Log for #openttd on 10th November 2016:
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01:37:52  <Flygon> Alright
01:37:56  <Flygon> Generated a...
01:38:02  <Flygon> Workable NZ heightmap
01:38:08  <Flygon> In just need to manually edit the coast
01:38:17  <Flygon> And smooth a few things
01:44:16  <Wolf01> I managed to start earning money on TF and now that I started to have fun it's fucking late :(
01:45:14  <Wolf01> 'night
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01:45:46  <Flygon> YEEES
01:45:50  <Flygon> I MADE A GOOD NZ HEIGHTMAP
01:45:52  <Flygon> I.. think
01:46:57  <Flygon> Did I dun goofed?
01:47:12  <Flygon> It does seem to load quite nicely in the client
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02:12:40  <Flygon> Hmmm
02:12:45  <Flygon> Rivers/Cannels need some fixingf
02:12:53  <Flygon> But I'll do that on my drawing tablet with a pen
02:12:58  <Flygon> Pressure sensitive rivers >_>
02:26:04  <supermop_> hmm yaam patch still has issue with single track
02:27:03  <supermop_> if you've got an 80 mile single track line with only one train, train drives as if creeping up on a red signal all the time
02:28:45  <supermop_> also gui signal sprites don't match the game sprites with distant aspect
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05:28:15  <Flygon> Oh jeeze
05:28:25  <Flygon> Placing water is gonna be awkward in New Zealand
05:28:28  <Flygon> Soooooooo much water
05:39:21  <debdog> I wonder how big that custom map is?
05:39:25  <debdog> in tiles
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05:55:18  <Flygon> debdog: 2048*4096
05:55:30  <debdog> neato
05:55:34  <Flygon> Are you New Zealander? I need to know if I screwed the heightmap up before I apply the Rivers
05:55:38  <Flygon> Then the Cities
05:55:44  <debdog> no, I am in germany
05:55:45  <Flygon> Then the Industries respectively
05:55:49  <Flygon> Bugger
05:56:00  <Flygon> I wanted to do my part of Australia first
05:56:08  <Flygon> But it's not a lone island
05:56:11  <Flygon> Which makes things difficult
05:56:15  <Flygon> I'd want to do the ENTIRE Australia
05:56:29  <Flygon> But I'd wanna wait for 8192*8192 or 16k*16k support
05:56:36  <debdog> hehe
05:56:43  <Flygon> Or - When we hit map sizes SO big
05:56:48  <Flygon> Timepatches are mandatory
05:56:57  <Flygon> are 64-bit OpenTTDs
06:02:17  <debdog> 64bit ones ain't common yet?
06:05:38  <Flygon> People'll complain if a feature is unavilable on 32-bit because of the fact that the RAM won't be large enough
06:50:11  <Flygon> Urf
06:50:24  <Flygon> I wish the scenario editor's land generation tools weren't so rough
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06:58:22  <Flygon> The Up and Down tools not being able to work long distances lengthways or... yeah, is really annoyinhg
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07:54:42  <Flygon> Urgh...
07:54:48  <Flygon> Craaap
07:54:50  <Flygon> These lakes
07:54:55  <Flygon> Landscaping in scenario is aaargh
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09:34:39  <Flygon> aaa OpenTTD needs a 'paintbucket' tool for lakes
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10:13:57  <Eddi|zuHause> make one...
10:20:12  <Flygon> :U Just because I know what an interrupt is doesn't mean I'm a coder
10:23:14  <V453000> doesn't water spread already?
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10:26:01  <Flygon> River type
10:26:04  <Flygon> These are mountain lakes
10:27:04  <V453000> ah
10:29:04  * V453000 is modelling AsiaStar :>
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10:47:05  <Wolf01> o/
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11:11:49  <Flygon> Oh jeeze
11:11:51  <Flygon> I'm so boned
11:12:00  <Flygon> I gotta place this major metropolis...
11:12:03  <Flygon> Wellington...
11:13:40  <V453000> can't build much shit in that area
11:14:02  <Flygon> I'm gonna have to bullshit out some flat land
11:14:12  <Flygon> Fuck realism, people gotta play this garbage
11:14:16  <Flygon> :U
11:14:33  <Flygon> IRL, the entire city is utterly insane
11:14:40  <Flygon> It's bult like something in Japan
11:14:49  <Flygon> Every usable crevace used
11:15:48  <Wolf01> Bad TT limit to build on slopes
11:16:05  <Flygon> Yeah
11:16:06  <Flygon> But...
11:16:08  <Flygon> It cannot help
11:16:22  <Flygon> For IRL reference, Wellington, New Zealand
11:16:34  <Wolf01> Yeah, I looked for it
11:17:23  <Flygon> Thankfully
11:17:28  <Flygon> The rest of New Zealand seems... er
11:17:30  <Flygon> Friendlierish
11:17:38  <Flygon> Maybe I should've just done my first scenario attempt as Victoria
11:17:39  <Wolf01> I addressed that limit allowing to build sloped stations
11:17:42  <Flygon> Less hills >_>
11:17:46  <goodger> you mean uninhabited :p
11:17:59  <Flygon> Wait, you can now build stations INSIDE slopes?
11:18:00  <Flygon> Like
11:18:05  <Flygon> Tilted platforms
11:18:29  <Wolf01> No, I only made a patch for that
11:19:43  <Flygon> Ooh
11:19:58  <Flygon> Well, graphics sets will need to catch up when it's implemented proper...
11:19:59  <argoneus> horizontal tracks over slopes when
11:19:59  <Flygon> But
11:20:02  <argoneus> also good morning train friends
11:20:06  <Flygon> That makes life a FUCKTONNE easier
11:20:14  <Flygon> Menta argon
11:20:40  <argoneus> menta?
11:20:45  <Flygon> Morning!
11:20:47  <argoneus> o
11:20:48  <Flygon> It sounds cooler :U
11:20:59  <Wolf01>
11:21:49  <Wolf01> andy didn't like them
11:23:23  <Flygon> Odd
11:23:28  <Flygon> Sloped stations do exist IRL...
11:23:32  <Flygon> Just look at Japan >______>
11:23:46  <Flygon> Standard railway
11:24:09  <Flygon> Remember that railway before the bypass where EMUs needed a pair of locomotives attached otherwise they'd get no adhesion?
11:24:11  <Wolf01> The problem about TT is that you can't say how much slope is a slope
11:25:14  <Flygon> Thing is
11:25:21  <Flygon> Curved platforms would also be a lifesaver
11:25:36  <Flygon> But that also necessitates diagonal platforms (well... you know what I mean)
11:26:41  <Wolf01> Because if a train could climb that slope it should be almost plain (or you'll need rack/cable) and if a train can use that slope it can also stop at a station, but the same slope could be seen as an almost vertical wall because you won't have mountains with 4% slopes
11:27:09  <Flygon> Ehh...
11:27:11  <Flygon> In the end
11:27:17  <Flygon> It's one of those acceptable breaks from realism
11:27:24  <Flygon> If the player plays unrealistically, that's their dig
11:27:32  <Wolf01> So, I don't see why there can't be a station on a slope
11:27:38  <Flygon> OpenTTD physics is kinda borky anyway
11:31:25  <Wolf01> An open-lomo with ttd play style (as lomo lacks almost all features of tt) might be the best game ever
11:37:34  <Wolf01> :D
11:38:22  <Flygon> ...
11:38:24  <Flygon> Uuuuuuuuuuuuuuuuuhm
11:39:24  <Eddi|zuHause> uhm... maybe i screwed myself over... this coal mine doesn't seem to accept my ship route
11:39:50  <Wolf01> <- when we'll have NRT in trunk I'll start to fiddle with state machines to try making a compact version of this
11:40:56  <Eddi|zuHause> Wolf01: try to keep it modular, so you don't have to fit one whole crossing on the map, but can vary it
11:41:25  <Flygon> At least Christchurch is managable
11:42:18  <Flygon> I should prolly determine what housing sets I wanna use before placing cities, shouldn't I
11:45:00  <Flygon> Hrrrm...
11:45:16  <Flygon> Maybe I should just keep the scenario as default as possible, and let the player add whatever they want
11:47:31  <Wolf01> speaking of real world...
11:48:58  <SpComb> 1up'd with a triple-decker?
11:49:00  <Flygon> Oh for fucks sake, Dunedin
11:49:08  <Flygon> ...
11:49:16  <Flygon> Germany, explain.
11:49:28  <Flygon> Why do you need THAT much bus?
11:50:42  <goodger> simple: most of the running costs of public transport is in the driver and maintenance of traction equipment, so expanding the capacity of individual vehicles to reduce the number of vehicles in service makes it much cheaper to run overall
11:51:54  <Flygon> ...
11:52:12  <Flygon> Okay, yes, that works in a world where the laws of physics don't come into effect
11:52:17  <Flygon> But Germany isn't OpenTTD :U
11:53:00  <goodger> the passenger sections weigh virtually nothing compared to the traction equipment
11:53:23  <Flygon> Passengers weigh a lot duiring peak hour :U
11:53:44  <Flygon> Jus because a vehicle is designed for 70 passengers, doesn't mean it can't fit 130 passengers and 4 Prams
11:53:48  <goodger> hence double-decker trains with a weight/seat ratio so much lower than their single-decker equivalents
11:54:13  <Flygon> If you filled that triple decker bus to the brim with a crush load
11:54:26  <Flygon> It's centre of gravity would probably be around the floor of the second deck
11:54:30  <Wolf01> Speaking of more important things, would be possible to make the depot having a built in path signal? So you place it and train starts if they find a path without having to place a pbs signal just outside of it?
11:54:33  <Flygon> Driver steers a bit too hard?
11:54:39  <Flygon> Phseeeew ksssshh
11:54:43  <Flygon> Instant disaster
11:55:01  <goodger> Wolf01: don't they already? I certainly use them that way :|
11:55:15  <Flygon> It's happened here with Hobart's 1067mm DD Trams
11:55:21  <Wolf01> Yes, but you need at least one pbs signal in the line
11:55:22  <Eddi|zuHause> ah... now it's using it... not sure if it's because i bought another ship
11:55:39  <goodger> that is, if all the exits of the block are path signals, the PBS overlay shows the train exiting the depot as using PBS
11:55:44  <Flygon>
11:55:53  <Flygon> Single bogie
11:55:58  <Flygon> They were completely nuts
11:55:59  <goodger> interesting
11:56:03  <Wolf01> Eddi|zuHause, 20 minute rule? But it shouldn't apply as strations start accept as soon as they see the route can deliver the goods
11:56:11  <Flygon> (Photographed during WWII, clearly)
11:56:16  <Eddi|zuHause> Wolf01: as i'm told, the 20 minue rule is gone
11:56:37  <Flygon> But, yeah
11:56:42  <Flygon> By the end of the Hobart system's life
11:56:56  <Eddi|zuHause> Wolf01: with 1 ship, the route was 77 minutes, and now it's 39 minutes
11:57:00  <Flygon> They deliberately SDized the Trams, not because they had less demand (they still had crush load DD Trams)
11:57:09  <Flygon> But because there was SO many passengers on the top deck
11:57:11  <Wolf01> If "line usage" shown it was used, it might be just that the destination didn't accept the stuff at the moment
11:57:15  <Flygon> It was unsafe as hell
11:57:22  <Eddi|zuHause> it said "no"
11:57:35  <Eddi|zuHause> and it switched to "yes" a short time after i bought the new ship
11:59:14  <Wolf01> Too much travel time
11:59:26  <Wolf01> Happened to me too
11:59:49  <Flygon> Horse and Cart, Trams, and Cars.... late 50s were an intriguing time
12:00:27  <Wolf01> I started to spam buses because I've seen that more of them you place, more passengers will use the line, don't be cheap :P
12:21:06  <Flygon> Enough work on it for tonight. I'm sure y'all can see where I fucked up. :P
12:39:29  <Wolf01> One thing I hate is that cities build roads and houses over stations and tracks, so when you have to simply add a catenary to a track you need to demolish a building
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12:40:44  <Eddi|zuHause> yeah, station bounding boxes seem a bit off
12:41:01  <Wolf01> Also upgrading a station makes all passengers go away
12:41:24  <Wolf01> And please, don't try to add a signal near a train, it will reverse... empty
12:41:40  <Wolf01> Even if you add it just after the train
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12:45:07  <Wolf01> Also, how do you make use all the tracks of a station?
12:45:07  <Eddi|zuHause> ok, shipment of coal making crazy amounts of money
12:45:29  <Eddi|zuHause> use waypoints?
12:45:47  <Wolf01> I have a terminus station which is used by many trains of the same route
12:45:51  <Eddi|zuHause> you can probably also use signals as waypoints, like in train fever
12:46:06  <Eddi|zuHause> oh, yeah... one line one platform
12:46:18  <Eddi|zuHause> try duplicating the entry, so you go ABAB
12:46:34  <Wolf01> I was able to do it before, but I can't replicate
12:46:34  <Eddi|zuHause> then every second train will use the other platform
12:47:19  <Eddi|zuHause> now, need to do something with that iron :/
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12:48:16  <Wolf01> Tools, and deliver to city before coal mine stops producing
12:48:51  <Wolf01> It's a cascading effect, I hate when a step stops working because all the chain breaks
12:50:27  <Eddi|zuHause> no tool factory nearby, but i might be able to hook up this goods thing
12:50:41  <Eddi|zuHause> still haven't built a train route
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12:56:40  <andythenorth> o/
12:56:43  <Wolf01> o/
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13:28:45  <Wolf01> :DDDDDD
13:30:42  <goodger> I know it's offtopic but I wrote this and I feel it's important:
13:34:05  <Wolf01> "If you have a second train entering the station on the same line, then you've got your wagon capacity too low. Increase the length of your trains. Reduce the train count."
13:35:11  <Wolf01> Yes, because having a 50 wagons train travelling the whole map is better than having four 12 wagon trains with a 4 platforms terminus station used by a single line
13:35:33  <peter1138> Looks cool though
13:35:45  <Wolf01> Ok, it might be a nonsense having 4 trains loading at the same time, but if the game punishes you if you don't transport it in time...
13:36:19  <Wolf01> This is exaclty a case where the feature is "play as developer want" which doesn't fit a sandbox
13:37:40  <Wolf01> And they excuse with a "is because we wanted to put the cargo in the platform, so we need to know where the train will stop"
13:39:55  * andythenorth has 20 wagon trains in current game
13:40:00  <andythenorth> 20 tile *
13:40:03  <Wolf01> 1 train per line is the solution
13:40:20  <Wolf01> 4 platforms to 4 platforms, 4 trains, 4 lines
13:41:37  <Wolf01> And magically the route planner becomes of second importance, just assign the orders like on orifinal TT, every train has it's own orders
13:43:18  <andythenorth> is TF any good?
13:43:45  <Wolf01> It is, but you need to avoid some stupid nonsense like this one
13:44:04  <Wolf01> Because rules that apply on some stations mignt not apply on other
13:44:49  <Wolf01> Also, I just switched to electric and I misses a piece of track... but where?
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13:53:21  <goodger> that is one of openttd's annoying little things
13:54:46  <Wolf01> Yes, but here you have the upgrade tool which can upgrade the entire line at once, but only if you rotate the map at 123° with 33.33333333° elevation and -2x zoom
13:54:56  <Wolf01> And still fails in some bits
13:54:56  <goodger> neat
13:56:07  <Wolf01> It could tell you where the problem is but since the pathfinder can't find a path the whole line disappear
13:56:32  <Wolf01> At least in ottd you will find the train stopped in front of the tile with missing catenary
13:58:13  <Eddi|zuHause> i'm not entirely sure why you'd need 1 platform per train
13:58:44  <Wolf01> [14:37:39] <Wolf01> And they excuse with a "is because we wanted to put the cargo in the platform, so we need to know where the train will stop" <-
13:58:56  <Wolf01> Read the thread I linked
14:02:06  <Eddi|zuHause> uhm... stupid town broke my ship routes, and i have no money to fix them :/
14:03:17  <Eddi|zuHause> also, menu music is not affected by the music volume
14:03:38  <Wolf01> Loud as hell
14:05:10  <Eddi|zuHause> need to find an autosave
14:06:20  <Eddi|zuHause> think i found one
14:07:34  <Eddi|zuHause> there should be a warning about broken routes... not just stupid main connections
14:08:39  <Wolf01> Yes, there's the warning
14:09:02  <Wolf01> But it's "somewhere the route is interrupted" like the chrismas lights
14:09:09  <Wolf01> *christmas
14:12:57  <Wolf01> Aaaaaaaaah the fucking platform changes at each travel, need to use a waypoint to fix that... 4 waypoints
14:19:49  <Eddi|zuHause> then maybe i didn't see the warning?
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14:55:46  <supermop> yo
14:55:55  <supermop> head a bit clearer today
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15:00:50  <Alkel_U3> did you get hammered after the election results? :-)
15:02:46  <supermop> no
15:11:51  <supermop> yesterday i soent 4 hours drawing rivers and correcting 'dead end' valleys in a height map, then went home and spent a couple hours doing speed and braking tests of various trains in the YAAM patch
15:12:02  <supermop> just doing mindless meditative activities
15:13:07  <andythenorth> draw some horse
15:16:16  <supermop> andythenorth: iron crane
15:16:37  <supermop> chrysanthemum horse?
15:16:38  <andythenorth> I need to finish at least one roster before starting another :)
15:17:02  <supermop> you draw africa/andes ill draw japan
15:17:45  <andythenorth> I prefer you draw africa/andes/japan :)
15:17:51  * andythenorth is not 100% serious
15:19:22  <supermop> and swiss horse and canada horse and russia horse too
15:22:46  <andythenorth> yes those
15:23:07  <supermop> maybe for research ill move to the andes, drink chicha and take ayahuasca, join the shining path for a few years
15:28:00  <Wolf01> Draw NRT
15:28:11  <Wolf01> What is missing next?
15:28:14  <Wolf01> Features
15:28:15  <Wolf01> ??
15:28:29  <Wolf01> - No houses along this road
15:28:36  <supermop> do road types need sprites?
15:28:37  <Wolf01> - No intersections
15:28:38  <Eddi|zuHause> supermop: that's probably far enough away from any floods through rising sea level
15:28:47  <Wolf01> - No curves
15:28:53  <Wolf01> - No road O_O
15:29:19  <supermop> is the Shining Path still around? can i start a franchise in the Catskills?
15:34:44  <supermop> anyway i have an 8-20 year plan. next 18-24 months will be the hard part
15:35:57  <supermop> andythenorth: what's your priority draw list
15:36:12  <supermop> also maybe i can draw new firs hotel sprites?
15:36:43  <andythenorth> maybe
15:36:46  <andythenorth> or vineyard
15:36:57  <andythenorth> there was talking of grander hotels
15:37:01  <andythenorth> lake louise style
15:37:20  <andythenorth> but if they were all wedding cake buildings, it would look silly in game :)
15:37:23  <supermop> the red-brown lodge looks out of place in some times/contexts
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15:38:41  <supermop> i mean a hotel can be different things, but as an industry in it's own right i always sort of imagined it as a lodge/resort type think
15:39:23  <supermop> like an old TB sanitorium on a european mountain, or a WPA lodge in a National Park in the western US
15:41:12  <supermop> as a regular city or suburban hotel it looks a bit odd
15:41:56  <andythenorth> it has no real layout variations
15:42:14  <andythenorth> I am a bit loathe to vary graphics, although there is precedent (grain mill / windmill)
15:42:32  <andythenorth> ideal would be something like ‘variations on a theme'
15:42:46  <andythenorth> same basic shape, maybe use company colour, or gardens or something to vary it
15:43:15  <andythenorth> there is precedent for adapting to terrain
15:43:20  <supermop> the temperate base graphics have a 60s ish hotel
15:43:27  <andythenorth> forests show cactus in desert :P
15:43:29  <supermop> with the pool on the roof
15:43:48  <supermop> peyote plantation?
15:43:51  <andythenorth> :P
15:44:07  * andythenorth must go out, biab
15:44:13  <andythenorth> if you get inspired let me know
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15:44:19  <supermop> ok
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15:55:11  <supermop> could also draw more sprites for yellow signals guy
15:55:42  <supermop> like european semaphores, american position lights...
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16:18:15  <supermop> andythenorth: grain mill varies by build year, or random?
16:19:07  <supermop> CC hotel:
16:19:09  <supermop>
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16:24:27  <Alberth> o/
16:24:40  <Wolf01> o/
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16:34:36  <andythenorth> supermop: grain mill varies by build year
16:37:52  <supermop> whats easier, 1860, 1920, 1960 hotels each 2x2 that just get built by year,
16:38:04  <supermop> or a few different layouts
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17:21:58  <andythenorth> supermop: few different layouts
17:22:03  <andythenorth> the date thing is a bit cranky
17:22:20  <andythenorth> depending on start year
17:22:43  <supermop> easier to have 3 different 'hotel' industries?
17:24:04  <frosch123> hoi
17:24:43  <supermop> i guess if you start in 1960 you might want some 19th century hotels around the map, but no new ones to be built..
17:33:57  <andythenorth> grain mill tries to do that, but it’s faff
17:33:59  <andythenorth> iirc
17:34:11  <Wolf01> Quak
17:35:51  <andythenorth> is NRT?
17:35:52  <andythenorth> o_O
17:36:17  * frosch123 is busy this weekend
17:37:12  <frosch123> so, nothing from my end in next 10 days :)
17:37:55  * andythenorth is on holiday
17:38:01  <andythenorth> but that doesn’t preclude making ottd
17:38:12  <andythenorth> but I am refactoring Iron Horse currently :P
17:42:07  <Alberth> factor cat
17:43:09  <andythenorth> cat.grf
17:43:59  * andythenorth wonders about an NRT branch for vehicle compatibility
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18:29:13  <andythenorth> hmm
18:29:14  <andythenorth> stuff
18:31:24  <Wolf01> Eddi|zuHause, 260M, you need some? :P
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18:43:54  <supermop> Wolf01: ill take some
19:08:50  <Wolf01> frosch123, andythenorth, what next?
19:09:38  <frosch123> either vehicles, or more commands
19:13:35  <andythenorth> vehicles
19:13:50  <andythenorth> motivating if we can see vehicles running around
19:14:11  <Wolf01> What is expected? Tram running on trams and trucks on road?
19:14:16  <Wolf01> *rails
19:14:47  <frosch123> heqs running on trails and normal road, other rv not running on trails
19:15:03  <frosch123> blue rv not running on red road
19:15:39  <Wolf01> Need a grf
19:16:11  <andythenorth> I can branch Road Hog
19:16:36  <andythenorth> I have to cook dinner in a minute eh
19:16:45  <andythenorth> anyone could branch Road Hog :D
19:16:54  <andythenorth> nml might need extending for extra vehicle props?
19:18:31  <frosch123> i have no idea whether rv work the same as trains with respect to track compatibility
19:18:52  <andythenorth> maybe we need an exploratory hard-coded patch first
19:18:55  <andythenorth> no grf
19:19:48  <frosch123> given that all the grf loading is already present, i don't think that makes it easier
19:20:51  <frosch123> but in any case we need a command to build a depot for another roadtype
19:23:26  <Wolf01> Did you see the pull request? If it's all ok I could merge it into road-and-tram
19:25:51  <andythenorth> Wolf01: merged
19:28:15  * andythenorth does evil
19:28:23  <andythenorth> python supports evil rather too easily
19:29:03  <Wolf01> Shit... git stuck again, I can't pull because of not existent uncommitted change
19:30:21  <Wolf01> "See output window for details"... nothing there
19:32:04  <Wolf01> Reset does nothing
19:32:38  <andythenorth> :o
19:32:42  <andythenorth> git st?
19:32:45  <andythenorth> git reset --hard?
19:32:49  <Wolf01> Yes
19:32:57  <Wolf01> I don't have changes
19:33:02  <Wolf01> Nothing to reset
19:33:10  <debdog> git status
19:33:44  <Wolf01> Your branch is behind 'origin/wolf' by 14 commits, and can be fast-forwarded.
19:33:44  <Wolf01>   (use "git pull" to update your local branch)
19:33:44  <Wolf01> nothing to commit, working tree clean
19:33:55  <debdog> hmm
19:34:01  <Wolf01> It's what I'm trying to do :D
19:34:19  <debdog> :)
19:34:24  <Wolf01> The stupid VS plugin is broken
19:34:25  <andythenorth> :|
19:34:43  <Wolf01> "plugin"... the integrated feature
19:35:42  <Wolf01> All magically works after doing pull from cli
19:36:03  * andythenorth only uses git in shell
19:36:30  <debdog> there's another way aside from shell?
19:36:53  <Wolf01> When the ide offers help...
19:37:29  <debdog> oh, ide. I am not a coder
19:42:01  * andythenorth is devloloper
19:42:10  <andythenorth> although repeating that isn’t funny any more :P
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19:46:38  <Wolf01> Save-load seem to work, I'll fix removal of different roadtypes now
19:46:47  <andythenorth> sich:)
19:47:00  <andythenorth> eh? what did I just type? :P
19:47:09  <Wolf01> :D
19:47:10  <andythenorth> was supposed to be just :)
19:47:19  <andythenorth> such refactoring
19:47:25  <debdog> lol, close enough
19:52:09  <supermop> ok, after several days of work, I think I finally corrected all of the hydrologically unsound river and valley systems on this heightmap
19:55:40  <andythenorth> ha
19:55:51  <andythenorth> should rewrite the generator :)
19:55:56  <andythenorth> landscape gen is crap :)
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19:59:24  <Wolf01> Uhm.. macro with macro
20:02:49  <Wolf01> Eddi|zuHause:
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20:08:05  <andythenorth> pyflakes :)
20:08:06  <andythenorth> hates import *
20:08:08  <andythenorth> :P
20:10:22  <Wolf01> ClearTile_Road why iterate throught roadtypes when the purpose is to remove everything on that tile?
20:11:43  <andythenorth> do you have to check who owns them?
20:12:29  <Wolf01> Mmmh, maybe
20:13:44  <Wolf01> Also, do you want road removal like rails (you can remove any roadtype) or selective removal?
20:14:10  <andythenorth> hmm
20:14:14  <andythenorth> that was discussed once
20:15:02  <andythenorth> any type I think
20:15:16  <Wolf01> Good, less work for me :P
20:15:23  <andythenorth> the road / tram split will need handled of course :D
20:15:30  <Wolf01> Now I need to figure out how to change that macro
20:20:06  <V453000> Yo humenz
20:20:38  <Wolf01> o/
20:20:39  <supermop> andythenorth: this was real heightmap
20:23:24  <andythenorth> yo V453000
20:23:31  <andythenorth> V453000: are you a bot?
20:23:45  <V453000> I yes
20:25:54  <andythenorth> can I crash you with malformed input?
20:26:53  <V453000> 1
20:30:06  <supermop> but noise or something led to there still being lots of sinkholes/blocked channels in valleys
20:30:24  <supermop> rivers not flowing to coast or in sensible channels
20:31:52  <supermop> cant the generator also take 10,000 years of anthropology into account when placing towns
20:32:43  <supermop> now i have to go through these valleys and decide where humans would have settles
20:34:44  <supermop> and of course neolithic people will settle in hilltops for defense, iron age people by waterways, industrial people by resources or connections to other settlements
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20:36:35  <V453000> Fuck off sequence initialized, print "wish humenz good night"
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21:22:40  <supermop> any trains you want kitbashed andythenorth ?
21:25:21  <andythenorth> need some wagons
21:25:42  <andythenorth> but I am automating cargo generation, so now isn’t an ideal point, the spritesheets might change :)
21:26:15  <andythenorth> the needed ones are hacks of existing sprites though
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23:00:24  <Wolf01> 'night
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