Times are UTC Toggle Colours
00:01:42 *** Samu has quit IRC 00:09:18 *** Supercheese has joined #openttd 00:20:59 *** DDR has joined #openttd 00:27:36 *** HerzogDeXtEr has quit IRC 00:28:25 *** HerzogDeXtEr has joined #openttd 00:33:06 *** Arveen has quit IRC 00:36:07 *** DDR has quit IRC 00:37:16 *** DDR has joined #openttd 01:04:34 *** DDR has quit IRC 01:22:04 *** Eddi|zuHause2 is now known as Eddi|zuHause 01:24:06 *** FLHerne has joined #openttd 01:54:20 *** Extrems has quit IRC 01:57:34 *** Extrems has joined #openttd 02:10:11 *** glx has quit IRC 02:11:29 *** Biolunar_ has joined #openttd 02:18:28 *** Biolunar has quit IRC 05:12:55 *** sla_ro|master has joined #openttd 05:42:27 *** Deactivated has joined #openttd 05:42:35 *** Deactivated has quit IRC 05:43:53 *** Deactivated has joined #openttd 05:59:46 *** sla_ro|master has quit IRC 06:15:34 *** Hiddenfunstuff has joined #openttd 06:33:16 *** Progman has joined #openttd 07:02:17 *** andythenorth has joined #openttd 07:09:43 <andythenorth> o/ 07:28:13 *** Wolf01 has joined #openttd 07:29:05 <Wolf01> o/ 07:31:28 <andythenorth> such test games are needed 07:31:41 *** Arveen has joined #openttd 07:31:42 <Wolf01> Yeah, also test 07:31:45 * andythenorth made a lot of FIRS changes without testing yet 07:31:51 <Arveen> g'morning d00ds 07:32:07 <Wolf01> *also unit tests 07:32:29 <Wolf01> I was thinking about a functional test framework for grfs 07:34:22 <Wolf01> The problem of everything I think about is that points to a modular code :( 07:35:23 <Wolf01> Like using the OTTD code for (external) tools 07:37:26 <Wolf01> We could always have internal ones, like the sprite aligner etc 07:55:20 <Wolf01> Mmmh, I'm still with the idea that yesterday was friday and today is saturday 08:03:51 *** JacobD88 has joined #openttd 08:05:57 <Eddi|zuHause> try this: yesterday was friday, and today is also friday 08:06:15 <Eddi|zuHause> or today is both friday and sunday 08:06:55 <Wolf01> Eh, totally not sunday, I don't want to lose another day XD 08:11:40 <argoneus> is anyone here using win10? 08:12:19 <Wolf01> Nope, I don't see anyone, but I'm using it 08:12:30 <argoneus> did you have trouble updating 08:12:32 <argoneus> to creators update 08:12:35 <Wolf01> No 08:12:38 <argoneus> ucky 08:12:39 <argoneus> lucky 08:12:43 <Wolf01> Only 1 hour wasted 08:12:44 <argoneus> it kept freezing for me 08:12:49 <argoneus> you'd never guess what the solution was 08:12:55 <Wolf01> Reinstall 08:12:59 <argoneus> I had to remove the sata cable from my dvd drive 08:13:02 <argoneus> ???????????? 08:13:03 <Wolf01> Lol 08:13:21 <Wolf01> Usually are external drives the problem 08:13:42 <argoneus> but why 08:13:55 <Wolf01> To avoid it I usually unplug them before the update, but this time I forgot and it was fine 08:14:51 <Wolf01> Do you have any specific driver installed for the dvd drive? 08:15:13 <argoneus> no 08:15:31 <Wolf01> Dunno, then 08:16:59 <Wolf01> I have another problem instead... I can't purchase the endless space dlc because it's now included in the collection, and they didn't unlock it for me :( 08:20:20 <andythenorth> ha 08:20:32 * andythenorth might add industrial trains to Road Hog 08:20:37 <andythenorth> separate to trams 08:20:42 <andythenorth> just to mess with people :P 08:27:04 <Eddi|zuHause> Wolf01: doesn't steam offer you a "complete your collection" package? 08:27:09 <Wolf01> No 08:27:14 <Wolf01> I already have the game 08:27:30 <Eddi|zuHause> yeah, go to the game's store website 08:27:58 <Wolf01> The dlc is now part of the game edition I purchased back in 2012 08:28:19 <Eddi|zuHause> go to game properties and recheck data? 08:28:40 <Eddi|zuHause> or talk to steam support 08:29:20 <Wolf01> Tried everything, check game files, re-log in steam, ask for help... they said to remove the game from the library and purchase it again... 08:29:46 <Eddi|zuHause> then try to get it refunded 08:30:25 <Wolf01> Ok, it's 1€, but I have some more content which I purchased with the game and I don't know if it's included in the new packet 08:31:22 *** Samu has joined #openttd 08:31:31 <Samu> hi 08:32:10 <Eddi|zuHause> i think there's a "the game is now cheaper than when i bought it" option for refunds 08:32:20 <Wolf01> There is :D 08:32:26 <Eddi|zuHause> which probably applies if you refund all the dlcs 08:32:35 <Eddi|zuHause> and buy the new base game 08:33:07 <Wolf01> There is no more the base game, only the "complete collection" 08:34:22 <Eddi|zuHause> and if you put the collection into the cart, it doesn't only get the missing dlcs? 08:35:09 <Wolf01> No, it's not a bundle 08:35:16 <Eddi|zuHause> anyway, i'd try the refund-game-and-all-dlcs way 08:41:26 <Wolf01> I'll try 08:58:49 <argoneus> I wish I could be a neet 08:58:58 <argoneus> whenever I feel like doing something fun like coding something for openttd or other games 08:59:03 <argoneus> I'm usually tired from the day 08:59:05 <argoneus> :( 09:02:03 <Wolf01> At least you don't panic when you start try to code something 09:03:43 *** Alberth has joined #openttd 09:03:43 *** ChanServ sets mode: +o Alberth 09:03:58 <Wolf01> I'm like this for a week so far... I open VS, look at the code, panic, and leave it minimized 09:04:00 <Wolf01> o/ 09:09:10 *** Supercheese has quit IRC 09:10:22 <Samu> i'm currently trying a patch to generate lock friendly town bridges over rivers 09:17:37 *** JacobD88 has quit IRC 09:17:50 *** andythenorth has quit IRC 09:17:56 <Wolf01> BTW Eddi|zuHause, Transport Fever is now officially playable 09:22:17 <Wolf01> https://steamuserimages-a.akamaihd.net/ugc/97232749914886596/BC5353B25A5026F7467FF166A474E14DD2DE90C1/ :O 09:23:31 <Wolf01> https://steamuserimages-a.akamaihd.net/ugc/81470688491568427/FC6901C0992D8C88FB8A99E735FBEE2351A71783/ LOL 09:23:40 <Wolf01> We need one for OTTD too 09:24:36 <Arveen> what does officially playable mean ? 09:25:02 <Arveen> was there a patch of interest ? 09:25:28 <Wolf01> You can play it without figuring why things don't work because stupid limitations, like terraforming near roads/tracks 09:25:54 <Wolf01> Also they finally added double-slip junctions 09:26:12 <Eddi|zuHause> oh, i've even seen some of that original episode with the cars on tracks :p 09:26:41 <Wolf01> It still miss one way roads and a sort of traffic control on road crossings (with enough traffic it seem to be like in India) 09:26:42 <Arveen> i was kind of interested in this game until i noticed the way how trains work is not like ottd 09:27:09 <Wolf01> Also now it's finally possible to force replace the vehicles 09:27:27 <Eddi|zuHause> Arveen: how is that a problem? 09:28:04 <Arveen> i like to build ottdcoop like networks 09:28:39 <Samu> damn asserts 09:28:50 <Eddi|zuHause> coop's a bit tricky without multiplayer :p 09:28:55 <Wolf01> Eh :D 09:29:36 <Wolf01> I would like to have an italian train set... 09:29:42 <Arveen> i did not look the game up after its initial release but back then it looked to me like you cant build complex networks 09:30:03 <Wolf01> Oh, you can, but they might not be profitable 09:30:16 <Samu> why am I getting an assert 09:30:39 <Samu> IsValidTile(bridge_tile + delta_side) && IsWaterTile(bridge_tile + delta) && IsInclinedSlope(GetTileSlope(bridge_tile + delta_side)) && IsRiver(bridge_tile + delta_side) 09:31:11 <Eddi|zuHause> the biggest problems with complex networks were that you couldn't put switches and bridges where you wanted them 09:31:41 <Samu> ah, i see 09:31:47 <Samu> delta_side check 09:31:49 <Eddi|zuHause> always some weird "slope too steep" or "pillar collision" or just general "collision" errors 09:31:50 <Samu> is wrong 09:32:28 <Wolf01> They reduced those problems, now you are more freedom 09:32:32 <Wolf01> *have 09:32:43 <Samu> i was adding the wrong delta :( 09:34:43 <Samu> generating a 4k map 09:34:56 <Samu> let's see if it doesn't error now 09:37:34 <Alberth> o/ 09:37:44 <Alberth> wolf, just delete the code ? 09:37:56 <Wolf01> Eh ;D 09:38:42 <Wolf01> BTW, Arveen, the biggest difference with OTTD is that lines use only one platform in stations, so you can't have 25346 trains for the same line waiting in the station, and doesn't make sense to have them 09:39:25 <Arveen> ah yeah, i think that was another thing i noticed when watching some twitch streams 09:39:52 <Wolf01> https://youtu.be/oashiyoBGS0 09:40:42 <Eddi|zuHause> yeah, you cannot "load balance" between two platforms, that is a bit annoying if you have many lines that arrive infrequently 09:40:54 <Wolf01> Build more platforms 09:41:02 <Eddi|zuHause> or one line that is really frequent 09:41:17 <Wolf01> Build yards before stations 09:41:29 <Wolf01> And use lots of waypoints :D 09:42:02 <Eddi|zuHause> "one platform per line" is a bit space-inefficient 09:42:35 <Samu> generating 8192 rivers and 12032 towns 09:42:53 <Samu> ought to be enough to check if it asserts or not 09:43:26 <Wolf01> I have 5 trains on a steel mill, 3 steel and 2 iron ore, the station in just 2 platforms, the incoming track is split in 2 with waypoints and signals to accomodate 2 trains so it won't block the other route 09:44:44 <Wolf01> And since it almost matches my OTTD game style, I'm not so baffled about having stations with 2 platforms, or even one 09:47:17 <Eddi|zuHause> i'm not worried about putting 3 input lines on 1 platform, and 2 output lines on 1 platform. 09:47:27 <Eddi|zuHause> i'm worried about 5 input lines on 3 platforms 09:47:58 <Eddi|zuHause> which are not synchronized, so however you distribute them, 2 trains will eventually arrive to the same platform 09:48:20 <Eddi|zuHause> and then the second train will wait there, while another platform clearly is free 09:48:55 <Wolf01> Oh, the most annoying thing of all: stations are separate between freight and pax, trains can enter each station (and have the wrong type in the orders too) 09:50:27 <Wolf01> I usually have that problem with these stations, as I build them in couple, so I can't even upgrade them because they block each other and I end up with like 6 lines in 2 platforms 09:51:44 <Eddi|zuHause> yeah, it's so easy to put down the wrong station 09:52:03 <Eddi|zuHause> and you can't change over to the other type 09:52:16 <Eddi|zuHause> and you cannot rebuild them, because they have slightly different layouts 09:52:28 <Wolf01> https://steamuserimages-a.akamaihd.net/ugc/803451918765 <- I usually end up with this shit :D 09:54:23 <Eddi|zuHause> 404? 09:54:37 <Wolf01> Lol? 09:55:01 <Eddi|zuHause> link is probably incomplete 09:55:12 <Wolf01> https://steamuserimages-a.akamaihd.net/ugc/80345191876527996/90145C91A4DE086B9C80547F 09:55:15 <Wolf01> Yup 09:55:28 <Eddi|zuHause> still 09:55:47 <__ln__> Not found 09:55:47 <Wolf01> Is steam stupid? I'm copying the entire link 09:56:10 <Wolf01> https://steamuserimages-a.akamaihd.net/ugc/80345191876527996/90145C91A4DE086B9C80547F1568F4F375CBDFBA/ 09:57:16 <Wolf01> https://steamuserimages-a.akamaihd.net/ugc/80345191876535982/D6FBE32A31D4EFAB1BD4C8C23DDA70C08C1D3DF5/ foook traffic 09:57:51 <Eddi|zuHause> that's a nice and tidy stockpile there :p 09:58:12 <Eddi|zuHause> and that definitely needs a more elaborate crossing 09:58:45 <Wolf01> It needs traffic lights, roundabouts and oneway roads 09:58:50 <Eddi|zuHause> that was also the first mod i downloaded for cities:skylines, allowing to modify crossings to forbid left turns and stuff 09:59:44 <Eddi|zuHause> nothing worse than a 6 lane road which blocks because some random guy wanted to turn left and block 3 opposing lanes 10:00:07 <Wolf01> On the first image, top-right, I destroyed that intersection and made it as a complete overpass with 4 ramps, but cars still keep use the wrong ramps :( 10:01:02 <Eddi|zuHause> i've not actually played much beyond 1950 10:01:17 <Wolf01> They should implement "prefer turn right if you can reach the same destination" 10:01:18 <Eddi|zuHause> so i didn't encounter that type of traffic problems 10:03:45 <Wolf01> I'm playing with "daylength" at 4x or 8x, this save has something like 40 hours on it and I just arrived to 1992 10:05:57 *** HerzogDeXtEr has joined #openttd 10:09:40 *** Hiddenfunstuff has quit IRC 10:38:38 *** Deactivated has quit IRC 10:47:37 *** FLHerne has joined #openttd 10:50:12 *** TheMask96 has quit IRC 10:50:14 *** TheMask96 has joined #openttd 11:39:26 *** keoz has joined #openttd 11:48:21 <Wolf01> https://www.hanselman.com/blog/SettingUpAShinyDevelopmentEnvironmentWithinLinuxOnWindows10.aspx 11:48:34 <Wolf01> I should do some of this stuff 11:52:06 <Alberth> standard unix configuration :) 11:58:19 <Wolf01> I'm thinking about installing xming on windows 12:00:49 <Alberth> you have a remote unix system? 12:01:10 <Alberth> iirc that windows ubuntu thingie can also open X programs 12:01:12 <Eddi|zuHause> i don't really have a windows 10 to play around with 12:01:58 <Alberth> it's a bit silly imho, installing OS B inside OS A to run B programs 12:02:38 <Eddi|zuHause> how is that more silly than installing wine to run windows programs on linux? 12:02:48 <Alberth> it's not 12:04:01 <Wolf01> <Alberth> iirc that windows ubuntu thingie can also open X programs < Not yet, WSL doesn't have an xserver 12:04:56 <Wolf01> And since it doesn't have kernel access, you can't just install one in ubuntu 12:09:31 <Alberth> I was quite sure I read that recently, but can't find it :( 12:10:38 <Eddi|zuHause> but shouldn't a windows-x-server suffice? 12:11:17 <Wolf01> Yep, that's why I said to install xming or similar 12:12:58 <Alberth> ha, blog says to "export DISPLAY=:0", something we stopped doing since ssh connections became standard :) 12:13:28 <Wolf01> Yeah, but no xserver on display 0 12:14:21 <Wolf01> I would like if they add one by default, so one shouldn't need mingw crap 12:14:48 <Wolf01> *cygwin/msys 12:19:23 *** frosch123 has joined #openttd 12:20:08 <Wolf01> Quak 12:20:24 <frosch123> moi 12:26:43 <Arveen> Oink 12:28:48 <Alberth> o/ 12:39:25 <Samu> rivers aren't generated in tropic anymore? 12:40:09 <Alberth> were they ever ? 12:40:14 <Wolf01> Yes 12:40:16 <Samu> yes 12:40:30 <Wolf01> We removed rivers \o/ 12:40:39 <Samu> testing r27854 and i don't see rivers being generated, weird 12:41:14 <Wolf01> Time to update the topic with "- Feature: removed rivers from tropic because yes" 12:41:37 <Samu> tested in temperate tileset, and they're generated here 12:41:43 <Samu> what happened 12:43:39 <Samu> they're also generated in arctic 12:44:30 <Samu> and in toyland too, just tested 12:44:34 <Samu> why not tropic? 12:55:51 *** FLHerne has quit IRC 12:58:30 *** FLHerne has joined #openttd 13:01:20 *** sim-al2 has quit IRC 13:08:08 *** andythenorth has joined #openttd 13:08:45 <andythenorth> isn’t it 13:09:06 <peter1138> no 13:11:20 <LordAro> maybe 13:13:13 <andythenorth> it might have been 13:13:26 *** DDR has joined #openttd 13:13:40 <andythenorth> Samu: tropic just doesn’t generate rivers much 13:13:44 <andythenorth> nobody knows why :) 13:22:09 <peter1138> it's dry :p 13:24:45 <supermop> depends on where tropic is i guess 13:25:56 <andythenorth> it’s somewhere without rivers 13:26:03 <andythenorth> also somewhere without mountains eh 13:26:41 <andythenorth> it’s a bit better without TGP 13:27:17 <andythenorth> at least original generator had the idea of half rainforest / half desert 13:27:28 <andythenorth> instead of all flat, unfeatured 13:29:14 <andythenorth> original tropic has crap coasts though 13:31:28 <andythenorth> peter1138: why does TGP bother with so many lines of crap for tropic? o_O 13:31:34 <andythenorth> it doesn’t need to do all that, just to make flat 13:32:05 *** cHawk has quit IRC 13:38:44 <Eddi|zuHause> andythenorth: richk was a bit... strange? 13:39:32 <andythenorth> it’s l 13:39:41 <andythenorth> * literally just lies 13:40:02 <andythenorth> “Desert landscape is handled different to all others to give a desert valley between two high mountains.” 13:40:05 <andythenorth> is not the case 13:40:13 <andythenorth> :) 13:40:24 <andythenorth> amusing situation 13:40:49 <Eddi|zuHause> i think what he meant was that desert is not applied above a certain level 13:41:49 <Eddi|zuHause> which is a silly thing as well, but it's not TGP's fault 13:50:46 <andythenorth> tile 24 (dec) is the water station tile? 13:55:23 <frosch123> if in doubt, check whether it worked before mhl 14:11:16 <andythenorth> I have 1.3.0 here 14:11:31 <andythenorth> that doesn’t appear to have mhl, and tropic TGP is useless there too :) 14:16:00 <peter1138> maybe i should relook at my own generator 14:17:30 <andythenorth> give it some weird tuning parameters :) 14:17:35 <andythenorth> so we can make weird things 14:17:45 <andythenorth> instead of a bunch of sensible parameters that do nothing good :) 14:19:01 <andythenorth> plateaus: small<->wide 14:19:08 <andythenorth> valleys: small<->wide 14:19:29 <andythenorth> volcanoes: none<->lots 14:19:48 <andythenorth> polders: none<->lots 14:19:58 <peter1138> i couldn't make it as fast as tgp 14:20:21 <peter1138> but then again 14:22:34 <andythenorth> pick two 14:22:46 <andythenorth> TGP is cheap, and fast :P 14:26:09 <supermop> waiting for land to generate isn't that bad 14:26:45 <supermop> unless you are insane and constantly rolling new 4kx4k maps 14:27:00 <peter1138> well you need to with tgp cos it's often poo :p 14:27:07 <peter1138> especially with the stupid variety bollocks 14:28:04 <andythenorth> between TGP crap maps, and the random choices in GS, I have to use ‘newgame’ a lot :P 14:28:14 <andythenorth> also FIRS building ports in stupid tiny seas 14:28:32 <andythenorth> sometimes takes 15 mins to get a decent map-GS-FIRS combo 14:30:21 <andythenorth> maybe I should fork Silicon Valley 14:30:31 <andythenorth> add a cargo choosing menu 14:40:32 *** argoneus has quit IRC 14:48:54 <quiznilo> in the base game, without any newgrfs, is there some year that cabooses become obsolete? 14:51:28 <andythenorth> there are no cabooses in base game 14:51:41 <quiznilo> interesting 14:51:51 <quiznilo> that's why none are mentioned on the wiki 14:52:22 *** TheMask96 has quit IRC 14:54:13 <andythenorth> ammonia plant should be like a mine eh? 14:54:25 <andythenorth> haber process -> chemicals etc 14:55:02 <quiznilo> fertilizer? 14:55:55 <andythenorth> yes 14:56:42 *** TheMask96 has joined #openttd 15:03:02 *** DannyK_ has joined #openttd 15:03:49 <DannyK_> Hello, do bus or train depots have maintenance costs? 15:04:47 <frosch123> yes 15:05:01 <DannyK_> frosch123: how high? 15:05:05 <frosch123> if you enable infra maintenance cost 15:06:16 <frosch123> actually they only cost the same as track 15:06:46 <DannyK_> frosch123: was it introduced in openttd or already there in ttd? 15:07:01 <frosch123> infra maintenance is ottd 1.2 or 1.3 15:08:27 <DannyK_> I'm asking and considering whether or not having four or more depots per line would be a good idea ... 15:09:46 <_dp_> enabling breakdowns is a bad idea :p 15:10:29 <DannyK_> _dp_: :) 15:12:39 <Eddi|zuHause> there was a basic station maintenance before infra maintenance 15:12:48 <Eddi|zuHause> but afaik nothing for depots 15:15:11 <DannyK_> thank you all 15:18:11 *** welshdragon has joined #openttd 15:24:53 <quiznilo> I use breakdowns 15:25:03 *** welshdragon has quit IRC 15:25:19 <quiznilo> they're cool, you have to be clever in places 15:26:14 <DannyK_> quiznilo: yeah, I don't like making my life easier in games 15:26:34 *** welshdragon has joined #openttd 15:26:39 <quiznilo> it's a challenge 15:28:10 <DannyK_> quiznilo: I wonder if it would be possible to take 00 and build a highly profitable network, starting with buses 15:28:20 *** welshdragon has quit IRC 15:28:22 <Samu> i think I got this, town bridges are no longer building over 15:28:30 <quiznilo> I've given up trying to make money with road vehicles 15:28:38 *** welshdragon has joined #openttd 15:28:39 <Samu> river tiles or near if there could be built a lock 15:28:43 <quiznilo> I mean, it's possible, just looking at yearly profits 15:28:48 *** welshdragon has quit IRC 15:28:49 <andythenorth> Dakkus: if 00 buys you a bus, a depot, and 2 stops 15:28:50 <quiznilo> I use them in special situations 15:28:51 <andythenorth> then yes 15:29:16 <Alberth> and connecting road between the stops :p 15:29:22 *** welshdragon has joined #openttd 15:30:29 <Wolf01> Mmmh, mastering docker ebook, should I master docker too? 15:30:48 <Alberth> maybe one day 15:30:58 <Wolf01> I'll download it anywau 15:31:00 <Wolf01> *y 15:31:04 <Alberth> :) 15:31:08 *** welshdragon has quit IRC 15:31:35 <Alberth> trouble of that is that at some point you also need to read all of it 15:31:55 <Wolf01> Maybe... but this should be valid for my steam library too 15:31:59 <Wolf01> I'm a hoarding wolf 15:32:12 <quiznilo> I built new high-speed passenger line yesterday in competitive game... opponent thought he would be funny http://i.imgur.com/8JMhrlL.jpg 15:33:18 <andythenorth> Alberth: just build in town :) 15:33:26 <quiznilo> https://en.wikipedia.org/wiki/Hot_Metal_Bridge 15:34:03 *** keoz has quit IRC 15:36:38 *** argoneus has joined #openttd 15:36:46 <andythenorth> looked at that when I was designing FIRS Steeltown 15:37:51 *** welshdragon has joined #openttd 15:38:52 <quiznilo> which newGRF was it that had vehicles starting in year 0? 15:39:36 *** FLHerne has quit IRC 15:42:05 *** welshdragon has quit IRC 15:43:40 *** welshdragon has joined #openttd 15:47:55 *** welshdragon has quit IRC 15:49:00 *** welshdragon has joined #openttd 15:49:43 *** DannyK_ has quit IRC 15:52:38 <andythenorth> ha 15:52:53 * andythenorth got rid of last elements from C-pre-processor FIRS 15:54:49 <Alberth> :O 15:54:59 *** welshdragon has quit IRC 15:56:04 *** welshdragon has joined #openttd 15:57:21 <andythenorth> took a while :) 15:57:31 *** welshdragon has quit IRC 15:57:46 * andythenorth has an interesting refactoring problem 15:57:52 <Alberth> it's faster now? 15:58:33 <andythenorth> it’s been faster for a month or so 15:58:37 <andythenorth> for multiple reasons :) 15:58:52 <andythenorth> the last couple of things I removed today were just tidying code 15:59:10 <Alberth> :) 15:59:28 <andythenorth> so I have hundreds of spritesets, all declaring a spurious ‘id’ string 15:59:34 <andythenorth> because I didn’t know about __name__ 15:59:35 <andythenorth> http://dev.openttdcoop.org/projects/firs/repository/entry/src/industries/aluminium_plant.py#L35 16:00:27 <andythenorth> I’d like to remove them with a script 16:01:02 <Alberth> sed magics 16:01:23 <andythenorth> I figured there was a better way than reading the file with python and using splits :P 16:01:41 *** welshdragon has joined #openttd 16:01:41 <Alberth> python works too 16:02:13 <Alberth> I often read it as a list of lines, hack the lines, then write it back 16:02:46 <Alberth> especially useful for multi-line stuff 16:06:22 <Alberth> industry doesn't know a unique prefix? 16:06:48 <andythenorth> in which case? o_O 16:07:03 *** welshdragon has quit IRC 16:07:21 <Alberth> industry.add_spriteset(...) <-- seems like it could inject an id 16:07:51 <Alberth> ie why do you manually specify id = ... ? 16:10:09 *** welshdragon has joined #openttd 16:10:31 *** sla_ro|master has joined #openttd 16:10:53 <andythenorth> exactly :) 16:11:00 <andythenorth> that’s why I want to delete them 16:11:07 <andythenorth> it’s historical reasons 16:11:11 *** welshdragon has quit IRC 16:11:15 <Alberth> ok 16:11:37 <andythenorth> I can probably just count first line after add_spriteset 16:11:43 <andythenorth> and drop it 16:11:55 *** welshdragon has joined #openttd 16:11:57 <andythenorth> then fix any error s manually 16:12:27 <Alberth> any "id = " line removed? 16:12:39 <Alberth> you seem to have more 16:12:43 <andythenorth> any “id = “ *inside* a spriteset 16:13:09 <andythenorth> spritelayout ids are needed currently 16:13:25 <Alberth> python script looks easiest 16:14:03 <Alberth> likely sed can do it too, but I'd need to search how to do it only for sprite sets 16:21:10 *** welshdragon has quit IRC 16:21:32 *** keoz has joined #openttd 16:44:49 *** welshdragon has joined #openttd 16:47:24 <Samu> https://www.tt-forums.net/viewtopic.php?p=1185421#p1185421 - posted 16:47:34 *** welshdragon has quit IRC 16:50:32 *** welshdragon has joined #openttd 16:52:11 <andythenorth> nice 16:52:21 *** welshdragon has quit IRC 16:55:06 <Eddi|zuHause> andythenorth: you could use python's compiler module to read the abstract syntax tree, delete the node with the id assignment, and generate new python code 16:56:09 <andythenorth> Eddi|zuHause: I considered just writing out new code with a template 16:56:58 <andythenorth> your method sounds more sophisticated :) 16:57:15 <Eddi|zuHause> andythenorth: or you use awk, and on each spriteset line you switch on a flag, on each spritelayout line you switch off a flag, then drop the id line based on whether that flag is set 16:58:49 <Eddi|zuHause> or just drop the lines matching "id.*spriteset" 16:59:34 *** glx has joined #openttd 16:59:34 *** ChanServ sets mode: +v glx 17:00:20 <andythenorth> hmm 17:00:37 <andythenorth> not sure I can get the name for a python object 17:01:18 <andythenorth> they don’t have names 17:01:26 <andythenorth> without the name….I still need the id :) 17:04:02 *** Wormnest has joined #openttd 17:04:24 <Eddi|zuHause> i really don't know what you're trying to do 17:04:45 <Eddi|zuHause> but probably you can generate the id on the fly by just increasing a counter while you write the nml code 17:05:52 <Eddi|zuHause> also, you can probably drop the variable for each spriteset, and just make a list of spritesets 17:06:17 <andythenorth> not easy to reuse without the variable 17:06:34 <andythenorth> I’m sure the spriteset ids could be generated 17:06:49 <andythenorth> they’re meaningless as long as they’re unique and stable 17:07:55 <Eddi|zuHause> how is "spritesets[10]" more difficult to use than "spriteset_11"? 17:08:26 <andythenorth> it isn’t 17:08:35 <andythenorth> but spriteset[10] is harder to use than spriteset_crane_animated 17:08:51 <andythenorth> the variables aren’t always named spriteset_n 17:09:30 <andythenorth> spritesets get stored in a list, generating ids should be trivial 17:09:33 <Eddi|zuHause> hm, whatever 17:12:04 *** welshdragon has joined #openttd 17:12:48 *** FLHerne has joined #openttd 17:18:45 *** Maraxus has joined #openttd 17:20:05 *** welshdragon has quit IRC 17:23:25 *** gelignite has joined #openttd 17:35:22 *** Stimrol has joined #openttd 17:56:28 *** Maraxus has quit IRC 18:01:04 *** Mazur has quit IRC 18:01:17 *** Mazur has joined #openttd 18:11:07 *** Mazur has quit IRC 18:18:45 <andythenorth> done that 18:22:03 *** Mazur has joined #openttd 18:23:12 <andythenorth> hmm 18:23:25 <andythenorth> multiplayer game? o-O 18:26:35 <Wolf01> https://youtu.be/erYjMMBXy7A mesmerizing *_* 18:32:31 * andythenorth trying to play openttd 18:33:01 <andythenorth> can’t get a map without ports in tiny lakes 18:37:00 <Wolf01> Increase water 18:43:00 <andythenorth> could a coast tile cache a flag - for ‘is connected to map edge via sea’? 18:43:09 <andythenorth> pathfinding that on demand might be unwise :P 18:45:27 <Wolf01> Wat? 18:49:30 <andythenorth> Wolf01: trying to prevent cases like this http://dev.openttdcoop.org/attachments/download/8416/small_seas.png 18:50:08 <quiznilo> do industries in FIRS expand? 18:50:26 <Wolf01> Mmmmh, that might be tricky 18:50:28 <andythenorth> no industries in OpenTTD expand 18:50:36 <andythenorth> Wolf01: it’s tricky :P 18:51:08 <quiznilo> this oil refinery I have is giant, I don't remember it being this big, 4x6 18:51:10 *** Mazur has quit IRC 18:51:56 <andythenorth> there have been suggestions about tile checks, $someone on here insisted there was a way 18:51:56 <andythenorth> but it wasn’t Eddi so they were wrong :| 18:51:56 <andythenorth> I think it needs to be handled by openttd, pathdinging 18:51:56 <andythenorth> pathfinding :P 18:51:56 <andythenorth> not newgrf 18:52:49 <Wolf01> Pathdinging seem a good idea 18:53:52 <andythenorth> quiznilo: probably just a big layout 18:54:35 <Wolf01> If we do something really good for ships, like identification of water bodies, we should be able to fix even this problem for port industries 18:55:27 <andythenorth> could kill it at source, by preventing tiny enclosed seas 18:55:42 <andythenorth> TGP is, being kind to it, crap 18:55:45 <Wolf01> Tiny enclosed seas are nice 18:56:23 <Wolf01> Going to dine, bbl 18:56:28 <andythenorth> if they were tiny enclosed lakes, the issue would disappear :) 18:56:38 <andythenorth> sea types :P 18:59:11 *** frosch123 has quit IRC 19:00:01 *** Mazur has joined #openttd 19:05:36 *** Speedy` has joined #openttd 19:05:48 *** Speedy` is now known as Speedy 19:27:35 <andythenorth> does anyone else get openttd window focus on mouse hover? 19:27:38 <andythenorth> it’s driving me nuts 19:27:43 <andythenorth> it appears to be intermittent 19:33:41 <peter1138> calculate water area 19:33:46 <peter1138> somehow :p 19:34:33 <andythenorth> count connected water tiles 19:39:22 <andythenorth> don’t even need to count all of them 19:39:51 <andythenorth> @calc 32*32 19:39:51 <DorpsGek> andythenorth: 1024 19:40:01 <andythenorth> @calc 64*64 19:40:01 <DorpsGek> andythenorth: 4096 19:40:36 <andythenorth> could cap at 4096 19:40:44 <andythenorth> that’s definitely not a small sea 19:57:20 <Alberth> smallest map enitrely sea :p 19:58:24 <Alberth> so no sea industries at 64x64 ? 19:59:08 <andythenorth> o_O 19:59:27 <andythenorth> this is a good point :P 19:59:39 <Alberth> not sure if the economies make sense at such a map 19:59:40 <andythenorth> any solution so far has unwanted side effects :) 20:00:06 <Alberth> I think "border" should count as infinite 20:00:20 <Alberth> or "nuf" 20:00:52 <Alberth> "enuf" is better, probably 20:01:53 <Alberth> I think I played at 64x64 with FIRS one time, looong time ago. Island was so crowded, you had to use trucks 20:02:25 <Alberth> neighbouring industries just a handful of tiles away :) 20:03:15 *** sim-al2 has joined #openttd 20:03:21 <Alberth> I had one of each, I think, was quite fun 20:08:29 <andythenorth> surprised they fit :) 20:09:35 <peter1138> i think 64x64 is a bit small 20:09:41 <peter1138> but i played a good 128x128 game once 20:09:49 <peter1138> also 64x128+ is okay 20:12:45 *** sla_ro|master has quit IRC 20:13:12 <andythenorth> so 32x32 minimum sea? :P 20:15:20 *** supermop has quit IRC 20:20:39 <Alberth> try it, imho 20:21:22 <andythenorth> no idea how to do that :) 20:21:48 <andythenorth> I’m assuming it either (1) is enforced at map gen time or (2) newgrf can treat it as a tile property 20:27:12 <Wolf01> So, remove water, problem solved 20:29:11 <andythenorth> :P 20:31:56 <Alberth> can't you peek at a few tiles, say one every 3x3, and require at least N of them are water? 20:32:02 <Alberth> nn 20:32:02 <Wolf01> I'm thinking to remove some code this evening but I'm afraid I would panic as soon as I look at the code 20:32:07 <andythenorth> bye Alberth 20:32:13 <Wolf01> nn 20:32:23 <Alberth> delete lines with eyes closed :p 20:32:37 *** Alberth has left #openttd 20:36:38 *** Deactivated has joined #openttd 20:45:40 <V453000> friday friday gotta get forum riot on friday 20:46:52 <__ln__> did anyone know that chinese airspace operates in meters, not feet? 20:47:07 <__ln__> well i hope the pilots knew, but i mean anyone here. 20:48:07 <V453000> I iz slug pilot 20:48:10 <V453000> do I count? 20:49:24 <__ln__> from now on you shall be the count V453000 20:49:43 <argoneus> hello?? 20:49:45 <V453000> good, then I dare answering thee that I didn't know for shit 20:49:54 <argoneus> what forum riot V friend 20:50:14 <V453000> people just getting very impatient about factorio update 20:50:19 <V453000> I understand them but yeah 20:51:09 <Wolf01> You old fooook, you are playing the next version since forever :D 20:55:04 <__ln__> https://pbs.twimg.com/media/C9YdeZQWsAAfCH0.jpg 21:02:45 <V453000> I was playing it Wolf01 when it didn't have almost any of the new features :) after that I simply didn't have time 21:03:46 <Wolf01> Busy V is good V :P 21:04:01 <andythenorth> such bed 21:04:01 *** andythenorth has left #openttd 21:05:25 <V453000> gnight 21:05:29 <Wolf01> nn 21:07:02 *** orudge` has joined #openttd 21:07:02 *** ChanServ sets mode: +o orudge` 21:11:06 *** anon1492204183 has joined #openttd 21:11:23 *** anon1492204183 has quit IRC 21:12:46 *** Deactivated has quit IRC 21:14:20 *** Jibberandtwitch has joined #openttd 21:39:06 *** supermop has joined #openttd 21:48:52 *** kiwitree has joined #openttd 21:51:53 *** Progman has quit IRC 22:32:07 <Wolf01> 'night 22:32:10 *** Wolf01 has quit IRC 22:34:18 *** orudge` has quit IRC 22:34:19 *** orudge` has joined #openttd 22:34:19 *** ChanServ sets mode: +o orudge` 22:50:35 *** keoz has quit IRC 22:53:18 *** Wormnest has quit IRC 22:55:11 *** orudge` has quit IRC 22:55:20 *** orudge` has joined #openttd 22:55:20 *** ChanServ sets mode: +o orudge` 23:09:41 *** Stimrol has quit IRC 23:27:19 *** HerzogDeXtEr1 has joined #openttd 23:33:30 *** HerzogDeXtEr has quit IRC 23:43:33 *** orudge` has quit IRC 23:43:36 *** orudge` has joined #openttd 23:43:37 *** ChanServ sets mode: +o orudge` 23:53:43 *** Samu has quit IRC 23:53:53 *** orudge` has quit IRC 23:53:59 *** orudge` has joined #openttd 23:53:59 *** ChanServ sets mode: +o orudge`