Config
Log for #openttd on 10th May 2016:
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10:33:04  <Wolf01> http://img-9gag-fun.9cache.com/photo/aVP6bBd_460s.jpg heh
10:42:01  <peter1138> Yeah... what?
10:46:04  <Wolf01> mmmh usb-c cables cost more than hdmi ones
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11:06:08  <Wolf01> http://www.merkur.de/lokales/wolfratshausen/icking-ort28838/unfall-icking-18-jaehrige-verliert-kontrolle-ueber-sportwagen-6373049.html wow
11:14:41  <Samu> hi
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11:17:00  <Samu> I generated a map with the same seed with the 3 different tree algorithm.
11:17:23  <Samu>  tree_placer = 0.sav // 4,21 MB (4.419.608 bytes)
11:17:36  <Samu>  tree_placer = 1.sav // 18,7 MB (19.677.544 bytes)
11:17:54  <Samu>  tree_placer = 2.sav // 26,9 MB (28.269.848 bytes)
11:18:14  <Samu> 0 is none, 1 is original, 2 is improved
11:18:34  <Samu> the improved is generating larger saves
11:18:40  <Samu> is that intended?
11:20:15  <V453000> probably simply before it has more trees?
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11:20:25  <V453000> because*
11:21:42  <Samu> yes, there seems to be more tree density with improved
11:21:49  <V453000> -> ?
11:24:01  <Samu> but the trees are placed in the same tiles
11:24:20  <Samu> interesting
11:25:42  <Samu> oh, i'm wrong
11:26:12  <Samu> there really is more tiles with trees with improved
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11:28:02  <peter1138> still obsessing about that?
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11:28:17  <peter1138> we could disable compression
11:28:25  <peter1138> then it wouldn't affect file size
11:28:53  <Samu> :p
11:29:34  <Samu> major noticeable difference is on snow
11:29:53  <Samu> improved plants much more tiles with trees
11:30:47  <Samu> it is incredibly dense on snow
11:30:51  <Samu> in comarison
11:30:58  <Samu> comparison*
11:31:19  <peter1138> an option that changes how trees are planted changes how trees are planted. surprise!
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11:43:09  <argoneus> good morning train friends
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12:24:39  <Samu> :)
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12:32:26  <Samu> https://paste.openttdcoop.org/p8tqj8erj
12:32:44  <Samu> i improved my code a bit
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12:32:57  <Samu> the question is... it's repeated
12:33:57  <Samu> lines 5-28 are repeated exactly equally in lines 46-69
12:34:21  <Samu> how do I avoid calculating the values for both widgets?
12:35:51  <Samu> i only wanted to calculate those values once
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13:59:57  <supermop> yo
14:02:10  <sim-al2> hi
14:05:29  <supermop> so the thicker monorail track i printed is too wide for my brass monorail to run on, the the plastic one runs fine
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14:09:53  <supermop> need my macro lens
14:10:34  <sim-al2> How much track is it? I suppose the brass monorail can't be modified too easily
14:10:49  <supermop> this track is about 50 mm long
14:11:15  <supermop> the original track i had was 2 mm wide, this one is 2.5
14:12:10  <supermop> i wanted wider flanges top and bottom to insure train wouldn't fall off if turned upside down even if had worn down a bit
14:12:19  <sim-al2> ...how big is the monorail? That's pretty tiny
14:12:37  <supermop> as this 50mm track is for a bracelet
14:12:59  <supermop> 10mm for cars, 12mm for cab cars, 5mm for the bellows connecting cars
14:14:54  <supermop> new bellows, intermediate cars, and new track not made public yet want to work some things out
14:14:55  <supermop> https://www.shapeways.com/shops/metabolist
14:15:40  <supermop> also not planning to really sell on shapeways, as it isn't suited to finished pieces comprised of multiple components
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14:16:07  <supermop> or at least it doesn't have a way to have a product that is a set of multiple models
14:18:45  <supermop> also i've found that the small rings i am using to connect the track to the chain of a bracelet or necklace do not block the train from sliding off the end so need a buffer attachment
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14:21:58  <supermop> also.. i don't know who the market possibly is for this jewelry beyond my mom, with whom i have a 20 year running inside joke about monorails
14:22:51  <sim-al2> Ahhh, the dimensions make a lot more sense now. I thought you were making the world's smallest model train layout for a second
14:23:25  <supermop> sim-al2: well i thought bout that now because i wont make more than a couple as jewelry:
14:23:30  <sim-al2> Making Z-gauge look huge :p
14:24:14  <supermop> it would be very easy to make an assortment of modular track that snaps together
14:25:18  <supermop> but the price is too high with 3d printing to be a viable toy, and the monorails are too abstract to be a complement to some t or z layout
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14:29:37  <supermop> if i reworked to z scale or n could put motors in etc, but i am really going for something whimsical here not a model
14:40:38  *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd
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14:40:47  <supermop> yo Alberth
14:40:53  <Alberth> hi hi
14:42:28  <supermop> hows it going?
14:46:08  <Alberth> just home, all day hacking C code :)
14:46:35  <Alberth> gets a bit boring after a few weeks :p
14:49:21  <supermop> i wouldn't know
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15:31:10  <Alberth> that's probably a good thing :)
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16:38:53  <frosch123> SpComb: where is spbot? :)
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17:01:46  <Samu> new approach to simplify the GUI -> http://imgur.com/wveuTAV
17:01:54  <Samu> does it seem easier now?
17:02:02  <Samu> supermop_: a
17:02:34  <supermop> still dont get the !
17:02:42  <supermop> why is a human company bad?
17:02:45  <Samu> i know, i dont have a substitute
17:03:01  <Samu> imagine that image is a human face or something similar
17:03:11  <Samu> and that the newspaper is your dice
17:03:25  <supermop> oh god i read that e as a k
17:03:48  <Samu> hum?
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17:04:27  <supermop> anyway, i don't fully understand what info you want to convey so it is hard to precisely say what should be changed
17:04:42  <supermop> rg what does your patch attempt to accomplish and why
17:04:45  <Samu> i used smillies this time
17:05:00  <Samu> smillies to describe if the AIs are alive, dead or yet to start
17:05:16  <supermop> ok, what is the use case for this
17:05:55  <Samu> yellow smile is an AI yet to start, given the max no competitor value
17:06:05  <SpComb> 20:01 -!- Irssi: Reconnecting to irc.oftc.net [109.74.200.93] port 6697 - use /RMRECONNS to abort
17:06:05  <SpComb> 20:01 -!- Irssi: warning Could not verify SSL servers certificate: unable to get local issuer certificate
17:06:09  <supermop> i e who is this information most useful to, and how will they act on it
17:06:27  <supermop> brb lunch
17:06:45  <Samu> it's useful for whoever wants to configure AI or GS scripts
17:06:51  <supermop> i just don't use AIs enough to know wht the normal info usage is
17:07:34  <Samu> the numbers 1 to 15 are the company ID numbers where that script will start a company
17:08:17  <Samu> the trouble here is that AI's can only start on companies which are not occupied by a human
17:08:45  <Samu> and i think it's important to know where would the "yet to start" AIs would pop
17:09:10  *** SpBot [spbot@109.204.237.153] has joined #openttd
17:09:18  <Samu> a company can be started by either a Human player or an AI
17:09:42  *** You're now known as Guest389
17:10:19  *** You're now known as SpBot
17:10:56  <Samu> you configure a script to start on that company id number, but if a human starts first before the AI, the config of that company won't start.
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17:11:30  <andythenorth> fuck me a YT review https://www.youtube.com/watch?v=xcBx1Gmpn34
17:11:46  <Samu> but a human company can also die, autoclean or such, then that slot becomes available again for the next AI that is yet to start
17:11:50  <Alberth> o/
17:12:00  <Samu> hi Alberth
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17:12:45  <Alberth> ha, andy :)
17:13:03  <Alberth> too bad sound is dead at my machine currently
17:13:38  <andythenorth> that’s a milestone
17:13:44  <Samu> nice andythenorth
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17:14:00  <Alberth> firs frontpage news :)
17:14:14  <andythenorth> I don’t have patience for videos :P
17:14:18  <andythenorth> I need it on 2x speed
17:19:52  <frosch123> it raises the issue that someone needs to pronounce FIRS somehow :)
17:21:35  <Flygon_> I just assumed it was pronounced like how furries call themselves furs
17:21:37  *** Flygon_ is now known as Flygon
17:21:52  <Flygon> Of course, the difference being that FIRS has no creepy-ass fursuit factories
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17:23:26  <andythenorth> it’s furs, definitely :)
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17:29:08  <Samu> think i'm ready to post a patch
17:29:11  <Samu> it's been a while
17:29:49  <Samu> hard to explain how everything interacts
17:30:00  <Samu> becomes easy if you can actually interact with it
17:30:10  <Samu> at least I hope so
17:32:11  <Samu> omg i can't believe what i've done t.t
17:32:25  <Samu> big mistake, lost everything I worked on
17:34:28  <andythenorth> samu :P
17:34:39  <Samu> oh no damn... damn what can I do now to revert?
17:34:46  <andythenorth> you have version control?
17:34:57  <Samu> i went to svn and reverted all changes
17:35:05  <Samu> is it possible to undo the revert?
17:35:08  <andythenorth> since your last commit?
17:35:23  <andythenorth> some version control leaves .orig files around when reverting
17:35:30  <andythenorth> depends on the vcs and the configuration
17:35:41  <Samu> it's tortoise SVN
17:35:45  <andythenorth> sorry no idea
17:36:00  <andythenorth> if you have the files around in your editor, sometimes you can also use undo or history in the editor
17:36:10  <V453000> nice, I like how he calls newgrfs mods XD
17:36:18  <Samu> nope, i was stupid enough to close it
17:36:29  <Samu> i re-opened after doing the revert on svn
17:36:31  <andythenorth> .orig files on the filesystem?
17:36:35  <Samu> RIP my work
17:39:09  <Samu> i'm sad, almost like crying
17:39:11  <SpComb> so, tell me how to insert some lines from a file into the beginning of this logfile, where another process is currently appending to that logfile
17:39:36  <Samu> what was on my head to make such mistake
17:40:08  <Samu> i was gonna create a patch, and for some reason I first reverted the trunk folder
17:40:34  <Samu> with no patch created, everything is gone :(
17:40:52  <SpComb> `hg revert` creates .orig files, dunno about svn
17:45:43  <Samu> ah, think i recovered it
17:45:51  <Samu> it sent the files to recycle bin
17:46:00  <Samu> went to recycle bin and restored them all
17:46:07  <Samu> let's hope this is enough
17:46:37  <Samu> yes! everything is here
17:46:51  <Samu> oh gosh, what a relief, ufff
17:47:16  <SpComb> http://stackoverflow.com/questions/1521332/is-there-a-way-to-recover-from-an-accidental-svn-revert?rq=1
17:47:23  <SpComb> yeah, seems TortoiseSVN does that
17:49:17  <andythenorth> small, frequent atomic commits ;)
17:49:29  <Samu> thx for the help
17:49:30  <andythenorth> or an aggressive filesystem backup system
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17:49:59  <Samu> i don't usually care what's in the recycle bin, but this time
17:50:10  <Samu> saved my work lol
18:07:52  <Alberth> the problem with guis, it'sdoesn't make very clear what buttons are deadly, and what buttons are safe
18:08:21  <Alberth> *it
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19:03:04  <supermop> andythenorth: paused video at 19 sec after hearing open T T D and F I R S spoken out
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19:04:45  <supermop> why use z base in a video to show off FIRS....?
19:06:45  <andythenorth> I’m just happy to have a video :D
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19:10:51  <supermop> the industries that reuse baseset sprites do not do well under this
19:12:51  <_dp_> what's wrong with open T T D?
19:13:39  <supermop> _dp_: i dont think in 10 years i've actually ever heard someone speak the name out loud - so sounds quite strange
19:16:21  <supermop> "get back in the depot train!"
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19:34:50  <andythenorth> supermop: no they do not :)
19:35:11  <supermop> the magnanese mine would make a nice coal mine
19:35:21  <supermop> unless you want an open pit
19:35:23  <Supercheese> that's a great video
19:35:35  <Supercheese> really makes me want to try the new economy
19:35:57  <supermop> Supercheese: in a hot country is great
19:36:31  * Supercheese begins to update grfs
19:37:10  <supermop> haven't spent enough time with the other economies yet but the new steel mill is pretty
19:37:39  <supermop> basically everything that isn't a base set industry looks great
19:38:36  <supermop> andythenorth: no outbuildings on cobble chips tiles
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19:46:03  <NGC3982> I'm getting connection failed from my supybot when i'm trying to apconnect to my local game. The host is 127.0.0.1 (same machine), the admin port is forwarded and correctly set on both router, openttd and config file.
19:46:07  <NGC3982> Where else can i look?
19:46:43  <andythenorth> supermop: eh? you mean in chips? ;)
19:46:47  * andythenorth confused
19:46:49  <NGC3982> It has been a while since.
19:47:42  <supermop> i dont know that they need any
19:49:53  <andythenorth> they are mostly on paving slabs
19:50:01  <andythenorth> I just choose to overlook any incronguity :)
19:50:10  <andythenorth> CHIPS doesn’t aim for complete coverage ;)
19:51:08  <supermop> but the other types have various tipples or warehouses or sheds, thought the cobble ones looked a bit lonely
19:52:04  <andythenorth> could take the stone warehouse from textile mill
19:52:17  <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#textile_mill
19:53:06  <andythenorth> or the shed from glass works, but that’s quite used already in industries http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#glass_works
19:55:53  <supermop> yeah
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19:56:26  <supermop> shed from trading post, or long kiln from brickworks minus chimney too
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20:06:28  <Samu> new version out http://www.tt-forums.net/viewtopic.php?p=1168281#p1168281
20:07:52  <Samu> original topic description is outdated
20:08:00  <Samu> gosh...
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20:41:23  <supermop> Eddi|zuHause: does you magic make trains tilt? does anyone else have similar magic?
20:41:50  <Eddi|zuHause> i have not implemented tilting trains
20:42:03  <supermop> tilting turbotrains would be a nice bit of polish for ogfx+
20:42:05  <Eddi|zuHause> although it should be fairly straight forward to add
20:42:27  <Eddi|zuHause> i think some GRFs had tilting graphics
20:42:41  <supermop> also, i wonder if i can lobby andy to add tilt to iron horse for one train
20:42:51  <Eddi|zuHause> if in doubt, ask George :p
20:43:36  <Eddi|zuHause> tilting needs considerably less magic than i do
20:45:31  <supermop> heh
20:45:44  <supermop> monorails should tilt
20:46:10  <supermop> given the conceptual space they occupy in my roster
20:46:44  <Eddi|zuHause> also note the tilt flag for trains which gives a boost to curve speed
20:47:18  <supermop> not that monorails do tilt, but that ceonceivably a monorail could be built with steeply banked rails if needed
20:51:29  <supermop> polishing up ogfx+ trains could be fun
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20:53:20  <supermop> seems to be fairly well used, clearly defined concept, and well suited to piecemeal  bits of work
20:54:01  <Eddi|zuHause> supermop: i think monorails already do get a speed boost in curves compared to conventional
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20:54:21  <supermop> ah well my work is done then!
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21:09:00  <supermop> doesn't seem to make sense to supply FIRS temperate clay pits with supplies
21:09:53  <Eddi|zuHause> why? sure they also need excavation equipment and fuel?
21:10:29  <supermop> one pit on it's own will generally produce enough clay to get a bulk terminal to gung-ho even if the terminal has nothing else supplied
21:11:04  <supermop> so unless i plan on building 4 terminals for each pit on the map
21:11:28  <supermop> that extra clay is just going to clog up my network
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21:24:10  <SpComb> irclogs fixed
21:24:19  <SpComb> including the missing parts
21:24:39  <SpComb> just had to wait until midnight for the logfile to rollover and fix the 2016-05-10 one :P
21:24:57  <Eddi|zuHause> SpComb: thanks :)
21:25:28  <supermop> now to decide which industries the glass works and the metal workshop will supply, or, if i will just dump all mnsp at a central yard and let cargodist sort it out
21:26:18  <Eddi|zuHause> reports from a way too small set of people show that cargodist does a poor job at this
21:27:02  <Eddi|zuHause> you need a cargodist mode for one-source-to-many-destinations which supplies each destination equally
21:28:34  <Eddi|zuHause> which involves basically two things: 1) a finer creation of destinations other than one-per-cargo-package, and 2) a flat demand function independent of distance and stuff
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21:29:57  <supermop> otherwise going to have milk in cans, but fish and meat in bottles
21:31:06  <supermop> Eddi|zuHause: typically i avoid the "distribution yard" method for that, and rely on the fact that industries will split their production across two stations if both are similarly served
21:31:34  <supermop> and one station then serves "near" destinations, and one serves "far" destination
21:31:36  <supermop> s
21:32:30  <supermop> as long and the spokes of those distribution networks have about equal frequency and capacity it seems to work ok
21:33:27  <supermop> and if the producer of supplies if making roughly 150%+ the total 'need' for supplies i rarely have one industry not get boosted
21:34:36  <supermop> but i'll often have industries that hover right around the border between double and quadruple production for years until the system gets flooded with large surplus of supplies
21:35:15  <supermop> i wonder though - i haven't tested this much, to what extend the default 16 day cycles in cargodist are really affecting me
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21:36:05  <supermop> small networks with trucks running every 10-20 days seem to do fine
21:36:43  <Eddi|zuHause> i don't think i ever touched that setting
21:37:09  <supermop> but mines that see a train every 45 days seem like they would still easily get enough supplies every 90 days,
21:37:09  <Eddi|zuHause> it's rather meant for if you have performance trouble
21:37:42  <Eddi|zuHause> it doesn't make the distribution any better or worse, it might just be slower to react to changes
21:37:48  <supermop> but sometimes they dont, and i wonder if it is due to cd sending less cargo along those high bandwidth but high latency routes
21:37:55  <supermop> hmm
21:38:00  <supermop> must be all in my head then
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21:40:30  <FLHerne> I've been using the "mix it up, let CDist sort it out" method with supplies for a while
21:40:53  <Samu> i hate slot 1 in main menu ...
21:41:01  <supermop> like, i worry that cd will forget a supply route that runs only 1-4 times per year
21:41:04  <Samu> that invisible human player always ruining something :o
21:41:09  <FLHerne> Definitely discourages the standard tactic of dumping everything on one industry of each type, because then the distance function causes trouble
21:41:53  <Eddi|zuHause> supermop: cargodist should not "forget" lines
21:42:22  <FLHerne> supermop: Isn't that too low anyway, unless you have higher-frequency feeders later?
21:43:38  <supermop> i want to serve remote areas by dumping a train or shipload at some transfer station or outpost every few months, and then have trucks or NG trains etc feed it over to the industry
21:45:46  <Samu> how do I get rid of that invisible human company in the main menu? I'd like to avoid writing code to deal with it :(
21:48:19  <Samu> just launch openttd, open console, type companies
21:48:32  <Samu> there it is, the annoying invisible human comp
21:54:24  <supermop> for manufacturing supplies though sometimes i will have a yard where trains deliver both materials and supplies, and then a composite train takes both cargoes to the industry, ensuring the supplies are always delivered at same time as material
21:54:55  <supermop> makes for nice looking trains with a mix of cars too
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22:10:50  <Samu> hmm, there's some serious bug related to random ais
22:10:57  <Samu> can't get my head around this
22:11:54  <Samu> they don't have a configuration in a game
22:12:03  <Samu> they do in main menu
22:13:52  <Samu> in main menu, slot 1 is configured with random ai, parameters are set to have a start delay of 1 day.
22:14:54  <Samu> i start a game, i start in slot 1. I move to spectator and kill slot 1.
22:15:21  <Samu> now i'm waiting for the next ai to start, which should be in slot 1, and should also be 1 day
22:15:30  <Samu> well, it didn't start yet
22:15:44  <Samu> i'm still waiting
22:16:23  <Samu> it finally started, i don't know how long I had to wait, but definitely it wasn't 1 day
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23:40:12  <Wolf01> 'night
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