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Log for #openttd on 2nd March 2017:
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00:00:13  <Wolf01> Let's see what you have done
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00:09:59  <Wolf01> Looks really cool
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00:31:31  <Samu> i'm so bad with formulas
00:34:56  <supermop> Wolf01: does it work? I haven't tried it yet
00:35:49  <supermop> I need lots of thinking to figure out the ratio of costs, dates, speeds, etc
00:36:12  <Wolf01> It seem to work, I didn't try everything
00:36:24  <supermop> cool
00:36:38  <Samu> think with me plz
00:36:46  <supermop> well I'm back at home now so maybe I can give it a try
00:36:57  <supermop> Samu: I am not good at math
00:37:03  <Wolf01> The only thing which is confusing is that you need to look at the available vehicles before building a roadtype
00:37:15  <supermop> ah hmm
00:37:18  <Samu> how to create an exponential growth formula
00:37:35  <supermop> x^y?
00:37:54  <Wolf01> For example andy's HAUL is used only for wood and I keep using it for coal
00:38:59  <supermop> haul is weird because as I recall in early game it only has a wood truck, and in late years it only has a coal truck I think
00:39:19  <Wolf01> Oh, lol, that's really weird
00:39:34  <supermop> maybe more are to come, idk
00:39:35  <Samu> final_cost = cost_at_this_point + cost_at_this_point * length_of_parts_without_cost / (2 * max_train_length);
00:39:40  <Samu> this formula is linear :(
00:39:54  <Samu> how to turn it exponential
00:40:18  <supermop> I don't understand - why is the cost of any part of a train dependent on other parts of the train?
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00:40:35  <Wolf01> Because he thinks it's right
00:40:51  <Samu> because I have no idea
00:41:06  <supermop> the only things I can think of is stuff like if I couple 3 diesel locos together they use 3x the fuel, but still only need one crew
00:41:30  <supermop> but steam locos need 3x the crew and 3x the fuel
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00:42:57  <supermop> plus maybe someone to climb back between the locos to let the other crews know when to syop
00:42:59  <supermop> stop
00:43:32  <supermop> but that still is basically a linear growth
00:47:28  <supermop> is there enough visual difference between trolleywire types?
00:47:39  <supermop> i still need to add modern catenary
00:50:12  <Wolf01> Trolleywire is broken on half tile roads, btw
00:50:25  <Wolf01> Also wrong offsets
00:51:57  <Wolf01> But it seem nice
00:52:18  <supermop> heh oops
00:52:25  <supermop> well thats the point of testing
00:52:47  <supermop> mine carts could be viable
00:53:05  <supermop> as could log flumes
00:54:08  <Wolf01> Also with very long names I found another UI bug to fix
00:54:20  <supermop> hm I worried about that
00:54:31  <supermop> i need to make the names more concise
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00:58:00  <supermop> whoa these offsets are really bad
01:00:46  <Wolf01> Mmmh, I can't understand why those fillers work in SE but not in normal game
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01:03:53  <supermop> hmm
01:04:07  <supermop> a few road types are missing
01:04:51  <supermop> and towns are somehow building asphalt paved road with speedlimit of 200kmh
01:05:11  <Wolf01> Like in real world
01:05:23  <supermop> instead of ROAD
01:05:34  <Wolf01> ROAD is missing
01:05:38  <supermop> I don't even have a 200kmh road listed in game
01:05:40  <supermop> hmm
01:06:10  <supermop> in nml HWAY is unlimited, but nothing is 200
01:06:33  <Wolf01> Maybe 200 is the max
01:06:50  <supermop> but asphalt road should be limited to 100
01:07:17  <supermop> time to do some investigating
01:07:30  <supermop> as to why ROAD didn't show up
01:08:34  <supermop> also the menu says 99 km/h
01:08:44  <supermop> but ? tool says 200 km/h
01:09:31  <Wolf01> ¯\_(ツ)_/¯
01:09:38  <supermop> heh
01:10:07  <supermop> well the people on forums asking for road speedlimts can be happy now
01:10:35  <Wolf01> :)
01:10:41  <supermop> no buses over 200km/h allowed in town centers
01:12:10  <supermop> maybe I should make ROAD type 0
01:14:58  <Wolf01> ROAD is 0
01:15:15  <supermop> dirt road also has a speedlimit of 99 kmh
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01:15:24  <Wolf01> If you need to reorder them there's the right flag
01:15:24  <supermop> should be 50
01:15:41  <Wolf01> Dirt worked for me, 49km/h
01:16:11  <supermop> dirt says 49 in the menu
01:16:25  <supermop> but  using ? tool it says 99
01:16:35  <Wolf01> It might be a problem with the tool
01:16:52  <Wolf01> The buses I tried slowed down from 64 to 49
01:17:36  <supermop> ok yeah
01:17:39  <supermop> same here
01:19:42  <supermop> bus works correct with speedlimits
01:20:11  <supermop> tool just seems to show like double the sppedlimit
01:20:19  <Wolf01> Mmmh, I can't understand what the UI doesn't like... for roads it works, for trams no
01:22:35  <supermop> tram test track also works with speedlimits
01:23:19  <supermop> my problem is that the first tram type is missing - rough tram without electric wire
01:23:23  <supermop> "RLOW"
01:24:20  <supermop> so i need to re order so that ROAD and ELRD, and RAIL and ELRL are always 0 and 1?
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01:30:14  <Wolf01> Yes
01:30:39  <Wolf01> Btw, it's really 199 the speed for road
01:32:11  <Wolf01> The weird thing is that you set 99, debug says 199 and UI says 200
01:36:16  <Wolf01> Which property is the max speed?
01:38:54  <Wolf01> Found it
01:42:28  <Wolf01> Yup, it's somewhat scrambled the loading of roadtypes
01:42:50  <Wolf01> It seem to load ROAD twice
01:45:41  <Flygon> Wait, we have Roadtypes now?
01:45:47  <Wolf01> No
01:45:49  * Flygon out of the loop for a few months @_@
01:45:50  <Flygon> Oh
01:46:21  <Wolf01> We are just talking, no roadtypes are even coded
01:46:36  <Flygon> Right. Sorry, figured something was up. :D
01:46:38  <Wolf01> All screenshots you might find are photoshop enhanced
01:47:18  <Wolf01> But we have NotRoadTypes
01:47:56  <Flygon> O_o
01:48:01  <Wolf01> And this one seem to work :P
01:48:52  <Wolf01> https://www.tt-forums.net/viewtopic.php?f=67&t=75941 <-
01:50:22  <supermop> hnmmm
01:50:59  <Wolf01> Just declare them in the right order and reorder with the property
01:51:07  <Wolf01> It should fix everything
01:54:38  <Wolf01> Fucking oneway button in tramway toolbar... now it works!
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02:13:50  <supermop> what happened to tram toolbar?
02:14:27  <Wolf01> The filler didn't work because there was a one way widget defined
02:14:36  <Wolf01> Tramway doesn't have "one way"
02:15:24  <supermop> hmm 'single track,?
02:15:46  <supermop> the template for the trolley wire sprites was all wrong
02:17:17  <Wolf01> Single track won't happen, there are problems telling curves that they are one way
02:17:44  <supermop> was not really being serious
02:18:04  <Wolf01> But it could be a good pony
02:18:18  <Wolf01> Also, I think I should go to sleep now
02:18:24  <supermop> sounds good
02:18:31  <supermop> have a good night
02:18:35  <Wolf01> 'night
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08:51:29  <crem> \o
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10:50:36  <Samu> hi
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10:53:44  <Samu> bah, the suggestion of "use a NewGRF" seriously bothers me :o
10:56:30  <Samu> perhaps it's only me, who doesn't like of the idea of NewGRF
10:56:39  <Samu> when working with vanilla
11:03:03  <Samu> why is there no option to delete newgrfs in-game
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11:21:34  <Samu> cargo type 0 means passengers, right?
11:45:59  <peter1138> But it's right. NewGRF is specifically there to change these features.
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12:10:00  <Samu> darn, nars is changing what is obvious
12:12:49  <Samu> nevermind, I was right, after all
12:13:04  <Samu> something * 0 is still 0 after all
12:13:18  <Samu> no matter if the factor changes
12:15:35  <Samu> must think better
12:16:05  <Samu> imagine that there is some weird NewGRF that bases running costs on speed, like nars
12:16:23  <Samu> if the speed is 0, the running cost is /4
12:17:00  <Samu> the cost_factor is = whatever cost it is / 4
12:17:35  <Samu> now i got to imagine a wagon with no running cost assigned
12:17:44  <Samu> or imagine that nars has wagons with £0
12:18:03  <Samu> no no, that doesn't work
12:18:12  <Samu> i got to imagine a wagon with no running cost assigned
12:18:36  <Samu> this cost_factor is totally ignored, and that's wrong, i still have to account for it
12:18:47  <Samu> ok, time to fix
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12:25:41  <Samu> i must get the cost_factor first before checking if running_cost_class exists
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12:27:18  <Samu> as a matter of fact, OpenTTD order of evaluation doesn't matter, but for what I'm trying to do, it does matter
12:29:02  <Samu> I'm making so that non existant running_cost_classes will exist, and thus I need to take cost_factor into account
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12:40:33  <Samu> how do I simulate a running_cost_class
12:40:41  <Samu> must think
12:45:00  <Samu>   /* Wagons always have engine type 0, i.e. steam. */
12:45:05  <Samu> why :(
12:53:31  <Samu> is this valid for all wagons, be them vanilla or newgrf?
12:53:46  <Samu> or can newgrf make diesel wagons and so?
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12:54:26  <aeor> 9 11 attacks, Did USA do it itself or it just let it happen?
12:54:26  <aeor> Did USA administration murder 3000 American citizen in 9 11 attacks to justify starting a war against iraq?
12:54:26  <aeor> If al-qaeda did it, why go to kill 2 million Iraqi?
12:54:26  <aeor> http://creatvchaos.blogspot.com.eg/
12:54:26  <aeor> https://creatvchaos.wordpress.com/
12:54:28  <aeor> Some of the benefits Americans say they achieved after 9 11 attacks include:
12:54:28  <aeor> *constant flow of oil, which price is in continuous decline. Trump said he will simply take the Iraqi oil, and when he was told that Iraqi oil belongs to iraq he said there is no iraq(after usa destroyed it ).
12:54:30  <aeor> *Invasion of afghanstan with construction of not less than 14 american military base which give a close eye on china.
12:54:30  <aeor> *Removal of potential threat to isreal represented in iraq which throw isreal with more than 30 rocket after American assault on iraq during 2nd gulf war.
12:54:32  <aeor> So oil was the motive of the crime….
12:54:32  <aeor> Did Usa ambassador at iraq implicitly encourage Saddam Hussien to invade kwuit?
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13:32:40  <peter1138> Samu, to get a "real" running cost figure, keep a running total of the running costs and divide it by an appropriate length of time.
13:33:08  <peter1138> Overkill though :p
13:41:12  <Samu> @calc 3445-3691
13:41:12  <DorpsGek> Samu: -246
13:41:32  <Samu> @calc 3691-3955
13:41:32  <DorpsGek> Samu: -264
13:41:56  <Samu> @calc 4237-3955
13:41:56  <DorpsGek> Samu: 282
13:42:01  <Samu> hmm nice
13:42:15  <Samu> I'm onto something
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13:44:06  <crem> @calc 10000000000000-1
13:44:06  <DorpsGek> crem: 9999999999999
13:44:09  <crem> @calc 100000000000000000-1
13:44:09  <DorpsGek> crem: 100000000000000000
13:44:17  <Samu> what time is it, peter1138
13:45:16  <Samu> the time it took to transport the cargo from a to b?~
13:47:40  <Samu> crem, it mean I was able to turn the costs higher, based on the number of wagons
13:47:59  <Samu> it grows when there's more and more wagons
13:48:07  <Samu> i think exponential growth
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13:49:53  <Samu> @calc (3955-3445)/2
13:49:53  <DorpsGek> Samu: 255
13:50:26  <Samu> 246 per wagon for 1 wagon to 255 per wagon for 2 wagons
13:51:01  <Samu> @calc (4237-3445)/3
13:51:01  <DorpsGek> Samu: 264
13:51:15  <Samu> 264 for 3 wagons
13:57:06  <Samu> the implementation is error prone
13:57:50  <Samu> bah... it was looking good, but it errors
13:59:21  <Samu> the order which I put the engines would dictate the final running cost
13:59:50  <Samu> an engine at the last would make it cheapest than an engine attached right after the front one
14:00:01  <Samu> i suck at math
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14:03:06  <Wolf01> o/
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14:04:00  <crem> \o
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15:11:57  <Wolf01> https://www.amazon.it/miniWINDER-Avvolgicavo-cuffie-dispositivo-riavvolgimento/dp/B00GTQ58YM/ref=as_li_ss_tl?_encoding=UTF8&refRID=EG2VC7YCDGJD6MEA68TC&th=1&linkCode=sl1&tag=fraffrog-21&linkId=cf2b73559abce06749513ed5a39bf874 why that price?
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15:34:39  <supermop_home_> pink one must be special
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15:34:51  <Alberth> o/
15:37:15  <Wolf01> o/
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16:08:02  <supermop_home_> base set road seems to still show up below tram
16:08:26  <supermop_home_> rough tramway underlay I erased some pixels to make the ballast look overgrown
16:08:50  <supermop_home_> but where a stripe occurs on baseset roads there is a big white spot there
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16:10:56  <supermop_home_> pylons for wires on bridges still kind of too wide
16:11:25  <supermop_home_> tunnels ok but not broken anymore
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17:27:03  <supermop> maybe ill just release as is
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17:44:08  <Eddi|zuHause> "it's somewhat not-broken, let's release it"... modern software development
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17:51:02  <supermop> once the glaringly obvious broken parts are gone, its too hard to decide what to fix next
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18:45:47  <DorpsGek> Commit by translators :: r27764 /trunk/src/lang (french.txt russian.txt) (2017-03-02 19:45:38 +0100 )
18:45:48  <DorpsGek> -Update from Eints:
18:45:49  <DorpsGek> russian: 3 changes by Lone_Wolf
18:45:50  <DorpsGek> french: 6 changes by glx
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18:55:42  <supermop> alright test if you will: https://www.tt-forums.net/viewtopic.php?f=26&t=75986
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18:59:44  <frosch123> you may now have more grfs than i do
19:00:20  <Wolf01> Quak
19:00:25  <frosch123> hoi
19:00:38  <Wolf01> supermop, I'll try it, now :P
19:01:59  <Wolf01> Oh, this night I mangled... ehm, I meant fixed the road_gui, there was a rogue "one way" button which broke the tramway building toolbar
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19:02:56  <supermop> hi frosch123
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19:03:37  <Wolf01> I would like to change it so it wont place a single empty space in the middle of the toolbar when the title is too large, does it have problems with multiple resizing panels?
19:05:27  <Wolf01> supermop, it still has some double pass on loading ROAD
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19:07:04  <Wolf01> Also asphalt and highway look really the same, the only difference is the boundary line which is brighter in the highway
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19:10:12  <Wolf01> About the catenary for trolleybus, I think the highlight area should be moved to the point where the wire is attached, it seem to bow upside 'cause of the lightning
19:10:32  <andythenorth> o/
19:10:32  <Wolf01> o/
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19:11:02  <supermop> yeah i havent drawn separate highway/asphalt except for curbs
19:11:27  <Wolf01> BTW, it's really cool, congrats
19:11:35  <Samu> hi
19:11:46  <Wolf01> Hi
19:11:53  <supermop> the idea for the wire is that it hangs down, so the parts closer to the attachment ar more diagonal  and less flat
19:11:53  <Samu> is SimYouLater here?
19:12:05  <supermop> and would reflect more light to the viewer
19:12:12  <Wolf01> Maybe too many pylons in the curves
19:12:12  <supermop> *less light
19:12:21  <supermop> yeah
19:12:53  <supermop> i kind of want the mess that you get at trolley wire curves, but i need to balance it
19:13:19  <supermop> the modern catenary doesn't yet have any wires holding the curves in shape
19:13:31  <Samu> i found SimYouLater agreeing with me, that is hard
19:13:36  <Samu> "It's easier to provide a toggleable feature to automatically apply it than to convince a NewGRF creator to add the feature by hand."
19:13:52  <Wolf01> Wot?
19:14:05  <supermop> highway certainly needs more pixel work
19:14:10  <Samu> on the JGR topic
19:14:57  <Alberth> SimYouLater desperately wants your feature
19:15:39  <Samu> well, my patch doesn't have it toggleable, but it's something that I wanted to do
19:15:39  <andythenorth> it’s a bad feature
19:15:43  <andythenorth> honestly :)
19:16:12  <supermop> isn't the point of trains in game that longer trains are more efficient?
19:16:24  <andythenorth> it increases code surface, increases settings complexity, and provides facets that will catch people out at some point
19:16:47  <andythenorth> it’s also highly prone to attracting foamers who will argue about the rate at which the additional cost is applied
19:16:54  <andythenorth> and will then want further settings for it
19:17:03  <supermop> if running costs scale with each unit of capacity same or greater rate as trucks
19:17:09  <Alberth> we have that, it's called C++  :p
19:17:32  <supermop> then trains just become stupid trucks
19:18:01  <Alberth> efficiency is a no-op in the land where you get more money than you can spend
19:18:19  <supermop> andythenorth: try my mess of poles and wire
19:18:21  <supermop> https://www.tt-forums.net/viewtopic.php?f=26&t=75986
19:18:40  <supermop> you'll need some trolleybuses
19:21:42  <Samu> "it increases code surface" what does this mean?
19:21:45  <Samu> andythenorth:
19:25:23  <Samu> oh, JGR is actually a guy
19:25:54  <NGC3982> i need a sas programmer.
19:25:55  <NGC3982> :(.
19:26:34  <Samu> "niche feature" - that typo
19:26:39  <Samu> "nice feature"
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19:26:44  <Samu> j/k
19:26:52  <frosch123> sounds like you only have ass programmers
19:28:04  <supermop> heyoo
19:31:59  <Alberth> Samu: "niche" is not a typo, I think
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19:34:10  <supermop> now we just need trucks which can drive on dirt and gravel, but not road
19:34:13  <Wolf01> Definitely not a typo
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19:42:17  <andythenorth> increased code surface = more crap to check if we want to change anything, plus more sources of bugs
19:47:33  <supermop> frosch123: is it possible to avoid drawing baseset roads under tram tracks?
19:48:11  <supermop> the white stripes of the road show through the ballast of my 'rough' tramway which i want to look overgrown
19:48:38  <frosch123> no, we need the baseset road for the roadside
19:48:56  <frosch123> you have to draw grass yourself
19:49:20  <supermop> can i replace the base set sprites?
19:49:36  <frosch123> sure, but it will affect the default roads :)
19:50:26  <supermop> like what if i keep the sidewalks but lose the road in the middle. i am already defining ROAD with its own underlay and overlay
19:51:34  <frosch123> if you replaced road, it should be fine
19:51:45  <andythenorth> only 97 CPP #defines left in FIRS :P
19:52:00  * andythenorth removing them
19:52:58  <supermop> otherwise i guess i just draw pixels and switch to change them from grass to sand
19:53:03  <andythenorth> on the upside, global CPP defines are really blunt and simple to use
19:53:15  <andythenorth> on the downside, having a python + CPP compile is bonkers
19:54:45  <Alberth> :)
19:54:53  <Wolf01> frosch123, could you please have a look at supermop's grf code? It seem to be loading ROAD twice summing the max speed
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19:58:45  <supermop> speedlimit is a bit high there :)
19:59:08  <frosch123> landinfo shows incorrect speed?
19:59:47  <supermop> landinfo is too high iirc
19:59:48  <Wolf01> Yup, but not only landinfo, even debugging RoadTypeInfo and newgrf loading code
20:00:06  <frosch123> Wolf01: there are different units for speed in ottd
20:00:30  <frosch123> for train speed 1 means 1 km-ish/h. for rv speed 1 means 0.5 km-ish/h
20:00:41  <Wolf01> No, it really pass 2 times for basetype 0 and subtype 0
20:01:03  <supermop> forexample, its show 200kmh for a 100 kmh road
20:01:04  <frosch123> i have no idea what you mean with that
20:01:35  <supermop> none of my buses are fast enough to take advantage
20:03:15  <Wolf01> RoadTypeChangeInfo in newgrf.cpp, if you put a breakpoint for property 14 and check the value and roadtype, it does some strange things with the first roadtype
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20:03:48  <supermop> https://paste.openttdcoop.org/pqfos095t
20:03:52  <supermop> if it helps
20:04:10  <frosch123> Wolf01: those functions are always called twice
20:04:16  <frosch123> reservation stage and activation state
20:04:33  <Wolf01> With different values?
20:05:24  <Wolf01> And magically the sum of the values is exactly what the landinfo shows
20:05:36  <frosch123> it's not the sum
20:05:43  <frosch123> landinfo shows just double the value
20:09:32  <supermop> is there a reason why?
20:10:17  <frosch123> pushed a fix for the landinfo window
20:10:30  <supermop> cool thanks!
20:10:55  <frosch123> supermop: landinfo expected unified speed unit, roadtypes gave roadvehicle-speedunit
20:11:02  <frosch123> the units differ by factor 2
20:11:49  <supermop> so a 100 kmh bus is only as fast as a 50kmh train? i never noticed this before
20:12:24  <frosch123> no, a bus can have a top-speed of 50.5 km/h, while trains can only have either 50 or 51
20:12:48  <supermop> ohhh
20:14:54  <frosch123> in ttd the fastest train could go 255 km/h, the fastest rv and ship could go 127 km/h, aircraft could go 7344 km/h
20:15:28  <frosch123> but all these values were equal to 255 vehicle-specific-speed-unit
20:20:09  <supermop> so what should i fix now, other than graphics?
20:20:22  <supermop> i have no idea if the costs make any sense
20:21:06  <supermop> would be nice to have certain 'non-invasive' upgrades on non-owned road
20:21:32  <supermop> like i cant convert a town street to highway, but i can hang trolleybus wires over it
20:21:53  <supermop> as is building a trolleybus line in town get a bit expensive
20:22:13  <Wolf01> You can't even make them one way...
20:22:40  <supermop> i guess one wa could be abused to trap competitor vehicles
20:22:43  <frosch123> supermop: if you can add trolleybus, can you also remove trolleybus?
20:22:59  <Wolf01> You can't convert town roads
20:23:05  <supermop> maybe if town owns it?
20:23:22  <Wolf01> But you can remove the road and rebuild your own
20:23:35  <supermop> who owns bankrupt company tramway?
20:23:45  <frosch123> noone, everyone can remove them
20:24:11  <supermop> frosch123: my idea if for a road type to have flagged 'safe' or polite upgrades
20:24:28  <supermop> so ROAD can be set to be convertable to ELRD
20:24:46  <supermop> but ELRD cannot be set to convertable to ROAD
20:25:08  <supermop> so i can only convert my own ELRD to ROAD, not the towns
20:25:52  <andythenorth> that was proposed before, and I was fairly resistant
20:26:15  <andythenorth> just seems complicated
20:28:58  <supermop> otherwise ELRD only works for trolly trucks at mine
20:29:14  <supermop> although andy likely is ok with that!
20:29:33  <frosch123> how about allowing any conversion of town roads, which is compatible to ROAD?
20:29:51  <supermop> there is an electric gravel road in that set with your name on it andy
20:29:51  <frosch123> resp. has the allow-house flag
20:30:01  <frosch123> that would also allow ELRD->ROAD
20:30:06  <supermop> frosch123: sounds fair
20:34:15  <Eddi|zuHause> top 5 greatest songs of all time: https://www.youtube.com/watch?v=Fj7NzNFkT68
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20:45:30  <andythenorth> Eddi|zuHause: when he speaks german, is he speaking it for a foreign audience?
20:45:42  * andythenorth can mostly understand it
20:45:53  <Eddi|zuHause> no, he speaks for a german audience
20:45:57  <andythenorth> hmm
20:46:23  <andythenorth> ‘mostly’ is quite over-stated :P
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20:49:09  <andythenorth> well that’s going to ruin my YT ‘recommended’ videos for days :P
20:51:33  <frosch123> the upper shelf contains 3 interesting items
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20:51:58  <frosch123> but i cannot identify whether the model figure represents someone
21:00:28  <Eddi|zuHause> it has definitely a... recognizable... mustache
21:01:44  <glx> andythenorth: it's so easy to ruin them
21:02:49  <Eddi|zuHause> that's why i only open videos in private browsing windows where i'm not logged into anything
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21:41:45  <andythenorth> supermop: I’ll have a look at spool tomorrow :)
21:41:47  <andythenorth> is bed
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22:57:27  <Samu> AMD new cpus actually disappoint
22:57:37  <Samu> despite all the hype they built
22:59:31  <__ln__> why's that
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23:01:06  <Samu> from what I see, the gaming benchmarks are quite bad
23:02:49  <Samu> it's not a faildozer, but it's wrong to say that these ryzen 7 are for gamers
23:02:58  <__ln__> from what i read, they aren't targeted for gaming
23:06:25  <Wolf01> Ahaha, and I've read of gamers ready to trash their i7 and buy ryzen... It's like the ones who buy nvidia quadro and find out it isn't for gaming at all
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23:09:16  <Samu> productivity, rendering and multi-tasking, and such, they're good
23:09:28  <Samu> really good actually
23:10:06  <Samu> but between a core i7-7700K and a R7 1700, for gaming... nah... disappoints
23:10:51  <Samu> time to wait for the R5 1600X
23:14:42  <__ln__> but the real question is: how suitable are they for running openttd
23:15:40  <Samu> you mean to act as a server?
23:15:46  <Samu> i'd say really good
23:16:20  <Samu> power consumption is actually looking good
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23:26:23  <Wolf01> 'night
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