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Log for #openttd on 22nd February 2017:
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00:26:23  <Wolf01> 'night
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09:44:04  <Wolf01> o/
09:44:38  <__ln__> you're early
09:44:41  <Wolf01> Mmmmh, huge civilization bundle, I'm too old for that
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09:45:30  <Wolf01> I come when I come :P
09:45:42  <Wolf01> Like the wizards
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12:36:34  <andythenorth> is cats http://affinelayer.com/pixsrv/index.html
12:47:15  <Wolf01> Good cats are good
12:49:37  <Wolf01> So it actually generate the resulting image?
12:50:40  <Wolf01> Or it just matches the best image containing the input elements?
12:51:46  <andythenorth> dunno :) download it and read the code? o_O
12:51:54  * andythenorth just drew silly doodles with it
12:52:17  <Wolf01> I wouldn't understand a bit of it
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12:55:21  <Wolf01> Imagine the possibilities, you put in a boxed models png for a trainset and it changes them to slugs
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12:59:58  <andythenorth> ha
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13:08:17  <V453000> nocat
13:08:20  <V453000> noslug
13:08:31  <V453000> eradicatehumenz
13:08:36  <V453000> gg
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13:58:17  <milda> educate hummus?
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14:34:57  <supermop> yo
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15:48:21  <Alberth> o/
15:48:42  <crem> \o
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15:49:13  <Wolf01> https://1drv.ms/f/s!AgUFeOGLNNfVht0kfOeu2wZZbvzQjQ ha, it's really funny to make these :D
15:49:16  <Wolf01> o/
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15:55:17  <Wolf01> o/
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15:56:58  <Wolf01> Meh, I think I'll get disconnected soon, my ISP has problems again :|
16:00:11  <Alberth> o/
16:01:13  <andythenorth> lo Alberth
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16:56:19  <supermop> not sure what to do next for docklands
16:56:28  <supermop> not sure if it really needs anything else
16:56:42  <supermop> i guess level crossings need work
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17:52:53  <Number> hello, is there any way to unlock all of the airports at any date?
17:55:10  <Alberth> yes, write a newgrf overriding the airport appearance dates
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18:04:49  <andythenorth> use opengfx+ airports
18:04:51  <andythenorth> Number: ^
18:04:58  <andythenorth> it has a parameter to remove dates
18:05:04  <andythenorth> dunno if that solves it for you
18:05:59  <planetmaker> ^^ I was about to look that up... forgot what I did there :D
18:06:01  <planetmaker> good evening
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18:06:30  <andythenorth> hi planetmaker
18:07:03  <Number> andythenorth ty :D
18:08:04  <andythenorth> np
18:13:09  <Number> im surprised that basicaly nothing exists on the subject when i googled it
18:15:34  <Number> should i edit in a section about it on the wiki?
18:16:55  <Number> on the airport page
18:21:08  <planetmaker> as you unsuccessfully looked for that: it obviously would help. So, yes, please
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18:31:04  <Wolf01> Quak
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18:36:13  <Alberth> hola
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18:46:28  <frosch123> so, andy is now training pix2pix?
18:46:34  <frosch123> hoi btw
18:46:38  <planetmaker> o/
18:46:48  <supermop> hi planetmaker
18:51:50  <Number> added https://wiki.openttd.org/Airports#Changing_Airport_Introduction_Dates
18:55:01  <planetmaker> perfect
19:06:57  <supermop> ogfx+rvs have a surprisingly late introduction of the first tram
19:11:23  <ConductorCat> :3
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19:15:40  <supermop> what is a pnml file
19:16:09  <frosch123> something that is turned into an nml file by using the cpp macro processor
19:16:30  <supermop> http://www.historicvietnam.com/sai-gon-tramway-network/
19:16:39  <frosch123> it's mainly used to be able to #include stuff and share some #define ids
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19:19:29  <supermop> so can i make a tiny nml file for each of many vehicles and combine them later, rather than have a clumsily long text file?
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19:20:15  <frosch123> yes
19:20:28  <frosch123> but it's hard to do on windows
19:20:43  <frosch123> though iirc someone made it work on w10
19:21:11  <frosch123> thought weren't that you?
19:23:15  <supermop> i certainly didn't figure it out, as i only have been on w10 for about a month and don't really know how pnml works yet
19:24:22  <andythenorth> I would avoid it
19:24:28  <andythenorth> honestly
19:24:45  <frosch123> well, someone in this channel ran bash and compiled something with nml
19:25:03  <frosch123> andythenorth: pnml or w10?
19:25:08  <andythenorth> pnml
19:25:22  <andythenorth> although the C Pre-Processor is beautifully simple to use, I found it constraining
19:25:30  <andythenorth> but then we know how I voted :P
19:25:52  <frosch123> andythenorth: i think it's fine if you only do #include
19:25:56  <andythenorth> it adds a big make / gcc dependency on windows, for not a lot of power
19:26:27  <andythenorth> actually, I might be talking out of my arse, I haven’t installed it on windows :)
19:27:19  <__ln__> https://i.redd.it/v3tyijqvndhy.gif
19:27:55  <andythenorth> yes! :)
19:28:05  <andythenorth> best thing this week
19:28:45  <supermop> hmm ha noi and sai gon had different gauge tramways
19:29:43  <supermop> bug or feature?
19:31:31  <supermop> RH need an indochina roster?
19:31:33  <andythenorth> does python work on windows? o_O
19:31:43  <andythenorth> supermop: ‘not right now'
19:31:44  <andythenorth> :)
19:32:40  <supermop> i dont think i need to make a rv grf right now
19:33:12  <supermop> but idk maybe i should keep trying to do something at a low speed so that i gather no moss
19:34:40  <supermop> and as i've been playing a game with VN names, and dont have the appetite to try to draw VN houses right now
19:37:22  <supermop> maybe sai gon trams are the non-electric tramways we need as another nrt proof of concept
19:38:51  <andythenorth> you could draw some boats :P
19:39:01  <andythenorth> actually you can’t because I don’t know how long they should be :)
19:42:36  <supermop> sai gon trams will need ha noi trams, and then im doing all of indochina, then all of SEA
19:43:55  <supermop> then im basically doing the 2cc trams but with my slightly different nitpick
19:44:41  <supermop> so i might as well just fork 2cc trams to include HK and ROC flags
19:51:53  <supermop> are different tramway gauges and electrical supplies frustrating rivet counting or raison d'etre for nrt?
19:55:30  <andythenorth> the former
19:55:43  <andythenorth> unless it gives you quite different vehicles
19:56:02  <andythenorth> e.g fast vs slow, powerful vs. anemic, long vs. short etc
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19:58:20  <supermop> ha noi built 1000mm electric trams rather than 500mm steam like sai gon because they built a few years later
19:58:41  <supermop> so effectively sai gon had first mover disadvantage
19:59:03  <supermop> but thats unworkable / unfun in game
19:59:29  <ConductorCat> :3
19:59:39  <supermop> if 500mm is objectively worse, i won't build it in the 1880s, i'll just wait 10 years
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20:04:27  <andythenorth> hmm
20:04:32  <andythenorth> Iron Horse rework?
20:04:35  <andythenorth> it does kind of suck
20:07:48  <frosch123> i thought you just add more roasters
20:08:21  <frosch123> is there already iron alpaka?
20:09:27  <andythenorth> llama :)
20:09:31  <andythenorth> it’s kind of crap
20:09:47  <andythenorth> it became apparent that some structure is needed beyond ’20 engines’ :)
20:09:49  <frosch123> https://en.wikipedia.org/wiki/List_of_national_animals <- interesting page
20:09:59  * andythenorth should save that
20:10:43  * andythenorth _should_ draw ships
20:10:49  <andythenorth> but can’t decide how long they should be
20:11:43  <andythenorth> http://dev.openttdcoop.org/attachments/download/8370/large_ship_house_rear.png
20:11:54  <andythenorth> 128px in – view
20:12:13  <andythenorth> by train rules that should be 64px in \ / views
20:12:45  <frosch123> the ship-driving-in-circle image was more useful
20:13:01  <andythenorth> http://dev.openttdcoop.org/attachments/download/8357/ships-length-3.png
20:13:06  <andythenorth> http://dev.openttdcoop.org/attachments/download/8339/8-ships-such.png
20:13:18  <andythenorth> http://dev.openttdcoop.org/attachments/download/8355/ships-length.png
20:13:49  <frosch123> in 8-ships-such the diagonal ones are too short
20:13:56  <andythenorth> by eye?
20:14:00  <andythenorth> +1
20:14:05  <andythenorth> same scaling as the trains
20:14:07  <frosch123> yes, purely subjetive
20:14:14  <andythenorth> I agree
20:14:37  <V453000> :DDD
20:16:48  <andythenorth> 3/5 ratio then?
20:16:52  <andythenorth> instead of 1/2?
20:17:38  <frosch123> 7/10
20:17:44  <frosch123> almost the same
20:19:07  <andythenorth> that’s pretty close to FISH
20:19:29  <andythenorth> FISH nominally used .066
20:19:32  <andythenorth> 0.66 * :)
20:19:53  <andythenorth> and the main reason to redraw is that the ships look wrong in game :)
20:20:24  <andythenorth> 3/5 is pretty close to 0.66 too :P
20:21:13  <andythenorth> what does V453000 say? o_O
20:21:22  <andythenorth> http://dev.openttdcoop.org/attachments/download/8370/large_ship_house_rear.png
20:22:26  <V453000> 666
20:22:26  <V453000> ships aren't tied to grid in any logical way and have no collisions, just draw what looks right
20:22:48  <supermop> patch in ship crashes
20:23:05  <V453000> by quick eyeballing I'd prefer the 80x12 base
20:23:12  <V453000> to fit to the - | views
20:24:24  <andythenorth> maybe FISH is fine :)
20:24:57  <V453000> I didn't use it ultra much but it seemed okay to me
20:25:04  <frosch123> rerelease fish1 as sam?
20:27:02  <V453000> :D :D profit
20:28:07  <andythenorth> he
20:29:00  <supermop> fish is pretty
20:31:56  * andythenorth tries to work out why the game makes trains so short in \ / views
20:32:03  <andythenorth> eh maybe it just looks good
20:33:17  <frosch123> andythenorth: pikka shortened --- view to how it was originally
20:33:18  <V453000> well because 2 8/8 fit on a diagonal and on a straight one as well
20:33:30  <V453000> simple square root in a triangle :)
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20:50:10  <supermop> i guess trolley bus/trucks are next most important thing to show in NRT
20:50:27  <andythenorth> I reckon
20:50:54  <supermop> from my perspective, I think people can understand what speedlimits would be like without a proof of concept
20:51:27  <andythenorth> speedlimits are dull also :)
20:51:49  <supermop> but unpowered tram sort of suggests powered road
20:52:13  <andythenorth> yes
20:52:25  <supermop> cheap, dirt roads are maybe interesting,
20:52:47  <andythenorth> also I won’t add trolley bus/truck to RH in brit roster
20:52:50  <andythenorth> if ever
20:53:00  <__ln__> http://affinelayer.com/pixsrv/  edges2cats
20:53:05  <andythenorth> already posted :)
20:53:10  <andythenorth> :P
20:53:21  * andythenorth is usually late to anything like that
20:53:23  <__ln__> aww :(
20:53:33  <andythenorth> such cats
20:55:37  <supermop> oh god the handbag i drew looks like an abomination
20:56:24  <andythenorth> I can’t draw shoes
20:56:30  <andythenorth> cats though, no problem
20:59:29  <supermop> drawing a handbag for cat is...odd
21:01:29  <supermop> as is drawing cat for shoe
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21:32:51  * andythenorth such ships
21:32:59  <andythenorth> 3/5 seems the easiest to work with
21:33:40  <supermop> maybe ill steal the antelope ng sprites i drew to make tams?
21:33:43  <supermop> trams
21:33:46  <supermop> tim trams
21:35:18  <andythenorth> seems fair
21:35:23  <andythenorth> NG <-> trams
21:35:25  <andythenorth> massive overlap
21:37:14  <supermop> distracts from me making trolley trucks
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21:39:47  <supermop> trying to get over my deep apathy for default vehicles, because if i make an ogfx+ trolley truck set i know i will never use it
21:45:49  <andythenorth> just fork Hog
21:45:58  <andythenorth> electrify those trucks
21:46:08  <andythenorth> saves you a shitload of agony about lengths, styles etc
21:47:11  <andythenorth> some kind of Electric Hog :P
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21:50:25  <supermop> hmm
21:50:52  <supermop> ogfx+ is pretty standardized though
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21:55:44  <andythenorth> http://dev.openttdcoop.org/attachments/download/8371/8-ships-2.png
21:55:55  <supermop> i dont need this to be a good RV set right now, just no one else has shown that trolley trucks are possible yet
21:56:06  <andythenorth> 3/5 diagonals
21:56:44  <supermop> andythenorth: looks decent
21:56:49  <supermop> nice boats
21:57:21  <andythenorth> the house length is very different for N / S facing diagonal views :P
21:57:23  <supermop> egrvts is a better option but it's too big and not gpl
21:57:27  * andythenorth has work to do
21:58:06  <supermop> pasting a set of trolley poles and pantos onto existing sprites is fine by me
22:02:53  <supermop> do people expect trolley trucks to be able to use terminus stops?
22:03:45  <andythenorth> we don’t know yet :)
22:04:22  <andythenorth> just make them articulated, then it’s moot
22:04:50  <supermop> i'd hate to have to back a trolley truck into a bay
22:05:56  <andythenorth> fair
22:06:26  <supermop> if it has a battery or engine that lets me drive around without the wire, maybe ok,
22:06:59  <supermop> although if trolleytrucks are articulated, maybe there isn't enough gameplay difference from trams
22:07:01  <planetmaker> supermop: if you want to give some trams love and / or overhaul those in OpenGFX+RV, be my guest
22:07:34  <supermop> planetmaker: i'm happy to
22:08:07  <andythenorth> supermop: depends on game date, but they could have relatively high HP relative to diesel trucks
22:08:13  <andythenorth> it all comes down the wire
22:08:16  <andythenorth> also light weight
22:08:27  <supermop> things i thought last week:
22:10:44  <supermop> better acceleration? lighter? cheaper (no IC engine)? more expensive (specialized equipment)? lower running costs (no messy diesel repairs, fuel independence, no need to refuel)? higher reliability? lower reliability (wires came down)?
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22:14:22  <andythenorth> are you balancing them against any other set?
22:14:36  <andythenorth> anyway, I’d give them same capacity as diesel trucks (20-40t)
22:14:37  <supermop> ogfx+
22:14:54  <andythenorth> and 25% more power and 20% lower weight, but higher cost
22:15:11  <supermop> basically a trolley version of each ogfx+ plus
22:15:27  <andythenorth> dunno if my idea is valid, but it’s a starting point
22:15:51  <andythenorth> I teddy-bear code a lot, but there’s always a time to just start testing in the game :)
22:16:05  <andythenorth> also bed time here
22:16:27  <andythenorth> bye
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22:39:29  <supermop> planetmaker: idk if i am going to be able to produce code compliant with the rest of ogfx+rv
22:41:30  <supermop> not sure if it's better to try or just individually code them simply
22:44:09  <Wolf01> Mmmmh, I broke my app... without changing it
22:46:07  <planetmaker> supermop, that will have to be seen. Re-formatting the code is the easier task, if there's something which works and just needs "tidying up" :)
22:46:45  <planetmaker> Don't worry about that too much... toy with it, adjust it... and wee that it works ingame by adjustment. And then one can still see how to make it fit
22:48:41  <supermop> does ogfx+ support 2cc?
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23:42:54  <Wolf01> \o/ I'm 224 now
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