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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 10:09:17 *** Wolf01 has joined #openttd 10:09:26 <Wolf01> o/ 10:13:10 *** orudge` has quit IRC 10:13:31 *** orudge` has joined #openttd 10:13:32 *** ChanServ sets mode: +o orudge` 10:20:54 *** iSoSyS has joined #openttd 10:34:51 *** JacobD88 has joined #openttd 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 10:49:06 *** Deactivated has joined #openttd 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 :'( 11:06:30 *** Deactivated has quit IRC 11:10:51 *** Sova has quit IRC 11:21:15 *** orudge` has quit IRC 11:21:29 *** orudge` has joined #openttd 11:21:29 *** ChanServ sets mode: +o orudge` 11:22:30 *** skapazzo has joined #openttd 11:35:31 *** Sova has joined #openttd 11:45:07 *** JacobD88 has quit IRC 11:47:19 *** tokai|noir has joined #openttd 11:47:19 *** ChanServ sets mode: +v tokai|noir 11:48:10 *** tokai has quit IRC 11:49:38 *** tycoondemon has joined #openttd 12:31:09 *** orudge` has quit IRC 12:31:17 *** orudge` has joined #openttd 12:31:17 *** ChanServ sets mode: +o orudge` 12:36:38 *** iSoSySt has joined #openttd 12:39:24 *** iSoSyS has quit IRC 13:03:26 *** orudge` has quit IRC 13:03:28 *** orudge` has joined #openttd 13:03:28 *** ChanServ sets mode: +o orudge` 13:16:31 *** chomwitt has joined #openttd 13:30:47 *** plp_ has joined #openttd 13:31:29 *** plp has joined #openttd 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. 14:10:01 *** sim-al2 has joined #openttd 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? 14:30:16 *** cHawk has joined #openttd 14:33:26 <supermop_> hello 14:45:54 *** Gja has joined #openttd 14:48:04 *** sim-al2 has quit IRC 14:56:28 *** iSoSySt has quit IRC 14:57:00 *** markasoftware has quit IRC 15:04:56 *** tokai has joined #openttd 15:04:56 *** ChanServ sets mode: +v tokai 15:09:01 *** orudge` has quit IRC 15:09:19 *** orudge` has joined #openttd 15:09:19 *** ChanServ sets mode: +o orudge` 15:11:08 *** tokai|noir has quit IRC 15:12:28 *** TheMask96 has quit IRC 15:14:20 *** TheMask96 has joined #openttd 15:21:15 *** Alberth has joined #openttd 15:21:15 *** ChanServ sets mode: +o Alberth 15:21:22 <supermop_> hi Alberth 15:21:25 <Wolf01> o/ 15:22:08 <Alberth> hi hi 15:51:56 *** andythenorth has joined #openttd 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 :( 15:59:10 *** Sova has quit IRC 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 16:18:31 *** orudge` has quit IRC 16:18:37 *** orudge` has joined #openttd 16:18:37 *** ChanServ sets mode: +o orudge` 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> :) 16:31:10 *** JacobD88 has joined #openttd 16:31:43 *** Wormnest has joined #openttd 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 16:54:26 *** orudge` has quit IRC 16:54:31 *** orudge` has joined #openttd 16:54:32 *** ChanServ sets mode: +o orudge` 16:59:43 *** ZirconiumX has joined #openttd 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 :) 17:45:05 *** Progman has joined #openttd 17:46:44 <andythenorth> bbl 17:46:45 *** andythenorth has quit IRC 17:55:26 *** glx has joined #openttd 17:55:27 *** ChanServ sets mode: +v glx 17:58:33 *** smoke_fumus has quit IRC 18:01:10 *** orudge` has quit IRC 18:01:59 *** orudge` has joined #openttd 18:01:59 *** ChanServ sets mode: +o orudge` 18:03:56 *** HerzogDeXtEr has joined #openttd 18:10:41 *** gelignite has joined #openttd 18:11:29 *** JacobD88 has quit IRC 18:11:59 *** Maraxus has joined #openttd 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 18:45:11 *** iSoSyS has joined #openttd 18:48:39 *** orudge` has quit IRC 18:48:43 *** orudge` has joined #openttd 18:48:43 *** ChanServ sets mode: +o orudge` 18:51:13 *** andythenorth has joined #openttd 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 19:03:54 *** frosch123 has joined #openttd 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 19:28:58 *** Maraxus has quit IRC 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 20:21:36 *** orudge` has quit IRC 20:21:58 *** orudge` has joined #openttd 20:21:58 *** ChanServ sets mode: +o orudge` 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 20:22:44 *** ZirconiumX has quit IRC 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 20:24:21 *** ZirconiumX has joined #openttd 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) 20:56:14 *** orudge` has quit IRC 20:56:33 *** orudge` has joined #openttd 20:56:34 *** ChanServ sets mode: +o orudge` 21:02:01 *** Alberth has left #openttd 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 21:13:24 *** ZirconiumX has quit IRC 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/ 21:41:10 *** sim-al2 has joined #openttd 21:41:50 *** orudge` has quit IRC 21:43:44 *** orudge` has joined #openttd 21:43:44 *** ChanServ sets mode: +o orudge` 21:50:05 *** gelignite has quit IRC 21:53:51 *** frosch123 has quit IRC 22:02:11 <andythenorth> is bed 22:02:12 *** andythenorth has left #openttd 22:32:43 *** JacobD88 has joined #openttd 22:39:58 *** Stimrol has quit IRC 22:40:00 *** _dp_ has quit IRC 22:43:25 *** orudge` has quit IRC 22:44:28 *** orudge` has joined #openttd 22:44:28 *** ChanServ sets mode: +o orudge` 22:46:33 *** matt11235 has quit IRC 22:59:33 *** dP has joined #openttd 22:59:35 *** dP is now known as _dp_ 23:01:18 *** Gja has quit IRC 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 23:18:00 *** JacobD88 has quit IRC 23:18:52 *** Wormnest has quit IRC 23:23:57 *** HerzogDeXtEr1 has joined #openttd 23:27:44 *** Progman has quit IRC 23:29:06 *** HerzogDeXtEr has quit IRC 23:38:46 <__ln__> http://entertainment.howstuffworks.com/arts/literature/drug-or-tolkien-elf-quiz.htm 23:50:31 *** JezK has joined #openttd