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09:49:44 * Wolf01 points in a random direction 10:23:00 <Wolf01> meh, I hate positioning stations in factorio... track length, train length and inserter positions are inconsistent, if you move the station of 1 tile horizontally you end up with some offset 10:24:51 *** roidal [~roland@62-46-139-168.adsl.highway.telekom.at] has joined #openttd 10:26:41 <monsted> Wolf01: yeah, it's a bit of a mess. also, horizontal and vertical trains are different lengths 10:28:19 *** Flygon_ [~Flygon@ppp118-209-250-122.lns20.mel8.internode.on.net] has joined #openttd 10:28:27 <andythenorth> â/topic Factorio, cats, sometimes OpenTTDâ 10:28:28 <andythenorth> ? 10:28:40 <Wolf01> yeah 10:29:52 <V453000> \o/ 10:35:06 *** Flygon [~Flygon@ppp118-209-250-122.lns20.mel8.internode.on.net] has quit [Ping timeout: 480 seconds] 10:36:01 <monsted> i'd love to see a mix of openttd and factorio 10:36:19 <monsted> build factorio bases, link them with openttd :) 10:36:54 <monsted> (of course they could just massively improve factorio trains...) 10:47:16 <V453000> xd 10:47:34 <V453000> trains will get many improvements in 0.13 10:49:15 <andythenorth> those slackjaws, why are they sitting around not improving trains Right Now 10:50:12 * andythenorth considers if port-type industries could actually communicate with Factorio over network 10:50:19 <andythenorth> âAPI" 10:51:31 <V453000> they actually are doing that Right Now :P 10:53:38 <Wolf01> I'm waiting for that, the autorail finally :D 10:54:05 <Wolf01> The blueprint book also it will be there? 10:54:21 <V453000> shitload of stuff 10:54:25 <V453000> also some unannounced yet :P 10:54:37 <andythenorth> RoadTypes? o_O 10:54:41 <andythenorth> Subways? o_O 10:55:03 <Wolf01> the inserter spidertron 10:55:36 <andythenorth> so is OpenTTD officially beaten then? 10:55:51 <andythenorth> has Factorio won yet? 10:58:59 <Wolf01> start doing FIRS for factorio 12:07:46 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 12:10:15 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has joined #openttd 12:16:24 *** Snail_ [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has joined #openttd 12:16:42 *** Snail_ [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has quit [] 12:20:19 *** Snail [~jacopocol@cpe-98-14-130-227.nyc.res.rr.com] has quit [Ping timeout: 480 seconds] 12:38:20 *** liq3 [liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has quit [] 12:39:30 <V453000> https://imgur.com/joeQVhn 12:39:31 <V453000> GG 12:44:02 <Eddi|zuHause> seems legit. 12:44:10 <Eddi|zuHause> totally realistic 12:44:15 <Wolf01> yes, why not 12:44:18 <andythenorth> shunting is implemented already? :o 12:44:23 <andythenorth> OpenTTD is definitely dead 12:44:48 <Eddi|zuHause> openttd would have thrown a "disconnected train" and exited 12:46:18 <Wolf01> I still can't understand how in OTTD a train could disconnect... I can figure it out in LoMo and in Factorio as you can place and drag them on the tracks 12:47:10 <Eddi|zuHause> original TT happily did that if you loaded a game into scenario editor 12:48:02 <Eddi|zuHause> the engine would drive off, leaving the wagons behind 12:48:50 <Wolf01> \o/ shunting, just remove the assert 12:48:54 <Eddi|zuHause> "disconnected train" usually comes up if you mess with movement code, like trying to implement bridgeheads 12:49:20 <Eddi|zuHause> particularly when reversing the train 12:50:45 <Wolf01> because trains shouldn't reverse, only change direction 12:51:45 <Wolf01> the quantum engine always bothered me, that's why I often use dual headed engines 12:52:09 <Eddi|zuHause> that still makes the train technically turn around :p 12:52:29 <V453000> which doesn't happen in factorio :P 12:52:31 <V453000> win 12:53:04 <Wolf01> that's why I make dual headed trains in factorio 12:53:18 <Wolf01> (reversing loops are too big) 12:53:53 <V453000> I think both approaches are nice 12:53:59 <V453000> reversing trains are awesome because yeah, no loops 12:54:20 <V453000> but the reversed engines do not give any power, so you are carrying half of the engines as dead weight 12:54:25 <Wolf01> the TT behavior mean you have an entire switching yard and a turntable somewhere in a 5th-dimension 12:58:28 *** Klanticus_ [~quassel@177.34.160.55] has joined #openttd 12:59:53 <Eddi|zuHause> -+-https://blog.feathersjs.com/introducing-feathers-2-0-aae8ae8e7920#.vzgqcrxkd <-- i love how that article starts with "wait hear me out. instead of <buzzword> we do <buzzword> <buzzword> <buzzwordbuzzword>"... i haven't read on after that :p 13:02:06 *** Klanticus [~quassel@200-161-120-132.dsl.telesp.net.br] has quit [Ping timeout: 480 seconds] 13:04:19 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has joined #openttd 13:14:41 *** frosch123 [~frosch@00013ce7.user.oftc.net] has joined #openttd 13:16:44 <frosch123> I see, i guess fff are a saturday thing for me 13:18:43 <Eddi|zuHause> Furby Free Fridays? 13:19:45 <andythenorth> remind me again why I donât make my newgrf compiles into a framework 13:20:04 <andythenorth> I could offer something that allows you to âcreate a prototype newgrf in literally minutes" 13:20:06 <frosch123> V's vriday vacts 13:20:13 <V453000> yo andythenorth why the fuck don't you make your newgrfs compiles into -wtf is a framework- 13:20:20 <V453000> sup frog 13:20:39 <andythenorth> all these shitty frameworks seem to assume the problem is that writing code takes a long time 13:21:06 <andythenorth> what takes a really long time is avoiding writing code 13:21:13 <V453000> :D 13:21:26 <frosch123> Didn't you have a drawing framework as well? 13:21:50 <V453000> yes because most people don't get to the point of optimizing andythenorth, and just write it down to make it work at least somehow 13:21:55 <V453000> my approach when coding shit for openttd 13:22:04 <andythenorth> frosch123: I have a drawing library 13:22:09 <andythenorth> is that a framework? 13:22:25 <V453000> then frosch writes something that stores values and loads them later with vehicles, and I don't have a clue what it does :> 13:22:53 <andythenorth> so FIRS 2 is done 13:22:56 <andythenorth> but I might change it 13:23:02 <V453000> XD 13:23:40 <V453000> does it have easter eggs or april fools surprise for seasonal value? 13:24:17 <frosch123> V throws my shit at sylf to turn it into something real 13:24:50 <frosch123> V453000: durian is wtf of the week 13:25:15 <V453000> yeah that is pretty much how yeti production mechanism is happening frosch123 :D 13:25:22 <V453000> durian? 13:25:34 <frosch123> Is a fruit 13:25:59 <frosch123> I thought it was just some internet hype 13:26:09 <V453000> no clue 13:26:09 *** Clockworker__ [Clockworke@201-41-0-249.paemt700.dsl.brasiltelecom.net.br] has quit [Read error: Connection reset by peer] 13:26:14 *** Clockworker__ [Clockworke@201-41-0-249.paemt700.dsl.brasiltelecom.net.br] has joined #openttd 13:26:19 <frosch123> But in this city it is in fact everywhere 13:26:53 <andythenorth> spikey fruit :) 13:28:38 <V453000> ah yes was in plants vs zombies 2 XD 13:30:19 *** ConductCat [~Conductor@2602:306:c528:de50:cc5a:433b:2f9:486a] has quit [Ping timeout: 480 seconds] 13:30:23 <frosch123> Here you can get almost everything with durian flavour 13:31:13 <frosch123> Chocolate, drinks, ... There is even a durian shaped opera house 13:33:17 <andythenorth> is it nice? 13:33:29 <andythenorth> seems to be quite varied opinions 13:38:04 <frosch123> Haha, the chocolate has an additionalplastic wrapper around it 13:38:18 <frosch123> I just removed it 13:38:27 <frosch123> It smells terrible 13:38:58 <V453000> #seriousproblems 13:39:59 <frosch123> The taste is not as bad 13:40:09 <frosch123> But not great either 13:40:49 <frosch123> It must be a tourist joke or so 13:41:11 <Wolf01> iirc, they discourage to eat that fruit in public because of the smell 13:42:01 <frosch123> Yes, i made a photo of a sign: no smoking allowed, no durians allowed 13:44:26 <_dp_> Hi, I'm setting town text with DoCommandP call, but how do I add some color to text? 13:44:30 <_dp_> DoCommandP(0, town->index, 0, CMD_TOWN_SET_TEXT, nullptr, "some text"); 13:44:49 <_dp_> I think I even know the answer, but don't want to believe it.... %) 13:49:49 <frosch123> You can try the scc_encoded 13:50:15 <frosch123> If that is not allowed then colour codes are not allowed either 13:50:53 <_dp_> scc_encoded needs a gs string id as far as I can tell 13:51:26 <frosch123> I cannot remember 13:52:01 *** TheMask96 [martijn@sloth.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 13:52:08 *** supermop [~supermop@static-71-249-209-97.nycmny.east.verizon.net] has joined #openttd 13:52:34 <frosch123> Anyway in command.cpp there are some flags, which define which control codes are allowed in the custom string of the individual commands 13:53:12 <_dp_> yeah, it has CMD_STR_CTRL, but that only means it allows SCC_ENCODED, nothing else 13:53:17 <frosch123> Not allowed codes are either removed or the command is rejected 13:53:50 <_dp_> replaced with ? actually 13:57:04 *** TheMask96 [martijn@lust.vhost.ne2000.nl] has joined #openttd 13:57:38 *** Clockworker__ [Clockworke@201-41-0-249.paemt700.dsl.brasiltelecom.net.br] has quit [Read error: Connection reset by peer] 13:57:44 *** Clockworker [Clockworke@201.41.0.249] has joined #openttd 13:59:28 <_dp_> basically, how I understand it, I need a gs with language file with smth like STR_JUST_STRING to be able to use SCC_ENCODED 13:59:45 <_dp_> and all that just for simple color %) 14:01:08 *** kubast2 [~kubast2@217.153.119.86] has joined #openttd 14:04:20 <_dp_> oh, wait, can't use just_string it still won't allow control codes, need to have all colors in gs language 14:04:42 <_dp_> which probably means I'll run into 20 params GS bullshit 14:04:56 <_dp_> *limit 14:10:46 <_dp_> would be much better if you'll just allow more control codes with CMD_STR_CTRL 14:11:06 <_dp_> it even says "Allow the special control codes." in comment, not "code" ;) 14:14:39 *** frosch123 [~frosch@00013ce7.user.oftc.net] has quit [Quit: meh] 14:16:49 *** Clockworker [Clockworke@201.41.0.249] has quit [Read error: Connection reset by peer] 14:17:01 *** Clockworker [Clockworke@201-41-0-249.paemt700.dsl.brasiltelecom.net.br] has joined #openttd 14:19:19 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 14:21:31 *** Clockworker_ [Clockworke@201.41.0.249] has joined #openttd 14:24:20 *** Clockworker [Clockworke@201-41-0-249.paemt700.dsl.brasiltelecom.net.br] has quit [Read error: Connection reset by peer] 14:30:52 <_dp_> hm, I can add 2**smth strings to reduce number of parameters... 14:32:00 *** _johannes [~johannes@port-92-203-186-121.dynamic.qsc.de] has joined #openttd 14:58:42 *** sim-al2 [~sim-al2@dns25-178.cbu.edu] has joined #openttd 15:16:42 <supermop> yo 15:17:16 <V453000> sup human 15:19:08 <Wolf01> So, I purchased a spaceship model to cut, build, glue, paint... the problem is that I don't want to ruin it. I already made a mecha but I didn't use glue/paint and I'll keep it so forever, but the spaceship really needs some more work :( 15:22:52 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 15:22:55 *** mode/#openttd [+o Alberth] by ChanServ 15:23:19 <andythenorth> Wolf01: buy another one to practice on? o_O 15:24:12 <Wolf01> it would be cool, but it will cost twice or more now that I'm back at home :P 15:25:40 <Alberth> sounds like you already know your holiday destination for next year :p 15:25:44 <Alberth> hi hi 15:27:01 <Wolf01> eheh, maybe 15:28:01 <Wolf01> http://www.collectiondx.com/files/hasecolorsdfone1.jpg too bad I only found the static model (for about 55â¬, the tranbsformable one was like 890â¬) 15:31:47 <Wolf01> http://pre00.deviantart.net/0725/th/pre/i/2015/101/f/0/1_4000_sdf_1_macross_fortress_movie_edition_01_by_jinyol-d8pcqw0.jpg unpainted is a bit... meh :( 15:32:47 <Alberth> painting it must also be worth it :) 15:35:58 <Wolf01> I'm already satisfied with my lego moc: http://bricksafe.com/files/Wolf01/MOCs/Macross%20SDF-1/SDF-1%20-%20Transformations.png 15:37:42 <Alberth> :D 15:37:46 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 15:37:50 <Alberth> can also use a little paint :p 15:38:55 <Wolf01> nah, I'm a lego purist, I don't paint or cut lego pieces.... but I must say that this one is wonderful https://www.youtube.com/watch?v=cI_AmjF1NQ8 16:06:16 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has quit [Quit: andythenorth] 16:07:44 *** sim-al2 [~sim-al2@dns25-178.cbu.edu] has quit [Ping timeout: 480 seconds] 16:16:29 *** TheMask96 [martijn@lust.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 16:22:06 *** TheMask96 [martijn@pride.vhost.ne2000.nl] has joined #openttd 16:24:27 <_johannes> Hello 16:24:50 <_johannes> is it ok if my external railnet graph creator uses C++11 ? 16:25:09 <_johannes> (the parts I'd change *inside* openttd would be C++03 conform, of course) 16:28:06 <Alberth> if it's a separate program, you can use any language you like, I think 16:28:10 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 16:28:20 <Alberth> c++ wouldn't be my first choice :) 16:28:29 <Alberth> hi hi andy 16:28:41 *** hewimp [~oftc-webi@c-24-22-206-47.hsd1.wa.comcast.net] has joined #openttd 16:28:49 <hewimp> Anyone here ? 16:28:49 <Alberth> /me gives andy a large fish bot 16:28:51 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving] 16:28:59 <Alberth> just in case :) 16:29:11 <hewimp> Anyone having problems Join game after it gets 4.25 MB ? 16:29:11 <Alberth> hewimp: not sure, why do you want to know? 16:29:54 <hewimp> tryed new maps every time get above 4.25 MB can not seem tro Join 16:30:00 <Alberth> it's probably a lot bigger, such sizes are compressed data 16:30:11 <_johannes> Alberth: cool, thanks 16:30:21 <Alberth> server doesn't stop while joining? 16:30:25 <hewimp> tryed newr versions same problem 16:30:36 <hewimp> serverpauses 16:30:44 <hewimp> then they cant join 16:31:04 <hewimp> starts to join 16:31:12 <hewimp> just dose not finsh 16:31:24 <hewimp> Kick out with a message 16:31:28 <Alberth> connection dies ? 16:31:48 <hewimp> Works fine till hits over 4.35 NB 16:32:00 <Alberth> and message says??? 16:32:14 <hewimp> did not write it down 16:32:22 <Alberth> 4.3 MB looks a bit big, imho 16:32:59 <hewimp> its 4K 4 K map 16:33:05 <hewimp> big Huge 16:33:07 <Alberth> yeah, too big :p 16:33:21 <hewimp> 4.26 MB 16:33:24 <Alberth> no idea why you'd want that tbh 16:33:28 <hewimp> took to long to Join 16:33:36 <hewimp> kick you out 16:33:54 <Alberth> it's big enough that you can have 16 players, and everybody can have his own big field 16:33:55 <hewimp> we wanted try a Huge map :) 16:33:57 <andythenorth> catbot 16:34:13 <Alberth> without the need to ever meet each other 16:34:22 <hewimp> just 2 of us we run out 16:34:58 <hewimp> I see 4 K maps 16:35:03 <Alberth> https://wiki.openttd.org/FAQ_multiplayer#People_get_disconnected_while_joining.2C_how_to_fix_that.3F well, this is the page with most information 16:35:32 <hewimp> thanks i check it out 16:35:38 <Alberth> yeah, well, people just select MAX everything without thinking 16:36:00 <Eddi|zuHause> just also MAX the timeouts :p 16:37:07 <Alberth> it may also be your ISP not wanting to download lots of data from a "weird" port 16:37:26 <Alberth> so they slow it down to a crawl at some point 16:38:31 <Alberth> perhaps read your ISP policy on hosting servers 16:39:31 <hewimp> no idea how to change timeouts 16:39:49 <hewimp> its on default i belive 16:39:55 <Alberth> stop server, edit openttd.cfg, start server 16:40:23 <hewimp> hoe do you edit Openttd.cfg ? 16:40:27 <hewimp> how ? 16:40:34 <Alberth> any ascii editor will do 16:40:44 <Alberth> notepad eg 16:40:58 <Alberth> word pad 16:41:01 <Alberth> notepad++ 16:41:26 <Alberth> /me is not very good at listing ascii editors at windows 16:41:27 *** HerzogDeXtEr [~farci@i59F6CEBA.versanet.de] has joined #openttd 16:41:56 <Alberth> openttd.cfg is just plain text 16:41:59 <hewimp> ok now i find it and look at what it says ? 16:42:39 <Alberth> variables are listed at the wiki 16:45:36 *** Progman [~progman@p57A19656.dip0.t-ipconnect.de] has joined #openttd 16:48:21 *** Krizz [~krizzmanw@156.57.189.69] has joined #openttd 16:57:41 *** DanMacK [~3fee8a84@188.cimarosa.openttdcoop.org] has joined #openttd 16:58:24 *** tycoondemon [~ashnohoe@D97B8CD4.cm-3-4c.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 17:03:19 <_dp_> is it possible to use raw strings with GSText? 17:03:51 *** Progman [~progman@p57A19656.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 17:03:54 <_dp_> looks like it accepts string parameters, but don't see any way of actually using them 17:04:13 <_dp_> RAW_STRING is not allowed in gamescript... 17:12:31 <Alberth> the strings are stored in savegames etc, which may be a bit difficult 17:15:14 <_dp_> there is code to store raw_strings and it looks fine, just can't find any way to use it %) 17:16:44 <Alberth> in my experience, the save game stores string index number in the lang file 17:21:06 <_dp_> it uses some encoding that can both reference strings by id and store raw strings 17:23:20 <_dp_> didn't check, but I bet {RAW_STRING} will work just fine if it didn't come from gs 17:23:46 <_dp_> there is just explicit check to skip it if string came from gs 17:23:57 <_dp_> even though gs can encode raw strings 17:29:06 *** Krizz [~krizzmanw@156.57.189.69] has quit [Ping timeout: 480 seconds] 17:29:44 <Alberth> it was probably considered and rejected for some reason 17:31:37 <_dp_> looks more like a bug to me since there is bunch of unused code then 17:32:52 <_dp_> oh, and it will probably break everything since it passes parameter but doesn't consume it... 17:38:12 *** kubast2 [~kubast2@217.153.119.86] has quit [Read error: Connection reset by peer] 17:38:44 <_dp_> https://git.openttd.org/?p=trunk.git;a=commit;h=9d7aec3fe74bfb4580f4eb3e278f1d92b8412b47 17:40:28 *** Krizz [~krizzmanw@156.57.189.69] has joined #openttd 17:40:31 <_dp_> limiting everything to gs scope is at least logical, not that I like it 17:40:43 <_dp_> but disabling raw_string fixes nothing as far as I can tell 17:40:46 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has joined #openttd 17:42:45 <_dp_> in fact, it does exactly the opposite as far as I can tell 17:43:47 <_dp_> now it can lead to some invalid strings... 17:43:53 <_dp_> gotta test that though... 17:44:15 <Alberth> what's the usecase for a raw string? 17:44:31 <Alberth> just a regular string also works, and it remains translatable 17:44:56 <andythenorth> also, and completely unrelated 17:45:04 <andythenorth> could we add smart quote detection? :P 17:45:10 <_dp_> idk, show random password? 17:46:50 <Alberth> quotes are smart? 17:47:47 <_dp_> and I'm just looking for a way to avoid that 20 params limit, so trying to understand how everything works) 17:48:57 <andythenorth> if a quote mark â or â is the first of a pair, flip the sprite 17:49:01 <Alberth> more than 20 parameters means you have too much information to display 17:49:11 <Alberth> people are not going to read 20 numbers 17:49:45 <_dp_> no, because parameters are used by every little thing 17:50:13 <_dp_> if you add color to numbers can do only 10 17:53:03 <_dp_> btw, I can show any amount of numbers if I don't color them, coz passing just one plain raw string also works ;) 17:53:40 <Alberth> I think 10 is already too much 17:53:41 <_dp_> ah, and without line breaks... just one freaking line of numbers %) 17:53:58 <Alberth> people can't handle that many things at the same time 17:54:09 <_dp_> it's possible to have 10 cargos in cb 17:54:31 <_dp_> btw, you also need cargo name, makes it 6... 17:56:30 <_dp_> some existing scripts even change message format when they hit 20 params, I thought it's a bug when I first saw it 17:59:07 <supermop> hmm should i start hosting a game from my work computer? 17:59:18 <supermop> or wait until 4th week of new job for that 17:59:49 *** Krizz [~krizzmanw@156.57.189.69] has quit [Ping timeout: 480 seconds] 18:01:10 <_dp_> also, it's quite hard to to stuff without using 1-2 more params per cargo for substring ids 18:01:39 <_dp_> so that limit of 20 is being used up after 4-5 cargos 18:01:41 *** Krizz [~krizzmanw@156.57.189.69] has joined #openttd 18:02:00 <_dp_> which, basically, means 5 numbers too 18:06:03 *** kubast2 [~kubast2@217.153.119.86] has joined #openttd 18:07:18 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 18:07:21 *** mode/#openttd [+v glx] by ChanServ 18:08:10 <_dp_> so if that really was 20 numbers limit that would be fine by me 18:08:30 <_dp_> but as things are now you can hit it even if don't show any numbers at all 18:10:27 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 18:12:58 <_dp_> in fact, it's much easier to just show number then try to make it better for players 18:13:08 *** kubast2 [~kubast2@217.153.119.86] has quit [Quit: Leaving] 18:13:17 <_dp_> since number takes just one parameter and fancy formatting usually takes more :p 18:17:45 <_dp_> oh snap, I think I found a way to do what I want, just need to generate about 500 strings %)) 18:18:22 <_dp_> basically, move information from parameters to string id xD 18:22:53 <supermop> ship pathfinder guy on forum makes sense 18:23:28 <supermop> or idk if what he is doing makes sense, but it makes sense to do something different with ships at least 18:25:03 <supermop> andythenorth: could you have some kind of mask that does shoddy quick shading on sprites post- flip? 18:25:13 <supermop> like every sprite is unshaded 18:25:32 <andythenorth> mey 18:25:35 <andythenorth> dunno 18:25:36 <supermop> and then a mask is dark on left half, clear on right? 18:25:51 <andythenorth> you could right a PIL script that detects edge pixels, and shades them algorithmically 18:26:01 <andythenorth> right / write /s 18:37:32 *** sim-al2 [~sim-al2@108-221-158-76.lightspeed.mmphtn.sbcglobal.net] has joined #openttd 18:38:20 <supermop> i wonder, what, if anything, that would help or make more efficient 18:38:36 <supermop> better to just start a convention of no shading 18:39:03 * andythenorth has been shading less 18:45:01 <supermop> i should give up on the game and just build little lego monorails encircling potted plants on my window sill 18:45:10 <supermop> make a little metabolist arcology of cacti 18:45:56 <supermop> andythenorth: have you seen videos of that alweg style straddle-beam lego monorail? 18:46:58 <andythenorth> yes 18:47:35 *** HerzogDeXtEr1 [~farci@i59F6B28F.versanet.de] has joined #openttd 18:48:43 <supermop> probably have enough bit in my parents basement to cobble one of those together 18:49:47 <supermop> how many bumps wide is lego train loading gauge? does it only seat guys one across? 18:52:35 <andythenorth> 6 stud baseplate 18:52:57 <andythenorth> you can stagger seats and use windows with recesses 18:53:09 <andythenorth> so you can fit 2 minifigs across, but no corridor 18:54:19 <supermop> are cars tall enough for straphangers? 18:54:30 <supermop> i never had the trains growing up 18:54:34 <andythenorth> depends how you build them 18:54:44 *** HerzogDeXtEr [~farci@i59F6CEBA.versanet.de] has quit [Ping timeout: 480 seconds] 18:57:34 <sim-al2> I don't recall the package sets being particularly tall, looking at the box pictures they were often just a bit taller than a minifigure (enough room to stand, but not much more) 18:59:35 <supermop> there is some tram at the store near here that is tall enough for them to stand in 18:59:50 <supermop> does not actually run on rails though 19:00:10 <andythenorth> if itâs the orange one, it has tiny train wheels 19:00:28 <supermop> i recall the planes were like the old space shuttle - could only sit down in 19:03:04 <supermop> andythenorth: yeah the orange one - i couldn't see the wheels on the box and it didn't look like it came with track so i assumed it would have those smooth tires, like the old planes or race cars 19:03:30 *** sla_ro|master [~sla.ro@89.136.141.100] has joined #openttd 19:03:37 <andythenorth> if itâs like the older blue one, it has flanged wheels, unpowered 19:03:43 <andythenorth> some people have figured out how to power them 19:03:50 <andythenorth> I have a blue one to sell :P 19:06:35 <supermop> overhead lego trolley wire? 19:06:37 <hewimp> happen to know how to add new mods new game without making new game every time ? 19:07:34 <hewimp> so if i find mod i like can add to existing map . 19:08:16 <sim-al2> The safe way would be to save the heightmap 19:08:52 <hewimp> so save the game as heightmap ? 19:13:47 <hewimp> i do not see any heightmap save can i create one from game ? 19:14:23 <sim-al2> I suppose you want to keep the cities and other stuff that already exist right? 19:15:13 <hewimp> City do not matter 19:15:18 <sim-al2> The reason why I say "Safe way" is that adding newGRFs to an already running game in the past caused so many problems that it was disabled 19:15:21 <hewimp> its the senaro i made 19:15:55 <hewimp> Drew a Map wanted to add Mods has 0 atm 19:16:04 <sim-al2> With the scenario editor? 19:16:11 <hewimp> yes 19:16:18 <hewimp> can play it 19:16:24 <hewimp> just wanted to add Mods 19:16:52 <hewimp> Drew the Falcon so wanted to keep it 19:17:25 <sim-al2> In the scenario editor, there's an option to save the map as a heightmap, and then you can reimport it 19:17:39 <sim-al2> (after you change the newGRFS) 19:19:18 <hewimp> so add Grf and Inport a Map ? 19:20:15 <sim-al2> Yes 19:23:43 <sim-al2> The dangerous way (as far as possibly causing all kinds of interesting things to happen) is to enable the scenario developer tools: http://www.tt-forums.net/viewtopic.php?f=29&t=53881#p939635 19:24:51 <sim-al2> That will let you change newGRFS in an existing game, but of course that carries the risk of causing trouble 19:32:51 <hewimp> Sweet thanks 19:33:00 <hewimp> can even resize the map if i want 19:35:12 <andythenorth> stuff _will_ break if you add/remove newgrs 19:35:15 <andythenorth> newgrfs * 19:35:27 * andythenorth does it all the time 19:36:24 *** hewimp [~oftc-webi@c-24-22-206-47.hsd1.wa.comcast.net] has quit [Quit: Page closed] 19:37:48 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 19:38:15 <supermop> i should build a drinks trolley that is a trolley 19:38:50 <supermop> i wonder if my landlord will be adverse to me installing a 1-foot gauge tramway in my apartment floor 19:39:20 <supermop> or if i can install said tramway without arousing suspiscion 19:39:43 *** Krizz [~krizzmanw@156.57.189.69] has quit [Quit: Leaving] 19:54:31 <V453000> Day9 playing factorio :0 19:58:34 <Alberth> :) 20:00:30 <V453000> shit is getting some attention :) 20:32:55 <Alberth> andythenorth: http://devs.openttd.org/~alberth/bulk_terminal_metal_workshop_25tiles.png just 25 tiles distance, too close? 20:33:29 <andythenorth> I need to write an algorithm that automotically sets these conflicting types per economy 20:33:37 <andythenorth> âalgorithmâ :P 20:33:47 * andythenorth has never written an algorithm in his life 20:34:06 <andythenorth> what even is an algorithm? 20:34:36 <Alberth> it's just a receipe to solve a problem 20:35:27 * andythenorth has been writing code for 30 years :P 20:35:30 <andythenorth> does that count? 20:35:55 <Alberth> if it ever solved a problem, sure :) 20:36:56 <Alberth> in general though, people publish it as a stand-alone solution to a problem , and they derive properties like speed and scalability 20:37:06 *** gelignite [~gelignite@f049173176.adsl.alicedsl.de] has joined #openttd 20:37:45 <Alberth> and usually the problem is well-defined and occurs often 20:43:24 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has quit [Quit: Nettalk6 - www.ntalk.de] 20:43:35 <Rubidium> andythenorth: have you ever made a flow chart of something? 20:43:43 <andythenorth> often enough 20:44:52 <Rubidium> so, you've made algorithms. After all, a flow chart is a step-by-step "instruction" for doing something as is an algorithm. 20:46:59 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has quit [Quit: Leaving] 20:47:16 *** Quatroking [~Quatrokin@ip226-139-211-87.adsl2.static.versatel.nl] has joined #openttd 20:50:37 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 21:01:21 <supermop> https://en.wikipedia.org/wiki/Kintetsu_Ikoma_Cable_Line#/media/File:Kintetsu_Ikoma_Mike.jpg 21:03:03 <andythenorth> did V453000 make that? 21:03:07 <supermop> other questions aside, why does this funicular have overhead electrification? 21:10:36 *** supermop_ [~supermop@static-71-249-209-97.nycmny.east.verizon.net] has joined #openttd 21:11:44 <V453000> fak 21:17:09 *** supermop [~supermop@static-71-249-209-97.nycmny.east.verizon.net] has quit [Ping timeout: 480 seconds] 21:17:42 <supermop_> i seem to have quit? 21:20:43 <sim-al2> I assume they are using the traction motors to move the car, but with the benefit of being more or less balanced 21:28:31 <supermop_> seems like a lot of expense to hang wires just to power the lights 21:29:21 <sim-al2> Dual pantographs too, I'm sure it's either for the track brakes or traction motors 21:30:19 <sim-al2> https://upload.wikimedia.org/wikipedia/commons/b/be/Kintetsu_Ikoma_kosakusen_Nara_JPN_001.jpg 21:31:05 *** Krizz [~krizzmanw@156.57.227.79] has joined #openttd 21:31:28 *** Krizz [~krizzmanw@156.57.227.79] has quit [] 21:32:52 <supermop_> yeah, saw that one - first funicular level crossing i've seen 21:33:11 <supermop_> foreground line seems to missing its cable 21:33:34 *** Ketsuban [~ketsuban@2a02:c7d:a33e:4100:4563:7e67:c2fb:8f72] has quit [Quit: Leaving] 21:34:05 <sim-al2> Yeah, I think the cables are tethered to the car though, check the near car, there's a cable on the far side but not on the camera side 21:34:37 <sim-al2> Like this, cable doesn't appear behind the car: https://upload.wikimedia.org/wikipedia/ja/6/6a/Inori01a.jpg 21:37:01 <sim-al2> Check this out, cable is definetly tethered to the car end: https://youtu.be/-UlNoJPQrWQ?t=119 21:37:34 <sim-al2> The cable line is technically two different lines, it might have been out of service at the time of that photograph 21:37:37 *** Klanticus [~quassel@177.34.160.55] has joined #openttd 21:37:41 <sim-al2> *one might have been 21:39:35 <sim-al2> Hmm, 200V overhead though... 21:41:29 *** Klanticus_ [~quassel@177.34.160.55] has quit [Ping timeout: 480 seconds] 21:43:34 <sim-al2> The cars have full electric lights including headlights, and it does have a grade crossing, so I guess that's why it's an overhead collector. Some have automated announcments and other modern stuff too 21:44:09 <sim-al2> Apparently, there was a seperate "communication line", and so the electric overhead is actually offset 21:47:55 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving] 21:51:52 <supermop_> well i've certainly wasted plenty of time at work today reading about odd bits of transit infrastructure around osaka 21:52:21 <sim-al2> Did you read about the Kobe Portliner? 21:54:16 <sim-al2> Rubber-tire transit systems seem more popular in Japan as "real" transit, while outside of East/Southeast Asia they are basically just airport people movers (I'm excluding the French rubber tire metros here, because of major differences) 21:56:05 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 21:56:11 <supermop_> mexico df metro is all rubber tired 21:56:24 <supermop_> and pretty much a "real" metro 21:56:31 <sim-al2> Yeah, Montreal too 21:56:40 <sim-al2> And a bunch of French cities 21:57:29 <supermop_> got stuck on these after reading about some linear motor metro lines in osaka 21:57:38 <sim-al2> For the most part, they have rails for guidance and protection against blowouts, while the transit stuff are more bus like 21:57:56 <sim-al2> Wait, they've got linear motor stuff too? 21:58:02 <supermop_> which i got to by wodering if it would be easier to make a tiny toy monorail with a linear motor 21:58:32 <supermop_> similar to bombardier art systems 21:59:14 <sim-al2> Here's the portliner gear: https://upload.wikimedia.org/wikipedia/commons/f/f5/KNT2000_pantograph.jpg 22:00:56 <sim-al2> I mean, there's certainly advantages, like better traction and braking, and easier to have good riding characteristics, but those tires can't be cheap (and have much more friction) 22:04:02 *** roidal [~roland@62-46-139-168.adsl.highway.telekom.at] has quit [Quit: WeeChat 1.4] 22:04:14 <sim-al2> I know the Paris system was developed to reduce noise on the above-ground lines, but they have higher running costs than the regular system 22:04:40 <supermop_> in mexico i don't know the reason, 22:05:02 <supermop_> but they don't have much ice there ever despite the high elevation 22:05:22 <sim-al2> Wow, the Portliner has a three-phase third rail system 22:05:32 <sim-al2> *well, 5th rail 22:05:37 <supermop_> i think it is a function of the time it was built 22:06:31 <supermop_> hmm hour to kill until dinner reservation, 22:06:31 <supermop_> last one in the office 22:06:34 <supermop_> but too hungry for beer 22:06:55 <sim-al2> You can see the rails on the right here: https://upload.wikimedia.org/wikipedia/ja/e/ef/Portliner_8000_01.jpg 22:07:36 <sim-al2> Apparently it's only 600 volts, but still, I've never read about a three-phase system that doesn't use overhead 22:07:56 <supermop_> interesting center shunt there 22:07:58 *** Supercheese [~Superchee@50.37.122.181] has joined #openttd 22:08:19 <sim-al2> The coupler, or the track? 22:09:35 <supermop_> lay-up track 22:10:29 *** _johannes [~johannes@port-92-203-186-121.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 22:12:25 <sim-al2> Yeah, I assume it's for storage, as the line isn't really long enough for turn-back schedules 22:14:17 <supermop_> ok enough reading about trains for now, going to go get a beer and snack 22:14:58 <supermop_> still need to build a tramway in my apartment 22:17:04 <supermop_> later 22:17:05 *** supermop_ [~supermop@static-71-249-209-97.nycmny.east.verizon.net] has quit [Remote host closed the connection] 22:21:50 <Wolf01> 'night 22:21:53 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 22:27:12 *** liq3 [liq3@CPE-120-147-195-191.gdiv2.lon.bigpond.net.au] has joined #openttd 22:29:17 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 22:30:56 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has left #openttd [] 22:33:53 *** DanMacK [~3fee8a84@188.cimarosa.openttdcoop.org] has quit [Quit: Page closed] 22:34:27 *** sla_ro|master [~sla.ro@89.136.141.100] has quit [] 22:37:18 *** DrSlony [~Salamande@ssh.linux.ucla.edu] has left #openttd [WeeChat 1.3] 22:43:00 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 22:49:33 *** Defaultti [defaultti@lakka.kapsi.fi] has quit [Quit: Quitting.] 22:51:24 *** Defaultti [defaultti@lakka.kapsi.fi] has joined #openttd 23:08:23 *** Clockworker [Clockworke@201.41.0.249] has joined #openttd 23:08:24 *** Clockworker_ [Clockworke@201.41.0.249] has quit [Read error: Connection reset by peer]