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00:04:55 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 00:05:41 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 00:06:11 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 00:06:57 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 00:07:26 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 00:09:28 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 00:09:48 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 00:10:16 <Samu> nop, can't do it as water either 00:10:16 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 00:10:50 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 00:11:36 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 00:11:58 <Samu> i need a check that matches the variable _local_company = owner 00:13:30 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 00:14:32 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 00:15:01 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 00:16:07 <Samu> _current_company != OWNER_TOWN && _current_company != OWNER_NONE && owner != self -> pass for funding on competitor canal, but fail for demolishing canal of the competitor 00:16:18 <Samu> can't have it both ways 00:16:55 <Supercheese> Well, got a seaplane port looking good graphically, now I just have to figure out how the heck to stop it from being flooded when placed in the ocean... 00:17:23 <Supercheese> could use canals, but they ugly 00:17:46 <Supercheese> I hear rumor that newobjects can work but I have tried several and none seem to stop flooding.... 00:17:47 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 00:21:07 *** Samu [~oftc-webi@po-217-129-252-157.netvisao.pt] has quit [Remote host closed the connection] 00:24:05 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 00:25:41 *** daspork [~quassel@67.222.130.235] has quit [Remote host closed the connection] 00:26:42 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 00:27:19 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 00:31:08 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 00:32:33 *** supermop 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[~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 00:51:19 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 00:53:55 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 00:54:41 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 00:58:06 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 00:58:52 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 01:04:43 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 01:06:45 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Read error: Connection reset by peer] 01:07:21 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 01:39:40 <Supercheese> Wow, what on earth is special about the water tile from the Seaplane Airport grf that makes it not get flooded? 01:39:52 <Supercheese> I cannot make any object resist flooding like it does 01:44:07 <Supercheese> Ah, I see: (GetWaterClass(tile) == WATER_CLASS_SEA) ? FLOOD_ACTIVE : FLOOD_NONE; 01:44:32 <Supercheese> I will make note of this on the wiki, it is not at all obvious 01:45:18 <Supercheese> case MP_OBJECT: returns the above... hmm 01:46:14 <Supercheese> no wait that still does not answer the question 01:48:25 <Supercheese> Aha, the object must be allowed to be on both land and water 01:53:14 <Supercheese> Huh, this phenomenon is probably unintended behavior 01:53:59 <supermop> hmm 01:54:50 *** AbsoluteVeritas [~|Truth|@c-73-177-155-170.hsd1.va.comcast.net] has quit [Ping timeout: 480 seconds] 01:57:56 <supermop> crashed rhino while mdelling pub roof 02:00:50 <supermop> all of my flashing and coping gone.... 02:01:04 <Supercheese> sounds like what happened in Glasgow, although instead of a rhino it was a helicopter 02:01:17 <supermop> heh 02:01:20 <Supercheese> crashed through the pub roof 02:01:41 <supermop> ive got pretty sidetracked here... 02:04:31 <supermop> think up bad pun in irc, think up further worse pun based off the first, 02:04:48 <supermop> decide 2nd pun makes a good pub name, 02:05:13 <supermop> spend hours making a pub sign and logo for said pub 02:05:46 <supermop> realize that rendering pub sign on its own looks a bit odd, need a wall or something for context, 02:06:06 <supermop> realize wall of station doesn't look right for a pub sign 02:06:36 <supermop> start modelling basic pub to put sign on 02:06:56 <supermop> realize pub doesnt look right with built in wall materials 02:07:25 <supermop> start working on creating own materials for plaster, tile, and painted brick, 02:07:41 <supermop> realize roof looks too flat, 02:07:56 <supermop> look at pub roofs in google maps 02:08:27 <supermop> crash rhino while modelling the flashing covering joints in roof.... 02:08:38 <supermop> thats my last 20 hours 02:09:38 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 02:15:22 <supermop> what are you doing with the seaplane airport? 02:27:37 <supermop> ok i was able to redo all that flashing more quickly this time 02:27:44 <supermop> and with simpler geometry 02:45:49 <Supercheese> I'm doing this with seaplane airport: http://i.imgur.com/ImSUbnd.png 02:46:00 <Supercheese> Hoping to get it fully functional 02:46:04 *** Biolunar_ [Biolunar@x5d823de0.dyn.telefonica.de] has joined #openttd 02:46:16 <Supercheese> currently everything works but it gets flooded 02:47:25 <Supercheese> obviously combining grfs there, SNO, marico, and OGFX+ airports 02:52:18 <supermop> looks nice 02:52:36 <supermop> could use a different hanger 02:52:58 <supermop> what about half of an ogfx ship depot as seaplane hanger? 02:53:05 *** Biolunar [Biolunar@x4d0824fa.dyn.telefonica.de] has quit [Ping timeout: 480 seconds] 03:01:58 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 04:14:03 <Supercheese> perhaps 04:16:47 *** Pereba [~UserNick@187.58.121.42] has joined #openttd 04:19:26 <supermop> hmm a whole tile for the beer garden of a pub is a bit excessive 04:19:28 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 04:40:10 *** sla_ro|master [~sla.ro@95.76.27.245] has joined #openttd 04:47:24 *** chillcore [~chillcore@2a02:a03f:1002:8400:4e72:b9ff:feac:5979] has joined #openttd 04:47:44 <chillcore> ggod morning interwebz 04:48:37 <chillcore> https://www.youtube.com/watch?v=ScDIkNcqZjE 04:53:27 <supermop> yo 04:54:05 <chillcore> hello supermop o/ 04:56:01 *** Eddi|zuHause [~johekr@p5DC66497.dip0.t-ipconnect.de] has quit [] 04:56:17 *** Eddi|zuHause [~johekr@p5DC6754E.dip0.t-ipconnect.de] has joined #openttd 04:56:33 *** Pereba [~UserNick@187.58.121.42] has quit [Quit: www.AdiIRC.com - Don't wait to try, just try!] 04:59:10 <supermop> i've been modelling pub parts all day 04:59:44 <chillcore> I saw the logs ;) 05:00:06 <chillcore> you'll figure it out for sure 05:02:04 <chillcore> there should be a flag to mark stuffs to not flood ... 05:02:22 <chillcore> but not sure how to do it 05:02:53 <chillcore> what I do know isthat you can not change machine states via NewGRF 05:03:07 <chillcore> so your kinda stuck with current behaviour 05:03:16 <chillcore> flightpatchs I mean 05:04:20 <chillcore> so as long as you keep hangar, runways and heliports in the right spot relative to station tile things are fine and you can do whatever 05:05:44 <chillcore> eg. airports can have 10 runways but only the 'normal' ones will be used 05:07:50 <chillcore> I don't see that changing anytime soon, it is something complicated to get right and not for the faint of heart :P 05:07:55 <chillcore> lots of magic nrs 05:10:44 <chillcore> did you see Kamnet's reply? 05:10:50 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Remote host closed the connection] 05:11:30 <chillcore> It seems you need object tiles with 'water tile' class? 05:11:31 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 05:21:43 <supermop> you talking to Supercheese ? 05:22:13 <chillcore> just talking ... XD 05:22:17 <Supercheese> I got things working now 05:22:18 <supermop> im going to model some kegs to sit out back of the pub 05:22:19 <chillcore> checking logs ... 05:22:31 <Supercheese> I cheated and modified the source a tiny bit 05:22:35 <Supercheese> solved my flooding problem 05:22:44 <Supercheese> the main .exe source that is 05:23:04 <chillcore> supermop: seems like I was yes hehe 05:23:36 <Supercheese> now I have nice looking seaports, but sadly I'm relying on a patched version 05:23:58 <Supercheese> ah well, at least my Vintage Commuter can be submitted to OGFX+ when it's ready 05:24:45 <chillcore> supercheese: this is a mere temp workaround, either use water tiles or submit a patch? 05:25:11 <chillcore> the good thing is that you can continue working ... Yay 05:25:11 <Supercheese> the water tiles work, but I wanted to hook up dock tiles to make it look good like in the image I linked 05:25:22 <Supercheese> and the tiles I was using caused flooding 05:25:43 <chillcore> gotcha 05:25:47 <Supercheese> so now my http://i.imgur.com/ImSUbnd.png is fully functional 05:26:06 <Supercheese> with a ~6 character patch to the program source 05:26:26 <Supercheese> I counted, it's 4 characters 05:26:31 <Supercheese> :P 05:26:46 <chillcore> XD 05:26:49 <Supercheese> from FLOOD_ACTIVE to FLOOD_PASSIVE 05:27:03 <Supercheese> amazing what swapping a prefix can do 05:27:33 <chillcore> nice ... but does it break other stuffs now? 05:27:38 <Supercheese> but I change even a single character and it still takes me three minutes to compile o_o 05:28:10 <chillcore> ye depending what file you change more or less files need recompling too 05:28:46 <chillcore> changing settings.ini or lang files triggers the largest amount of them 05:29:04 <chillcore> besides files like tile_map.h and the likes 05:29:11 *** kamnet [~chatzilla@cpe-76-177-123-175.natcky.res.rr.com] has joined #openttd 05:29:42 <chillcore> o/ Kamnet 05:29:57 <kamnet> Chillcore! Long time no chat! 05:30:58 <supermop> whoa 05:31:02 <supermop> kamnet: 05:31:13 <kamnet> And Supermop? Hello! 05:31:15 <supermop> never seen you in here man 05:31:33 <kamnet> It's been a few years since I've visited. I keep forgetting :D 05:31:42 <chillcore> kamnet: true, hope you're doing fine ;) 05:32:21 <kamnet> Well, I'm alive. Good enough, I guess! 05:32:54 <Supercheese> Certainly been a-postin' on the forums 05:33:18 <kamnet> Yeah, I keep busy there. Too bad it's not a paid job. HAH! 05:33:23 <Supercheese> I got the seaplane port working now 05:33:41 <Supercheese> took me a while to figure out the magic settings for newobjects to resist flooding 05:34:01 <Supercheese> turns out all along my seagulls would have worked just as well 05:34:30 <Supercheese> and it's probably unintended behavior for the game engine 05:34:47 <chillcore> kamnet: did you like my noise? I really should export a newer version ... I had a listen recently on this pc and without my sound blaster live behind it it sounds bad ... just bad. XD 05:34:56 <kamnet> WOOHOO! Yeah it's a nifty GRF. Not quite wild about the stylings of it, I've wanted to revamp it for quite awhile, but not really had the time. 05:35:07 <kamnet> yeah, probably, but it's neat pushing the limits of the game. 05:35:36 <kamnet> LOL chill, I didn't think it sounded bad. I may just have an appreciation of General MIDI more than others thogh. 05:35:53 <chillcore> that may be the difference yes ... 05:36:05 <chillcore> hardware midi rocks 05:36:39 *** sla_ro|master [~sla.ro@95.76.27.245] has quit [] 05:37:21 <chillcore> anyhoo I have a better version and wilsend you a pm when I find some time to boot my other pc ;) 05:37:55 <kamnet> I'm actually kidna excited. My oldest son said he'd make his summertime project building a whole new music set just for me. He's a budding jazz enthusiast and has been listening to a lot of Herbie Hancock's Cantaloupe Island, same music that inspired the original TTD soundtrack. 05:38:10 <chillcore> nice 05:39:17 <chillcore> did you get to hear the new arrangement yet that comes with that new version of Transport Tycoon? 05:39:34 <kamnet> Yeah, not quite wild about it. 05:39:55 <chillcore> I kkinda like the freestyle of it but true it is different 05:40:00 <supermop> this keg is maybe the most geometrically complex thing i've modeled in a while 05:40:24 <Supercheese> with or without beer goggles on? ;) 05:40:33 <kamnet> It seems like it's more noise than necessary. 05:41:48 <chillcore> Supercheese: :P 05:45:03 <chillcore> kamnet: because John Broomhall, instead of taking full control and trying to keep it, he just said here is the file do your thing the way in the way you feel like doing it 05:45:10 <chillcore> I do understand your feeling 05:45:20 <chillcore> it is different 05:45:35 <kamnet> Perhaps my boy can one-up it all and do the original proud then. :D 05:45:48 <chillcore> hehe 05:45:56 <supermop> i guess a keg is really useful - if i want some somewhat procedural generated pubs can sprinkle those in back, and they can sit on station platforms if alcohol cargo is waiting 05:46:03 <Supercheese> New TTD mixes? Sounds neat! 05:46:03 <chillcore> looking forward to that ;) 05:46:11 <supermop> kamnet: sounds neat 05:46:26 <supermop> i just want to hear the tto title music all the time 05:47:04 <Supercheese> I had exclusively TTD ringtones back when all the cell phones could play were midi files 05:47:30 <kamnet> I think it might be my last one, though. It's been extremely hard the last few years to find quality pieces to borrow. Nobody wants to work on new MIDI stuff, at least not without being paid. I wish I could afford to pay them, but there's no money here. :( 05:47:33 <Supercheese> well, until I added a few Nintendo songs 05:48:17 <kamnet> So unless my kids take up the passion and start making new works because they love it, that may be done. And of course after the poll I took on the forum, it seems like none of them are entirely popular anymore. 05:48:40 <kamnet> Looking for a new OpenTTD project to keep me busy. 05:49:50 <chillcore> yeah doing midi manually is hard work 05:50:59 <chillcore> hmm maybe I could ask my father if he has something laying around :) 05:52:08 <chillcore> not sure if he keeps his messing about or not 05:52:28 <chillcore> I remember him doing midi in hex ... 05:52:49 <kamnet> I still have two sets I want to try to get out. A Mars theme and Halloween theme. 05:53:20 <chillcore> cool 05:54:27 <supermop> was about to start in on the outdor tables and chairs when i realized this pub still has no windows or doors 05:54:35 <kamnet> DOH 05:54:40 <chillcore> hehe 05:55:07 <supermop> need to go buy groceries too 05:55:46 <chillcore> <Supercheese> so now my http://i.imgur.com/ImSUbnd.png is fully functional <- looks nice 05:56:01 <supermop> maybe ill walk to the store and look at pub windows on the way - going for an 1870s style 05:56:03 <Supercheese> Combining grfs, of course 05:56:20 <Supercheese> I'm borrowing marico's delicious objects 05:56:31 <chillcore> huhu 05:56:47 <kamnet> What's the building out in the water? 05:56:57 <Supercheese> The hangar 05:57:12 <kamnet> Oh did you put it back in? 05:57:32 <Supercheese> yes, there are plenty of similar looking floating hangars on the lake nearby 05:57:42 <Supercheese> and we only have like two or three seaplanes 05:58:24 <Supercheese> well, floatplanes rather 05:58:33 <kamnet> If you can draw that in all four directions, good chance of getting it into OpenGFX+ Airplanes! :D 05:59:02 <Supercheese> it's already a patched version of OGFX+ Airports 05:59:10 <kamnet> Oh? 05:59:16 <Supercheese> but the problem is to get everything perfect I rely on a patched version of OTTD 05:59:34 <Supercheese> those docks can't be nicely hooked up to the marico quays in trunk 05:59:40 <Supercheese> else the airport floods 06:00:26 <Supercheese> in any event, I need to polish the Vintage Commuter airports first 06:02:04 <kamnet> Probably needs some custom graphics work to make it look nice. 06:02:19 <supermop> i placed all of the kegs in places where you can't see them in dimetric... 06:02:27 <supermop> ok brb 06:28:24 <chillcore> I should have another look at this permanent rivers patch ... 06:28:49 <kamnet> permanent rivers? 06:28:59 <chillcore> when you build something on a canal it forgets the river flag is lost 06:29:07 <chillcore> ye samu his idea kinda 06:29:25 <chillcore> but he has trouble doing one thing in one patch 06:29:43 <chillcore> the idea is that rivers cannever be destroyed 06:30:14 <chillcore> not terraformed, not bulldozed, only have stuff build on it 06:30:34 <chillcore> and when that stuff is removed the river is back where it was 06:31:08 <chillcore> it is a great idea ... but as you can see in his topic ... 06:31:54 <chillcore> there is no talking to this kid he just keeps going, heading for disaster :P 06:32:03 <kamnet> Oh oh that's right 06:32:14 <chillcore> like that couple that drove of that bridge recently ... so sad 06:33:00 <chillcore> but yeah, his other ideas might work ... not saying that 06:33:11 <chillcore> it is just the way he does it 06:33:14 <chillcore> oh well 06:33:36 <chillcore> me too has to learn the hard way sometimes :P 06:35:27 <chillcore> funny story ... when I was young I thought having one brake on my bicycle was good enough 06:35:35 <kamnet> *chuckle* 06:35:48 <chillcore> so one day I go out at night without lights because ... it was not far 06:35:57 <kamnet> I do look forward to some expanded and improved river play. 06:36:11 <chillcore> so this cop comes chasing me and blocks me ... 06:37:01 <chillcore> like he litterally stops 5 meters in front of me and with his front wheel against the curb 06:37:11 <chillcore> guess what happened 06:37:21 <chillcore> I pull that brake like ad and it snaps 06:37:26 <chillcore> moeahahahahah 06:37:33 <kamnet> you went end over teakettle? 06:37:55 <chillcore> nope I plowed into him :P 06:38:21 <chillcore> "You mofo why you block me like that?" 06:38:45 <chillcore> just as he took out his notepad he gets an urgent call ... see ya 06:38:54 <chillcore> scracthes and all he was gone 06:38:58 <chillcore> lucky me 06:39:10 <chillcore> but it could have neded worse 06:39:10 <kamnet> What a jerk 06:39:31 <chillcore> they are thought that way ... 06:39:52 <chillcore> don't leave room for running 06:40:02 <chillcore> not that I was going to but yeah 06:40:32 <chillcore> never got ticket for no lights 06:41:08 <chillcore> last thing he said was "you'r lucky and get some flipping light on that thing" 06:41:30 <chillcore> kids ... 06:41:34 <chillcore> XD 06:41:54 <kamnet> lol 06:43:04 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 06:43:07 *** mode/#openttd [+o Alberth] by ChanServ 06:43:25 <chillcore> but yeah rivers that stay helps a bit against land leveing idiots 06:43:46 <chillcore> also you can not rebuild them in normal games 06:43:46 <kamnet> plus makes more interesting landscape 06:43:55 <kamnet> That's something else that should change 06:44:06 <Alberth> moin 06:44:15 <kamnet> Morning to you Alberth 06:44:16 <chillcore> ye ... I found a neat setting ... lenght 50 and the other setting on 5 in the config ;) 06:44:38 <chillcore> morning Alberth o/ 06:44:46 <Alberth> making rivers more irritating eh? :) 06:44:56 <chillcore> yeah ... 06:45:35 <chillcore> I got what samu has but with only 8 lines ... except for a string and an include 06:46:03 <chillcore> it is still his code mind you ... 06:46:18 <chillcore> without fluff 06:46:19 <Alberth> not adding owner stuff saves a lot of room :) 06:46:38 <chillcore> ye docks having two owners is beyond me 06:47:20 <chillcore> he'll figure itout someday ... I hope 06:47:48 <kamnet> I've got a revamp of a scenario I'm working on, trying to make some new rivers. One major one at sea level through the length of the map, and then needing to make rivers that feed into it. They'll be at least two tiles wide because I wanna facilitate more boat traffic and trade. 06:48:23 <chillcore> cindini? 06:48:24 <Alberth> sounds nice 06:49:22 <kamnet> No not Cindini. It's already got a ton of sea-level rivers to manipulate. 06:50:06 <chillcore> ok 06:50:07 <kamnet> It's a revamp of my "Birth of an Empire" scenario with a few more tweaked settings, and made on OpenTTD 1.5.0 06:52:23 <kamnet> I'm stuck though because the land generation patches that are used in an earlier version of the 2013 Spring Patch Pack isn't the same as in later packs, and I like it better than what 1.5.0 generates. I can't export either the scenario to OpenTTD 1.5.0 because it's incompatible, and can't use the heightmap either because the importer still only recognizes grayscale levels. 06:53:06 <chillcore> what do you mean only greascale levels? 06:53:13 <chillcore> gery* 06:53:18 <chillcore> damned 06:53:22 <chillcore> spelling* 06:53:25 <kamnet> recognizes 16 grayscale levels. 06:53:33 <chillcore> it does way more then that 06:53:48 <kamnet> Did that change? 06:53:53 <chillcore> change badly implemented max_height setting 06:53:55 <Alberth> /me hopes so 06:54:24 <chillcore> thanks for reminding me of that one ... 06:54:48 <chillcore> the best result for now is to have it at the same value it was when exorting the map 06:55:20 <chillcore> it has changed yes but the heightmap does not kow what it was before 06:55:39 <chillcore> but that is yet something else 06:55:46 <kamnet> So if I export the heightmap in 2013SPP, I can import it into 1.5.0 as long as I make sure to keep the same max height setting? 06:55:53 <chillcore> yes 06:56:00 <kamnet> awwwwwww sweet! 06:56:11 <chillcore> dont go more then *2 or /2 06:56:23 <chillcore> you can fiddle a bit but exact the same is best 06:56:40 <chillcore> I just never change that setting from 255 06:56:45 <chillcore> where it should be 06:56:48 <chillcore> IMHO 06:57:23 <chillcore> this breaks tropical badly but I have a patch for that one 06:57:26 <kamnet> i had been setting my height level at 60 when generating a new map. 06:57:46 <chillcore> leave it at 255 then you get 1 / 1 results 06:57:52 *** OsteHovel [~OsteHovel@140.90-149-87.nextgentel.com] has joined #openttd 06:58:17 <chillcore> but yeah at 60 to import 06:58:57 <chillcore> then change it to 255 and export again 06:59:34 <chillcore> I really need to get rid of that setting 06:59:48 <chillcore> I never had it and everything was fine 07:00:37 <chillcore> except for a few things I was not aware of 07:01:17 <chillcore> it just does not mmake sencse having it at 255 and then generating maps that are flat as a pancake 07:01:58 <chillcore> just allow moreheightlevels and done should be 'it' 07:02:13 <chillcore> WIP 07:03:52 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 07:04:04 <andythenorth> o/ 07:06:05 <kamnet> Good morning 07:09:22 <Alberth> \o 07:11:31 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has joined #openttd 07:18:04 <andythenorth> bob 07:18:15 *** roidal [~roland@194-152-170-209.adsl.highway.telekom.at] has joined #openttd 07:18:16 * andythenorth is kicking goals 07:20:15 <Supercheese> better than kicking gaols, I suppose 07:21:43 *** Progman [~progman@p57A18A24.dip0.t-ipconnect.de] has joined #openttd 07:21:55 <kamnet> Grumble, I don't think I'm exporting the height map right. Importing it into 1.5.0 is completely killing it. :-( 07:22:51 <chillcore> hmm ... phone ... 07:30:16 <andythenorth> hmm 07:30:25 <andythenorth> Pikkaâs AI has grown a 17k city 07:30:34 <andythenorth> covers about 10% of my map 07:30:38 <Pikka> huzzah 07:30:39 <andythenorth> how civil of it 07:30:51 <andythenorth> oh thereâs one next door to it 07:30:52 <andythenorth> 23k 07:31:05 <Pikka> very civil 07:31:18 <kamnet> Alberth, so what I proposed to Planetmaker was to essentially replace Grfcrawler with a new wiki where initial article titles are "GRFID: <whatever>", and then a standard template for some basic information about a NewGRF. Then visitors or whoever anages the NewGRF can come along and add to it, use it as the homepage, publish documentation, link to websites discussion, whatever. 07:31:20 <Pikka> is it aircrafting or just bussing? 07:31:48 <supermop> would these kegs be useful to other, as renders or as 3d blocks? 07:31:48 <andythenorth> just bussing 07:32:10 <Alberth> kamnet: sounds nice 07:32:59 <Alberth> note that grfcrawler is owned by orudge, afaik, but we have a similar problem with the bananas front-end, that needs revamping, but nobody knows how/what to do 07:33:50 <Alberth> it needs someone designing some pages 07:34:18 <kamnet> I thought eis_os owned grfcrawler? 07:34:34 <andythenorth> Alberth: banaramas is quite easy imo 07:34:35 <Alberth> oh, very possible, at least it's not us 07:34:49 <andythenorth> I just lack motivation to learn how to build a django dev env 07:35:02 <andythenorth> too many unfinished newgrfs 07:35:22 <Alberth> some mockup-ishes would be a big step already imho 07:35:24 <kamnet> I haven't had motiviation to build web pages in ages. *sigh* I'm so out of practice now. 07:35:35 * andythenorth should firebug something 07:35:43 <andythenorth> also the design is aging 07:35:54 <andythenorth> but thatâs a separate story 07:36:14 *** Rubidium_ is now known as Rubidium 07:36:16 <Alberth> we are just a bunch of techies, we can build anything, no clueless about what to build for a user :p 07:36:25 <Rubidium> kamnet: you are aware there are about 1250 unique / used GRFIDs? 07:36:27 <Alberth> s/no/just/ 07:36:44 <andythenorth> bananas only misses an overview page for each grf 07:36:49 <kamnet> Rubidium: Yup. Huge task. 07:37:06 <andythenorth> nah 07:37:16 <andythenorth> autogenerate a page for every grfid 07:37:20 <andythenorth> every possible 07:37:30 <andythenorth> then wait for users to populate them 07:37:33 <kamnet> Although perhaps made a little easier if somebody could generate a script to scrape the current bananas database and then spit that out into individual pages with a template. 07:37:43 <andythenorth> hey, people could âclaimâ a grfid via the wiki? o_O 07:37:48 <Alberth> "this grfid could be yours, get it now, for only $$" :D 07:37:51 <kamnet> Exactly what I was thinking Andy. 07:38:13 <andythenorth> there might be a url dispatcher with regex 07:38:17 <andythenorth> so ranges could be claimed 07:38:21 <andythenorth> on a partial match 07:39:00 <kamnet> I was thinking that if somebody added a new file or updated one to bananas, there'd be a box to allow for creating a new wiki page, and maybe an entry in the client and on bananas that links to that. 07:39:33 <Rubidium> but how do you do that in the command line bananas tool? 07:39:34 <Alberth> bananas is bigger than newgrf, it also has scenarios, height maps, AIs, and game scripts 07:40:34 <Alberth> Rubidium: send a file? 07:40:46 <kamnet> For command line, maybe you just don't. And, of course, what if somebody didn't want to bother with info on a wiki? I'm not imagining this as something that must be done, just being reasonable. 07:41:34 <Alberth> what about useful combinations of newgrfs? (just throwing ideas in the air) 07:41:34 <kamnet> Trying to figure out a way to make it happen for every possible way may just be too much work for the effort. 07:42:02 <andythenorth> Alberth: (digression) your idea for smaller components when setting orders, is that a vague idea, or more fully-formed? 07:42:15 <Alberth> it's vague 07:42:38 <Alberth> I severely lack openttd dev time 07:42:44 <andythenorth> me too :D 07:43:10 <kamnet> You can always create new pages to pull together various grfid's into a set. There are several pages on the OpenTTD Wiki now that essentially do that. 07:43:36 <Alberth> sounds good enough 07:45:02 <chillcore> Kamnet: heightmap: do you already have a scenario with terrain you want to export for re-use? 07:45:11 <kamnet> Yes. 07:45:35 <chillcore> ok then, like this ... make sure moregeightlevels is on and the max heigt setting is at 255 07:45:37 <chillcore> export 07:45:57 <chillcore> now load in trunk with both setting as before 07:46:02 <chillcore> should work 07:46:19 <chillcore> s trunk/stable 07:47:04 <chillcore> forget the 60 from before, height map may look rather black but that is fine 07:50:55 <kamnet> Right... it's still killing my terrain. 07:51:11 <chillcore> hmm can I download the sceanrio? 07:51:22 <chillcore> scenario* 07:51:43 <kamnet> Yeah gimmie a sec I'll upload it 07:51:55 <chillcore> not having newgrf is fine I only care about the terrain anyways 07:52:00 <supermop> anyone who wants these as dressing or cargo, have at it: 07:52:01 <supermop> http://www.tt-forums.net/viewtopic.php?p=1146520#p1146520 07:54:19 <supermop> pm me or whatever if you need the actual file, or it to exported 07:55:55 <supermop> forum won't let me attach .3dm to post 07:57:43 <chillcore> haha nice ... I hope you have some nice trappist in there 07:58:05 <Alberth> wrap a zip around it :p 07:58:55 <supermop> that arrives in 750ml bottles with corks as it is double or triple fermented in the bottle - this pub isn't buying the mass produced trappist chillcore 07:59:22 <chillcore> supermop: even better ;) 07:59:30 <kamnet> http://kam-net.com/ottd/mhl.png for a look at what's happening 07:59:32 <supermop> the back lot of the pub still looks too empty maybe ill model some crates of empty bottles to stack up 08:00:13 <Alberth> and some trash cans 08:00:19 <supermop> BEER->pub->MNSP->Brewery->repeat 08:00:41 <supermop> andythenorth: pls add above to FIRS beer economy 08:01:39 <andythenorth> :P 08:02:11 <kamnet> Scenario here: http://kam-net.com/ottd/EarlyEmpire_V1_Test.scn build w/ 2013 Spring Patch Pack v2.1.143 Full 08:03:18 <chillcore> 404 on both links Kamnet 08:03:26 <supermop> i can see 08:03:46 <supermop> looks like some tall levels are flipping to zero...? 08:03:48 <chillcore> hmm must be browser defauing to https 08:03:50 <kamnet> chillcore: Hrm... they're working for me. 08:03:53 <chillcore> 1 sec 08:04:24 <chillcore> for you I will undo some stuffs temporarily . ;) 08:04:28 <kamnet> Ah, guess that would be explaining that LOL 08:05:07 <kamnet> supermop: Can you have those kegs repaint in 2CC? Every railway should have their own custom brew :D 08:06:13 <supermop> actually a flat color stripe around the middle would help alot with the overwhelming aluminum color 08:06:45 <chillcore> Kamnet: right I can see what happens now ... yay 08:06:47 <supermop> i thought about having a few colors of cap on them 08:07:17 <chillcore> also got the scenario just need that openttd build now 08:08:03 <supermop> for the pub at least im sure someone can come up with some fancy masking to give them CC or random other colors, but unsure if it is worth doing...? 08:08:24 <supermop> if they are on a platform to load or in a boxcar, CC is easy 08:08:38 <supermop> although stations only support 1cc so far 08:09:35 <kamnet> chillcore: http://is.gd/GLnikU 08:09:36 <supermop> andythenorth: early hog city bus could use dudes sitting upstairs when full 08:10:09 <supermop> going to go cook dinner brb 08:10:15 <kamnet> What's for dinner? 08:10:25 *** wicope [~wicope@0001fd8a.user.oftc.net] has joined #openttd 08:10:34 <Supercheese> road hogs? 08:10:50 <Supercheese> or pineapples 08:11:02 <Supercheese> alternatively, fish & chips 08:11:17 <Alberth> squid &chips 08:12:35 <andythenorth> urgh, passengers 08:15:00 <kamnet> Just drop in some YETI dudes! 08:15:02 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 08:29:27 <chillcore> Kamnet this may take a little moment but I should be able to fix that for you ... going to build spring patchpack myself as the binaries refuse duty and I don't feel like faffing much with fixing that. ;) 08:29:42 <kamnet> lol. Thanks 08:29:48 <chillcore> no crashlog so ... 08:30:24 <kamnet> Of course it woud just be nicer if the entire scenario could be imported into 1.5.0... 08:31:02 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has left #openttd [] 08:31:39 <kamnet> Or, perhaps more helpful, just get a recent nightly with adf88's single house picker patch. 08:32:20 <Supercheese> Now I can finally get back to actually playing my saved game 08:32:55 <Supercheese> I find I often get sidetracked for days going, "Oh why doesn't this yet exist in some newgrf, I think I'll make it" 08:33:32 <chillcore> brb. reboot to get rid of something that is slowing down my system ... yay for enabling stuffs 08:33:36 *** chillcore [~chillcore@2a02:a03f:1002:8400:4e72:b9ff:feac:5979] has quit [Quit: Only mortals are affected by fame and power.] 08:35:11 <kamnet> Start posting those gems then, Supercheese :D 08:35:31 <kamnet> I wish I had the time and eergy to buckle down and get some of my stuff finished 08:35:55 *** Pensacola [~quassel@c80094.upc-c.chello.nl] has joined #openttd 08:36:02 *** chillcore [~chillcore@2a02:a03f:1002:8400:4e72:b9ff:feac:5979] has joined #openttd 08:42:58 <Alberth> new stuff to try always looks nicer to work on :) 08:56:59 <chillcore> Kamnet: I am surprised this even runs ... so much warnings ... 08:57:34 <chillcore> also motionsickness ... this moving main screen is killing me 08:57:37 <chillcore> XD 08:58:05 <kamnet> *laughs* Well, it's from a 2013 build, devs have been busy. 08:58:45 <supermop> steaks 08:58:56 <supermop> and lentils 08:58:58 <supermop> and beer 08:59:12 <kamnet> Yum! I'm hungry now. It's only 5am. 08:59:32 <chillcore> this patch ... that moves the viewport location ... just no ... but that may be just me 08:59:55 <kamnet> I don't ever pay attention to it 09:00:16 <chillcore> I have to ... advanced settings to check 09:00:59 <chillcore> also according to the warnings I have no choice in blitter and the prog sigs will not work as intented 09:01:09 <chillcore> anyhoo ... not what I am here for so 09:02:33 <chillcore> hmm this build does not have morheightlevels? 09:03:20 <chillcore> nvm 09:03:39 <kamnet> I was gonna say, how the heck did I build a 60 level map then?? 09:04:13 <chillcore> ye the toggle option seems MIA 09:04:21 <chillcore> enabling show all ... 09:04:54 <chillcore> got it ... someone has a lot of work to do 09:04:58 <chillcore> not me 09:05:10 <kamnet> I'm sorry. 09:05:31 <kamnet> Truth be told, under the hood it's probably a horrible patch pack. 09:05:48 <chillcore> it's fine ... it is just that it does not show when selecting the "show patches settings" 09:06:29 <chillcore> not saying that it is horrible ... it may be made a bit more user friendly perhaps 09:06:39 <chillcore> and consistent in the gui department 09:08:00 *** KWKdesign [~KWKdesign@pool-108-52-117-208.phlapa.fios.verizon.net] has quit [Ping timeout: 480 seconds] 09:08:19 <kamnet> Latest version has quite a few bugs that haven't been resolved, ut understandable considering Pi1985 is in ukraine. 09:08:23 *** KWKdesign [~KWKdesign@pool-108-52-117-208.phlapa.fios.verizon.net] has joined #openttd 09:15:07 <Supercheese> By the way kamnet, I'm using the Pacific Northwest Town Names grf in this game, and it's great; since I'm from the area myself I recognize nearly all of the names 09:15:27 <kamnet> Awesome, glad somebody is enjoying it. 09:15:36 <Alberth> they're just at the wrong place relatively to each other :p 09:15:53 <Supercheese> Sadly my town didn't come up in this mapgen 09:16:06 <Supercheese> but it's definitely in there, I'd seen it befor 09:16:07 <Supercheese> e 09:16:15 <Alberth> that would count as broken map, wouldn't it? :D 09:16:20 <Supercheese> heh 09:16:31 <Supercheese> anyway, need to post screens before I pass out 09:18:49 <chillcore> right: Kamnet you're not losing your sanity ... this exporting heightmaps code can not produce anything sensible 09:19:04 <chillcore> I really hope this is not what trunk has 09:19:12 <chillcore> not checked yet 09:19:27 <chillcore> anyhoo ... gimme some and you'll have a nice map to toy with 09:20:13 <kamnet> I got a lot of editing ahead of me still. I love the heights and the mountains created, but it's too hilly and alpinist in many parts, need more flat areas. 09:21:02 <chillcore> yeah them steep slopes at the borders and rivers and such I can not remove 09:21:17 <chillcore> but I can export a 1/1 copy after chaning heightmap.cpp 09:21:28 <chillcore> just need to replace that with my patchpacks code 09:21:31 <chillcore> :P 09:22:13 <kamnet> The river that cuts through the middle, that's hand-made and literally roughed in just to get a start. I tried to follow the lowest points in the middle of the map. 09:22:58 <chillcore> cool but I would have followed terrain .... all you need is locks on slopes ;) 09:23:00 <kamnet> I like the steep cliffs on most of the oceanside, though. The higher points all snow over in winter and I load those up with forests and mines. Abundant, but a real pain in the butt to get to. 09:23:06 <chillcore> your scenario though so your call 09:23:22 <chillcore> hehe 09:23:23 <kamnet> Oh there will be more rivers that follow terrain as well. 09:23:38 <peter1138> Hmm, should I install ottd on my tablet... 09:23:52 <chillcore> don't give it all away now ... surprise us 09:24:00 <chillcore> ^^^ Kamnet 09:24:53 <kamnet> LOL... I tried to whip this one out before 1.5.0 was released. I gave up after a week because i realized it's just going to take me too long. Heck. The original scenario took me three months. 09:25:08 <chillcore> ok 09:25:36 <Supercheese> Grrrr my .png keeps changing some colors on me when I save it 09:26:02 <kamnet> If I could get a recent nightly with afd88's single house picker patch, maybe rainfall generator too, that would speed up my development quite a bit 09:27:01 <chillcore> you would still be messing with a custom build ... games will no load in vanilla 09:27:08 <chillcore> waste of time TBH 09:27:11 <kamnet> Drats. 09:27:28 <kamnet> Afraid of that. 09:27:52 <chillcore> poke some devs for inclusion of single house picker :P 09:28:15 * chillcore hands poker to Kamnet 09:28:32 <kamnet> I talked to adf abou it, he said it's nowhere near ready for trunk inclusion. 09:28:41 <chillcore> ah ok 09:29:05 <chillcore> wait with the poking then but keep the poker for laters xD 09:29:19 <chillcore> I has more where that came from haha 09:29:34 <kamnet> But after I get this done, perhaps I'll finally get back to Thomas the Tank Engine scenario. 09:29:46 <chillcore> Toyland wot 09:29:49 <chillcore> woot* 09:30:20 <chillcore> let's call it Toddler the Tank 09:30:27 <kamnet> Nope. Temperate. 09:30:28 <chillcore> copyright and shizz 09:30:48 <chillcore> fine too 09:30:53 <kamnet> LOL 09:31:13 <kamnet> Although I guess I could build it in Toyland too. 09:31:30 <chillcore> ye animated models 09:32:13 <Supercheese> Ugh, I swear the water turns a different color when I upload my screenshots and view them in Firefox 09:32:18 <Supercheese> dunno what's going on there 09:32:31 <kamnet> compressing them? 09:33:40 <Supercheese> I can't say, they view fine on my local disk 09:33:51 <Supercheese> might just be Firefox being poopy 09:34:06 <Supercheese> anyway, good night 09:34:52 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 09:35:25 <kamnet> Huh, they look fine to me. 09:55:13 <peter1138> Hmm, installing 1.5.0 gives you an out of date baseset :S 09:55:57 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 09:57:02 <planetmaker> re bananas & wiki: there is an URL which can be speicifed for NewGRFs in bananas. That could well be a wiki page relating to it 09:59:27 <planetmaker> hm, so that link in the installer needs updating 10:02:46 *** Marty [~Marty@93-167-84-102-static.dk.customer.tdc.net] has joined #openttd 10:04:03 <planetmaker> I've honestly no clue as to where to update that information, though 10:05:08 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has joined #openttd 10:05:24 <Wolf01> o/ 10:05:31 <Alberth> moin 10:05:58 <chillcore> hi wolf o/ 10:07:19 <chillcore> Alberth: this may be testing your grey cells a bit too much ... when exporing heightmaps was added ... do you recall which file it was you added the code to devide the grey scale by 16? 10:07:38 <chillcore> it was not heightmap.cpp ... 10:08:44 <Alberth> loading or saving? 10:08:49 <chillcore> I kowit was you and I remember adjusting it ... this photographic memory of mine needs a higher resolution :P 10:08:52 <chillcore> saving 10:09:04 <chillcore> loading is in heightmap.cpp 10:09:52 <chillcore> but saving was not ... hmm 10:10:52 <chillcore> I'll find it for sure ... 10:11:30 <chillcore> I can always look at the function, don't sweat on it too much ;) 10:14:42 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 10:14:46 <Alberth> MakeHeightmapScreenshot(const char *filename) screenshot.cpp? 10:15:24 <Alberth> chillcore: ^ 10:15:34 <chillcore> got it ... thank you so much Alberth 10:18:04 <Alberth> ack PNG :) 10:20:29 <chillcore> I was searching in my patchpack ... it is a oneliner that needs fixing-ish still there and is not adjusted at all in the patchpack Kamnet is using 10:21:42 <peter1138> Hurr, do we have a tablet mode? Seeing a point is weird :) 10:32:51 <chillcore> Kamnet: you have a PM, enjoy ;) 10:33:54 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Quit: .] 10:35:54 * chillcore checks trunk now 10:39:36 <chillcore> has been taken care of but ... peeps need to rember what the correct height setting is 10:39:55 <chillcore> do we include that value in the heighmap name? 10:40:47 <chillcore> anyhoo 10:43:03 <chillcore> I'll add fixing-ish that to my gui version too 10:43:33 <chillcore> I just do not want different maps between saving and loading 10:43:59 <chillcore> unless that is the thing peeps want ofcourse 10:45:39 <chillcore> so adding a number at the end of hte file name is simplest to keep everybody happy I guess 10:53:33 *** alluke [~oftc-webi@62-78-237-171.bb.dnainternet.fi] has joined #openttd 10:54:27 <alluke> what was the translate page ? 10:57:04 *** Klanticus [~quassel@179.234.179.109] has joined #openttd 11:02:33 *** Xrufuian [~Xrufuian@cpe-45-48-160-29.socal.res.rr.com] has quit [Quit: Quit] 11:05:07 <Alberth> translate of what? 11:24:53 *** frosch123 [~frosch@x5f74722c.dyn.telefonica.de] has joined #openttd 11:26:19 <alluke> newgrf 11:26:29 <alluke> id like to fix a few errors from firs 11:27:34 <planetmaker> translator.openttdcoop.org 11:30:08 <Alberth> o/ 11:31:11 <alluke> thanks! 11:31:45 *** Supercheese is now known as Guest1235 11:31:52 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 11:32:31 <alluke> what to do if there reads done! instead of start fixing? 11:33:44 <Alberth> click at the project, select the language 11:33:54 <Alberth> select the string, imrprove 11:34:33 <Alberth> s/rp/p/ 11:36:30 *** Guest1235 [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Ping timeout: 480 seconds] 11:37:16 <frosch123> planetmaker: the installer does not distinguish "compatible" versions of ogfx 11:37:28 <frosch123> there is a ogfx for 0.7 - 1.1 11:37:33 <frosch123> and a ogfx for 1.2 - ... 11:38:04 <frosch123> https://www.openttd.org/en/download-opengfx <- that's what needs updating 11:38:11 <frosch123> but we need to make a new release of ogfx anyway 11:38:21 <frosch123> there were some more fixes pending on the forums somewhere 11:39:04 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 11:39:18 <frosch123> https://www.tt-forums.net/viewtopic.php?p=1146294#p1146294 <- ah, i made a bookmark :) 11:43:47 <alluke> access denied? 11:44:07 <alluke> when i click a string 11:44:15 <frosch123> what language? 11:44:50 <alluke> finnish 11:45:06 <frosch123> try again 11:45:16 <frosch123> i promoted you to finnish translator 11:45:27 <alluke> thanks 11:46:31 <frosch123> https://dev.openttdcoop.org/projects/grfdev <- we have dedicated translator roles 11:46:51 <frosch123> there is no wildcard role for everyone :) 11:53:55 <alluke> steel mill ain't on the list? 11:54:29 <alluke> is it ottd base string? 11:54:48 <frosch123> quite possible 11:58:30 <supermop> i sure am getting a bunch of pub greeble out of this diversion 12:01:16 <frosch123> kamnet: the wiki supports sortable tables 12:02:21 <frosch123> https://wiki.openttd.org/Developers <- take a look at the penis list 12:12:03 <Marty> really... frosch123 12:12:11 <Flygon> penis... list 12:12:52 <chillcore> XD 12:12:57 <frosch123> i didn't make that page, i have no idea what it is for 12:13:24 <frosch123> but i remembered that it was sortable :) 12:13:45 <Flygon> CTRL+Fing "penis" doesn't bring up penis 12:13:46 <Flygon> :| 12:13:47 <Marty> It was your way of referring to the page... 12:15:56 <frosch123> sorry, if you took offense 12:16:03 <Flygon> Mate 12:16:09 <Flygon> I'm in a wide variety of channels 12:16:13 <Flygon> Some raunchy, some not 12:16:16 <Flygon> This isn't raunchy 12:16:19 <Marty> Not at all, just made me smile 12:16:27 <Flygon> Sooooo 12:16:31 <Flygon> Yeah, I was surprised O_O 12:16:32 <Flygon> Anyway 12:16:34 <Flygon> AWAY I GO 12:16:46 * Flygon whooop whoop whoop whoop whoop, whoop whup 12:17:36 * chillcore tries to get rid of Mary Poppins sorting the damned things 12:17:51 <chillcore> there go my childhood memories 12:18:00 <chillcore> up up and away 12:18:10 <Flygon> God... this channel 12:18:13 <Flygon> Only this channel 12:18:26 <chillcore> lol 12:18:28 <Flygon> Could somehow make me think "Does Mary Poppins have a penis list?" 12:18:37 <Flygon> I'm rubbing my own forehead at this 12:18:44 <Flygon> Because I'm just "urg, dammit Flygon's brain" 12:44:52 *** Belugas [~belugas@216.191.111.230] has joined #openttd 12:44:55 *** mode/#openttd [+o Belugas] by ChanServ 12:46:12 *** HerzogDeXtEr [~flex@i59F6B668.versanet.de] has joined #openttd 12:49:33 <chillcore> brainfood https://www.youtube.com/watch?v=ZzPkpgWktQo 12:49:49 <chillcore> may contain panda 12:50:21 <chillcore> but no nuts XD 12:58:17 <heffer> hmm. okay. so i need opengfx 0.5.2-RC1 to run openttd 1.5.0? is there any pre-release of nml that i can package so that our buildsystem could build 0.5.2-RC1? 12:58:42 <frosch123> no, only the broken one 12:59:03 <heffer> not what i wanted to hear :P 13:06:25 *** Plaete [~moffi@x4d0a2146.dyn.telefonica.de] has joined #openttd 13:40:30 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 13:40:37 <andythenorth> cat is surprised 13:45:44 <Alberth> you found it! 13:47:17 <V453000> xd 13:56:29 *** CompuDesktop [~quassel@2604:6000:120a:8001:e151:4ce4:8bfc:dd27] has joined #openttd 13:57:42 *** zeknurn` [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 13:57:45 *** Compu is now known as Guest1246 13:57:45 *** CompuDesktop is now known as Compu 14:02:40 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Ping timeout: 480 seconds] 14:02:40 *** zeknurn` is now known as zeknurn 14:03:32 *** Guest1246 [~quassel@2604:6000:120a:8001:60c5:f26c:52b7:63fb] has quit [Ping timeout: 480 seconds] 14:09:45 *** Celestar [~Celestar@p5DCD7082.dip0.t-ipconnect.de] has joined #openttd 14:10:12 *** Plaete [~moffi@x4d0a2146.dyn.telefonica.de] has quit [Quit: Nettalk6 - www.ntalk.de] 14:16:34 <planetmaker> frosch123, re OpenGFX: the current version on bananas is a version which is suitable for 1.5.0 as it at least has all sprites. 14:16:42 <planetmaker> No doubt, though, it could use more bug fixes :) 14:18:42 <planetmaker> heffer, yeah, sorry. But I was away the last 4 weeks and I needed at least some OpenGFX for people to play with... even when it's hard for mainainers 14:25:39 <frosch123> i am currently fixing the alignment 14:25:45 <frosch123> of the gui sprites 14:28:51 <planetmaker> oh 14:29:00 <planetmaker> is it that bad? 14:29:19 <planetmaker> and how do I update the download-opengfx link? 14:29:27 <planetmaker> would be nice if I could do that in principle myself 14:29:36 <frosch123> no idea, ask Rubidium :) 14:29:45 <supermop> need to find a public domain photo of a pannier tank 14:29:57 *** shirish [~quassel@117.214.127.76] has joined #openttd 14:31:11 <chillcore> wikipedia? 14:31:40 <frosch123> hmm, the cursor sprites in 2x zoom are all wrong :p 14:33:12 <chillcore> fuuu mobile sites 14:33:57 <planetmaker> oh, the 2x sprites... yeah, maybe 14:35:36 *** Progman [~progman@p57A18A24.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 14:36:15 <chillcore> supermop: https://en.wikipedia.org/wiki/Pannier_tank 14:39:37 *** alluke [~oftc-webi@62-78-237-171.bb.dnainternet.fi] has quit [Quit: Page closed] 14:58:33 *** Celestar [~Celestar@p5DCD7082.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 15:04:41 *** sla_ro|master [~sla.ro@95.76.27.245] has joined #openttd 15:12:38 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has quit [Ping timeout: 480 seconds] 15:20:27 *** Compu [~quassel@2604:6000:120a:8001:e151:4ce4:8bfc:dd27] has quit [Quit: http://quassel-irc.org - Chat comfortably. Anywhere.] 15:21:40 <kamnet> Hoorah, I got my nap in! 15:22:11 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 15:27:39 <kamnet> Of course now everybody's skipped off for lunch or dinner. :D 15:30:40 <chillcore> <kamnet> Hoorah, I got my nap in! <- Yay now daddy can eat without making a mess on the floor ... XD 15:30:49 *** shirish_ [~quassel@117.195.113.168] has joined #openttd 15:30:59 <chillcore> ah wait you did not leave out a k ... woopsie 15:31:01 <kamnet> SMH 15:31:14 <chillcore> o/ 15:32:50 <chillcore> kamnet: to repeat myself from earlier ... you've got a forum PM ;) 15:33:07 <kamnet> I got it, and thank you! What did you have to fix? 15:33:18 <chillcore> I replied to my own message 15:33:35 <chillcore> but I just changed a 16 into a 1 in screenshot.cpp 15:33:41 <chillcore> that is all 15:33:54 <chillcore> trunk does it a little different 15:34:56 <kamnet> Does this require a fix for trunk? 15:35:09 <chillcore> nope ... just load at level 255 15:35:31 <chillcore> or stable if you prefer 15:35:48 <chillcore> more audience that way for your scenario ;) 15:36:15 <kamnet> Was it the PNG being created by spring patch pack that was bad then? 15:36:21 <chillcore> it was the spring patchpack that missed on a change to make somehow 15:36:27 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Ping timeout: 480 seconds] 15:36:30 <chillcore> yes it reduced levels to 16 15:36:33 <kamnet> Ah. 15:36:51 <chillcore> my fix just keeps the greayscale intact 15:37:21 <chillcore> so max_height at 255 and your map will be whatever it was before. ;) 15:37:28 <kamnet> *ponders* That may be fixed in the most recent version then. 15:37:47 <chillcore> maybe I don't know 15:38:01 <kamnet> I should check. 15:38:34 <chillcore> for trunk to keep the map as is you should load it at the same level maxheight was when exporting 15:40:02 <chillcore> too much room to mess up IMHO since the heightmap does not remember what it was 15:40:32 <chillcore> eg if you upload a heightmap to bananas ... the one downloading has no clue what to do 15:41:09 <Alberth> examine the file? 15:41:29 <chillcore> how Alberth? 15:41:42 <Alberth> it's being loaded into memory right? 15:41:52 <chillcore> I mean after that 15:41:56 <frosch123> we need a mapgen preview :p 15:42:13 <chillcore> yes that too 15:42:14 <Alberth> I need openttd dev time for that :( 15:42:34 <chillcore> what I mean is this: 15:42:52 <chillcore> say I have this nice game game and want to share my heightmap 15:43:10 <chillcore> my maxheight is 60 so the greayscale is adjusted to that 15:43:17 <chillcore> that seems fine in a way 15:43:25 <chillcore> but now I upload it to bananas 15:43:37 <chillcore> how does the one downloading know that I had 60 15:43:50 <chillcore> that is the only way his game looks like mine 15:43:58 <Alberth> don't think the one knows 15:44:10 <chillcore> that is the prob indeed 15:44:13 <frosch123> heightmaps are not scenarios 15:44:16 <chillcore> so my suggestion is this 15:44:24 <frosch123> with heightmaps you are free to choose map size and height 15:44:42 <chillcore> when exporting with moreheightlevels off ... scale to 16 15:44:42 <Alberth> but you can walk over the data, and check min/max value, and tell the one these numbers, or have a toggle "automagically copy map values" 15:45:03 <chillcore> and when the setting is on do scale to 255 15:45:04 <frosch123> but i see that there is an issue with saving, the max allowed mapheight has nothing to do with the max used mapheight 15:45:34 <chillcore> yes indeed frosh ... I kept things way simpler in my patchpack 15:45:36 <Alberth> good point 15:45:45 <frosch123> [17:44] <chillcore> when exporting with moreheightlevels off ... scale to 16 <- that is already the case 15:45:58 <frosch123> all heightmaps are always scaled to the full greyscale range 15:46:02 <chillcore> not anymore 15:46:26 <chillcore> Alberth yes indeed that part is fine 15:46:39 <chillcore> it is when the setting is on that probs come 15:47:02 <chillcore> so to continue with loading the map 15:47:24 <chillcore> if moreheightlevels is off we load at 16 15:47:30 <chillcore> of on we load at 255 15:47:38 <frosch123> mhl is no bool switch :p 15:47:45 <chillcore> it used to be frosh 15:47:51 <chillcore> and all was good 15:47:56 <frosch123> anyway, the problem is really the max height setting 15:48:00 <chillcore> yes 15:48:06 <chillcore> it has to go 15:48:11 <frosch123> it breaks heightmaps, it breaks snowline, everything with absolute heights 15:48:12 <Alberth> please tell current state, it's confusing enough without history 15:48:25 <chillcore> true 15:48:26 <frosch123> so, the issue is not specific to heightmaps at all 15:48:31 <chillcore> no 15:48:37 <chillcore> way beyond that 15:48:48 <frosch123> Alberth: current state is that both save and load map the complete greyscale range to 0 to max-height setting 15:48:50 <chillcore> but ok heightmaps 15:48:53 <Alberth> I think you need a new "current largest used height" var 15:49:01 <frosch123> Alberth: which is the only sane thing to do 15:49:26 <chillcore> we ned maxheight at 255 at all time if moreheightlevels is on 15:49:37 <chillcore> and do the rest differently 15:49:46 <frosch123> Alberth: problem is, that max-height is used to decide what height are high and which are low (for various things, including snowline) 15:49:54 <chillcore> eg my fix for tropical in the tgen light patch 15:50:00 <frosch123> Alberth: but map generator has its very own idea what heights to generate 15:50:22 <frosch123> chillcore: i disagree, maxheight at 255 makes no sense 15:50:46 <frosch123> i does not solve any issue with map height percentages 15:50:58 <chillcore> yes it does 15:51:09 <chillcore> i di not finish my explanation 15:51:41 <chillcore> say I got this game with topheight 60 (actual tile) 15:52:03 <chillcore> and export scaled to 255 ... when I load it my top tile is still 60 15:52:11 <chillcore> it is as simple as that 15:52:27 <chillcore> please trust me on this ;) 15:52:59 <Alberth> yes, but I want max at 128 (ie load your 60 high map, but limit raising to 128 15:53:01 <chillcore> maps that are loaded remain as they were ahen saved 15:53:02 <frosch123> you did not answer my question 15:53:21 <frosch123> chillcore: what heightlevel is snow at, if it is set to 90%? 15:53:31 <chillcore> same as it is now 15:53:52 <frosch123> ... 15:53:56 <chillcore> hm wait where did the 90% come from? 15:53:57 <frosch123> well, it is broken 15:54:01 <chillcore> NewGRF? 15:54:18 <frosch123> yes, all newgrf heights are defines as percentage 15:54:24 <frosch123> since that is the only thing that makes sense 15:54:35 <chillcore> aha ... 15:54:41 <chillcore> I can fix that 15:54:57 <chillcore> take 90% of what the user has as snowlevel 15:55:04 <chillcore> instead of max_height 15:55:09 <chillcore> simples 15:55:11 <frosch123> snowline is only an example 15:55:23 <chillcore> same for desert and everythin else 15:55:35 <chillcore> you can not rely on that maxheight setting 15:55:43 <chillcore> it makes no sense at all 15:55:43 <frosch123> you need a general rule what heightlevel is high, and what is low 15:55:50 <chillcore> true 15:56:08 <chillcore> that is what terrain type does 15:56:14 <frosch123> i would think that the maxheight setting need to be adjusted to mapsize 15:56:27 <chillcore> hmm ... 15:56:29 <frosch123> or possibly a warning if it is very off 15:56:31 *** Compu [~quassel@2604:6000:120a:8001:3d86:8133:4c91:d63a] has joined #openttd 15:56:39 <frosch123> like when loading a heightmap and choosing a very different aspect ratio 15:57:04 <chillcore> thinking ... 15:57:21 *** shirish_ [~quassel@117.195.113.168] has quit [Read error: Connection reset by peer] 15:57:34 *** shirish [~quassel@59.97.96.129] has joined #openttd 15:57:46 <chillcore> snowline for when loading heightmaps ... 15:58:04 <chillcore> we scan for the highest tile after loading the terrain 15:58:12 <chillcore> just like I fixed tropical 15:58:25 <frosch123> that makes no sense 15:58:32 <frosch123> the user can scale heightmaps 15:58:41 <frosch123> both x, y and z dimensions 15:58:55 <chillcore> the z dimension is kinda a bad idea but ok 15:58:56 <frosch123> the loading of heightmaps is completely fine 15:58:58 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Read error: Connection reset by peer] 15:59:20 <frosch123> the issue is with saving the heightmap, because the maxheight setting does not reflect the actual heights of the map 15:59:43 <chillcore> hmm ... 15:59:48 <frosch123> chillcore: think of heightmaps coming from realworld data, not as them being saved with ottd 16:00:03 <frosch123> the latter is only a trick to circumvent the issues with scenarios 16:00:34 <frosch123> loading heightmaps loads a greyscale image from any source, and it scales it correctly to x,y,z dimensions configured in ottd 16:00:46 *** shirish [~quassel@59.97.99.66] has joined #openttd 16:00:47 <chillcore> hmm yeah but peeps have always had to cheat anyways so nohing changes there 16:00:58 <chillcore> not much* 16:01:46 <frosch123> snowline, rainforrest, save-heightmap, other-newgrf conditions... they all have the same issue with maxheight being unreleated to what the mapgen acutally produces 16:01:58 <chillcore> exactly 16:02:05 <chillcore> so why do we rely on it? 16:02:36 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has quit [Quit: Leaving] 16:02:59 <frosch123> because we have no other "height scale" setting 16:03:12 <chillcore> ok fair enough 16:03:22 <chillcore> I'll fix it for you guys 16:03:26 <frosch123> maybe we should change the snowline setting to also be in percent in the gui 16:03:47 <frosch123> and rename the maxheight setting to "height scale" or something 16:03:49 <chillcore> yeah maybe that is a good idea 16:04:30 <chillcore> I will fix all of what is currently wrong ... at least I will try 16:05:06 <chillcore> but please apply tgen light ... pretty please ... 16:05:08 <frosch123> all 100 fs tasks? :p 16:05:15 <chillcore> moehahahaha 16:05:23 <chillcore> I'll start with MHL 16:05:32 <chillcore> if that is k with you ;) 16:06:42 <chillcore> I know there is quite a bit to do and change ... and not is as simple as it seems ... I'll admit that 16:06:49 <chillcore> +all 16:07:23 <chillcore> the thing iqs that ic111 told me to stop tweaking 16:07:31 <chillcore> because he wanted to get o with it 16:07:41 <chillcore> so I did my patchpack 16:07:57 <chillcore> and when I did give things back to him he did not imlpement 16:08:06 <chillcore> so I said balls to it 16:08:19 <chillcore> then the committing started and I could not get inbetween 16:08:23 <chillcore> I felt ignored 16:08:27 <chillcore> then ISP happened 16:08:38 <chillcore> anyhoo moving forward 16:09:03 <chillcore> ther is a decent fix for tropical in tgen light ... does not depend on the rest ;) 16:09:17 <chillcore> let's start with that? 16:10:04 <chillcore> the first three patches are optional but make such a big difference already 16:10:20 <chillcore> actually playable coasts 16:10:49 <chillcore> the tuning of perlin params could use a bit more tweaks 16:11:01 <chillcore> but generate so much nicer maps than what we currently have 16:11:36 <chillcore> there is nothing else in the light version 16:11:46 <chillcore> just some magic numbers tweaking 16:12:18 <chillcore> commit messages should speak for themselves 16:12:52 <Alberth> yeah yeah, it's already on my list :p 16:12:59 <chillcore> I don't like to push like this 16:13:08 <chillcore> I just know that my thing is good 16:13:28 <chillcore> thank you Alberth, and take your time 16:13:28 <Marty> Im sure you heard this a mio times, but isnt the days in the game a bit short? 16:14:11 <frosch123> Marty: you mean the overall gametime is too short? 16:14:24 <Alberth> playing a game to the 'end' is 24 hours, too short? 16:14:51 <frosch123> the length of a day is only a result of dividing the time a game on 256x256 map should take by 100 years 16:14:53 <Marty> I mean trains traveling for several weeks 16:15:15 <Alberth> Marty: yes, scales have no meaning 16:15:52 <frosch123> Marty: oh, so if you build a piece of track, you want to wait 5 years till it is completed? :p 16:16:37 <Marty> no I just think days are a bit short compared to the cargo pickups and station rating etc 16:16:56 <frosch123> that's how computer games are 16:17:55 <Alberth> time and sizes are chosen "to work" in the game, not balanced against reality or so 16:18:26 <Alberth> so a train is 1/2 house, and an airport is just 5-6 houses or so 16:18:38 <Marty> train velocity and acceleration doesnt really compare with the real world 16:21:53 <Alberth> nothing does :) 16:22:26 <Terkhen> hello 16:22:31 <Alberth> hi hi Terkhen 16:22:53 <chillcore> hello Terkhen 16:23:28 * chillcore takes some notes of things to fix and the way that is prefered to fix them 16:25:31 <chillcore> - exporting heightmaps at 255 or 16 base on allowmoreheightlevels, instead of current top tile 16:25:54 <frosch123> why are you so obsessed with the 16 and 255? 16:26:05 <chillcore> because that works 16:26:09 <chillcore> 16 for old maps 16:26:15 <chillcore> 255 for anything new 16:26:34 <chillcore> hmm wait ... not needed 16:26:42 <chillcore> just 255 when exporting 16:26:47 <chillcore> that will do 16:26:47 <frosch123> old maps also used the whole greyscale range 16:26:54 <chillcore> yeah 16:27:26 <chillcore> it is when loading that the old ones need 16 ... my bad 16:27:48 <frosch123> i really don't understand your thoughs :/ 16:27:53 <chillcore> adding a line to my file ;) 16:28:00 <chillcore> I know frosch sorry about that 16:28:26 <Alberth> just add a scale parameter, imho 16:28:53 <chillcore> thing is that I do not think about most of that stuff no more because I did many times before 16:29:08 <chillcore> Alberth: scale for loading or exporting? 16:29:24 <Alberth> loading 16:29:39 <chillcore> frosch and explaing it not my forte ... I prefer showing 16:29:39 <Alberth> imho it doesn't make sense to destroy information when exporting 16:29:51 <chillcore> Alberth ... makes sense ... adding to my file 16:30:18 <Alberth> adding sense to the file is always a good thing(tm) :D 16:30:30 <chillcore> XD 16:32:27 <chillcore> I think the way heighmaps as it is now does not need much tweaking ... maybe just a warning like there is for resizing the map? 16:32:38 <chillcore> + loading* 16:33:29 *** shirish_ [~quassel@117.195.115.91] has joined #openttd 16:33:35 <chillcore> scaling down is prety much fine but up does not work quite well 16:33:57 <Alberth> yeah, inventing information is always a problem 16:34:11 <Alberth> no surprises there :) 16:34:17 <chillcore> you get these uglyy slopes due to there not being more then 1 tile height difference between tiles too 16:34:31 <chillcore> as you say it Alberth 16:35:12 <frosch123> again, the primary purpose of load heightmap is to load images from external sources 16:35:19 <chillcore> hmm what else is still broken ... we fixed a few things a few weeks back already ... 16:35:33 <chillcore> frosh for that we have the setting no? 16:35:38 <frosch123> there is no point in adjusting loading heightmaps to please whatever save-heightmap does 16:35:44 <chillcore> it is prety much good as is for that 16:35:51 <chillcore> true 16:35:53 <kamnet> Apparently I found a great way to cause some trouble today chillcore! 16:36:15 <Alberth> :) 16:36:32 <chillcore> not at all Kamnet ... this discussion has to happen some day anyway ... so thank you 16:36:36 <frosch123> chillcore: as, said i do not understand your thoughts at all :) i only see that there are arguments for how load-heightmap should work wrt. previously exported heightmaps, which i consider an invalid reasoning in geneal 16:36:53 <chillcore> I dig that 16:37:23 <chillcore> so lets leave loading as is 16:37:30 *** shirish__ [~quassel@117.222.4.158] has joined #openttd 16:37:38 <chillcore> just export at 255 16:37:47 <chillcore> then when loaded at 255 all is good 16:37:57 <chillcore> if loaded lower all is good too ;) 16:38:03 <chillcore> players choice 16:38:49 <chillcore> if exported at 255 people like kamnet can redo scenarios without losing height info 16:39:00 <chillcore> ^^^ that is my only concern 16:39:17 <chillcore> this is near impossible right now 16:39:18 <Alberth> wrong concern 16:39:21 <chillcore> hehe 16:39:34 <Alberth> you should be able to load a heightmap as-is 16:39:56 <Alberth> that's it, source of the heightmap it totally irrelevant 16:40:08 <chillcore> sure if you know the level it was exported at then you can no prob 16:40:10 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Ping timeout: 480 seconds] 16:40:31 <frosch123> exporting and loading heightmap works for all x/y/z dimensions, as long as they are the same for loading and saving 16:40:32 <chillcore> for importing from extarnal sources ... yeah 16:40:37 <frosch123> so, i do not see what the issue is 16:41:04 <LordAro> frosch123: heh, i was going to update the wiki page, but seems someone else got there first :) 16:41:09 <frosch123> if you save a heightmap with a different maxheight setting than you load it with later, you get a different map the same way as when you load it with a different x/y size 16:41:24 <frosch123> LordAro: yeah, i wondered whether you changed your name :p 16:41:46 <LordAro> :) 16:42:01 <frosch123> though i think the template was still missing or something 16:42:11 <LordAro> yeah, that was the only thing left for me to do :) 16:42:31 <chillcore> frosch: yes ... indeed it will be different 16:43:02 *** shirish_ [~quassel@117.195.115.91] has quit [Ping timeout: 480 seconds] 16:43:46 <chillcore> but what if I do not want it to be different at all ... let me do some testing here ... and produce something to show you 17:00:07 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 17:00:10 *** mode/#openttd [+v glx] by ChanServ 17:09:56 *** Progman [~progman@p57A18A24.dip0.t-ipconnect.de] has joined #openttd 17:11:30 <chillcore> https://www.tt-forums.net/viewtopic.php?f=33&t=63595 17:11:33 <chillcore> last post 17:11:47 <chillcore> hint the value you are looking for is not 255 17:12:01 <chillcore> it could have been but that would be too easy 17:12:40 <chillcore> anything slightly off and the map looks like garbage 17:12:53 <chillcore> read: unplayable 17:13:21 <chillcore> I do not kow how else to explain it 17:13:51 <chillcore> if I had exported at 255 by automatic all you had to do was load at 255 17:13:53 <chillcore> alas 17:14:34 <chillcore> I will reveal the magic value ... just not yet 17:14:44 <chillcore> also imagine I upload to bananas as is 17:14:55 *** soupy [~oftc-webi@12.28.30.130] has joined #openttd 17:14:55 <chillcore> I will not I promise 17:15:02 <Alberth> we already established that loading is broken right? 17:15:11 <chillcore> this is exporting ... 17:15:20 <chillcore> I exported at some value 17:15:41 <chillcore> it hangs together Alberth 17:15:43 <soupy> So I'm seeing there was a patch a while back that simulated signals in tunnels, but I can't seem to find it for download or as a NewGRF. Any clues? 17:15:43 <frosch123> Alberth: i thought loading is fine, only exporting is broken :p 17:15:52 <chillcore> and yes we astablished that some things are broken 17:16:01 <chillcore> see what I mean :P 17:16:22 <chillcore> we can not agree on what is broken 17:16:47 <chillcore> without wanting to sound cocky I can fix all this 17:17:12 <chillcore> my rerasons seem not to be valid (due to me not being able to explain all of it) 17:17:21 <Alberth> to me, a heightmap can come from anywhere, and I want to have control while loading it 17:17:45 <chillcore> you will have alberth I will not take that away from you ;) 17:18:08 <chillcore> just exporting at 255 and done with it 17:18:12 <soupy> Oh, hi Chill. In fact, I think you had included the tunnel signal in a patchpack at one point. 17:18:18 <chillcore> if peeps want the same they do so at 255 17:18:27 <chillcore> and you can at whatever you want still 17:18:30 <chillcore> ;) 17:18:31 <Alberth> chillcore: i mean from ANYWHERE 17:18:47 <Alberth> not just export from openttd 17:18:49 <chillcore> yes I need not touch loading 17:19:09 <chillcore> soupy: yes I did and hello 17:19:30 <Alberth> and I can set max height at 156 or so ? 17:19:40 <chillcore> yes 17:19:43 <chillcore> no prob 17:19:54 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 17:20:07 <Alberth> k, then sure, export might be broken too :) 17:20:43 <chillcore> but you will not be fishing after some magic value if you know the map was exported from openttd 17:21:02 <Alberth> I don't need to, I have full control 17:21:38 <chillcore> hehe 17:21:44 <chillcore> yes you do 17:21:55 <soupy> Chill, do you know what happened to the signal in tunnel simulation? 17:22:04 <Alberth> soupy: NewGRF won't work, what does "find for download" mean? 17:22:34 <Alberth> at best there is a source code patch that you have to insert into the openttd program while compiling it 17:22:46 <soupy> Alberth: I'm not sure, to be honest. I know how to use NewGRFs, but I was hoping there was a patch or something. 17:23:00 <Alberth> chillcore: so how do I have full control of loading then? 17:23:22 <soupy> Ah, I'm not savvy on that side of things yet. 17:23:23 <Alberth> soupy: depends on your definition of "patch". Here that includes source code patches :) 17:23:53 <soupy> It seemed like a good idea, disappointed it hasn't made it into the main source. 17:24:14 <Alberth> it's too hacky, imho 17:24:38 <Alberth> soupy: maybe in the "new map features" topic in the development forum? 17:24:51 <Alberth> it is a fork of openttd, maybe they have such a thing included 17:24:54 <chillcore> soupy: the last version is floating around in its topic, for my patchpack go here https://www.tt-forums.net/viewtopic.php?f=33&t=47622 17:24:59 <soupy> Gotcha. 17:25:07 <chillcore> mind that newer NewGRF might not work 17:25:08 <Alberth> and they tend to have prebuilt binaries too 17:25:20 <chillcore> Also other patchpacks are available ;) 17:27:07 <soupy> I don't want to break other NewGRFs for this one function... I guess I'll stick to periodic open spots in my lines for signalling for now. 17:28:17 <chillcore> Alberth: you have full control by using the height value that is in the load heightmap gui ... that value is not tied to max_height IIRC 17:28:31 <Alberth> soupy: just build several tunnels next to each other 17:28:58 <soupy> I don't know why that never occured to me... 17:29:49 <Alberth> people tend to try the first idea they get working in the way they want it 17:30:00 <Alberth> even if it's not the best idea 17:30:04 <soupy> Ah, that is the truth. 17:30:54 <chillcore> Alberth: hehe we change max_height level on the fly when loading the heightmap ... 17:30:56 <Alberth> so the trick is to know when to discard a solution :) 17:31:52 <Alberth> chillcore: the game should tell me used height levels imho, or I cannot load anything safely 17:32:10 <soupy> Oh man... Chill's pack also includes Cargo Distribution. That's the other thing I've been a-Googlin'. 17:32:22 <Alberth> it's in stable :) 17:32:26 <chillcore> ^^^ 17:32:33 <Alberth> about a year already :p 17:34:19 <soupy> Well, I am now excited. I don't know how I've missed it in-game. The Let's Play I was watching with it on (Damage's Modded LP) seems to act differently. 17:34:36 <soupy> I'll pay closer attention though and see what I'm doing wrong. 17:35:54 <Alberth> it's off by default? :) 17:36:37 <chillcore> Alberth: "or I cannot load anything safely" I understand that. and it is exactly that that i want to solve by getting rid of an ever changing value ,in multiple guis, that makes absolutely no sense 17:37:02 <chillcore> to me thtat is 17:37:05 <soupy> Hey now, I never claimed I was a clever man... 17:37:33 <Alberth> you're going to fix all image generating programs in the world chillcore? 17:37:48 <chillcore> we do not need to ... 17:37:59 <chillcore> we load heightmaps whatever their colour may be 17:38:15 <chillcore> you still get to choose the height of the result 17:38:18 <Alberth> soupy: no harm intended, just pointing out a possible reason why you missed it 17:38:34 <soupy> I know, man. It's all good. 17:38:38 <chillcore> but while choosing you will not be changing 'that' value ;) 17:39:13 <chillcore> it will just be a number that needs no saving 17:39:26 <chillcore> in the load heightmap gui that is 17:39:57 <Alberth> hmm, you're going to throw away scaling? 17:40:17 <chillcore> scaling agains the gryscale will be there 17:40:36 <chillcore> no changes to make 17:40:46 <chillcore> except thet setting it is tied to 17:40:52 <chillcore> maybe I should just do 17:40:58 <chillcore> and let the code speak 17:41:03 <chillcore> or rather the gamplay 17:41:07 <chillcore> good idea? 17:41:08 <Alberth> well, you've lost me then, for now at least 17:41:25 <chillcore> I'll just do it 17:41:36 <chillcore> and let you guys decide 17:41:45 <Alberth> yeah, I'll find some random heightmaps to load :p 17:42:00 <chillcore> coolios 17:42:10 <Alberth> I think I have a staircase somewhere :p 17:42:28 <chillcore> if all works will you then apply :evil_grin: 17:42:43 <Alberth> s/evil/big/ 17:43:11 <chillcore> aha the staircase ... i should have it here somewhere ... still 17:43:29 <Alberth> that map is fun, I made a test map with some heights, uploaded it to bananas 17:43:44 <Alberth> it's totally unplayable, yet downloaded a zillion times :p 17:43:51 <chillcore> Alberth yeah thanks for correcting ... I forgot the 'twisted' part 17:44:45 <chillcore> I'll do my tgen gui after MHL fixes ;) 17:44:51 <chillcore> s fixes/changes 17:45:43 <Alberth> it would be nice if tgen gui could be done in a new worldgen gui, but that may be a long time 17:46:32 <chillcore> btw to generate a nice map from the heightmap I posted ... 57 is the magic nr ;) 17:47:02 <chillcore> still going to wait to post it 17:47:56 <chillcore> Alberth: yeah I agree might be a while ... I have a lot to learn still when it comes to guis ... 17:49:23 <chillcore> brb 17:56:01 <chillcore> re 18:03:05 *** roidal [~roland@194-152-170-209.adsl.highway.telekom.at] has quit [Quit: WeeChat 1.1.1] 18:08:08 *** Biolunar_ [Biolunar@x5d823de0.dyn.telefonica.de] has quit [Quit: leaving] 18:09:56 <andythenorth> o/ 18:09:59 * andythenorth delurks 18:10:06 <andythenorth> been looking at cats 18:10:29 <chillcore> meow 18:10:35 <V453000> asdf 18:16:14 <Marty> :/ 18:17:00 * chillcore whoppas https://www.youtube.com/watch?v=kZVvx8kJ7VI 18:20:02 *** Martin89 [~martin89o@2001:470:caab:fd5a:a2::61] has joined #openttd 18:27:16 <Marty> V453000: I just saw the post about RAWR at openttdcoop.. very nice. But howcome it is a GRF and not installed though the check online content menu like zBase? 18:27:57 <Marty> I mean you cant really choose Rawr in the game option menu 18:28:45 <V453000> it is a newgrf, not a base set 18:29:03 <V453000> so you can load it as a static newgrf, since it uses no functions 18:29:56 <Marty> What is the difference between a base graphic set and a newgrf then? 18:30:09 <Marty> Or where can I read more about this? 18:30:09 <V453000> you can select a base set at the game menu :) 18:30:20 <V453000> idk probably nowhere 18:30:28 <V453000> but you can read how to apply a static newgrf at the rawr wiki 18:30:42 <V453000> https://dev.openttdcoop.org/projects/rawr/wiki 18:30:53 <Marty> oh okay. If rawr aimes to replace all sprites .. then it become a basic set I guess 18:30:53 <Alberth> in the source code, but it may be a bit very unreadable :p 18:31:42 <Alberth> Marty: I think that's the idea yeah, you cannot have a base set that is not complete. This is an easy way to test the sprites without having to be complete 18:32:08 <Marty> Okay then I have understood it kind of correct then. 18:32:25 <V453000> yeah pretty much 18:32:32 <Alberth> in particular, a base set also have eg gui things, that V may not want to draw at all 18:32:34 <V453000> also, the newgrf allows me to do shenanigans with parameters 18:32:55 <Marty> The NewGRF system works pretty well 18:32:59 <V453000> I want to eventually draw everything without exceptions Alberth, but yeah ... eventually is time 18:33:16 <Marty> I like what you have done so far 18:33:17 <Alberth> Marty: for some value of "well", yep :) 18:34:09 <V453000> I would like it to be nicer, the quality is ok but not great 18:37:09 * andythenorth ponders Hogs 18:39:07 <Marty> In time Im sure it will work out 18:40:41 *** TartarusMkII [4574c043@107.161.19.109] has joined #openttd 18:41:33 <TartarusMkII> Heya, I'm new to Open TTD and quite like it. I am wondering though, how do I get goods as a resource to be picked up? From the beginning of the game, I see my road vehicles can pick up passengers and mail, but goods trucks are not picking anything up. Why is that? I got a message saying that valuables were not available in a certain town- so is it 18:41:33 <TartarusMkII> a progression type thing? Please do let me know! 18:43:16 <frosch123> only raw industries produce on their own 18:43:31 <frosch123> processing industries only produce if you deliver raw cargos to them 18:43:39 <frosch123> so, start with coal or wood 18:43:42 <frosch123> or oil 18:43:48 <TartarusMkII> So then where do "goods" come from? 18:43:57 <TartarusMkII> Or is that what "goods" is refering to? 18:44:05 <frosch123> oil well -> oil -> refinery -> goods -> town 18:44:16 <frosch123> forest -> wood -> saw mill -> goods -> town 18:44:30 <TartarusMkII> Oh I see, goods is a product like steel? Okay, I thought it was something generic. 18:44:31 <frosch123> farm -> grain/livestock -> factory -> goods -> town 18:44:34 <TartarusMkII> oh okay I see, I see. 18:44:36 <TartarusMkII> cool. 18:45:01 <TartarusMkII> Yea, I've never played a game like this except one iOS game where you'd do that sort of feeder service tihng 18:45:30 <TartarusMkII> but beyond that, I'm just exploring. Right now I have a big feeder service for a dual city metro area feeding a train to send off to a small town, which has its own small feeder to send mail and passengers back 18:45:46 <TartarusMkII> and I'm glad I got the orders correct so that the feeder works right, transfering people so that the money is made when the train reaches its furthest destination 18:47:25 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 18:47:28 *** mode/#openttd [+v tokai|noir] by ChanServ 18:48:07 <TartarusMkII> ALso, I am wondering, how can I carve rail or roads through farm lands to get to the farm building? Can I just.. build through it? Or what do I have to do? 18:48:10 <Alberth> indeed pax is one of the easiest ways to get some understanding of things 18:48:26 <Alberth> you can just build at it, no problem 18:48:36 <Alberth> it's just more expensive 18:48:40 <TartarusMkII> Okay cool, thanks. 18:48:59 <Alberth> which depending on your amount of money may or may not be a problem :p 18:50:19 <TartarusMkII> There is a steel mill in the middle of a city I'm using, and it'd be a huge pain to build a rail way there- but the iron is far away, but a straight shot. Do you think I should build a road way all the way out there, or rail? 18:50:27 <Alberth> you can get more loan, but at some point you cannot pay the interest any more :p 18:50:29 <TartarusMkII> Like, to give the network its own little local railway 18:51:38 <Alberth> I heavily prefer trains, so I'd build a track, but I know others use trams and RVs (road vehicles) 18:51:56 <Alberth> and I'd probably find a steel mill outside a town :p 18:52:06 <TartarusMkII> why outside of town? 18:52:18 <Alberth> less pain in getting space 18:52:27 <TartarusMkII> ah true true. 18:52:51 <Alberth> it depends on how much iron you want to move to it though 18:53:05 <TartarusMkII> I notice in some forum screenshots for the graphics packs I can download from the Open TTD client, ther'es a lot of packs made for a really high resolution. What's the deal with that? I'm afraid to download any extra graphics. 18:53:07 *** tokai|mdlx [~tokai@port-92-195-219-13.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 18:53:33 <Alberth> you mean zoom in? 18:54:11 <Alberth> yes you can look at things at very close range if you like, you can set max zoom in 18:54:17 <Alberth> upto 4x 18:55:01 <Alberth> graphic artists, and people making eye candy like high resolution stuff, as it gives more details 18:55:19 <Marty> why afraid? 18:55:25 <Alberth> but you can play everything at 'normal' zoom if you like 18:55:43 <Alberth> or at 2x zoom, or at 4x zoom, just select what you want 18:57:18 * andythenorth was afraid of newgrf for ~2 years 18:57:29 <andythenorth> it seemed like I was hacking OpenTTD and would break the game 18:58:29 <TartarusMkII> Like here 18:58:30 <TartarusMkII> http://www.tt-forums.net/viewtopic.php?f=36&t=70494 18:58:31 *** davidstrauss [~quassel@2001:4800:7813:516:62f:ce48:ff05:1b82] has quit [Remote host closed the connection] 18:58:45 <TartarusMkII> My game doesn't look like that at all. 19:04:38 <TartarusMkII> =o 19:05:05 <Alberth> oh, that is mostly zBase 19:05:12 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 19:05:27 <Alberth> I assume you have OpenGFX now as base set 19:05:49 <Alberth> or the base set of the original TTD CD-rom 19:06:15 <Alberth> but there is also a 32bpp baseset (and yes in 1x, 2x, or 4x, your pick) 19:06:35 <TartarusMkII> Yea, I guess I am using OpenGFX 19:06:46 <TartarusMkII> so I am using 8 by default? 19:06:52 <Alberth> 8 ? 19:07:04 <TartarusMkII> the other setting of bpp. Sorry, alien to me. lol 19:07:09 <Alberth> oh, 8bpp? 19:07:13 <Alberth> depends 19:07:37 <Alberth> if you load a 32bpp newgrf, or if your system cannot handle 8bpp, it will switch to 32bpp by itself 19:07:59 <Alberth> note that the number of available colours has nothing to do with the number of used colours 19:08:25 <Alberth> it's perfectly possible to use < 256 colours of the 256^3 that exist in 32bpp 19:08:43 <TartarusMkII> I see, I See. 19:09:02 <TartarusMkII> So in OpenGFX, those chinese trains might look a bit odd and out of place? 19:09:53 <Alberth> yeah, you get more details with those trains and blocky graphics for the rest 19:10:16 <Alberth> that's why people use zbase, as it has fullt detail all the way to 4x 19:10:45 <TartarusMkII> It does look pretty cool, but the original GFX are so charming! X3 19:10:49 <Alberth> but if you don't like it, or never use it, it's just wasted resources :) 19:11:14 <Alberth> I fully agree with you, I don't like the clean 32bpp sprites at all 19:11:27 <TartarusMkII> Hehe why not? 19:11:34 <kamnet> me is waiting for OpenGFX 8bpp Extra Zoom baseset ;-) 19:11:44 <Alberth> too clean, too generated look 19:11:50 *** davidstrauss [~quassel@quassel.davidstrauss.net] has joined #openttd 19:12:01 <Alberth> kamnet may be waiting for a very long time :p 19:12:43 <Alberth> RAWR could be the answer, haven't really looked at it, but knowing the author, it's going to be awesome 19:12:51 <kamnet> I waited 10+ years to stop pirating Transport Tycoon Deluxe :P 19:13:08 <kamnet> Another 7 to finally stop using TTD's base set 19:13:34 <frosch123> opengfx is from 2007 19:13:37 <Alberth> I just bought the CD-rom :p 19:13:41 <frosch123> so only 12 years after original 19:13:41 *** wicope [~wicope@0001fd8a.user.oftc.net] has quit [Read error: Connection reset by peer] 19:13:46 <Marty> I have completly forgotten how the original TTD looks 19:14:02 <TartarusMkII> hahaha 19:14:11 <Alberth> I tried that again recently, it looks much nicer than opengfx, imho, more details 19:14:20 <frosch123> kamnet: ottd is older than ttd was when ottd started :p 19:14:24 <kamnet> Somebody's been posting screenshots from original TTD. IMO, it looks dreadful LOL 19:14:54 <Alberth> yeah, that were great shots :) 19:15:05 <kamnet> I'll grant you there's a lot more detail in TTD vs. OpenGFX, but everything is darker, looks more dirty and depressing 19:15:28 <TartarusMkII> the transport industry is depressing 19:15:29 <TartarusMkII> LOL 19:15:55 <kamnet> Exactly! This is supposed to be a FUN GAME. If I wanted entirely realistic I'd go step outside. 19:16:11 <Alberth> remove everything but toyland! 19:16:19 <chillcore> :P 19:16:22 <kamnet> But I'd have to drive 20 miles to my closest railyard to go sit and be emo about it all. 19:19:06 <Marty> Haha though life kamnet 19:19:25 *** HerzogDeXtEr1 [~flex@i59F6D969.versanet.de] has joined #openttd 19:19:56 <kamnet> Yeah all the rail lines were abandoned and sold off in my town in the 1970s. All we have left is the old station that's been vandalized and partially burned down by vandals. 19:20:25 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 19:21:14 <Marty> I live in the city but modern rail are very disapointing by comparison 19:21:21 <Alberth> kamnet: I am wondering why your aero train doesn't crash into the side wall? 19:21:25 <Marty> basicly no cargo is moved by train where I live 19:21:28 <TartarusMkII> I live in New York, and I believe the Long Island Rail Road here is the most used passenger rail service in the US? But I forget. 19:22:00 *** Pensacola [~quassel@c80094.upc-c.chello.nl] has quit [Remote host closed the connection] 19:22:59 <kamnet> Alberth: I'm guessing because of a cushion of air building up on the sides between the wings and walls. 19:23:27 <Alberth> yeah, must be something like that 19:23:49 <kamnet> The big challenge of the real life technology has been controlling pitch and yaw, to basically stop it from taking off like a plane and then twisting in the wind. 19:24:08 <Alberth> sounds like another big problem :p 19:25:00 *** HerzogDeXtEr [~flex@i59F6B668.versanet.de] has quit [Ping timeout: 480 seconds] 19:25:33 <kamnet> Interesting: BNSF is the world's largest private consumer of diesel, gasoline and other petroleum products. It is second globally behind the United States Navy. 19:28:53 *** Samu [~oftc-webi@po-217-129-252-157.netvisao.pt] has joined #openttd 19:29:01 <frosch123> i would have expected some airline 19:29:11 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 19:30:07 <Samu> hi 19:30:25 <Samu> AMD plays transport tycoon https://www.youtube.com/watch?v=v3dUhep0rBs 19:33:53 <soupy> So, I'm trying to figure out what my standard train length should be. I've gone over it a few times, and the only upside I can see to having more than 4 spaces long is less actual vehicles. 19:34:26 <andythenorth> V453000: 32bpp FIRS? 19:34:34 <TartarusMkII> Isn't there some kind of bonus to having a station 4 sspaces or larger? 19:34:35 * andythenorth considers replying in the thread 19:34:46 <soupy> Seems to me that smaller trains are way better. They improve station ratings, faster service, and can move goods much faster. 19:35:03 <Alberth> they lack capacity 19:35:07 <andythenorth> not per hour 19:35:10 <andythenorth> or whatever 19:35:16 <andythenorth> capacity only matters as a rate measure 19:35:17 <soupy> I don't think there's a bonus for having a larger station, but there is a penalty if your train is longer than the platform. 19:35:33 <andythenorth> or capacity matters because long trains look cool 19:35:38 <andythenorth> and mess up your network 19:35:46 <soupy> Right... 19:35:47 <Alberth> andythenorth: ok, you need more platforms? 19:35:52 <andythenorth> yair 19:35:55 <andythenorth> or just 2 19:36:00 <andythenorth> and some kind of holding thing 19:36:23 <soupy> I really would love to have huge long trains pummeling down the tracks, but it just doesn't make any sense as far as gameplay goes. 19:36:46 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 19:37:18 <Alberth> you can do that with feeders 19:37:57 <Alberth> short trains from industry to a central point, then long trains to some further away destination 19:37:59 <andythenorth> 1 tile trains are best :P 19:38:04 <andythenorth> continous flow 19:38:13 <Alberth> andythenorth: hmm, running costs,perhaps ? 19:38:37 <andythenorth> maybe 19:38:41 <andythenorth> also bedtime :) 19:38:44 <andythenorth> bye 19:38:44 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 19:39:02 <Alberth> bye andy :) 19:39:23 <soupy> I still haven't scienced the whole "transfer" thing. How the paychecks work with timing, etc.. 19:39:56 <Alberth> clock starts running when loading cargo 19:40:10 <Alberth> faster delivery == more money 19:40:48 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 19:40:50 <Alberth> clock stops when you unload or transfer 19:41:46 <Alberth> payment is at the end of the feeder chain, but you get virtual payments for the vehicles along the way, so they don't go into the red 19:42:04 <soupy> So if we had A feeding B, which is transferred and taken to destination C, there's no time penalty for how long it sits at B? 19:42:40 <Alberth> no, but there is station rating. if it drops too low, cargo disappears 19:45:57 <soupy> Well I guess that makes sense. 19:48:58 <soupy> Huh, you only start losing cargo at <50% station rating... That should be easy to maintain. 19:49:18 <Samu> slope steepness 19:49:23 <soupy> Beginning to think trucks might have a use after all. 19:49:47 <Samu> put 10% on it 19:49:58 <Samu> create some alpinist kind of map 19:50:05 <Samu> and see trains cry 19:50:13 <Alberth> soupy: I don't care about money at all, it's dead easy to get loads of it 19:50:30 <soupy> This is true. 19:51:44 <Samu> i just don't like multi-engines defeating the purpose of slope steepness 19:52:50 <Alberth> but it looks great, several steam engines pulling up a train along the hill 19:53:33 <Alberth> imho the purpose of slope steepness is making multi-engines required 19:54:05 <Samu> :( 19:54:27 <Alberth> why? you rather want to do it with just one? 19:55:33 <Samu> slope steepness would force either shorter trains or look into an alternative type of transportation 19:55:51 <Samu> trucks 19:56:14 <Alberth> there is nothing stopping you from doing so 19:57:28 <Samu> or if intending to use long trains, then more careful route plan 19:58:03 <Samu> tunnels, bridge, going around a hill 19:59:42 <Samu> if i recall this was the topic that got me banned 19:59:53 <soupy> Generally by the time I've gotten far enough in that my infrastructure really matters, I have enough money to just terraform everything anyway. :) 20:00:48 *** Marty [~Marty@93-167-84-102-static.dk.customer.tdc.net] has quit [Ping timeout: 480 seconds] 20:02:40 *** Marty [~Marty@93-167-84-102-static.dk.customer.tdc.net] has joined #openttd 20:05:54 <Alberth> Samu: there is nothing stopping from doing so 20:07:57 *** Klanticus [~quassel@179.234.179.109] has quit [Ping timeout: 480 seconds] 20:21:32 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 20:27:57 <__ln__> https://cs7056.vk.me/c540103/v540103904/37ea5/6BZK0yPelSw.jpg 20:34:47 *** frosch123 [~frosch@x5f74722c.dyn.telefonica.de] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 20:35:58 <soupy> Does the available airport list rely on anything other than the year? Yesterday I found that I had the late-game aircraft, but the biggest airport I was allowed to build was a commuter, not nearly big enough. 20:38:06 <soupy> Aaand I just noticed the dropdown at the top of the airport building window 20:38:34 <Alberth> :) 20:39:34 <planetmaker> soupy, all the default airports have no other criterion than the game year for availability limits 20:40:04 <soupy> Aye, turns out I'm an idiot. 20:40:07 <planetmaker> but in principle it could be climate or other stuff, too, when NewGRFs change them. But I know of no such NewGRF (OpenGFX+ airports doesn't change availability) 20:40:48 <planetmaker> idiots are fools who don't learn. You just didn't see a (tiny) button. And OpenTTD has many 20:40:58 *** Celestar [~Celestar@p4FD6E0F2.dip0.t-ipconnect.de] has joined #openttd 20:41:01 <soupy> Quite true. 20:41:54 <Alberth> not to mention all the hidden ones :p 20:42:12 <Wolf01> 'night 20:42:15 <planetmaker> yep, many of those, too :) 20:42:18 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 20:42:18 <planetmaker> g'night, Wolf01 20:43:11 <TartarusMkII> Hi again, guys. Is there a quick way to replace a vehicle with a new model and have it keep its orders, or no? 20:43:35 *** sla_ro|master [~sla.ro@95.76.27.245] has quit [] 20:43:40 <planetmaker> there is. Autorenew (same model) or autoreplace (different model) 20:44:26 <planetmaker> https://wiki.openttd.org/Advanced_Settings/Vehicles#Autorenew and https://wiki.openttd.org/Replace_vehicles 20:44:41 <TartarusMkII> Thankyou planetmaker =) 20:44:47 <planetmaker> it should be unified really. but isn't (yet?) 20:45:50 <Alberth> lots of things 'should' :) 20:45:59 <planetmaker> yup :) 20:49:30 <TartarusMkII> So, I made a dock next to an oil refinery with a ship dock thing, made an oil tanker, gave it orders to go to an oil field, then go to the refinery, but when it goes to the oilfield, it just turns around and never picks anything up. Thoughts? 20:50:39 <Alberth> oil only gets delivered (and accepted, for that matter) at a few tiles 20:50:41 *** Smedles [~quassel@58.160.136.199] has quit [Remote host closed the connection] 20:50:49 <Alberth> maybe your dock is out of reach? 20:51:00 <TartarusMkII> the dock says Accepts: Oil 20:51:06 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 20:51:11 <TartarusMkII> But it's not even picking up the oil from the oilfield to begin with =v 20:51:18 <planetmaker> does it have full load orders? was it the first trip? 20:51:30 <TartarusMkII> it was the first trip, but it did have full load orders 20:51:45 <Alberth> accepts is at the refinery side, isn't it ? 20:51:59 <TartarusMkII> Yes 20:52:08 <Alberth> which is not 'pickup' :) 20:52:08 <TartarusMkII> Okay now the ship is loading up for what ever reason. Oh well =x 20:52:29 *** Smedles [~quassel@58.160.136.199] has joined #openttd 20:52:44 <chillcore> when playing with cargodist you make an empty trip to establish a route ... once the route exist it will start picking up cargo too ;) 20:52:58 <chillcore> as you just found out xD 20:53:04 <TartarusMkII> interesting. thanks 20:53:17 <Alberth> not really needed, you just have to wait for cdist to pick up the route 20:53:22 <chillcore> your welcome 20:53:39 <Alberth> and going through the route empty is one way to spend that time :) 20:53:54 <chillcore> ah it reads the orders without making the trip now ... cool 20:54:18 <Alberth> it monitors orders being changed 20:54:27 <chillcore> nice nice 20:54:37 *** Celestar [~Celestar@p4FD6E0F2.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:54:40 <Alberth> but calculation starts every X days, and takes Y days 20:54:54 <Alberth> so it takes a while before you notice it 20:54:56 <TartarusMkII> So, how do I get the oil from the docks to the refinery? do I need to set it as a transfer order? and then what? It's already in range (as it says it accepts oil) 20:55:31 <Alberth> build a second dock 20:55:46 <Alberth> but you won't make any worthwhile money 20:55:56 <Alberth> as transport distance is ~0 :) 20:56:15 <TartarusMkII> It would generate goods though, no? 20:56:16 <Alberth> gn 20:56:23 <Alberth> sure 20:56:35 <chillcore> good night alberth 20:56:39 <TartarusMkII> I'm confused, why the second dock would be necessary since it's already connected 20:56:44 <TartarusMkII> but thanks I appreciate your help so far! 20:56:57 <soupy> Thanks for the help Alberth 20:57:09 <Alberth> you cannot deliver cargo to the originating station 20:57:40 <TartarusMkII> Ther'es only one dock involved, and it's connected to the refinery already which is why it says it accepts oil, I thought 20:57:52 <Alberth> to not totally mess up your transport, make sure the 2nd dock is out of reach of the oil field 20:58:08 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 20:58:19 <TartarusMkII> Does anyone else know how I mean? =x 20:59:10 <TartarusMkII> Oh nevermind, it does seem tohave worked, just took more time. 20:59:40 <TartarusMkII> I just wonder why the goods that the refinery produces is not seen by the docks 21:00:35 <chillcore> you do not have a vehicle picking up the goods there? 21:01:12 <TartarusMkII> So until I make a vehicle like a goods carrier pick up from the dock (or with a truck stop attached for example) they won't even appear? 21:03:00 <luaduck> is there any chance max_heightlevel could be made an unlocked cvar so we can change it in the middle of network games? 21:03:19 <luaduck> we're stuck on 60 at the moment and everyone's complaining 21:05:43 <Supercheese> jeez, must be some steeeep slopes 21:05:54 <Supercheese> that or a huge map 21:09:06 <chillcore> luaduck ... changing it midgame is a bad idea ... 21:09:28 <luaduck> either that or have it tied to the map 21:10:02 <chillcore> I have my opinion about that setting ... noone agrees 21:10:04 <luaduck> ie have it saved with the save file at generation time 21:10:48 <chillcore> anyhoo ... what is it you want to do? 21:11:02 <chillcore> higher lower? 21:11:02 <planetmaker> luaduck, changing the max height level in the middle of a network game will not be possible. It's newgrf-readable, thus changing that is a desync cause 21:11:10 <chillcore> ^^^ 21:11:10 <luaduck> peg it back down to 30 for the next map 21:11:16 <luaduck> yeah I guess you're right planetmaker 21:11:23 <chillcore> that you can do yes 21:11:46 <chillcore> or use some heightmaps ;) 21:11:47 <luaduck> right now I'm going to have to be awake at 5am for the next map cycle to kill the server, change it in openttd.cfg, then restart 21:11:56 <chillcore> someone must know how to rotate them 21:12:06 <chillcore> without shutting down the server 21:12:21 <planetmaker> you can rcon set the mapgen variables 21:12:40 <luaduck> except max_heightlevel can't be rcon set 21:12:47 <planetmaker> or newgame.XXX or something like that 21:13:12 <planetmaker> not those of the existing. It's a difference 21:13:36 <luaduck> unless you think tweaking the generation settings is a better idea than directly modifying the heightlevel 21:14:06 <planetmaker> change config, reload config 21:15:09 <luaduck> won't that just ignore the config file when it reloads because it's a cvar that can't be changed while the server's live? 21:15:42 <planetmaker> !rcon list_settings. Find the one which relates to newgames and heightlevel. Change that 21:15:42 *** planetmaker was kicked from #openttd by DorpsGek [Wrong channel. Retry in #openttdcoop.] 21:15:52 *** planetmaker [~planetmak@188.cimarosa.openttdcoop.org] has joined #openttd 21:15:55 *** mode/#openttd [+o planetmaker] by ChanServ 21:15:56 <luaduck> lol 21:16:35 <luaduck> wait am I being an oldfag, is reload_cfg an option 21:21:38 *** Samu [~oftc-webi@po-217-129-252-157.netvisao.pt] has quit [Quit: Page closed] 21:24:05 <chillcore> luaduck: no idea about reloading configs 21:24:13 <chillcore> _settings_game.construction.max_heightlevel 21:24:25 <luaduck> just complains about it being a network game 21:24:37 <luaduck> unless I'm missing something 21:24:48 <luaduck> I pushed it to the config and set reload_cfg on 21:24:54 <luaduck> will see if it works tonight 21:25:37 <chillcore> I am really sorry for the mapgeneration results ... I feel responsable :/ 21:25:59 <chillcore> hope it works out for you ;) 21:27:09 <chillcore> if you need heightmaps with big playable mountains give me a buzz 21:27:38 <kamnet> Damnit Supercheese, quit ruining my dreams!!! 21:27:53 <Supercheese> Sorry, I just tried with a test grf 21:27:59 <Supercheese> and it does not work 21:28:03 <Supercheese> :( 21:28:37 <Supercheese> aerotrain would be perfectly viable as a new railtype though 21:28:54 <kamnet> wel, yeah, that's easy enough. :D 21:29:27 <kamnet> (well, easy enough for somebody familiar with coding trains) 21:29:41 <kamnet> (which isn't me. I just dream crap up only for people to shoot it down!) 21:30:08 <kamnet> CHEEEEEEEEEEEEEEEESSSSSSEEEEEEEEEEEE!!!!! *rips clothes off* 21:32:16 <Supercheese> Calm down there Monty ;) 21:33:52 * chillcore really has to resist giving luaduck a modified version that allows vanilla players 21:33:52 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 21:34:18 *** Biolunar [Biolunar@x5d823de0.dyn.telefonica.de] has joined #openttd 21:41:02 <TartarusMkII> I am having an issue with Auto Renew. I am concerned that I am asking all of my busses to convert to Leopard Busses, even the Leopard Busses I already have. I keep getting messages from the busses saying autorenew failed (money limit) but I have like, 0,000. What is wrong? =s 21:42:25 <glx> and what is the limit you set for autorenew ? 21:43:13 <TartarusMkII> I don't see anything about setting a limit =x 21:43:21 <TartarusMkII> And I am not even trying to renew, just replace. 21:44:16 <TartarusMkII> I used the road vehicles menu on AllVehicles (because I dont have all of my Regals in one section), then click manage list to replace, then clic kregal bus to leopard bus, then I click Start Replacing, then I used the road vehicles manager to "send for maintenance" seemingly on the whole list (which I'm oka ywith, just to learn how this works) 21:45:57 <TartarusMkII> I tried to do this for my oil tankers too, and they just are not doing it. 21:46:12 <TartarusMkII> In the menu I see the arrow circle which seems to denote that they are pending replacement.. 21:46:19 <glx> when autorenew is enabled every old vehicle are renewed to new one of same model when visiting depot (depends on autorenew settings) 21:46:20 *** Smedles [~quassel@58.160.136.199] has quit [Remote host closed the connection] 21:46:23 <TartarusMkII> but they don't seem to be replacing when they go to depots, since these old things are constantly exploding 21:47:09 <glx> auto replace is done for all models ignoring age 21:47:27 <glx> of course following the auto replace rules you set 21:47:36 <TartarusMkII> where do I set such rules? 21:47:50 <TartarusMkII> now it says autorenew failed on ship 6 (money limit), but I ahve 4,000 lol 21:48:04 *** Smedles [~quassel@58.160.136.199] has joined #openttd 21:48:18 <glx> the money limit is somewhere in the game settings 21:49:04 <TartarusMkII> Okay I found it, so lets see.. 21:50:00 <TartarusMkII> Nah, this autorenew stuff in the option is not what I mean. 21:50:20 <TartarusMkII> https://wiki.openttd.org/Replace_vehicles 21:50:21 <TartarusMkII> I mean this. 21:50:38 <glx> then ignore the autorenew messages :) 21:50:45 <glx> they are not related 21:50:53 <NGC3982> http://skarmdump.henjoh.se/255710_2015-04-06_00001.png 21:51:41 <TartarusMkII> I appreciate the help anyway ^^; but is any other advice available? 21:52:01 <TartarusMkII> NGC3982: wow that looks awesome what game is that 21:52:40 <glx> The company needs to have more money than (autoreplace money limit) + 2 * (price for new vehicles). 21:52:40 <glx> 21:52:40 <glx> Auto Replace does not consider the sell price of old vehicles. 21:52:40 <glx> The auto replace money limit is the same limit as the Autorenew minimum needed money configured in Advanced Settings. 21:52:48 <NGC3982> TartarusMkII: Cities Skylines. 21:54:03 <glx> so what is the limit in the settings ? 21:54:04 <TartarusMkII> Oh I'm gonna buy that soon 21:54:59 <TartarusMkII> ok lets see. 21:55:06 <chillcore> good night all 21:55:10 *** chillcore [~chillcore@2a02:a03f:1002:8400:4e72:b9ff:feac:5979] has quit [Quit: Only mortals are affected by fame and power.] 21:55:40 <TartarusMkII> glx: the limit for me is 200,000 so I guess it would make sense then, that the game required +2* the price 21:55:59 <TartarusMkII> I guess I can lower it for my own self a bit since I don't like to have so much liquid casherino 21:56:22 <glx> you can lower the limit yes 21:57:15 <TartarusMkII> Thanks I appreciate it =D 21:57:46 <TartarusMkII> In the world generation, what is "variety distribution"? 21:59:39 <glx> https://wiki.openttd.org/Variety_distribution 21:59:46 <TartarusMkII> oh thanks man, I apologize 21:59:53 <TartarusMkII> I am not used to wikis as good as the one we have for OTDD 22:02:39 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Remote host closed the connection] 22:03:13 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 22:08:03 *** Pereba [~UserNick@187.58.121.42] has joined #openttd 22:18:01 <Supercheese> Hmmm, should the Seaplane version of the airport have lower maintenance costs...? 22:18:08 <Supercheese> it is mostly water, after all 22:23:15 <Supercheese> Oh wow, the Small airport is already at minimum maintenance costs when using Av8... 22:23:34 <Supercheese> unless it can go negative 22:25:41 <Supercheese> Guess I won't mess with it then 22:26:22 <Supercheese> It's a shame that airports do not have an animation trigger for "When airplane lands" 22:30:49 *** ChrisM [~chris@203-166-252-137.dyn.iinet.net.au] has joined #openttd 22:31:21 *** Marty [~Marty@93-167-84-102-static.dk.customer.tdc.net] has quit [Remote host closed the connection] 22:31:50 <ChrisM> Is it right that a path signal reserves the track including the next signal if it's a block signal, but doesn't reserve that track if it's another path signal? 22:32:09 <kamnet> Yes 22:32:45 <ChrisM> Thanks 22:34:26 <ChrisM> Why are they treated differently? 22:36:04 <kamnet> Block signals are a holdover from TTD, retained in part for backwards compatability. PBS is a new signal system on top of it. 22:37:02 <ChrisM> Ah 22:37:34 <ChrisM> Entry/exit signals are treated like the block signals too 22:37:49 <ChrisM> It's not a big deal, I think I just to need to stick in another signal (: 22:41:07 <kamnet> I typically only play with PBS. 22:44:24 <ChrisM> I'm mixing them to do a priority merge 22:44:39 *** Progman [~progman@p57A18A24.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:08:51 *** HerzogDeXtEr1 [~flex@i59F6D969.versanet.de] has quit [Quit: Leaving.] 23:14:13 *** soupy [~oftc-webi@12.28.30.130] has quit [Remote host closed the connection] 23:18:22 *** Eddi|zuHause [~johekr@p5DC6754E.dip0.t-ipconnect.de] has quit [] 23:19:14 *** Eddi|zuHause [~johekr@p5DC6754E.dip0.t-ipconnect.de] has joined #openttd 23:27:41 *** supermop [~supermop@d110-33-187-164.sun801.vic.optusnet.com.au] has joined #openttd 23:41:08 <TartarusMkII> Hey guys, question. I put train depots in a lot of places along a long train line so that there'd be close by places to fix problems. But my trains still prefer one specific depot (that isn't even the oldest or anything), and I don't know why. 23:41:10 <TartarusMkII> Is this normal, or no 23:42:11 <supermop> yo 23:44:09 <TartarusMkII> o/ 23:44:55 <Supercheese> I'm not sure, you don't order them to go to a specific depot do you? 23:45:53 <TartarusMkII> no. WHen they break down, sometimes they just keep going, but sometimes they need to go to a depot first, and they seem to choose not the closest one for this. 23:48:56 <Supercheese> Ah, I do not enable breakdowns, so I can't help you there 23:49:05 <TartarusMkII> why do you choose to do that? 23:50:37 <TartarusMkII> Also, is there anything I can do to help industries produce more stuff? Like woods creating wood? 23:55:28 <Supercheese> With the default industries, you must get as high a %cargo transported as possible 23:55:53 <glx> and always have a vehicle waiting 23:55:57 <Supercheese> So, build a station nearby and take cargo, trying to ensure there's always one vehicle loading in the station at all times 23:56:01 <Supercheese> ninja'd 23:56:05 <Supercheese> grr 23:56:28 <Supercheese> also try and use the fastest vehicles possible 23:58:16 <glx> and industries prefer young vehicles too IIRC 23:58:33 <Supercheese> yes, but there's not much to be done there 23:58:43 <Supercheese> could build statues too if you have the $$$