Log for #openttd on 22nd August 2018:
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10:43:34  <Wolf01> Moin
10:50:54  <Samu> i found a weird bug
10:51:19  <Samu> AIAirport.GetNearestTown(tile, airport_type);
10:51:32  <Samu> AITile.GetClosestTown(tile);
10:51:51  <Samu> i don't get the same town
10:52:02  <Samu> even with the same tile
10:52:18  <Samu> must explore this
10:53:48  <Samu> maybe it's not a bug, or i'm failing to understand the difference
10:55:18  <Wolf01> Maybe one is intended to get the nearest town as destination while the other is intended to get the nearest town given a tile?
10:58:11  <Samu> the town of AIAirport.GetNearestTown is really far off than the other function
10:59:40  <Samu>
11:00:39  <Samu> the tile is where "Flarnwell Heights" sign is located, the nearest town for the first function is Pletston, the nearest town for the second one is Flarnwell
11:00:52  <Samu> why
11:03:23  <Wolf01> Do the functions have a comment explaining what they return or you just guess by the name?
11:04:03  <Samu>
11:04:07  <Samu> doesn't seem to be clear
11:09:51  <Wolf01> The flarnwell airport should return flarnwell, as it's under that local authority, I don't understand why it should need the airport type btw, on a tile you can have only one airport and only one local authority
11:11:23  <Samu> it treats it as an area of tiles
11:11:24  <Eddi|zuHause> you do know that the local authority of a station may be different than the local authority of the tile that the station (sign) is on?
11:12:45  <Wolf01> Yes, but in that case it's on the other side of the town, I don't think pletston local authority reaches that far, at least if he didn't station walk with that airport
11:12:47  <Samu> local authority of that tile is Flanrwell, just checked
11:13:11  <Samu> no, i didn't station walk
11:16:01  <Eddi|zuHause> i'm assuming AIAirport.GetNearestTown is the one that limits the noise
11:16:29  <Eddi|zuHause> so it's not only the distance but also the town size
11:17:42  <Eddi|zuHause> and it needs the airport type because it needs the size of the (potential) airport you're trying to build
11:19:02  <Wolf01> That makes sense
11:20:24  <Samu> but still, why did it get a town that is so far away than that place?
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11:48:28  <Wolf01> o/
11:50:26  <andythenorth> so
11:50:35  <andythenorth> I need to rek FIRS
11:50:46  <andythenorth> but I only have a phone
11:51:02  <andythenorth> no hg client, no text editor :p
11:51:07  <Wolf01> WTF, can't you just let it live a bit? :D
11:51:18  <andythenorth> and can’t edit directly in devzome
11:54:50  <LordAro> lol
11:55:25  <andythenorth> switch to github :p
11:56:43  <nielsm> andythenorth, reasons why you should bring a real computer even when going on vacation
11:56:51  <andythenorth> oof
11:57:05  <andythenorth> then I’d just play tanks and be angry :(
11:57:07  <andythenorth> :)
11:57:22  <nielsm> don't need to bring something that can play 3D games :P
11:58:05  <andythenorth> unrelatec: industrial chemistry continues to mess with my brain
11:58:13  <andythenorth> it’s complex eh
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11:59:55  <andythenorth> p-aminophenol stops your brain hurting, for example
12:00:23  <andythenorth> and comes from coke ovens, indirectly
12:01:00  <andythenorth> whereas sulfuric acid is a waste product from coke ovens, but also a saleable by product
12:01:15  <andythenorth> and is also used to recover other by products
12:01:23  <andythenorth> such complex :p
12:02:23  <andythenorth> also most of my information is from wikipedia, and have you ever met a WP contributor? o_O
12:03:40  <andythenorth> nielsm so do you think 16 cargos is going to make it? :) FIRS 4 design starts to depend on it :)
12:04:06  <nielsm> I think it just depends on being tested working?
12:05:33  <nielsm> it's the callback stuff I'm unsure about working or not because I don't understand the mechanisms involved in the GRF execution engine, so I can't make any test cases myself
12:06:21  <andythenorth> yeah I need to patch FIRS internals for that, assumes 2 cargos
12:06:31  <andythenorth> no loops over n cargos
12:07:34  <Eddi|zuHause> oh, steam beta comes now with integrated wine?
12:07:42  <peter1138> Sounds like it.
12:07:49  <andythenorth> and the storage increase PR in openttd is blocked by newgrf revision problem
12:11:08  <LordAro> i wonder if steam's bundled libraries are still from ubuntu 12.04
12:11:27  <LordAro> (and how out of date their bundled version of wine will get)
12:11:35  <andythenorth> so I’m renaming Extreme
12:11:45  <Eddi|zuHause> dunno, but i think it always tried to use system libraries first by default
12:11:47  <andythenorth> Better Living Through Chemistry
12:12:01  <LordAro> Eddi|zuHause: definitely didn't used to, it caused issues on arch#
12:12:45  <Eddi|zuHause> i think for a time i had the reverse problem, i had to set an environment option to not use system but bundled libraries
12:13:40  <Eddi|zuHause> now next question, how do i copy the savegames over from my wine steam installation to the normal steam...
12:13:59  <LordAro>
12:14:00  <Eddi|zuHause> i don't think i used steam cloud
12:14:13  <LordAro> locate on disk -> copy?
12:14:38  <Eddi|zuHause> LordAro: there was a STEAM_PREFER_HOST_LIBRARIES or something
12:14:42  <andythenorth> or...The Chemical Life
12:14:52  <andythenorth> dunno which I prefer yet
12:16:35  <Eddi|zuHause> My Chemical Romance (i hear that is a totally up to date reference for the youth of today)
12:17:04  <LordAro> haha
12:17:19  <Eddi|zuHause> (if "today" means "ten years ago")
12:17:21  <andythenorth> considered that one too
12:19:28  <andythenorth> it’s chemical products oriented :)
12:20:12  <Eddi|zuHause> Chemistry is Love, Chemistry is Life
12:20:14  <Eddi|zuHause> :p
12:20:15  <andythenorth> dunno whether to split ‘petrochemicals’ up, it’s easier as a single cargo
12:20:37  <andythenorth> it’s usefully non-specific
12:20:56  <Eddi|zuHause> (almost definitely don't use that)
12:21:17  <andythenorth> eddi I can add that one to the list :)
12:21:27  <Eddi|zuHause> really, don't :p
12:22:07  <andythenorth> :)
12:25:12  <andythenorth> hmm, how to handle changes in industrial process?
12:25:45  <andythenorth> e.g. phenol historically sourced from coal tar, then switched to distillation from crude oil
12:26:04  <andythenorth> I guess this economy is post 1950 or so
12:26:48  <Eddi|zuHause> so, they do have a dropdown which allows to select which "compatibility tool" to use, might be helpful if they allowed to set a custom wine version to use there, instead of theirs
12:28:59  <Eddi|zuHause> so, at least the game starts out-of-the-box (spent a lot of time getting it to run under normal wine)
12:29:16  <Eddi|zuHause> still haven't found the savegame data
12:31:04  <andythenorth> how many outputs is too many for an industry?
12:31:12  <Eddi|zuHause> 64
12:31:34  <andythenorth> bearing in mind (1) the fractional cargo production from inputs
12:31:48  <andythenorth> (2) the need for pickup stations
12:33:54  <Eddi|zuHause> stations can be 64x64
12:34:18  <Eddi|zuHause> dunno about the fractions
12:35:58  <andythenorth> can’t remember how wasteful the integer maths is
12:36:06  <andythenorth> “probably fine”
12:38:20  <Eddi|zuHause> what's the easiest way to find out the appid of a game?
12:38:31  <Eddi|zuHause> ah, shop page
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12:40:48  <Eddi|zuHause> hm, it doesn't seem to be in the steam userdata section
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12:43:35  <Eddi|zuHause> ok, found it... now next where to put it so it finds it...
12:44:37  <planetmaker> <andythenorth> and the storage increase PR in openttd is blocked by newgrf revision problem <--- not sure those two problems should be linked
12:45:11  <andythenorth> PR notes suggest they are, but I’m not sure
12:45:22  <planetmaker> I'm actually tempted to just approve the PR and be done with that feature. Yet the ability of NewGRFs to query OpenTTD's capabilities or revision... should still be there
12:45:27  <planetmaker> or rather re-introduced
12:45:34  <planetmaker> as should be nightly builds :D
12:45:40  <Eddi|zuHause> it's definitely a problem that needs to be solved
12:45:50  <Eddi|zuHause> but i don't see the dependency
12:46:24  <planetmaker> there is a weak one: a NewGRF using the 17+ persistant storages needs to know whether they work or simply return 0 regardless
12:46:37  <planetmaker> Thus such NewGRFs need to know what OpenTTD they run on
12:46:49  <Eddi|zuHause> yes
12:46:55  <andythenorth> but we think that’s a concern for the newgrf?
12:47:04  <andythenorth> not the storage?
12:47:40  <planetmaker> It's an OpenTTD concern as it offers no means for a NewGRF to get the required information (other than checking openttd major-minor-bugfix revision
12:47:40  <Eddi|zuHause> but it would allow making test newgrfs for now which ignore the detection, or put a more fuzzy ">=1.9.0" check in to work in current nightly and in release, but not older nightlies in the last 4 months
12:47:46  <planetmaker> which would likely be fine enough
12:48:00  <Eddi|zuHause> it's a bad workaround
12:48:07  <planetmaker> yeah. But good enough for now
12:48:08  <Eddi|zuHause> but it's not critical
12:48:56  <andythenorth> seems we could approve it and tidy the mess later?
12:49:05  <Samu> there must be a bug with my code somewhere
12:49:11  <andythenorth> or it dies of being debated to death? :)
12:49:12  <Samu> it doesn't seem to be openttd
12:49:15  <planetmaker> My suggestion for the reported revision is actually: make it a compile-time constant which needs updating when a critical NewGRF feature is introduced / changed / whatever
12:49:31  <andythenorth> API rev?
12:49:41  <planetmaker> it's yet another thing in need of maintenance. But well... it is anyway. It kinda is an API rev anyway.
12:50:03  <planetmaker> no need to invent something new there. Just continue to use the revision. But commit it directly instead of inferring it from the VCS
12:50:11  <Eddi|zuHause> ok... so old save data is in "wineprefixes/steam/drive_c/users/johannes/Local Settings/Application Data/" and new data goes into "Steam/SteamApps/compatdata/<appid>/pfx/drive_c/users/steamuser/Local Settings/Application Data/"
12:50:32  <Eddi|zuHause> now, do i make a copy or a symlink?
12:50:52  <andythenorth> planetmaker that seems very pragmatic
12:51:06  <andythenorth> maintaining revs is dull but hard to avoid
12:51:19  <planetmaker> it's not a big issue anyway
12:51:39  <Eddi|zuHause> yeah, it's effectively same as savegame rev
12:51:42  <planetmaker> it's just one additional line of codechange in newgrf-related code changes and additions
12:52:20  <planetmaker> yep, like savegame rev, or similar. The same constant could effectively be used. Maybe should for simplicity's sake
12:52:32  <planetmaker> though it would bump savegame rev dramatically :P
12:52:35  <Eddi|zuHause> but i suppose it's better than relying on commit history which is not guaranteed to be the same on everyone's computer
12:52:57  <Eddi|zuHause> not sure if linking them is a good idea
12:53:29  <Eddi|zuHause> plus i think savegame rev is limited to uint8 currently
12:53:49  <planetmaker> right. That can always be done later, too. So first: re-introduce reported revision for NewGRFs and increment it everytime it's needed
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12:54:06  <Eddi|zuHause> yes, that seems like a useful approach
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12:58:45  <andythenorth> so ‘drugs’, ‘medicines’ or ‘pharmaceuticals’ cargo name?
12:58:57  <andythenorth> high value, like diamonds and such
12:59:53  <Eddi|zuHause> pharmathingies
12:59:57  <planetmaker> 'contraband'
13:00:58  <andythenorth> dunno if medicines is a wider set than drugs
13:01:07  * andythenorth researching
13:01:43  <andythenorth> pharma is a subset of drugs
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13:04:05  <planetmaker> medical products is wider. Pharamaceutical usually is chemicals while prothetics, implants etc not, but still medical. But maybe that's me and I'm not native speaker
13:06:59  <Eddi|zuHause> "drugs" (as in "drugstore") would include shampoo, soap, deodorant and stuff
13:07:46  <planetmaker> funnily drug and Droge derive from the word 'dröge', or in English dry ;)
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13:08:36  <andythenorth> drugs also includes illegal drugs
13:10:11  <andythenorth> so probably ‘pharmaceuticals’
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13:17:11  <Samu> Guys, I found the problem!
13:17:18  <Samu> it's in my code
13:17:23  <Samu> it's not openttd
13:18:02  <Samu> or actually, in ludiai's code
13:18:16  <Samu> this part didn't belong to me
13:18:27  <Samu> sorry about false alarm Eddi|zuHause , Wolf01
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13:29:10  <Samu> just sorted it out
13:29:11  <Samu> yays
13:29:27  <Samu> it was due to the adjacent station code
13:30:24  <Samu> it was trying to join an airport with another
13:30:39  <Samu> now it no longer tries to join  airports
13:31:56  <Samu> and the nearest town of a hypotetically joined airport was closer to Pletston
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13:43:37  <andythenorth> so inputs for pharma factory?
13:43:44  <andythenorth> besides coal tar?
13:44:08  <planetmaker> some agriculture stuff or plants
13:44:39  <planetmaker> or some sort of chemicals
13:44:40  <andythenorth> opium poppies?
13:44:46  <planetmaker> yep :D
13:44:46  <andythenorth> bacteria?
13:49:48  * andythenorth lost in BASF pharma website :p
13:50:51  <andythenorth> “aroma ingredients market”
13:53:32  <andythenorth> seems I need to know what amines are
13:54:41  <Eddi|zuHause> parts of aminoacids?
13:57:45  <andythenorth> seems so
14:00:26  <andythenorth> dunno if there’s a separate industry for pharma
14:00:52  <andythenorth> already got a multi-purpose “specialty chemicals factory”
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14:58:46  <Wolf01> <- Eddi|zuHause, trying this?
14:58:53  <Eddi|zuHause> yes
14:59:11  <Eddi|zuHause> got one game to work so far, another just crashed
14:59:27  <Wolf01> Nice
14:59:29  <Eddi|zuHause> not sure how to tweak it to get it working
15:03:17  <peter1138> Step 1) Install Windows.
15:03:19  <nielsm> is it based on wine?
15:03:21  <Eddi|zuHause> yes
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15:06:35  <Eddi|zuHause> ok, the game that crashed also crashes in my normal wine
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15:06:49  <Eddi|zuHause> probably graphics driver related
15:07:02  <Eddi|zuHause> (it used to run a few years ago)
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15:47:02  <andythenorth> well
15:50:31  <andythenorth>
15:50:48  <andythenorth> i could do 3 cargos for chemicals :p
15:53:39  <andythenorth> also carbon black is due a revival
15:53:48  <andythenorth> I removed it from Steeltown
15:56:29  <andythenorth> can I treat natural rubber and synthetic rubber same?
16:04:34  <andythenorth> so much and very questions
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16:10:34  <Eddi|zuHause> yes
16:10:47  <andythenorth> hmm, is rubber a polymer?
16:10:56  <andythenorth> currently I have a polymers cargo
16:12:03  <Eddi|zuHause> i probably wouldn't merge those
16:12:23  <andythenorth> polymers could equally well be plastics, but polymers seems to fit better than plastics for the textile chain
16:12:34  <andythenorth> plastic clothes is weird
16:12:47  <andythenorth> polymer clothes seems fine
16:13:25  <Eddi|zuHause> synthetic fibres?
16:13:42  <andythenorth> maybe yes
16:16:15  <andythenorth> so I don’t know whether to add a coal tar distiller
16:16:24  <andythenorth> it would look quite good
16:16:33  <andythenorth> but overlaps with other things
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16:18:29  <andythenorth> hmm
16:18:57  <andythenorth> it’s a unique source of creosote
16:19:20  <andythenorth> 5 other cargos could be produced at other industries
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16:43:38  <Samu> how do I get the noise of an airport type, before testing it on a tile?
16:46:23  <Samu>
16:46:44  <Samu> GetNoiseLevelIncrease (TileIndex tile, AirportType type) requires a tile, what if I don't have a tile
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16:53:16  <andythenorth> is “bicycles” a valid cargo? o_O
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16:58:39  <Eddi|zuHause> probably a tiny bit too specific
16:59:14  <andythenorth> personal transport? :p
17:00:41  <andythenorth> so to what extent is cement production “chemistry”?
17:01:51  <andythenorth>
17:02:08  <andythenorth> my planned changes make the chemical chain even denser
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17:02:23  <andythenorth> I think I leave food/farms as is
17:02:40  <andythenorth> but building materials chain doesn’t seem to fit
17:02:49  <andythenorth> needs more or less detail
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17:03:48  <andythenorth> I’m
17:04:25  <andythenorth> at 53 cargos now. 48 would be preferable, but could alternativel add even more
17:05:26  <Eddi|zuHause> hm, another game that crashes in a similar way... i probably need to diagnose this better
17:07:33  <andythenorth> maybe I don’t need bricks
17:07:56  <Eddi|zuHause> back to BDMT?
17:09:07  <andythenorth> currently is BDMT
17:09:22  <andythenorth> removing brickworks just simplifies grf
17:09:29  <andythenorth> graph *
17:09:46  <Eddi|zuHause> grfgraph
17:09:52  <andythenorth> indeed
17:10:17  <andythenorth> and removes a consumer of coal, which is over-demanded
17:10:32  <Eddi|zuHause> so far, 1/4 games worked... i somehow hoped for a better ratio
17:11:57  <andythenorth> if it’s Better Living Through Chemistry, what nice cargos have I over-looked? o_O
17:12:54  <Eddi|zuHause> tbh, i don't have a good overview of what you actually have :p
17:14:21  <andythenorth> I can’t update the docs currently :)
17:15:00  <andythenorth> they miss 5 cargos: coal tar, creosote, carbon black, rubber, pharmaceuticals
17:15:06  <andythenorth> and maybe asphalt
17:18:20  <andythenorth>
17:20:14  <Samu> Wormnest: hi
17:20:36  <Samu> do you know?
17:23:51  <andythenorth> I have lumped all the intermediate petrochemicals together
17:24:00  <andythenorth> irl they’re too complex
17:24:23  <andythenorth> ethane, methane, benzene, naptha, ethylene etc
17:25:12  <andythenorth> I’ve also left out hydrogen because it tends to be pipeline transported
17:26:38  <andythenorth> nitrogen is missing, and could come from a cryo plant
17:26:50  <Eddi|zuHause> well, you could still think about splitting polymers into plastic and (synthesic) fibres
17:27:47  <andythenorth>
17:28:01  <andythenorth> I could split polymers yes
17:29:24  <Eddi|zuHause> food additives?
17:30:09  <Eddi|zuHause> (citric acid, synthetic aroma, sugar replacements, ...)
17:30:50  <andythenorth> yes, they’re in
17:31:20  <andythenorth> and industrial finishes (paint, varnish, coatings etc)
17:31:36  <andythenorth> cleaning agents is detergents and similar
17:31:47  <Eddi|zuHause> yeah
17:32:16  <Wormnest> Samu: If you know where you want to place an airport you should have a tile
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17:32:37  <andythenorth> I think I’m at a “edit down” phase next, stripping anything that doesn’t fit here
17:32:40  <Eddi|zuHause> activated charcoal (for air quality scrubbers/mining supplies)?
17:32:50  <Samu> i have the tile, but i was trying to speed up things
17:33:00  <Samu> wanted to get it from the airport type itself
17:33:05  <andythenorth> charcoal is interesting
17:33:13  <andythenorth> also used pharmaceuticallt
17:33:21  <Samu> i would then exclude some towns from tilechecking
17:33:38  <andythenorth> how is activates charcoal produced?
17:33:47  <andythenorth> off phone spelling :p
17:35:31  <andythenorth> also there are no pesticides, defoliants or similar
17:35:56  <andythenorth> nor any lubricating oils or similar
17:36:02  <Eddi|zuHause> hm, "PROTON_USE_WINED3D11=1" and "PROTON_NO_D3D11=1" sound like variables i should try to tweak
17:37:22  <andythenorth> the metals chain is very limited also
17:37:37  <andythenorth> no lead, nickel etc
17:37:47  <Eddi|zuHause> zinc
17:38:04  <andythenorth> possibly yes
17:38:31  <andythenorth> I guess it’s not Better Living Through Mettalurgy
17:38:45  <andythenorth> I could make Steeltown bigger, but eh
17:39:19  <Eddi|zuHause> awesome, now the game starts, but i have a completely pink screen :p
17:41:10  <Eddi|zuHause> turns out looking at a bright pink screen is not healthy :p
17:41:41  <andythenorth> :p
17:43:27  <andythenorth> kind of wonder
17:43:47  <andythenorth> if Bob The Builder is a valid economy
17:44:01  <andythenorth> splitting up BDMT
17:46:15  <Eddi|zuHause> probably, but not this economy :p
17:46:55  <andythenorth> I think it’s an urban economy
17:47:30  <andythenorth> deliver many things to towns, many end cargos, but less detail in the commodity input cargos
17:47:52  <Eddi|zuHause> oh it runs!
17:47:57  <Eddi|zuHause> with PROTON_USE_WINED3D11=1
17:50:01  <andythenorth> so should I sack Power Station from chemical economy?
17:50:24  <andythenorth> it’s just a coal eater
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18:06:00  <Samu> Wormnest: do you care to take a look at my code?
18:06:15  <Samu> need ideas to speed up the search
18:07:07  <Samu> when there aren't many airport types available, it's quite fast
18:07:20  <andythenorth> oof
18:07:21  <Samu> if all 9 are available, it becomes too slow
18:07:22  <Wormnest> Sorry Samu I have to many other things I need to do currently
18:07:28  <Samu> oh :( ok
18:07:31  <Samu> sorry
18:07:39  <andythenorth> players won’t like the loss of Extreme eh?
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18:20:48  <Eddi|zuHause> andythenorth: either remove it, or add some side products
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18:22:09  <andythenorth> fly ash
18:22:24  <andythenorth> but that’s BDMT oriented
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18:22:56  <Eddi|zuHause> hm, game got stuck in a scene change...
18:23:22  <andythenorth> I never liked Extreme anyway
18:23:44  <andythenorth> probs someone will fork it
18:24:23  <Eddi|zuHause> power plants need some game mechanic, like boosting town growth or nearby industries or something
18:24:38  <andythenorth> yes
18:25:29  <andythenorth> is carbon black just an industrial finish?
18:26:55  <Eddi|zuHause> dunno
18:28:00  <andythenorth> I think in tyres it’s a structural component
18:28:00  <andythenorth> whereas finishes are decorative or protective
18:28:01  <andythenorth> it conflates a bit when used as ink
18:28:13  <andythenorth> finishes includes dyes and inks
18:30:00  <Eddi|zuHause> varnish
18:31:39  <andythenorth> that too
18:32:15  <andythenorth> can probably lose coffee, sugar, flour now
18:32:35  <andythenorth> quicklime is notably missing though
18:33:12  <andythenorth> and I should research pesticides and poisons
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18:49:19  <Eddi|zuHause> ok, the game literally just said "Better living through chemistry" :p
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19:30:01  <Samu> what does the Clear() do in this situation?
19:30:02  <Samu> townManager.m_usedCities.Clear();
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19:31:15  <andythenorth> eh pesticides are hard to include
19:31:50  <andythenorth> they are either elemental (sulphur) or complex organic chemicals
19:32:23  <andythenorth> they would likely just be FMSP also
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19:57:50  <Wolf01> 'night
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20:08:11  <andythenorth> nitrogen isn’t transported much
20:08:24  <andythenorth> easier to produce on site in a cryo plant
20:09:26  <andythenorth> quicklime is mostly used in steel production, and steel mill can accept limestone
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20:21:10  <glx> Samu: without checking the doc, I can guess it removes all elements from the array
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21:57:37  <Samu> glx: i figured it out
21:58:04  <Samu> btw, I get a DIRECT_MUSIC thing warning when compiling
21:58:11  <Samu> are you aware?
21:58:39  <Samu> brb getting the exact message
22:01:07  <Samu> 7>d:\openttd\openttd essentials\shared\include\dmerror.h(12): warning C4005: 'FACILITY_DIRECTMUSIC': macro redefinition (compiling source file ..\src\music\dmusic.cpp) 7>  C:\Program Files (x86)\Windows Kits.1\Include\shared\winerror.h(162): note: see previous definition of 'FACILITY_DIRECTMUSIC' (compiling source file ..\src\music\dmusic.cpp)
22:02:13  <peter1138> You need to remove the dmusic stuff from your essentials
22:02:42  <Samu> i also get this
22:02:43  <Samu> 7>..\src\tunnelbridge_cmd.cpp(719): warning C4267: 'argument': conversion from 'size_t' to 'uint', possible loss of data
22:03:21  <LordAro> largely irrelevant
22:04:23  <Samu> my essentials were downloaded
22:04:41  <Samu> don't know if there is a newer essentials
22:04:59  <Samu> not sure what im supposed to do
22:05:23  <peter1138> You need to remove the dmusic stuff from your essentials
22:05:30  <Samu> k :p
22:07:35  <Eddi|zuHause> ok, so wine for steam status: 4/5 games run, 2 of them need additional configuration, some have sound issues
22:08:06  <Eddi|zuHause> but the feature itself is great
22:08:12  <Samu> #define FACILITY_DIRECTMUSIC      0x878       /* Shared with DirectSound */
22:08:21  <Samu> i remove this line?
22:08:37  <peter1138> No, the whole files.
22:08:58  <Samu> well, no idea which files they are
22:10:43  <glx> I don't remember dmusic being in essentials
22:11:10  <glx> but we used to require a very old dxsdk
22:11:21  <glx> this one can be uninstalled
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22:25:55  <LordAro> Samu: they're only warnings, they don't particularly matter
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