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Log for #openttd on 6th April 2020:
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04:47:44  <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #8064: Unsigned integer overflow with extremely high cargo capacities in refit window https://git.io/JvNXr
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06:52:34  <Samu> hi
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08:45:13  <andythenorth> moin
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10:52:47  <Samu> rail pathfinder surprised me
10:53:05  <Samu> took only 70 ticks to go from left corner to right corner
10:57:38  <Samu> map needs hills
10:57:50  <Samu> testing on a flat map is bad
11:17:14  <peter1138> Rail tends to have far less choices than road or water.
11:19:17  <LordAro> fill the map with rails, then try it
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11:49:58  <andythenorth> could airport tiles gain a 'build on water' flag, similar to industry?
11:49:59  <andythenorth> https://www.tt-forums.net/viewtopic.php?f=29&t=86878
11:50:09  <andythenorth> seems that's all that would be needed for seaplanes?
11:51:56  <planetmaker> moin.
11:53:30  <planetmaker> @andythenorth, depends on what you expect. Yes, you can make airports with water simulant and sea planes and just send the planes between the sea plan airports.
11:53:56  <planetmaker> But it will also allow you to send a boing 747 or an A380 to such sea plane ports and they will land just fine
11:54:02  <andythenorth> ha ha
11:54:11  <andythenorth> Hudson
11:54:50  <planetmaker> hehe, yeah
11:55:00  <andythenorth> I can't say that limitation bothers me very much :)
11:55:19  <planetmaker> no, me neither. I mean... that's why I added the seaport to OpenGFX+Airports
11:55:46  <andythenorth> making planes understand water airports is so much more work
11:56:00  <andythenorth> have to have checks on orders, then if the airport is moved from land to water
11:56:07  <andythenorth> display in buy menu
11:56:11  <andythenorth> checks on auto-replace
11:56:39  <andythenorth> then we'd probably want to revisit small vs. large planes, because it's all instances of 'airport compatibility'
11:56:42  <planetmaker> I can imagine that it could work along the lines of airport type (SMALL/LARGE) does already exist to distinguish behaviour wrt planes
11:56:49  <planetmaker> yeah
11:57:44  <andythenorth> I just used canals :P https://dev.openttdcoop.org/attachments/download/9637/seaplane.png
11:57:49  <planetmaker> could be a bitset for... facilities
11:57:53  <andythenorth> didn't have water object installed :P
11:58:10  <planetmaker> :) dangerous place to land :P
11:58:46  <planetmaker> when you hit the rock surrounding (how is it called? moore?)
12:02:10  <andythenorth> mole?  breakwater?
12:12:43  <planetmaker> ah, yes. Thanks
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13:59:20  <andy> Hi. I have a specific old map I want to use for a server but it's been throwing NewGRF errors at me. I managed to get most of them but I'm still stuck with "town-buildings.grf" (42650104). Is there a way to replace this? I really only want the map and dont care about textures, is there a way to strip it back to default?
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14:01:19  <andythenorth> andy is there a way to open it in the scenario editor, then save the heightmap?
14:01:56  <andythenorth> there are newgrf developer tools which should let you get past the grf error. Should be used with caution on a savegame but fine if you only want the heightmap?
14:03:53  <LordAro> oh no, the andys are multiplying
14:05:51  <andy> loading a heightmap seems to be generating one instead, 2 secs
14:06:13  <andy> ive used the developer tools to get it at least loaded
14:09:35  <andy> when you load a height map it pops up "world generation"? that right? why would i need to put in the map size if it already in the file?
14:10:11  <DorpsGek_III> [OpenTTD/OpenTTD] msikma commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3
14:11:01  <LordAro> andy: mapsize is not in the file
14:11:08  <LordAro> it's just a greyscale png image
14:11:13  <LordAro> you can size it however you like
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14:12:19  <andy> ah
14:13:07  <andy> OK, I only have the map in .sav file so cant load it in scenario editor?
14:13:15  <andy> that needs a .scn
14:13:19  <LordAro> just rename it :)
14:13:22  <LordAro> they're the same format
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14:20:36  <andy> loading a heightmap isnt generating the town names or locations
14:26:50  <LordAro> no
14:26:55  <LordAro> it's purely just the terrain data
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14:28:52  <andy> ah ok
14:29:41  <andy> ok so back to removing a GRF problem from a .sav or .scn?
14:30:00  <LordAro> you can't, i'm afraid
14:30:11  <LordAro> GRFs are integral to the save
14:30:18  <andy> if town-buildings.grf is the problem...
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14:30:25  <andy> ah
14:30:53  <LordAro> you might be able to find town-buildings.grf from other sources
14:31:52  <LordAro> https://wiki.openttdcoop.org/GRF_Table something called "town-buildings.grf" is referenced here
14:32:00  <LordAro> it would be very amusing if that's the one you're missing :)
14:32:20  <andy> im assuming town-building.grf is textures for town buildings, there must be default town building texture for the OpenGFX...why can I revert back to that?
14:32:53  <LordAro> not necessarily
14:33:00  <LordAro> they might be brand new buildings
14:33:06  <LordAro> or it might do somethign else entirely
14:33:18  <LordAro> there's no way to tell, especially not from just the grf (file) name
14:34:03  <andy> "it would be very amusing if that's the one you're missing :)"
14:34:05  <andy> lol
14:34:16  <andy> I'm scared to go any further
14:34:56  <LordAro> andy: just from the description of the GRF (and indeed my own memory of it) - it doesn't provide any functionality at all, it's just a separator in the GRF list
14:47:49  <andy> not sure if i used coop but it doesnt contain a town-buildings.grf anyway
14:50:56  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #8065: Fix #8064: Incorrect display of refit capacity https://git.io/JvNpD
14:51:01  <LordAro> andy: scroll further down the page
14:51:05  <LordAro> (Ctrl+F, probably)
14:52:18  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8065: Fix #8064: Incorrect display of refit capacity https://git.io/JvNpb
14:54:59  <FLHerne> andy: To be clear, the zipfile at https://www.tt-forums.net/viewtopic.php?f=36&t=35411 contains a 'town-buildings.grf'
14:55:22  <FLHerne> (which is the link from LordAro's wiki list)
14:55:35  <LordAro> FLHerne: i was trying to avoid spoonfeeding :p
14:56:07  <LordAro> given all i did was google "town-buildings.grf"
14:56:22  <FLHerne> Google search is weird, though
14:57:08  <FLHerne> Hm, I find it fairly easily too
14:57:19  <andy> lol
14:57:26  <andy> ive been round in circles with it
14:57:54  <andy> got that town-buildings.grf thanks
14:59:05  <FLHerne> Hm, grfid isn't the same
14:59:10  <FLHerne> At least for that version
14:59:51  <LordAro> interesting
15:00:14  <andy> yeah says its not a matching file
15:03:04  <FLHerne> openttdcoop did contain the found one, but apparently not the grfid you had
15:04:31  <FLHerne> andy: The only mention I've found of your ID is you asking about it here two years ago :P
15:04:37  <andy> any way to force it to load even if the id and checksum are wrong?
15:04:38  <andy> lol
15:04:50  <andy> mate thats how i found out about the developers tools
15:05:02  <andy> a log of this irc on google
15:05:20  <LordAro> in which case, you'll have to recreate the scenario
15:05:28  <LordAro> heightmap will get you half the way there
15:06:28  <FLHerne> andy: Progress: Apparently the same grfid existed with a name of `newtown_415.grf`
15:06:39  <FLHerne> But the person looking for that couldn't find it either...
15:06:49  <FLHerne> And the only link I can find is an nginx 404 page
15:10:22  <FLHerne> andy: Found it!
15:10:37  <FLHerne> andy: It's NewTown.grf from https://www.tt-forums.net/viewtopic.php?t=20781
15:11:10  <FLHerne> But I get a warning "incompatible with this version of OpenTTD", which ???
15:11:40  <FLHerne> LordAro: Since when has OpenTTD been non-backwards-compatible with anything?
15:12:17  <LordAro> FLHerne: GRF container versions
15:12:51  <LordAro> i don't know details, but some really ancient GRFs don't load anymore
15:13:01  <FLHerne> LordAro: I know there's a new format, I didn't realize OTTD dropped the old support
15:13:42  <LordAro> i think (i'm probably wrong here) that it was just GRF v1 that was dropped
15:13:45  <LordAro> the new version was v8
15:15:06  <FLHerne> LordAro: Any idea which OTTD version that was?
15:15:14  <LordAro> years ago
15:15:17  <LordAro> at least 5
15:16:18  <andy> load screen says missing files but find content has the town-buildings.grf with a green icon and "you already have this"
15:16:22  <FLHerne> 2011
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15:16:30  <andy> my saves are like 2009
15:17:20  <FLHerne> andy: You might need to rename it to town-buildings.grf if you didn't
15:17:51  <FLHerne> and/or it's complaining because of not actually being loaded because of the incompatible thing
15:19:52  <FLHerne> Hm
15:20:09  <FLHerne> Could you use grfcodec to uncompile and recompile the grf?
15:20:12  <FLHerne> LordAro: ^
15:20:29  <FLHerne> (does current grfcodec understand ancient grfs?)
15:20:35  <LordAro> ¯\_(ツ)_/¯
15:20:35  * FLHerne tries
15:20:44  <LordAro> we're well outside my knowledge now :p
15:20:58  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8065: Fix #8064: Incorrect display of refit capacity https://git.io/JvNh7
15:21:33  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8065: Fix #8064: Incorrect display of refit capacity https://git.io/JvNpD
15:21:35  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8064: Unsigned integer overflow with extremely high cargo capacities in refit window https://git.io/JvNXr
15:23:39  <FLHerne> apparently yes
15:24:15  <FLHerne> but then it recompiles it as v1, which isn't helpful
15:24:25  <glx> usually stuff is added to newgrf spec, not removed, so makes sense for grfcodec to be able to read old stuff
15:25:05  <glx> there's a flag for the container version IIRC
15:30:06  <FLHerne> glx: I tried passing -g 2, it doesn't seem to help
15:31:43  <andy> the NewTown.grf renamed to town-buildings.grf didnt work lol
15:32:26  <glx> ho you need to edit the nfo to change grf version
15:33:16  <glx> https://newgrf-specs.tt-wiki.net/wiki/Action8
15:34:10  <FLHerne> Let me try that
15:34:22  <FLHerne> andy: Yeah, it's too old, I'm trying to fix that :P
15:35:22  <FLHerne> ...apparently this has grf version 0
15:35:28  <andy> lol
15:35:29  <FLHerne> I didn't think there /was/ a grf version 0
15:36:55  <FLHerne> andy: Try http://www.flherne.uk/files/town-buildings.grf
15:40:35  <andy> that's excellent thank you
15:42:33  <FLHerne> andy: It works, then? Great. :-)
15:42:38  <andy> no errors on that screen now
15:42:48  <andy> launching server says "Game Load Failed, NewGRF mismatch"
15:42:53  <FLHerne> ...nope
15:42:57  <andy> lol
15:43:24  <FLHerne> andy: Can you upload the savegame somewhere?
15:43:47  <andy> sure
15:43:54  <FLHerne> (and ideally whatever other weird grfs it has, because chasing them all down is a pain :P)
15:44:47  <andy> there was one thought that crossed my mind about half an hour ago...this map might be a well known map that i could just get the latest version of
15:46:25  <FLHerne> Unlikely, but I suppose it's possible
15:46:42  <FLHerne> Not aware of many of these scenarios that were actually updated much
15:47:39  <andy> map looks like... https://imgur.com/a/JyShkKl
15:47:55  <FLHerne> (there's a long-discussed proposal to have a better savegame format than simply renamed savegames, https://www.tt-forums.net/viewtopic.php?t=61140 , but no-one's implemented it)
15:49:29  <FLHerne> andy: There are a few UK scenarios in the content download
15:49:31  <andy> https://send.firefox.com/download/4b4ed672a1ce8572/#ZfYn6e1rUbtyXj0SB7Zx2g for the GRFs and save file
15:50:05  <andy> yeah seeing screenshots of them either in either content download or website would be handy
15:50:21  <FLHerne> No idea if any of them are *exactly* the same as that one, but does it matter?
15:50:32  <andy> lol
15:50:54  <andy> 2 years later and im still trying to this map to play on a server
15:54:41  <FLHerne> andy: I get "savegame is made with a newer version", which ???
15:55:12  <FLHerne> Is this the original one, or one you've loaded/saved?
15:57:20  <FLHerne> andy: With current OTTD, it doesn't give me a newgrf mismatch error
15:57:41  <FLHerne> There's a "compatible version loaded" warning, which is expected
15:58:15  <FLHerne> And one of the grfs disables itself because it's loaded before UK Roadset, which is an error by whoever originally created this
15:58:59  <Wolf01> Job done for today.
16:02:06  <andy> yeah mate youve done enough
16:03:47  <FLHerne> andy: I don't think that was about your problem, but eh :P
16:04:21  <FLHerne> I'm still wondering if that savegame you uploaded was actually the original one?
16:04:38  <andy> orginal is all relative lol
16:04:48  <andy> i can find you the older save
16:04:54  <andy> oldest*
16:04:54  <FLHerne> It says it's created with a very recent OTTD version, which makes no sense if it's ancient
16:05:53  <FLHerne> (1.10.0 or some similar dev version)
16:07:13  <FLHerne> So are you sure you haven't opened it, saved it, then sent me that version, or something similar?
16:09:08  <andy> its so messy lol
16:09:45  <FLHerne> ?
16:10:22  <FLHerne> What OTTD version are you using?
16:12:09  <andy> 1.10
16:12:22  <andy> https://send.firefox.com/download/fb2905612f6a6e23/#pkCncEb54iS3IYZ24caJdQ heres a save from 2011
16:16:40  <FLHerne> andy: Ok, that does look old
16:17:27  <FLHerne> andy: Again, that seems to work for me
16:17:43  <FLHerne> I get "Compatible GRF(s) loaded for missing files"
16:17:59  <FLHerne> Which is ok and expected
16:18:33  <FLHerne> And then "A fatal NewGRF error has occurred: This set must be loaded after the UK Roadset"
16:19:02  <FLHerne> Which has nothing to do with missing grfs versions, it would have happened when the thing was first created
16:19:29  <andy> can i change that load order?
16:19:56  <FLHerne> And since the affected grf "New Road Depots and Stations" only replaces graphics, it shouldn't break your game or anything
16:20:14  <FLHerne> If you have scenario_developer enabled, yes
16:20:26  <FLHerne> (your nonexistent warranty will be voided)
16:20:45  <FLHerne> But because ^, moving it is unlikely to break your game either
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16:24:53  <andy> map loads through for local game but trying to start a server give a newgrf mismatch
16:26:00  <FLHerne> ???
16:26:48  <FLHerne> It does here too
16:28:14  <FLHerne> andy: If I save the local game, and then use the resulting save for a multiplayer server, that works
16:28:29  <FLHerne> andy: Presumably multiplayer doesn't do the compatible-version lookup
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16:34:15  <andy> what an absolute hero
16:35:19  <andy> thank you for talking me through that...looks to be working
16:35:31  <FLHerne> That's good :-)
16:36:22  <andy> well there was some spoonfeeding I would hope you would agree that was not a straight forward problem
16:36:39  <andy> big fan of the community and game
16:38:04  <FLHerne> andy: Definitely not
16:38:57  <FLHerne> "find obscure grf with a different name to the original, decompile it, edit the NFO, recompile it, load game in singleplayer, save, load game in multiplayer" is a fair number of steps
16:39:24  <andy> lol
16:39:36  <FLHerne> andy: If it *had* been the grf LordAro mentioned, it would have been spoonfeeding :P
16:40:09  <FLHerne> "find obvious grf, use that"
16:40:18  <andy> yeah absolutely lol
16:40:38  <andy> I can finally go eat...mission accomplished.
16:40:43  <LordAro> :>
16:40:47  <andy> thanks again mate, plus a million karma points
16:40:47  <LordAro> nicely done FLHerne
16:41:00  <LordAro> weird that multiplayer doesn't do the version mismatch thing..
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16:41:13  <FLHerne> LordAro: I thought that, but it actually makes sense
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16:41:35  <FLHerne> LordAro: If each client used a different compatible version, that would be bad :P
16:41:54  <LordAro> very true
16:42:10  <FLHerne> I guess the server could replace them before actually hosting
16:42:45  <FLHerne> But I can see why no-one's bothered to implement that
16:45:28  <Eddi|zuHause> narf... ran some testing with C:S, and what do they do? workshop deletes an asset i use from under my nose
16:46:33  <TrueBrain> today I found out Azure is "deeply sorry" for removing a few Azure Lab Service instances ..
16:46:37  <TrueBrain> so it could be worse ;)
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16:48:26  <Eddi|zuHause> also, i probably have to redo everything i did yesterday
16:54:07  <Eddi|zuHause> i started to make the workshop a git repository, so i can restore such deleted files
16:54:21  <Eddi|zuHause> just need to find a way to automatically monitor and commit any changes
16:57:28  <FLHerne> C:S ?
16:57:37  <FLHerne> Oh, Cities:Skylines
16:57:41  <Eddi|zuHause> yes
16:57:46  <FLHerne> I should get a duck
16:59:41  <Eddi|zuHause> problem is, each try takes 5 minutes to load, 1 minute to figure out it's not working, and 2 minutes to quit
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17:09:44  <TrueBrain> okay ... I have to apply a new CDK to AWS ... this might invalidate all our certs :D Lets find out :P
17:12:14  <TrueBrain> okay, that survived :D
17:15:23  <Eddi|zuHause> maybe this works better than yesterday? https://www.twitch.tv/eddijk
17:16:48  <TrueBrain> still no webcam :P
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17:24:47  <Wolf01> Sooooo, do you resurrect people in Finland?
17:31:52  <TrueBrain> I am going to attempt to upgrade our ECS cluster .. this might result in total downtime
17:31:55  <TrueBrain> just so I have mentioned it :P
17:35:43  <TrueBrain> by DorpsGek_III
17:35:45  <TrueBrain> bye DorpsGek_III
17:35:46  <TrueBrain> even
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17:39:48  <TrueBrain> w00p; that works :) without downtime :D (well, DorpsGek_III reconnected, but that is not resolvable)
17:39:53  <TrueBrain> I love cloud :)
17:48:08  <ja> i found the list of scenarios on the wiki, but it has no ratings or anything
17:48:29  <Eddi|zuHause> yeah, we don't have a rating system
17:48:40  <ja> so i'll have to ask for recommendations :P
17:49:01  <Eddi|zuHause> i don't think we're qualified to do that :p
17:49:04  <FLHerne> Does "all scenarios are terrible" count?
17:49:27  <FLHerne> I can see the appeal for duplicating real places, I suppose
17:49:29  <Eddi|zuHause> the USA scenario is pretty good, i think. that's the only one i ever tried
17:49:57  <Eddi|zuHause> and there was this "cindini" map that was popular for no apparent reason
17:50:16  <FLHerne> It had a really good screenshot thread
17:50:20  <ja> it is included in the install, isn't that why? there are only 3 scenarios, and one of them doesn't load (needs newgrfs)
17:51:07  <Eddi|zuHause> would be news to me that any scenarios are included in the install
17:51:09  <FLHerne> I don't think any scenarios are included in the install?
17:51:17  <ja> i just find that the randomly generated maps lack surprising features that real cities have
17:52:14  <ja> FLHerne: i wonder where the scenarios i have come from :O maybe i downloaded them long ago and forgot? :O
17:52:33  <ja> i will check out the USA scenario, thanks Eddi
17:53:13  <FLHerne> I usually generate several maps until I get one that looks good
17:54:36  <FLHerne> Mountainous, rough, high variety distribution, medium sea level, max height at 32 are my preferred settings for interesting maps
17:55:14  <FLHerne> The high variety distribution means you get distinct flat areas and hilly regions
17:57:41  <FLHerne> ( https://www.flherne.uk/files/bnc_screenshot1.png )
17:57:50  <FLHerne> It looks nicer with trees of course
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18:13:28  <ja> indeed it looks nice
18:14:31  <ja> it seems like maps can be categorized into idiomatic ones like in your screenshots, and 'realistic' with a billion tiny hills and tiny villages that is so much work to play in comparison
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18:27:00  <andythenorth> FLHerne that looks unfortunately like FIRS Extreme? :P
18:39:03  <FLHerne> andythenorth: Yes, and you'll tear it from my cold dead hands
18:39:33  <FLHerne> ja: Depends on what scale you choose to imagine the world at, I think
18:40:23  <FLHerne> ja: I find maps with lots of towns unrealistic, the distance between them is too small relative to the size
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18:41:10  <FLHerne> And, as you say, 'lots of tiny hills' which in gameplay terms means they have no effect
18:41:29  <FLHerne> Big hills force you to actually build around/through them in a realistic way
18:42:09  <Eddi|zuHause> yeah, large maps with few towns
18:42:37  <Eddi|zuHause> so you have some actual space to build train infrastructure where the trains can reach their max speed
18:42:48  <FLHerne> andythenorth: I've said before -- I think the gameplay style of Steeltown is fun, but thematically it's no good for a postcard game
18:43:36  <andythenorth> it's very linear
18:43:50  <FLHerne> andythenorth: And Temperate Basic is, not really too *small*, but not interconnected enough
18:44:02  <andythenorth> we'll see what new ones I can devise
18:44:09  <andythenorth> takes 2-3 years though, oof :(
18:45:33  <FLHerne> (but also too small)
18:51:45  <FLHerne> andythenorth: tbh, I don't understand what you have against Extreme
18:51:49  <FLHerne> It works fairly well
18:52:28  <FLHerne> And it's a lot of fun putting all the links together during a long game
18:54:09  <andythenorth> I can list objections :)  But I doubt I'll convince you :)
18:55:11  <andythenorth> I think the cargoflow objection is self-explanatory http://bundles.openttdcoop.org/firs/releases/3.0.9/docs/html/economies.html#extreme
18:56:04  <andythenorth> but most of all, Extreme was designed in a different era, with 32 cargos and 3 accept / 2 produce per industry
18:56:15  <andythenorth> and it doesn't survive just adding 'moar cargos'
19:00:37  <FLHerne> I don't see any need for >32 cargos
19:01:43  <FLHerne> Adding more cargos /decreases/ the interconnectivity, all else being equal
19:03:10  <FLHerne> The pity-the-dot-layouter graph is what makes it more interesting than Basic's collection of mostly-independent linear chains
19:03:44  <andythenorth> I got bored of the gameplay around 'where shall I send these chemical'
19:03:59  <andythenorth> Steeltown removes those choices, for better or for worse
19:04:12  <andythenorth> it isn't bad gameplay, I've just played it to death
19:04:23  <FLHerne> And from a model-train PoV, dealing with >5 cargoes at one industry would make it very hard to build a workable station that didn't look silly
19:04:32  <andythenorth> it does present challenges
19:04:40  <FLHerne> If only the game had an option to make such decisions for you?
19:05:15  <FLHerne> But no, the decisions are kind of the point
19:05:39  <FLHerne> If you don't want to make decisions about your industries, why bother having more than the stock dozen industries?
19:05:59  <FLHerne> They're all interchangeable for the purpose of moving stuff from A to B
19:06:08  <andythenorth> mostly as an excuse for more model train wagon types
19:06:26  <FLHerne> Well, there's that :D
19:08:45  <andythenorth> I feel I haven't covered UK steel wagons enough yet :P
19:09:08  <Eddi|zuHause> i need a better train AI in C:S, one that uses both tracks of a cargo station equally...
19:09:34  <andythenorth> steel carrying warwell? http://bundles.openttdcoop.org/firs/releases/3.0.9/docs/html/economies.html#extreme
19:09:40  <andythenorth> oops bad paste; https://anticsonline.uk/N1733_BR-Engineers-Wagons/108438788_Hattons-OO-gauge-Warwell-bogie-bolster-S-T-black.html
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19:10:08  <DorpsGek_III> [OpenTTD/OpenTTD] ya-isakov commented on issue #8029: Black screen on SDL2-enabled OpenTTD, Sway and SDL_VIDEODRIVER=wayland https://git.io/Jv23P
19:10:32  <Eddi|zuHause> andythenorth: no war stuff in openttd
19:10:58  <andythenorth> agree, but it's converted to carry steel
19:11:22  <Eddi|zuHause> so what does that do any different from a stake wagon, then?
19:11:50  <andythenorth> it has a 1 pixel lower chassis :P
19:12:01  <andythenorth> and looks ugly
19:12:39  <FLHerne> I'm kind of amazed how strictly 3rd-party grf devs have followed that
19:13:00  <andythenorth> agree
19:13:45  <FLHerne> I can't think of a single grf with anything remotely military-related
19:14:45  <FLHerne> The irony is that the original game has multiple disasters where the military and/or aliens blow something up
19:16:39  <FLHerne> > Provide a game that is free from war themes and conflict
19:16:54  <FLHerne> > A Military Helicopter will appear on the map and travel in a straight line towards the factory on its line of movement, and will fire rockets at it, causing the factory to be destroyed.
19:17:33  <andythenorth> :)
19:17:38  <FLHerne> Mission statement not achieved
19:18:09  <FLHerne> andythenorth: Does FIRS 4 have nuclear power yet?
19:18:18  <andythenorth> no, should it? :)
19:18:19  <FLHerne> All these flask wagons look quite interesting
19:18:30  <andythenorth> I wouldn't rule it out
19:18:45  <FLHerne> And have strange formations with multiple locos and mixed wagons/guard carriages
19:18:46  <andythenorth> I think it would need cargo units in tonnes
19:18:53  <andythenorth> rather than flasks or rods :P
19:19:17  <FLHerne> Why?
19:19:28  <FLHerne> FNA wagon: capacity: 1 flask
19:19:42  <andythenorth> give it a heavy weight?
19:19:44  <andythenorth> hmm
19:19:47  <FLHerne> Production/month: 2 flasks
19:19:59  <glx> pff I can't watch twitch, every channel I'm used to watch are 1080p60 source only
19:20:05  <FLHerne> The order-of-magnitude difference to everything else would be funny :P
19:20:07  <glx> stupid adsl
19:20:36  <andythenorth> I don't have any steel wagons like this https://paulbartlett.zenfolio.com/baa/h39B1DC34#h39b1dc34
19:20:55  <andythenorth> https://firs-test-1.s3.eu-west-2.amazonaws.com/iron-horse/docs/html/trains.html#plate_car_pony_gen_4C
19:40:20  <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3
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19:54:08  <Eddi|zuHause> i don't think this train stuff is working right :/
20:00:18  <supermop_Home> put the locomotive in front
20:04:35  <Eddi|zuHause> sometimes game puts it on the back
20:04:47  <Eddi|zuHause> can't really do anything about that
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20:21:32  <Samu> I decided to test all road pathfinders as i find them
20:21:53  <Samu> have to extract them from AIs :| boring task
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20:22:56  <Samu> SuperLib is the slowest
20:23:21  <Samu> the one i implemented for my AI, is 2nd slowest
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21:00:16  <Eddi|zuHause> thinking my trains are actually running ok? sounded too good to be true :p
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21:23:01  <_dp_> hm... a lot of desyncs on reddit 1.10.0....
21:23:53  <LordAro> #blamereddit
21:23:56  <LordAro> hopefully.
21:24:40  <_dp_> mb mac issue
21:41:41  <_dp_> same person desyncs on mac 10.11 but plays fine on win xp vm
21:42:38  <_dp_> hope someone with mac can make a better report ;)
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22:38:07  <_dp_> interesting, so with linear distribution pax/mail ratio changes
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