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00:19:05 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 00:47:35 <luaduck> is there an easy way to hide the GUI elements? (console command or something?) 00:48:28 *** gnrd [~gnrd@0001feba.user.oftc.net] has joined #openttd 00:54:06 <Geoff_AK> I always found that if you have more than one vehicle loading at a station that the rating never went above a certain point. I have been away from the game for a long time though but getting the urge again ;) 00:54:49 <Geoff_AK> thats if they were waiting for cargo btw not if cargo was available to take 01:02:14 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has joined #openttd 01:04:10 <Eddi|zuHause> luaduck: hide from what? 01:04:34 <Eddi|zuHause> luaduck: close all windows with the "del" key 01:05:03 <Eddi|zuHause> luaduck: or make screenshots without gui elements with the "normal zoom screenshot" or "maximum zoom screenshot" features in the ? menu 01:05:07 <luaduck> sorry, should have been more specific 01:05:19 <luaduck> the top button bar and the bottom stats bar 01:05:27 <luaduck> I could screenshot but I plan on taking video sooo 01:05:48 <Eddi|zuHause> no, they cannot be hidden from the game 01:05:56 <luaduck> nngh 01:06:27 <Eddi|zuHause> you can make a video from exporting a screenshot every tick 01:06:52 <Eddi|zuHause> (but this will also hide your mouse cursor) 01:07:31 <Eddi|zuHause> i suppose you could patch it to hide the menu bar... 01:08:16 <Eddi|zuHause> the screenshot console command has parameters 01:08:46 <Eddi|zuHause> but i still don't quite know what you're trying to do 01:09:27 <Eddi|zuHause> you can also have two screens, and align the menu left or right, to have it only show up on the screen you're not recording 01:14:18 *** Pokka [~Octomom@203-206-161-219.perm.iinet.net.au] has joined #openttd 01:18:08 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has quit [Ping timeout: 480 seconds] 01:28:52 <supermop> hi 01:29:35 *** namad7 [~aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has quit [Ping timeout: 480 seconds] 01:33:59 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 01:34:42 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 01:38:56 *** namad7 [~aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has joined #openttd 01:43:03 <OldManPopo> Well that took longer then expected.... 01:43:14 <OldManPopo> That was decidedly more then a few minutes 01:43:57 <OldManPopo> Coming back to the repeated sounds of trains breaking down is not a good thing.... 01:44:28 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 02:08:36 *** GriffinOneTwo [~oftc-webi@adsl-68-123-205-70.dsl.irvnca.pacbell.net] has joined #openttd 02:08:50 <OldManPopo> Just saw my first 100% transported notification :) 02:14:33 *** Celestar [~Celestar@p5DE45F2F.dip0.t-ipconnect.de] has joined #openttd 02:15:24 <GriffinOneTwo> !info 02:22:35 *** Celestar [~Celestar@p5DE45F2F.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 02:34:12 *** Celestar [~Celestar@fire3.tngtech.com] has joined #openttd 02:39:04 *** gnrd [~gnrd@0001feba.user.oftc.net] has quit [Quit: Gone!] 02:49:59 <OldManPopo> !info 02:50:26 *** Pokka [~Octomom@203-206-161-219.perm.iinet.net.au] has quit [Quit: Leaving] 02:55:55 *** Celestar [~Celestar@fire3.tngtech.com] has quit [Quit: Leaving.] 03:00:16 *** GriffinOneTwo [~oftc-webi@adsl-68-123-205-70.dsl.irvnca.pacbell.net] has quit [Remote host closed the connection] 03:08:49 *** OldManPopo [~oftc-webi@199.253.243.1] has quit [Quit: Page closed] 03:24:50 *** namad7 [~aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has quit [] 04:04:34 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 04:04:55 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 04:09:00 *** Sacro [~ben@000127ee.user.oftc.net] has quit [Ping timeout: 480 seconds] 04:32:29 *** chillcore [~chillcore@2a02:a03f:1048:5400:4e72:b9ff:feac:5979] has joined #openttd 04:33:12 <chillcore> good morning interwebz o/ 05:00:29 <supermop> hi 05:06:25 *** KWKdesign [~KWKdesign@pool-71-185-189-198.phlapa.fios.verizon.net] has quit [Ping timeout: 480 seconds] 05:10:06 <chillcore> hello supermop 05:12:41 <supermop> hows terrain going? 05:14:06 <chillcore> it's comming slow but steadily 05:14:22 <chillcore> thing is I got to keep myself from tuning :P 05:15:15 <chillcore> it works but the gui stuffs ... so much interaction and other things that come into play 05:15:54 <chillcore> instead of just the perlin noise I gave to take mapsize into consideration and now snowline/desertline too 05:17:35 <chillcore> one major hurdle is my incompetence when it comes to pinters and shortening code 05:18:08 <chillcore> everything works if I just write it out like I have it in my head 05:20:09 <supermop> ah 05:20:41 <chillcore> and then there is still that mysterious bug that causes glitches ... it is in trunk but it only happens once in a blue moon 05:21:11 <supermop> huh? for tall heights? 05:21:29 <supermop> is the maximum safe height of a building still the same now? 05:21:41 <chillcore> when it happens I make a debug build and it is gone so I can not debug properly unless I make debug builds all the time which are slow 05:22:04 <chillcore> nah it is not the high buildings glitching 05:22:14 <chillcore> and yes that shouldbe fixed in trunk now 05:22:26 <chillcore> the values were too low 05:23:41 <chillcore> if only I could remeber which commit it was in ... it was commited by frosh IIRC 05:23:45 *** luaduck is now known as luaduck_zzz 05:23:56 <chillcore> you should be safe with building 220 pixels high at zoom 1 05:24:09 <chillcore> but don't pin me on that value ;) 05:25:09 *** flipFLOPS [~aardvark@cpe-107-185-75-97.socal.res.rr.com] has quit [Quit: Leaving] 05:25:18 <supermop> hmm that only lets me make buildings 66m high 05:31:27 <chillcore> oh you've got scale in openttd? 05:31:32 <chillcore> :P 05:32:52 <chillcore> you can go higher if you make it multi-tile structure 05:32:53 <Eddi|zuHause> 66m is really high for a building 05:33:13 <chillcore> hello eddi o/ 05:33:47 <supermop> it would only be around 20 floors 05:33:59 <Eddi|zuHause> i should be sleeping, but i'm kinda sick 05:35:22 <Eddi|zuHause> so? my city has maybe 10 buildings coming even close to 20 floors 05:36:56 <Eddi|zuHause> the majority of buildings have 4-6 floors 05:37:28 <Eddi|zuHause> in less dense areas 2... 05:39:09 <supermop> well that can vary a lot from region to region based on local planning constraints and incentives 05:39:10 <Eddi|zuHause> and i suppose that goes for almost all cities in the world, except maybe manhattan 05:39:34 <Eddi|zuHause> or tokyo 05:39:51 <supermop> most american cites are very low rise 1-3 floors, but have a small core of 30-50 floor buildings 05:40:46 <supermop> tokyo is actually majority 10 floors or so except in certain areas where better bedrock makes 50 floor buildings seismically safe 05:41:06 <Eddi|zuHause> look at paris, you don't find any large buildings except for the eiffel tower... 05:41:20 <supermop> yes, because they do not allow them! 05:41:38 <supermop> except at the edges of the city, places like la defense 05:41:42 <Eddi|zuHause> central london doesn't either 05:42:17 <Eddi|zuHause> the only place i know that has skyscrapers is frankfurt 05:42:51 <supermop> well there are a couple very tall buildings in London, but not in the 300+m range like you get in asia 05:43:39 <supermop> but then places like shanghai, traditionally 3-4 story shophouses, now has a handful of 400+m buildings 05:44:00 <Eddi|zuHause> well, the high buildings are in the docklands, which is closer to what la defense is to paris 05:44:14 <chillcore> our highest buildings have sopething like 20 floors too 05:44:16 <supermop> or shard in southbank 05:44:23 <chillcore> the exceptions are few 05:44:52 <supermop> melbourne and sydney are quite tall in the cbd, then very low surrounding it 05:45:00 <supermop> that kind of contrast would be nice 05:45:13 <Eddi|zuHause> supermop: for this game, i find the skyscrapers like in TTRS really out of place 05:45:46 <Eddi|zuHause> things like that should be more or less unique, but the way this game works you need buildings that are very generic and can be repeated over and over 05:46:28 <supermop> me too, but i feel like it is because they are drawn completely differently than the houses 05:46:44 <supermop> and they are 1x1 tiles 05:47:10 <supermop> if a house is 1 tile a 100m building should really be at least 2x2 05:48:02 <supermop> 20 floors is enough for i think 95% of all buildings in any set 05:48:12 <Eddi|zuHause> assuming a rigid scale probably won't get you very far in this game 05:48:48 <supermop> it would be nice though to have maybe 6 or so buildings noticeably taller than anything else to grow in the biggest of big cities 05:49:04 <supermop> limited to one instance each per map 05:49:57 <Eddi|zuHause> not sure if you can actually do that 05:50:08 <Eddi|zuHause> once per city may be possible 05:50:46 <supermop> japan houses lets you choose skyscrapers and unique buildings to be once per city, once per map, or unlimited 05:51:08 <Eddi|zuHause> because you need to store the "this was already built" bit somewhere, and you can't search the entire map for each building to be constructed 05:51:18 <supermop> i usually play that set on once per map and rarely see the skyscrapers 05:52:01 <supermop> i feel like the lack of scale actually hurts things like ttrs though, as the skyscrapers are drawn as if they are tall 200m buildings, but then shrunk to fit on one tile 05:52:16 <Eddi|zuHause> i never tried that set 05:52:25 <Eddi|zuHause> and don't know how they do it 05:52:39 <supermop> as a result the floor-to-floor height is just a couple pixels, and it's 6-8 for short buildings and houses 05:53:01 <Eddi|zuHause> the default houses are full of these scale issues 05:53:12 <supermop> of course 05:54:26 <Eddi|zuHause> you could also go the UK houses road, and make the small buildings occupy half a tile 05:56:02 *** Eddi|zuHause [~johekr@p5DC66872.dip0.t-ipconnect.de] has quit [] 05:56:16 *** Eddi|zuHause [~johekr@p57BD468A.dip0.t-ipconnect.de] has joined #openttd 05:56:55 <supermop> yeah 05:57:34 <supermop> i like that about japan houses, the old shops and houses fit several to a tile 05:58:23 <supermop> the tall building in that set are only 20-30 floors at most, but seem well proportioned on 1 tile next to the tiny little houses 05:59:01 <Eddi|zuHause> well, you won't be able to do anything about the maximum height of a house 05:59:27 <supermop> i like the implicit suggestion that there are small intra-tile lanes and street that are not passable to commercial vehicles but still are there 06:00:12 *** GriffinOneTwo [~oftc-webi@adsl-68-123-205-70.dsl.irvnca.pacbell.net] has joined #openttd 06:00:49 <GriffinOneTwo> !info 06:15:19 <supermop> i wish tramway had separate sidewalks than regular road 06:16:30 <supermop> the driveway and crosswalk cuttings i added for street sidewalks look stupid if the sidewalk is along a tramway with no road 06:17:30 <supermop> and i cant just draw optimized tram sidewalks as part of the tramway as they would then show up even when building tramway through rural areas 06:17:50 <supermop> so i guess i'll just remove those details 06:20:10 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 06:47:45 <Supercheese> Huh, I just realized you can sort-of have diagonal stations by just removing the "train is longer than station" overhang penalty and build a single-tile station with several diagonal tracks before and/or after it 06:48:02 <Supercheese> it's not 100% diagonal, but nearly 06:49:37 <chillcore> screenshot? 06:51:44 <Supercheese> well, it doesn't look very clean since it's a 1-tile station with lots of bare track 06:53:56 <Supercheese> and you have to have a patched version to do that 06:55:29 <Supercheese> Specifically this patch: http://www.tt-forums.net/viewtopic.php?p=1085067#p1085067 06:59:17 <chillcore> hmm that code only disables the loading/unloading penalt? 06:59:51 <chillcore> how does it enable diagonal stations ... can't see what you mean in the screenshots at first glance 06:59:52 <supermop> seems simpler to just photoshop some diagonal and sloped ogfx platform sprites, as well as for a few gpl'd station grfs 07:00:36 <supermop> then convince people to include those in their grfs, then convince someone to add or update the old patch that allowed diagonal or sloped stations 07:01:37 <Supercheese> yes, there would surely be better ways 07:04:13 <supermop> ogfx+ stations would be nice 07:04:22 <chillcore> hmm ... still looking for 'the' screenshot 07:04:58 *** KWKdesign [~KWKdesign@pool-71-185-189-198.phlapa.fios.verizon.net] has joined #openttd 07:07:05 <chillcore> oh right I get it now ... you make a 1 tile staion and aply patch to not have slower loading times 07:07:16 <supermop> not sure if it would best be in pixel art or rendered 07:23:38 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 07:46:40 *** Celestar [~Celestar@mnch-5d85db9f.pool.mediaWays.net] has joined #openttd 07:54:43 *** Celestar [~Celestar@mnch-5d85db9f.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 07:57:43 *** Sacro [~ben@ns220925.ip-188-165-246.eu] has joined #openttd 08:05:32 *** Celestar [~Celestar@fire3.tngtech.com] has joined #openttd 08:06:24 *** KWKdesign [~KWKdesign@pool-71-185-189-198.phlapa.fios.verizon.net] has quit [Ping timeout: 480 seconds] 08:15:50 *** shadowalkerAFK is now known as shadowalker 08:16:33 *** shadowalker is now known as shadowalkerAFK 08:24:58 <supermop> ok i've figured out how to do my tramway terminus 08:25:11 <supermop> can stations use 2cc? 08:25:24 <chillcore> I believe so yes 08:25:40 <supermop> i feel like i was never able to get it to work on my rail sheds 08:25:48 <chillcore> reasoning: they are company owned 08:26:00 <chillcore> I'd have to check to be sure 08:26:17 <supermop> are there any other cases where non-vehicles use the 2nd cc? 08:26:31 <chillcore> HQ 08:27:02 <chillcore> hm I think everything company owned really 08:27:15 <supermop> i am thinking it may be nice to have the little sign on bus stops and tram stops in 2nd cc, in case one likes to differentiate tram and rail service 08:28:25 <supermop> now what would be really crazy would be: bus stop on road has sign in whatever cc is assigned to Buses, stop on tramway has cc assigned to trams, and stop on both has a sign in both colors 08:29:19 <supermop> here buses and trams never share stops normally very few areas where they run on same street, and in those cases the stops are a few 10s of meters apart 08:30:07 <supermop> but the buses are orange and have an orange sign, trams are green and havve a green sign (trains are blue, so stops for rail replacement buses have blue sign) 08:31:00 <supermop> anyway i have no idea how to do CC in 32bpp 08:31:17 <supermop> so i will just make the sign grey for now 08:32:04 *** berndj [~berndj@azna.co.za] has quit [Quit: ZNC - http://znc.in] 08:33:22 *** berndj [~berndj@azna.co.za] has joined #openttd 08:33:33 *** roadt_ [~roadt@60.168.86.255] has joined #openttd 08:35:58 <chillcore> it should work the same as 8bpp 08:36:09 <chillcore> simple masks 08:36:28 <chillcore> not sure if the wiki has a comprhensive list of 2 cc stuffs 08:36:41 <supermop> i am not sure 08:36:56 <supermop> but i wonder about pikka's way 08:37:01 <chillcore> I guess peeps just find out if when they get there? 08:37:11 <chillcore> pikka's way? 08:37:13 <supermop> where he has separate renders for each CC 08:37:25 <supermop> in pineapple trains 08:37:40 <chillcore> hmm ... you mean he uses liveries 08:38:01 <chillcore> not sure as I have not checked 08:38:10 *** KWKdesign [~KWKdesign@pool-71-185-189-198.phlapa.fios.verizon.net] has joined #openttd 08:38:22 <chillcore> but that is what comes to mind when you said seperate renders 08:39:49 <supermop> anyway not a big problem now 08:39:55 <chillcore> true 08:40:10 <supermop> i am trying to keep myself from starting to model bus and tram stops 08:40:25 <chillcore> good luck with that ;) 08:40:35 <supermop> as i think it will slow me down and distract me from finishing the basic roads 08:40:55 <chillcore> I know what you mean ... 08:40:57 <supermop> once there is a version 0.1 of road then I can do bus stops 08:41:02 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 08:41:05 *** mode/#openttd [+o Alberth] by ChanServ 08:41:25 <chillcore> hi alberth o/ 08:41:31 <Alberth> hi hi 08:41:38 <supermop> same with extra details and different stules of road to choose from 08:41:40 <supermop> hi Alberth 08:41:49 <V453000> just see NUTS documentation :) 08:42:02 <chillcore> ye it is best to get the basics covered before venturing there 08:42:06 <V453000> I think it needs some polishing and considering, but yeah 08:42:24 *** KWKdesign [~KWKdesign@pool-71-185-189-198.phlapa.fios.verizon.net] has quit [Read error: Connection reset by peer] 08:42:30 <supermop> best to get the basic done first even if it looks funny when RVs drive on wrong side of road 08:42:48 <chillcore> I posted another update alberth, I've got the magic boxes working properly 08:43:14 <chillcore> not yet the slidy bits unfortunatly ... so much to do still 08:43:16 <supermop> (ie drawing separate road markings for AU, JP, EU, UK, NA, etc) 08:43:17 <V453000> http://dev.openttdcoop.org/projects/nuts/wiki/tech Company Colour infrastructure 08:43:31 <Alberth> chillcore: :O I wondered what magic boxes you were talking about :) 08:43:48 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 08:44:16 <chillcore> empty boxes without sliders hehe, see screenshot 08:45:08 <supermop> thanks V453000 08:45:17 <V453000> yw 08:45:27 <V453000> it isnt very clear what I am doing there unless you have after effects, but yeah 08:45:34 <supermop> should be simple enough to render a little stripe mask over the bus stop sign 08:45:55 <Flygon> On a semi-related note. Is it possible to somehow implement bus/tram stops that only stick to one side of the road? 08:45:58 <chillcore> alberth: left_click = false in the code is so you can click-drag instead of clicking a million times 08:46:05 <V453000> basic points: render the CC things separately, take that, do something with it 08:46:06 <supermop> Flygon: not yet 08:46:12 <Flygon> Bugger. 08:46:22 <V453000> in zbase, the something is paint it all with 1 CC colour and let the game sort it out 08:46:28 <supermop> fancier road stops seem to be waiting on new airports 08:46:39 <Flygon> If we're ever going to replicate Calder Freeway's randomass middle-of-nowhere bus stops 08:46:39 <V453000> in NUTS I try to palletize the 32bpp, to no great results yet 08:46:40 <V453000> much 08:46:47 <Flygon> We're gonna need them single sided and just signs in the ground :B 08:46:57 <Flygon> (Sunbury-Moonee Ponds bus) 08:47:17 <Alberth> chillcore: ah right. wouldn't just 'click somewhere' work? 08:47:29 <chillcore> sure but you can nt drag then 08:47:30 <supermop> the basic road stop allows vehicles from both sides to stop 08:47:34 <Alberth> I'd have to try it to see how it works, but not now 08:47:54 <chillcore> whenever is fine alberth, just wanted to let yu know 08:47:54 <supermop> in the future one may make a stop that only serves one side 08:49:07 <Alberth> chillcore: hmm, indeed, I guess you need something like the scrollbar. The scrollbar also has some trickery to reduce the number of clicks 08:49:22 <Alberth> still anooyed by not allowing right-click in scrollbars though :p 08:49:46 <chillcore> Alberth: I might need some help to shorten parts of my code ... this pointer stuffs is holding me back and I keep getting crashes. however don't feel obliged 08:49:59 <chillcore> why would you need right-click alberth? 08:50:17 <Alberth> I tend to want a 'go here' click 08:50:42 <chillcore> and left-clicking lower does not cut it? 08:50:44 <Alberth> ie just jump to that position 08:50:52 <Alberth> left click goes down 1 page 08:50:59 <chillcore> I see 08:51:41 <Alberth> my window manager uses middle-click for that function, very nice 08:52:05 <chillcore> my code just takes into account where in the box you clicked (not my code, the one I stole from music_gui) 08:52:24 <Alberth> yeah, I'd expect something like that 08:52:36 <chillcore> I have not yet looked at how the scrollbars work 08:53:16 <chillcore> but yeah music_gui works like that ... the slider just moves where you clicked 08:53:20 <chillcore> that's it 08:53:28 <Alberth> I am happy to help you out, but please make a small description of what exactly you want me to look at, and what the problem actually is 08:54:02 <chillcore> hmm ... basically the loading saving parameters code can be shorter 08:54:03 <Alberth> 7z compressed is 24KB, unpacked it's a lot more 08:54:36 <Alberth> it can be as easy as "have a look at code around there and there" or so 08:54:43 <supermop> Flygon: it would be nice if stop graphics could change based on townzone, sidewalk, or road/tramway, but i am not aware of any means for that 08:55:03 <Flygon> Hopefully, there'll be a means in future, then 08:55:06 <Flygon> It'd be amazing to, like 08:55:12 <Alberth> chillcore: if possible, please send me a PM, so I can find it again :) 08:55:17 <supermop> i don't think there is any newgrf spec for road stops, only to replace default sprites 08:55:19 <Flygon> Have variety from "Pole in Ground" to "Tram Superstop" or "Sunbury Bus Exchange" 08:56:04 <chillcore> Alberth: ye the thing has grown a bit ... biggest prob I have is puttin setting in an arreay and then being able to change the values without errors 08:56:45 <supermop> currrently you could have several styles and choose one by parameter or date (like road surface) but all stops will be the same 08:56:49 <chillcore> but yeah I'll send you a pm as that will be easier to focus one one specific thing indeed 08:56:56 <chillcore> alberth ^^^ 08:57:15 <Alberth> ok, thanks 08:57:24 <chillcore> no thank you ;) 09:01:36 <supermop> my plan (and i don't even want to think about this now as it will distract me...) is to have the stops be low platforms that are an extension of the sidewalks 09:02:22 <supermop> it may look odd for buses as the street will narrow at each bus stop rather than widen, but I think it will look best overall 09:02:49 <supermop> then i can later add an alternate that is just a pole on the sidewalk 09:12:50 *** tycoondemon2 [~ashnohoe@D97BA869.cm-3-4c.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 09:18:59 *** Oddingar [~Odd@141.0.247.9] has quit [Ping timeout: 480 seconds] 09:19:27 *** Oddingar [~Odd@141.0.247.9] has joined #openttd 09:39:47 <chillcore> bbl ;) 09:39:51 *** chillcore [~chillcore@2a02:a03f:1048:5400:4e72:b9ff:feac:5979] has quit [Quit: Only mortals are affected by fame and power.] 09:40:20 *** shadowalkerAFK is now known as shadowalker 09:40:23 *** shadowalker is now known as shadowalkerAFK 09:45:11 *** Sylf [~sylf@c-71-199-78-95.hsd1.mo.comcast.net] has quit [Server closed connection] 09:45:23 *** Sylf [~sylf@c-71-199-78-95.hsd1.mo.comcast.net] has joined #openttd 10:20:52 *** dennis_ [~dennis@ec2-54-89-114-186.compute-1.amazonaws.com] has joined #openttd 10:29:28 *** KWKdesign [~KWKdesign@pool-71-185-189-198.phlapa.fios.verizon.net] has joined #openttd 10:30:01 *** funnel [~funnel@81.4.123.134] has quit [Server closed connection] 10:30:14 *** funnel [~funnel@0001c7d4.user.oftc.net] has joined #openttd 10:33:54 <supermop> i should just ask for payment for my freelance work in the form of a new computer 10:59:30 *** Klanticus [~quassel@179.234.179.109] has joined #openttd 11:00:05 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88] 11:03:14 <Alberth> it's quite difficult to get food in exchange for a computer, at a super market :) 11:08:07 *** bereasonable [~oftc-webi@ppp221-114.static.internode.on.net] has joined #openttd 11:09:55 <bereasonable> Hey guys! Got another question. It's another signal one I'm afraid! On Supercheese 's advice I switched to One-Way Paths. However, I've got a train who's having some trouble finding a path. The one just before the station. There are two open platforms! http://i.imgur.com/yq77OVT.jpg?1 11:11:09 <bereasonable> Thanks in advance to anyone who can help, my newb signalling is improving.. slightly. 11:11:59 <Eddi|zuHause> have you checked the electrification? 11:12:39 <Eddi|zuHause> are 90° turns disabled? 11:13:41 <bereasonable> 90degs are on, it's not electrified but I just upgraded the track in case. The old trains can still run on the electric tracks I assume ? 11:13:56 <Eddi|zuHause> and try enabling "show reserved paths", sometimes weird things happen 11:14:08 <Eddi|zuHause> also, make .png screenshots, not .jpg 11:15:14 <bereasonable> Oh, shit. Sorry, I thought I could use the clipboard upload. No idea why they would make it automatically a jpg. 11:16:23 <Eddi|zuHause> there might be a checkbox on upload saying "disable processing this image" or somesuch 11:17:30 <bereasonable> He left the station - I'm going to stop him in the platform so I can see if it happens again. 11:17:30 <Eddi|zuHause> thing is, jpg makes the image both undecipherable, and actually larger in size 11:17:38 <bereasonable> Yeah JPGs are garbage, 100% 11:18:26 <Eddi|zuHause> jpg is fine for actual photos. but anything computer generated will be terrible as jpg 11:19:14 <bereasonable> So the train is just reserving the track it's on, but 'waiting for free path' even though there is defs a free path. hrm. 11:19:15 <bereasonable> http://imgur.com/ZXnrxOg 11:20:54 <bereasonable> I thought I just needed one path signal at the start of the branch, should I have one at the start of each platform too as well as at the end? 11:23:40 <Eddi|zuHause> no 11:25:00 <Eddi|zuHause> so, what i think happens is that the two platforms are shorter than the 3rd, and the train will avoid going to a too short platform, and wait for the long platform to free up 11:25:51 <bereasonable> Geez. I'm an idiot! They are shorter, I didn't even realise. let me add that extra length 11:26:21 <bereasonable> Yep. you're 100% right. Thanks! boy, don't I feel silly. :P 11:27:31 <Eddi|zuHause> these catenary poles creep me out with the two red pixels. they look like signals... 11:28:21 <bereasonable> Heh. What do you normally play? By which I mean do you use a GRF or something to change.. either the signals or the catenary poles? 11:28:40 <bereasonable> I'm still fairly new so always asking people about their settings/grfs 11:28:54 <Eddi|zuHause> i use the "dutch catenary" set. but it also depends on which baseset you use 11:29:33 <bereasonable> oh, they look nice. 11:29:53 <bereasonable> And distinctly un-signal-like which is handy. 11:30:02 <Eddi|zuHause> i put that in [newgrf-static] in the config, so it will always be enabled even on multiplayer servers that don't have it 11:30:53 <bereasonable> Oh, I had no idea you could do that. That's useful. 11:31:17 <Eddi|zuHause> only a handful of newgrfs can be used this way 11:31:33 <Eddi|zuHause> specifically, ones that don't affect gameplay 11:32:08 <Eddi|zuHause> unfortunately, nobody ever put this on the GUI 11:32:47 <bereasonable> Makes sense, I imagine it would refuse to work if you tried to put in gameplay newgrfs. It's cool you can have your own graphics though, if you want. 11:33:09 <Eddi|zuHause> yes, it'll just not activate 11:33:33 <bereasonable> I've just been playing vanilla because still have very little idea what I'm doing. 11:36:21 <bereasonable> Anyway, back to the trains. Thank you for your help :) 11:37:34 *** bereasonable [~oftc-webi@ppp221-114.static.internode.on.net] has quit [Quit: Page closed] 11:41:58 *** _dp_ [~dP@ppp91-122-102-175.pppoe.avangarddsl.ru] has quit [Ping timeout: 480 seconds] 11:51:32 *** _dp_ [~dP@92-100-250-168.dynamic.avangarddsl.ru] has joined #openttd 11:57:47 *** GriffinOneTwo [~oftc-webi@adsl-68-123-205-70.dsl.irvnca.pacbell.net] has quit [Remote host closed the connection] 11:58:40 *** shadowalkerAFK is now known as shadowalker 12:01:33 *** shadowalker is now known as shadowalkerAFK 12:12:50 *** shadowalkerAFK is now known as shadowalker 12:12:58 *** shadowalker is now known as shadowalkerAFK 12:31:59 *** Supercheese is now known as Guest488 12:32:03 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 12:35:37 *** lobster [~mccrabbym@94.231.249.233] has quit [Server closed connection] 12:36:14 *** lobster [~mccrabbym@94.231.249.233] has joined #openttd 12:36:38 *** Guest488 [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Ping timeout: 480 seconds] 12:48:45 *** supermop [~supermop@d110-33-177-242.sun801.vic.optusnet.com.au] has quit [Ping timeout: 480 seconds] 12:53:13 *** ccfreak2k [~ccfreak2k@hephaestus.untrust.org] has quit [Server closed connection] 12:53:42 *** Mucht [~Martin@000128e2.user.oftc.net] has joined #openttd 12:53:47 *** ccfreak2k [~ccfreak2k@hephaestus.untrust.org] has joined #openttd 13:07:40 *** Samu [~oftc-webi@po-217-129-155-131.netvisao.pt] has joined #openttd 13:07:49 <Samu> i found a bug 13:08:03 <Samu> i have a train with service interval of 150% 13:09:13 *** Ttech [ttech@72.14.179.207] has quit [Server closed connection] 13:11:37 <Samu> actually, more than 1 13:12:02 <Samu> i'm submiting bug report 13:13:54 <Samu> oh, it's similar to this 13:13:55 <Samu> http://bugs.openttd.org/task/6248?string=service+interval&project=1&search_name=&type%5B0%5D=&sev%5B0%5D=&pri%5B0%5D=&due%5B0%5D=&reported%5B0%5D=&cat%5B0%5D=&status%5B0%5D=open&percent%5B0%5D=&opened=&dev=&closed=&duedatefrom=&duedateto=&changedfrom=&changedto=&openedfrom=&openedto=&closedfrom=&closedto= 13:14:06 <Samu> erm,, sorry big link 13:17:55 <Samu> nevermind, that report is false 13:18:08 <Samu> i'm opening a new task 13:20:56 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 13:24:21 *** Bluelight [~chatzilla@80.202.66.53] has joined #openttd 13:32:23 <Samu> bug: http://bugs.openttd.org/task/6254 13:39:43 *** sla_ro|master [~sla.ro@95.76.27.245] has joined #openttd 13:40:28 *** Biolunar [Biolunar@blfd-4d025007.pool.mediaWays.net] has joined #openttd 13:42:12 <Eddi|zuHause> that can happen if you convert the service interval from days to percent. 13:42:32 <Eddi|zuHause> 150 days will become 150% 13:42:46 <Eddi|zuHause> if you don't adjust afterwards, it's your fault 13:52:24 *** Flygon_ [~Flygon@ppp118-209-135-174.lns20.mel8.internode.on.net] has joined #openttd 13:52:55 <Samu> how's that my fault? 13:53:31 <Samu> i have default set to 15% interval 13:58:11 *** Flygon [~Flygon@ppp118-209-135-174.lns20.mel8.internode.on.net] has quit [Ping timeout: 480 seconds] 13:58:49 <Alberth> so what's the error? it seems to behave as you specified 13:59:31 <Samu> 150% 13:59:35 <Samu> ~it's over 100% 14:00:10 <Alberth> and? 14:00:31 <Samu> 255 breakdowns, never servicing 14:00:49 <Alberth> sure, you shouldn't specify 150% 14:01:03 <Alberth> just as you shouldn't specify 100,000 days or so 14:01:18 <Samu> the game doesn't even let me put a value over 90 14:01:36 *** dennis_ [~dennis@ec2-54-89-114-186.compute-1.amazonaws.com] has quit [Remote host closed the connection] 14:01:37 <Samu> that 150% was there, I didn't set that 14:01:53 *** dennis_ [~dennis@ec2-50-19-31-199.compute-1.amazonaws.com] has joined #openttd 14:10:09 *** tokai|mdlx [~tokai@port-92-195-77-164.dynamic.qsc.de] has joined #openttd 14:16:18 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 14:20:16 *** Flygon [~Flygon@ppp118-209-135-174.lns20.mel8.internode.on.net] has joined #openttd 14:22:43 *** Flygon_ [~Flygon@ppp118-209-135-174.lns20.mel8.internode.on.net] has quit [Ping timeout: 480 seconds] 14:34:53 *** Bluelight [~chatzilla@80.202.66.53] has quit [Quit: ChatZilla 0.9.91.1 [Firefox 36.0.1/20150305021524]] 14:41:28 <Eddi|zuHause> i told you how you get that... 14:42:05 <Eddi|zuHause> also, default as 15% is probably not useful either 14:42:06 *** Suicyder [~Suicyder@86.92.59.88] has joined #openttd 14:45:11 <Samu> seems good 14:45:38 <Samu> how many days from 22 may to 13 sep 14:46:05 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88] 14:54:49 *** luaduck_zzz [~luaduck@0001c465.user.oftc.net] has quit [Server closed connection] 14:55:29 *** luaduck_zzz [~luaduck@0001c465.user.oftc.net] has joined #openttd 14:55:31 *** luaduck_zzz is now known as luaduck 15:08:17 *** dennis_ [~dennis@ec2-50-19-31-199.compute-1.amazonaws.com] has quit [Remote host closed the connection] 15:08:34 *** dennis_ [~dennis@ec2-54-159-213-19.compute-1.amazonaws.com] has joined #openttd 15:11:05 *** Flygon_ [~Flygon@ppp118-209-31-27.lns20.mel4.internode.on.net] has joined #openttd 15:14:49 *** shadowalkerAFK is now known as shadowalker 15:17:38 *** shadowalker is now known as shadowalkerAFK 15:17:53 *** Flygon [~Flygon@ppp118-209-135-174.lns20.mel8.internode.on.net] has quit [Ping timeout: 480 seconds] 15:25:02 *** roidal [~roland@cm140-210.liwest.at] has joined #openttd 15:26:35 *** OsteHovel [~OsteHovel@90.149.87.140] has quit [Ping timeout: 480 seconds] 15:46:50 *** shirish [~quassel@117.195.103.47] has joined #openttd 15:52:17 *** OsteHovel [~OsteHovel@140.90-149-87.nextgentel.com] has joined #openttd 16:09:27 <LordAro> this Cities: Skylines is rather fun 16:11:05 <__ln__> yes it is 16:11:49 <Eddi|zuHause> is that something like sim city? 16:12:42 <__ln__> very much like 16:23:41 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 16:30:47 <Xaroth|Work> Eddi|zuHause: it's the game sim city 2013 should have been 16:31:31 *** HerzogDeXtEr [~flex@i59F6C5B5.versanet.de] has joined #openttd 16:36:21 *** dennis_ [~dennis@ec2-54-159-213-19.compute-1.amazonaws.com] has quit [Remote host closed the connection] 16:38:21 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Remote host closed the connection] 16:45:15 <Terkhen> hello 16:47:34 <Alberth> hello 16:59:25 *** shirish [~quassel@117.195.103.47] has joined #openttd 17:05:45 *** Oddingar [~Odd@141.0.247.9] has quit [Ping timeout: 480 seconds] 17:07:34 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88] 17:18:03 *** Oddingar [~Odd@141.0.247.9] has joined #openttd 17:30:00 *** TheMask96 [martijn@pride.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 17:30:46 *** Progman [~progman@p57A18844.dip0.t-ipconnect.de] has joined #openttd 17:32:10 *** Oddingar [~Odd@141.0.247.9] has quit [Ping timeout: 480 seconds] 17:34:52 *** TheMask96 [martijn@envy.vhost.ne2000.nl] has joined #openttd 17:35:55 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 17:36:22 *** Oddingar [~Odd@141.0.235.71] has joined #openttd 17:38:27 *** liq3 [~liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 17:45:30 <DorpsGek> Commit by translators :: r27189 trunk/src/lang/korean.txt (2015-03-16 18:45:22 +0100 ) 17:45:31 <DorpsGek> -Update from WebTranslator v3.0: 17:45:32 <DorpsGek> korean - 1 changes by telk5093 17:50:33 *** Oddingar [~Odd@141.0.235.71] has quit [Ping timeout: 480 seconds] 17:50:40 *** Oddingar [~Odd@141.0.247.99] has joined #openttd 17:54:56 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 17:54:59 *** mode/#openttd [+v glx] by ChanServ 18:03:27 *** Bluelight [~chatzilla@53.80-202-66.nextgentel.com] has joined #openttd 18:04:26 *** roadt_ [~roadt@60.168.86.255] has quit [Ping timeout: 480 seconds] 18:07:21 *** Ttech [~ttech@dragons.have.mostlyincorrect.info] has joined #openttd 18:17:13 <Eddi|zuHause> we should totally use this: https://github.com/lhartikk/AstroBuild 18:23:22 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Remote host closed the connection] 18:27:25 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has joined #openttd 18:28:01 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 18:28:04 *** mode/#openttd [+v tokai|noir] by ChanServ 18:30:59 <Terkhen> that's awesome 18:35:16 *** tokai|mdlx [~tokai@port-92-195-77-164.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 18:38:13 *** shirish [~quassel@117.195.103.47] has joined #openttd 18:43:46 *** Biolunar [Biolunar@blfd-4d025007.pool.mediaWays.net] has quit [Quit: leaving] 18:48:52 <Samu> omg these strange bugs poping out of nowhere :( 18:49:36 <Samu> I have a docks with goods, but i have no ship taking goods there 18:49:44 <Samu> why does it have goods? 18:49:51 <Samu> it shouldn't 18:51:26 <Alberth> enabled dumping of cargos at stations without actual demand? 18:51:51 <glx> or a ship stopped there once 18:52:18 <Samu> no 18:52:29 <Samu> there are ships there, but they're taking fruits 18:52:39 <Samu> all of them, I confirmed 18:53:09 <Alberth> for the entire length of the game? 18:53:12 <Samu> let me look at the autosave 18:53:21 <Alberth> don't bother :) 18:56:26 <Samu> dock was there since 2 jan 1947 18:56:45 <Samu> it's 1992 now 18:56:54 <Samu> a factory spawned nearby 18:57:03 <Alberth> k 18:57:24 <Samu> i sent trucks with rubber and copper ore to the factory, it's a truck station separate from the dock 18:57:26 <Alberth> you so enabled dropping produced cargo onto the station without having a demand? 18:57:53 <Samu> I didn't 18:58:37 <Samu> this dock was from a bankrupted company, but when I saw it, it had no ships 18:58:56 <Samu> i used it to transport fruit 18:59:08 <Samu> it's the same savegame from the bug report 18:59:16 <Alberth> you use a nightly or a 1.5 beta? 18:59:48 <Samu> 1.5 beta 2 18:59:52 <Samu> https://bugs.openttd.org/task/6254/getfile/10164/Whitleigh%20Transport,%201965-02-24.sav 19:00:02 <Samu> that's the same dock, in 1965 19:00:09 <Samu> Nantley Valley 19:00:32 <Alberth> yeah, well, just don't touch the goods then, and they will disappear in about 2 years 19:00:59 <Samu> do you think there was a ship with goods in there once? 19:01:15 <glx> probably 19:01:33 <Alberth> either that, or the dock is connected to some other station platform, which has goods transport 19:01:55 <Alberth> or had goods transport 19:02:34 <Samu> lol, there wasn't even a factory in 1965 19:02:46 <glx> maybe the wrong ship got there at the beginning before the factory happened 19:04:04 <Samu> I'm not certain if my opponent sent any ship to that dock, but if he did, it would have been for fruits 19:04:13 <Samu> how could I tell? 19:04:57 <glx> you can't, but when a vehicle accepting a given cargo visit a station a bit is set 19:05:18 <glx> meaning the station will received this cargo to be transported 19:05:49 *** Pensacola [~quassel@c80094.upc-c.chello.nl] has joined #openttd 19:06:06 <glx> and sending the wrong vehicle can happen, especially if it's a vehicle needing a refit 19:06:49 <Samu> hmm, I see 19:07:31 <Samu> it must have been him without me noticing 19:08:10 <Samu> when I got his company, there wasn't any ship for his company, but the docks and ship depots were there 19:08:26 <Samu> it was set to transport fruit, but it was missing ships 19:08:45 <Samu> the docks were at fruit and at food processing plant 19:09:14 <Samu> must pay more attention 19:11:12 *** Polleke [~quassel@c80094.upc-c.chello.nl] has joined #openttd 19:11:40 *** Pensacola [~quassel@c80094.upc-c.chello.nl] has quit [Read error: Connection reset by peer] 19:12:52 *** Wolf01 [~wolf01@95.232.38.183] has joined #openttd 19:13:20 <Wolf01> hello o/ 19:15:19 *** frosch123 [~frosch@frnk-5f743453.pool.mediaWays.net] has joined #openttd 19:16:02 <Alberth> moin moin 19:21:13 <frosch123> hai 19:28:55 <V453000> Hyyyyyy 19:35:44 *** roidal [~roland@cm140-210.liwest.at] has quit [Quit: WeeChat 1.0.1] 19:36:35 <frosch123> we should remove the original acceleration models 19:37:11 <frosch123> no sane person uses it 19:37:31 <frosch123> so it takes weeks until someone notices that it crashes because of some new feature :p 19:37:40 <Wolf01> I do, but I can't be considered sane... or a person 19:38:07 *** gelignite [~gelignite@i528C3730.versanet.de] has joined #openttd 19:38:08 *** lobster [~mccrabbym@94.231.249.233] has quit [Read error: Connection reset by peer] 19:38:25 <Wolf01> Usually I do it on vanilla games, without any grf 19:38:32 *** lobster [~mccrabbym@94.231.249.233] has joined #openttd 19:41:51 <frosch123> sanity is a relative thing 19:42:45 <Samu> nerf acceleration going downslope 19:42:58 <Samu> then remove original 19:43:00 <Samu> :) 19:43:11 *** Suicyder [~Suicyder@86.92.59.88] has quit [Ping timeout: 480 seconds] 19:44:54 <frosch123> btw. did anyone figure out in the past 7 years, why the console classes start with an I? 19:44:54 <Wolf01> I'm improving my abilities: just found the title of a (famous) book remembering only the age and some doubts about the author... and it took only 25 minutes, instead of 3 months like the previous movie title :D 19:45:13 <TrueBrain> frosch123: hahahaha 19:45:15 <TrueBrain> lolz 19:45:37 <TrueBrain> the sad part is, I know why .. and I took it as a given :D 19:45:58 <Samu> empty trains move slower downlope than full trains 19:46:11 <TrueBrain> only looking back I understand it makes no sense at all :D 19:46:33 <frosch123> TrueBrain: now you made me curious :) 19:46:44 <TrueBrain> and now it becomes an art not telling :D 19:47:22 <TrueBrain> well, you can say a lot, but it is consistent :) 19:47:26 <Alberth> it's a test to see how well you can keep a secret :p 19:48:26 <TrueBrain> I wonder if it is written down anywhere .. 19:48:37 <TrueBrain> ha, it is :D 19:49:06 <TrueBrain> both in the code, on the wiki, and in the readme :D 19:50:14 <TrueBrain> frosch123: the console was written by sign_de 19:50:22 <TrueBrain> if I am not mistaken, he also wrote the "blackbook" wiki pages 19:50:45 <TrueBrain> either way, no clue why exactly anymore, but there was a reason to call it Ingame Console 19:50:48 <frosch123> ah, so "I" means "implementation" 19:50:49 <TrueBrain> which became IConsole 19:50:54 <TrueBrain> looking back, it makes no sense at all 19:50:56 <frosch123> contrary to "D" for "documentation" 19:50:59 <TrueBrain> but .. then it was very logic :) 19:51:15 <TrueBrain> there are a few references left to "Ingame" 19:51:20 <TrueBrain> in openttd.cpp, where the IConsole is initialized 19:51:31 <TrueBrain> and in the Blackbook wiki pages :) 19:51:44 <frosch123> i also call it in-game console 19:51:59 <frosch123> but i would not have expected that to be abbreviated into a single letter 19:52:02 <TrueBrain> so then I wonder why you didnt figure that out yourself :P :P 19:52:04 <TrueBrain> :D 19:52:10 <TrueBrain> guess otherwise it was too long :D 19:52:43 <Alberth> Interface didn't exist at the time as concept? 19:52:59 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has quit [Read error: Connection reset by peer] 19:53:00 <TrueBrain> Interface exists for a lot longer than that :D 19:53:12 <TrueBrain> the console btw was the first part that really allowed "scripting" 19:53:13 <Alberth> hmm, was C of course, wrong language :p 19:53:31 <TrueBrain> cute, looking back :) 19:53:39 <TrueBrain> but so yeah ... 19:53:43 <TrueBrain> Ingame Console :) 19:54:05 <Alberth> :) 19:55:12 <TrueBrain> hmm .. Bamboo now has "elastic images", for Amazon bla 19:55:20 <TrueBrain> but .. it has one for WIndows, including MSBuild etc 19:55:53 <TrueBrain> pretty nice tbh 19:56:56 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 19:57:43 <Wolf01> o/ 19:59:43 <frosch123> TrueBrain: do you want a test commit? 19:59:57 <TrueBrain> not really .. I just want WT3 to commit :D 20:00:03 <TrueBrain> he is having issues :) 20:00:17 <frosch123> ok, can i commit nevertheless? :p 20:00:36 <TrueBrain> yes, ofc :) 20:00:43 <TrueBrain> I wouldnt want to hold back progress :) 20:00:47 *** Celestar [~Celestar@fire3.tngtech.com] has quit [Ping timeout: 480 seconds] 20:01:20 <DorpsGek> Commit by frosch :: r27190 trunk/src/roadveh_cmd.cpp (2015-03-16 21:01:14 +0100 ) 20:01:21 <DorpsGek> -Fix [FS#6255] (r27106): Original road vehicle acceleration crashed for vehicles taking over. 20:01:24 <andythenorth> o/ 20:01:57 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 20:02:05 <TrueBrain> I like that we sync to github now automatically :) 20:02:08 <TrueBrain> that makes me happy :) 20:03:16 <andythenorth> a happy TrueBrain is a good TrueBrain 20:03:27 <Xaroth|Work> apart from me being annoying messages from this TrueBrain person every time that happens 20:03:30 * Xaroth|Work turns off spam 20:03:52 <TrueBrain> it gives you messages?! 20:04:00 <glx> last sentence doesn't parse for me 20:04:01 <Xaroth|Work> TrueBrain pushed to master at OpenTTD/OpenTTD 20:04:01 <Xaroth|Work> TrueBrain 5b1632f (svn r27190) -Fix [FS#6255] (r27106): Original road vehicle accelerat. 20:04:13 <TrueBrain> haha 20:04:21 <TrueBrain> so I do need to figure out if we had an account, or otherwise create one ... 20:04:22 <TrueBrain> roger that :D 20:04:47 <Xaroth|Work> unless you want people to think you're VERY active with openttd 20:05:08 <glx> if no account exists I suggest vcs as name 20:05:24 <TrueBrain> Username is already taken 20:05:29 <TrueBrain> hmm .. yes, it is a group 20:05:35 <glx> svn then 20:05:38 <TrueBrain> cant I set a key for a group ... 20:05:47 <andythenorth> what an earth is all this, and how does it relate to a better map? 20:05:48 <andythenorth> http://www.tt-forums.net/viewtopic.php?p=1144888#p1144888 20:06:05 <andythenorth> I often struggle to understand what game players are playing 20:07:05 <TrueBrain> ha, okay, I just used the wrong key 20:07:08 <TrueBrain> lemme try to fix that 20:08:22 <TrueBrain> there, that should solve the messages Xaroth :) 20:08:27 <Xaroth|Work> \o/ 20:09:05 *** Klanticus [~quassel@179.234.179.109] has quit [Ping timeout: 480 seconds] 20:09:10 <TrueBrain> bit hidden where organization keys are stored 20:09:19 <TrueBrain> not via settings on the top right, but via settings of the repos itself 20:09:23 <TrueBrain> yes, those are different places :P 20:10:04 <glx> lol and I received a mail about the key change on my opendune email (logical after all but seems weird at first look) 20:10:06 *** FLHerne_ [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 20:10:17 <TrueBrain> yeah ... I "misplaced" the existing one :D 20:10:24 <TrueBrain> it didnt give an email for removing a key btw :P 20:10:33 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Ping timeout: 480 seconds] 20:10:55 <glx> my email for github is the opendune one 20:11:09 <Alberth> andythenorth: it's just cirdans version of openttd 20:11:30 <andythenorth> hmm 20:13:05 *** Polleke [~quassel@c80094.upc-c.chello.nl] has quit [Remote host closed the connection] 20:17:32 *** sla_ro|master [~sla.ro@95.76.27.245] has quit [] 20:28:58 *** UukGoblin [~jaa@yatima.uukgoblin.net] has joined #openttd 20:29:03 <UukGoblin> hello :-) 20:29:51 <Alberth> o/ 20:30:26 <UukGoblin> say I have a steel mill station with 4 tracks. I have 5 steel truck trains that pick up steel from it, and 5 iron ore trains that dump iron there. What's the best way to ensure that at least 1 platform is available for unloading ore (in order not to cause a deadlock?) 20:30:45 <UukGoblin> should I go with waypoints before each platform track? 20:31:10 <Alberth> 2 stations, 6 platforms, or 2 way points would work :) 20:31:32 *** Mucht [~Martin@000128e2.user.oftc.net] has quit [Remote host closed the connection] 20:31:37 <UukGoblin> righty :-) 20:31:43 <UukGoblin> thank you 20:31:57 <UukGoblin> a conditional order jump if a given path is blocked would be SO AWESOME 20:32:25 <Alberth> not sure why you need that many platforms though, unloading needs 2 or 3 at most 20:33:02 <UukGoblin> for loading I guess? and to prevent deadlocks in the past 20:33:09 <UukGoblin> via the "6 platforms" method (when I had fewer trains) 20:33:25 <UukGoblin> (I originally had 3 steel trains) 20:37:56 <andythenorth> 2 stations 20:38:10 <andythenorth> donât contend delivery and collection 20:38:14 *** mitchel011 [~oftc-webi@53541780.cm-6-5a.dynamic.ziggo.nl] has joined #openttd 20:38:15 <andythenorth> deadlocks are easy that way 20:38:28 <andythenorth> instead of engineering a solution to manage deadlocks, make deadlocks impossible 20:38:38 *** mitchel011 [~oftc-webi@53541780.cm-6-5a.dynamic.ziggo.nl] has quit [Remote host closed the connection] 20:38:38 <andythenorth> less work, better results 20:39:05 <UukGoblin> so they should be different stations with different names you're saying? 20:39:17 <UukGoblin> and disjoint? 20:39:23 <andythenorth> disjoint 20:39:37 <UukGoblin> i.e. not created with ctrl 20:39:38 <andythenorth> and ideally separate routes 20:39:56 <UukGoblin> yeah, makes sense, but it's not very space-saving 20:40:03 <andythenorth> there is usually space 20:40:22 <andythenorth> or use escape depots 20:40:24 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Remote host closed the connection] 20:40:29 <andythenorth> solutions are known 20:40:46 <andythenorth> many here http://wiki.openttdcoop.org/Main_Page 20:40:47 <UukGoblin> :-) 20:41:05 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 20:41:08 <UukGoblin> ooh, interesting, didn't know that one 20:41:18 <UukGoblin> been looking mostly on wiki.openttd.org 20:41:40 <Alberth> openttdcoop is where the 'professional builders' are :) 20:41:40 <UukGoblin> thanks, will check there 20:42:00 <andythenorth> you call V a professional? :o 20:42:01 <andythenorth> :P 20:42:06 <UukGoblin> that's basically what I've been looking for :-D 20:42:11 <Alberth> playing together filling entire maps :) 20:42:44 <Alberth> andythenorth: in building networks? yep 20:43:12 <Alberth> UukGoblin: if you like doing that, you can join 20:43:28 <andythenorth> they have prozone server or such? 20:43:29 <UukGoblin> I'm probably too newb at this point 20:43:48 <UukGoblin> but it looks like a great resource, that wiki :-) 20:44:06 <Alberth> don't get too scared of the insane parts :) 20:44:40 * andythenorth takes a more back-to-basics approach to networks :P 20:44:49 * andythenorth has a big distrust of complex things 20:50:49 *** Speedy [~speedy@the.wrong.domain.name] has quit [Server closed connection] 20:50:50 *** Speedy` [~speedy@the.wrong.domain.name] has joined #openttd 20:51:08 *** Speedy` is now known as Speedy 20:53:21 <Terkhen> good night 21:00:52 *** HerzogDeXtEr1 [~flex@i59F6D5A8.versanet.de] has joined #openttd 21:04:07 *** gelignite [~gelignite@i528C3730.versanet.de] has quit [Quit: http://bit.ly/1kso8Ta] 21:06:32 *** HerzogDeXtEr [~flex@i59F6C5B5.versanet.de] has quit [Ping timeout: 480 seconds] 21:11:42 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 21:13:39 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 21:19:37 *** Taco [~kitty@2407:500::2:981d:d5e9] has quit [Server closed connection] 21:19:42 *** Taco [~kitty@2407:500::2:981d:d5e9] has joined #openttd 21:21:50 <UukGoblin> would you guys recommend mixing grain+livestock wagons on a single train, or are 2 separate trains better? 21:22:35 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 21:23:15 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 21:23:38 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [] 21:24:09 <frosch123> separate is easier, mixed is more fun :) 21:25:04 <UukGoblin> interesting :-) I find mixed easier, as I get less trains on my rails 21:25:23 <UukGoblin> but I may be wrong ;-) 21:25:33 <frosch123> but you cannot adjust the transport capacity independently (easily) 21:26:10 <UukGoblin> yeah 21:26:23 <UukGoblin> I tend to use "full load any cargo" and leave the other wagon or two empty 21:26:37 <UukGoblin> (and I try to balance numbers of wagons according to current farm production) 21:28:15 <Supercheese> Hmm, is there no way to disable the random placement of rocky tiles by OGFX+ Landscape? 21:28:48 <frosch123> it's a ottd feature 21:29:09 <Supercheese> OGFX+ also randomly places them as NewObjects 21:29:24 <frosch123> oh, no idea then 21:29:25 <Supercheese> count_per_map256 21:30:14 <Supercheese> they look really bad on water IMO 21:32:25 *** Bluelight [~chatzilla@53.80-202-66.nextgentel.com] has quit [Quit: ChatZilla 0.9.91.1 [Firefox 36.0.1/20150305021524]] 21:40:06 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 21:46:25 *** CrackedP0t [~CrackedP0@rrcs-74-87-156-194.west.biz.rr.com] has joined #openttd 21:48:17 <UukGoblin> I don't understand http://wiki.openttdcoop.org/Line_hierarchy nor even http://wiki.openttdcoop.org/Priority :-) Why aren't they using one-way path signals like me? :-O 21:48:29 <UukGoblin> I forgot about all non-path-based signals as the path ones are just too awesome 21:48:54 <frosch123> path signals are easier, but they also have less options 21:49:05 <UukGoblin> (although I never really cared about priority) 21:50:03 <UukGoblin> http://wiki.openttdcoop.org/images/2/2f/ML1.PNG why do these mainlines appear to have two-way signals rather than one-way? 21:51:16 <frosch123> they are block signals, not path signals 21:51:34 <UukGoblin> mrhm 21:51:39 <UukGoblin> ok, back to basics then I guess :-) 21:51:45 <frosch123> there is no difference between one-way block signals and one-way path signals as long as there are no junctions though 21:59:14 *** frosch123 [~frosch@frnk-5f743453.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 22:04:06 <UukGoblin> also, why don't these mainlines have connections between tracks in the same direction? 22:04:27 <UukGoblin> when one train breaks down on a track, trains behind it should have a way to take it over 22:05:17 <Taede> coop tend to play with breakdowns off 22:05:27 <UukGoblin> oh... cheating ;-P 22:06:08 *** Flygon [~Flygon@1.44.191.10] has joined #openttd 22:06:35 <Taede> i'd advise you to download a game from the archive, see it all in action 22:07:51 <UukGoblin> good idea :-) 22:08:36 *** Flygon_ [~Flygon@ppp118-209-31-27.lns20.mel4.internode.on.net] has quit [Ping timeout: 480 seconds] 22:17:58 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Remote host closed the connection] 22:25:13 *** TheIJ [~rita@188.226.187.103] has quit [Server closed connection] 22:26:16 *** TheIJ [~rita@188.226.187.103] has joined #openttd 22:26:32 <UukGoblin> lol, 1.7 has a coal mine with only tunnels underneath it :-) 22:26:39 <UukGoblin> where does it take its coal from? :-) 22:27:33 *** FLHerne_ is now known as FLHerne 22:28:06 *** FLHerne is now known as Guest563 22:28:43 <Guest563> UukGoblin: The coop style is mostly about keeping everything (on the mainlines) moving continuously at the same speed and spacing 22:29:18 *** Progman [~progman@p57A18844.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:29:45 *** Guest563 is now known as FLHerne 22:30:38 <FLHerne> No breakdowns, no crossovers, equalised track lengths, prio (or even fiddlier things) on entry 22:31:07 <UukGoblin> yeah, figured 22:31:35 <UukGoblin> I just find "no breakdowns" a bit... unrealistic 22:31:59 <UukGoblin> especially after travelling to work by London tube 22:32:05 <FLHerne> Basic prios are definitely useful outside of coop, but I've never bothered with the extra-track variant 22:32:34 <FLHerne> OTTD's breakdown mechanics are so broken that the majority of people turn them off :P 22:32:51 <FLHerne> Something like 3/4 if forum polls are reliable (they aren't( 22:35:04 <FLHerne> My main dislike about breakdowns is that they're literally unpreventable, and the way the pathfinder behaves makes it very hard to mitigate them 22:35:54 *** supermop [~supermop@d110-33-177-242.sun801.vic.optusnet.com.au] has joined #openttd 22:36:00 <FLHerne> So they discourage interesting, interconnected routes in favour of random detached bits of track/road everywhere, without adding any interesting gameplay themselves 22:37:04 <UukGoblin> hmm, yeah, that was my discovery too 22:37:18 <UukGoblin> that I should just not bother doing interesting networks and just create dedicated tracks for each route 22:37:51 <UukGoblin> so the problem is in the pathfinder 22:37:59 <FLHerne> So turn them off, and build interesting networks instead :P 22:38:25 <UukGoblin> I'll think about it ;-) 22:38:31 <FLHerne> The problem is in trains that break down completely at random, in some cases immediately after being serviced 22:38:31 <UukGoblin> (or maybe I should hack the pathfinder?) 22:39:05 <UukGoblin> you never know, there can always be a "person under the train" even just after servicing 22:39:15 <UukGoblin> or, London's favourite, a "signalling failure" 22:39:20 <FLHerne> You could increase the pf penalties for trains (not sure if there's a separate broken-vehicle penalty), but then you get different problems 22:46:32 *** kais58_ is now known as kais58|AFK 22:54:02 *** kais58|AFK is now known as kais58_ 22:55:58 <Eddi|zuHause> <UukGoblin> when one train breaks down on a track, trains behind it should have a way to take it over <-- that is a nice theory, but it doesn't work in practice 22:56:18 <Eddi|zuHause> trains just block each other needlessly by changing lanes, when no train is broken down 22:57:04 <UukGoblin> yeah, seen that happen :-( 22:57:41 <Eddi|zuHause> only masochists play with breakdowns... 22:57:54 <Eddi|zuHause> ... because there are no useful mitigation techniques 22:58:02 <UukGoblin> maybe that's why no-one fixed the pathfinder ;-) 22:58:24 <UukGoblin> because everyone plays with breakdowns off 22:59:50 *** CrackedP0t [~CrackedP0@rrcs-74-87-156-194.west.biz.rr.com] has quit [Ping timeout: 480 seconds] 23:04:58 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88] 23:06:49 <UukGoblin> so openttd's wiki says that path signals are basically superior (what I had thought), but coop wiki just uses regular signals most of the time :-S 23:07:10 <FLHerne> UukGoblin: Path signals are better *for the things path signals are superior for* 23:07:38 <UukGoblin> I'd need some sort of article to describe when the block signals are superior 23:07:57 <UukGoblin> because the block signal examples shown on openttd's wiki are just better solved with path signals 23:08:01 <FLHerne> If you're building a fairly simple network and just putting trains on it, path signals are easier 23:08:12 <Wolf01> 'night 23:08:16 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 23:08:32 <FLHerne> Except that on plain blocks, they have exactly the same behaviour while using more CPU time and being ugly :P 23:08:47 <UukGoblin> yeah, for my single player game I'm using only path signals and so far I've been pretty happy with them. However this "priority" idea has me interested 23:09:05 <FLHerne> If you want to do strange logic with your trains, the entry signals are handy 23:09:36 <UukGoblin> my favourite would be to program the logic in something like lua ;-) 23:10:04 <UukGoblin> let me get back to the logic page of coop wiki 23:10:12 <glx> if programmation happen it will be in squirrel ;) 23:10:27 <FLHerne> I use a lot of basic prios http://wiki.openttd.org/Priority_Merge#Basic_Priority 23:10:55 <UukGoblin> glx, not hear of it, but it looks nice 23:11:04 <UukGoblin> glx, as long as it's not Malbolge I'm happy :) 23:11:15 <FLHerne> The niftier variants are ugly and I'm a pseudo-realist player, so the coop lot can keep them :P 23:11:39 <glx> (squirrel is already used for AIs and game scripts) 23:12:00 <UukGoblin> FLHerne, ah, thanks for that article, I didn't see it 23:18:11 <UukGoblin> FLHerne, nah, the "Basic Priority" still isn't clear to me :-/ (because I don't understand pre-signals) 23:20:10 <FLHerne> An entry signal clears if any one of the exits to the block it's the entry to is clear 23:20:23 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 23:21:06 <FLHerne> An exit signal is like a normal block signal, except for being seen as an exit by entry signals to the block it's the exit to 23:21:26 <UukGoblin> https://wiki.openttd.org/images/5/5f/Basic_priority.png <- in here, is the train going from bottom-left to top-right supposed to have priority? 23:21:32 <FLHerne> A combo signal is an entry signal that's also an exit signal 23:21:52 <FLHerne> Yes 23:22:10 <FLHerne> It's already blocking the vertical train (note red signal there) 23:23:07 <UukGoblin> so what's causing this? I see... block signals on the regular track, then a... exit signal followed by a combo one? 23:23:16 <UukGoblin> (on the main track?) 23:23:29 <UukGoblin> (if I'm reading the thingies right) 23:23:46 <UukGoblin> and then block signals again after the junction 23:23:48 <FLHerne> The side of the exit signal away from camera (facing toward oncoming train) is red 23:23:55 <FLHerne> Because the train is in its block 23:24:30 <FLHerne> And the side of the combo signal away from the camera is red, because its only exit (the aforementioned red one) is red 23:24:52 <FLHerne> And since that's the only exit to the entry signal on the branch, that one is also red 23:25:33 <UukGoblin> right 23:26:14 <UukGoblin> so these two somehow affect the joining train's signal, even though it cannot physically pass through them? 23:26:19 <FLHerne> Essentially, the entry signal on the branch is 'looking back' down the mainline 23:27:02 <FLHerne> A block is just the contiguous bit of track between some signals, it doesn't have to actually make sense 23:27:32 <Eddi|zuHause> it basically is a giant abuse of a weird game mechanic 23:27:50 <UukGoblin> right :-) 23:28:01 <Eddi|zuHause> if you consider disabling breakdowns as cheating, this would definitely pass as cheating as well 23:28:06 <UukGoblin> Eddi|zuHause, so I'm OK to not understand from the wiki articles? ;-) 23:28:22 * FLHerne doodles 23:28:37 <UukGoblin> FLHerne, thanks a lot though, it's starting to make sense now :-) 23:30:42 *** roadt_ [~roadt@60.168.86.255] has joined #openttd 23:37:02 <FLHerne> http://i.imgur.com/shsjoUZ.png Doodle 23:37:48 <FLHerne> NB that a block signal facing out of the block *isn't* an 'exit' to an entry signal 23:38:04 <FLHerne> Only an exit signal (or a combo one) is 23:39:18 <UukGoblin> thank you! :-) 23:39:34 <UukGoblin> yes, that picture confirms my suspicions :-) 23:40:32 <FLHerne> So the block propagates through the sides of the signals opposed to the direction of travel 23:40:53 <FLHerne> Gah, 'block' wrong/misleading word there 23:41:09 <FLHerne> Obstruction/presence/signal redness 23:41:55 <UukGoblin> yeah 23:42:14 <UukGoblin> it basically exploits the original "problem" with block signals for its advantage 23:42:29 <FLHerne> Hm, not really 23:42:45 <FLHerne> Well, maybe 23:43:00 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:43:05 <UukGoblin> https://wiki.openttd.org/File:Difference_block_path_signals.png 23:43:09 <UukGoblin> ^ I mean this problem 23:43:48 <UukGoblin> I didn't know what constitutes a block, but now I slowly start getting it 23:43:59 <FLHerne> The problem with block signals is that they reserve (have the same effect as reserving, at least) the entire block, but in this case the 'entire block' is only a single bit of track 23:44:08 <UukGoblin> yeah 23:44:10 <FLHerne> So a path signal would reserve an entire block too 23:44:51 <FLHerne> It's exploiting the ability of presignals to relay information between blocks, and the existence of 2-way signals 23:45:03 <UukGoblin> :-) 23:45:27 <FLHerne> Neither of which is particularly a problem with block signals, althoug newbies are good at creating deadlocks with the latter 23:45:51 <Supercheese> Weird, the Squid Harbour Point utility vessel's purchase sprite does not match its in-game sprite 23:46:00 <Supercheese> in either of its two models, even 23:48:30 <Supercheese> ah, known issue https://dev.openttdcoop.org/issues/6469 23:48:37 <Supercheese> nevermind then 23:48:58 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!]