Log for #openttd on 13th November 2016:
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09:37:23  <Wolf01> o/
09:39:13  <Alberth> moin
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11:28:31  <Wolf01> How do I create a patch with git CLI? There are 3297686876 ways
11:28:38  <Wolf01> I already staged the changes
11:29:07  <Wolf01> I always get an empty .patch file
11:36:17  <Alberth> I think    git diff --staged
11:38:01  <Alberth> confirmed
11:39:01  <Alberth> committed revisions  are displayed with   git show <revision>
11:39:10  <Alberth> Wolf01:  ^
11:39:55  <Wolf01> +1
11:49:05  <Alberth> I wonder whether you can reliably reconstruct the industries at a map when loading from a Terkhen scenario format ( ) file. Couldn't a newgrf for example check for surrounding industries, and refuse to build as it misses an industry that is listed later in the file, or so?
11:49:06  <Alberth> 
11:50:11  <Alberth> In theory similar problems could exist in houses etc, I guess
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11:54:34  <Wolf01> If I don't stage a change, why does it commit it anyway?
11:55:03  <Wolf01> Oh, no, it switched panel automatically
11:55:30  <Wolf01> Mmmh, now I might need to reapply the patch
11:56:34  <Alberth> mixing CLI and a smart Gui is generally a bad idea
11:57:30  <Wolf01> Eh, CLI for git is shit, GUI for git is shit, with both I was able at least to do what I do with a single command in SVN
11:58:12  <Wolf01> If only SVN wasn't so attached to it's revision numbers...
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12:12:02  <Wolf01> Mmmh, generic functions with uint arguments.. I need to cast shit out of them
12:12:28  <Wolf01> Or conversion functions
12:13:01  <Wolf01> Another Pack-Unpack... but for 2 identifiers this time
12:19:52  <Wolf01> 2 * 5 bits, but 1st bit is shared between both, so it must be grouped apart as 2-4-4, which allows to be used as TransportType/RoadTypes
12:20:16  <Wolf01> Well, it will be funny
12:20:32  <Eddi|zuHause> maybe you can use templates instead of uint?
12:21:06  <Wolf01> I need to rewrite the rail functions, or write new ones for road only
12:21:26  <Wolf01> tunnelbridge is shared between transport types
12:21:36  <Wolf01> And uses uint for everything
12:23:22  <Wolf01> BTW, the worst problem is just in the MakeBridgeRamp function which is used by road, rail, aqueduct
12:23:42  <Wolf01> I think I'll do one for road only
12:23:50  <Wolf01> After lunch
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13:01:16  <Wolf01> Wtf changes my m4 value for road bridges? I'm setting that at last
13:07:32  <Alberth> set a watchpoint at it?
13:08:08  <Wolf01> I think it already comes malformed, must debug
13:12:21  <Wolf01> Eh... missing 3 bits...
13:17:52  <Wolf01> Now, tunnel
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14:02:01  <Wolf01> Mmmh, no NRT teammates today
14:06:43  <Alberth> seems that way
14:07:57  <Wolf01> Depots, bridges and tunnels seem to work
14:14:47  <Alberth> \o/
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14:17:26  <Wolf01>
14:21:08  <V453000> it's alive
14:21:15  <V453000> deploying slugs
14:22:45  <goodger> noice
14:24:47  <Alberth> great!
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14:33:57  <Wolf01> I wanted to watch a DVD I purchased it 2 days ago... but it's not arrived yet :(
14:39:09  <Wolf01> I might need frosch for the build station command... or somebody else which could be able to find some space for 8 bits in the array for road stops
14:40:51  <Wolf01> m4 is used for station graphics (rail), it could be used for roadtypes, but not sure if it will be needed in future even if we decided to not change station graphics with roadtype
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14:52:49  <Wolf01> o/
14:52:57  <andythenorth> o|
14:54:11  <Wolf01> Fixed bridges, tunnels and depots
14:54:29  <andythenorth> :D
14:54:32  <Wolf01> Need help for roadstops
15:09:40  <andythenorth> what’s the go? o_O
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15:11:02  <Wolf01> Cat
15:11:13  <ConductorCat> :3
15:11:31  <Wolf01> Do you get highlighted on "cat"?
15:14:53  <andythenorth> no :)
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15:18:20  <V453000> SLUG POWER
15:19:23  * andythenorth afk, watching Outback Truckers
15:19:25  <andythenorth> biab
15:19:34  <V453000> subaru?
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15:42:54  <supermop_> yo andy
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16:03:01  <supermop_> oops
16:05:00  <supermop_> this seems a bit of an overreaction:
16:05:01  <supermop_>
16:16:51  <andythenorth> o
16:16:52  <andythenorth> :p
16:16:57  <andythenorth> wtf has shutil gone?
16:17:32  <andythenorth> nvm
16:17:47  <Alberth>  :)
16:23:01  * andythenorth triggered some code designed to handle an edge case, which hadn’t been tested
16:23:03  <andythenorth> because edge case
16:24:38  <V453000> andythenorth: what is the highest capacity/speed truck in roadhog?
16:24:47  <andythenorth> err
16:25:21  <andythenorth>
16:25:30  <andythenorth> for truck is about 40t, 80mph
16:25:48  <andythenorth> for tram is 72t, 45mph
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16:26:16  <V453000> some nerd is asking :) thanks
16:27:09  <andythenorth> iz docs
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16:39:01  <andythenorth> can’t use @property decorator outside a class?
16:39:36  <andythenorth> getting weird results
16:40:27  <andythenorth> nvm
16:40:42  <andythenorth> it was a wrong thing to do in that case anyway
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17:03:26  <Eddi|zuHause> @property outside a class doesn't sound like a sane thing to do
17:07:04  <andythenorth> it was wrong
17:07:17  <andythenorth> I was just being lazy in a one-time migration script I’m writing
17:09:03  * andythenorth compiles
17:09:07  * andythenorth needs a faster mac
17:11:09  <Wolf01> Buy a PC
17:13:48  <andythenorth> I need a faster pc or mac that runs OS X, and ships in a 3lb metal enclosure with > 10 hours battery life :P
17:14:03  <Wolf01> Surface
17:14:12  <andythenorth> but will an i5 run nmlc as fast as an i7? :|
17:14:29  <andythenorth> nmlc is probably single-core, so the hyper-threading thing might be irrelevant?
17:16:19  <Alberth> project is at ssd?
17:17:05  <Alberth> hmm, may not make that much difference for nml
17:18:20  <andythenorth> mine is ssd
17:18:34  <andythenorth> new ssd will be about 4x faster though
17:18:41  <andythenorth> when I unlock my wallet :P
17:23:36  <andythenorth> 98 spritesheets migrated to a new format
17:23:51  <andythenorth> time to run the script: about 3s
17:25:29  <Alberth> text processing and building objects is likely more significant for nmlc
17:27:00  <Alberth> together with making too many copies of the objects, but it's horribly hard to find where you can safely eliminate that
17:28:20  <andythenorth> nmlc speed is mostly acceptable
17:28:49  <andythenorth> but not when my anti-virus scan is running :P
17:30:05  <digdug> hello guys, I have a question: is there any plan to implement autopresigs of ttdpatch to openttd ? It was a feature that I used really a lot and year after year I tried to start playing openttd, but always felt that missing.
17:33:09  <V453000> what does it do?
17:33:41  <digdug> it automatically converts signals to presigs when a train enters the signal block
17:34:18  <V453000> what :D
17:34:24  <digdug> (and if certain requirements are met)
17:35:01  <Wolf01> <V453000> what :D <-
17:35:21  <digdug> it you never have to manually place presigs, you just place normal signals all the time and they get converted
17:35:39  <digdug> if you build the network correctly :D
17:35:51  <Wolf01> We just use PBS
17:36:00  <digdug> it is compatible with pbs
17:36:22  <digdug> i used to have both on in ttdpatch
17:36:33  <Lejving> why can't you just place presignals?
17:37:39  <digdug> of course I can, but it's fun to see a signal block autoconverting when a train enters it, and it makes the game more accessible to newbies
17:38:12  <V453000> we don't use PBS all the time, but when I want something work in a very specific way, the game has no way of knowing when to place presignals
17:39:11  <digdug> fair enough :)
17:39:12  <Lejving> digdug, nitrous oxide is pretty funny too but you don't see me using that!... often
17:41:35  <digdug> well, I don't know :( I mean, it's a feature that made ttdpatch so accessible and easy to use, I was just wondering if anybody thought about implementing it in openttd at some  point
17:42:36  <V453000> having signals automatically convert themselves sounds to me like a newbie-friendly thing, but for anybody who wants to build something in a specific way it is more harm than anything
17:43:23  <digdug> yes, totally agree with that
17:44:41  <digdug> in ttdpatch it works if there is a block with at least 1 1way entry signal and 2 2way exit signals, it doesnt convert everywhere all the time
17:45:33  <digdug> basically it makes it trivial to build a multiplatform station entry junction
17:45:54  * andythenorth just builds PBS :)
17:46:02  <andythenorth> aren’t presignals dead, except for coop stuff?
17:46:46  <digdug> i'm confused, how do you use pbs without presigs ?
17:47:01  <andythenorth> just build PBS signals
17:47:28  <andythenorth> I know there are people who love using presignals, but eh, I don’t miss them :)
17:47:32  <Alkel_U3> ttdpatch's pbs signals are by default just presignals which also allow to reaerve a path through the block;  openttd's pbs signals are a bit different
17:47:51  <andythenorth> although depot routing is easier with presignals, with PBS trains can’t find depots
17:47:56  <Lejving> presignals are faster than pbs
17:48:13  <V453000> Alkel_U3: that is exactly the signal that openttd could use, would be nice
17:48:38  <V453000> andythenorth: any routing, in depots it is just easiest  visible due to large penalty differences
17:49:06  <Alkel_U3> V453000: rarely I would use that. I guess programable signals would cover that
17:49:17  <digdug> Alkel_U3, i see
17:49:30  <supermop_> Lejving: how faster?
17:49:40  <V453000> programmable signals are utter shit, I dont want to click each signal to see what they do
17:49:44  <V453000> imo
17:50:09  <andythenorth> where’s the need also?
17:50:23  <andythenorth> people have trains that don’t go where they want?
17:50:38  <Alkel_U3> yeah, it doesn't fulfill the dream of perfect UX :-)
17:50:55  <supermop_> play testing yaam patch has made me spend hours reading about historic signalling practices
17:51:22  <digdug> i used programmable signals for high slopes and very heavy slow trains (with multiplier x200 or more), rerouting fast trains in a specific line and slow trains on another
17:51:24  <Lejving> supermop_, it forces the choice at the split rather than at first signal as with pbs
17:51:27  <Alberth> no need, all signals of the universe are at the OpenTTD wiki :p
17:51:38  <V453000> often andythenorth
17:52:08  <V453000> digdug: that is a very specific thing
17:52:08  <digdug> but i agree, programmable signals are not very useful
17:52:26  <Alkel_U3> digdug: that sounds like routing restrictions, which is different from programale signals
17:52:33  <V453000> you can do pretty much anything with the current signals already
17:52:43  <andythenorth> just build waypoint on the hill, route slow trains through it
17:52:55  <supermop_> karn did not have a concept for how to treat non-pbs signals in his patch, so i tried reading up on other signalling regimes
17:52:57  <digdug> Alkel_U3, yes, you are right
17:52:57  * andythenorth is a low-tech man in a hi-tech world :P
17:53:45  <supermop_> there are railways on this earth that have used 2-aspect signals without trains flying through and crashing, so there must be a way
17:55:18  <andythenorth> excavate mountain, build tunnel
17:55:23  <andythenorth> proper TTD style
17:55:30  <digdug> lol
17:55:46  <Eddi|zuHause> <andythenorth> people have trains that don’t go where they want? <-- there are two different things here. people have trains that don't go WHERE they want (=> could use restricted signals) and people have trains that don't go WHEN they want (=> could use programmable signals)
17:55:56  <Wolf01> <V453000> programmable signals are utter shit, I dont want to click each signal to see what they do <- just put a floating sign above it
17:56:05  <Supercheese> eewwwww
17:56:07  <Supercheese> sign clutter
17:56:14  <andythenorth> 80 char wide, black and white
17:56:20  <andythenorth> with all the script
17:56:27  <andythenorth> they’re programmed in squirrel or something?
17:56:27  <Eddi|zuHause> you mean black and green or black and amber?
17:56:34  <andythenorth> black and green
17:56:38  <andythenorth> I do apologise
17:57:06  <Wolf01> Green phosphorus displays
17:57:09  <Wolf01> I have one
17:57:24  <Supercheese> classic
17:57:40  <Eddi|zuHause> i think i have seen one black-and-amber screen in my life
17:57:53  <andythenorth> I used to work on them
17:58:03  <andythenorth> for 3 months
17:58:07  <andythenorth> data entry
17:58:24  <Eddi|zuHause> that was 20 years ago, on a system that was at least 10 years outdated by that time
17:58:46  <Eddi|zuHause> i wonder if they still use that system today :p
17:59:11  <Wolf01> i even have one of these
17:59:38  <V453000> imdone
17:59:57  <supermop_> VFD
18:00:17  * andythenorth looks for text-based train simulators
18:00:21  <andythenorth> there were some in the 1980s
18:00:28  <Supercheese> Dwarf Fortress minecarts
18:00:30  <andythenorth> they might be just what some OpenTTD players need
18:00:45  <andythenorth> V453000: done with BRIX? o_O
18:01:40  * andythenorth needs to redo FIRS again :(
18:01:45  <andythenorth> Arctic Basic sucks
18:01:47  <V453000> no, done with how did signals get to calculator "D
18:01:53  <andythenorth> I have one vocal player who hates it
18:02:06  <andythenorth> but most of his suggestions are unworkable, because he’s looking for 1700-1900 or so
18:02:08  <V453000> XD one vocal player is always big deal
18:02:12  <andythenorth> and I’m starting around 1860 ;P
18:02:21  <V453000> that's unfortunate
18:02:32  <andythenorth> he’s correct in his diagnosis
18:02:42  <andythenorth> but most of the suggestions aren’t ones I can implement
18:02:45  <supermop_> andythenorth: im playing arctic basic in sub-tropic right now
18:02:54  <V453000> fucking heretic
18:02:54  <andythenorth> because I’m not making a historical Norwegian economy simulator
18:03:03  <Supercheese> he's crossed the streams!
18:03:17  <andythenorth> supermop_: while you’re there, you can redesign it :P
18:03:24  <supermop_> making paper out of palm trees
18:03:31  <Supercheese> papyrus
18:03:47  <supermop_> checks out
18:03:48  <andythenorth> he wants fruit, fish, alcohol, iron ore
18:03:53  <Wolf01> <V453000> no, done with how did signals get to calculator "D <- I like to explore new ways to get off topic
18:03:53  <andythenorth> which starts to look quite close to
18:04:14  <Wolf01> BTW, roadstops, now
18:04:20  <supermop_> tbh honest most of scandinavia is pretty temperate
18:04:49  <andythenorth> the current economy is quite definitely Finland
18:04:56  <andythenorth> Kyoske helped design it
18:05:01  <andythenorth> Kyosuke *
18:05:09  <andythenorth> Wolf01: nicely played
18:05:23  <andythenorth> a Basic economy that only works after 1950 is lame
18:06:08  <andythenorth> do they have sawmills in scandinavia?
18:06:18  <Wolf01> PlaceRoadStop() function receives p2 with some bits set which are documented, but inside more bits are set, I think they should all be documented to avoid passing some bit and then guessing why you get another value
18:06:58  <andythenorth> hmm
18:07:38  <andythenorth> basic economies don’t have primaries with multiple secondaries
18:07:42  <andythenorth> it’s not relaxing :P
18:08:00  <andythenorth> so forest -> paper mill and forest -> sawmill doesn’t work
18:08:11  <andythenorth> unless I add a distinction between logs and pulpwood
18:08:36  <Wolf01> Is primary economy just reduced cargo variations and byproducts?
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18:08:53  <Wolf01> Or you even reduce number of industries?
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18:10:25  <andythenorth> about 20 cargos and 20 industrites
18:10:37  <andythenorth> and most cargos have one source and one endpoint, with some exceptions
18:11:00  <Supercheese> and more import/export industries
18:11:16  <andythenorth> not more, but same, they’re important to shortcut chains
18:11:30  <Supercheese> proportionally more
18:11:33  <andythenorth> yes
18:11:36  <Supercheese> they get diluted in the extreme
18:11:40  <Supercheese> economy
18:11:42  <andythenorth> yup
18:11:59  <andythenorth> oil rigs are a PITA, because they limit viable start date of game
18:12:14  <digdug> mmhh, how hard is to customize cargo and industries ?
18:12:22  <andythenorth> not hard
18:12:38  * andythenorth has been doing it since 2008, YMMV :)
18:12:56  <digdug> nice :) is there a tutorial for it ?
18:13:38  <andythenorth> not sure
18:13:47  <andythenorth> looks not
18:13:53  <digdug> do I need some form of programming knowledge ?
18:14:11  <andythenorth> yes
18:14:17  <digdug> aww :(
18:14:35  <andythenorth> industries run code for many things
18:15:26  <digdug> so,how does it work, do you have to make a patch and compile the game with your modifications ?
18:16:00  <Alberth> you make a firs-like newgrf, and load it
18:16:59  * andythenorth wonders what the theme is for Arctic
18:17:12  <andythenorth> theme for Temperate Basic is basically ‘where andythenorth lives’
18:17:43  <andythenorth> theme for Tropic Basic is ‘export food’
18:19:24  <andythenorth> theme for Arctic was ‘high value engineering’…i.e. vehicles
18:20:01  <andythenorth> which works for modern scandinavian economies, but quite limited
18:20:21  <andythenorth> only works after 1950, and nearly all cargo goes to vehicles chain
18:21:57  <Alberth> wood processing?
18:22:09  <Alberth> or snow holidays :p
18:22:34  <andythenorth> frosty the snowman
18:22:40  <andythenorth> sledging
18:22:45  <andythenorth> pine forests
18:22:53  <andythenorth> reindeer farm
18:22:56  <digdug> are these nice newgrf available or are you make them only for you ?
18:23:21  <andythenorth> they’re on bananas (in-game content service)
18:23:37  <Alberth> ever heard of FIRS ?
18:23:39  <andythenorth>
18:23:56  <Alberth> santa claus
18:24:04  * andythenorth bbl, dinner
18:24:09  <Alberth> enjoy :)
18:24:09  * andythenorth needs a theme :)
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18:33:47  <digdug> never heard of firs
18:40:19  <Alberth> :o
18:40:59  <Alberth> download it, and install it together with a vehicle set :)
18:41:37  <Alberth> if you get firs 1, select a different economy in the parameters, as "extreme" will get you very much lost
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18:58:43  <Wolf01> Mmmh, it seem I can place roadstops on existing roadtypes, now I should check why it doesn't build the right roadtype when there's no road
19:00:35  <Wolf01> I call MakeStation then SetRoadTypes, I think I missed something around
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19:01:33  <Wolf01> Right, no road on tile, no roadtype extracted
19:01:38  *** digdug has quit IRC
19:03:02  <Wolf01> Well, shit, 2 road roadtypes made a tramtype
19:03:33  <Wolf01> Dinner time
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19:30:59  <Wolf01> Quak
19:32:06  <frosch123> hoi
19:33:18  <Wolf01> I'm not sure if it's right, but without this is impossible to build roadstops
19:34:30  <Wolf01> Maybe I should move up even the last 2 lines
19:44:09  <Wolf01> Ok, the last 2 lines are useless
20:00:02  <Wolf01> Alberth, do you remember your thoughts about drag&drop roadstops over road segments in wrong direction? Heh, now I have the same problem with different road types XD
20:00:40  <Alberth> ha :)
20:01:15  <Wolf01> I managed to overwrite the roadtype when building the roadstop, which is not what I want
20:04:56  <Alberth> hmm, good luck with that, gtg now
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20:05:36  <andythenorth> Wolf01: should I pull NRT?
20:06:08  <Wolf01> If you just want bridges and tunnels yes, or you could wait until I make a pull request
20:06:28  <Wolf01> Roadstops are the evil
20:07:28  <V453000> I knew it
20:08:42  <Wolf01> But I'm not less stupid, I used the *only* function I made to create the structure for roadtypes which doesn't do any control
20:09:34  <Wolf01> How does it work for rails?
20:10:01  <Wolf01> Can you build stations over rails? And over different rails at the same time?
20:10:09  * andythenorth exploring Scandinavia
20:10:20  <andythenorth> Wolf01: I will test
20:10:33  <andythenorth> you can definitely build over rails
20:11:13  <andythenorth> :o
20:11:28  <andythenorth> the NG rails in Termite have different widths for \ /
20:11:34  <andythenorth> oh maybe I did that as a test :P
20:12:37  <andythenorth> Wolf01: railtypes - can’t build a station over other railtypes, only the currently selected one
20:12:39  <andythenorth> BUT
20:12:51  <andythenorth> when overbuilding an existing station, can overbuild other types
20:13:02  <andythenorth> consistent eh :D
20:13:06  <V453000> XD
20:13:15  <V453000> not mirroring / \ ?
20:13:44  <andythenorth> I tried making NG narrower :P
20:13:52  <andythenorth> and I was using my test grf
20:14:09  <andythenorth> hmm economy of sweden
20:14:15  <andythenorth> hydropower is not a good ottd cargo
20:14:23  <andythenorth> nor is pharmaceuticals
20:14:32  <andythenorth> nor telco services
20:15:01  <V453000> there goes realism
20:15:03  <Wolf01> Heh, nice, to make it consistent then I'll leave it as is now: if there is already a road don't give a fuck and make it the type of the roadstop, if there is a roadstop and you build another roadtype one over it, convert that one to tram in a weird way XD
20:16:25  <andythenorth> Wolf01: just ship it, and we’ll see if it’s weird in game :)
20:16:39  <Wolf01> It is really weird, trust me
20:16:56  <Wolf01> Road A + Road B = tram C
20:17:21  <Wolf01> With one of the two initial roads underlay
20:18:00  <andythenorth> ha
20:18:03  <andythenorth> bonkers
20:19:14  <Wolf01> Also if I remove a roadstop from normal road I get... road, if I try to remove a roadstop from another roadtype I get an assert :P
20:19:39  <andythenorth> lawks
20:19:56  <andythenorth> it’s trying to restore road?
20:20:26  <Wolf01> No, it just seem that it tries to get the roadtype and there's no road
20:23:32  <Wolf01> Oh, that's how you use a function before it's definition... you just spam the declaration everywhere
20:27:49  <Wolf01> Roadstops seem to not do any magic with roadtypes
20:28:09  <andythenorth> meh no wonder the Norway suggestions are limited
20:28:18  <andythenorth> 1% of the economy is bulldozers
20:29:01  <andythenorth> most of it is oil
20:30:02  <Wolf01> c->infrastructure.road[rt] -= 2; <_<
20:31:17  <andythenorth> sweden is much more diverse
20:31:30  <Wolf01> Ok, that's the trackbit count for infrastructure, nothing related to roadtypes
20:31:32  <andythenorth> but telecoms and medicines are not useful
20:33:15  <V453000> jesus fucking christ
20:33:20  <V453000> realism foxhole
20:33:32  <V453000> rabbit hole?
20:34:41  <andythenorth> yair
20:34:50  <andythenorth> f*ckhole
20:34:53  <andythenorth> to be crude about it
20:35:02  <andythenorth> but FIRS temperate basic is 100% realism
20:36:32  <andythenorth> V453000: give me a theme for Arctic
20:36:37  <andythenorth> other than reindeer
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20:41:41  <V453000> idk, deer?
20:41:58  <V453000> snowdeer?
20:42:03  <V453000> sunnydeer?
20:42:08  <V453000> cloudydeer?
20:42:43  <V453000> idk, focus around heavy industry and wood? for arctic?
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20:42:54  <andythenorth> stuck on wood
20:43:00  <andythenorth> wood -> papermill (current version)
20:43:04  <andythenorth> or wood -> sawmill?
20:43:04  <V453000> that's what she said?
20:43:15  <V453000> why not both?
20:43:15  <andythenorth> if I do realism, there is logs and pulpwood
20:43:26  <andythenorth> moar cargos?
20:43:33  <andythenorth> moar cargos never seems to go wrong tbh
20:43:41  <V453000> do you have no use for goods / lumber?
20:43:53  <andythenorth> there is use yes
20:44:12  <andythenorth> iz Basic though, don’t want one primary -> two secondary
20:44:17  <andythenorth> confusing
20:44:28  <andythenorth> Basic is discipline
20:44:31  <V453000> lumber goes to tyre plant
20:44:33  <V453000> tada solved
20:44:34  <V453000> XD
20:44:37  <andythenorth> winner is you
20:44:37  <Supercheese> wat
20:44:45  <andythenorth> get theme, make set
20:44:52  <V453000> idk, one primary -> secondary is interesting
20:44:52  <andythenorth> no theme, no good
20:45:07  <V453000> -> 2 secondary I mean obv
20:45:20  <andythenorth> it is in Extreme and such
20:45:29  <V453000> but it has no place here yes
20:45:31  <V453000> doesn't fit
20:45:32  <andythenorth> extremely interesting much
20:45:42  <andythenorth> such discipline :P
20:45:50  <V453000> what's wrong with the current one?!
20:45:52  <andythenorth> I used to just make industries I thought were cool
20:45:53  <V453000> :D
20:45:56  <andythenorth> current one
20:46:01  <andythenorth> 1 player doesn’t like it
20:46:06  <andythenorth> also, it’s weird
20:46:15  <andythenorth> 1 player hates it actually
20:46:18  <V453000> ok
20:46:25  <andythenorth> but still weird
20:46:28  <andythenorth> too much chemicals
20:46:39  <andythenorth> and only works after 1950 or so really
20:46:41  <V453000> inform player about fucking to specific direction? :)
20:47:06  <andythenorth>
20:47:09  <V453000> chemicals are nice
20:47:16  <V453000> yes, I am looking there :)
20:47:24  <andythenorth> look at all places for chemicals :P
20:47:30  <andythenorth> I thought it would be cool
20:47:33  * andythenorth wrong
20:47:38  <V453000> that's great
20:47:40  <V453000> I like it
20:48:08  <V453000> many straight forward cargoes A->B->C and one which spices it up which makes you deliver to all other secondaries
20:48:11  <V453000> I find that good
20:48:32  <andythenorth> hmm
20:48:34  <Wolf01> Could you add more goods types accepted by city?
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20:49:05  <andythenorth> vehicles -> city? o_O
20:49:19  <V453000> XD
20:49:27  * andythenorth won’t change it without some better theme
20:49:34  <andythenorth> at least this one has a concept
20:49:37  <frosch123> andythenorth: i am sure vikings already had steam engines
20:49:39  <andythenorth> and not just realisms
20:49:46  <frosch123> viking economy :p
20:50:02  <Wolf01> Pax, mail, food, goods, vehicles, construction materials
20:50:16  <V453000> I would say this is pretty damn good andythenorth
20:50:39  <frosch123> bears, dragons, sailing cloth
20:50:42  <andythenorth> it’s pretty good as long as you want everything to be vehicles
20:50:50  <andythenorth> and not balanced with much food or anything like that
20:50:53  <V453000> that's fine
20:51:00  <V453000> isn't that what arctic should feel like?
20:51:02  <andythenorth> it plays ok
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20:51:34  <Wolf01> You could even deliver only vehicles for what does concerns me
20:51:34  <andythenorth> frosch123: dragons, ok.  But bears? :o
20:52:48  <Wolf01> Mmmmh, now I trigger an assert even when removing a roadstop on normal road
20:53:13  <frosch123> something for the kids, dragon food and stuff
20:54:17  <V453000> slug farm
20:54:20  <V453000> or gtfo
20:54:26  <andythenorth> Wolf01: do the asserts give you much useful? o_O
20:54:40  <Wolf01> Yes.. that it's not road
20:54:46  <andythenorth> for the kids, would need to deliver ipads
20:54:50  <andythenorth> and youtube stars
20:55:00  <andythenorth> minecraft economy :P
20:55:02  <Wolf01> Because it's a station, that's why
20:55:12  <Wolf01> But wtf
20:55:41  <Wolf01> assert(IsTileType(t, MP_ROAD)); <-
20:56:44  <Wolf01> Oh, now I understand... maybe trying to get roadbits from a station is not a good idea
20:59:09  <andythenorth> wood -> sawmill -> lumber, pulp
20:59:13  <andythenorth> pulp -> papermill?
20:59:19  <andythenorth> can’t take wood there directly?
21:00:06  <frosch123> Wolf01: there is GetAnyRoadBits or something like htat
21:00:25  <V453000> andythenorth: don't touch it. :D
21:00:39  <V453000> just go draw some roads :P
21:01:04  <frosch123> tram tracks and catenary :)
21:01:24  <frosch123> drive-in roadstop overlays
21:01:36  <Wolf01> Wonderful, now I managed to crash with "Datatype misalignment"
21:01:40  <V453000> OH BTW
21:01:54  <V453000> frosch123: is it possible that some recent-ish openttd version broke a part of YETI?
21:02:05  <frosch123> no idea
21:02:07  <V453000> spefically the part of consuming building materials by worker yards
21:02:14  <frosch123> unlikely
21:02:29  <V453000> fuckers found some weird behaviour today and Sylf has no clue where it's coming from sofar
21:02:40  <Wolf01> Yeah, infinite recursion!
21:05:12  <Wolf01> Uhm, tt-forums blocked by firefox because contains malware
21:05:44  <Wolf01> At least the attachments download
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21:06:48  <V453000> because it does!
21:06:53  <andythenorth> we need NRT graphics eh? :P
21:07:12  <Wolf01> We need to make NRT work
21:07:20  <frosch123> green catenary or something
21:07:50  <Wolf01> Hand me the fixed grf with no catenary tram, plz
21:08:44  <andythenorth> won’t happen tonight, but I can do that soon
21:09:01  * andythenorth has given up on FIRS
21:09:10  <andythenorth> headache I don’t need
21:09:17  <Wolf01> frosch123 fixed it, but I was unable to find it
21:09:30  <frosch123> Wolf01:
21:10:47  <Wolf01> Thx
21:12:28  <Wolf01> It is the green tram without catenary?
21:12:52  <frosch123> yes
21:13:30  <Wolf01> Oh, I expected the other one :P
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21:18:25  <Wolf01> Ok, removing the roadstop now leaves tram over the normal road
21:18:44  <Wolf01> There was no tram before
21:20:10  <Wolf01> That's because it's always valid
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21:24:40  <Wolf01> Now I managed to remove even the road and leaving tran rails without catenary... which aren't even defined O_o
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23:35:39  <Wolf01> 'night
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