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Log for #openttd on 16th September 2017:
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00:00:19  <Eddi|zuHause> i'm fairly sure building bridges is still as fiddly as before
00:00:43  <Eddi|zuHause> especially double track bridges which are not rectangular to the thing they bridge over
00:01:06  <Wolf01> Nah, it's difficult to fail to build multi track bridges
00:02:22  <Wolf01> The problem might come when you need to build a road tunnel under a track embankment
00:03:16  <Wolf01> In fact modders fixed this with pre-made stuff
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00:03:36  <supermop_home> is their shunting?
00:03:42  <Eddi|zuHause> no
00:04:06  <supermop_home> all the screeshots make it look like big stations and yards in the middle of empty greeen pastures
00:04:34  <Wolf01> http://steamcommunity.com/sharedfiles/filedetails/?id=837486389 <- this one is a must have imo
00:04:51  <supermop_home> how is this land valuable enough to need a train station but no one wants to build or even farm there
00:05:12  <supermop_home> and apparently it can't support anything more than some short grass
00:06:01  <Wolf01> You prefer a carpet of forests like OTTD?
00:06:37  <supermop_home> well maybe just not everything looks like Kazakhstan
00:07:28  <supermop_home> here in the us land that is neither arid nor farmed actually still is pretty heavily forested
00:07:34  <supermop_home> even in the eastern us
00:08:14  <supermop_home> grass really only grows in people's yards or out on the praries
00:08:30  <Wolf01> You will find easily that clearing some trees will need a bank loan in TF
00:08:50  <supermop_home> in new york if a plot stays empty more than a year it starts to get tree saplings
00:10:41  <Wolf01> Oh, and no scenario editor, but you can load heightmaps
00:11:15  <supermop_home> an Oahu or izu oshima would be fun
00:11:28  <supermop_home> maybe a seto sea
00:22:48  <Wolf01> https://www.transportfever.net/index.php/Attachment/31715-2015-05-29-00006-jpg/
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00:33:02  <supermop_home> nice
00:33:10  <Wolf01> http://steamcommunity.com/sharedfiles/filedetails/?id=959896229&searchtext=japan
00:33:48  <Wolf01> http://steamcommunity.com/sharedfiles/filedetails/?id=844928348&searchtext=japan or this one
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01:50:42  <supermop_home> I wish there was a command to run the river generator again in SE
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06:27:39  <andythenorth> o/
06:28:00  <Alberth> o/
06:29:17  <andythenorth> such :D https://www.tt-forums.net/viewtopic.php?f=32&t=77016&p=1191946#p1191946
06:32:59  <Alberth> looks like the wrong solution, imho
06:38:46  <andythenorth> you don’t like the behaviour?
06:38:50  <andythenorth> or the implementation?
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06:44:21  <Alberth> the implementation; the RMB handling for tooltip is now overridable without any notice that it happens when you adjust tooltips
06:45:11  <andythenorth> what was the previous behaviour for RMB?
06:45:34  <Alberth> tooltips and moving main display, I think
06:46:03  <Alberth> the latter is fine, as main display and windows don't interfere
06:46:05  <andythenorth> I don’t get a tooltip on RMB, but nvm
06:46:25  <Alberth> default is some hoover time-out, nowadays
06:46:32  <andythenorth> oh I have to set default to 0 for RMB tips
06:47:02  <Alberth> yes, except now it may not actually work, instead you close the window
06:47:16  <Alberth> very nice if you except a tooltip window to pop up :p
06:47:47  * andythenorth verifies that
06:48:07  <Alberth> code tries closing first :p
06:48:27  <andythenorth> yeah there’s no connection between the two settings
06:48:46  <andythenorth> so the tooltip setting can be made to lie
06:49:48  <Alberth> code-style is also broken with the "{" at the start of a new line, but that's minor
06:50:51  <Alberth> first hunk in windows.cpp
06:53:04  <Alberth> I wondered if we can fix the bridge gui
06:53:39  <Alberth> if you have a selected two tiles, the bridge build window pops up, but if you click a bridge without having enough money, it just closes
06:53:44  <andythenorth> what broken it? o_O
06:53:48  * andythenorth tests
06:54:08  <Alberth> it likely always was broken, but most of the time you have enough cash :p
06:55:04  <Alberth> perhaps the money amounts should be painted red if there is not enough money
06:55:19  <Alberth> but that needs dynamic update, which is not so nice
06:56:30  <andythenorth> I get a message “Can’t build bridge here…Not enough cash - requires £3,609”
06:57:44  <Alberth> :O  may have missed that
06:58:01  <Alberth> nvm :)
07:00:14  <andythenorth> easiest kind of bug report :)
07:04:15  <Alberth> I now have a coal mine at the top of a mountain, mountains contain gold :p
07:04:36  <Alberth> much easier than some processing factory though, as the heavy stuff goes down only
07:06:31  <andythenorth> mines at the top of mountains are best
07:06:37  <andythenorth> my game has one
07:07:00  <andythenorth> they are electric trains…they generate power when breaking IRL
07:07:03  <andythenorth> the game should model that
07:07:20  <andythenorth> other trains on same track go faster
07:07:29  <Alberth> don't see all the sparks?  :p
07:07:45  <Alberth> afk for shopping
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08:36:26  <andythenorth> 3 mail cars, 3 pax coaches http://dev.openttdcoop.org/attachments/download/8612/horse_pax_mail.png
08:37:10  <andythenorth> not all integer lengths can be met for all generations of train, but most
08:40:55  <Alberth> looks nice :)
08:43:18  <andythenorth> I have a few ideas, but not sure what direction to take
08:44:08  <andythenorth> - restaurant cars / observation cars: boost payment
08:44:12  <andythenorth> but might be blah
08:44:41  <Alberth> nice for modellers
08:45:04  <andythenorth> the idea is that it sacrifices per-tile capacity for more money
08:45:14  <andythenorth> but economic games like that are usually boring
08:45:20  <Alberth> could be nice for tycoons too, but they don't pay for traveling :p
08:46:04  <andythenorth> I think it’s probably ‘no’
08:46:11  <Alberth> you'd need to sanitize openttd economically first, imho
08:46:50  <Alberth> but it's doubtful you should continue to call it openttd then, imho
08:47:01  <andythenorth> ha
08:47:14  <andythenorth> I think it might work fine, it’s just a payment curve modifier
08:48:12  <Alberth> oh, your change. Yeah sure, but "payment boost" isn't useful at all in the game
08:50:28  <Alberth> doesn't need to stop you from some making variations in wagons though :)
08:51:29  <andythenorth> the other idea I have is already in Hog and Sam
08:51:36  <andythenorth> two classes of pax
08:51:47  <andythenorth> - fast loading, higher decay curve
08:51:57  <andythenorth> - slow loading, reduced decay curve
08:52:09  <andythenorth> slow double-decker bus vs. faster coach
08:52:23  <Alberth> makes sense
08:52:25  <andythenorth> local ferry vs. passenger liner
08:52:33  <andythenorth> can’t figure out how to do it in trains yet though
08:52:43  <andythenorth> seems to need 3 more pax coaches I guess
08:52:45  <andythenorth> maybe just that
08:53:03  <Alberth> likely
08:53:37  <Alberth> or at least something with "fast" paint :p
08:54:05  <andythenorth> ‘Suburban Passenger Car’, ‘Express Passenger Car’?
08:54:15  <andythenorth> or maybe just ‘Passenger Car’, ‘Express Passenger Car'
08:55:04  <Alberth> sounds fine, else you're moving towards specific train types quite quickly, probably
08:55:21  <Alberth> train models, rather
08:59:23  <andythenorth> currently the set design is mixed up with the code
08:59:34  <andythenorth> I can only have one pax coach per generation, unless I subclass
08:59:55  <andythenorth> can’t figure out if the code is just wrong, or if it’s telling me to keep things simple
09:01:05  <Eddi|zuHause> the code is probably overly specific
09:01:36  <andythenorth> the limitation is purely the naming of pngs
09:01:42  <andythenorth> which are generated
09:01:56  <Eddi|zuHause> not necessarily "wrong", but it might show an implementation-decision was taken too early in the design process
09:02:11  <andythenorth> it’s for an outdated design of the set
09:02:28  <andythenorth> there’s simply no extra property to distinguish 2 wagons of same type in same generation
09:02:37  <Eddi|zuHause> that happens with "organic" design processes
09:02:38  <andythenorth> but wtf, why do you need 2 at once, same?
09:02:53  <andythenorth> isn’t the code showing the way here?
09:03:25  <Eddi|zuHause> well, why worry about a limitation if you don't have the desire to overcome it?
09:03:25  <andythenorth> the only reason I’m adding 6/8 and 8/8 long coaches in same generation is so you can more often make integer-length trains
09:04:59  <andythenorth> V453000: 7 year old has just discovered fatal flaw in Steeltown
09:05:53  <Eddi|zuHause> the junkyard doesn't have a press?
09:07:06  <andythenorth> vehicles go to supply yard
09:07:15  <andythenorth> supplies -> [long chain] -> more vehicles
09:07:26  <andythenorth> there’s no exit from the loop
09:08:10  <Eddi|zuHause> that's how consumerism workds :p
09:08:11  <Alberth> welcome to the world economy :p
09:08:23  <andythenorth> it is quite neat :P
09:09:03  <Eddi|zuHause> that's how economy bubbles form that blow up every now and then
09:09:20  <andythenorth> it might bear some adjustment http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/cargoflow_steeltown.html
09:10:13  <Eddi|zuHause> because you store more and more "economical energy" in this "long chain", which will eventually collapse under the pressure
09:10:44  <Alberth> some sneaky back-arrows here and there :)
09:11:15  <Eddi|zuHause> anyway, gtg
09:11:20  <Alberth> bye eddi
09:11:50  <andythenorth> I’m playing a Steeltown game currently
09:11:58  <Eddi|zuHause> after a week being sick, now i have to try whether i'm well enough to partake in weekend activities
09:12:04  <andythenorth> noticeable that I don’t deliver Vehicles to Supply Yard, even though I have them nearby
09:13:29  <Alberth> too many transports that you can do :p
09:13:57  <Alberth> at least I never fully connect everything
09:15:37  <Alberth> not even all industries are served :p
09:16:30  <andythenorth> I usually get one big chain connected, then stop playing
09:17:36  <Alberth> previous game ended when I needed to re-organize my entire network to connect additional industries :)
09:18:35  <Alberth> annoying as the game had put all these town in the way :p
09:18:44  <Alberth> maybe I should play with less cities
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09:45:31  <andythenorth> maybe ‘passenger car’ and ‘special passenger car’
09:45:46  <andythenorth> special ones get random sprites: buffet car, observation car etc
09:56:08  <Alberth> sounds good :)
09:56:44  * andythenorth tests it
09:59:11  <andythenorth> might be more fun
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09:59:46  <andythenorth> the coach/bus, ferry/ship thing works because they look totally different, not because of the rational economic choice
10:00:19  <andythenorth> but ‘local’ and ‘long distance’ pax coaches would look about same
10:00:32  <andythenorth> whereas special types add eye candy
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10:03:28  <Alberth> I agree
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10:31:23  <andythenorth> http://dev.openttdcoop.org/attachments/download/8613/horse_pax_mail_2.png
10:31:31  <andythenorth> pretty good eh?
10:31:40  <andythenorth> just 9 pax and mail cars, from 1870-2020
10:33:27  <Alberth> :O
10:33:35  <Alberth> I don't play that long :p
10:33:56  <andythenorth> me neither :)
10:34:04  <andythenorth> but I use ‘vehicles never expire'
10:34:23  <andythenorth> don’t want to spam the buy menu with old trains
10:34:32  <Alberth> I think it's switched on currently, not sure
10:34:49  <Alberth> just hide the old stuff :)
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10:50:43  <andythenorth> does ‘parcels car’ translate ok?
10:50:50  * andythenorth is going to split mail cars
10:51:36  <andythenorth> parcels car -> mail, express freight
10:51:48  <andythenorth> armoured car -> mail, valuables, diamonds, gold, explosives
10:51:54  <andythenorth> or so
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10:55:46  <Alberth> nice idea :)
10:56:01  <Alberth> explosives shouldn't be locked up :p
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10:56:34  <Alberth> they get stored in houses where the roof gets easily blown away, just in case
10:56:35  <Wolf01> o/
10:56:39  <Alberth> o/ Wolf01
11:37:36  <andythenorth> armoured van https://c2.staticflickr.com/6/5053/5550985727_c037489e95_b.jpg
11:37:41  <andythenorth> parcels van http://merlin46.zenfolio.com/img/s/v-3/p266764877-4.jpg
11:41:22  <Alberth> not sure how that counts as armoured, but fair enough :)
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11:43:45  <andythenorth> me neither :)
11:43:46  <andythenorth> bbl
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11:47:47  <frosch123> moo
11:55:33  <Wolf01> Quak
11:59:01  <Wolf01> Ok, I'm awake now, breakfast, shower, sleepflix again
12:00:06  <Alberth> hoi
12:03:55  <Wolf01> https://img-9gag-fun.9cache.com/photo/aq18YGQ_700b.jpg V's slug :D
12:06:24  <frosch123> is probably a beer trail
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12:20:15  <Eddi|zuHause> yeah, might be a sign of illness or other impairment
12:20:24  <Eddi|zuHause> disorientation
12:49:05  <supermop_home> yo
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13:32:16  <supermop_home> rivers are so tedious
13:32:40  <supermop_home> load a height map - too tall/bumpy/noisey to work at 512x512
13:33:06  <supermop_home> try again on 1024x1024, still too bumpy, too many dead valleys
13:34:10  <supermop_home> try again at 2048x2048, now at least there is some room in valleys, but they are still pockmarked with little pits and dead ends, so the rivers only flow in short little stints
13:34:18  <Wolf01> Does the max map height influence the heightmap outcome?
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13:34:41  <supermop_home> then the map is so big it takes forever to fix all the rivers and valleys
13:34:47  <supermop_home> then there is no time to play
13:35:23  <supermop_home> Wolf01 I'm down to max height 20, on a 2048^2 map that was designed for 1024
13:35:58  <supermop_home> the steep hills and lack of flat land would be ok - its the bumpiness/noisiness that is the problem
13:36:32  <supermop_home> even flat land has tons of 1-2 tile bumps and holes
13:36:33  <Wolf01> I always load the heightmaps in SE and work a lot on them for this exact reason
13:36:37  <supermop_home> yeah
13:36:55  <supermop_home> but I'm not even making a scenario
13:37:14  <supermop_home> just wanted a quick map with interesting islands and mountains
13:37:26  <supermop_home> I didn't even really think about newgrfs
13:37:54  <supermop_home> I wish the se could re-run river generation after ive smoothed out vallies
13:38:16  <Eddi|zuHause> need a river generator that works out the small bumps
13:38:19  <supermop_home> or I wish there was an option to smooth things out a bit
13:38:25  <supermop_home> yes
13:38:49  <supermop_home> even just 'silt up the valley floor a bit'
13:38:58  <Wolf01> <supermop_home> I didn't even really think about newgrfs <- and that's the reason which make me trash the scenario and close the game after 2 hours of work
13:39:29  <supermop_home> raise valley floors one level so river can flow and maybe leave room for a road or rail
13:40:01  <Wolf01> Mmmh, more scenario tools, we have "plant random trees" we might have "make a random river" too
13:40:09  <supermop_home> exactly
13:40:22  <Wolf01> Give me one or two years
13:40:27  <supermop_home> even with the bad current river generator that would help
13:40:43  <supermop_home> drawing river by hand is hard to make it look good
13:41:40  <Alberth> write a unbump routine :p
13:42:45  <Wolf01> IIRC Eddi told me he likes a tool to make rivers where you set the spring and the mouth, and it pathfinds the   river, maybe a bit more realistic which even change in size while reaching the mouth
13:44:32  <milek7_> there wasn't some tool for importing riviers from GIS data?
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13:48:09  <milek7_> https://www.tt-forums.net/viewtopic.php?t=70846
13:50:26  <Wolf01> https://www.tt-forums.net/viewtopic.php?f=33&t=77024 :o
13:50:49  <supermop_home> I should put transmitters on all the ridgelines so I can at least divide the map into basins and fix them one at a time
13:51:12  <supermop_home> Wolf01 i saw that, looks good
14:24:08  <peter1138> Bah, my train keeps emergency stopping :(
14:24:13  <peter1138> Maybe I'm missing a signal.
14:28:18  <supermop_home> yellow signal patch?
14:46:50  <peter1138> Nah, Train Simulator $current_year
14:47:28  <Eddi|zuHause> dead man switch?
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15:04:07  <__ln__> speaking of Train Simulator $current_year... the only(?) game controller it supports is the Xbox 360 controller, but the Xbox 360 controller is pretty awful for controlling things in TS. or am i just using it wrong?
15:04:48  <milek7_> i think any game controller is awful for controlling trains ;d
15:05:18  <Wolf01> http://raildriver.com/assets/images/raildriver/rd.desktop.home.jpg this isn't
15:05:46  <Wolf01> https://raicho.home.xs4all.nl/model/control/tmx5512.jpg or this one :P
15:07:12  <Wolf01> Just don't use a steering wheel :D
15:07:48  <__ln__> those would be pretty cool, but are they supported by TS?
15:09:05  <Wolf01> The raildriver one says that is compatible with TS2017
15:09:44  <Wolf01> And almost every version of Trainz but TANE
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15:23:00  <peter1138> __ln__, yeah, that's pretty stupid.
15:23:51  <peter1138> Just tried OpenRails as well. It's quite bad :(
15:25:47  <Wolf01> BTW it's a PITA to have 2 (or even more) controllers because some games support only a specific one... And I thought XBox One controller was compatible with games which supported the 360 one, but no...
15:29:59  <Wolf01> Anyway, I'm going out to shop for food and eat, BBL
15:44:35  <peter1138> There's a load of games that throw a wobbly with the steering wheel controller plugged in.
15:45:00  <peter1138> They expect unused controllers to centre, which doesn't happen for pedals.
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15:56:26  <milek7_> peter1138: for free train simulator maybe try eu07
15:56:58  <milek7_> but it's not very intuitive to use ;d
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16:30:13  <andythenorth> o/
16:37:13  <andythenorth> Mail Car, Parcels Car, or Express Car?
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17:06:41  <supermop_home> hmm
17:06:51  <supermop_home> express isn't clear to non-rail people
17:07:02  <supermop_home> sounds like a passenger car for fast trains
17:07:20  <supermop_home> mail car is most tt-ish but idk
17:09:40  <andythenorth> I am adding an Armoured Car as well
17:09:51  <andythenorth> which refits mail, valuables, gold, diamonds etc
17:10:01  <andythenorth> original game has Mail Car
17:10:05  <andythenorth> or Mail Van rather :P
17:11:09  <andythenorth> probably stick with Mail Car in that case
17:11:18  <andythenorth> it carries loads of other stuff too though
17:12:11  <andythenorth> supermop: given these 3, which 2 do I pick, and which is the Mail Car, and which is Armoured Car?
17:12:12  <andythenorth> https://en.wikipedia.org/wiki/General_Utility_Van#/media/File:BR_Mk1_GUV.jpg
17:12:15  <andythenorth> http://merlin46.zenfolio.com/img/s/v-3/p266764877-4.jpg
17:12:19  <andythenorth> https://c2.staticflickr.com/6/5053/5550985727_c037489e95_b.jpg
17:13:35  <supermop_home> I love the utility van but it looks like something off a work train
17:13:54  <supermop_home> blue is armoured, IC livery is mail
17:14:48  <supermop_home> fewer windows is more sensible than a bunch of windows with grills
17:14:59  <supermop_home> bags of money don't care about the view
17:16:09  <supermop_home> forget the utility van
17:16:13  <andythenorth> so mail matches coach livery, armoured is solid CC?
17:16:22  <andythenorth> current state of coaches btw ;) http://dev.openttdcoop.org/attachments/download/8613/horse_pax_mail_2.png
17:16:27  <supermop_home> could be either
17:16:47  <supermop_home> in game mail gets color same as passenger,
17:16:47  <andythenorth> mail has windows, armoured doesn’t?
17:16:54  <supermop_home> correct
17:17:02  <andythenorth> any windows at all?
17:17:14  <supermop_home> or maybe one window, to see if it's ok to open the door?
17:17:34  <supermop_home> mail has indows because guys are in there sorting (in the old days)
17:18:14  <supermop_home> how do you feel about magic
17:18:20  <andythenorth> I wondered about adding a travelling post office coach
17:18:25  <andythenorth> and boosting mail payment :P
17:18:41  <supermop_home> whereby mail and armoured are freight colored unless in a rake with passengers
17:18:49  <andythenorth> yeah I could do that
17:18:56  <supermop_home> in which case they get livery similar to passengers
17:19:00  <andythenorth> remind me :)
17:19:09  <andythenorth> I am nowhere near implementing that right now
17:19:13  <supermop_home> ha
17:19:18  <andythenorth> currently drawing the – views for the whole set
17:19:24  <andythenorth> and getting lengths right
17:19:31  <andythenorth> then I have to fill all the other views in ;P
17:19:54  <supermop_home> always found it odd that you set wagon colors based on what kind of locomotive they have rather than other way around
17:19:59  <supermop_home> in vanilla game
17:20:47  <supermop_home> I get that you might want more old timey colors on coaches behind a steam engine
17:21:00  * andythenorth thinks that colours per vehicle group would not actually be insane
17:21:09  <supermop_home> but I find i more often want freight locomotives colored differently
17:21:10  <andythenorth> nor is it going to cause many code dramas
17:21:20  <supermop_home> yeah i think just no one bothered yet
17:21:25  <supermop_home> i think lomo had it
17:21:47  <supermop_home> rct let you color roller coaster trains individually
17:22:09  <andythenorth> nice
17:22:27  <andythenorth> so…I have added ‘Special Passenger Cars’ which take up more space per passenger, but pay more
17:22:40  <andythenorth> and show sprites for buffet, sleeper, observation etc
17:22:47  <andythenorth> I could add ‘Special Mail Cars’ also
17:22:53  <supermop_home> but yeah, would be fun to set mail wagons to be red, then my floss 47 or whatever is red when pulling them
17:23:05  <supermop_home> without needing crazy livery magic
17:23:18  <andythenorth> colours UI is bonkers
17:23:31  <supermop_home> indeed
17:24:02  <supermop_home> i feel like the strongest reason to not have 3cc is that selecting a 3rd color in the current ui would be miserable
17:24:26  <andythenorth> also lack of palette :D
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17:26:45  <andythenorth> hmm
17:30:05  <frosch123> andythenorth: no lack of palette
17:30:09  <frosch123> spritestacks :p
17:30:20  * andythenorth never remaps
17:30:55  <andythenorth> there are loads of rarely-used colours for vehicles
17:31:01  <andythenorth> but I use them for PIL recolour ;)
17:31:54  <andythenorth> hey look
17:31:58  <andythenorth> someone found a bug https://bugs.openttd.org/task/6623
17:32:40  <frosch123> i wouldn't even bother putting that in known_bugs.txt
17:32:48  <frosch123> that's ln level
17:33:10  <andythenorth> it’s totally accurate
17:33:14  <andythenorth> and useless
17:33:23  <andythenorth> both the report, and the feature :)
17:33:24  <frosch123> if you can find a only mildly offensive reason to close it, go ahead :)
17:34:59  <andythenorth> done
17:37:02  * andythenorth stuck on mail cars now
17:39:33  <andythenorth> frosch123: how to implement this in OpenTTD? o_O https://www.youtube.com/watch?v=tJDIHcLzCRk
17:41:42  <frosch123> special cargo class for cargo that can be loaded/unloaded without stopping
17:41:57  <andythenorth> yup
17:42:02  <andythenorth> and some kind of magic station
17:46:14  <frosch123> nah, station is hardly visible
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17:48:29  <andythenorth> err
17:49:05  * andythenorth needs a bear for coding
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19:33:59  <Wolf01> Back and stuffed with food
19:36:56  * andythenorth obsessing about trains
19:40:20  <Eddi|zuHause> what else is new?
19:44:06  <andythenorth> obsessing about ships?
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19:48:03  <y2000rtc> Hi there. :)
19:48:17  <andythenorth> Eddi|zuHause: ‘special’ mail cars.  Yes | No | Maybe
19:48:21  <andythenorth> ?
19:48:30  <andythenorth> hi y2000rtc
19:48:33  <Eddi|zuHause> What?
19:48:48  <andythenorth> some kind of payment bonus, and some shinier sprites
19:48:58  <andythenorth> at the cost of lower-capacity-per-unit-length
19:49:06  * andythenorth thinks it’s a daft idea
19:50:34  <y2000rtc> andythenorth: I tried to find some solution for my goal to have the same design of rails with different speed but I wasn't succes. Horrible to don't know how to do it.
19:50:50  <andythenorth> sad :)
19:51:01  <y2000rtc> How I can see you are only one of you to helping to each other. :)
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20:01:00  <Eddi|zuHause> dangit
20:01:01  *** andythenorth has joined #openttd
20:01:04  <Eddi|zuHause> just wanted to answer
20:01:48  <andythenorth> flappy connection :)
20:02:12  <Eddi|zuHause> andythenorth: i think it's a feature you can easily leave out and nobody would ever think "i miss this feature"
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20:03:00  <andythenorth> there has to be one of those per big release
20:03:07  <andythenorth> otherwise there’s nothing to regret
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20:03:13  <andythenorth> not sure this is the right feature though
20:05:21  <Eddi|zuHause> i mean, even dining cars are there mostly for the emotional attachment and roleplaying part of the game, their overall gameplay effect is probably negligible
20:05:36  <Eddi|zuHause> like varying running cost depending on speed/acceleration
20:06:47  * andythenorth ignores the idea for now then
20:07:13  <andythenorth> it adds zero to gameplay, and sprites could be randomised for post office cars and so on
20:07:14  <Eddi|zuHause> "Architect and city planner Albert Speer jr. died aged 83"
20:07:59  <Eddi|zuHause> would this be newsworthy if it weren't for his father's involvement in the nazi government?
20:08:10  <andythenorth> likely not
20:08:15  <andythenorth> the name is distinctive
20:08:22  <andythenorth> on a slow news day…it might
20:09:06  <Eddi|zuHause> well, it's not like there's the most boring election campaign ever going on...
20:09:22  <Eddi|zuHause> also some nonsense about boris johnson
20:09:45  <Eddi|zuHause> something political about syria
20:10:05  <Eddi|zuHause> and some sportsball
20:10:09  <andythenorth> ok so my mail car problem is just semantics now then
20:10:38  <Eddi|zuHause> sounds like a slow news day
20:10:38  <andythenorth> I want two options, one of which is more restrictively refittable
20:11:07  <andythenorth> one is mail, valuables-type cargos, express cargos
20:11:19  <andythenorth> the other is just mail and valuables-type cargos, and looks more secure
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20:11:55  <Eddi|zuHause> that distinction is probably useless
20:12:02  <andythenorth> it’s mostly for eye candy reasons
20:12:11  <andythenorth> nearly all IH wagons are for eye candy
20:12:46  <Eddi|zuHause> rather make a mail/express wagon and the other one valuables only
20:13:07  <andythenorth> also an option
20:14:09  <Eddi|zuHause> i wonder if these catalans actually follow through on the referendum this time
20:14:54  <NGC3982> what referendum?
20:15:40  <Eddi|zuHause> the catalans want to run a referendum about the independence, and the spanish government doesn't let them
20:16:48  <andythenorth> Eddi|zuHause: currently I rely on having multiple lengths of mail car, for silly-integer-reasons.  http://dev.openttdcoop.org/attachments/download/8613/horse_pax_mail_2.png
20:16:49  <Eddi|zuHause> they tried one last year, but also the government prevented it, so they just had an "inofficial" vote
20:16:57  <NGC3982> oh, i see
20:17:04  <andythenorth> I wanted to make them different types of wagon, instead of variants of same type
20:17:11  <NGC3982> doesnt calataonian conflicts have some history?
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20:17:39  <NGC3982> afaik that independence thing goes back to the 1400's or something like that.
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20:18:25  <Eddi|zuHause> something like that, yes
20:19:34  <Eddi|zuHause> there was a marriage between the queen of castille and the king of aragon, or something, which formed the spain that we know today
20:19:34  <andythenorth> so Parcels Car (no windows) or Armoured Car (looks secure) or Secure Mail Car (which was a real thing in UK)
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20:28:06  <andythenorth> Road Hog has Courier Trucks, which are like armoured mail trucks, but also carry other express cargos
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21:00:44  <andythenorth> is bed eh
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23:15:05  <Eddi|zuHause> yay. i killed all the kids...
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23:42:26  <Wolf01> 'night
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23:52:29  <Ivanrelogion> No?
23:52:35  <Ivanrelogion> Hi?
23:53:05  <Eddi|zuHause> and now i killed the teacher...
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