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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 12:30:11 *** Arveen has quit IRC 12:33:15 *** Arveen has joined #openttd 12:58:43 *** snail_UES_ has joined #openttd 13:06:24 *** WormnestAndroid has quit IRC 13:06:37 *** WormnestAndroid has joined #openttd 13:11:44 *** Samu has quit IRC 13:30:24 *** Samu has joined #openttd 13:48:02 *** andy has joined #openttd 13:56:42 *** Samu has quit IRC 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? 14:00:19 *** Samu has joined #openttd 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 14:11:44 *** Samu has quit IRC 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 14:19:17 *** Flygon has quit IRC 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 14:27:28 *** nielsm has joined #openttd 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... 14:30:22 *** Samu has joined #openttd 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 15:16:22 *** glx has joined #openttd 15:16:22 *** ChanServ sets mode: +v glx 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 16:24:31 *** Progman has joined #openttd 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 16:34:13 *** tokai has joined #openttd 16:34:13 *** ChanServ sets mode: +v tokai 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.. 16:41:08 *** tokai|noir has quit IRC 16:41:13 <FLHerne> LordAro: I thought that, but it actually makes sense 16:41:21 *** andy has quit IRC 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 ;) 16:46:44 *** Samu has quit IRC 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 17:00:29 *** Samu has joined #openttd 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 17:19:11 *** Samu has quit IRC 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 17:36:40 *** DorpsGek_III has quit IRC 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 18:00:21 *** gelignite has joined #openttd 18:04:01 *** debdog has quit IRC 18:04:17 *** Lejving has quit IRC 18:04:25 *** Arveen has quit IRC 18:04:38 *** Lejving has joined #openttd 18:04:52 *** Arveen has joined #openttd 18:05:01 *** syr has quit IRC 18:05:02 *** syr has joined #openttd 18:05:11 *** gooodger has quit IRC 18:05:15 *** goodger has joined #openttd 18:05:17 *** gelignite has quit IRC 18:05:32 *** Hobbyboy has quit IRC 18:05:34 *** Hobbyboy has joined #openttd 18:05:48 *** debdog has joined #openttd 18:06:00 *** ZirconiumX has quit IRC 18:06:06 *** argoneus7 has quit IRC 18:07:01 *** argoneus7 has joined #openttd 18:07:11 *** ZirconiumX has joined #openttd 18:07:33 *** gelignite has joined #openttd 18:08:35 *** milek7 has quit IRC 18:08:36 *** luaduck has quit IRC 18:09:10 *** luaduck has joined #openttd 18:09:35 *** milek7 has joined #openttd 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 18:15:17 *** Sacro_ has joined #openttd 18:15:17 *** Sacro has quit IRC 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 18:40:43 *** Samu has joined #openttd 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 19:10:07 *** DorpsGek_III has joined #openttd 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 19:46:43 *** supermop_Home has joined #openttd 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 20:16:08 *** tokai|noir has joined #openttd 20:16:08 *** ChanServ sets mode: +v tokai|noir 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 20:22:54 *** tokai has quit IRC 20:22:56 <Samu> SuperLib is the slowest 20:23:21 <Samu> the one i implemented for my AI, is 2nd slowest 20:34:09 *** nielsm has quit IRC 20:49:21 *** andythenorth has quit IRC 20:54:45 *** Compu has joined #openttd 21:00:16 <Eddi|zuHause> thinking my trains are actually running ok? sounded too good to be true :p 21:15:11 *** sla_ro|master has quit IRC 21:20:52 *** nielsm has joined #openttd 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 ;) 21:46:43 *** Samu has quit IRC 21:53:40 *** Progman has quit IRC 22:15:56 *** NGC3982 has quit IRC 22:23:49 *** Wolf01 has quit IRC 22:31:06 *** NGC3982 has joined #openttd 22:38:07 <_dp_> interesting, so with linear distribution pax/mail ratio changes 23:47:19 *** gelignite has quit IRC 23:49:51 *** gelignite has joined #openttd 23:50:35 *** gelignite has quit IRC