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00:10:51 *** montalvo [~montalvo@c-76-103-107-219.hsd1.ca.comcast.net] has quit [Quit: Textual IRC Client: www.textualapp.com] 00:38:18 *** Hazzard [~quassel@c-67-174-253-44.hsd1.ca.comcast.net] has joined #openttd 00:47:40 *** luaduck is now known as luaduck_zzz 01:26:31 *** fjb [~frank@000158aa.user.oftc.net] has quit [Quit: Konversation terminated!] 01:29:13 *** supermop [~daniel_er@d110-33-191-31.sun801.vic.optusnet.com.au] has joined #openttd 02:30:04 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 02:30:19 *** theholyduck [~theholydu@172.245.30.36] has quit [Ping timeout: 480 seconds] 02:31:21 *** Pereba [~UserNick@179.181.225.62] has quit [Quit: A d i I R C - www.adiirc.com] 02:37:24 *** theholyduck [~theholydu@172.245.30.36] has joined #openttd 02:39:00 *** ccfreak2k [~ccfreak2k@hephaestus.untrust.org] has quit [Read error: Operation timed out] 02:39:48 *** ccfreak2k [~ccfreak2k@hephaestus.untrust.org] has joined #openttd 02:45:35 *** theholyduck [~theholydu@172.245.30.36] has quit [Ping timeout: 480 seconds] 02:54:04 *** Jomann [~abchirk@p4FE21B08.dip0.t-ipconnect.de] has joined #openttd 03:01:07 *** abchirk_ [~abchirk@p4FE21A22.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 03:08:17 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 03:28:15 *** DabuYu [DabuYu@128.250.79.238] has quit [] 03:30:53 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 03:59:05 *** Djohaal [~Djohaal@177.16.141.212] has quit [Read error: Connection reset by peer] 04:23:54 *** liq3 [~liq3@120.147.178.81] has quit [] 04:38:01 *** ixalovh [~ixalovh@adsl-69-208-81-185.dsl.klmzmi.ameritech.net] has quit [Ping timeout: 480 seconds] 04:56:02 *** Eddi|zuHause [~johekr@p57BD54FB.dip0.t-ipconnect.de] has quit [] 04:56:16 *** Eddi|zuHause [~johekr@p57BD49E7.dip0.t-ipconnect.de] has joined #openttd 05:25:54 *** Hazzard [~quassel@c-67-174-253-44.hsd1.ca.comcast.net] has quit [Read error: Connection reset by peer] 05:36:06 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 05:41:04 *** HerzogDeXtEr [~flex@88.130.182.166] has joined #openttd 06:18:58 *** Yotson [~Yotson@2001:980:6ac8:1:f8b3:b10c:37c2:69d9] has joined #openttd 06:30:02 *** HerzogDeXtEr1 [~flex@i59F6C967.versanet.de] has joined #openttd 06:35:39 *** HerzogDeXtEr [~flex@88.130.182.166] has quit [Ping timeout: 480 seconds] 07:07:18 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 07:11:04 <supermop> contemplating ordering an out of print book from some website i've never heard of 07:11:25 <supermop> has a copy for , whereas the only copy amazon has is 0+ 07:11:51 <Supercheese> Make sure to thouroughly Admiral Ackbar it 07:12:10 <supermop> can't find any other good documentation of this building on line and i am getting hung up on some detail in rhino though 07:12:13 <Supercheese> or should I say, de-Admiral Ackbar 07:12:24 *** Jinassi [~Jinassi@0001ec72.user.oftc.net] has joined #openttd 07:12:40 <supermop> i could just guess as i will be squishing it about to fit into 1x2 tiles anyway.... 07:13:00 <supermop> Supercheese: would that just be yelling to no one in particular? 07:13:15 <Supercheese> No, I am referring to the famous, "It's a trap!" 07:13:20 <supermop> indeed 07:13:24 <Supercheese> Make sure the site you are ordering from is not, in fact 07:13:26 <supermop> who would i yell that at? 07:13:27 <Supercheese> a trap 07:13:50 <Supercheese> I've not made my Bad Joke quota for today :P 07:14:24 <supermop> i can order the same copy from the same bookseller in germany via ebay rather than this other used book website..... 07:14:30 <supermop> hmmm 07:14:44 <supermop> http://www.ebay.com/itm/Sakura-Associates-Half-a-century-in-step-with-postwar-Japanese-modernism-Proce-/331346599980?pt=LH_DefaultDomain_77&hash=item4d25cbe02c 07:14:46 <peter1138> Buying a book about a building to make a 1x2 tile image? 07:14:46 <supermop> vs: 07:14:48 <peter1138> o_O 07:15:15 <supermop> http://www.abebooks.com/servlet/BookDetailsPL?bi=10398855437 07:15:39 <supermop> well maybe some other buildings in the monograph would be worth drawing too? 07:16:19 <supermop> this guy isn't well represented or know in the english literature, even though he's done several major buildings 07:16:25 <supermop> could be a good source regardless 07:17:11 <supermop> i hope there is a floor plan because i am getting stuck on a couple details of this building: 07:18:12 <supermop> http://shinjuku.washington-hotels.jp/view-album/181 07:18:54 <supermop> not enough picture on google or in my own that i took when i stayed in that hotel last yeaar 07:20:06 <supermop> any of you guys in germany want to go look at it in the shop for me and take pictures of every page? 07:20:12 <Jinassi> are you drawing the one with white fasade? 07:20:26 <planetmaker> moin 07:20:32 <Jinassi> morning 07:20:48 <supermop> the shinjuku washington hotel, the S-shaped building seen outside the window in lost in translation 07:21:35 <supermop> took me forever just to deduce the circumference in precast panels of the rounded ends 07:21:54 <peter1138> ... 07:22:10 <peter1138> Sounds like you getting a bit obsessive about details, to be honest. 07:22:11 <Jinassi> upper floors are giving you hard time 07:22:17 <supermop> ive drawn a rough plan traced from the google maps overhead 07:23:11 <supermop> Jinassi: the top floor and mechanical/parapet is different slab-to slab height, as is ground floor and mezzanine, 07:24:02 <planetmaker> supermop, I can't say I knew that website before. Nor do I see how I could much easier look at the book than you 07:24:09 <Jinassi> till when would you need the pics? 07:24:32 <Jinassi> doable 07:24:45 <planetmaker> on the other hand... the site doesn't look fishy 07:25:12 <supermop> only detail i found was that height is 96m, but no idea if that is just the hotel occupied floors, or up to parapet, or HVAC or what 07:25:56 <supermop> well i have 30th birthday in a week so maybe i get a little present for myself 07:26:51 <supermop> peter1138: i probably collect too many architecture books, but to be honest, the sprite is just a little push to buy a book I would have wanted to track down anyway 07:27:28 <peter1138> That makes more sense to me :) 07:27:43 <supermop> i didn't realize that hotel was buy the office of this guy who I already admired until looking for better images from which to draw the sprite 07:27:50 <supermop> *by 07:28:49 * andythenorth _might_ have slightly bought this when doing HEQS http://books.google.co.uk/books?id=oyX4X1B_hLsC&printsec=frontcover&dq=giant+earthmovers+an+illustrated+history&hl=en&sa=X&ei=k3M_VJXUBuyM7Ab-xYHADg&ved=0CCkQ6AEwAA#v=onepage&q=giant%20earthmovers%20an%20illustrated%20history&f=false 07:28:54 *** Pikka [~Octomom@d58-106-23-62.rdl801.qld.optusnet.com.au] has joined #openttd 07:29:09 <supermop> I did see the building in person in 2004 and was curious about it, so when i needed a cheap-ish hotel in shinjuku last year i made a point of booking there to see the inside! 07:29:19 <andythenorth> Pikka: 3 weeks work in 2 hours done? 07:29:28 <Pikka> absolutely 07:29:33 <Pikka> went surprisingly smoothly 07:29:39 <andythenorth> I donât know why people spend so long doing stuff 07:29:44 <andythenorth> always leave it until itâs too late 07:29:47 <andythenorth> then you canât waste any time 07:29:56 <Pikka> basically, yes. 07:29:59 <supermop> andythenorth: i would have bought that anyway - every home library need a copy of Giant Earthmovers 07:31:00 <Supercheese> Nothing like a bit of Civil Engineering to keep things civil 07:31:41 <supermop> Jinassi: i am in no hurry really - i can wait until it shows up from germany. 07:38:49 <andythenorth> hmm 07:38:55 * andythenorth needs to hap some offset jank 07:39:10 <Pikka> froody 07:40:07 <andythenorth> semi trucks 07:40:11 <andythenorth> and their overlapping trailers 07:53:07 *** tokai|mdlx [~tokai@port-92-195-61-7.dynamic.qsc.de] has joined #openttd 07:59:20 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 08:00:04 <Pikka> non-articulates are the answer ;) 08:00:19 <Pikka> articulated trucks can look cool though. 08:00:52 <andythenorth> meh 08:00:56 <andythenorth> tmwftlb 08:01:00 <andythenorth> doing it anyway 08:03:17 <peter1138> Isn't it easy to make them match up in / and \ views? 08:04:28 <peter1138> Treat the trailer as a shorter part with a bit overlapping the front. It will go a bit wonky around bends but it always will. 08:04:51 <peter1138> Anyone up for some realistic artic/trailer handling? :p 08:04:58 <Jinassi> who is responsible for Kilimanjaro Unitised mining truck? 08:05:08 <andythenorth> pikka 08:05:27 <Jinassi> <3 Pikka, that thing is a beast 08:05:32 <andythenorth> peter1138: Iâm doing the tractor as a shorter part, with the rear chassis stuck under the trailer 08:05:35 <andythenorth> seems to work 08:05:46 <andythenorth> just faff with where the sprites go in the spritesheet 08:06:02 <andythenorth> âstandardâ positions donât work when youâre faking vehicle length 08:06:03 <peter1138> andythenorth, yeah that would work too. I was thinking as a separate part the front would be too short... but it can't be separated, heh. 08:06:30 <peter1138> spritesheet? 08:06:40 <peter1138> How is their literal position in the spritesheet relevant? :S 08:07:07 <andythenorth> because one set of offsets in the grf 08:07:16 <peter1138> no 08:07:21 <andythenorth> eh? 08:07:24 <supermop> Pikka: any particular pseudo-scale you are envisioning for your queenslanders? 08:07:36 <peter1138> you need one set of offsets per bounding box size, i think. 08:07:50 <peter1138> else you end up drawing too much 08:07:55 <peter1138> hmm, maybe autocrop works in that case 08:07:59 <andythenorth> dunno :) 08:08:06 <andythenorth> all spritesheets have identical bounding boxes 08:08:16 <andythenorth> and vehicle is shoved left and down in most views 08:08:19 <andythenorth> which works 08:08:30 <andythenorth> except for \ views where length is cheated 08:08:40 <peter1138> :o 08:08:42 <Pikka> not really thought about it yet, supermop. I'm thinking of scaling everything as the trains, though. So I think it's about 5px / m in normal zoom. 08:09:03 <Pikka> of course, my houses will not necessarily be realistically dimensioned 08:09:06 <Pikka> any more than the trains are 08:09:09 <peter1138> zmg scale 08:09:16 <Pikka> no it doesn't, peter1138 08:10:07 <peter1138> k 08:10:19 <supermop> yeah, 08:10:34 *** SHOTbyGUN [shotbygun@213-186-253-83.bb.dnainternet.fi] has joined #openttd 08:11:51 <supermop> terraces here vary a lot, but many of the medium-ish ones are close to 16 feet wide - so i was thinking of just making them all 5mx10m 08:11:54 <andythenorth> https://dev.openttdcoop.org/attachments/download/6731/road-hog.tar 08:11:58 <andythenorth> ^ Broadrock mining truck 08:12:01 <andythenorth> mostly works 08:12:16 <andythenorth> need to do a few more before I decide where to add the manual adjustment faff 08:13:02 <Pikka> hmm 08:13:07 <Pikka> 5px/m isn't right 08:13:12 <Pikka> more like 3px/m or something 08:13:14 <supermop> as they must line up all together though, i need to decide whether that works out to 1x2 tiles, 0.5x1 tiles, or something weird like three terraces to two tiles width 08:13:40 <andythenorth> Pikka: I think I once worked out that Squid is 4px/m 08:13:43 <supermop> book expected between 29th and the 10th 08:13:46 <andythenorth> by accident, not design 08:13:56 <Pikka> accident is the best kind of design 08:14:02 <andythenorth> just looked right :P 08:14:21 <peter1138> is that 4px at 1x or 4x zoom? :p 08:14:45 <andythenorth> pixels or rounded rects? 08:14:52 <andythenorth> retina pixels? 08:14:59 <Pikka> voxels 08:15:02 <andythenorth> good job we donât use TV pixels 08:15:13 <andythenorth> that was a fun lesson in getting things wrong 08:15:53 <andythenorth> rectangular pixels, colour clamp, contrast clamp, overscan, bleed, PAL, NSTC 08:15:59 <andythenorth> also anamorph 08:16:02 <andythenorth> the lessons we learn 08:16:35 <andythenorth> whereas in print thereâs only bleed, crop, overprint, CMYK, ink density 08:16:37 *** rrix [~rrix@c-67-188-183-134.hsd1.ca.comcast.net] has joined #openttd 08:16:52 <supermop> ill either model the regular houses as 1.5x the width of whatever the terraces are, or terraces as 2/3 whatever the houses are 08:17:06 <andythenorth> someone try that mining truck and tell me how bad it is 08:17:15 <andythenorth> some of the angles have hokey distance on the tractor 08:18:04 <supermop> melb is all about the lanes and laneways though so ill chop a little bit of space off the reach of each lot to texture as bluestone cobbles 08:18:18 <supermop> *rear not reach 08:18:59 <supermop> andythenorth: does road hog supplant heqs? 08:19:45 <argoneus> good morning train friends 08:22:17 <supermop> good evening 08:37:31 <andythenorth> supermop: RH doesnât exclude HEQS 08:37:46 <andythenorth> but it does include the more useful vehicle types from HEQS 08:37:58 <andythenorth> HEQS is dead 08:37:59 <andythenorth> or done 08:38:01 <andythenorth> whichever 08:38:04 <argoneus> what is RH? 08:38:10 <andythenorth> road hog 08:38:48 <argoneus> is that some new newgrf 08:38:48 <argoneus> ? 08:39:07 <andythenorth> http://www.tt-forums.net/viewtopic.php?f=26&t=70241 08:40:10 <argoneus> the fuck am I reading 08:41:48 <argoneus> http://www.tt-forums.net/download/file.php?id=114946 08:41:49 <argoneus> hahahaha 08:50:58 <andythenorth> boats 08:53:29 <supermop> i am just now realizing that something called train fever exists 08:53:47 *** Yotson [~Yotson@2001:980:6ac8:1:f8b3:b10c:37c2:69d9] has quit [Quit: .] 08:54:52 <Jinassi> Heard of A-train 9 then? :) 08:54:56 <argoneus> spoilers: its shit 08:57:51 <supermop> i heard of a-train the box i saw in a computer store sometime circa 1995 08:58:14 *** George [~George@185.43.94.91] has quit [Ping timeout: 480 seconds] 09:13:59 <supermop> Pikka: are you thinking slightly cartoonish proportions for houses? i didn't consider that for houses but have been for some commission home blocks 09:17:51 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 09:29:12 <supermop> damn i will not be able to afford keeping this up: 09:29:13 <supermop> http://www.amazon.com/New-houses-old-Victoria-1938-1988/dp/0724147977 09:30:00 <supermop> maybe out of print academic books is not the ideal reference source for drawing little toy houses 09:30:20 <peter1138> heh 09:30:49 <supermop> i dont think that one really even has drawings 09:31:06 <supermop> i think ill go loiter around with a tape measure 09:38:23 <argoneus> oh wow 09:38:29 <argoneus> the original transport tycoon deluxe cd is worth 0 on ebay 09:38:42 <peter1138> o_O 09:38:42 <supermop> what about my original TTO? 09:38:51 <peter1138> i got mine for £5 years ago 09:38:56 <supermop> better monorail 09:38:58 <peter1138> Came with RCT as well 09:39:01 <argoneus> no wait 09:39:03 <argoneus> only 09:39:32 <peter1138> Hmm, and RRT2 09:39:45 <peter1138> And I have TTO from years ago, although I don't know where that went :S 09:39:46 <argoneus> I never got into railroad tycoon for some reason 09:39:50 <argoneus> the game just seemed weird 09:40:03 <argoneus> and my english wasn't that good, and iirc there was a lot of reading 09:40:08 <argoneus> don't remember 09:43:14 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 09:46:47 <supermop> going to play some mp 09:47:10 <argoneus> supermp 09:47:38 <argoneus> peter1138: what is TTO? 09:48:20 <peter1138> TT 09:48:24 <argoneus> ah 09:50:23 *** George [~George@185.43.94.91] has joined #openttd 09:50:29 <peter1138> http://www.amazon.co.uk/Hasbro-Tycoon-Collection-3-pack/dp/B00004UBQ0 09:50:34 <peter1138> I got my TTD in that :) 09:50:47 *** andythenorth [~Andy@213.205.230.173] has joined #openttd 09:51:54 <supermop> anyone want to join? this server is just me so far 09:52:11 <peter1138> What version? 09:52:16 <argoneus> join my server supermop 09:52:16 <argoneus> :D 09:52:24 <argoneus> it's 24/7 for me and my friends :< 09:53:06 <supermop> 1.4.3 09:53:12 <peter1138> Oh 09:53:15 <supermop> argoneus: what newgrfs? 09:53:23 <peter1138> Sorry but I need the Old-Peoples-Special-Edition. 09:53:28 <peter1138> (r27004+) 09:53:30 *** Eddi|zuHause [~johekr@p57BD49E7.dip0.t-ipconnect.de] has quit [] 09:53:37 <argoneus> ehhh, don't remember supermop 09:53:41 <argoneus> check #ufeff server in the list 09:53:42 <supermop> i didn't know if nightlies would be on servers? 09:53:51 <argoneus> there's quite a few 09:54:05 <argoneus> I'm not even sure if I'm allowed to use half of them, since I took them from ottdcoop 09:54:41 <peter1138> If it's in that pack then yes. 09:54:49 <supermop> what version argoneus? 09:54:53 <argoneus> 1.4.3 09:55:17 *** Eddi|zuHause [~johekr@p57BD49E7.dip0.t-ipconnect.de] has joined #openttd 09:55:23 <argoneus> we don't really need features from the latest nightlies, just like play game 09:55:29 <peter1138> Of course, because they're not on bananas, I cba to download them manually :p 09:56:43 <peter1138> Hmm, alpinist. 09:56:52 <andythenorth> wtf is alpinist? 09:57:04 <Eddi|zuHause> steep mountains 09:57:20 <peter1138> a mountaineer who climbs in medium-sized glaciated mountain areas such as the Alps 09:57:30 <Eddi|zuHause> really needs cliffs 09:57:32 <supermop> andythenorth: i like how every company to ever build a machine shop has managed to get the local council to name their street after james watt 09:57:39 <peter1138> Needs a better name, tbh. 09:57:54 <andythenorth> afaict, alpinist should be renamed âweird inverted pyramids' 09:58:05 <argoneus> mountaineer 09:58:17 <andythenorth> itâs not as mountainy as mountainous 09:59:09 <peter1138> It's higher. 09:59:55 <peter1138> I guess maybe smooth and large maps works better with these new height levels, than rough & small. 10:00:14 <andythenorth> rough seemed to be worse than smooth when I hit newgame a lot 10:00:26 <peter1138> Yeah, rough tis all about the wierd pyramids. Smooth is better. 10:00:33 <andythenorth> variety distribution remains mystifying 10:00:48 <peter1138> s/mystifying/shit/ 10:00:55 <andythenorth> isnât it lies? 10:00:58 <andythenorth> I read the code once or twice 10:01:02 <andythenorth> forgotten it 10:01:12 <peter1138> No, but it doesn't guarantee you'll get at least some of what you asked for. 10:01:34 * andythenorth wonders how terrain generators work 10:01:47 <andythenorth> if I try to write one, will probably be worse than current 10:01:47 <peter1138> Problem is that VD might select an area of sea to be mountains. 10:01:56 <peter1138> And then a mountainous area to be low. 10:02:05 <peter1138> And then you end up with flat and water... 10:02:18 <peter1138> Sometimes it ends up nice, most often not. 10:02:41 <Eddi|zuHause> i haven't seen such extremes 10:03:01 <peter1138> Maybe it needs to select areas based on some algorithm, rather than just being random. 10:03:23 <andythenorth> does TGP use perlin noise? 10:03:25 <peter1138> And then maybe have some ratios as to how much should be high / low. 10:03:27 <peter1138> Yes. 10:03:57 <peter1138> It's a weird awkward version of the algorithm though, designed to be a bit faster. 10:04:37 <andythenorth> is diamond square better for landscapes? http://en.wikipedia.org/wiki/Diamond-square_algorithm 10:05:05 <andythenorth> DS seems to produce weird square ridges 10:05:47 <andythenorth> I dunno, perlin noise doesnât look like landscape to me 10:10:07 *** Jinassi [~Jinassi@0001ec72.user.oftc.net] has quit [] 10:10:10 <andythenorth> but an andythenorth terrain generator isnât going to be better than some that have been around 30 years :( 10:10:45 <argoneus> how can you be sure 10:10:48 <argoneus> they didn't think 10:10:58 <argoneus> "well people have done this in 17th century, they probably worked it out in these 300 years" 10:11:01 <peter1138> http://davidson16807.github.io/tectonics.js/ 10:11:45 <andythenorth> I was considering bundling some plates together 10:11:57 <peter1138> Convert that to C++... 10:12:07 <andythenorth> make mountains 10:12:09 <andythenorth> then flow water 10:12:10 <peter1138> Run a few... okay, lots... of iterators. See what happens. 10:12:11 <andythenorth> done 10:12:56 <andythenorth> hey thatâs quite fun :) 10:13:04 <peter1138> *iterations 10:15:27 <peter1138> Run until 4.54 billion years? heh 10:27:08 <Eddi|zuHause> somehow, the continents are all flat... 10:30:33 <peter1138> Hmm 10:31:15 <peter1138> Flat or flat relative to the sphere size? 10:35:07 <Eddi|zuHause> the "elevation" map shows hardly any non-white spots 10:39:51 <peter1138> http://www.float4x4.net/index.php/2010/06/generating-realistic-and-playable-terrain-height-maps/ 10:40:06 <peter1138> "realistic" 10:40:23 <peter1138> Not really, just adds a few bits. Still doesn't really look like landscape. 10:40:23 *** andythenorth [~Andy@213.205.230.173] has quit [Read error: Connection reset by peer] 10:40:26 <Pikka> supermop, I honestly have no idea. I'll think about it when I get there. :) 10:40:38 <peter1138> (But does have Cliff Richards!) 10:45:38 *** andythenorth [~Andy@194.168.185.226] has joined #openttd 10:45:47 <andythenorth> interesting http://en.wikipedia.org/wiki/Fractal_landscape 10:45:54 <andythenorth> landscapes arenât very fractal 10:46:24 <andythenorth> I dunno 10:46:35 <andythenorth> kind of wondering what landscapes are fun to play in the game? 10:47:39 <andythenorth> given that we only have one type of slope, ârealismâ is a poor starting point :P 10:47:58 <V453000> I still feel like making things in -some- scale to fit together is a good idea Pikka :P 10:48:14 <V453000> aka if you have 580 for a tile now, I would just continue with it 10:48:27 <V453000> obviously 10x10m is a lot more sensible but meh :P 10:50:52 <Pikka> obviously V, but how big is a house? 10:50:59 <Pikka> is it 10m long, or 20m long, or...? 10:51:20 <V453000> like tall? 10:51:45 <V453000> 10x10 would be to fit one full tile, 20x20 for 2x2 :) tall can vary very much I guess 10:58:05 <Pikka> "it would fit one full tile" isn't a scale :P 10:58:23 <supermop> a 10m sq house is a bit small for queensland if there is any yard 11:01:21 <andythenorth> weâre doing things to scale? :o 11:01:25 <andythenorth> fml 11:01:53 *** andythenorth [~Andy@194.168.185.226] has quit [Quit: andythenorth] 11:03:11 <peter1138> Yeah... 11:03:35 <peter1138> Approximately to scale within the same feature is not bad though. 11:04:40 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 11:05:01 <V453000> it is very much a scale Pikka 11:05:07 <V453000> the only scale you need to care about in a model 11:05:16 <V453000> how large is a tile 11:05:43 <V453000> I am not saying door of the house should be 2.20 tall and 1m wide 11:05:53 <V453000> that is obviously scaled with the building 11:05:58 *** SHOTbyGUN [shotbygun@213-186-253-83.bb.dnainternet.fi] has quit [Read error: Connection reset by peer] 11:11:28 <supermop> V453000: im wanting to reuse building elements as much as possible so so long as i pick one for all of the houses should be fine 11:11:55 <V453000> sure 11:12:11 <V453000> I re-use many of my things like cargoes/machinery/yeti dudes/stuff all of the time 11:12:17 <V453000> all I can say is I use 10x10m for one tile 11:12:26 <V453000> http://dev.openttdcoop.org/projects/yeti/wiki/Tech 11:14:10 <peter1138> Shame you don't make separate groundsprites. 11:14:42 <V453000> I do ,I just have them larger and cut off 11:14:48 <V453000> for precise edges 11:14:59 <peter1138> No, all your industries are drawn above a grass groundsprite. 11:15:09 <V453000> ah that 11:15:10 <planetmaker> yes, everything's on grass in yeti 11:15:28 <planetmaker> but should be on separate ground sprites taylored for the specific industry 11:15:35 <planetmaker> like the ground finger print of it 11:15:35 <V453000> xd 11:15:45 <V453000> you explicitly told me not to mess with the ground sprite 11:15:56 <peter1138> It doesn't make a lot of difference tbh 11:16:04 <peter1138> But it makes X view not so good. 11:16:11 <planetmaker> :) I told you to add the finger print on top of the natural ground 11:16:12 <V453000> mhm 11:16:17 <peter1138> Also all your industries have a fixed layout, which is rather bland. 11:16:22 <planetmaker> but you anyway provide your own grass. So that advice is pointless 11:16:33 <peter1138> The default industries have variations in layout. 11:16:45 <V453000> variations dont really work with complex graphics 11:16:50 <peter1138> Sure 11:17:02 <V453000> sure there could theoretically be addons 11:17:07 <peter1138> You'd need to redesign them to keep elements to a single tile. Big change. 11:17:26 <V453000> rather impossible for majority :) 11:18:08 <V453000> but yeah there can be some extra parts which could be randomly added on the sides 11:18:12 <planetmaker> it need not be single-tile elements, could also be 1x2, 1x3, 2x2 or whatever. Which could be re-arranged for different layouts. Like default factory or iron works 11:18:13 <peter1138> Not impossible. It's definitely something you'd do at initial design time rather than trying to shoehorn what you've got already to git. 11:18:14 <V453000> "randomly" :) 11:18:58 <V453000> impossible if you consider animations which go between many tiles 11:19:04 <planetmaker> not randomly. But having modules makes it easy to randomly select one of different layouts. without creating new graphics it's then possible to create different layouts 11:19:15 <V453000> I know 11:19:25 <planetmaker> yeah, it needs consideration at design stage. Not now where it's done 11:19:38 <V453000> I just chose to do it this way, consistency is at least not confusing 11:21:19 <peter1138> The default iron-ore mine is an odd one. Doesn't even use non-ground sprites, heh. 11:21:27 <peter1138> (and fixed layout of course) 11:21:48 <V453000> regardless, as I said I can still add modules to the 4x4, just keeping it as a core 11:21:54 <V453000> not that I intend to (atm) 11:22:21 <peter1138> coal mines have nice variations 11:22:38 <planetmaker> yes. First get v1 finished. Making modular designs subsequently for some industries is possible at any stage 11:23:01 <planetmaker> for instance the farm looks like it can be well modularized 11:23:37 <V453000> theoretically, yes :) 11:24:28 <V453000> I think I will keep modularity for eventual base industries or some other industry grf :P 11:24:39 <peter1138> planetmaker, the pens are not tile-aligned, so... not currently. 11:24:53 <V453000> that is why theoretically :) 11:26:47 *** Pikka [~Octomom@d58-106-23-62.rdl801.qld.optusnet.com.au] has quit [Quit: Leaving] 11:28:57 <V453000> regardless, in the very soon time I will be adding more animations to all industries, now that I have yeti dudes prepared :) which could make it even more impossible to make it modular 11:30:06 <argoneus> "more impossible" grinds my ears more than "more optimal" 11:30:17 *** liq3 [~liq3@120.147.178.81] has joined #openttd 11:31:19 <V453000> is awesome 11:35:21 <argoneus> you forgot a /me there 11:36:36 *** Supercheese [~Superchee@76.178.136.186] has quit [Ping timeout: 480 seconds] 11:38:00 <V453000> no 11:45:00 *** andythenorth [~Andy@194.168.185.226] has joined #openttd 11:56:57 *** Quatroking [~Quatrokin@wl-145-52-75-0.wireless.hhs.nl] has joined #openttd 11:56:59 <Quatroking> hi 11:57:15 <Quatroking> How heavy is openttd on the GPU? 11:57:39 <Quatroking> my laptop has a dead nvidia gpu and now runs off the i5 embedded intel gpu but I'm getting a pretty awful framerate 11:59:03 <supermop> argoneus: i cant find two of those newgrfs 11:59:45 <Quatroking> cpu is an i5 460m at 2.5GHZ, laptop has 4gb ram 12:00:58 <argoneus> supermop: they are in the openttdcoop pack 12:01:09 <argoneus> I made my own pack which I redistribute to my friends, but I probably can't share that openly 12:02:47 <Quatroking> also, quick question, is it possible for two players on a LAN to play as one company 12:03:37 <argoneus> Quatroking: yes 12:03:54 <argoneus> wait 12:04:02 <argoneus> do you mean two people on your own LAN 12:04:08 <argoneus> or two people from the same IP connecting to a server? 12:07:04 <Quatroking> two machines on the lan, playing as one company 12:07:30 <Quatroking> I'm hoping to be able to use both my desktop and laptop at the same time to create a 3-monitor setup and be really cool 12:08:05 <Taede> 2 clients can be in the same company yes, one just needs to host a multiplayer game 12:08:10 <Quatroking> nice 12:08:15 <Taede> the 2nd machine can then simply join the company 12:08:23 <Quatroking> using synergy to share the mouse 12:08:35 <Taede> as for gpu, openttd doesnt really use it that much 12:08:42 <Taede> its pretty much all cpu 12:22:39 <supermop> night 12:23:04 <argoneus> nn 12:24:17 *** supermop [~daniel_er@d110-33-191-31.sun801.vic.optusnet.com.au] has left #openttd [] 12:29:44 *** andythenorth [~Andy@194.168.185.226] has quit [Quit: andythenorth] 12:40:24 <Quatroking> Taede, and an i5 460m, 2 cores 4 threads at 2.5ghz should be just fine right 12:45:03 <V453000> only 1 core matters 12:45:15 <V453000> it should be ok for small-normal games 12:53:55 *** fjb [~frank@000158aa.user.oftc.net] has joined #openttd 12:54:01 <fjb> Moin 12:58:22 *** Quatroking [~Quatrokin@wl-145-52-75-0.wireless.hhs.nl] has quit [Quit: Leaving] 13:07:42 *** theholyduck [~theholydu@172.245.30.36] has joined #openttd 13:07:52 <peter1138> ttp://fuzzle.org/~petern/ottd/yeoldescaler.png 13:07:54 <peter1138> http://fuzzle.org/~petern/ottd/yeoldescaler.png 13:07:56 <peter1138> :o 13:08:49 <V453000> I remember seeing that somewhere :D 13:09:08 <V453000> or something similar 13:09:09 <peter1138> That was version 1 of my EZ. Apparently I did a rewrite at some point which I forgot about. 13:09:16 <peter1138> So that is rewritten to work with current code. 13:09:53 <peter1138> Works quite well, but it gives a very stylized look. 13:10:12 <V453000> yez 13:10:29 <__ln__> peter1138: does that picture imply that britain will have switched to right-hand-side traffic by 2443? 13:11:50 <peter1138> If you wish. 13:16:20 <SpComb> does openttd now support subpixel font hinting? 13:17:17 <peter1138> No. 13:18:09 <argoneus> does openttd now support directx 12? 13:18:34 <peter1138> http://research.microsoft.com/en-us/um/people/kopf/pixelart/supplementary/comparison_bicubic.html 13:18:39 <peter1138> Seems an interesting algorithm. 13:21:11 *** George [~George@185.43.94.91] has quit [Read error: Connection reset by peer] 13:21:16 *** Yotson [~Yotson@2001:980:6ac8:1:c435:6e0e:3531:403e] has joined #openttd 13:22:47 *** George [~George@185.43.94.91] has joined #openttd 13:27:22 *** andythenorth [~Andy@194.168.185.226] has joined #openttd 13:43:30 *** Speedy [~speedy@the.wrong.domain.name] has quit [Read error: Operation timed out] 13:58:06 <peter1138> Heh, OpenGFX still has the yellow-flashing bug in places... 13:59:09 <peter1138> In sprite 1553 14:10:48 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 14:31:20 <peter1138> Hmm, deserts have a maximum height? 14:32:48 <peter1138> Hmm, this is weird. 14:33:16 <peter1138> There's some kind of ridge at level 43. 14:34:06 *** MTs-iPad [~MTs-iPad@008-086-128-083.dynamic.caiway.nl] has quit [Read error: Connection reset by peer] 14:34:08 *** MTs-iPad [~MTs-iPad@008-086-128-083.dynamic.caiway.nl] has joined #openttd 14:34:20 <andythenorth> not level 42 14:34:21 <andythenorth> shame 14:35:00 <peter1138> http://fuzzle.org/~petern/ottd/ridge.png 14:35:06 <peter1138> and then... the rain forests? 14:35:28 <andythenorth> oh how cute 14:35:45 <V453000> seen that too 14:35:47 <andythenorth> thatâs awesome, could build routes along the terraces 14:35:56 <V453000> I have more of a problem with the ultra "smooth" hill 14:36:03 <V453000> it just goes all the way up, uniformly 14:36:05 <andythenorth> afaict, you donât normally get terraces 14:36:27 <V453000> yeah, uniform terraces 14:36:28 <V453000> you do 14:36:34 <V453000> either terraces or straight up 14:36:35 <V453000> but no stops in it 14:36:36 <andythenorth> oh 14:36:42 <andythenorth> I usually just get straight up 14:36:42 <V453000> once mountain starts, it just goes up 14:36:48 <andythenorth> straight up is boring 14:36:52 <V453000> well yeah that is even worse 14:36:59 <V453000> but bothe are uniform and ugly 14:36:59 <andythenorth> canât build roads on straight up 14:37:57 <andythenorth> I like it 14:38:09 <andythenorth> just needs some rivers cutting in 14:38:11 <V453000> https://dl.dropboxusercontent.com/u/20419525/YETI/industry_5X_f0000.png your argument is invalid 14:38:36 <peter1138> that is actually scary 14:38:46 <andythenorth> definitely raising the gam 14:38:48 <andythenorth> e 14:39:06 <andythenorth> yeti dudes need more protective gear 14:39:13 <V453000> deliver bdmt and you shall be rewarded with food 14:39:17 <V453000> proper port industry 14:39:27 <V453000> hm :D maybe 14:39:50 <peter1138> Do I want to know what the slug is for? 14:40:01 <V453000> it is the boss 14:40:01 <andythenorth> I decided I didnât want to know 14:40:04 <V453000> it is fed BDMT 14:40:09 <andythenorth> much better to not know 14:40:19 <V453000> now you know 14:41:07 <V453000> it is andythenorth fault 14:41:11 <V453000> he made ports first 14:41:18 <andythenorth> someone had to 14:41:21 <andythenorth> it needed to happen 14:41:28 <V453000> no, guilty 14:41:29 <andythenorth> ports are the saviour of the supplies shit 14:41:32 <V453000> you caused this 14:42:12 <V453000> ports are the saviour of any missing link in the system :D 14:42:52 <andythenorth> means you donât have to have loads of stupid tedious industries and cargos 14:43:25 <V453000> well not really, the problem usually is that you simply dont have a valid excuse for transforming cargo A into cargo B 14:43:28 <V453000> voila, you TRADE it 14:43:58 <V453000> FIRS clearly proves "have loads of industries and cargoes" to the max :P 14:46:37 <andythenorth> I hate FIRS 14:46:55 <V453000> that isnt necessary, FIRS is nice too 14:47:12 <andythenorth> Full FIRS is the dumbest thing Iâve ever done 14:47:18 <andythenorth> BAD FEATURE 14:47:32 <V453000> economiez fix dat? 14:47:46 <andythenorth> yes 14:47:49 <andythenorth> totally 14:49:02 <argoneus> andythenorth: you made FIRS? 14:49:08 <V453000> XD 14:49:43 <andythenorth> V453000 did it 14:49:49 * argoneus cracks knuckles 14:49:52 <argoneus> which one of you made FIRS? 14:49:54 <andythenorth> blame V453000 14:49:57 <V453000> I fucking didnt 14:50:07 <andythenorth> wasnât me 14:50:08 <V453000> I was just bitching about the bad features until I made my own industry set :P 14:50:14 <V453000> [yeti) 14:50:20 * argoneus looks at andythenorth 14:50:27 <V453000> I WIN 14:50:43 <argoneus> he would probably win 14:50:47 <argoneus> I'm like a 12 year old compared to him probably 14:50:55 <argoneus> :( 14:51:10 <V453000> wat 14:51:40 <argoneus> wat 14:51:46 * andythenorth is waiting it out 14:51:56 <argoneus> andythenorth: anyway 14:51:59 <argoneus> you made FIRS? 14:52:07 <andythenorth> not all on my own 14:52:08 <V453000> fuck just read the firs readme XD 14:52:17 <argoneus> I'm at work :() 14:52:25 <andythenorth> thereâs a readme? 14:52:26 <V453000> dev.openttdcoop.org/projects/firs 14:52:32 <V453000> idk, description? 14:52:34 <V453000> webdocs?: P 14:52:50 <andythenorth> oh that readme sucks 14:53:08 <andythenorth> stupid readme http://bundles.openttdcoop.org/firs/releases/LATEST/readme.txt 14:53:09 <V453000> whites a million lines of code 14:53:11 <V453000> doesnt write a good readme 14:53:12 <V453000> GG 14:53:18 <andythenorth> docs are better http://bundles.openttdcoop.org/firs/releases/LATEST/docs/html/get_started.html 14:53:30 <argoneus> GG 14:53:38 <V453000> no NUTS in known to be compatible 14:53:44 <argoneus> this web 2.0 14:53:46 <V453000> only has ALL of the fucking FIRS cargo sprites 14:53:49 <argoneus> my eyes are melting 14:53:52 <V453000> /cry 14:54:02 <andythenorth> V453000: provide a patch 14:54:09 <V453000> xd 14:54:18 <argoneus> it doesn't say who did it 14:54:29 <andythenorth> it was V453000 14:54:32 <V453000> FIRS License ------------ FIRS Industry Replacement Set - Full industry replacement set for OpenTTD Copyright (C) 2009-2011 andythenorth, and others. 14:54:43 <andythenorth> fuck 14:54:44 <andythenorth> busted 14:54:56 <andythenorth> who wrote that 14:55:27 <argoneus> does others mean V453000 14:59:35 <andythenorth> nah 15:02:47 <planetmaker> https://paste.openttdcoop.org/pxmoxerzq 15:04:45 <peter1138> Nutzer? 15:06:08 <V453000> waz dat 15:06:15 <peter1138> A list of authors. 15:06:23 <peter1138> Or at least, committers. 15:06:27 <V453000> :d 15:08:04 <planetmaker> what peter1138 says. LC_ALL=de 15:09:29 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has quit [Ping timeout: 480 seconds] 15:11:05 *** Stimrol [~Stimrol@vpnx131.nemendur.hi.is] has joined #openttd 15:20:09 *** Alberth [~hat@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 15:20:12 *** mode/#openttd [+o Alberth] by ChanServ 15:29:51 *** luaduck_zzz is now known as luaduck 15:30:27 *** TheMask96 [martijn@envy.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 15:31:00 <peter1138> dbg: [misc] /home/petern/src/openttd-trunk/src/industry_cmd.cpp:2052: Backupped value was not restored! 15:31:05 <peter1138> What is that? 15:33:57 <Alberth> interesting question :) 15:34:20 <peter1138> Also, "Backed up" 15:34:55 <peter1138> Hmm, actually I cancelled world gen, might've been because of that. 15:35:28 *** TheMask96 [martijn@lust.vhost.ne2000.nl] has joined #openttd 15:35:39 <Alberth> Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE); macro magic, it seems 15:36:17 <peter1138> C++ can be amazing. 15:36:32 <peter1138> That looks like template magic, not macro magic. 15:36:43 <Alberth> fair enough :) 15:37:31 <peter1138> http://fuzzle.org/~petern/ottd/yeoldescaler.png 15:37:41 <peter1138> Anyone think it's worth having that as an option? 15:37:59 <peter1138> Personally I think it makes the UI nicer, but not so keen on the viewport though. 15:38:11 <Alberth> trying to recreate the 640x480 experience? 15:38:27 <peter1138> Nah, that's already in place :-) 15:39:52 <andythenorth> peter1138: itâs kind of fun 15:40:06 <andythenorth> boggles my eyes a bit 15:40:26 <V453000> Alberth: https://dl.dropboxusercontent.com/u/20419525/YETI/industry_5X_f0000.png 15:40:50 <V453000> including random crates (tm) 15:42:11 <peter1138> Amusingly, it is possible to make it only apply to text... 15:43:56 <andythenorth> ha 15:44:15 <peter1138> But I can't distinguish between viewport and UI sprites though. 15:44:29 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 15:45:55 <Alberth> woooo, and I thought YETIs were big already :D 15:46:36 <V453000> :) 15:46:49 <V453000> actually making one fit in the car was not as easy as I expected too XD 15:47:00 <Alberth> workers must work hard to keep the harbour so clean :) 15:47:00 <liq3> V453000: 5X? ;o 15:47:05 <V453000> 5X. 15:47:19 <V453000> they do Alberth 15:47:41 <peter1138> Yeah, 4x zoom wasn't enough ;) 15:48:01 <V453000> http://dev.openttdcoop.org/attachments/download/6663/YETIscheme08-05.png the missing 5X :P 15:48:17 <liq3> i'm suddenly confused why you'd want to use the 5X 15:48:26 <V453000> why so? 15:48:36 <liq3> can just reroute trains from BDMT to food. 15:48:46 <V453000> and you will produce bdmt how :) 15:48:52 <liq3> what I mean is 15:49:15 <liq3> have 1 YETI yard per BDMT primary, and then 10 YETI yards per Food primary. 15:49:23 <liq3> can just move around what primaries service what primary. 15:49:28 <liq3> erm, what Yards* 15:49:29 <peter1138> V453000, will you fix all the sprite offsets? 15:49:31 <V453000> it wont be so simple in the future 15:49:34 <V453000> yes now there isnt much point 15:49:35 <liq3> I hope so :P 15:49:41 <peter1138> As industries sort of float above their tiles at the moment. 15:49:45 <V453000> peter1138: there is only one template so kind of yes 15:49:47 <liq3> altho, if you have 10x as much food as BDMT in one factory... 15:49:55 <V453000> as I said, 0.1.0 fixes offsets 15:50:18 <liq3> V453000: how are you going to make it more complicated? 15:50:23 <V453000> easily 15:50:42 <V453000> making non-linear worker efficiency causes you to use multiple industries as a preference 15:50:48 <peter1138> -580 works better than -584 :) 15:50:50 <V453000> in case you dont have enough farms around you you can do trading 15:50:55 *** TomyLobo [~foo@91.65.115.103] has joined #openttd 15:51:13 <andythenorth> make it much more complicated 15:51:15 <V453000> I figured something like moving 3px left and 7 px down might work just fine 15:51:33 <V453000> complicated isnt complicated andy :P 15:51:36 *** Speedy` [~speedy@the.wrong.domain.name] has joined #openttd 15:51:37 <liq3> That'd be so different to stock industries. Wow. 15:51:43 *** Speedy` is now known as Speedy 15:51:43 <liq3> Having to use multiple secondaries and even primaries. 15:51:48 <Alberth> ah, it's like a port in FIRS 15:52:02 <V453000> yeah Alberth 15:52:09 <V453000> liq3: multiple secondaries probably not 15:52:23 <V453000> well, I call farms primaries in YETI 15:52:34 <liq3> yeh same 15:52:35 <V453000> those should benefit from being multiple 15:52:37 <peter1138> Hmm, the bounding boxes are all screwy too :( 15:52:40 <andythenorth> we should just make everything ports 15:52:45 <liq3> V453000: so still just one secondary per type? 15:52:45 <andythenorth> primaries are ports really 15:52:50 <V453000> yeah liq3 15:52:58 <andythenorth> V453000: how about a no-secondaries economy? 15:53:04 <andythenorth> also no sinks 15:53:08 <andythenorth> o_O 15:53:13 <V453000> andythenorth: go do it? :d 15:53:19 <V453000> make an endless chain 15:53:24 <V453000> everything produces 15:53:27 <andythenorth> coal -> farm 15:53:28 <liq3> andythenorth: YETI with the changes V453000 is talking about would almost be that anyway. :P 15:53:32 <andythenorth> grain -> cow farm 15:53:37 <andythenorth> cow farm -> coal mine 15:53:43 <V453000> yes 15:53:50 <V453000> just do it 15:53:51 <V453000> :D 15:54:00 <V453000> make the loop LONG with all firs industries 15:54:00 <andythenorth> ⢠15:54:00 <V453000> easy 15:54:08 <V453000> call the economy snake 15:54:10 <Alberth> you'd think a giant slug would eat all food :) 15:54:18 <andythenorth> slugs eat bricks 15:54:19 <andythenorth> and cement 15:54:21 <V453000> no it eats building materials Alberth :) 15:54:28 <V453000> see even andythenorth knows 15:54:34 <Alberth> ah, missed that 15:54:34 <V453000> served with 4 pickles 15:54:56 <Alberth> not sure I want to meet your slugs :) 15:55:07 <Alberth> before you know, it would eat my house :) 15:55:09 <liq3> So the port Food is dead slugs? :P 15:55:17 <V453000> no, fish 15:55:22 <Alberth> nah, fish 15:55:23 <liq3> ,...where do the fish come from? XD 15:55:28 <V453000> also, I might create 32bppEZ slugs for NUTS now 15:55:36 <V453000> liq3: hunted on the left :) 15:55:36 <Alberth> liq3: noticed the capture device at the left? 15:55:54 <liq3> ...so why is there a giant slug there? XD 15:56:12 <Alberth> carefully dried so it doesn't drip on the harbour concrete 15:56:14 <V453000> eats building materials, rewards you for them with food 15:56:24 <liq3> how does the slug make food? o.o 15:56:30 <liq3> lol 15:56:32 <V453000> he has minions 15:56:34 <V453000> slug is just the baws 15:56:37 <Alberth> liq3: otherwise, you'd be swamped in bricks and cement! 15:56:44 <liq3> :P 15:56:59 <V453000> yetis obey the slug 15:57:00 <V453000> only the slug 15:57:04 <Alberth> the harbour would sink! 15:57:07 <V453000> NO 15:57:29 <Alberth> I mean if the slug didn't eat the bricks and cement 15:57:34 <liq3> V453000: how does the minions get food? ;o 15:57:36 <V453000> aha 15:57:42 <V453000> omfg they catch fish liq3 :D 15:57:47 <V453000> it is a marine industry in water 15:57:47 <liq3> LOL 15:57:52 <V453000> there is fish around 15:57:56 <liq3> so are the minions slugs too? 15:58:06 <V453000> wat, minions are yeti dudz 15:58:15 <liq3> so confused :s 15:58:48 <Alberth> mission succeeded V :) 15:59:02 <liq3> So, we're basically paying the slug boss in slug food (BDMT), and he gives us fish for it? (yeti Food) 15:59:25 <V453000> fuck yes 15:59:26 <V453000> :) 15:59:28 <liq3> lol. 15:59:44 <Alberth> how big is the industry? 16:00:10 <V453000> 4x8 without 2 corners 16:00:44 <Alberth> lot of space :) 16:00:54 <V453000> there is space in water :) 16:00:57 <Alberth> but plenty of water :) 16:01:22 <V453000> I am considering how far it should want to be from the coast 16:02:08 <V453000> anyway, relocating from work to home 16:02:09 <V453000> brb :) 16:10:15 *** Celestar [~Celestar@p4FD6EBAB.dip0.t-ipconnect.de] has joined #openttd 16:20:52 *** Celestar1 [~Celestar@p4FD6EBAB.dip0.t-ipconnect.de] has joined #openttd 16:20:52 *** Celestar [~Celestar@p4FD6EBAB.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 16:20:57 *** Celestar1 [~Celestar@p4FD6EBAB.dip0.t-ipconnect.de] has left #openttd [] 16:24:02 *** Celestar [~Celestar@p4FD6EBAB.dip0.t-ipconnect.de] has joined #openttd 16:24:48 *** Celestar1 [~Celestar@p4FD6EBAB.dip0.t-ipconnect.de] has joined #openttd 16:24:48 *** Celestar [~Celestar@p4FD6EBAB.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 16:36:05 <andythenorth> where is cat? 16:36:18 <Alberth> in he hat 16:36:22 <Alberth> *the 16:48:18 *** frosch123 [~frosch@frnk-4d00dad5.pool.mediaWays.net] has joined #openttd 16:51:22 <V453000> (: 16:54:59 <Alberth> not good? 16:56:49 <frosch123> where do yetis go when it rains? 16:57:01 *** Stimrol [~Stimrol@vpnx131.nemendur.hi.is] has quit [Remote host closed the connection] 17:03:47 *** Stimrol [~Stimrol@vpnx167.nemendur.hi.is] has joined #openttd 17:06:25 *** Pensacola [~quassel@h220149.upc-h.chello.nl] has joined #openttd 17:07:19 *** Pereba [~UserNick@179.181.225.62] has joined #openttd 17:07:51 *** Celestar1 [~Celestar@p4FD6EBAB.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 17:09:19 *** Brumi [~quassel@78-131-41-191.pool.digikabel.hu] has joined #openttd 17:15:13 <frosch123> 17:34:55 <@peter1138> Hmm, actually I cancelled world gen, might've been because of that. <- yes, it can happen when aborting world gen, nothing to worry about 17:17:41 <V453000> frosch123: to them caves and igloos 17:19:07 <andythenorth> hmm 17:19:08 *** Pensacola [~quassel@h220149.upc-h.chello.nl] has quit [Remote host closed the connection] 17:19:09 <andythenorth> caves 17:19:43 <frosch123> cave industries producing bats? 17:20:09 <frosch123> there should be an animal based industry set, just to make V draw more animal transporters 17:24:20 <V453000> V doesnt DRAW anymore :) 17:29:36 *** Pereba [~UserNick@179.181.225.62] has quit [Remote host closed the connection] 17:29:51 <frosch123> so you are redoing nuts as rendered 32bpp ez? 17:30:27 <frosch123> 32bpp would allow more rainbowy trains 17:31:04 <frosch123> but it may need a grf parameter: allow trains to be on drugs 17:31:41 <V453000> it is likely yes 17:32:51 <andythenorth> hmm 17:33:05 <andythenorth> âfixingâ vehicle positions by moving the vehicle in the spritesheet 17:33:08 <andythenorth> never ends well 17:33:36 <frosch123> textual stuff is always better for changes :) 17:33:59 *** Wolf01 [~wolf01@host156-13-dynamic.20-79-r.retail.telecomitalia.it] has joined #openttd 17:34:06 <Alberth> hi hi Wolf01 17:34:12 <andythenorth> also it suggests string 17:34:23 <Wolf01> hello o/ 17:34:35 <Alberth> autodetect the edge of the vehicle? 17:34:59 <andythenorth> :P 17:35:08 <andythenorth> this is to position articulated trucks correctly 17:35:15 <andythenorth> which requires some janky finx 17:35:18 <andythenorth> fix * 17:35:57 <Alberth> finxes sound interesting too :) 17:36:38 <andythenorth> yup 17:36:56 <andythenorth> http://en.wiktionary.org/wiki/janky#English 17:37:09 <V453000> sooo how do I create a recolour mask for vehicles? 17:37:19 <V453000> like if I have a 32bpp slug sprite 17:37:25 <V453000> how do I make it recolourable? 17:38:06 <andythenorth> do it at render time :P 17:38:22 <frosch123> V453000: you need two sprites 17:38:30 <frosch123> one 32bpp, one 8bpp 17:38:34 <V453000> right 17:38:46 <frosch123> the 8bpp needs to be transparent-blue whenever only the 32bpp shall be visible 17:39:09 <frosch123> the 8bpp needs to use recolourable colours where recolouring shall occur 17:39:17 <V453000> hm 17:39:26 <frosch123> the recoloured pixels will use the recolouring schema from the 8bpp image, and then brightness from the 32bpp 17:39:29 <V453000> hm 17:39:36 <V453000> right 17:39:51 <V453000> so basically just a 8bpp CCblue or CCgreen sprite 17:39:56 <V453000> hm 17:39:59 <frosch123> in the easiest case you use greyscale in the 32bpp, and a single fixed colour in the 8bpp 17:40:15 <V453000> hm 17:40:24 <frosch123> but for company colours it can become trickier 17:40:50 <frosch123> the company colour gradients do not only differ by brightnes, but also by saturation and hue 17:41:01 <V453000> :o wat 17:41:06 <V453000> ah 17:41:07 <V453000> hm 17:41:09 <frosch123> so, to make it look good you need to use more than 1 company colour in the 8bpp 17:41:27 <frosch123> and do some trickery to make the colour transitions look intended 17:41:49 <V453000> that sounds like brutally tedious process to get render into this mask 17:42:23 <frosch123> isn't it the same as yeti animations? 17:42:29 <andythenorth> done truck is done 17:42:40 <andythenorth> biab 17:42:41 *** andythenorth [~Andy@194.168.185.226] has quit [Quit: andythenorth] 17:42:43 <frosch123> a basic sprite with the recoloured parts in greyscale 17:42:46 <V453000> yeti animations arent 8bpp 17:42:59 <V453000> yeah that is the 32bpp part 17:43:06 <frosch123> one sprite with only the recoloured parts in greyscale which is then post-processed into a single 8bpp colour 17:43:07 <V453000> but how do I get the 8bpp thing 17:43:11 <V453000> hm 17:43:18 <V453000> but post processed how XD 17:43:47 <frosch123> i do no now your tools :p 17:43:50 <frosch123> +k 17:43:54 <frosch123> +t 17:44:18 <V453000> I guess some form of colour correction from greyscale and then trying to apply the palette is the only option I have 17:44:44 <Alberth> wasn't there some utility that tried matching things back onto the 8bpp palette? 17:45:20 <Alberth> gimp can probably also do it when converting from 32bpp to indexed 17:45:44 <Alberth> never tried that though 17:45:52 <DorpsGek> Commit by translators :: r27021 /trunk/src/lang (afrikaans.txt romanian.txt) (2014-10-16 17:45:44 UTC) 17:45:53 <DorpsGek> -Update from WebTranslator v3.0: 17:45:54 <V453000> well photoshop tries to palletize the colour so they are close too 17:45:55 <DorpsGek> afrikaans - 20 changes by telanus 17:45:56 <DorpsGek> romanian - 17 changes by kitguyy 17:46:08 <V453000> but no way to tell it to make CCblue not normal blue 17:46:25 <V453000> unless I had palette with only that colour yeah 17:46:41 <frosch123> you could make it black and white 17:46:49 <frosch123> white for transparent, black for cc 17:47:10 <frosch123> and then convert it to a 8bpp palette, which has white in 0, black in the cc spot, and grey everywhere else 17:47:30 <V453000> but the black is just one colour without any shades? 17:47:33 <frosch123> and then force the ttd palette with a different tool which does not colour-match 17:48:29 <frosch123> V453000: as said, multiple shades won't work anyway for smooth transitions. i would think you rather use them by rendering different parts 17:49:03 <V453000> hm 17:49:10 <frosch123> i.e. 32bpp base sprite + 1 sprite with stuff in cc shade 1 + 1 sprite with stuff in cc shade 2 + .... 17:49:39 <V453000> bbbut how do I create 2 different sprites with 1 shade each XD 17:49:39 <V453000> hm 17:49:40 <frosch123> i also think we can create some custom post-processing tool 17:49:56 <frosch123> replacing a signle colour with a fixed 8bpp colour "shouldn't be that hard" 17:49:59 <Alberth> http://dev.openttdcoop.org/projects/tiq this one 17:50:08 <frosch123> hmm, or is it "can't be that hard"? 17:50:28 <frosch123> Alberth: that's not what we need 17:50:43 <frosch123> that tool converts 32bpp to the matching colours 17:50:44 <Alberth> should/cant: depends on how sure you are :) 17:50:59 <frosch123> we want it to convert to a specific unrelated colour 17:51:13 <frosch123> Alberth: i tried to quote a forum meme, but failed :p 17:51:54 <V453000> hm 17:52:17 <V453000> I will probably try something at some point but it sounds like a lot of messing around with stuff 17:52:22 <frosch123> if we do a custom tool, we can invent a custom schema to specify company colours :p 17:52:43 <V453000> that would be awesome, e.g. from greyscale 17:52:43 <Alberth> sounds not too difficult with PIL 17:53:00 <frosch123> greyscale would be useless 17:53:12 <V453000> not if you use it to create one CC 17:53:19 <V453000> and another greyscale file to create the other 17:53:58 <frosch123> ah, so you mean a tool that converts transparent/non-transparent to a specific cc shade? 17:54:31 <V453000> no I thought greyscale into scale of CC shades 17:54:46 <frosch123> what would be the use of that? 17:55:01 <frosch123> how would you create the greyscale? 17:55:08 <V453000> you render that easily 17:55:13 <V453000> or postproduce 17:55:16 <frosch123> then it's wrong 17:55:22 <V453000> creating greyscale picture is easy 17:55:29 <frosch123> you brightness of the 32bpp is already applied 17:55:41 <frosch123> so if you convert greyscale to cc, you apply the brightness twice 17:55:48 <V453000> I see 17:55:49 <V453000> sooo 17:55:59 <V453000> the only thing I need is one shade mask? 17:56:09 <frosch123> for the first test case yes, 17:56:12 <V453000> like saying "this area is CC" ? 17:56:16 <frosch123> but you will discover that it looks crap :p 17:56:27 <V453000> right :D 17:56:35 <frosch123> a single shade is not enough to make for a difference in yellow/orange/brown/cream 17:57:03 <frosch123> i guess it would work if you use cc only in few places 17:57:06 <V453000> -- you have to apply brightness multiple times? XD 17:57:18 <frosch123> i.e. when not colouring big shapes of the vehicle in cc 17:57:53 <frosch123> V453000: i think more of: use cc 1 on the door, use cc 2 on the windows, use cc 3 on the roof 17:58:04 <frosch123> i.e. using different cc shades in different places 17:58:11 <frosch123> but not for smooth transitions 17:58:22 <V453000> slug has no doors :P 17:58:39 <frosch123> well, then separate stripes 17:59:11 <frosch123> whatever, using multiple cc shades will always result in contours between them 17:59:18 <V453000> right 17:59:40 <frosch123> so they must be used in a way, so that the contours are right 18:00:40 <V453000> I guess I will just try and see what can I do 18:01:03 <frosch123> yeah, a test vehicle would be nice :) 18:04:14 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 18:04:41 *** Eddi|zuHause [~johekr@p57BD49E7.dip0.t-ipconnect.de] has quit [] 18:05:08 <V453000> yeah, I even have the slug model 18:05:18 <V453000> so it is just about setting up the infrastructure to get it into the game 18:06:14 <andythenorth> someone test this truck then 18:06:15 <andythenorth> http://bundles.openttdcoop.org/road-hog/push/LATEST/ 18:06:22 <andythenorth> it was loads of yak-shaving to get it done 18:06:23 *** SHOTbyGUN [shotbygun@213-186-253-83.bb.dnainternet.fi] has joined #openttd 18:06:44 <andythenorth> Broadrock mining truck, 1951 or so 18:06:46 <frosch123> are yaks related to yetis? 18:07:50 <andythenorth> yetis shave the yaks 18:08:30 <frosch123> yak shaving "plant"? 18:09:12 <andythenorth> add a newgrf factory 18:09:17 <andythenorth> bit meta :P 18:09:54 <frosch123> what does it process? pixels + yak wool? 18:11:11 *** Stimrol [~Stimrol@vpnx167.nemendur.hi.is] has quit [Ping timeout: 480 seconds] 18:11:16 <andythenorth> yes 18:11:38 *** HerzogDeXtEr1 [~flex@i59F6C967.versanet.de] has quit [Read error: Connection reset by peer] 18:11:53 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has joined #openttd 18:12:18 *** HerzogDeXtEr [~flex@i59F6C967.versanet.de] has joined #openttd 18:18:19 <andythenorth> edibles tankers! 18:18:20 <andythenorth> http://www.railpictures.net/viewphoto.php?id=502273&nseq=2 18:18:22 <andythenorth> wine 18:18:42 <andythenorth> âOf course, this is not fine wine, but everyday's basic red wine. â 18:19:02 <peter1138> Tesco Value wine? 18:19:09 <frosch123> how about transporting liquid chocolate in torpedo cars? 18:19:19 <andythenorth> I do want some torpedo cars 18:19:30 <andythenorth> hmm 18:19:33 <andythenorth> edibles economy 18:26:52 *** Celestar [~Celestar@p4FD6EBAB.dip0.t-ipconnect.de] has joined #openttd 18:27:22 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Ping timeout: 480 seconds] 18:30:54 <andythenorth> hmm 18:30:56 <andythenorth> now what 18:31:00 <andythenorth> more articulated trucks I guess 18:31:06 <andythenorth> does this madness work? 18:31:48 <Wolf01> ah, btw, I saw the new Tube trains, they look really nice 18:33:16 <andythenorth> Iron Horse? 18:35:57 *** smurf [~smurf@2001:780:107:0:1278:d2ff:fea3:d4a6] has joined #openttd 18:37:38 <andythenorth> hmm 18:37:41 <andythenorth> this kind of works 18:37:50 <andythenorth> unexpected 18:56:10 <andythenorth> always one bloody edge case 18:57:23 *** Supercheese [~Superchee@50-37-89-137.mscw.id.frontiernet.net] has joined #openttd 19:05:49 *** Alberth [~hat@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 19:08:08 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 19:11:33 * andythenorth shaves more frigging yaks 19:12:15 *** Brumi [~quassel@78-131-41-191.pool.digikabel.hu] has quit [] 19:17:07 <peter1138> ok 19:17:41 <andythenorth> ok âIâve fixed TGPâ? 19:17:43 <andythenorth> or just ok? 19:18:01 <Supercheese> Shave & a Yak cut, 0.25 bytes 19:18:07 <peter1138> Just ok. 19:18:18 <peter1138> I rebooted to Windows to play Assetto Corsa for a bit. 19:18:44 <Rubidium_> ... and then Windows itself decided to reboot once more to install a 19:18:49 <Rubidium_> "few" updates 19:19:04 <peter1138> Nah, that was yesterday. To be fair it hadn't been booted for a couple of months. 19:19:13 <peter1138> Of course, there were Java updates all over the shop too :( 19:20:58 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 19:21:01 *** mode/#openttd [+v glx] by ChanServ 19:27:22 <andythenorth> hmm 19:27:24 <andythenorth> not perfet 19:27:30 <andythenorth> or even perfect 19:27:32 <andythenorth> but then again 19:36:50 <frosch123> my work notebook needed to boot 4 times yesterday :p 19:37:25 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 19:41:08 <andythenorth> hmm 19:41:20 <andythenorth> different offsets for trucks and trams? 19:41:35 <andythenorth> some \ / views, the trams look aligned with default trams 19:41:36 <frosch123> draw them at half scale 19:41:42 <andythenorth> but the trucks are very close to white line 19:41:51 <frosch123> so you get 4 lines instead of two 19:41:57 <frosch123> then let the trams drive in th emiddle :p 19:42:07 <andythenorth> well 19:42:11 <andythenorth> itâs an idea :P 19:42:26 <frosch123> we'll get more no-overtaking reports 19:42:59 <Supercheese> should just make all RVs noclip like ships and be done with it 19:43:12 <Supercheese> then ships would no longer be the only infinite-capacity route 19:44:09 <andythenorth> RVs already no-clip sometimes 19:44:15 <andythenorth> they can and do drive through each other 19:44:35 <peter1138> QUANTUM QUEUEING 19:44:49 <peter1138> Right let's hobble ships? 19:45:06 <andythenorth> :( 19:45:35 <andythenorth> what, just when I nearly get to 1.0 on a ship grf? :P 19:45:41 <peter1138> :D 19:46:45 <andythenorth> also 19:46:57 <andythenorth> Iâm making these bloody RVs 19:47:03 <andythenorth> and none of you use RVs anyway 19:48:24 * Supercheese uses HEQS trams quite a bit, especially on 19th century starts 19:58:10 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 19:59:40 *** Celestar [~Celestar@p4FD6EBAB.dip0.t-ipconnect.de] has quit [Quit: Leaving.] 20:05:03 <peter1138> "Every time I try to post a picture it's waaaay too big. How can I fix this?" < make it smaller... 20:05:53 <Rubidium_> use an older camera? 20:06:09 <Taede> for a screenshot? 20:06:39 <Rubidium_> yes 20:07:04 <Rubidium_> just get an old 320x240 camera, take a shot of the screen and voila... small screenshot 20:07:22 *** Rubidium_ is now known as Rubidium 20:08:22 <frosch123> i have an old 640x480 webcam somewhere in my closet, i can sell it to you for 500⬠20:14:02 <Rubidium> http://www.cl.cam.ac.uk/tmp/xvcoffee.jpeg <- much better resolution for screen shots ;) 20:15:03 <peter1138> Rubidium, have you considered src/table/genland.h? 20:15:35 <peter1138> http://fuzzle.org/~petern/ottd/ridge.png 20:15:45 <peter1138> Results in weird rainforest areas up there. 20:15:55 <peter1138> And there's a weird ridge too, which is something else. 20:16:19 <Rubidium> peter1138: considered in what way? 20:16:44 <peter1138> Not sure but it's related to the weird rainforest bits. 20:16:50 <peter1138> Unless that's ... normal ... 20:17:24 <Rubidium> I think rainforest is above 25% of max height 20:17:45 <frosch123> 25% of the setting, or 25% of that function depending on map size? 20:17:51 <peter1138> Hmmm 20:17:55 <Rubidium> the setting 20:18:44 <Rubidium> feel free to change it; I won't until at least monday evening 20:18:51 <Rubidium> (due to lack of development system) 20:19:17 <frosch123> i feel like coding a mapgen preview, just to be able to test the settings easier :p 20:19:34 <Rubidium> go ahead ;) 20:20:35 <andythenorth> what, you donât like trying over and over again to understand just what effect the settings have? o_O 20:23:04 <andythenorth> hmm 20:23:06 <andythenorth> well 20:23:13 <andythenorth> now we have configurable effects 20:23:18 <andythenorth> I might as well do trucks with twin stack 20:25:27 <andythenorth> hmm 20:25:37 <andythenorth> can effects be on trailing parts of an articulated consist? 20:25:58 <frosch123> yes 20:26:12 <andythenorth> super 20:28:13 <frosch123> 3 effects per articulated part 20:28:19 <frosch123> you can create a lot of dust 20:28:36 <peter1138> frosch123, how would you preview it? Even the small map gets pretty large. 20:28:52 <frosch123> massive zoom out 20:28:56 <Rubidium> peter1138: you mean that there's a quite visible grid of areas with the same slope? 20:29:02 <Rubidium> (ridge.png) 20:29:04 <frosch123> only show height level, water, possibly desert 20:29:13 <frosch123> no rivers or fancy stuff 20:29:32 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has quit [Quit: ZNC - http://znc.in] 20:29:41 <peter1138> Rubidium, height level 43 is... wider than the other bits. 20:29:57 <peter1138> Always 43, and it always goes around the whole map... 20:30:50 <Rubidium> doesn't sound like something logical 20:31:13 <frosch123> yeah, if it was level 42 instead, it would totally make sense 20:31:15 <peter1138> Hmm, seems like it's near a cut of point where things get steeper, so part of a non-linear scaling thing. 20:31:32 <Rubidium> smells like variety then 20:31:42 <peter1138> Hmm, actually now it's level 37. 20:31:46 <peter1138> So... not always 43. 20:31:54 <peter1138> I have variety off, so no :p 20:31:57 <Rubidium> different map size? 20:32:32 <peter1138> Hmm, yeah, that affects it. 20:32:35 <Rubidium> first mountainous 2kx2k or 4kx4k to alpinist 512x512 20:33:53 <Rubidium> it should also happen at 1.4 (around heightlevel 8) 20:34:03 <Rubidium> around line 490 of tgp.cpp 20:34:27 <Rubidium> yay for different behaviour on different landscapes 20:34:38 <peter1138> Yeah 20:40:58 <liq3> Would be pretty cool if we got cliffs next. o.o 20:41:01 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has joined #openttd 20:41:14 <liq3> Though I suppose without the ability to rotate that's not really possible eh? 20:41:35 <andythenorth> no cliffs 20:42:01 <andythenorth> ho ho 20:42:06 <andythenorth> ctrl-click stop start 20:42:10 <andythenorth> that makes smoke testing easier 20:42:19 <peter1138> Top-down view! 20:42:23 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has quit [] 20:42:31 <liq3> peter1138: that wouldn't help :D 20:42:35 <Rubidium> peter1138: yeah... Sim City style ;) 20:42:53 <liq3> altho, top-down view could be pretty cool. 20:42:59 <peter1138> liq3, it would. 20:43:12 <Rubidium> it's called smallmap though ;) 20:43:28 <Rubidium> and a nuisance with bridges 20:44:05 <liq3> alpinist 4k map. wow. 20:44:11 <liq3> Got huge mountain ranges. 20:44:16 <andythenorth> yeah, twin stack trucks 20:44:23 <andythenorth> dunno, maybe I should effect spawn steam :P 20:44:24 <Rubidium> liq3: but so unreal 20:44:33 <liq3> who cares? want interesting gameplay not realism. 20:45:36 <liq3> wish they could be even steeper. Not really possible without cliffs tho. 20:45:54 <Rubidium> did some calculations... you can't have a French map with Mont Ventoux on it (it would be either too low or too wide), and if you want the Mont Blanc tunnel with realistic overburden (amount of rock above it), you are limited to about 60 meter pet tile at 4kx4k 20:46:12 <Rubidium> s/pet/per/ 20:47:57 <peter1138> http://fuzzle.org/~petern/ottd/topdown.png 20:48:12 <andythenorth> much better 20:48:14 <peter1138> Sort of like that... except draw all slopes as flat tiles. 20:48:18 <andythenorth> so much clearer 20:48:27 <peter1138> Then your cliffs don't get in the way. 20:48:35 <peter1138> Buildings might, somewhat :p 20:48:56 <andythenorth> hurgh, steam spawn model is crap for disiesel trucks 20:49:01 <Supercheese> every building is the leaning tower of pisa :P 20:49:31 <Rubidium> peter1138: just crop the top "tile" size (with mask) from the builing and you got a top view ;) 20:49:32 <andythenorth> cba to write a custom effect generator 20:50:00 <andythenorth> frosch123: is there a spawn effect that is constant? 20:51:00 <frosch123> constant smoke per time, independent of speed, acceleration and everything? 20:51:02 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has joined #openttd 20:51:04 <frosch123> why? 20:52:18 <andythenorth> then I can modify the behaviour in the cb 20:52:22 <andythenorth> or do I miss something? 20:52:39 <frosch123> ah, that way 20:53:01 <frosch123> well, sounds like a dangerious box 20:53:07 <andythenorth> sounds like BAD FEATURE 20:53:11 <frosch123> what rate shouild it use? 20:53:17 <andythenorth> yeah dunno 20:53:27 <frosch123> should it check for start/stop/loading/... 20:53:27 <andythenorth> just think trucks should make more smoke going up hill 20:53:34 <Rubidium> frosch123: 0/0 20:53:51 <frosch123> andythenorth: does the diesel model not do that? 20:53:54 <andythenorth> diesel spawn is a bit too low-pollution imo 20:54:05 <andythenorth> dunno, maybe these trucks have too much hp 20:54:15 <andythenorth> letâs see 20:54:31 <andythenorth> as youâd expect, the code is written for trains... 20:54:35 <Supercheese> Complaining about insufficient pollution... 20:54:42 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has quit [] 20:55:11 <andythenorth> yeah if I cripple the hp they smoke a lot 20:55:32 *** Yotson [~Yotson@2001:980:6ac8:1:c435:6e0e:3531:403e] has quit [Quit: .] 20:56:15 <andythenorth> but are uselessly slow :) 20:58:23 <peter1138> Reduce the threshold for RVs 20:58:33 <andythenorth> shocking suggestion 20:58:40 <peter1138> And maybe factor in last service date for diesel fumes. 21:00:12 <andythenorth> an intermittent effect would be nice 21:00:26 <andythenorth> due to changing gear, going round corners, other realisms crap 21:00:46 <peter1138> They need to slow down a lot more, round bends. 21:01:01 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has joined #openttd 21:01:20 <peter1138> Parking in a non-drive-thru road stop is ... scary. 21:02:40 <andythenorth> ho ho 303, like a Roland 21:02:41 <andythenorth> http://bundles.openttdcoop.org/road-hog/push/LATEST/ 21:02:52 <andythenorth> try the broadrock, maybe on some mountains 21:03:07 <andythenorth> twin stack smoke, should it be further apart? 21:04:38 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has quit [] 21:04:55 <andythenorth> ha ha 21:05:02 <andythenorth> more height levels 21:05:11 <andythenorth> proper test of these RVs :P 21:05:36 <andythenorth> could make a 2048x2048 quarry map 21:09:27 *** Supercheese [~Superchee@50-37-89-137.mscw.id.frontiernet.net] has quit [Quit: ChatZilla 0.9.91 [Firefox 33.0/20141011015303]] 21:19:07 <frosch123> night 21:19:11 *** frosch123 [~frosch@frnk-4d00dad5.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 21:21:03 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has joined #openttd 21:25:21 <andythenorth> hmm 21:25:24 <andythenorth> where is smoke 21:26:20 <andythenorth> vehicle.cpp 21:27:19 <andythenorth> For trains, power and weight come in handy too to either increase smoke emission in 21:27:20 <andythenorth> * 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train 21:27:21 <andythenorth> * isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor 21:27:22 <andythenorth> * extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. 21:30:38 * andythenorth understands the words 21:30:46 <andythenorth> just not when theyâre all put together 21:36:48 <Wolf01> 'night 21:36:51 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 21:38:31 *** Flippy [~flippy@2a02:25b0:aaaa:5da:face:face:face:1112] has quit [Quit: Å el hudrovat o dům dál] 21:38:54 <peter1138> See we don't have acceleration limits (beyond max tractive effort) 21:39:10 <peter1138> So vehicles always put out as much power as possible. 21:39:28 <peter1138> Therefore you can't put out smoke based on how much load the engine is under, because it's always full load. 21:40:01 <peter1138> But hey, it's not a vehicle simulator :D 21:42:33 <andythenorth> well 21:42:43 <andythenorth> is power_weight_effect of any use for RVs? 21:46:02 <peter1138> No idea. 21:46:36 <andythenorth> I canât figure out what it actually does 21:46:43 <andythenorth> or why itâs foolproof 21:48:32 <peter1138> We've got five years, that's all we've got. 21:49:02 <andythenorth> now I have to listen to Bowie 21:49:05 <andythenorth> and itâs bedtime :( 21:52:09 <peter1138> It was on the radio. 21:52:26 <peter1138> But yes, it's bedtime. 21:53:26 <andythenorth> also 21:53:49 *** theholyduck [~theholydu@172.245.30.36] has quit [Remote host closed the connection] 21:53:49 <andythenorth> hmm 21:53:55 <andythenorth> default effects 21:54:00 <andythenorth> tomorrowâs party 21:54:02 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 21:54:30 *** gelignite [~gelignite@i528C3106.versanet.de] has joined #openttd 21:55:25 *** TomyLobo [~foo@91.65.115.103] has quit [Quit: Standby mode...] 21:59:06 *** theholyduck [~theholydu@2602:ffea:1:73b::8c23] has joined #openttd 21:59:24 *** KWKdesign [~KWKdesign@pool-72-94-147-76.phlapa.fios.verizon.net] has quit [Ping timeout: 480 seconds] 22:00:05 *** KWKdesign [~KWKdesign@pool-72-94-147-76.phlapa.fios.verizon.net] has joined #openttd 22:01:13 *** theholyduck [~theholydu@2602:ffea:1:73b::8c23] has quit [Remote host closed the connection] 22:01:43 *** theholyduck [~theholydu@2602:ffea:1:73b::8c23] has joined #openttd 22:04:37 *** theholyduck [~theholydu@2602:ffea:1:73b::8c23] has quit [Remote host closed the connection] 22:05:07 *** theholyduck [~theholydu@2602:ffea:1:73b::8c23] has joined #openttd 22:21:42 *** Rubidium [~Rubidium@000128fa.user.oftc.net] has quit [Remote host closed the connection] 22:23:00 *** SHOTbyGUN [shotbygun@213-186-253-83.bb.dnainternet.fi] has quit [Read error: Connection reset by peer] 22:23:12 *** berndj-blackout [~berndj@azna.co.za] has quit [Read error: Operation timed out] 22:25:16 *** Wing_ [~Wing@c-68-33-226-154.hsd1.va.comcast.net] has joined #openttd 22:26:30 *** KouDy_ [~koudy@188.75.190.58] has joined #openttd 22:27:16 *** namad7 [aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has quit [Ping timeout: 480 seconds] 22:27:55 *** namad7 [aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has joined #openttd 22:28:16 *** KouDy [~koudy@188.75.190.58] has quit [Ping timeout: 480 seconds] 22:28:27 *** berndj [~berndj@azna.co.za] has joined #openttd 22:28:36 *** keoz [~keikoz@65.ip-37-59-96.eu] has quit [Ping timeout: 480 seconds] 22:28:41 *** EyeMWing [~Wing@c-68-33-226-154.hsd1.va.comcast.net] has quit [Ping timeout: 480 seconds] 22:31:00 *** Rubidium [~Rubidium@000128fa.user.oftc.net] has joined #openttd 22:31:03 *** mode/#openttd [+o Rubidium] by ChanServ 22:37:01 *** ixalovh [~ixalovh@adsl-69-208-81-185.dsl.klmzmi.ameritech.net] has joined #openttd 22:39:02 <argoneus> good night train friends 22:51:51 *** keoz [~keikoz@65.ip-37-59-96.eu] has joined #openttd 22:53:12 *** Pereba [~UserNick@179.181.225.62] has joined #openttd 23:20:15 *** Hazzard [~quassel@c-67-174-253-44.hsd1.ca.comcast.net] has joined #openttd 23:21:25 <liq3> my town got smaller. wut. 23:22:14 *** mgrunin [~none@162.221.200.198] has joined #openttd 23:23:52 *** luaduck_ [~luaduck@host31-50-75-76.range31-50.btcentralplus.com] has joined #openttd 23:23:56 *** luaduck [~luaduck@0001c465.user.oftc.net] has quit [Ping timeout: 480 seconds] 23:24:01 *** luaduck_ is now known as luaduck 23:24:27 *** gelignite [~gelignite@i528C3106.versanet.de] has quit [Quit: http://bit.ly/nkczDT] 23:27:42 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Ping timeout: 480 seconds] 23:45:33 *** Rubidium [~Rubidium@000128fa.user.oftc.net] has quit [Remote host closed the connection] 23:46:37 *** namad8 [aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has joined #openttd 23:48:51 *** Rubidium [~Rubidium@noiv.net] has joined #openttd 23:48:54 *** mode/#openttd [+o Rubidium] by ChanServ 23:49:26 *** namad7 [aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has quit [Ping timeout: 480 seconds] 23:51:51 *** Jomann [~abchirk@p4FE21B08.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 23:52:07 *** Jomann [~abchirk@p4FE21B08.dip0.t-ipconnect.de] has joined #openttd 23:57:56 *** KWKdesign [~KWKdesign@pool-72-94-147-76.phlapa.fios.verizon.net] has quit [Ping timeout: 480 seconds] 23:58:42 *** KWKdesign [~KWKdesign@pool-72-94-147-76.phlapa.fios.verizon.net] has joined #openttd