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Log for #openttd on 14th February 2017:
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10:02:18  <smoke_fumus> Agora, standing on a plaza. A centerspot of a new city. https://cdn.discordapp.com/attachments/85630519307427840/280999476876017664/unknown.png
10:02:51  <Flygon> EGA OTTD
10:03:01  <Flygon> Er, no, wait
10:03:10  <Flygon> EGA doesn't have those beiges
10:03:27  <Flygon> Trying to draw browns into an EGA palette is like trying to make a Magpie not swoop you
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10:09:26  <Wolf01> o/
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10:42:05  <peter1138> actually ega had a palette but nobody used it
10:42:33  <peter1138> https://upload.wikimedia.org/wikipedia/commons/d/df/EGA_Table.PNG
10:43:00  <peter1138> nothing very beige-like though
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10:51:22  <V453000> ._.
10:59:01  <Deactivated> hmm?
10:59:30  <Wolf01> ¯\_(ツ)_/¯
11:00:13  <Deactivated> :/
11:04:34  <peter1138> http://www.ebay.co.uk/itm/152434216230?clk_rvr_id=1167869966312&rmvSB=true
11:05:21  <Deactivated> I liek botes
11:06:08  <Deactivated> Anyway enuf of botes, bye
11:06:26  <Deactivated> Have not been having much spare time of late :'(
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13:36:28  <Flygon> peter1138: Yeah. I've been doing artwork within that range for a Master System project (same 6-bit DACs used)
13:36:50  <Flygon> https://dl.dropboxusercontent.com/u/2651992/Art/Other/DirtyRatKingProject/fairiebuya192pxtestaspectcorrect.png She looks more like an Oompa Looma than a Fuzzy Fairy thing
13:37:53  <peter1138> non-square pixels are always fun
13:38:26  <peter1138> and also common when 320x200 was normal
13:38:28  <Flygon> Hahaha, you picked up me having to use those? :)
13:38:38  <peter1138> heh
13:38:54  <Flygon> 256*192 squished into what's realistically a 16:9(ish) space
13:39:44  <Flygon> The SMS really doesn't give you enough vertical resolution. But assume enough overscan (ie. assume the top and bottom 8 lines will be cut off), and you'll get a very nice crop to 16:9 on NTSC TVs.
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14:18:25  <Wolf01> Mmmmh, I'm really tempted to rewrite the split toolbar handling
14:21:26  <Wolf01> arrangable_count = lengthof(arrange_switch) / 2; <- what if is odd?
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14:33:26  <supermop_> hello
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15:21:22  <supermop_> hi Alberth
15:21:25  <Wolf01> o/
15:22:08  <Alberth> hi hi
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15:52:01  <andythenorth> o/
15:52:11  <andythenorth> ‘trona mine’ or ‘soda ash mine’?
15:52:16  <andythenorth> produces soda ash
15:57:43  <Alberth> no idea :(
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15:59:26  <Wolf01> I have a problem in SE, the tramway toolbar does not open but reuses the road toolbar if it finds it open, also the road toolbar can't change title
15:59:45  <Alberth> trona seems USA oriented
16:00:43  <andythenorth> yeah
16:00:44  <andythenorth> it is
16:00:50  <Rubidium> I'd use soda ash mine since it's more generic
16:00:50  <peter1138> too specific
16:01:04  <peter1138> for most people "mine" is enough :p
16:01:12  <andythenorth> it’s also usual that the [xyx] mine produces [xyz]
16:01:12  <peter1138> soda ash minecraft
16:01:20  <andythenorth> ha
16:02:02  <andythenorth> child #1 knows most types of rocks it seems
16:02:06  <andythenorth> due to minecraft
16:02:11  <andythenorth> obsidian, quartz
16:02:12  <andythenorth> never
16:03:17  <Alberth> ha, "I became a geoligist, as I played minecraft" :)
16:07:02  <andythenorth> ‘SODA’ as label?
16:07:13  <andythenorth> or does that conflate with ‘COLA’ :P
16:08:42  <peter1138> just reserve some labels
16:09:33  <andythenorth> SASH
16:10:11  <peter1138> i recommend labels beginning with 0x4341 or 0x9787.
16:10:44  <andythenorth> what’s NA2CO3 in hex? :P
16:11:47  <peter1138> 340d823b
16:12:15  <peter1138> mm
16:12:16  <peter1138> hmm
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16:18:46  <andythenorth> is it docks?
16:18:56  <Wolf01> Is it SE toolbar
16:19:44  <Wolf01> Better finish current things which might have a lot more possibility of be included in vanilla
16:19:47  <andythenorth> you need to split them, like the in-game toolbars? o_O
16:19:57  <Wolf01> Nah, NRT
16:20:24  <andythenorth> are tram and road toolbars separate in main game/
16:20:24  <andythenorth> ?
16:20:33  <Wolf01> Not yet
16:20:42  <andythenorth> all conditional stuff?
16:21:06  <Wolf01> No, they are effectively 2 configs using the same class
16:21:18  <Wolf01> And I think it will stay like that
16:21:46  <Wolf01> But I have some... ehm... problems in SE because it seem to be handled differently
16:22:28  <Wolf01> Once you manage to open the tram toolbar you can effectively build tramways
16:23:15  <Wolf01> If you want to compile, I already committed the base stuff, I only need the last 2 fixes
16:25:07  * andythenorth has pulled
16:25:49  <andythenorth> yes I see the problem :)
16:27:46  <andythenorth> ha FIRS has 84 industries
16:27:54  * andythenorth should delete some
16:28:24  <Alberth> nah, extreme firs would become playable :p
16:29:24  <Alberth> although such players probably don't care which industries they get precisely anyway :)
16:30:31  <andythenorth> extreme FIRS :P
16:30:42  <andythenorth> such mistakes
16:30:49  <Alberth> :)
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16:31:46  <Alberth> I guess forks still have that economy even if you remove it
16:32:07  <Alberth> on the other hand, removing is likely more work that it's worth
16:32:13  <Alberth> *than
16:32:37  <andythenorth> I use it with Busy Bee
16:32:49  <andythenorth> it’s actually acceptable with that GS :)
16:33:50  <Alberth> I agree :)
16:38:26  <Wolf01> Anime time, I'm a bit reluctant to work today
16:41:53  <Alberth> hmm, I had a nice goal for extending the line, but what was it again :p
16:45:02  * andythenorth puzzles
16:45:14  <andythenorth> Steeltown is turning into ‘Accurate Industrial Chemicals Town'
16:45:27  <andythenorth> instead of composite ‘Chemicals’ that goes everywhere
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17:11:01  <Alberth> make a chemicals economy :)
17:11:27  <Alberth> bit boring industries perhaps, all just tanks and pipes
17:12:16  <Wolf01> You will end up making ECS-like sets one economy for every set, and with all sets combined you will simulate with a good accuracy the R world
17:14:35  <andythenorth> :P
17:14:56  <andythenorth> mostly I am finding that most cargos are better with one source and one consumer
17:15:10  <andythenorth> FIRS tends to multiple consumers, and sometimes more than one source
17:15:15  <andythenorth> is headache
17:18:25  <Alberth> s/headache/challenge/
17:18:45  <Alberth> you have to make a choice, or have several such industries :)
17:18:55  <Alberth> or both :p
17:19:54  <Alberth> but in general, it doesn't matter where you bring stuff, you always get things to transport :)
17:20:24  <andythenorth> this might be done, ‘for now'
17:20:31  <andythenorth> at least until I play test again
17:20:32  <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
17:20:54  <andythenorth> chemicals are the wrong input for the foundry / steel finishing plant
17:20:59  <andythenorth> should be non-ferrous metals for alloying
17:21:05  <andythenorth> but I ran out of ports :P
17:25:51  <supermop_> trying to psych myself up to do some nml-ing
17:27:06  <andythenorth> go on supermop_, do some nml-ing ;)
17:27:47  <supermop_> don't recall how
17:28:05  <supermop_> do you have NRTHOG source i can copy?
17:28:45  <supermop_> might procrastinate by doing real work
17:29:25  <andythenorth> http://dev.openttdcoop.org/projects/road-hog/repository/changes/src/templates/roadtypes_tramtypes.pynml?rev=notroadtypes
17:29:38  <andythenorth> and http://dev.openttdcoop.org/projects/road-hog/repository/revisions/notroadtypes/show/src/graphics/roadtypes
17:31:46  <supermop_> thanks
17:35:36  <supermop_> if a road grf does not define road there will still be default road, right?
17:40:40  <andythenorth> afaik
17:41:04  <andythenorth> that’s what Road Hog does leastways
17:44:17  <andythenorth> ho, scrap yard can make non-ferrous metals :)
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17:46:44  <andythenorth> bbl
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18:28:22  <Eddi|zuHause> i hate ext2/3/4's "reserve blocks for root" feature...
18:28:34  <Eddi|zuHause> it tells you 2GB free, and suddenly it switches to 0
18:29:44  <Eddi|zuHause> at least it should report these blocks used for non-root users
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18:52:33  <Alberth> don't query disk space for root :)
18:53:18  <Alberth> vut iirc, I reduced the size, 5% or so was ridiculous on todays disks
18:53:22  <Alberth> *but
18:58:44  <Eddi|zuHause> this is my /home partition, root has no business there
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19:05:22  <andythenorth> quak
19:07:15  <Alberth> hola
19:07:30  <Alberth> eddi: reduce to 0%
19:07:52  <Alberth> although at 2GB, you have a problem anyway
19:08:00  <Eddi|zuHause> Alberth: yes, i know that. just remind 5-year-ago me to do that
19:08:20  <Eddi|zuHause> Alberth: the partition is only like 32GB or so
19:08:37  <Alberth> buy a new disk :)
19:08:39  <Eddi|zuHause> i have a 6TB raid-5 for the "big" stuff
19:09:06  <frosch123> hoi
19:09:08  <Alberth> move 32GB, reformat, move back
19:09:22  <Eddi|zuHause> this is the last bit of a 128GB SSD, which has / and a windows partition on it
19:10:22  <Alberth> so?  you can reformat a partition, at least with Linux
19:10:39  <Alberth> native BSD format is much more fun :p
19:10:48  <Alberth> no partition table :)
19:11:32  <andythenorth> sometimes 3 outputs per industry would be great
19:11:37  <andythenorth> just to avoid hard thinking :P
19:11:57  <Eddi|zuHause> andythenorth: and then? you'd just complain about 4 next
19:12:01  <supermop_> have a tile that just produces some amount of cargo 3 like a house?
19:12:25  <Eddi|zuHause> supermop_: i don't think it works like that
19:12:43  <supermop_> alternative facts
19:12:44  <Eddi|zuHause> supermop_: and even if it did, it would screw up the whole industry chain display
19:20:04  <Alberth> :o  342,000 l rubber, normal production :)
19:25:07  <andythenorth> ok, so delivering chemicals is boring / unrealism for http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#metal_workshop
19:25:10  <andythenorth> and http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#metal_fabrication_plant
19:25:33  <andythenorth> in both cases, non-ferrous metals would be much more appropriate (zinc, nickel etc)
19:26:01  <andythenorth> but I have nowhere to get them from, unless I add the full chains with mines and processors
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19:31:38  <Alberth> 32 industries seems enough to me
19:32:11  <Alberth> ho, 23 industries
19:32:51  <Wolf01> Quak frosch123, I've worked on the SE, but I have a problem with opening the tram toolbar, it works if the road toolbar is already open, but it won't open it's own, also the toolbar doesn't seem to change data (strings/icons) I've also tried to reinitialize it
19:33:04  <Alberth> steeltown lends itself more to massive transport than diverse transport, like in a hot country
19:33:45  <supermop_> add molybdenum
19:34:09  <supermop_> not for alloying, just because i like the name
19:34:16  <Alberth> lol
19:34:57  <supermop_> molybdenum mine -> molybdenum store in town
19:38:36  <andythenorth> Alberth: agreed, I’m trying to structure it so that 1000t is a normal amount from a mine or so :)
19:39:11  <andythenorth> in all my test games I’ve been trying to get 2000t/month of steel produced
19:39:15  <andythenorth> but fail so far :P
19:49:44  <frosch123> Wolf01: it doesn't even offer tramtypes in the dropdown for me
19:50:23  <Wolf01> Did you try the other button?
19:50:40  <frosch123> it builds the stuff
19:50:58  <Wolf01> Yes, once you open it, it works
19:51:09  <frosch123> well, problem is GetRoadTypeDropDownList
19:51:18  <frosch123> it also needs some decision which tramtypes are available
19:51:32  <frosch123> the thing that it build tram even clicking, even though the dropdown is empty
19:51:39  <Wolf01> It works for me
19:51:40  <frosch123> i think that is a bug, which may also fail in game
19:52:09  <Wolf01> But it reuses the road toolbar if it's open
19:52:36  <Wolf01> As in SE construction toolbar don't get closed
19:53:37  <frosch123> that's the same in game, isn't it?
19:53:52  <Wolf01> In game it closes all the toolbars of the same type
19:54:22  <Wolf01> In SE no toolbars close the others of the same type
20:00:27  <frosch123> DeleteWindowByClass(WC_BUILD_TOOLBAR); <- that closes all toolbars in-game
20:00:43  <frosch123> you can find it in ShowBuildRoadToolbar, but not in ShowBuildRoadScenToolbar
20:00:44  <Wolf01> Yes I know
20:00:55  <frosch123> the reason why tram replaced road is because they have the same window number
20:01:03  <frosch123> windowclass+windownumber must be unique
20:01:17  <frosch123> WC_SCEN_BUILD_TOOLBAR+TRANSPORT_ROAD is the same for both
20:01:48  <Wolf01> Ok, but why it doesn't open a new one for trams if no toolbar is found?
20:02:12  <frosch123> so, add a DeleteWindowById(WC_SCEN_BUILD_TOOLBAR, TRANSPORT_ROAD) to close the previous one
20:02:27  <Wolf01> No, it doesn't work, I already tried
20:02:57  <Wolf01> Just closes the toolbar and nothing new appears
20:03:24  <frosch123> yes, that's what i meant :)
20:05:57  <Wolf01> Uhm, DeleteWindowById doesn't even seem to work
20:06:11  <Wolf01> Still flashes the old toolbar if present
20:06:33  <Wolf01> Oops, missing a "_SCEN_"
20:07:19  <Wolf01> The problem is that I can't open the tram toolbar now
20:08:02  <frosch123> Wolf01: see OnInvalidateData
20:08:08  <frosch123> if (this->roadtype_identifier.IsTram()) delete this;
20:08:28  <frosch123> it's another "can_build" condition
20:08:50  <Alberth> andy, :)  it's boring if you can achieve what you aim for :p  Not being able to is much better for keeping you playing
20:08:58  * frosch123 put a breakpoint into the window destructor, and ended up there
20:09:04  <Wolf01> Meh... I even debugged that
20:09:35  <Alberth> it had more bugs :p
20:10:37  <andythenorth> Alberth: agreed, unless the gap is too large :)
20:11:51  <Alberth> frosch123 / Wolf01  there is also a child/parent relation in windows that may close sub-windows in toolbars
20:12:18  <frosch123> it's no sub-window, it's the top-level :)
20:12:18  <Wolf01> The tram toolbar now works as intended, but the road toolbar still doesn't change the title like in normal game :/
20:12:20  <Alberth> it's in WindowDescription iirc
20:12:58  <Alberth> oh, sorry
20:13:34  <Alberth> andythenorth:  then you need to play longer :p
20:14:00  <Alberth> I spend several years trying to get all industries connected with cdist
20:14:31  <frosch123> Wolf01: STR_ROAD_TOOLBAR_ROAD_CONSTRUCTION_CAPTION
20:14:47  <frosch123> should be STR_WHITE_STRING, like in the other window layouts
20:14:52  <Wolf01> frosch123: do you agree if i change it like this? bool can_build = CanBuildVehicleInfrastructure(VEH_ROAD, this->roadtype_identifier.basetype) | _game_mode == GM_EDITOR;
20:15:30  <Wolf01> Ha! The power of white strings
20:15:40  <Alberth> :)
20:16:11  <Alberth> we reserve black strings for dark magic
20:16:15  <frosch123> Wolf01: i would look for how canals do it
20:17:04  <Eddi|zuHause> so you're string racists?
20:17:21  <frosch123> Eddi|zuHause: no, we have many coloured strings
20:17:48  <Eddi|zuHause> that's what a typical racist would say
20:17:56  <frosch123> though we are not as colourful as tto
20:19:16  <Eddi|zuHause> like an american slave owner would say "look how many black people i employ"
20:20:22  <frosch123> Eddi|zuHause: look up names of villages around sydney :)
20:21:19  <Wolf01> Ok, the docks_gui just avoids the "delete this", but I don't know if it's there for a reason
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20:21:59  <frosch123> Wolf01: there is this weird setting which allows building canals when there are no ships
20:22:06  <frosch123> the same one also allows building roads
20:22:10  <frosch123> but it should not allow building tram
20:22:23  <Wolf01> In normal game
20:22:33  <frosch123> similar scenario editor should only allow tram when there is some tram available
20:22:35  <Wolf01> But in SE should be possible
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20:22:46  <frosch123> so, i think just "allow anything in se" is too simple
20:23:18  <Wolf01> No, I mean there's already the check in the dropdown which disables the button
20:23:50  <frosch123> well, this is about closing the window if the setting is changed or something
20:23:59  <frosch123> anyway, i think we need a new function to call
20:24:07  <frosch123> i guess that test will be in multiple places
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20:24:26  <frosch123> but no idea, may require collecting them first
20:33:11  <Wolf01> BTW, it's ok you can't build infrastructure for the roadtype, but tracks should be allowed
20:35:55  <Wolf01> I never tried, one player's tramways could be used by other players like roads?
20:37:13  <frosch123> yes
20:37:24  <frosch123> tram is also not removed on bankrupt
20:37:32  <frosch123> but is transfered to OWNER_NONE
20:37:40  <frosch123> and can then be removed by everyone
20:37:42  <frosch123> like canals
20:37:43  <V453000> iz cat?
20:37:46  <V453000> dog?
20:37:48  <V453000> slug?
20:38:04  <Wolf01> Shitzilla
20:38:56  <Wolf01> So, I don't have trams and I shouldn't be able to build tramways
20:39:33  <Wolf01> But I'm able to build roads even if I don't have any vehicle
20:39:47  <frosch123> because of town growth
20:39:52  <frosch123> (i guess)
20:40:00  <frosch123> but i did not invent that setting :)
20:40:34  <frosch123> maybe the problem is that that setting is older than railtypes
20:40:46  <frosch123> it already behaves weird with railtypes
20:40:55  <frosch123> and now it behaves weird with road and tramtypes
20:41:31  <Wolf01> Railtypes simply close the window directly if one can't build it anymore, but for both is just a gui problem
20:42:22  <frosch123> but it somehow tries to compromise between "player builds stuff and then discovers there are no vehicles available, so all money is lost" and "player wants to build stuff just to make stuff look somehow"
20:42:26  <Wolf01> CanBuildVehicleInfrastructure only tells you if you have vehicles for that transport type
20:43:57  <Wolf01> Yup, I noticed that with early HAUL
20:44:10  <Wolf01> No vehicles but still able to build everything
20:44:26  <Wolf01> Because it just checks the basetype
20:44:50  <Eddi|zuHause> roads were exempt from the setting because it's most likely you'd want to build them despite not using road vehicles
20:45:31  <Wolf01> Ok for vanilla roads, but why should I be able to even build HAUL road? (not speaking for HAUL infrastructure)
20:46:10  <frosch123> yeah, in-game normal road is the only exception
20:46:21  <Eddi|zuHause> you could use the "can be used for town growth" flag to limit the exception
20:46:26  <frosch123> in scenario all types should be available which become available at some point
20:46:34  <frosch123> but also not those which have no use whatsoever
20:47:23  <Wolf01> andythenorth, with HAUL you used the same id of ELRD or you disabled it in some way?
20:48:28  <andythenorth> I don’t have any ELRD vehicles in Road Hog...
20:48:33  <andythenorth> so it won’t appear?
20:48:36  <Wolf01> Because I'm able to build ROAD and HAUL, I see no trace of ELRD and HAUL has id = 2 (while ELRD should be 1)
20:49:28  <frosch123> Wolf01: sounds correct, doesn't it?
20:49:34  <Wolf01> The dropdown already filters with available vehicles, the same should be used in CanBuildVehicleInfrastructure
20:49:43  <frosch123> ROAD and HAUL are buildable because some vehicle will be available somewhen
20:49:52  <frosch123> ELRD is not buildable because there are no vehicles ever
20:50:17  <Wolf01> But if I leave out the filter in the dropdown it let me build it
20:50:24  <Wolf01> Which is inconsistent
20:50:39  <frosch123> so, no validation in the command :)
20:52:54  <Wolf01> It would let me open the toolbar too, because the delete is only for trams
20:53:08  <Wolf01> So it's just a gui problem
20:53:30  <Eddi|zuHause> i thought it was meant to only affect the GUI
20:53:33  <Wolf01> The same check should be in the command too
20:54:52  <Wolf01> Eddi, the problem is that ROAD, ELRD, and HAUL are the same for the check
20:55:37  <Wolf01> (also are ROAD, RAIL, and ELRL, but that's handled in the gui directly)
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21:05:59  <Wolf01> We should get an agreement on how to fix this thing
21:13:06  <frosch123> https://paste.openttdcoop.org/pnyij7sau <- i would expect something like that
21:13:14  <frosch123> no idea how far that matches with the current behaviour
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21:13:49  <Wolf01> Yup
21:15:47  <Wolf01> How it was the git diff command again? I already staged changes but it creates an empty file
21:16:08  <frosch123> git diff --cached
21:16:30  <Wolf01> "git help diff" doesn't work -.-
21:17:16  <Eddi|zuHause> git show?
21:17:26  <Wolf01> https://paste.openttdcoop.org/ppls1aleu <-
21:17:54  <Wolf01> This closes the gui when I select a roadtype with no available vehicles
21:18:08  <Wolf01> (disabled dropdown filter just for test)
21:19:09  <Wolf01> But it's a duplication and I don't like it
21:19:37  <frosch123> we need a similar function like CanBuildVehicleInfrastructure
21:20:20  <frosch123> one which also accept "consider_current_date", "company/gamescript/scenedit" and "specific road/railtype"/"any road/railtype"
21:21:08  <Wolf01> So a CanBuildVehicleInfrastructure on steroids
21:21:10  <frosch123> then that function can be used in commands, gui button enable/disable, hotkey handling and ...
21:22:45  <Wolf01> I could start by moving the checking code into the switch, as it is different for every transport type (maybe ships and airplanes could be shared, until andy invents a new kind of ship)
21:23:24  <andythenorth> such ship
21:24:08  <Wolf01> NotShipTypes
21:24:22  <frosch123> Wolf01: i guess V will just make a landscape grf that swaps water with land sprites
21:24:40  <Wolf01> Ha, water mountains!
21:24:40  <frosch123> so all vehicles drive in water, and ships are stuck on land
21:26:02  <andythenorth> ice roads
21:26:06  <andythenorth> ships are iced in
21:26:17  <andythenorth> mountains are icebergs
21:26:21  <andythenorth> plausible? o_O
21:26:43  <Wolf01> I think it could work as water depths if you turn your monitor upside down, but it really breaks the illusion of all the other things
21:26:59  <frosch123> i was more thinking along pudding in vanilla sauce
21:27:10  <andythenorth> also plausible
21:29:33  <Eddi|zuHause> i had great fun in TTO with trains driving on water
21:30:37  <frosch123> i think that was also presend in ttd
21:30:51  <frosch123> so likely you can display "miscfixes" in ttdp and play with it
21:30:59  <frosch123> s/display/disable/
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22:02:11  <andythenorth> is bed
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23:04:14  <supermop_> no trolley wire for mud yard tramway
23:04:22  <supermop_> save a tramtype slot
23:04:47  <supermop_> maybe ruins little HEQs trams
23:06:56  <supermop_> but i don't think andy will be updating HEQs for NRT anytime soon
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23:38:46  <__ln__> http://entertainment.howstuffworks.com/arts/literature/drug-or-tolkien-elf-quiz.htm
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