55:56  <andythenorth> there is a story behind that :P
17:56:06  <Alberth> maybe as multiplier in "if multiple cargos are delivered, production steps up"
17:56:11  <supermop_> i wonder why drive in stop suddenly showed up for just one of the half tiles, for only 3 of the roadtypes
17:56:35  <andythenorth> TL;DR sulphur was a nice hack to reduce dependence on chemicals for tyre plant
17:56:49  <Alberth> ok
17:57:38  <andythenorth> longer, amount of coke produced is same (6t per 8t coal), but the ‘waste’ (2t per 8t coal) is used to make tyres, replacing generic ‘chemicals’
17:58:01  <Alberth> sounds fair enough :)
17:58:17  <andythenorth> it was a nice hack, but it means losing the neat 1:1 split that FIRS has always had where 2 cargos are produced at a secondary
17:58:23  * andythenorth did it anyway
17:58:49  <Alberth> you don't want to become too predictable :)
18:13:10  *** FR^2 has joined #openttd
18:17:00  *** chomwitt1 has quit IRC
18:31:29  <andythenorth> Alberth: how is your Steeltown game? o_O
18:31:34  <andythenorth> and do you want a new one? :P
18:32:19  *** Eddi|zuHause has quit IRC
18:32:20  *** Eddi|zuHause2 has joined #openttd
18:33:09  <Alberth> I was wondering about that :)
18:33:45  <andythenorth> I haven’t fixed any sprites, but I think the chains are good now
18:34:06  <andythenorth> more changes are probably just pissing around with diminishing returns
18:34:12  <andythenorth> but needs second or third opinions :)
18:36:33  *** Eddi|zuHause2 is now known as Eddi|zuHause
18:36:41  <Eddi|zuHause> somebody stole the internet again
18:36:49  <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/
18:36:54  <Eddi|zuHause> for like 5 minutes this time, not 5 hours
18:39:32  <Alberth> I was about to do something about 324t steel / month :p
18:39:48  <Alberth> also, chips are annoying at not showing cargo
18:41:43  <andythenorth> which cargos?
18:43:57  <Alberth> lots, at least slag
18:44:22  <andythenorth> I’ll fix them
18:45:33  <andythenorth> slag using fire cycle? :P
18:45:42  <DorpsGek> Commit by translators :: r27747 trunk/src/lang/korean.txt (2017-02-17 19:45:37 +0100 )
18:45:43  <DorpsGek> -Update from Eints:
18:45:44  <DorpsGek> korean: 7 changes by telk5093
18:45:51  <andythenorth> http://c8.alamy.com/comp/EJX4M3/hot-iron-production-slag-being-poured-from-a-barrel-into-a-pit-in-EJX4M3.jpg
18:45:56  <andythenorth> probably not :)
18:48:47  *** Supercheese has joined #openttd
18:49:14  <Alberth> would be nice if that was possible, slowly becoming black :)
18:49:31  <andythenorth> I am putting in some fire pixels
18:49:36  <andythenorth> but animating them is beyond me :)
18:49:41  <andythenorth> CHIPS is quite special code
18:49:57  <Alberth> pig iron too, I think
18:52:28  *** srhnsn has quit IRC
18:53:38  <Alberth> quicklime too, just tested
18:55:16  <andythenorth> generic metal can probably serve for pig iron
18:57:18  <andythenorth> hmm pig iron does not come in coils
18:57:19  <andythenorth> nvm
18:57:21  *** FLHerne has joined #openttd
18:58:32  <Alberth> still need to touch about 1/3 of the map :)
19:01:40  <Alberth> let's try number 6275 :)
19:01:53  <andythenorth> quicklime seems to go in barrels
19:04:20  <andythenorth> Alberth: http://bundles.openttdcoop.org/chips/push/LATEST/
19:04:45  * andythenorth will be shocked if that isn’t savegame safe
19:07:57  <Alberth> \o/
19:08:07  <Alberth> game is less than 5 minutes old :p
19:08:44  <andythenorth> misses graphics for cement and soda ash cargos
19:09:04  <andythenorth> but those aren’t the main focus
19:10:45  <andythenorth> ha I should add explosives graphics :)
19:11:09  <Alberth> :)
19:12:01  <andythenorth> sadly just crates
19:12:45  <andythenorth> this won’t work at TTD scale http://vignette3.wikia.nocookie.net/ellathemoose/images/9/9f/Minecraft-tnt-block-packshot_size_410.jpeg/revision/latest?cb=20120802165820
19:14:20  *** chomwitt1 has joined #openttd
19:19:47  *** Biolunar has quit IRC
19:21:27  <Alberth> mega explosive packs :)
19:21:38  <Alberth> container full of them
19:21:56  <Alberth> ugh, loooong bridge @ 32km/h
19:24:50  *** Progman has joined #openttd
19:27:53  *** FLHerne_ has joined #openttd
19:35:15  *** FLHerne has quit IRC
19:45:49  *** sla_ro|master has joined #openttd
19:48:32  *** gelignite has joined #openttd
19:56:44  *** supermop has joined #openttd
20:13:54  *** supermop has quit IRC
20:19:00  *** Supercheese has quit IRC
20:23:38  *** Gja has joined #openttd
20:54:11  <andythenorth> Alberth: pipe and explosives graphics added… http://bundles.openttdcoop.org/chips/push/LATEST/
20:57:36  <andythenorth> sulphur next :) http://l7.alamy.com/zooms/df2f9bd221574acc84f5358741acd98b/sulfur-pile-at-north-vancouver-british-columbia-canada-b35dh5.jpg
20:59:57  *** sim-al2 has joined #openttd
21:01:14  <Alberth> looks like very good colour :)
21:01:31  <Alberth> or rather, unique colour :)
21:02:08  *** FLHerne_ has quit IRC
21:02:21  *** FLHerne_ has joined #openttd
21:07:17  <berndj> is "service all the things" an established game type?
21:10:14  <andythenorth> added Sulphur and Soda Ash cargos http://bundles.openttdcoop.org/chips/push/LATEST/
21:11:57  <Alberth> berndj: sure
21:12:39  <berndj> i find i run out of cash and have to wait for some lines to make some money before i can build again, at an early-ish stage
21:12:44  <Alberth> thanks andy, will add it to the game tomorrow, not sure how much time I will have then
21:13:02  <berndj> later (assuming i don't go bankrupt) i can't keep up in click rate
21:13:14  <Alberth> yep, that's normal :)
21:13:49  <Alberth> you can use more expensive-to-run vehicles if you like to keep up clicking longer :)
21:15:21  <Alberth> some people aim for max money, personally, I lose interest in money as soon as I get more than I spend :)
21:15:27  <Alberth> nn andythenorth
21:15:37  <andythenorth> bye
21:15:46  *** Alberth has left #openttd
21:16:23  <andythenorth> anyone want to tell me how long ships should be, based on a ‘proper’ dimetric projection of a circle?
21:19:42  <andythenorth> http://dev.openttdcoop.org/attachments/download/8355/ships-length.png
21:23:02  <andythenorth> http://dev.openttdcoop.org/attachments/download/8356/ships-length-2.png
21:23:15  <andythenorth> the – view blatantly exceeds a projected circle
21:23:26  <andythenorth> but the ratio I’m using is same as for trains, RVs
21:25:50  *** Eddi|zuHause has quit IRC
21:27:34  *** Eddi|zuHause has joined #openttd
21:28:43  *** FLHerne_ has quit IRC
21:30:06  *** tokai has joined #openttd
21:30:06  *** ChanServ sets mode: +v tokai
21:30:22  *** FLHerne has joined #openttd
21:37:04  *** tokai|noir has quit IRC
21:37:07  <andythenorth> https://i.ytimg.com/vi/aFg6F9mcV78/hqdefault.jpg
21:38:11  <Eddi|zuHause> Wolf01: so how accurate is this description? https://www.youtube.com/watch?v=NXUleq-Hd6c
21:44:38  <andythenorth> http://dev.openttdcoop.org/attachments/download/8357/ships-length-3.png
21:44:49  <andythenorth> ship should be more like 86px
21:44:59  <andythenorth> which is about 1.33 * the 64 px length
21:45:17  <andythenorth> might be coincidence, might be trigonometry
21:48:53  <andythenorth> hmm trig says 74px
21:50:56  <andythenorth> @calc 2*(64/sqrt(3))
21:50:56  <DorpsGek> andythenorth: 73.9008344563
21:54:25  <Eddi|zuHause> andythenorth: in the – view you should cut every 4th pixel to have better rotational scale
21:55:13  <andythenorth> based on the original baseset train ratio?
21:55:13  <andythenorth> or what? :)
21:55:42  <andythenorth> original base set ships are bonkers, they get shorter in – view :P
21:57:05  <andythenorth> original base set ships are bonkers, they get shorter in – view  :P
21:57:48  <Eddi|zuHause> @calc sqrt(3)*16
21:57:48  <DorpsGek> Eddi|zuHause: 27.7128129211
21:58:18  <Eddi|zuHause> @calc sqrt(5)*16
21:58:18  <DorpsGek> Eddi|zuHause: 35.77708764
21:59:40  <Eddi|zuHause> @calc sqrt(5)
21:59:40  <DorpsGek> Eddi|zuHause: 2.2360679775
22:01:18  <Eddi|zuHause> andythenorth: the "cutting every 4th pixel" is a result of making the diagonal of a square 1.5 times the side of the square (rounding from sqrt(2))
22:01:45  * andythenorth needs a picture :)
22:02:09  <andythenorth> but I get the principle
22:02:59  <Eddi|zuHause> can't make pictures
22:03:04  <andythenorth> comes out at 86px I think
22:03:25  <andythenorth> for a vehicle that is 2 tiles (64px)
22:03:35  <andythenorth> 64px is measured along x axis though :P
22:03:47  <andythenorth> not longitudinally along the projection of the vehicle
22:05:04  <Eddi|zuHause> @calc sqrt(5)*1.5*32
22:05:04  <DorpsGek> Eddi|zuHause: 107.33126292
22:08:03  <Eddi|zuHause> @calc (445-275)/2
22:08:03  <DorpsGek> Eddi|zuHause: 85
22:11:31  <Eddi|zuHause> @calc (486-230)/2
22:11:31  <DorpsGek> Eddi|zuHause: 128
22:12:09  <Eddi|zuHause> @calc 128/sqrt(2)
22:12:09  <DorpsGek> Eddi|zuHause: 90.5096679919
22:12:20  <Eddi|zuHause> @calc 128/1.5
22:12:20  <DorpsGek> Eddi|zuHause: 85.3333333333
22:12:36  <Eddi|zuHause> i think that's the value you're going for
22:13:23  <andythenorth> it’s almost exactly what I got from drawing an ellipse in photoshop
22:13:41  <Eddi|zuHause> the diagonal of a square of length 2 is 128px, so length 2 is 90px (for "exact" sqrt(2)) or 85 (for "rounded" sqrt(2))
22:13:58  * andythenorth can’t do long division, but paid attention in technical drawing geometry :P
22:14:39  <Eddi|zuHause> somewhere inbetween those two values you should probably try to get your ship
22:15:06  <andythenorth> to confirm, this is for the – view length, measured on x axis
22:15:08  <Wolf01> <Eddi|zuHause> Wolf01: so how accurate is this description? https://www.youtube.com/watch?v=NXUleq-Hd6c <- totally
22:15:09  <Eddi|zuHause> this also matches my "cut every 4th pixel" theorem
22:15:14  <andythenorth> [for avoidance of doubt]
22:15:21  <Eddi|zuHause> yes
22:15:39  <andythenorth> it fits an old rule I learnt for isometric triangles
22:15:54  <andythenorth> 1.33
22:15:57  <Wolf01> BTW, I live in the back garden of Venice :P
22:16:27  <Eddi|zuHause> Wolf01: well, nobody actually lives IN venice. it's all tourists...
22:16:40  <andythenorth> @calc 64 * 1.333
22:16:40  <DorpsGek> andythenorth: 85.312
22:17:00  <andythenorth> @calc 64 / 0.75
22:17:00  <DorpsGek> andythenorth: 85.3333333333
22:17:33  <andythenorth> it reduces to the same
22:17:37  <andythenorth> it’s all triangles
22:17:45  <andythenorth> ok, well that’s something
22:17:48  <Eddi|zuHause> illuminati confirmed!
22:18:10  <andythenorth> it means either ships are quite short in – view (86px instead of 128px, big reduction)
22:18:17  <andythenorth> or I make them > 2 tiles long
22:19:12  <andythenorth> @calc 128 * .75
22:19:12  <DorpsGek> andythenorth: 96
22:19:13  *** roidal has quit IRC
22:19:57  <andythenorth> or I distort the true scale, as per the rest of the base set :P
22:21:31  <andythenorth> or I distort the true scale, as per the rest of the base set :)
22:21:54  * andythenorth has flappy connection
22:23:01  <Eddi|zuHause> it's fine, means we can read everything twice :p
22:23:11  <andythenorth> such fun
22:24:02  <Wolf01> Oh, I thought it was my problem
22:26:55  <andythenorth> hmm
22:27:26  <andythenorth> so with the correct lengths, the \ / views are even longer than Squid :)
22:27:48  <andythenorth> and the purpose of a new set was to shorten those lengths, as they look wrong in game :)
22:27:58  * andythenorth has drawn the ship to the new lenght
22:28:20  <andythenorth> it’s quite obviously rotationally correct
22:33:49  * andythenorth will sleep on it
22:33:50  *** andythenorth has left #openttd
22:34:34  *** sla_ro|master has quit IRC
22:40:41  *** Bluelight has joined #openttd
22:43:06  *** Wormnest has quit IRC
22:45:37  *** Defaultti has quit IRC
22:47:03  *** Defaultti has joined #openttd
22:50:32  *** frosch123 has quit IRC
22:59:30  *** Eddi|zuHause has quit IRC
23:00:27  *** HerzogDeXtEr has quit IRC
23:01:41  *** Eddi|zuHause has joined #openttd
23:06:08  *** Bluelight has quit IRC
23:18:00  *** matt11235 has quit IRC
23:33:12  *** Progman has quit IRC
23:37:29  *** Gja has quit IRC

Powered by YARRSTE version: svn-trunk