Times are UTC Toggle Colours
00:00:35 <Rhamphoryncus> what order of operations does nml use? In particular will a+b/c do the divide first? 00:48:26 *** Elukka [Elukka@78-27-90-14.bb.dnainternet.fi] has quit [] 00:54:52 <DDR> Rhamphoryncus: probably the standard order, brackets-exponents-division-multiplication-addition-subtraction. 00:54:58 *** KritiK [~Maxim@89-178-77-50.broadband.corbina.ru] has quit [Quit: Leaving] 00:55:08 <Rhamphoryncus> *nod* I'm working on that assumption 00:55:15 <DDR> Smart cookie. 00:55:34 <DDR> I've got no direct experience, myself, unfortunately. 00:57:48 <Rhamphoryncus> Not so much smart as desperate. Took 5 hours to get the cargo payment callback working. :/ 00:59:07 *** pugi [~pugi@host-091-097-059-229.ewe-ip-backbone.de] has quit [] 00:59:46 <drac_boy> poor you Rhamphoryncus 00:59:59 <Rhamphoryncus> :P 01:01:20 <drac_boy> heh :) 01:14:50 <drac_boy> any better luck yet Rhamphoryncus? :) 01:15:49 <Rhamphoryncus> On which? Finding documentation on expressions? I gave up. Getting the cargo payment callback working? I did, after those 5 hours 01:17:17 <drac_boy> ic...doesn't sound like much new progress :-/ 01:24:30 <Rhamphoryncus> ... I can't do it. The pricing API is broken. 01:24:52 <Rhamphoryncus> Only 49 useful values, which has to be scaled across a maximum distance of 4096 01:28:19 <Rhamphoryncus> Ugh, my brain must be fried :P 01:29:01 <drac_boy> heh heh 01:29:29 <drac_boy> I'm going to bed in about a hour here as well. did manage to work some more on my sheet for now tho 01:30:05 <drac_boy> got up to like 4Bh for town buildings tho..will have see what else I could think of tomorrow heh 01:54:14 *** HerzogDeXtEr1 [~Flex@i59F6DE4A.versanet.de] has joined #openttd 01:56:45 *** glx [glx@2a01:e35:2f59:c7c0:7994:f229:d6f6:9a8a] has quit [Quit: bye] 02:00:56 *** HerzogDeXtEr [~Flex@i59F6CD53.versanet.de] has quit [Ping timeout: 480 seconds] 02:07:24 *** Netsplit reticulum.oftc.net <-> synthon.oftc.net quits: tparker, kaenkky, Nat_aS, Eddi|zuHause, @Belugas, @orudge, Arafangion, kkb110_, AD, tokai|mdlx, (+24 more, use /NETSPLIT to show all of them) 02:07:39 *** Netsplit over, joins: welshdragon, Maarten_, Born_Acorn, Sacro, @orudge, @Belugas, Wing_, Lachie, Snail_, xiong (+23 more) 02:11:38 *** Snail_ [~jacopocol@CPE78cd8e5ccf20-CM78cd8e5ccf1d.cpe.net.cable.rogers.com] has quit [Ping timeout: 480 seconds] 02:14:37 *** Snail_ [~jacopocol@CPE78cd8e5ccf20-CM78cd8e5ccf1d.cpe.net.cable.rogers.com] has joined #openttd 02:15:23 *** mode/#openttd [+v SmatZ] by ChanServ 02:33:06 *** snorre [~snorre@c1A0FBF51.dhcp.bluecom.no] has joined #openttd 02:34:54 *** snorre_ [~snorre@c1A0FBF51.dhcp.bluecom.no] has quit [Ping timeout: 480 seconds] 02:53:00 *** snorre_ [~snorre@c1A0FBF51.dhcp.bluecom.no] has joined #openttd 02:54:49 *** snorre [~snorre@c1A0FBF51.dhcp.bluecom.no] has quit [Ping timeout: 480 seconds] 04:00:05 *** Lokimaros [~mazur@5ED04965.cm-7-1b.dynamic.ziggo.nl] has joined #openttd 04:00:42 *** Mazur is now known as Guest510 04:00:42 *** Lokimaros is now known as Mazur 04:05:09 *** Mazur is now known as Lokimaros 04:05:34 *** Guest510 [~mazur@5ED04965.cm-7-1b.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 04:05:55 *** Lokimaros is now known as Mazur 04:08:29 *** Snail_ [~jacopocol@CPE78cd8e5ccf20-CM78cd8e5ccf1d.cpe.net.cable.rogers.com] has quit [Quit: Snail_] 04:14:31 *** kkb110_ [~kkb110@cpe-69-203-124-125.nyc.res.rr.com] has quit [Read error: Operation timed out] 04:20:00 *** Longtomjr [~longtomjr@41-132-1-180.dsl.mweb.co.za] has joined #openttd 04:25:50 *** Longtomjr [~longtomjr@41-132-1-180.dsl.mweb.co.za] has left #openttd [] 04:34:46 *** DDR_ [~chatzilla@d99-199-14-2.bchsia.telus.net] has joined #openttd 04:36:23 *** DDR [~chatzilla@d66-183-117-69.bchsia.telus.net] has quit [Ping timeout: 480 seconds] 04:36:26 *** DDR_ is now known as DDR 04:37:00 *** kkb110_ [~kkb110@NYUFGA-WLESSAUTHCLIENTS-01.NATPOOL.NYU.EDU] has joined #openttd 04:52:37 *** Eddi|zuHause [~johekr@p54B7509D.dip.t-dialin.net] has quit [] 04:52:58 *** Eddi|zuHause [~johekr@p54B74989.dip.t-dialin.net] has joined #openttd 05:26:12 *** Mucht [~Martin@chello084115143107.3.graz.surfer.at] has joined #openttd 05:28:24 *** Prof_Frink [~proffrink@5e09ee84.bb.sky.com] has quit [Ping timeout: 480 seconds] 05:28:27 *** DDR [~chatzilla@d99-199-14-2.bchsia.telus.net] has quit [Ping timeout: 480 seconds] 05:34:19 *** telanus [~Barney_Er@196-210-232-54.dynamic.isadsl.co.za] has joined #openttd 05:43:04 *** DabuYu [DoubleYou@128.250.79.185] has joined #openttd 05:46:50 *** DDR [~chatzilla@d99-199-14-2.bchsia.telus.net] has joined #openttd 05:47:17 *** Pikka [~chatzilla@d58-106-52-117.rdl801.qld.optusnet.com.au] has joined #openttd 05:56:47 *** sla_ro|master [slaco@95.76.26.172] has joined #openttd 06:32:50 *** andythenorth [~Andy@cpc23-aztw25-2-0-cust33.aztw.cable.virginmedia.com] has joined #openttd 06:34:40 <Pikka> good morrow andythenorth 06:34:47 <andythenorth> bonsoir 06:35:48 <Pikka> time for some automatic barrier crossings I think 06:37:34 <andythenorth> why not 06:37:37 <Pikka> half barriers have white stop lines, full barriers have yellow box pattern? 06:37:39 <andythenorth> it is 07.41 after all 06:37:45 <andythenorth> the sun is probably near the yard arm 06:39:30 * andythenorth will be off to toil 06:39:32 *** andythenorth [~Andy@cpc23-aztw25-2-0-cust33.aztw.cable.virginmedia.com] has quit [Quit: andythenorth] 06:42:40 *** TWerkhoven[l] [~twerkhove@cpc3-linl7-2-0-cust522.sgyl.cable.virginmedia.com] has joined #openttd 06:47:25 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has joined #openttd 07:18:23 *** HerzogDeXtEr1 [~Flex@i59F6DE4A.versanet.de] has quit [Read error: Connection reset by peer] 07:20:30 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has joined #openttd 07:22:57 *** roadt_ [~roadt@60.168.89.212] has joined #openttd 07:26:10 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has quit [Quit: Leaving] 07:36:38 <Terkhen> good morning 07:36:57 <Ammler> peter1138: lol, opengfx fixes something and you say, it is broken :-D 07:37:54 <Ammler> basically you mean, opengfx should also "clone" the errors from ttd 07:43:22 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has quit [Quit: leaving] 07:57:31 <dihedral> greetings 07:58:55 <Terkhen> hi dihedral 08:10:58 *** cypher [~Miranda@ip-78-45-92-151.net.upcbroadband.cz] has joined #openttd 08:19:07 *** Firartix [~artixds@147.215.81.100] has joined #openttd 08:20:27 <peter1138> Ammler, what error? 08:20:40 <peter1138> Ammler, you think that the sprites being wrong in the purchase list is a fix? 08:36:11 *** pugi [~pugi@host-091-097-017-060.ewe-ip-backbone.de] has joined #openttd 08:53:53 <peter1138> i guess you do 08:58:36 <appe_> as i recall, some of you guys use excel on a daily basis? 08:58:51 *** appe_ is now known as NGC3982 09:02:52 *** perk11 [~perk11@46.242.11.118] has joined #openttd 09:04:12 *** smoovi [~smoovi@e178233083.adsl.alicedsl.de] has joined #openttd 09:06:29 *** Jupix [~jupix@dsl-lprbrasgw1-ff11c100-110.dhcp.inet.fi] has joined #openttd 09:13:53 *** DDR [~chatzilla@d99-199-14-2.bchsia.telus.net] has quit [Quit: ChatZilla 0.9.88.1 [Firefox 11.0/20120310011224]] 09:34:02 *** LordPixaII [~pixa@79-68-108-89.dynamic.dsl.as9105.com] has joined #openttd 09:38:35 *** Pixa [~pixa@79-68-108-89.dynamic.dsl.as9105.com] has quit [Ping timeout: 480 seconds] 09:39:38 <Ammler> the wrong sprite is from the newgrf 09:41:01 *** krinn [~krinn@166.210.73.86.rev.sfr.net] has joined #openttd 09:42:41 <krinn> hi, what is the time limit for saving with an AI, i reach it fast ? 09:50:41 *** Rhamphoryncus [~rhamph@d161-184-227-133.abhsia.telus.net] has quit [Quit: Rhamphoryncus] 09:54:58 <Ammler> peter1138: anyway made a ticket :-) 09:55:26 *** HerzogDeXtEr [~Flex@i59F6DE4A.versanet.de] has joined #openttd 10:14:48 <peter1138> thanks 10:15:06 *** Devroush [~dennis@178-119-153-135.access.telenet.be] has joined #openttd 10:15:11 <peter1138> btw, i don't believe the ttd sprites are wrong. we're looking from up in the sky, not level with them. 10:27:53 *** Firartix [~artixds@147.215.81.100] has quit [Ping timeout: 480 seconds] 10:30:22 *** drac_boy [~drac_boy@bas1-ottawa08-1176111076.dsl.bell.ca] has joined #openttd 10:30:31 <drac_boy> hi 10:33:56 *** Firartix [~artixds@www.clubnix.fr] has joined #openttd 10:38:03 *** krinn [~krinn@166.210.73.86.rev.sfr.net] has quit [Quit: Quitte] 10:47:42 *** X-Frank-X [~who@asd-z-2ebbb.mxs.adsl.euronet.nl] has joined #openttd 10:54:02 *** zxbiohazardzx [~IceChat77@5ED05D6D.cm-7-1b.dynamic.ziggo.nl] has joined #openttd 10:54:17 <zxbiohazardzx> heya 10:54:32 <zxbiohazardzx> im looking for the old custom airport designer thingy, but i cant find it on the forums :( 10:54:57 <zxbiohazardzx> problem is i dont know the exact name of it anymore, but it was wire-frame to test/create custom airport layouts 10:55:07 <zxbiohazardzx> not useable ingame, but worked good enough for mockups etc 10:55:25 *** roadt_ [~roadt@60.168.89.212] has quit [Ping timeout: 480 seconds] 10:57:33 <drac_boy> hmm souns interesting but seeing I'm more of a patch player I'm not much help sorry :-) 10:57:39 <drac_boy> souns=sounds* 10:58:02 <zxbiohazardzx> yeah im just hunting forums for it atm, but its not easy to find if you dont know exactly where/what to look :P 10:58:05 <drac_boy> zxbiohazardzx I always wondered whatever happened to the seaport option, seaplanes landing on coastline water instead :) 10:58:16 <zxbiohazardzx> seaport is in newgrf forum 10:58:19 <zxbiohazardzx> ive seen it and it works 10:58:34 <drac_boy> ah ok :) 10:58:36 <zxbiohazardzx> its just a normal airport that can be used in combination with watertile objects around it 10:58:47 <zxbiohazardzx> page 3 of the grf-development topic has it i think 10:59:51 <drac_boy> so do you create anything or just more or less like to play around with things? just curious 11:00:12 <zxbiohazardzx> nah i want to use it for the dock suggestion 11:00:23 <zxbiohazardzx> i added the suggestion to handle docks more like airports 11:00:36 <zxbiohazardzx> and wanted to add an image of my suggestion using airport tiles i can color blue :P 11:00:59 <drac_boy> heh well I don't know..ships and planes don't really mix unless they're both smaller :) 11:01:14 <zxbiohazardzx> haha 11:01:21 <zxbiohazardzx> well i suggested to change teh dock handling 11:01:25 <Pikka> zxbiohazardzx: it's well and truly planned to use the statemachine handling for ship ports too 11:01:32 <zxbiohazardzx> atm you have 1 dock tile and that can hold about 100 ships 11:01:35 <Pikka> that's why some of us refer to the project as new(air)ports :) 11:01:49 <Pikka> but it has to be got working for airports first before we can expand it 11:01:55 <zxbiohazardzx> where i suggest to make it similar to airports with a bay 1 boat can dock onto, and then the rest can jst be on holding pattern similar to airports 11:02:04 <drac_boy> zxbiohazardzx in real life a single dock that size would be only 2 larger ships or up to 4-6 small ones :p 11:02:10 <zxbiohazardzx> Pikka statemachine handling will take a while 11:02:15 <drac_boy> such is the game reality 11:02:31 <zxbiohazardzx> im not sure how "hard" it is to modify the dock handling to a more airport like style 11:02:49 <zxbiohazardzx> aka have a "landing/starting" strip for boats to enter/leave the harbor 11:03:11 <zxbiohazardzx> and then handle it exactly like airport with dock/bays to load/unload and a serviceplace 11:03:25 <drac_boy> zxbiohazardzx one of the problem with modifying it is how to decide how to hold "excessive" ships out in the water considering you'll have to scan the tiles around the dock to determine where water rather than land is etc 11:03:37 <zxbiohazardzx> similar to the airplane holding pattern 11:03:43 <zxbiohazardzx> they just circle around? 11:03:54 <zxbiohazardzx> but yeah true 11:04:02 <zxbiohazardzx> maybe just stop them still? 11:04:02 <drac_boy> zxbiohazardzx circling would cause more load due to needing to pathfind water tiles...so its a similar or worser effect 11:04:05 <zxbiohazardzx> planes cant stop 11:04:07 <zxbiohazardzx> boats can 11:04:13 <zxbiohazardzx> so just stop them in the water if full? 11:04:18 <zxbiohazardzx> instead of cicling, they anker 11:04:33 <zxbiohazardzx> set speed to 0 :P not full stop ofc 11:05:02 <drac_boy> would you allow non-stopped ships to go through stopped ships as if they didn't exist? because otherwise in a narrow canal it could cause a blockup just as much as a stopped truck causes a road jam 11:06:02 <zxbiohazardzx> yes as we currently also allow ships to go through eachother 11:06:45 <zxbiohazardzx> nothing changes there, just the dock gets altered from a 2-tile wtf solution into a more natural harbor behaviour like airports have 11:07:08 <drac_boy> as long as theres an advanced option to pick between the two behaviours :) 11:07:19 <zxbiohazardzx> similar to the seaplane port only then with ships instead of planes, and ships stopping instead of circling 11:07:34 <zxbiohazardzx> atm we dont block a canal if you stop a boat..... 11:07:44 <zxbiohazardzx> so why would we have to add that adll of a sudden? 11:08:24 <Eddi|zuHause> zxbiohazardzx: you meant the airport minigame? 11:08:45 <drac_boy> well its because to make a boat not go to the dock..you'll have to 'reserve' its water tile for it to know to stop there...then second boat wait behind it.. and now to tell the same pathfinder that the third ship doesn't want to stop at that dock so it can go through the reserved tiles freely 11:08:50 <drac_boy> know what I'm thinking of now? 11:09:27 *** Firartix [~artixds@www.clubnix.fr] has quit [Ping timeout: 480 seconds] 11:10:55 <Eddi|zuHause> zxbiohazardzx: http://www.tt-forums.net/viewtopic.php?f=32&t=38709&hilit=minigame 11:11:09 <zxbiohazardzx> Yes Eddi|zuHause i did 11:11:10 <zxbiohazardzx> thx 11:11:47 <zxbiohazardzx> hoping the JAR will run :P 11:12:14 <zxbiohazardzx> and ofc it does :) thx Eddi 11:19:23 <drac_boy> zxbiohazardzx maybe the option could be named 'ships don't overlap at dock: yes/no' or something generic enough to make sense? 11:19:40 <drac_boy> former would mean your new behaviour while latter is the same old 11:19:52 <zxbiohazardzx> drac_boy yeah but i think a more airport-like approach to docks would be nice/better? 11:20:25 <drac_boy> zxbiohazardzx not for everyone tho. especially if someone wanted to use multiply small boats on purpose rather than trying to save up for one huge single boat 11:23:16 <drac_boy> zxbiohazardzx and then the second reason to keep an option for normal behaviour is also because docks sometimes can be used for multiply cargos just like rail stations are 11:23:40 <drac_boy> so for a grain ship to be held up just because the goods ship doesn't have a full load yet .. and thats a bad catch-22 11:24:30 <Eddi|zuHause> drac_boy: that only means some advanced management functions are needed 11:25:00 <drac_boy> well easiest option still would be to offer both behaviours and let the user pick it for their singleplayer maps 11:28:38 <drac_boy> actually, I sometimes play with the option to have default stationcargo (forgot what its called anymore) behaviour where it doesn't not show anything till at least one train has stopped there 11:28:42 <zxbiohazardzx> for me drac_boy a dock should behave EXACTLY as airports do 11:28:51 <drac_boy> so it goes to show why an enable/disable behaviour is a necessarity even for simple things 11:28:52 <zxbiohazardzx> maybe with more bays, but handling should be the same 11:29:02 <zxbiohazardzx> 1 slot per boat entry/exitlane 11:30:02 <drac_boy> zxbiohazardzx and as usual - how do you propsal a city dock with no room to expand should be able to hand 10+ small ferry ships without forcing the user to have to try find cash for one useless big ferry boat? 11:31:06 <zxbiohazardzx> drac_boy a city dock is not designed to hold 100 ships? 11:31:22 <zxbiohazardzx> so they could be smaller, airports come in multiple sizes/variations as well 11:31:29 <drac_boy> zxbiohazardzx well thats the problem..what would be one tile big in the game could be actually 2km big in reallife 11:31:36 <zxbiohazardzx> and pax loadtimes are way faster then cargo ones? 11:31:37 *** roboboy [~robotboy@CPE-58-173-43-55.nxzp1.ken.bigpond.net.au] has joined #openttd 11:31:54 <drac_boy> so again..if you're going to introduce something that limits ships then at least introduce some way to split up tiles :) 11:31:59 <zxbiohazardzx> so a citydock can be done with eg 2 tiles, for loadtimes are faster 11:32:21 <zxbiohazardzx> splitting tiles isnt possible afaik due to limitations in the map-array 11:32:32 <drac_boy> see? thats why certain things aren't always going to work 11:32:52 <zxbiohazardzx> current 2-tile long dock simply isnt nice gameplaywise either 11:33:04 <drac_boy> zxbiohazardzx maybe not but its limited by the map array so 11:33:12 <zxbiohazardzx> boats overlapping in canals is already a pain for myself (i always split tehm with buoys) 11:33:25 <zxbiohazardzx> but harbor behaviour is just weird 11:33:29 <zxbiohazardzx> all stations can be expanded 11:33:39 <zxbiohazardzx> but you can only have 1 harbor / station 11:34:13 <peter1138> dock! 11:34:22 <peter1138> multistop docks hasn't been coded 11:34:26 <Pikka> language, peter 11:34:28 <drac_boy> zxbiohazardzx can you have two airports per station? theres your answer 11:34:32 <peter1138> someone⢠just needs to do it 11:34:40 <Pikka> new(air)ports! 11:34:51 <Pikka> ⢠11:35:12 <zxbiohazardzx> @peter1138 see suggestions forum, i (again?) suggested to handle docks more like airports 11:35:21 <zxbiohazardzx> i think its more realistic and a better gameplay as well 11:35:48 *** Strid_ [~Strid@c-81c4e455.04-372-6c6b701.cust.bredbandsbolaget.se] has joined #openttd 11:35:49 <zxbiohazardzx> drac_boy no but you can increase airport size to scale with capacity needed 11:35:51 <peter1138> it's not a new suggestion, reading it on the forum isn't going to help 11:35:59 <zxbiohazardzx> docks dont limit capacity at all 11:36:07 <drac_boy> zxbiohazardzx how do you "increase" a small airport silly :) 11:36:30 <zxbiohazardzx> drac_boy by upgrading it (huzzay patch) 11:36:35 <zxbiohazardzx> but yeah remove+readd bigger one 11:36:44 <zxbiohazardzx> my point is that for airports you have different sizes 11:36:44 <drac_boy> zxbiohazardzx that might help if there was anything bigger...which isn't so 11:36:48 <zxbiohazardzx> for docks you have 1 dock 11:37:03 <zxbiohazardzx> that has unlimited ammount of ships overlapping/docking into it 11:37:25 <zxbiohazardzx> hence i think the airport approach would be much better, as then you at least have the option to expand it as demand/supply increase 11:37:43 <zxbiohazardzx> and its capacity is then again defined by the ammount of bays 11:37:47 *** Strid [~Strid@c-81c4e455.04-372-6c6b701.cust.bredbandsbolaget.se] has quit [Ping timeout: 480 seconds] 11:37:56 <drac_boy> zxbiohazardzx you forgot one other thing again.. big and small ship are not the same 11:38:01 <zxbiohazardzx> aka old dock could be maintained, but it can only hold 1 or 2 (not sure yet) ships max 11:38:13 <zxbiohazardzx> drac_boy neither are big and small aircrafts 11:38:26 <drac_boy> zxbiohazardzx planes doesn't matter because its still same terminal 11:38:33 <zxbiohazardzx> no wrong drac_boy 11:38:41 <drac_boy> but for a ship it does matter.. where one big ship would dock the same spot could hold three of the smaller ones 11:38:43 <zxbiohazardzx> try landing the 747 on a small airport with crashes enabled 11:38:50 <zxbiohazardzx> it will go boom before you even see it land 11:38:53 <drac_boy> zxbiohazardzx I'm not talking about the runaway 11:38:57 <drac_boy> TERMINAL 11:39:08 <zxbiohazardzx> terminal can only be reached via runway 11:39:21 <zxbiohazardzx> and if you want you can code the terminal not to accept shiptype "big" or small? 11:39:40 <zxbiohazardzx> if type != acceptedtype then error pathfinder or whatever 11:39:54 <drac_boy> thats not the point.. the point is one terminal tile can hold any one plane .... thats ok .. but a dock is different ... if you theriocally made it 1km=1tile then that means one dock tile could hold one big ship or three small ships at either time 11:40:00 <zxbiohazardzx> not a correct docktype or similar when trying to set the order 11:40:08 *** Pikka [~chatzilla@d58-106-52-117.rdl801.qld.optusnet.com.au] has quit [Quit: ChatZilla 0.9.88.1 [Firefox 11.0/20120312181643]] 11:40:11 *** TGYoshi [~TGYoshi@86.81.146.146] has joined #openttd 11:40:14 <Eddi|zuHause> zxbiohazardzx: yes. same as heliport won't accept airplanes 11:40:21 <zxbiohazardzx> exactly Eddi 11:40:42 <zxbiohazardzx> it makes so much more sense to handle boats as if they where aircraft for the loading/unloading 11:40:46 <zxbiohazardzx> both gameplay and realism 11:41:00 <Eddi|zuHause> yes. we know. 11:41:09 <Eddi|zuHause> we already accepted the suggestion long ago. 11:41:09 <zxbiohazardzx> drac_boy isnt seeing my point :) 11:41:17 <zxbiohazardzx> didnt know that Eddi :P 11:41:23 <drac_boy> zxbiohazardzx you don't even understand ships thats why 11:41:25 <Eddi|zuHause> just nobody coded it 11:41:33 <zxbiohazardzx> i can read code, not your accepted list/ideas 11:41:44 <zxbiohazardzx> @Drac_boy i think i do, im using them ALOT in my games 11:41:51 <zxbiohazardzx> FISH && newships etc 11:42:06 <drac_boy> zxbiohazardzx if a small ship is supposed to take up the same space at the dock as a big ship then why is the small ship not holding 500 tonnes of coal as well then? 11:42:17 <drac_boy> thats the point of needing to make more space for smaller ships than big ones at your dock 11:42:59 <zxbiohazardzx> @drac_boy smae question for the small aircraft 11:43:12 <drac_boy> zxbiohazardzx nope it doesn't 11:43:19 <zxbiohazardzx> it Also takes up same space at the airport as a big aircraft 11:43:30 <drac_boy> zxbiohazardzx thats only because airports are actually limited by that passenger connecting tubes 11:43:31 <zxbiohazardzx> your dock cranes cant do 2 small ships in the space of 1 large 11:43:34 <drac_boy> ships don't have such limit at all 11:43:45 <zxbiohazardzx> drac_boy your ships are limited by the dock facilies 11:43:55 <zxbiohazardzx> small ships still have advantages in running costs or other methods 11:43:55 <drac_boy> zxbiohazardzx wrong...theres a lot of real ships that can load/unload on their own 11:44:00 <zxbiohazardzx> example see FISH 11:44:22 <drac_boy> ever seen container ships with their own cranes docked at a flat dock that doesn't even have any kind of cranes or even forklifters at all? :) 11:44:22 <zxbiohazardzx> drac_boy im a civil engineer i can tell you that docks in real life have similar limitations as airports 11:44:26 <zxbiohazardzx> you have X docking locations 11:44:30 <zxbiohazardzx> if you have 2 huge ships 11:44:40 <zxbiohazardzx> then you might be able to do 3 smalls in that same space 11:44:44 <zxbiohazardzx> but 4 wont even fit 11:44:57 <zxbiohazardzx> so gameplaywise you can just use 1 space per ship, regardless of size 11:45:20 <zxbiohazardzx> if you insist on making small/big usefull then define special types (small docks) (big docks) similar to airports 11:45:29 <zxbiohazardzx> helicopters wont land on airport strips 11:45:58 <drac_boy> well as long as 'big dock' takes up two 'small dock' spots then that might be an amendable compromise 11:46:15 <zxbiohazardzx> well bigdock will still need 1 tile per bay 11:46:19 <Eddi|zuHause> drac_boy: one idea could be to have the "normal" dock load on all 3 sides 11:46:26 <zxbiohazardzx> hmhm 11:46:33 <zxbiohazardzx> where big-docks can only load on 2 sides 11:46:45 <zxbiohazardzx> that should fix the scaling a bit 11:47:05 <zxbiohazardzx> normal dock (current) has 3 adjecent tiles, where big dock would only allow/have 2 11:47:23 <zxbiohazardzx> still needs bit of tweaking but in general i honestly think this would improve ship gameplay 11:48:22 <zxbiohazardzx> any work done at all on this btw Eddi, or just brainstorm and thats it? 11:48:48 *** cypher [~Miranda@ip-78-45-92-151.net.upcbroadband.cz] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 11:50:09 <drac_boy> at least this hopefully is just for ottd ^_^ 11:50:19 <zxbiohazardzx> hehe 11:51:53 <drac_boy> still its nice that theres programmable signals in ottd finally..even although its in chrill's build 11:53:41 <zxbiohazardzx> haha 11:53:49 <zxbiohazardzx> yeah chrill has some nice extra's 11:53:53 <zxbiohazardzx> signals in tunnels/bridges 11:53:54 *** oskari89 [~oskari89@213-186-253-165.bb.dnainternet.fi] has joined #openttd 11:53:56 <zxbiohazardzx> too bad its hacked in 11:54:04 <zxbiohazardzx> i just lack custom bridgeheads for ottd 11:54:10 <zxbiohazardzx> so i can finally make my cities more compact :P 11:54:20 <zxbiohazardzx> my trains always cut my cities into 2 parts 11:54:41 <zxbiohazardzx> and bridging over the tracks isnt that neat if you ahve to bend to them 11:55:20 <drac_boy> zxbiohazardzx you want know what I think is the most fun part about chrill's build? :) 11:55:44 <zxbiohazardzx> tell meh;) 11:57:21 *** Chris_Booth[ph] [~chrisboot@31.95.203.102] has joined #openttd 11:57:55 <drac_boy> being able to run multiply railroads just like the real thing did....so eg SBB takes a load of lumber and passengers then all the lumber and some passengers end up on a SNCF train instead ... finally near last leg a shortline operator takes some of the lumber onward to a different 'customer' (or shall we say sawmill) 11:58:08 <drac_boy> got to love infrashare+cargodest lumped together :) 11:58:54 <Chris_Booth[ph]> No you have drac_boy 11:58:55 <zxbiohazardzx> yes true 11:59:03 <zxbiohazardzx> i played with romazoon on the cincinidi map 11:59:06 <zxbiohazardzx> best game ever 11:59:10 <Chris_Booth[ph]> Cargo dear is retarded 11:59:11 <zxbiohazardzx> it only lacked the CBH for me 11:59:15 <zxbiohazardzx> then it would have been insane 12:00:42 <drac_boy> zxbiohazardzx I don't know where jamie seem to be anymore but one of the game we were playing like 2 weeks ago roughly had quite a wild mash of passengers-sharing :) 12:01:22 <drac_boy> different methods too..I was running a few bullets but a lot of local emus .. jamie had many express trains and some metros ... and the third player was almost all metro with one maglev line 12:01:45 <zxbiohazardzx> yeah dunno i still want the last savegame of cincinidi, as i only have an older version 12:01:46 <drac_boy> some of the junction stations had 100+ different destinations in them. crazy 12:02:03 <zxbiohazardzx> haha i remember that much indeed 12:02:08 <zxbiohazardzx> dunno where he is now though :P 12:03:25 <drac_boy> zxbiohazardzx so anyway here's a good question for you... 12:03:43 <drac_boy> if you want to shove docks up into ports .. then can we at least ask for the same thing from road vehicles too? ;) 12:04:34 *** X-Frank-X [~who@asd-z-2ebbb.mxs.adsl.euronet.nl] has quit [] 12:06:23 <zxbiohazardzx> drac_boy lolwut, road vehicles already have that? 12:06:35 <zxbiohazardzx> a road-bay (no drive through) can only hold 2 cars 12:06:39 <zxbiohazardzx> a drive through same 12:06:43 <zxbiohazardzx> but different orientation 12:06:52 <zxbiohazardzx> to expand your road station: add multiple bays :) 12:07:21 <drac_boy> zxbiohazardzx where's a 1x2 road terminal that could let goods rigs back their load into on a deadend road? :P 12:08:42 <zxbiohazardzx> @drac_boy ask the newgrfdudes for that... 12:09:04 <zxbiohazardzx> the roadstop code allows you to have a terminus and through option in various ways i think 12:09:11 <drac_boy> zxbiohazardzx to be honest a majority of the freight trucks unload through the rear at the end of the road/driveway .. not onto the sidewalk in the middle of the street. thats why the thru stations just don't seem so good 12:09:21 <drac_boy> but thats just me 12:09:34 <zxbiohazardzx> drac_boy i agree, so then you can use the terminus ones 12:10:01 <drac_boy> yeah the problem with the current 1x1 terminus is that articulated's can't go into there even although technically they should be able to after all 12:10:03 <zxbiohazardzx> the side-way ones can be used though but you have to add some eyecandy tiles where both sides of the roads have industrial type stuff 12:10:13 <zxbiohazardzx> i can do that with ISR, DWE and road tiles already so 12:12:57 <drac_boy> zxbiohazardzx I mentioned this once before but can't remember if it was in jamie's game or here but anyhow here's one thing that I have thought a lot about... 12:13:25 <drac_boy> why can't we have the option in ottd to pick three different type of tram tiles? 12:13:33 *** kaenkky [~kaenkky_@GGZYYYKMMMCXCIX.gprs.sl-laajakaista.fi] has quit [Remote host closed the connection] 12:13:38 <zxbiohazardzx> because roadtypes arent implemented yet 12:13:41 <drac_boy> 1. rail+overheadwire as usual 2. rails only 3. overhead wires only 12:13:42 <zxbiohazardzx> its that easy 12:13:52 <zxbiohazardzx> they are busy with it afaik, but its not implemented in any form 12:14:10 <drac_boy> you want know why I had thought of the 3 options like that? 12:14:20 <zxbiohazardzx> it would require road-types, so you can define multiple types of roads (1-way normal) and multiple type of tramways (liek you said) 12:14:44 <zxbiohazardzx> normal, dieseltram, trollybus? :P 12:15:09 <zxbiohazardzx> but yeah road-types are WIP if im not mistaken 12:15:28 <zxbiohazardzx> anyway im afk/out, poke me later :) 12:15:36 <zxbiohazardzx> if you sie jamie, then poke him hard :) 12:15:56 <drac_boy> heh .. well ... electric trolley/tram ... fuel freight trams don't need overhead (steam trams especially) ... trolleybuses don't need rails ... 12:16:04 <drac_boy> thats the three majority differences :) 12:16:20 <drac_boy> bye anyway zxbiohazardzx 12:19:21 *** Chris_Booth[ph] [~chrisboot@31.95.203.102] has quit [Quit: Colloquy for iPhone - http://colloquy.mobi] 12:20:21 * drac_boy goes back to more tracking table fillins 12:28:41 *** kkb110_ [~kkb110@NYUFGA-WLESSAUTHCLIENTS-01.NATPOOL.NYU.EDU] has quit [Ping timeout: 480 seconds] 12:31:37 *** kaenkky [~kaenkky_@GGZYYYKMMMCXCIX.gprs.sl-laajakaista.fi] has joined #openttd 12:35:00 *** Snail_ [~jacopocol@CPE78cd8e5ccf20-CM78cd8e5ccf1d.cpe.net.cable.rogers.com] has joined #openttd 12:36:36 *** Pikka [~chatzilla@d58-106-52-117.rdl801.qld.optusnet.com.au] has joined #openttd 12:37:44 *** zxbiohazardzx [~IceChat77@5ED05D6D.cm-7-1b.dynamic.ziggo.nl] has left #openttd [] 12:40:12 <drac_boy> hi pikka 12:41:14 *** roadt_ [~roadt@60.168.89.212] has joined #openttd 12:45:30 <Pikka> hello 12:46:10 <drac_boy> if you don't mind, I'm wondering if you're working on any grfs these days or not so much? 12:54:26 <Pikka> a little, drac_boy 12:55:01 <drac_boy> mm you have some interesting works anyhow :) 12:55:39 <Eddi|zuHause> Pikka is the new MB! :) 12:55:53 <drac_boy> eddi I'm not too sure about that but then whatever :P 12:56:01 <Pikka> I am, Eddi? 12:56:21 <Eddi|zuHause> Pikka: working on a dozen grfs, never releasing anything :) 12:56:51 <Pikka> last I looked I've released two fairly major grf updates in the last week, including 1.0 of UKRS2. :) 12:57:31 *** Snail_ [~jacopocol@CPE78cd8e5ccf20-CM78cd8e5ccf1d.cpe.net.cable.rogers.com] has quit [Quit: Snail_] 12:59:19 <drac_boy> hm anyway I should go for a bit :-s 12:59:26 *** drac_boy [~drac_boy@bas1-ottawa08-1176111076.dsl.bell.ca] has left #openttd [I'm done being in this room!] 12:59:27 <Pikka> enjoy your bit 12:59:46 <Eddi|zuHause> no dirty talk before 22:00 12:59:58 <Pikka> it's 23:02 13:01:58 <Pikka> http://www.pruplethingz.com/junk/funtimesintheolddepottonight.png 13:04:52 <Pikka> ufo hiding in a depot :) 13:06:20 <Pikka> the AI trucks all have "service at this depot" as their only order, so they don't come out of the depot. The truck isn't /stopped/ in the depot, so the UFO will still track it, but it can't destroy it because it's not on the map. so the UFO flies down and circles in the depot. 13:09:06 <Eddi|zuHause> "Pirates up to 12%. Minister of interior Herrmann (CDU [conservatives]) calls them 'anarchistic'" 13:23:23 <Belugas> hello 13:27:27 *** MNIM [~mBuntu@ip5452ffad.adsl-surfen.hetnet.nl] has quit [Remote host closed the connection] 13:44:30 *** cypher [~Miranda@wced-50-219-32-147.feld.cvut.cz] has joined #openttd 13:50:45 *** tokai|noir [~tokai@port-92-195-38-10.dynamic.qsc.de] has joined #openttd 13:50:48 *** mode/#openttd [+v tokai|noir] by ChanServ 13:53:31 *** roboboy [~robotboy@CPE-58-173-43-55.nxzp1.ken.bigpond.net.au] has quit [Ping timeout: 480 seconds] 13:54:10 *** cypher [~Miranda@wced-50-219-32-147.feld.cvut.cz] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 13:57:11 *** tokai|mdlx [~tokai@port-92-195-164-101.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 13:59:01 *** perk11 [~perk11@46.242.11.118] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 14:03:04 <Pikka> why does nforenum think variable 06 doesn't exist? 14:04:01 <Eddi|zuHause> you didn't update, have custom data files, or you're reading the output wrong? 14:04:43 <Eddi|zuHause> or wrong feature 14:05:24 <Pikka> I don't think any of those are the case. it's for railtypes so I guess it's a data file problem. either mine or general. :) 14:07:00 <Pikka> can't be "didn't update" because var 06 has existed forever, can't be wrong feature because it's a general variable, don't know what "reading the output wrong" means. so it can only be data files. 14:09:20 <Eddi|zuHause> what does var 06 do? can't find it in the specs 14:09:35 <Eddi|zuHause> ah there 14:11:32 <Pikka> It was more of a rhetorical question, anyway. the grf works, it's just renum doing something unexpected. which isn't entirely unexpected. :) 14:13:06 <Pikka> oh, right 14:13:25 <Pikka> and to answer my other pondering, info version 32 swaps ysize and xsize :) 14:21:31 *** Elukka [Elukka@78-27-90-14.bb.dnainternet.fi] has joined #openttd 14:24:27 *** SpComb^ [terom@zerg.fixme.fi] has quit [Quit: Changing server] 14:24:39 *** SpComb^ [terom@zerg.fixme.fi] has joined #openttd 14:28:43 *** smoovi [~smoovi@e178233083.adsl.alicedsl.de] has quit [Ping timeout: 480 seconds] 14:29:35 <Eddi|zuHause> why won't the forum allow me to open or download this attachment?!? 14:30:00 <Eddi|zuHause> it just "hangs" after chosing a download location 14:37:45 *** smoovi [~smoovi@e178235232.adsl.alicedsl.de] has joined #openttd 14:49:14 <Rubidium> Pikka: got some nfo that reproduces the issue you got with nforenum? 14:49:54 <Pikka> !!Warning (86): Offset 4: Testing nonexistant variable 06. 14:49:55 <Pikka> 184 * 14 02 10 c1 81 06 04 01 01 b2 00 01 01 b1 00 // road traffic side 14:50:34 <Pikka> it's not an "issue", it's just wrong :) 14:54:24 *** andythenorth [~Andy@cpc23-aztw25-2-0-cust33.aztw.cable.virginmedia.com] has joined #openttd 14:54:37 <Rubidium> yup, interestingly more of the global variables are missing. Not sure whether that's by design or not 14:54:38 <Pikka> mr thenorth 14:54:51 <andythenorth> indeed 14:54:55 <andythenorth> and also 14:56:37 <Pikka> andy, do you have any train-depot-like-objects about your person? or any suitable large sheds, perhaps? :) 14:58:19 <andythenorth> probably 14:58:25 <andythenorth> my person is large and has many pockets 14:58:27 <andythenorth> I shall look 14:59:02 <andythenorth> Pikka: any here that you like? http://www.tt-foundry.com/sets/FIRS/schema/industries?economy=point_8_release 14:59:15 <andythenorth> metal workshop for example? 14:59:44 <Pikka> hmm, yes 14:59:53 <Pikka> also machine shop and fertiliser plant have promising bits 15:00:33 <Pikka> perhaps recycling plant too... a cavalcade of depots 15:00:55 *** goodger [~ben@94.30.43.248] has joined #openttd 15:01:50 <andythenorth> also http://hg.openttdcoop.org/firs/raw-file/3c209564d26f/sprites/graphics/industries/metalfabricationplant.png 15:01:59 <andythenorth> generally pngs are here 15:02:00 <andythenorth> http://hg.openttdcoop.org/firs/file/3c209564d26f/sprites/graphics/industries 15:02:23 <andythenorth> and psds are here http://hg.openttdcoop.org/firs/file/3c209564d26f/graphics_sources 15:02:28 <andythenorth> 'raw' gets you the file 15:03:29 <Pikka> where 15:03:43 <Pikka> oh there 15:03:46 <Pikka> cool :) 15:03:47 <andythenorth> on the stair 15:03:52 <Pikka> I shall make many depots 15:03:55 <andythenorth> how rare 15:03:59 <andythenorth> this is for the track set? 15:04:02 <Pikka> yes 15:04:05 <andythenorth> feel free 15:04:08 <Pikka> it's all done apart from the depots 15:04:12 <Pikka> which shall be optional 15:04:15 *** telanus1 [~Barney_Er@196-210-232-54.dynamic.isadsl.co.za] has joined #openttd 15:04:56 *** telanus [~Barney_Er@196-210-232-54.dynamic.isadsl.co.za] has quit [Read error: Operation timed out] 15:08:34 *** Firartix [~artixds@www.clubnix.fr] has joined #openttd 15:13:09 *** goodger [~ben@94.30.43.248] has quit [] 15:13:29 *** goodger [~ben@94.30.43.248] has joined #openttd 15:16:52 <FlyingFoX> hi, what are some good AIs to use? 15:20:58 <Pikka> it's hard to tell 15:21:08 *** telanus1 is now known as telanus 15:21:10 <Pikka> I find AdmiralAI works okay. 15:24:22 *** Prof_Frink [~proffrink@5e09ee84.bb.sky.com] has joined #openttd 15:24:36 <FlyingFoX> i am currently using admiral ai, pathzilla, and dictator ai, but they keep crashing 15:25:53 <Pikka> admiral ai hasn't crashed on me lately, that's why I mentioned it 15:26:10 <Pikka> make sure everything is up to date. at least then it's not your fault when it crashes. :) 15:27:52 *** zydeco [~zydeco@15.202.20.95.dynamic.jazztel.es] has joined #openttd 15:28:17 <zydeco> greetings, comrades 15:28:18 <FlyingFoX> yeah i think its only dictator and pathzilla that crash 15:28:57 *** TWerkhoven [~twerkhove@cpc3-linl7-2-0-cust522.sgyl.cable.virginmedia.com] has joined #openttd 15:33:01 *** telanus1 [~Barney_Er@196-210-232-54.dynamic.isadsl.co.za] has joined #openttd 15:33:02 *** telanus [~Barney_Er@196-210-232-54.dynamic.isadsl.co.za] has quit [Read error: Connection reset by peer] 15:34:33 <FlyingFoX> are there some kind of challenges? like make the world population greater than 100.000 in 50 years or something like that? i want something reasonably hard as it is no challenge to get incredibly wealthy even on hard settings and against 7 AIs 15:37:16 <Pikka> there are gamescripts. or you can just make up your own challenge. 15:37:22 *** jonty-comp [~jonty@borealis.jontysewell.net] has joined #openttd 15:38:25 *** supermop [~daniel_er@rrcs-72-43-171-87.nyc.biz.rr.com] has joined #openttd 15:39:55 <FlyingFoX> my current challenge is to make the population grow as fast as possible on a random subarctic map with hard settings, but that would get a lot more interesting if there was something to compare mysellf to. 15:41:12 <FlyingFoX> those gamescripts only exist in the latest beta, right? 15:42:24 <Pikka> in the 1.2.0 RCs or nightlies, yes 15:42:44 <Eddi|zuHause> i have an alpine map, but all towns are below snow line 15:43:36 <Pikka> btw andythenorth 15:43:57 <Pikka> I noticed that your ships only dieselsmoke when starting off, like a train :[ 15:44:05 <Pikka> we need newparticles! 15:45:04 <Prof_Frink> newparticles? higgsbosons! 15:48:25 <andythenorth> Pikka: this would be because you haven't patched newgrf smoke yet :P 15:48:40 <Pikka> newparticles, andy! 15:48:46 <Pikka> think of the possibilities! 15:49:17 <Pikka> including the possibilities that will never be included in openttd, like shooty stuff! 15:49:38 <andythenorth> shooty ships 15:49:41 <Eddi|zuHause> railroad tycoon had military supplies or something 15:49:49 <Pikka> yes 15:50:03 <andythenorth> and War! 15:50:05 <andythenorth> maybe not 15:50:13 <andythenorth> fixing smoke would be a starting point 15:50:16 <Eddi|zuHause> i don't remember a war... 15:50:33 <andythenorth> I don't need newgrf smoke effect vehicles 15:50:53 <andythenorth> just give me the ability to specify x, y, z offsets, and a smoke animation cb 15:51:26 <andythenorth> passing the co-ords and ids of up t n smoke effect vehicles 15:51:29 <andythenorth> as the result 15:51:32 <Eddi|zuHause> andythenorth: you can't change the "animation" of smoke 15:51:38 <andythenorth> I don't need to 15:51:42 <andythenorth> bad explanation by me 15:51:51 <andythenorth> I just need to specify 'draw an effect vehicle in this tick' 15:51:57 <Pikka> you mean particle emission by vehicle callback 15:52:00 <andythenorth> no 15:52:07 <andythenorth> I mean just 'add new effect vehicle at x,y,z' 15:52:08 <Pikka> no? 15:52:11 <Pikka> yes 15:52:14 <andythenorth> yes 15:52:14 <andythenorth> no 15:52:15 <Pikka> a callback 15:52:15 <andythenorth> dunno 15:52:17 <Pikka> on the vehicle 15:52:30 <andythenorth> this http://bugs.openttd.org/task/4263 15:52:30 <Eddi|zuHause> yesno? 15:52:34 <Pikka> to emit a particle / create a particle vehicle 15:52:51 <Pikka> but if you're going to do that, why not go the whole hog and newparticles? 15:53:23 <andythenorth> because it never gets done? 15:53:32 <Pikka> well neither does this :) 15:53:35 <andythenorth> unlike my current suggestion :P 15:53:40 <Eddi|zuHause> andythenorth: like push the coords into the registers, and then return the number of vehicles to spawn? 15:53:56 <andythenorth> yes 15:54:05 <andythenorth> or the higher bits of cb10 result 15:55:43 <andythenorth> I tested using the z index, it kind of worked 15:55:50 <Eddi|zuHause> or call the callback multiple times, var10 being the number of times it has already run. return coords, or "no further vehicle" 15:55:58 <andythenorth> yes 15:56:02 <andythenorth> care to comment on the FS? 15:56:13 <Eddi|zuHause> not now 15:56:21 <andythenorth> as apparently this is only blocked by (a) lack of final spec and (b) lack of anyone who cares 15:56:29 <andythenorth> but (b) is default and not significant 16:06:39 <Eddi|zuHause> my wallclock is tilted, it freaks me out... 16:06:50 <Eddi|zuHause> but i can't be bothered to go to it and move it 16:06:51 <andythenorth> it would 16:07:03 <zydeco> it surely doesn't freak you out enough then 16:07:07 <andythenorth> throw something, try and get lucky 16:08:15 <zydeco> I always wanted to fill my hovercrafts with eels 16:08:21 <zydeco> so I finally made a newgrf for it 16:08:26 <Eddi|zuHause> have nothing to throw that is less valuable than the clock 16:08:58 <Eddi|zuHause> i never got that joke... 16:09:08 <zydeco> it's from monty python 16:09:14 <Eddi|zuHause> i knoe 16:09:21 <Eddi|zuHause> s/e/w 16:09:27 <Pikka> there's nothing to get, it's just a nonsequitur 16:10:04 *** frosch123 [~frosch@frnk-4d009753.pool.mediaWays.net] has joined #openttd 16:10:07 <Eddi|zuHause> oh, and i thought it's because i'm german :p 16:10:51 <Eddi|zuHause> how much german does the average english tv viewer know? 16:11:03 <supermop> english or american? 16:11:16 <supermop> I'd say little in either case 16:11:18 <Eddi|zuHause> i meant english. as in from england 16:11:34 *** Progman [~progman@p57A19755.dip.t-dialin.net] has joined #openttd 16:11:39 <zydeco> a person from england who views tv, or a person who views english tv? 16:11:41 <supermop> englishmen do seem more likely to have taken german in school though 16:11:43 <Eddi|zuHause> because i saw a comedy show recently. and they made a sketch in french, with subtitles 16:11:50 <Eddi|zuHause> and then a sketch in german, without subtitles 16:12:07 <supermop> maybe the german itself was the joke? 16:12:12 <Eddi|zuHause> zydeco: i answered that already 16:13:48 <andythenorth> eels 16:13:49 <andythenorth> ! 16:14:07 * NGC3982 invites #openttd to a fika. 16:14:31 <andythenorth> http://www.youtube.com/watch?v=AZG5zoMl9L4 16:15:12 <andythenorth> http://en.wikipedia.org/wiki/Why_Bother%3F 16:15:25 <Eddi|zuHause> supermop: the joke, as far as i understood, was Boris Becker making sexual avances towards Steffi Graf 16:17:21 <supermop> hmm maybe a bit esoteric for english people? i don't know 16:17:59 <supermop> i guess if it was very vaudevillian one could get the idea without knowing the language 16:19:18 <Eddi|zuHause> which actually raises the second question: how well do english people know these two persons? 16:20:56 <zydeco> I don't know, I'm only 1/4 english 16:21:26 *** Firartix [~artixds@www.clubnix.fr] has quit [Ping timeout: 480 seconds] 16:27:46 *** Zeknurn` [~Zeknurn@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 16:33:31 *** Zeknurn [~Zeknurn@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Ping timeout: 480 seconds] 16:41:57 *** andythenorth [~Andy@cpc23-aztw25-2-0-cust33.aztw.cable.virginmedia.com] has quit [Quit: andythenorth] 16:42:59 <frosch123> tennis is a british sport, isn't it? 16:43:19 *** Achilleshiel [wouterh@chat-utelscin.scintilla.utwente.nl] has quit [Read error: Operation timed out] 16:44:24 <Eddi|zuHause> as british as football :) 16:45:12 <Eddi|zuHause> and it's quite a while ago since both were "active" 16:54:03 *** andythenorth [~Andy@cpc23-aztw25-2-0-cust33.aztw.cable.virginmedia.com] has joined #openttd 16:57:59 *** |Jeroen| [~jeroen@d5153E8CC.access.telenet.be] has joined #openttd 17:04:39 <Pikka> www.pruplethingz.com/junk/Image20.png 17:04:47 <Pikka> one down, some to go. 17:06:13 *** Cybertinus [~Cybertinu@cybertinus.jkit.nl] has quit [Remote host closed the connection] 17:11:53 <andythenorth> works 17:12:35 <Pikka> 20th century steam depot, say 1900-1960? :) 17:13:15 <andythenorth> not sooty enough :P 17:13:21 <andythenorth> sounds fine though 17:13:38 <andythenorth> you're doing date-sensitive depot graphics? 17:13:38 <Pikka> well, nothing's very sooty in TTD, otherwise it would be. I just put a bit in at the top of the doorway. :) 17:14:01 <Pikka> by year built I'm thinking, and by railtype. 17:14:26 <andythenorth> is 'choose depot style' even a desirable new feature? 17:14:28 * andythenorth wonders 17:14:42 <Pikka> possibly. 17:14:54 <Pikka> I know some people want to unify depots and stations, which sounds like a nightmare. :) 17:15:13 <andythenorth> can refit at both now :P 17:16:45 *** FLHerne [~francis_h@dsl-217-155-24-22.zen.co.uk] has joined #openttd 17:27:34 *** Pulec [~pulec@static-cl093181068250.unet.cz] has joined #openttd 17:34:47 *** kkb110_ [~kkb110@cpe-69-203-124-125.nyc.res.rr.com] has joined #openttd 17:38:08 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has joined #openttd 17:42:09 <CIA-1> OpenTTD: translators * r24088 /trunk/src/lang/ (latvian.txt malay.txt): 17:42:09 <CIA-1> OpenTTD: -Update from WebTranslator v3.0: 17:42:09 <CIA-1> OpenTTD: latvian - 39 changes by Parastais 17:42:09 <CIA-1> OpenTTD: malay - 47 changes by kazlan68 17:43:36 *** |Jeroen| [~jeroen@d5153E8CC.access.telenet.be] has quit [Quit: oO] 17:44:30 <oskari89> http://www.tt-forums.net/download/file.php?id=158159 Some Finnish level crossing stuff :) 17:44:44 *** Chris_Booth[ph] [~chrisboot@cpc2-nrwh5-0-0-cust523.4-4.cable.virginmedia.com] has joined #openttd 17:46:40 <oskari89> Choose level crossing style should be also ;) 17:47:47 <oskari89> If that would be implemented some time, i would have even more variation on that :) 17:49:31 *** Eddi|zuHause [~johekr@p54B74989.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 17:53:52 *** glx [glx@2a01:e35:2f59:c7c0:1107:3215:3348:f194] has joined #openttd 17:53:55 *** mode/#openttd [+v glx] by ChanServ 17:54:56 *** Eddi|zuHause [~johekr@p54B73D0B.dip.t-dialin.net] has joined #openttd 17:55:46 *** Chris_Booth[ph] [~chrisboot@cpc2-nrwh5-0-0-cust523.4-4.cable.virginmedia.com] has quit [Ping timeout: 480 seconds] 17:56:25 <andythenorth> Pikka: so 2px narrower for BANDIT trucks? 17:56:49 <Pikka> ahh, possibly. although american-style trucks are rather bigger than uk-style, no? 17:57:00 <andythenorth> not massively 17:57:02 <andythenorth> longer 17:57:07 <andythenorth> not much wider 17:58:00 <Pikka> I drew two 1920s buses so far, do you want the spritesheet to compare? 17:59:12 *** mahmoud [~KEM@ALyon-158-1-83-222.w90-29.abo.wanadoo.fr] has joined #openttd 18:00:42 <andythenorth> plz 18:01:28 <Pikka> pm has 18:01:42 <Eddi|zuHause> what do you want with a zip-code? 18:01:54 <Pikka> I haven't actually coded these yet so I don't know how they'll look in game 18:02:27 <Pikka> all-cc is probably not a go, they'll need white or other contrasting bits like the one sprite in there to emphasise the shapes. 18:02:32 <andythenorth> smallz 18:02:36 <andythenorth> maybe not too smallz 18:03:17 <Pikka> bear in mind that they are 1920s buses, so they're small even by RV standards 18:03:24 <andythenorth> yarp 18:03:25 <andythenorth> ok 18:05:58 <andythenorth> http://dev.openttdcoop.org/attachments/download/2763/this_one.png 18:06:27 <andythenorth> 'at last, the product you've been waiting for: giant mining trucks' 18:06:32 <Eddi|zuHause> i don't think that's a fair comparison :) 18:06:50 <Pikka> the dump truck looks too small compared to the buses, if anything 18:07:20 *** peteris [~peteris@78.84.100.24] has joined #openttd 18:07:25 <andythenorth> :P 18:07:48 <andythenorth> it's only 95t 18:07:53 <andythenorth> it's a small dump truck ;) 18:07:58 <andythenorth> big ones are 350t 18:24:14 *** supermop [~daniel_er@rrcs-72-43-171-87.nyc.biz.rr.com] has quit [Quit: supermop] 18:28:00 *** mahmoud [~KEM@ALyon-158-1-83-222.w90-29.abo.wanadoo.fr] has quit [Read error: Connection reset by peer] 18:28:28 *** mahmoud [~KEM@ALyon-158-1-83-222.w90-29.abo.wanadoo.fr] has joined #openttd 18:41:01 *** Alberth [~hat3@a82-95-164-127.adsl.xs4all.nl] has joined #openttd 18:41:04 *** mode/#openttd [+o Alberth] by ChanServ 18:42:59 *** Mucht [~Martin@chello084115143107.3.graz.surfer.at] has quit [Remote host closed the connection] 18:45:22 *** Devroush [~dennis@178-119-153-135.access.telenet.be] has quit [Ping timeout: 480 seconds] 18:45:53 *** Devroush [~dennis@178-119-153-135.access.telenet.be] has joined #openttd 18:56:27 *** drac_boy [~drac_boy@bas1-ottawa08-1176111076.dsl.bell.ca] has joined #openttd 18:56:29 <drac_boy> hi 19:07:02 *** Markavian` [~Markavian@j616s.co.uk] has joined #openttd 19:08:04 <Alberth> hi 19:08:11 <drac_boy> hi alberth how're you? 19:08:38 *** mkv` [~Markavian@j616s.co.uk] has joined #openttd 19:08:44 <Alberth> having a bad cold :( (not sure it is the right word) 19:09:51 *** Rhamphoryncus [~rhamph@d161-184-227-133.abhsia.telus.net] has joined #openttd 19:09:57 <Alberth> last night I didn't sleep very well, so I have a dull headache all day 19:10:17 <Alberth> hopefully tonight will be better 19:12:15 <drac_boy> yeah hope so :-/ 19:13:21 *** Markavian [~Markavian@j616s.co.uk] has quit [Ping timeout: 480 seconds] 19:15:06 *** Markavian` [~Markavian@j616s.co.uk] has quit [Ping timeout: 480 seconds] 19:15:32 <drac_boy> well I had a bit of long nap a while ago, but doing ok..just on irc for a bit now and still trying to figure out the road vehicle id mess yet :-s 19:15:33 <drac_boy> heh 19:18:34 *** peteris [~peteris@78.84.100.24] has quit [Quit: Ex-Chat] 19:20:59 *** Achilleshiel [wouterh@chat-utelscin.scintilla.utwente.nl] has joined #openttd 19:27:52 *** Biolunar [~mahdi@blfd-4d08f32f.pool.mediaWays.net] has joined #openttd 19:29:50 *** DDR [~chatzilla@d99-199-14-2.bchsia.telus.net] has joined #openttd 19:42:43 <zydeco> fun times, the newgrf is 2 kb and the license is 22 kb 19:49:02 <drac_boy> zydeco must be a generic almost-all-caps legalse license copied from somewhere else? :) 19:49:11 <frosch123> what's the size of your writ when enforcing that licence? 19:49:24 <zydeco> indeed it is 19:49:32 <drac_boy> funny thing is almost everything I download these days I always throw out any text file that does not say 'guide' or 'readme' in their name 19:50:23 *** TWerkhoven [~twerkhove@cpc3-linl7-2-0-cust522.sgyl.cable.virginmedia.com] has quit [Quit: He who can look into the future, has a brighter future to look into] 19:51:45 *** Achilleshiel [wouterh@chat-utelscin.scintilla.utwente.nl] has quit [Read error: Operation timed out] 19:51:51 *** KritiK [~Maxim@89-178-195-80.broadband.corbina.ru] has joined #openttd 19:51:59 <drac_boy> this probably has saved me likely at least three thousand less text files cluttering up the indexer.. lost count a long time ago so I'm not sure what the actual numbers would had been anymore 19:58:06 *** Achilleshiel [wouterh@chat-utelscin.scintilla.utwente.nl] has joined #openttd 19:59:55 *** Sahri [~IceChat77@52494455.cm-4-2b.dynamic.ziggo.nl] has joined #openttd 20:00:00 <Sahri> Hello 20:00:45 <Rubidium> hi 20:01:20 <Sahri> I have a little problem with the tropical map theme. No matter what terrain height I choose, I see no saw mills anywhere on the map 20:01:33 <Rubidium> Pikka: variable 6 'support' has been added to grfcodec; might need to wait almost 24h before the new nightly is created though 20:01:33 <Pikka> there are no sawmills in tropical 20:01:48 <Pikka> there are lumber mills but you have to build them yourself, Sahri 20:01:49 <Rubidium> Sahri: you need to build the lumber mills manually 20:01:52 <Pikka> thanks Rubidium :) 20:01:57 <Sahri> That's what I meant 20:02:10 <Sahri> But thanks for clearing that up 20:02:27 *** supermop [~daniel_er@rrcs-72-43-171-87.nyc.biz.rr.com] has joined #openttd 20:02:31 <drac_boy> I always liked the lumbermill behaviour better than the crappy forests in temperate :) 20:02:43 <Sahri> Why? 20:02:47 <drac_boy> have to keep trees around or if you get too lazy and don't notice that....no more wood for you 20:03:05 <drac_boy> just like with real forests after all 20:03:29 <drac_boy> I'm sure others might have their own opinions on that tho 20:05:26 <Sahri> But aren't lumber mills dependant on forests as well? 20:05:54 <drac_boy> forest != tree btw 20:06:15 <CIA-1> OpenTTD: frosch * r24089 /trunk/src/ (window.cpp window_func.h): -Fix [FS#5136]: Conflicting strategies for resizing the main toolbar and statusbar after resizing the main window. 20:06:17 <Rhamphoryncus> lumber mills use actual trees. A forest is just another industry (like a mine) that happens to look like a tree 20:07:06 <Sahri> Ohhh 20:07:07 <drac_boy> just wondering since theres a few of us here now...is there any point in using GRM for your grf or its always been a moot point even from day one? 20:07:23 <Sahri> So you have to plant trees around the lumber mills or else... 20:07:52 <drac_boy> sahri it'll eventually drop down to zero production, thats what 20:07:59 <Pikka> if you're using OpenTTD it's irrelevant for vehicles, drac_boy. If you're using TTDPatch it's essential. 20:08:13 <drac_boy> pikka ah so its half...hm, thanks 20:09:13 <Sahri> Ah so you can't prevent that from happening? 20:09:34 <Pikka> yes, by planting trees 20:09:38 <drac_boy> sahri if you don't want zero production, do what the real world does...plant new trees once in a while :P 20:09:51 <drac_boy> its not like coal where it doesn't need to be replenished 20:10:15 <Sahri> Okay :3 20:10:19 <drac_boy> although its possible to make a newinustry grf where mines have a limited stockpile to work with before it goes to zero and they close up for good 20:10:38 <Sahri> I saw that one in the downlosd list 20:10:52 <drac_boy> inustry? I mean industry 20:10:54 <Sahri> download* 20:10:55 <drac_boy> silly keyboard :-s 20:11:28 <Alberth> drac_boy: it should be possible, I think 20:12:10 *** kkb110_ [~kkb110@cpe-69-203-124-125.nyc.res.rr.com] has quit [Ping timeout: 480 seconds] 20:12:32 <Sahri> That would make the game even harder for me but more realistic 20:13:15 <Alberth> realism is not a design criterium for the game :p 20:13:28 <drac_boy> I did wonder about one other thing but I don't think I've seen anything in the wiki for it (unless I overlooked it somehow) ... can an industry vary its production depending on the date of the year? 20:14:25 <Pikka> yes, drac_boy 20:15:45 <drac_boy> hm I'll have to recheck the wiki then 20:15:48 <drac_boy> thanks 20:17:35 *** telanus1 [~Barney_Er@196-210-232-54.dynamic.isadsl.co.za] has left #openttd [] 20:18:49 <drac_boy> know that some players might not like it but I've always sometimes though about farms and so having a seasonal output. after all you can't hack anything out of the frozen ground during the winter months heh 20:18:53 <Eddi|zuHause> drac_boy: might want to check out var 02, var 23 or var 24 20:19:48 *** LordPixaII is now known as Pixa 20:20:42 <drac_boy> oh didn't see 23 before. that explains it. thanks 20:21:36 <Eddi|zuHause> "long format" means "days since year 0" 20:25:10 *** frosch123 [~frosch@frnk-4d009753.pool.mediaWays.net] has quit [Remote host closed the connection] 20:25:22 <Alberth> drac_boy: farms do not produce if they are above the snow line 20:25:28 *** Cybertinus [~Cybertinu@cybertinus.jkit.nl] has joined #openttd 20:25:46 <drac_boy> alberth even in newindustry? 20:26:10 <Alberth> if programmed that way :p 20:26:33 <drac_boy> oh ok thats a relief...I wanted to let the farms go anywhere where they wanted to 20:26:47 <drac_boy> going to add variable snowlines anyhow ;) 20:27:53 *** Progman [~progman@p57A19755.dip.t-dialin.net] has quit [Remote host closed the connection] 20:28:07 <Eddi|zuHause> it's rather difficult to get farms above thesnow line (e.g. with alpine grf) because on game creation it's always january, so the snowline is at the lowest point 20:28:44 <drac_boy> well I was also thinking about new farm building themself (or the player funded one) during the game but yeah you do have a point 20:29:21 <Alberth> Eddi|zuHause: you're at the wrong hemisphere :p 20:29:41 <andythenorth> FIRS doesn't bother with seasonal production, it's silly 20:29:46 *** Chris_Booth[ph] [~chrisboot@cpc2-nrwh5-0-0-cust523.4-4.cable.virginmedia.com] has joined #openttd 20:29:50 <andythenorth> unhelpful for gameplay 20:29:53 *** roadt_ [~roadt@60.168.89.212] has quit [Ping timeout: 480 seconds] 20:31:18 <drac_boy> well if you didn't like seasonal supplies then stick to something more 'dead' such as coal instead ;) 20:31:25 <drac_boy> just a random suggestion heh 20:33:33 <Eddi|zuHause> the "problem" is that the game doesn't offer management options for seasonal timetables 20:33:45 *** oskari89 [~oskari89@213-186-253-165.bb.dnainternet.fi] has quit [] 20:34:28 <drac_boy> I never cared too much for it then again my network style is quite different from most others so 20:35:34 *** Alberth [~hat3@a82-95-164-127.adsl.xs4all.nl] has left #openttd [] 20:36:48 <drac_boy> btw another thing re newgrf again if thats ok... 20:37:28 <drac_boy> do you have to stick with one sprite or is it possible to like have two different sprites for one single bridge? like say it was sprite A when one tile long but sprite B when three tiles long? same id otherwise 20:37:34 *** Cybertinus [~Cybertinu@cybertinus.jkit.nl] has quit [Remote host closed the connection] 20:38:42 *** Cybertinus [~Cybertinu@cybertinus.jkit.nl] has joined #openttd 20:41:00 *** Chris_Booth[ph] [~chrisboot@cpc2-nrwh5-0-0-cust523.4-4.cable.virginmedia.com] has quit [Read error: Connection reset by peer] 20:41:00 *** Chris_Booth[ph] [~chrisboot@cpc2-nrwh5-0-0-cust523.4-4.cable.virginmedia.com] has joined #openttd 20:41:21 <Sahri> I can't remember oil refineries were being built so close to the map's edge 20:41:33 <Sahri> in TTD 20:42:11 <Rubidium> they were even closer in TTD 20:42:18 <TWerkhoven[l]> smaller maps maybe, so they didnt look so close? 20:42:20 <Rhamphoryncus> Is there any way to expose an nml value for debugging? I'm in FEAT_CARGOS so there's no persistent registers, not that I could access them anyway. Only idea I have is to modify the openttd source, or maybe a gdb hook 20:43:15 <Rhamphoryncus> drac_boy: I've seen bridges with multiple sprites 20:43:46 <drac_boy> Rhamphoryncus hmm I'll think about trying it then thanks 20:43:48 <Pikka> http://newgrf-specs.tt-wiki.net/wiki/Action0/Bridges#Bridge_Layouts drac_boy 20:44:44 <drac_boy> wasn't sure if that was for the sprites too or not...but thanks 20:45:40 <Sahri> Hmm, I think I should leave the oil derricks be till I have some faster engines at my disposal. The distance is just too big to make a profit 20:45:51 <drac_boy> sahri what grf you using now? 20:45:55 <Rhamphoryncus> Huh, so the repeated part is always 2 tiles long. Interesting 20:46:11 *** andythenorth [~Andy@cpc23-aztw25-2-0-cust33.aztw.cable.virginmedia.com] has left #openttd [] 20:47:32 <Sahri> Suburban stations, dutch station set, swedish town name generator, city stations and spanish town names 20:47:53 <Sahri> I admit, most of em are useless in this map but I'm too lazy to keep changing around GRFs 20:48:18 <drac_boy> so unless I'm looking at it wrong I could had done my bridges like this? _A_ , _AA_ , _BBB_ where A is first sprite and B is second one 20:48:24 <drac_boy> sahri so just original trains then? 20:48:28 *** Chris_Booth[ph] [~chrisboot@cpc2-nrwh5-0-0-cust523.4-4.cable.virginmedia.com] has quit [Quit: Colloquy for iPhone - http://colloquy.mobi] 20:50:42 <Sahri> Yeah 20:51:16 <Sahri> I have seen the GRF fr the tropical map but since I already started a game I don't want to start over... again 20:51:18 <Eddi|zuHause> drac_boy: i thought either _A_ _BB_ _BBB_ or _A_ _AA_ _ABA_ 20:55:43 <Eddi|zuHause> newgrf bridges are one of those seriously neglected parts 20:55:57 <drac_boy> sahri heh well there is one thing I don't exactly like too much.. the MJS diesel in opengfx is not the same thing as the original MJS diesel :-/ 20:56:03 <drac_boy> its no longer a small cheap locomotive 20:56:35 <drac_boy> eddi mm I'll have to think some more about this. and yeah you're right its a bit neglected 20:57:03 <Sahri> The cargo acceptance for oil just baffled me 20:57:38 <drac_boy> sahri you mean the refinery? it only accepts oil on like 1-2 tiles which I always did find a little strange sometimes 20:57:40 <Sahri> I have to build a train/lorry station at the long side of the oil refinery or it won't accept anything, even if it is in the catchment area 20:57:56 <Sahri> Oh 20:58:51 <Sahri> Yeah it's illogical and it sounds like a bug that needs to be ironed out 20:59:08 <Eddi|zuHause> it's by design 20:59:14 <drac_boy> well its original behaviour .. if you didn't like it make a refineryfix.grf :) 20:59:27 <drac_boy> heh 21:00:02 <Eddi|zuHause> the power station also has that behaviour 21:01:08 <Rhamphoryncus> Why though? 21:03:04 *** TGYoshi [~TGYoshi@86.81.146.146] has quit [Quit: Popidopidopido] 21:03:14 <Sahri> It's not like the game becomes unplayable because of this so I'll just let it be 21:06:52 * drac_boy wonders if anyone has any explaination for why the MJS250 was changed big-time in opengfx 21:07:46 <Pikka> because having an un-shortened short vehicle looks ugly? 21:08:02 <Pikka> they only changed the appearance, opengfx is a base set and contains no stats changes 21:09:24 *** smoovi [~smoovi@e178235232.adsl.alicedsl.de] has quit [Quit: Verlassend] 21:11:03 <drac_boy> hm well it looks weird hauling one or few wagons when a small locomotives look at home doing that. oh well 21:11:13 <drac_boy> at least I don't have to use opengfx in my own maps so I'm not complaining 21:11:51 *** TWerkhoven[l] is now known as Meech 21:11:58 *** Meech is now known as TWerkhoven[l] 21:14:06 *** cypher [~Miranda@ip-78-45-92-166.net.upcbroadband.cz] has joined #openttd 21:14:36 <drac_boy> eddi what made the steel mill accept passengers on one of its tile tho? 21:14:45 <drac_boy> I never could really figure out the reasoning behind that original plan 21:15:14 <Eddi|zuHause> i don't know what went through chris sawyer's head 21:15:32 <drac_boy> heh heh 21:17:11 <drac_boy> would you rate wool as a sensitive or insensitive cargo yourself? 21:18:23 <Rhamphoryncus> The steel mill... accepts passengers? Surely a bug 21:19:29 <Eddi|zuHause> it not only does accept passengers, it also makes steel out of them :p 21:19:33 <supermop> people have to work there 21:19:58 <drac_boy> eddi lol 21:20:07 <Rhamphoryncus> riiiiigh 21:20:15 <drac_boy> supermop so do the people at the mines/etc but these don't accept passengers 21:20:37 <Eddi|zuHause> it's the legendary soylent green steel 21:21:00 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has quit [Ping timeout: 480 seconds] 21:21:24 <Pikka> I think you'll find it doesn't make steel out of them, eddi. it's just one of the tiles that accepts passengers. 21:21:45 <Pikka> tile acceptance and industry acceptance are completely separate. 21:22:39 <Eddi|zuHause> i don't think i ever actually tried it 21:26:20 <drac_boy> hmm wonder how many different ground tile types there are now 21:26:48 <Eddi|zuHause> 42 21:28:26 <Eddi|zuHause> grass, tundra, snow, rainforest, desert, halfdesert, halfsnow, quartersnow, threequartersnow, coast, with grid, without grid, opengfx, original. ... 21:28:39 <drac_boy> I assume there's actually a list hopefully? 21:28:52 <Eddi|zuHause> i don't think so 21:29:16 <drac_boy> ic hm guess I'll have to check a few randomized maps later to determine then 21:30:11 <Eddi|zuHause> you don't need to know of the ground tile, you can tell openttd to draw the default groundtile, and you draw your house/industry/object on a transparent background 21:30:44 *** ToxicFrog [~ToxicFrog@24-246-40-169.cable.teksavvy.com] has joined #openttd 21:31:00 <drac_boy> its not for that, its re replacing a few things especially the boulders-juttering tiles. thanks still 21:32:10 *** kkb110_ [~kkb110@NYUFGA-WLESSAUTHCLIENTS-03.NATPOOL.NYU.EDU] has joined #openttd 21:34:38 <drac_boy> not sure if it'll be through actionA or to actually redraw everything to match. but its too early to decide on that just yet 21:42:28 *** kkb110_ [~kkb110@NYUFGA-WLESSAUTHCLIENTS-03.NATPOOL.NYU.EDU] has quit [Ping timeout: 480 seconds] 21:44:17 *** Pulec [~pulec@static-cl093181068250.unet.cz] has quit [] 21:46:45 <Rhamphoryncus> I'm lost. Tried tracking through both from gdb and from nml; no luck. Where are newgrf temporaries stored? 21:46:59 *** kkb110_ [~kkb110@NYUFGA-WLESSAUTHCLIENTS-02.NATPOOL.NYU.EDU] has joined #openttd 21:53:14 <Eddi|zuHause> what's a newgrf temporary? 21:54:04 <drac_boy> hm going stop for now, need to go out for supper soon :) 21:54:52 <Rhamphoryncus> temporary register? 21:54:58 <Rhamphoryncus> used in nml? 21:55:12 <Eddi|zuHause> what do you want to do with those? 21:55:20 <Rhamphoryncus> .. debug them? 21:55:36 *** TWerkhoven[l] [~twerkhove@cpc3-linl7-2-0-cust522.sgyl.cable.virginmedia.com] has quit [Ping timeout: 480 seconds] 21:55:57 <Eddi|zuHause> your best bet is grepping through newgrf*.cpp for them 21:56:13 <Rhamphoryncus> Already did 21:56:33 <Rhamphoryncus> Nothing in there is obvious 21:57:24 <Eddi|zuHause> src/newgrf_spritegroup.h:static inline uint32 GetRegister(uint i) <-- ? 21:58:47 <Rhamphoryncus> hrm. Missed the -i on that particular grep 22:00:15 <Sahri> How can I have only a handful of paggengers in a city with a population of 1k+? 22:00:36 <Rhamphoryncus> Ah, only in the .h. I had the .cpp open and searched it more thoroughly, which didn't find it 22:00:45 <Sahri> assengers* 22:01:00 <Sahri> passengers** I think I need to go to sleep =_= 22:01:04 <Rhamphoryncus> Sahri: how much do your station tiles cover? 22:01:16 <Sahri> It's a bus station 22:01:24 <drac_boy> Rhamphoryncus better whats the station rating? ;) 22:01:25 <Eddi|zuHause> Rhamphoryncus: inline functions must always be in the .h, otherwise it can't be inlined 22:01:33 <Sahri> And you mean how many houses? 22:01:36 <Rhamphoryncus> I've been told that the big bounding box only applies to deliveries. Picking up is based on individual tiles' catchment 22:01:54 <Rhamphoryncus> Eddi: yeah, I understand that 22:04:20 <Sahri> Ratings is 70% 22:05:29 <Eddi|zuHause> Sahri: odd. usually people complain why there are 3000 passengers waiting at their bus station in a 1000 people town :p 22:05:32 <Sahri> And when I moved it the ratings went down to 50% 22:06:00 <drac_boy> well I'm going to eat :p 22:06:03 *** drac_boy [~drac_boy@bas1-ottawa08-1176111076.dsl.bell.ca] has left #openttd [I'm done being in this room!] 22:06:04 <Rhamphoryncus> Screenshot? 22:06:21 <Sahri> I'll have to keep a raincheck on that 22:06:52 <Sahri> I discarded the changes I made too because the result wasn't exactly satisfying 22:06:58 <Sahri> weren't* 22:07:13 <Sahri> Night folks 22:07:26 *** Sahri [~IceChat77@52494455.cm-4-2b.dynamic.ziggo.nl] has quit [Quit: 'Till all are one!] 22:11:07 *** Zeknurn [~Zeknurn@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 22:11:57 *** FLHerne [~francis_h@dsl-217-155-24-22.zen.co.uk] has left #openttd [] 22:16:05 *** Zeknurn` [~Zeknurn@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Ping timeout: 480 seconds] 22:16:05 *** Zeknurn is now known as Zeknurn` 22:22:14 *** sla_ro|master [slaco@95.76.26.172] has quit [Quit: DANGER sla.ro is OFFLINE DANGER] 22:26:08 *** Devroush [~dennis@178-119-153-135.access.telenet.be] has quit [] 22:27:40 *** roboboy [~robotboy@CPE-58-173-43-55.nxzp1.ken.bigpond.net.au] has joined #openttd 22:28:12 *** kkb110_ [~kkb110@NYUFGA-WLESSAUTHCLIENTS-02.NATPOOL.NYU.EDU] has quit [Read error: Operation timed out] 22:28:33 *** kkb110_ [~kkb110@NYUFGA-WLESSAUTHCLIENTS-02.NATPOOL.NYU.EDU] has joined #openttd 22:31:22 *** MNIM [~mBuntu@ip5452ffad.adsl-surfen.hetnet.nl] has joined #openttd 22:33:32 *** Chris_Booth [~chatzilla@cpc2-nrwh5-0-0-cust523.4-4.cable.virginmedia.com] has joined #openttd 22:38:52 *** Chris_Booth [~chatzilla@cpc2-nrwh5-0-0-cust523.4-4.cable.virginmedia.com] has quit [Remote host closed the connection] 22:39:09 *** Biolunar [~mahdi@blfd-4d08f32f.pool.mediaWays.net] has quit [Quit: All your IRC are belong to us] 22:40:51 *** supermop [~daniel_er@rrcs-72-43-171-87.nyc.biz.rr.com] has left #openttd [] 22:42:20 *** kkb110_ [~kkb110@NYUFGA-WLESSAUTHCLIENTS-02.NATPOOL.NYU.EDU] has quit [Ping timeout: 480 seconds] 22:47:34 *** kkb110_ [~kkb110@NYUFGA-WLESSAUTHCLIENTS-03.NATPOOL.NYU.EDU] has joined #openttd 22:49:15 *** drac_boy [~drac_boy@bas1-ottawa08-1176111076.dsl.bell.ca] has joined #openttd 22:49:17 <drac_boy> hi 22:49:35 *** roboboy [~robotboy@CPE-58-173-43-55.nxzp1.ken.bigpond.net.au] has quit [Ping timeout: 480 seconds] 22:52:55 *** zydeco [~zydeco@15.202.20.95.dynamic.jazztel.es] has quit [Quit: miscellaneous hardware exception error] 22:55:55 <xiong> What kind of version is (1.2.0?)? 22:57:00 <Pikka> a stable version 22:57:56 <Pikka> good for horses 22:57:58 <xiong> Um, no, I don't think so. 22:58:20 <drac_boy> heh 22:58:58 *** Snail_ [~jacopocol@CPE78cd8e5ccf20-CM78cd8e5ccf1d.cpe.net.cable.rogers.com] has joined #openttd 22:59:03 <xiong> I see it's really RC4, as expected. The blogish post is just too cute, at least for me. 23:02:04 *** Elu [Elukka@78-27-90-14.bb.dnainternet.fi] has joined #openttd 23:09:03 *** Elukka [Elukka@78-27-90-14.bb.dnainternet.fi] has quit [Ping timeout: 480 seconds] 23:10:44 *** mahmoud [~KEM@ALyon-158-1-83-222.w90-29.abo.wanadoo.fr] has quit [Read error: Connection reset by peer] 23:13:40 <xiong> Is there something about TerraGenesis that causes towns to clump? Or do I have anything like a fair chance of an even distribution across the map? 23:14:03 <xiong> I've gotten several maps with a clump of towns in one corner, none elsewhere. 23:17:18 *** goodger [~ben@94.30.43.248] has quit [Ping timeout: 480 seconds] 23:18:12 <Eddi|zuHause> (why do i even bother reading the question?) 23:19:02 <drac_boy> heh dunno 23:19:36 *** Konar6 [konar6@sickedwick.net] has joined #openttd 23:23:33 <xiong> From my (perhaps narrow) viewpoint, it's not entirely fair for me to play a map I've created deliberately. Part of the game is to contend with random factors. But I've started several maps over the last few years and they all seem a bit off. It's not just a few irregularities when all the towns are jammed into one corner. 23:25:48 <xiong> I'm just saying I wouldn't be content playing a level flat map with towns and industries placed each by hand. It would be too mechanical. But I need some control over map generation. I'm going to the Scenario Editor, creating random landforms, and placing towns and industries at random. I'll just scatter excess towns and remove excess. 23:34:04 *** Djohaal [~Djohaal@189.114.235.236.dynamic.adsl.gvt.net.br] has joined #openttd 23:50:08 *** Arafangion [~Arafangio@220-244-108-23.static.tpgi.com.au] has quit [Remote host closed the connection]