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00:00:04 <nielsm> and maybe have a command for the GS to optionally trigger the end-game screen showing all final scores 00:00:37 <frosch> i wonder whether some GS would want to define a plot into the future 00:00:46 <nielsm> could be 00:00:57 <frosch> "this is the economy forecast, please adjust accordingly" 00:01:01 <nielsm> "keep X value within Y parameters" 00:01:06 <_dp_> if I wanted to plot anything it would be something like this: http://dpointer.org/data/ttd/stats37/ 00:01:12 *** Wolf01 has quit IRC 00:01:17 <_dp_> though to do it ingame is tmwftlb 00:01:59 <frosch> they are not per company, are they? 00:02:43 <frosch> hmm... though economy forecast makes no sense "per company" 00:02:50 <_dp_> everything is for one company, there is a dropdown on top to chose company 00:03:17 <_dp_> comparing two companies is rarely useful imo 00:03:50 <_dp_> well, I guess it is for special events with many companies like this http://dpointer.org/data/ttd/stats34/ 00:04:35 <frosch> why has V 3 companies? 00:06:11 <DorpsGek_III> [OpenTTD/OpenTTD] Qwest8K commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution https://git.io/fxABA 00:06:30 <_dp_> no idea xD 00:10:54 *** Laedek has quit IRC 00:11:55 <nielsm> imma sleep and dream about graphs and stuff 00:19:03 *** sla_ro|master has quit IRC 00:19:57 *** nielsm has quit IRC 00:29:06 *** frosch has quit IRC 01:07:48 *** Pikka has joined #openttd 01:10:36 <Pikka> moin 01:14:54 *** menelaos[m] has joined #openttd 01:31:48 *** Progman has quit IRC 01:56:15 *** Laedek has joined #openttd 02:00:55 *** snail_UES_ has quit IRC 03:11:03 *** D-HUND has joined #openttd 03:14:27 *** debdog has quit IRC 04:02:55 *** glx has quit IRC 07:08:04 *** sla_ro|master has joined #openttd 07:35:32 *** WormnestAndroid has quit IRC 07:38:10 *** WormnestAndroid has joined #openttd 07:46:54 *** andythenorth has joined #openttd 07:49:53 <andythenorth> o/ 07:50:11 <andythenorth> Pikka: it's probably a valid result :) 08:09:29 *** andythenorth has quit IRC 08:14:44 *** andythenorth has joined #openttd 09:35:04 *** D-HUND is now known as debdog 09:36:29 <andythenorth> well 09:42:33 * LordAro boxes andythenorth 09:43:55 *** nielsm has joined #openttd 09:46:13 <andythenorth> fanks 09:49:43 <nielsm> morning... 10:00:50 <andythenorth> o/ 10:09:31 <LordAro> did everyone have a merry wintermass? 10:10:18 *** Samu has joined #openttd 10:11:33 *** WormnestAndroid has quit IRC 10:11:46 *** WormnestAndroid has joined #openttd 10:14:52 <nielsm> food was eaten, at the very least 10:26:17 <Samu> hello 10:27:15 <LordAro> nielsm: that's 75% of it, i'm pretty sure 10:30:11 <Samu> dang, as I expected... water level skew the results 10:31:13 <Samu> created a 90% water map 10:31:35 <Samu> that's already 90% of the map below snowline 10:33:26 <DorpsGek_III> [OpenTTD/website] LordAro commented on pull request #116: Various of fixes in preparation of running this Docker on AWS https://git.io/Jebgz 10:36:47 *** snail_UES_ has joined #openttd 10:39:00 *** Progman has joined #openttd 10:42:04 <Pikka> maybe andythenorth... maybe :) 10:44:45 *** hythlodaeus has joined #openttd 10:44:51 <hythlodaeus> hello 10:55:23 <Pikka> hello 10:55:56 <Pikka> andythenorth, either way it's a GOOD FEATURE... makes the ai use express locos on slow wagons much less :) 10:57:21 <hythlodaeus> which feature? 10:58:17 <DorpsGek_III> [OpenTTD/website] TrueBrain commented on pull request #116: Various of fixes in preparation of running this Docker on AWS https://git.io/JebgQ 10:59:06 <Pikka> giving my AI a malus to using fast locos with slow wagons, hythlodaeus 10:59:37 <Samu> https://pastebin.com/vQGcx0M1 10:59:42 <Samu> here's what I got atm 11:00:00 <Samu> count tiles above water level 11:00:21 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro opened pull request #12: Announce tags when created https://git.io/Jebg5 11:01:59 <hythlodaeus> Pikka: which AI specifically? 11:02:22 <Pikka> CivilAI 11:02:59 <DorpsGek_III> [OpenTTD/website] TrueBrain commented on pull request #116: Various of fixes in preparation of running this Docker on AWS https://git.io/JebgF 11:03:29 <DorpsGek_III> [OpenTTD/website] TrueBrain commented on pull request #116: Various of fixes in preparation of running this Docker on AWS https://git.io/JebgN 11:03:58 <hythlodaeus> i see 11:05:13 <DorpsGek_III> [OpenTTD/website] TrueBrain commented on pull request #116: Various of fixes in preparation of running this Docker on AWS https://git.io/Jebgx 11:05:27 <TrueBrain> wow, that is spammy .. 11:06:07 <LordAro> tis a bit 11:06:27 <LordAro> and there's only 4 comments on this review :p 11:07:33 <DorpsGek_III> [OpenTTD/website] LordAro commented on pull request #116: Various of fixes in preparation of running this Docker on AWS https://git.io/Jebgh 11:09:11 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain requested changes for pull request #12: Announce tags when created https://git.io/Jeb2f 11:10:18 <Samu> im unsure if I like the result 11:10:46 <Samu> map is 90% water, max height generated was 28 on alpinist 11:10:57 <Samu> snowline height was autodetermined to be at 3 11:11:18 <TrueBrain> LordAro: "TypeError: 'dict_items' object is not subscriptable" :P 11:12:27 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro commented on pull request #12: Announce tags when created https://git.io/Jeb2J 11:12:31 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro commented on pull request #12: Announce tags when created https://git.io/Jeb2U 11:12:31 <DorpsGek_III> [OpenTTD/website] TrueBrain commented on pull request #116: Various of fixes in preparation of running this Docker on AWS https://git.io/Jeb2T 11:12:43 <LordAro> TrueBrain: turn it into a list first! 11:12:50 <LordAro> but yeah, probably worse overall 11:13:53 <TrueBrain> I am honestly not sure 11:14:29 <TrueBrain> hmm ... can we filter on telling about branches yes/no .. 11:14:56 <TrueBrain> as I agree with you that it works for OpenTTD 11:15:00 <TrueBrain> it doesn't work for website, I think 11:16:00 <andythenorth> Pikka: well I like that it did it 11:16:07 <andythenorth> but it's not making any money this way 11:16:25 <andythenorth> it builds them, then scraps them :) 11:16:26 <Pikka> no 11:16:33 <andythenorth> the AI is quite good at making money otherwise 11:16:39 <TrueBrain> LordAro: if we split it in tag_created and branch_created, we can have .dorpsgek.yml filter on it 11:16:45 <TrueBrain> so we can say when to announce which? 11:17:08 <LordAro> could work, aye 11:17:15 <andythenorth> so is it weird? 11:17:17 <LordAro> depends how generic we want to be :) 11:17:50 <andythenorth> Horse has Coal Hopper even when coal cargo is not available 11:17:53 <TrueBrain> fair; but I think it would be spammy how it is now for a few of our projects 11:18:02 <TrueBrain> I can already head the comments: WHY IS IT TALKING ABOUT THIS :P 11:18:05 <andythenorth> ^^^ should I do more or less of that? 11:18:15 <andythenorth> [hopper refits to other stuff] 11:18:28 <Pikka> you can always rename it depending on what cargos are available 11:18:47 <andythenorth> I could 11:18:54 <andythenorth> I am running out of names somewhat 11:19:11 <andythenorth> I don't want to use really specific UK realism names 11:19:17 <hythlodaeus> https://imgur.com/a/Qp1RzP4 boy am I glad no one checks for structural integrity and earthquake risk in OpenTTD :D 11:19:21 <andythenorth> 'plate wagon' already confused the translators :P 11:21:09 <Pikka> just keeping it coal hopper should be fine 11:21:29 <TrueBrain> LordAro: ha, itertools.islice solves this problem :D 11:21:36 <TrueBrain> (that of limits) 11:22:04 <Pikka> every other set has "coal" wagons which probably refit when no coal too 11:22:07 <hythlodaeus> if you guys want to prevent confusing translators, slightly upgrading eints to support strings comments would solve that 11:22:24 <LordAro> TrueBrain: :D 11:22:32 <andythenorth> 'grey hopper' 11:22:35 <andythenorth> 'brown hopper' 11:22:36 <andythenorth> :P 11:23:34 <DorpsGek_III> [OpenTTD/website] TrueBrain updated pull request #116: Various of fixes in preparation of running this Docker on AWS https://git.io/Jed5i 11:24:45 <hythlodaeus> guys I've finished my upgrade of the english.txt file for better tooltips, but I kind of need some help to commit it, since I'm still learning how to use git properly 11:24:47 <TrueBrain> okay .. this does need a final check, to see if it still plays nice with my latest AWS deployment, but that is something for later today :) This is going to be so eppiccc :D 11:25:41 <andythenorth> then repeat :) 11:25:46 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro updated pull request #12: Announce tags when created https://git.io/Jebg5 11:25:54 <LordAro> TrueBrain: hype 11:25:59 * andythenorth wants to auto-publish newgrf docs to AWS from github :D 11:26:31 <andythenorth> such test https://firs-test-1.s3.eu-west-2.amazonaws.com/firs/docs/html/industries.html 11:26:36 <LordAro> wait hang on, where did i get #30 & #31 from? these are #7 & #9 11:27:06 <andythenorth> Pikka: coal is coal, but 'potash hopper' or 'salt hopper'? o_O 11:27:09 <andythenorth> too weird? 11:27:18 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro updated pull request #12: Announce tags when created https://git.io/Jebg5 11:27:43 <Pikka> ehhh potash 11:27:47 <andythenorth> too weird 11:28:21 <andythenorth> I have about 9 kinds of covered hopper now :P 11:28:49 <andythenorth> clay, grain, carbon black, all very specific 11:29:15 <andythenorth> then generic silver, brown, dirty cement colours 11:29:21 <andythenorth> and I want CC also :P 11:29:23 <TrueBrain> LordAro: we really do want that fallback? I read your comment that you concluded too that it could only result in odd behaviour :D 11:29:42 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain commented on pull request #12: Announce tags when created https://git.io/Jeb2a 11:31:10 <Pikka> separate wagon grf andythenorth? 11:31:49 <andythenorth> I think that's what I'm making :P 11:31:51 <andythenorth> by accident 11:31:53 <andythenorth> Iron Wagon 11:41:58 <LordAro> TrueBrain: i'll remove 11:42:12 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain commented on pull request #12: Announce tags when created https://git.io/Jeb2y 11:49:09 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro updated pull request #12: Announce tags when created https://git.io/Jebg5 11:51:33 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro updated pull request #12: Announce tags when created https://git.io/Jebg5 11:51:49 <LordAro> TrueBrain: resolved 11:58:15 *** Wolf01 has joined #openttd 12:04:59 <Samu> remove snow line height from world gen gui is the next step? 12:06:24 <Samu> https://i.imgur.com/ZW4xFMc.png - goodbye snow line height! 12:06:30 <Samu> now, you're auto determined 12:06:54 <Samu> thoughts? 12:08:02 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain requested changes for pull request #12: Announce tags when created https://git.io/Jebau 12:08:03 <TrueBrain> 1 more bug LordAro :) 12:19:10 <hythlodaeus> same as desert line then? 12:19:46 <hythlodaeus> frankly, I would like to have the option to play on a wholly snowed map 12:20:01 <hythlodaeus> but replacing farms with something else 12:20:38 <hythlodaeus> you could have like container yards instead representing food imports 13:16:01 *** Xunie2 has quit IRC 13:23:03 <andythenorth> newgrf option to over-ride min. snowline height 13:24:09 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro updated pull request #12: Announce tags when created https://git.io/Jebg5 13:24:23 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro commented on pull request #12: Announce tags when created https://git.io/Jebwe 13:25:24 <Samu> this is complex 13:25:27 <Samu> need math 13:25:35 <LordAro> 1+1=2 13:25:53 <Samu> ok, farms generate at tile height 1 when now line is 3 13:26:17 <Samu> no, damn my bad 13:27:50 <Samu> need to clamp to the uppder limit and lower limit 13:27:59 <Samu> lower limit because of farms 13:28:03 <Samu> upper limit because of forests 13:31:43 <_dp_> 1+1=10 :p 13:32:04 <andythenorth> oof 13:32:25 <nielsm> https://github.com/OpenTTD/OpenTTD/pull/7747 so, should I remove the "gamelength" setting again and leave just endingyear? 13:33:09 <nielsm> and then merge it on december 28th, and it will be a (kind-of) revert 11 years in the making 13:33:57 <LordAro> nielsm: sounds good 13:34:14 <nielsm> actually... I wonder if I could make it load the original setting that was cleared out from the savegame in the ancient version 13:34:29 <nielsm> so if you somehow find and load a savegame from 2008 or earlier, it inherits the old ending year setting 13:36:10 <hythlodaeus> why do forests only grow above snowline? 13:36:23 <nielsm> because that's the rules of sub-arctic landscape 13:36:32 <hythlodaeus> yeah, but why? 13:36:35 <nielsm> to make a challenge 13:36:50 <hythlodaeus> is it to divide economy a bit better? 13:36:58 *** magdalena[m] has joined #openttd 13:37:09 <nielsm> forcing you to make services onto the mountains 13:37:20 <hythlodaeus> sounds fair enough 13:37:55 <hythlodaeus> but having mines on mountains only would make a bit more sense tho 13:38:11 <hythlodaeus> like gold or coal only on mountains 13:38:37 <LordAro> nielsm: it'd be nice, but probably a bit much :p 13:40:30 <Samu> line 1298 of industry_cmd.cpp on checking farms if (GetTileZ(tile) + 2 >= HighestSnowLine()) { 13:41:36 <Samu> if x + 2 >= 3 13:41:39 <Samu> fail 13:42:25 <Samu> at height 1, farms fail 13:42:47 <Samu> height 0 is water, they fail anyway 13:42:55 <Samu> min snow height is 4 13:43:02 <Samu> for farms 13:43:25 <Samu> but I get rare cases where farms are placed when snow height is 3, albeit very rarely 13:46:14 <hythlodaeus> desert landscape seems to be a lot less picky when placing farms 13:46:34 <hythlodaeus> say you generate a very flat desert map meaning most green will be near the shore 13:46:50 <hythlodaeus> it will actually pile up a fair amounts of farms on the shoreline 13:47:09 <hythlodaeus> have you checked how desert landscape does it? might be of help 13:51:04 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain approved pull request #12: Announce tags when created https://git.io/JebwE 13:54:06 <hythlodaeus> Samu: look here 13:54:08 <hythlodaeus> https://imgur.com/a/Ipg1caJ 13:54:23 <hythlodaeus> distribution on desert really piles up farms and fruit plantations 13:54:43 <hythlodaeus> so technically we could do the same and still have a lower snow line 13:59:16 <Samu> I got it! farms somehow generate at tile height 0, because it's using GetTileZ instead of GetMaxTileZ 13:59:36 <Samu> it happens on a sloped tile 14:00:32 <Samu> sometimes the terrain is flattened to height 0, sometimes it's not, depending on the slope 14:00:49 <Samu> and it's flattened to height 1, then the farm is placed there 14:01:18 <Samu> looks like this is a bug 14:01:42 <Samu> let me test GetTileMaxZ 14:05:45 <Samu> aha 14:05:45 <Samu> https://imgur.com/a/4m3gwde 14:06:19 <Samu> industry generator checked that tile with a hole on the top right to see if it can place a farm 14:06:31 <Samu> GetTileZ returns 0 there 14:06:43 <Samu> 0 + 2 >= 3 is false, which means farm is permitted here 14:06:58 <Samu> terrain is then flattened to height 0 14:07:43 *** andythenorth is now known as Guest12407 14:07:44 *** andythenorth has joined #openttd 14:08:25 <Samu> only 4 farms were generated on a 64*4096 14:08:38 <Samu> the other industries are at ~25 14:08:41 <Samu> generated 14:10:28 <TrueBrain> LordAro: you can merge, but it will take a bit before it will be deployed :) 14:11:12 *** Guest12407 has quit IRC 14:11:41 <Samu> GetTileMaxZ 14:12:17 <Samu> failed to generate farms 14:12:28 <Samu> on this case, that's the intended behaviour 14:12:59 <Samu> which means, snowline of 4 is minimum possible to have farms generated 14:15:05 <hythlodaeus> but then again, how does desert do it on a smooth land? 14:15:42 *** Flygon has quit IRC 14:16:52 <Samu> desert/grass seems to be different, becase I see it spawn on the same height 14:17:03 <Samu> doesn't seem related with arctic snowline 14:17:05 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7747: Feature: Configurable ending year https://git.io/Je3UD 14:18:13 <hythlodaeus> my point is, if it was made a little bit more like desert, then you could afford to have lower snow lines 14:18:51 <LordAro> TrueBrain: :) 14:18:53 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7747: Feature: Configurable ending year https://git.io/Jebw9 14:19:14 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro closed issue #7: Always use .dorpsgek.yml of main (master) branch https://git.io/JeOlW 14:19:14 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro merged pull request #12: Announce tags when created https://git.io/Jebg5 14:19:19 <DorpsGek_III> [OpenTTD/DorpsGek] LordAro closed issue #9: Announce tags when created https://git.io/Jeznn 14:19:58 <TrueBrain> nice, and tnx a lot :) 14:21:25 <LordAro> i fancied writing some python this morning :) 14:25:19 <Samu> the way snow is coded here is based on height 14:26:05 <Samu> altitude 14:26:30 <hythlodaeus> but so is desert, riught 14:26:45 <Samu> no, desert doesn't depend on height, it's a different algorithm 14:28:43 <Samu> now let me check forests 14:29:21 <Samu> if (GetTileZ(tile) < HighestSnowLine() + 2) { 14:31:01 <Samu> if snow line is 4 14:31:13 <Samu> at tile height is 7 14:31:28 <Samu> 7 < 4 + 2 14:31:40 <Samu> false, plants forest 14:31:56 <Samu> but this is also using GetTileZ 14:33:07 <Samu> 6 < 4 + 2 is also false 14:36:12 <Samu> maximum map height has to be 6 14:36:24 <Samu> to have both farms and forests, if i'm not mistaken, let me test 14:40:26 <andythenorth> also snowline is variable 14:40:36 <andythenorth> it optionally moves through the year 14:41:08 <hythlodaeus> is there an advanced setting for that? 14:41:14 <hythlodaeus> i thought it was only a newGRF 14:42:14 <Samu> GetTileZ is correct for the forest case 14:42:17 <andythenorth> Pikka: got some "Can't find suitable wagons" debug output 14:42:27 <andythenorth> interesting, lots of wagons are available... 14:44:39 <Samu> andythenorth, that's only during the game, not when generating scenario + industries 14:44:48 <andythenorth> yes 14:51:29 <Samu> height 0: water; height 1: land + farm; height 2: land; height 3: snow minimum density; height 4: the snow_line_height value, density +1; height 5: snow density +2; height 6: full snow, forests 14:51:41 *** jogurt has joined #openttd 14:52:32 <Samu> means the max height on the table is 7 to have a "valid" arctic map 14:52:59 <Samu> { 3, 3, 3, 3, 4, 5, 7 }, ///< Very flat 14:53:14 <Samu> very flat is really bad for this 14:53:38 <Samu> only 4096x4096 is able to generate a valid arctic map 14:53:44 <Samu> the only 7 14:55:11 *** jogurt has quit IRC 15:04:37 *** WormnestAndroid has quit IRC 15:07:31 *** andythenorth has quit IRC 15:21:40 <Samu> I feel a bit alone on this :( 15:29:50 *** WormnestAndroid has joined #openttd 15:41:22 <Samu> im submiting a PR of something I feel is a bug 15:42:49 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #7877: Fix: Farms could be generated at sea level https://git.io/Jebot 16:04:40 *** WormnestAndroid has quit IRC 16:24:31 *** Wormnest has joined #openttd 16:32:06 *** WormnestAndroid has joined #openttd 16:44:58 *** andythenorth has joined #openttd 16:50:05 <andythenorth> Dev post anyone? o_O 17:04:34 <LordAro> andythenorth: feel free to write one :p 17:05:03 <andythenorth> oof 17:05:43 <LordAro> hmm, 2 commits away from 24k, according to github 17:06:53 <LordAro> disregard the fact that we got to r28004 before migrating to git 17:07:32 <nielsm> :P 17:08:06 <LordAro> dunno where some 5000 commits disappeared to 17:08:14 <nielsm> svn branches 17:08:34 <LordAro> there weren't many of those 17:08:40 <nielsm> while the 24k are only direct trace from head to foot 17:08:43 <LordAro> we've got all the release branches, obviously 17:09:06 <nielsm> wel dunno then 17:09:28 <nielsm> maybe some svn revisions did "nothing" and squashed away during the migration? 17:10:09 <LordAro> mm 17:10:14 <LordAro> branch creation is the obvious one 17:10:31 <LordAro> maybe just 5000 commits in total throughout the years makes sense? 17:10:59 <LordAro> the biggest svn branch i'm aware of would be the cpp branch 17:17:49 <michi_cc> LordAro: I think that number is only for the master branch. If you click on it, it links to https://github.com/OpenTTD/OpenTTD/commits/master 17:18:38 <michi_cc> Well, it changes if you switch the branch in the overview, so I'd say definitly only count on the selected branch. 17:26:59 <LordAro> michi_cc: that would make sense 17:34:24 <andythenorth> Pikka: it's built an electric engine for a non-electrified route :) 17:34:44 <andythenorth> it has 3 routes converging on one station, 2 are electrified, with el depots 17:35:22 <Samu> as I was clearing snow line height from world gen gui the right way, I discovered that GS's have access to widgets from world gen 17:35:28 <Samu> what the heck could this mean' 17:36:33 <Samu> SQGSWindow.DefSQConst(engine, ScriptWindow::WID_GL_SNOW_LEVEL_TEXT, "WID_GL_SNOW_LEVEL_TEXT"); 17:37:05 <Samu> got an error on this because I forgot to delete it, which makes me ask, could GS's generate worlds? 17:37:42 <nielsm> no because there isn't any way to open that window while a GS is running 17:37:57 <nielsm> or well... maybe? during scenario editor? 17:47:39 <Samu> I have a problem 17:47:44 <Samu> how to deal with heightmaps 17:48:01 <Samu> loading a PNG and having openttd generate a heightmap 17:48:16 <Samu> what to do about snow line here 17:53:19 <Samu> the image could be blank, terragenesis then generates everything with the same height 17:53:33 <Samu> what snowlevel value for this? 17:54:03 <nielsm> there's a limit to how much own stupidity you can protect users against 17:54:26 <Samu> hmm ok 17:56:19 <nielsm> does anyone have links to ottd 0.6.3 binaries? 17:56:38 <nielsm> I'm not sure how to construct them 17:57:12 <Samu> well then i think i leave it as is 17:57:37 <Samu> _settings_game.game_creation.snow_line_height = Clamp(snow_line_height, 4, max(4, highest_height - 2)); 17:57:48 <Samu> when everything else fails, 4 is the answer 18:01:29 <Samu> btw, this number could be 3 if farms could be placed 1 level closer to snowline 18:01:50 <Samu> but got no feedback 18:02:08 <Samu> on those images i posted yesterday, let me find brb 18:05:00 <nielsm> ah, found the download 18:06:06 <Samu> https://imgur.com/HDXbyQW - 1 level closer to snow 18:07:05 <Samu> https://i.imgur.com/czgd2gB.png - same scenario, the way openttd has it atm 18:12:17 <nielsm> ah okay, it _does_ load the ending year right: https://0x0.st/zDMI.png 18:12:21 <nielsm> :D 18:13:55 <DorpsGek_III> [OpenTTD/OpenTTD] FLHerne commented on pull request #7877: Fix: Farms could be generated at sea level https://git.io/JebP6 18:15:28 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7747: Feature: Configurable ending year https://git.io/JebPM 18:15:57 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7747: Feature: Configurable ending year https://git.io/Je3UD 18:17:24 <peter1138> Hmm, should I get some Jagermeister? 18:17:37 <nielsm> it's a good liqour 18:17:47 <peter1138> There's a cold-brew coffee flavour... Hmm. 18:18:37 <peter1138> I'd quite like a bottle of Red Velvet Bailey's, but it's some exclusive thing. And of course red velvet is just chocolate that's red. 18:23:37 <andythenorth> meh naming of things :P 18:23:41 * andythenorth horsing 18:23:59 <nielsm> and jägermeister was really not a bad idea, I just remembered I have a bottle with a few servings left in it, special edition with vanilla and cinnamon 18:25:45 <peter1138> Oo 18:30:34 <peter1138> Maybe next time I go shopping :-) 18:30:49 <peter1138> My booze cupboard is somewhat full anyway, and I have a load of Christmas beer to get through. 18:31:52 *** WormnestAndroid has quit IRC 18:33:04 <Samu> https://pastebin.com/vZrDmbFA - is this good explanation for the numbers I put into the Clamp? 18:33:52 <Samu> or, how to make it clear? 18:34:12 *** WormnestAndroid has joined #openttd 18:34:17 *** Wormnest has quit IRC 18:39:03 *** glx has joined #openttd 18:39:03 *** ChanServ sets mode: +v glx 18:40:32 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh opened pull request #7878: Fix bootstrap with missing basesets https://git.io/JebXW 18:41:26 <nielsm> hmm, issue #7890 is close :P 18:42:46 <DorpsGek_III> [OpenTTD/OpenTTD] james5922 commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution https://git.io/fxABA 18:42:49 <Samu> forest explanation is slightly wrong 18:43:27 <Samu> b* Forests can only generate at a minimum of 'snow_line_height + 2' 18:44:35 <Samu> https://pastebin.com/XB327j9z fixed 18:45:48 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JebXE 18:45:48 <DorpsGek_III> - Update: Translations from eints (by translators) 18:47:43 <DorpsGek_III> [OpenTTD/OpenTTD] bojleros opened issue #7879: Train routes labeling https://git.io/JebXa 18:49:17 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7878: Fix bootstrap with missing basesets https://git.io/JebXw 18:50:10 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7878: Fix bootstrap with missing basesets https://git.io/JebXW 18:50:51 <peter1138> Meh, can't stop snacking... stupid :( 18:51:14 <peter1138> At least I did actually get out on the bike today, but still. 18:51:21 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7877: Fix: Farms could be generated at sea level https://git.io/JebXK 18:52:12 <FLHerne> Samu: My point is, I don't see why it's inherently a problem for farms to exist at sea level 18:52:25 <FLHerne> The player can do the same manually 18:53:06 <FLHerne> (and IRL, most of the farms near me are /below/ sea level, because land shrinks when you drain it...) 18:54:00 <FLHerne> tbh, that criticism goes for a lot of your patches 18:54:26 <glx> indeed fore me #7877 tries to fix a non issue 18:55:14 <glx> every thing can be on sea level 18:55:17 <FLHerne> You seem to spend a lot of time and effort on things without explaining why they matter 18:55:42 <LordAro> that's Samu in a nutshell 18:55:47 * andythenorth sympathises :P 18:56:03 * andythenorth currently obsessing about type 1 vs. type 2 tanks 18:56:31 <glx> just use a panzer IV 18:57:57 <andythenorth> oof 18:58:34 <DorpsGek_III> [OpenTTD/OpenTTD] Honza1987 commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3 18:59:07 <FLHerne> I respect the hard work, it just might be more useful with a clearer sense of purpose 18:59:26 * andythenorth considers giving in and using the livery subtypes feature 18:59:28 <andythenorth> even though it's bad 18:59:51 <FLHerne> The refit thing? 18:59:57 <andythenorth> yeah 19:08:12 <andythenorth> railways have unhelpfully jargon-ish wagon names 19:08:28 <andythenorth> 'presflo', 'prestwin', 'polybulk', 'centerflow', 'grainflow' 19:08:39 <andythenorth> none of these help name wagons for the game 19:12:22 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7877: Fix: Farms could be generated at sea level https://git.io/Jeb18 19:23:26 <hythlodaeus> that's true, and some of it is confusing on top of it 19:23:58 <hythlodaeus> i.e. in my language, "semaphore" can and in fact is mostly used to describe electric light signals 19:24:40 <hythlodaeus> but on railway vocabulary, my own language included, "semaphore" specifically means non-electric signal furniture 19:26:04 <hythlodaeus> railways people also use the same word as "lighthouse" to refer to electric lights to make it extra confusing for laypeople 19:28:08 <nielsm> at least in germanic language railway tradition, the accurate technical terms are pretty distinct: form signal and light signal 19:28:14 <nielsm> (translated) 19:30:16 <hythlodaeus> that's just german being a very precise language and good for describing objects in general 19:30:33 <hythlodaeus> romance languages tend to be a wee bit more cryptic 19:32:13 <andythenorth> ?? https://dev.openttdcoop.org/attachments/download/9558/names_are_hard.png 19:32:19 <andythenorth> which is better ^ 19:32:23 <andythenorth> they all refit the same things 19:33:24 <nielsm> "apart from liking one colour over the other, why use them?" 19:36:47 <nielsm> for unimportant design choices (material choices from manufacturer?) I think I prefer style determined by purchase date, such that all the styles rotate multiple times throughout the availability period 19:37:28 <nielsm> such as every 256 days the design changes 19:41:50 <andythenorth> I'm pretty unconvinced by the colour-based names 19:42:06 <andythenorth> but using specific cargo names is double-edged 19:42:07 <hythlodaeus> same 19:42:25 <andythenorth> it specifically helps find a wagon for a cargo, but the coal hopper refits many other cargos 19:42:35 <andythenorth> whereas the carbon black hopper (not shown) does not 19:42:45 <andythenorth> consistency it is not :P 19:43:57 <andythenorth> the silver one could be 'lightweight hopper' (but it isn't) or 'aluminium hopper' (but so what) or 'merry-go-round hopper' (only UK train fans will understand that) 19:45:39 <nielsm> "aluminium hopper" so it carries aluminium? 19:45:40 <nielsm> :) 19:45:50 <nielsm> oh wait bauxite :P 19:46:32 <andythenorth> aluminium because it's silver :P 19:47:11 <andythenorth> meanwhile IRL uk trains, coal hoppers carry all bulk cargos, except when they don't because coal is too dense so they're overload easily 19:47:15 <andythenorth> scrap wagons carry coal 19:47:30 <andythenorth> aggregate wagons carry anything that can be unloaded with an excavator 19:47:46 <andythenorth> grain wagons carry quicklime 19:48:23 <andythenorth> lolz continue 20:11:26 * andythenorth wonders about a new purchase menu, with +/- widgets :P 20:16:46 <andythenorth> 'Coal-type Hopper', 'Stone-type Hopper', 'Ore-type hopper'? 20:16:47 <andythenorth> :P 20:17:45 <Samu> looks like it won't flood 20:17:58 <Samu> there's a DC_NO_WATER on the terraform command 20:18:15 <Samu> but... 20:18:20 <Samu> still investigating 20:21:01 <andythenorth> all Hopper? :D https://dev.openttdcoop.org/attachments/download/9559/hmm-horse-names.png 20:25:56 <nielsm> or you could invent some manufacturer names 20:26:56 <Heiki> Grace, Edward, etc.: https://en.wikipedia.org/wiki/Hopper_(surname) 20:27:09 <glx> haha 20:28:38 <andythenorth> realisms :) 20:28:45 <andythenorth> Dennis 20:39:56 *** Progman_ has joined #openttd 20:40:45 *** WormnestAndroid has quit IRC 20:45:16 *** Progman has quit IRC 20:45:26 *** Progman_ is now known as Progman 20:51:18 <Samu> https://imgur.com/a/NdfZiMq - almost flood ready... almost 20:55:53 <Samu> https://i.imgur.com/dLLTif8.png - this can't be normal behaviour regardless if it floods or not 20:56:11 <Samu> so many farms digging a hole 20:56:23 <Samu> because the other nearby also did so 20:59:33 <Samu> there's only 10 farms on the map, and that little place has 7 of them 21:00:54 <hythlodaeus> that seems like a problem 21:05:12 <Samu> i used a maximum map height of 6 on purpose to augment the chances of this happening 21:06:19 <Samu> but... maybe with the right conditions, this can also happen on 1.10 21:06:26 <Samu> gonna test 21:07:22 <milek7_> no ttd related 21:07:24 <milek7_> https://milek7.pl/.stuff/26gru.webm 21:11:28 <Samu> uep, also happens in 1.10 21:11:30 <Samu> beta 1 21:12:11 <Samu> 8 farms on the map, 5 generated next to each other 21:12:18 <Samu> map size 64x4096 21:25:47 * andythenorth wonders about making a realism set 21:25:53 <andythenorth> instead of a pseudo-realism set 21:26:07 <andythenorth> no requirement to do any actual design or gameplay :P 21:31:17 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7877: Fix: Farms could be generated at sea level https://git.io/JebyW 21:33:20 <Samu> i found no actual flooding 21:33:50 <Samu> but I don't know yet if it's possible 21:35:43 <Samu> now you're gonna say "what is the problem of 50 farms being next to each other!! ITS REAL!" 21:35:48 <Samu> :( 21:47:03 *** andythenorth has quit IRC 21:47:27 *** nielsm has quit IRC 21:57:29 *** andythenorth has joined #openttd 22:15:07 <Pikka> oops andythenorth 22:15:13 <andythenorth> herro 22:15:19 <Pikka> herro 22:15:46 <Pikka> electric train on non-electrified line? 22:18:33 <andythenorth> I think it detected the depot at the target station was electrified 22:18:55 <andythenorth> yeah there is one depot at the destination, that's electric 22:19:04 <andythenorth> the route to source is not el though 22:20:42 <Pikka> hmmm 22:22:55 <andythenorth> is problems 22:23:05 <andythenorth> do some devloloping :) 22:24:00 <Pikka> yes 22:31:24 <andythenorth> :) 22:35:37 *** andythenorth has quit IRC 22:39:58 *** steinn has joined #openttd 22:42:53 <DorpsGek_III> [OpenTTD/OpenTTD] sheepo99 updated pull request #7870: Doc: improved english tooltips draft https://git.io/JedpH 22:46:01 *** WormnestAndroid has joined #openttd 22:52:36 <Samu> I can't trigger any flood 22:55:52 *** andythenorth has joined #openttd 22:56:34 <DorpsGek_III> [OpenTTD/OpenTTD] sheepo99 commented on pull request #7870: Doc: improved english tooltips draft https://git.io/JebS0 23:06:16 *** andythenorth has quit IRC 23:19:47 *** Wolf01 has quit IRC 23:20:40 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7870: Change: improved english tooltips https://git.io/JebSi 23:21:04 *** Wormnest has joined #openttd 23:30:09 <DorpsGek_III> [OpenTTD/OpenTTD] sheepo99 commented on pull request #7870: Change: improved english tooltips https://git.io/JebSb 23:31:32 <DorpsGek_III> [OpenTTD/OpenTTD] sheepo99 commented on pull request #7870: Change: improved english tooltips https://git.io/JebSA 23:34:05 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7870: Change: improved english tooltips https://git.io/Jeb9v 23:38:04 <DorpsGek_III> [OpenTTD/OpenTTD] sheepo99 commented on pull request #7870: Change: improved english tooltips https://git.io/Jeb9T 23:41:50 <glx> hythlodaeus: sometimes you add {NBSP} around the hyphen, sometimes you don't ;) 23:44:52 <Samu> It is ready! https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:auto-determine-snow-line-height?expand=1 23:44:56 <Samu> Should I PR? 23:45:40 <hythlodaeus> glx: in some tooltips it was not necessary 23:45:53 <hythlodaeus> but I might fix that later 23:46:54 *** Samu has quit IRC 23:54:12 <hythlodaeus> but if you can note where I am missing NBSP it would help a lot! 23:57:19 <hythlodaeus> what do you think of the new descriptions btw?