Log for #openttd on 12th April 2019:
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00:06:31  <Samu> I'm gonna PR, and wait for the innevitable won't implement :(
00:07:04  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways
00:07:25  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window
00:15:15  <Samu> the invisible whitespaces :|
00:27:02  <Samu> if (!(st->facilities & FACIL_AIRPORT) != 0) return false;
00:27:10  <Samu> clang is complaining about this, why?
00:29:18  <glx> because you compare bool to 0
00:30:10  <Samu> warning: logical not is only applied to the left hand side of this comparison [-Wlogical-not-parentheses]
00:30:26  <glx> yes
00:30:27  <Samu> that's the intention
00:30:48  <glx> you are doing (!(xxx)) != 0
00:31:08  <glx> comparing true/false to 0
00:31:22  <Samu> i want a false to be true so i can return false
00:31:29  <Samu> what do i do then
00:31:57  <glx> (st->facilities & FACIL_AIRPORT) == 0
00:32:15  <glx> just invert the test
00:32:26  <glx> don't add a random !
00:36:50  <Samu> clang is obnoxious
00:36:57  <Samu> it is able to generate 3 warnings for 1 single thing
00:37:08  <Samu> but ok, im fixing it
00:37:12  <glx> no it's right, your code was clearly wrong
00:37:21  <Samu> it was working
00:37:40  <glx> doesn't mean the code was correct
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00:49:54  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways
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01:35:29  <Samu> what's the point of Google Stadia
01:42:34  <Supercheese> Google trying to control yet another market
01:42:47  <Supercheese> they plan to monopolize everything eventually
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02:34:07  <Flygon> Problem: Most people don't have good enough net connections to make Stadia useful. :D
02:34:18  <Flygon> Never mind how sensitive to timing lag a lot of games are.
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05:36:38  <nielsm>  swedish express passenger train loses two cars during service, ouch
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08:34:21  <peter1138>
08:34:24  <peter1138> Well...
08:36:00  <reldred> huh, neat little unit the 10.1" one
08:36:28  <reldred> I got a 12" one with a 1080p panel but it's packed out now
08:37:18  <LordAro> peter1138: that's very small for 4k
08:37:30  <peter1138> Quite.
08:37:44  <peter1138> reldred, oh hai
08:37:53  <peter1138> reldred, yeah, that might be a nice screen for an IRC window :-)
08:38:16  <peter1138> Or the 13" one.
08:38:19  <LordAro> think of all the text you could fit on it
08:38:24  <LordAro> at 10pt
08:38:35  <peter1138> Fixed bitmap font.
08:38:47  <peter1138> Like we used to use in the 1024x768 days.
08:39:09  <LordAro> you'd need a magnifying glass to read it, but that's beside the point
08:39:44  <reldred> I just picked up a surface go and tbh I'm actually having to use the 150% scaling like some vision deficient old geezer'
08:40:01  <reldred> peter1138 o/
08:40:26  <peter1138> Heh
08:40:46  <peter1138> Ok, so I guess I want a 4K panel with a decent size, IPS, and freesync (as nvidia "support" that now)
08:41:09  <reldred> I thought they only whitelist a few panels?
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08:45:35  <peter1138> I'll tell you what though, 3x of those 15" screens would fit in my computer space ;)
08:56:03  <reldred> I ditched the triple screen at home and went for one of those 34" curved 21:9 aspect monitors. Don't regret it for a moment
08:58:24  <peter1138> I'm tempted. Quite a premium for that ratio though.
08:58:38  <peter1138> And 1440p only, it seems.
09:00:47  <reldred> 3440x1440
09:00:52  <reldred> its not bad
09:01:30  <peter1138> 3840x1600
09:01:34  <peter1138> That's... even more :
09:01:42  <V453000> I also have 3440x1440, it's great
09:01:57  <V453000> 34''
09:02:07  <peter1138> I have 5040x1050 so... it'd be less wide!
09:02:21  <reldred> No bezels is nice
09:02:22  <peter1138> I should just do it, shouldn't I?
09:02:44  <V453000> it's a bit higher pixel density than normal 23" FullHD but I got used to it quite quickly. Especially things you can fullscreen are awesome.
09:03:09  <reldred> Its nice if anything just for watching movies on
09:03:18  <V453000> I know some games don't support the 21:9, one that comes to mind is Starcraft 2
09:03:28  <reldred> But yes, games is good.
09:03:37  <reldred> But some games require some bullshittery to cooperate
09:03:45  <reldred> *cough* betheseda games *cough*
09:03:52  <peter1138> "Finance available" oh fuck
09:03:54  <V453000> Also, if you use anything similar to a non-display pen tablet, the pen mapping is distorted from the 16:9 tablet to 21:9 screen which takes some getting used to  :/
09:04:26  <peter1138> Can't you just run those games with borders at the sides?
09:04:31  <V453000> but other than that, ultra wide screen blender/VScode/openttd/factorio is joy
09:04:40  <reldred> Yeah you can still just letterbox it
09:04:48  <V453000> depends, I think SC2 does some really fucked up stuff
09:04:59  <peter1138>
09:05:02  <V453000> but that's specific
09:05:09  <peter1138> 38"
09:05:23  <peter1138> But probably feels less big due to ultrawide.
09:05:32  <V453000> I got this one at home
09:05:34  <reldred> Theres always workarounds, you can always just run at standard 2k res
09:05:42  <peter1138> Ultrasharps are always good.
09:06:13  <peter1138> No freesync on either of these :(
09:06:45  <V453000> BTW when looking at a flat screen I fell really weird now, the curve takes some getting used to but it's great :D
09:07:08  <peter1138> Curved becomes necessary for ultrawide, I think.
09:07:12  <V453000> when I played Factorio on the mac with 5k screen I felt like a fisheye
09:07:19  <V453000> ish yes
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10:25:14  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7286: Add #2155: newheightmapgame command
10:26:32  <_Artea> damn
10:26:46  <_Artea> planetmaker: seems you got game :D
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10:41:05  <planetmaker> well, some. But last thing I did was simply spam another 6 select airports and make 3 point-to-point connections with the supersonic jets.
10:41:20  <planetmaker> That made my profits skyrocket without much effort
10:41:32  <Artea> I didnt bought you
10:41:37  <Artea> my mistake
10:41:38  <Artea> ;P
10:41:42  <Artea> btw
10:41:48  <planetmaker> hehe :P I bought you :P
10:41:53  <Artea> why AIAI still there ?
10:41:59  <Artea> we bought him
10:42:02  <planetmaker> or the remaining 25% which I could buy
10:42:10  <Artea> its at 100% shares
10:42:18  <planetmaker> the current AIAI... dunno... I bought 25% so that no-one could buy it
10:42:34  <planetmaker> kinda giving it a survival guarantee, if it can manage on its own
10:42:36  <Artea> I bought that one too
10:42:44  <planetmaker> ... how? I owned 25%
10:42:52  <planetmaker> the purple one
10:42:52  <Artea> well, I bought 75%
10:42:58  <planetmaker> yes... but 75%... so?
10:43:10  <Artea> shouldnt be bought ?
10:43:37  <planetmaker> sure, can be bought. I understood that you aquired it and thus made the company go. Probably I misunderstood?
10:43:46  <Artea> well
10:43:57  <Artea> I bought it now
10:43:58  <Artea> 75%
10:44:02  <Artea> and there is 25% yours
10:44:07  <planetmaker> ah, ok, yes, fine
10:44:15  <Artea> its normal ?
10:44:15  <planetmaker> thought it was gone
10:44:18  <planetmaker> yes
10:44:33  <Artea> nah
10:44:34  <Artea> its there
10:44:39  <planetmaker> fine :)
10:44:40  <Artea> AI just crashed
10:44:45  <planetmaker> right now?
10:44:47  <Artea> not now
10:44:52  <Artea> middle of the night
10:44:58  <planetmaker> hm :|
10:45:03  <planetmaker> but company doing well :P
10:45:06  <Artea> I think cant hold for 10 years on "high level"
10:45:22  <planetmaker> it probably is just a nasty mistake
10:45:24  <Artea> yeah
10:45:28  <Artea> its AIAI
10:45:32  <planetmaker> did you report the crashs to the author?
10:45:34  <Artea> the hardcore bot
10:45:40  <Artea> yes, sent a mail
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10:45:53  <Artea> since I dont remember my TT forum login
10:45:53  <planetmaker> good :)
10:45:58  <planetmaker> bad :(
10:46:04  <Artea> need to check it
10:46:08  <Artea> has been long time since
10:46:16  <planetmaker> but there's password reset. And there's owen
10:48:09  <Artea> found it
10:48:15  <Artea> used a very old password
10:48:44  <Artea> damn planetmaker
10:48:48  <Artea> you bought Samu
10:49:05  <planetmaker> hehe
10:49:15  <planetmaker> but only 75% :P
11:01:55  <Artea> yay
11:02:02  <Artea> just got mail from AIAI's owners
11:02:06  <Artea> * owner
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11:22:31  <Artea> hi Samu
11:22:37  <Artea> planetmaker bought you :P
11:22:38  <Samu> hi
11:22:41  <Samu> ok
11:22:57  <Artea> caos in my World ;)
11:23:19  <Samu> was I losing money?
11:23:21  <Artea> just 40B behind
11:23:25  <Samu> must have been inflation
11:24:09  <Artea> nah
11:24:13  <Artea> you are doing well
11:24:17  <Artea> 3B
11:39:27  <Artea> planetmaker
11:39:34  <Artea> server got laggy during the night ?
11:40:54  <Samu> yes
11:41:14  <Artea> must be my ISP
11:41:20  <Artea> disconnected 1h ago
11:41:27  <Samu> simulation rate was down at 6 fps at times
11:41:41  <Samu> oh, maybe that, too
11:41:42  <Artea> dont know why
11:42:00  <Artea> has been dc everyday
11:42:11  <Artea> I get so pissed because my other game dcs
11:57:48  <planetmaker> Artea, no, it's not the ISP which makes it laggy. If you use the framerate display, it periodically drops to low framerates
11:57:59  <planetmaker> probably as it's creating saves or other periodic stuff
11:58:25  <Artea> I disable auto-saving
11:58:28  <planetmaker> but yes, my instance got disconnected over night... but then, my ISP resets my connection over night
11:59:06  <planetmaker> as samu says: it's the simulation rate which drops... nothing to do with networking
11:59:07  <Artea> I got router issue
11:59:13  <Artea> lost connection to ISP box
11:59:16  <Artea> GRRRRR
11:59:21  <Artea> hate when it happens
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13:05:38  <Samu> LordAro, Your script made an error: the index 'town' does not exist
13:16:11  <LordAro> isn't that the same error as before?
13:16:16  <Samu> yes
13:17:54  <LordAro> looks like this one
13:17:57  <LordAro> town -> townid
13:19:16  <LordAro> and looking at Dretfield in your screenshot, i'm not surprised it wasn't able to find somewhere to build
13:20:35  <peter1138> Toyland, ew
13:25:31  <Artea> seems I'm #2 in my server ;)
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13:33:25  <Samu> when is it fixed?
13:33:57  <Samu> and uploaded to bananas
13:35:26  <peter1138> Urgh, we need to remove block signals :(
13:35:33  <peter1138> Or at least make them hard to get to.
13:35:39  <peter1138> So many people get them wrong.
13:35:52  <Eddi|zuHause> i agree
13:37:00  <Eddi|zuHause> iirc we already have settings for them to not be included in the ctrl+click cycle (who uses that anymore?), just need to also exclude them from the signal GUI
13:37:06  <planetmaker> ehm... the default *is* the path signal
13:37:16  <planetmaker> and yes, I use the ctrl+click cycle
13:38:08  <Eddi|zuHause> planetmaker: the assumption should be that almost nobody knows ctrl+click features
13:38:30  <planetmaker> it's probably a safe assumption
13:38:57  <planetmaker> and not including them in the ctrl+click cycle... isn't that default either?
13:39:03  <Eddi|zuHause> but, my prediction is even with only one signal type, people would still manage to get signals wrong. see TF :p
13:39:12  <planetmaker> of course they would
13:39:27  <planetmaker> understanding blocks is not the easiest thing to do
13:39:48  <planetmaker> factorio actually has a nice thing when placing signals: it highlights the different blocks with different colours
13:39:59  <planetmaker> (and only then)
13:40:39  <planetmaker> so you immediately see which tracks are connected and where a train would thus interfere with the path of another when it enters a block another train also would want to use
13:40:46  <planetmaker> (factorio only knows block signals)
13:41:26  <planetmaker> and pre-signals called chain signals (which is a special form of block signal, terminated by a normal signal)
13:41:32  <Artea> grrrrr
13:41:40  <Artea> just getting spammed from an ip
13:41:53  <planetmaker> but as in OpenTTD irrespective of signal type, signals cut tracks into blocks
13:42:07  <planetmaker> and even that system is not understood by many :P
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13:44:23  <Samu> omg wikipedia begging for money again is so annoying
13:44:52  <Artea> about the down framerate of the server
13:45:01  <Artea> I think is due the dust in it
13:45:05  <Artea> need to clean up
13:45:09  <Artea> :(
13:45:16  <Samu> stupid big box taking 3/4 of the screen
13:46:11  <Artea> Samu: are you idleing in my server ? ;P
13:46:19  <Samu> yes
13:46:27  <Artea> hahaha
13:46:40  <peter1138> Problem with pre-signals is... people think they are superior to path.
13:47:16  <peter1138>
13:47:18  <peter1138> The classic...
13:47:36  <Artea> I wonder how CashDrainGS would be affected with Inflation
13:47:53  <Artea> it will be my next task of DS
13:56:07  <Samu> my GS is company value
13:57:18  <Samu> if you want to try
13:57:24  <Samu> it's nothing special
13:57:54  <Samu> ranks companies by value, and that's it
13:59:43  <Artea> try CashDrainGS
13:59:53  <Artea> it helps alot in small trains
14:00:22  <Artea> without I get around 2k or 5k max, with this I get like 12k
14:00:36  <Artea> it's changes the dynamic of the game
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14:08:11  <nielsm> new signal building UI that places path signals front and first
14:09:20  <planetmaker> well... expert setting which enables display of block signals. And only show path signals by default
14:11:00  <Artea> planetmaker
14:11:07  <Artea> you margin of profit is good
14:11:08  <peter1138> Yeah, hide them from the UI
14:11:18  <Artea> I have a little more because I sold the shares of AIAI
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14:11:47  <DorpsGek_II> [OpenTTD/OpenTTD] stormcone updated pull request #7497: Feature: Selective demolition tool.
14:11:47  <peter1138> Yet another setting ;(
14:13:13  <nielsm> well it'd be a client setting not affecting simulation
14:14:26  <nielsm> git pull => "539 files changed, 5901 insertions(+), 5881 deletions(-)"
14:14:28  <LordAro> could bundle it into the ctrl+click cycle setting?
14:14:32  <nielsm> that's the nullptr patch right?
14:14:34  <LordAro> nielsm: yup
14:20:57  <Guest110> Hello guys,  I'm integrating OpenTTD with external stream analytics tool (Hazelcast Jet). May I ask for your help? I want OpenTTD to stop a train if specific external condition  occurs. My intention was to plug a Jet listener into OpenTTD code and call some OpenTTD API to stop the train. Does it make sense? Which API to use to stop the train?
14:22:04  <Guest110> I tried DoCommandP(v->tile, v->index, 0, CMD_START_STOP_VEHICLE, NULL) which didn't seem to have desired effect..
14:22:55  <peter1138> Calling functions directly? o_O
14:22:57  <planetmaker> Not quite clear what you're looking for. There is not exactly an API to stop trains in general... there's the user interface where you can stop trains. And AI have a command to start/stop trains, too
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14:23:11  <planetmaker> but... DoCommandP definitely is not an API but an internal function
14:23:13  <peter1138> So yeah, AI/GS have a defined API.
14:23:33  <peter1138> There is an admin API but I don't think that allows for that kinda stuff.
14:23:53  <Guest110> So is there an AI API I can call?
14:23:55  <planetmaker> gamescripts might... when imposing themselves as a player
14:24:09  <planetmaker> you can call an AI API only when you are an AI script
14:24:17  <peter1138> ^^
14:24:21  <planetmaker> and the game script API only when you're a game script
14:24:47  <Samu> inb4 super GS playing as 15 AI companies
14:26:51  <planetmaker> Guest110, I'm actually not sure what you really want to do. You mentioned a tool. And you want to stop a train. But... that's not exactly a purpose... so hard to suggest anything
14:28:45  <planetmaker> i.e. it feels to me a bit like asking about the heat and temperature to bake potatoes with - but don't give the meal you try to cook :P
14:31:53  <Guest110> I'm member of the team building an open-source stream processing solution. I want to build nice demo using OpenTTD as a long-time game fan. I want to use OpenTTD as a source of a real time data feed with transport telemetry. So that vehicle information updates are streamed into it. Analytical tool does decision making based on the observed data. Fox example stop the train if it detects potential collision.
14:32:30  <Guest110> I'm successfully streaming the vehicle updates from OpenTTD. Now I'd like to build this "stop the train if rule wants it" part.
14:35:25  <planetmaker> collision detection is done in the pathfinder internals... that's not exposed anywhere
14:36:09  <planetmaker> or maybe not path finder, but the core game loop where vehicles are moved
14:36:42  <Guest110> Collisions were just an example, I just wanted to do some visible action in OpenTTD triggered externaly.
14:37:11  <Samu> a super AI entity
14:37:34  <LordAro> calm down, Samu
14:37:42  <planetmaker> Visible action... that's what we have AI and game scripts for - which are both written in squirrel. But both of which directly act on the game and its entitities
14:38:41  <nielsm>
14:39:22  <planetmaker> anyway, as you do not seem to want to use that, but implement another AI / game script API - hook into whereever suits you. Maybe use the script API to look where they hook into
14:39:30  <planetmaker> and duplicate that for your needs
14:39:39  <planetmaker> nielsm, pre-signals are also block signals
14:39:55  <Samu> nielsm, just hide them buttons really really hidden in some obscure openttd.cfg setting where no one would look
14:40:09  <Guest110> Thanks planetmaker, thanks guys.
14:40:12  <planetmaker> nielsm, "show block signals in signal dialogue"
14:40:42  <planetmaker> Guest110, I guess that doesn't sound satisfactorily... but yes... difficult to answer more detailed
14:41:23  <nielsm> Guest110: what tech are you using to receive the data from the game so far?
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14:48:28  <Guest110> I use the Jet C++ client. With each train tick, I send the vehicle information to Jet. Client works asynchronously so game isn't affected.
14:49:21  <nielsm> I mean, are you receiving it over a network socket? is that network socket connected as a regular client or to the adminport? or are you using a modified client?
14:49:34  <nielsm> (modified game executable)
14:50:26  <Guest110> Modified game executable. I've downloaded sources from GH and recompiled it with the client of Jet added to it.
14:50:38  <nielsm> okay
14:52:14  <nielsm> what you'd basically do then (I think) is add a block of code where you switch to the appropriate company and then perform a DoCommandP call for the "stop train" command with the train id
14:53:14  <Guest110> DoCommadP returned false, but maybe that was because I didn't switch the company..
14:53:20  <Guest110> How can I do that?
14:55:54  <nielsm> basically just change _current_company global, but make sure to restore it afterwards
14:56:16  <nielsm> ai_core.cpp in AI::GameLoop shows how to do that with Backup<CompanyByte>
14:58:17  <nielsm> and (naturally) to act as any random company, you have to either be singleplayer mode, or server in multiplayer, or be connected as a client joined to that company
14:58:56  <planetmaker> a client will be kicked though from multiplayer if it tries to issue commands for anything not under the company's control
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15:00:50  <Alberth> o/
15:02:14  <planetmaker> o/
15:02:40  <LordAro> o/
15:05:25  <Guest110> Thank you very much nielsm, I'll try!
15:07:44  <_dp_> planetmaker, but server won't ;)
15:08:48  <_dp_> but yeah, only doable as a server and even though it's somewhat possible with gs+admin port doing it directly with docommandp is likely to be much easier
15:09:06  <peter1138> gs network support? :D
15:09:32  <_dp_> peter1138, network thing can talk to gs via admin port
15:09:41  <peter1138> Yeah
15:09:45  <peter1138> I heard about that.
15:10:53  <planetmaker> I actually wondered whether it really would be bad to allow AI conntect to a server from extern
15:11:17  <planetmaker> Sure, allows some automated griefing options...
15:11:38  <planetmaker> but also interesting helper opportunities
15:12:24  <_dp_> o_O helper makes some sense as gs even though there are almost none currently
15:12:30  <_dp_> but ai has no place in mp imo
15:13:37  <planetmaker> I think it has its place
15:13:51  <planetmaker> not in every MP scenario / setup. But there definitely are some
15:16:22  <_dp_> idk, only use I can think of is to have some AI to make server look populated and attract more real players
15:17:47  <_dp_> but that's kinda shady
15:19:47  <_dp_> automated griefing is already a thing btw
15:20:00  <planetmaker> how?
15:20:01  <_dp_> there was a bot at some point that spammed all servers with companies
15:20:10  <planetmaker> ofc... modified clients
15:20:23  <Artea> R.I.P. 128 passangers from planetmaker's Transports
15:20:45  <Artea> * passengers
15:21:32  <planetmaker> plane crash, eh?
15:21:48  <planetmaker> sucks :P
15:21:56  <planetmaker> but that's what makes the trains better
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15:22:29  <planetmaker> the 38 trains make approx. as much profit as the 38 planes. Or at least last night they did
15:24:16  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened pull request #7504: Feature: Hide block signal tools by default
15:24:23  <nielsm> there, cheeky PR of the day
15:24:55  <Artea> yep
15:25:05  <Artea> it sux
15:25:42  <Artea> foster mkII costs 10,000,000 euros
15:25:57  <nielsm> sound realistic
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15:26:01  <Artea> put 2 road vehicles and they only give me 100k
15:26:29  <planetmaker> all my RV make negative income... all are feeder for trains
15:27:24  <peter1138> nielsm, not enough use of the words "obsolete" and "deprecated" ;-)
15:27:55  <Artea> I wanted to make train
15:27:58  <Artea> for subsidy
15:28:01  <Artea> since is 4x
15:28:25  <Artea> but meh, dont sure if worth and small space
15:28:39  <nielsm> well block and pre signals do enable building train-based computers so they're not obsolete in the sense that all their functionality has been superseded
15:28:41  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7504: Feature: Hide block signal tools by default
15:28:42  <Artea> towns are already connected
15:29:08  <peter1138> nielsm, we should seriously consider one of the programmable signal patches.
15:29:21  <peter1138> i had a patch once...
15:29:32  <peter1138> But decided it was a bit NIH-syndrome.
15:29:55  <nielsm> I think I suggested a system where you sent squirrel code over the string parameter in the commands
15:30:05  <peter1138> Mmm, no thanks :p
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15:34:26  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7504: Feature: Hide block signal tools by default
15:35:51  *** Progman has joined #openttd
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15:55:05  <nielsm> yeah a naive try to setting up selection stacks in the signal toolbar fails massively
15:57:17  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7504: Feature: Hide block signal tools by default
16:00:06  <nielsm> oh dear...
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16:12:11  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window
16:14:49  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways
16:15:53  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7501: Use std::sort() when it's possible
16:21:13  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7501: Use std::sort() when it's possible
16:36:18  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7501: Use std::sort() when it's possible
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16:42:48  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7501: Use std::sort() when it's possible
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16:54:12  <Wolf01> o/
16:56:06  <Alberth> o/
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17:45:21  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7501: Use std::sort() when it's possible
17:46:00  <glx> now using operator() in some places
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17:48:14  <andythenorth> yo
17:52:29  <andythenorth> 7504 is interesting :)
17:52:52  <glx> oups it massively fails to compile
17:53:11  <andythenorth> nielsm: tangentially relevant
17:54:39  <nielsm> yeah I know there's wishes to change the signal gui overall
17:54:52  <nielsm> (it's not good)
17:55:27  <glx> next time I'll make sure to check with mingw before pushing
17:56:29  <andythenorth> signals, I could do without semaphores ever :P
17:56:42  <andythenorth> even down at the hotkey level
17:56:49  <andythenorth> signals grf? o_O
17:56:50  <andythenorth> :P
17:57:06  <andythenorth> hmm hotkeys.cfg
17:57:19  <andythenorth> does that actually work?
17:57:51  <glx> it should
17:59:02  <Artea> auto renew needs a timer
17:59:04  <Artea> or something
17:59:13  <Artea> I have trains with 70 years old :S
17:59:34  <LordAro> realistic!
17:59:42  <andythenorth> so I often build semaphores by accident
17:59:47  <andythenorth> because I have ctrl key pressed
17:59:50  <glx> just make sure it can reach a depot when the autorenew check happens
17:59:54  <andythenorth> in anticipation of building one way signal
18:00:04  <Artea> it is, LordAro
18:00:07  <andythenorth> I don't see how to disable that in hotkeys.cfg
18:00:14  <glx> if it's too far it won't autorenew
18:00:18  <Artea> a very one indeed in my paradise
18:00:35  <andythenorth> semaphores are nice for realism, but total ass for gameplay
18:01:26  <nielsm> semaphores should require a signal house nearby to work (and be buildable), electric signals should require either a modernised signal house nearby, or a massively expensive signalling central
18:01:42  <andythenorth> well maybe :P
18:01:57  <andythenorth> how about a signal box auto-built by the game every n tiles :P
18:02:00  <andythenorth> for pure eye candy
18:02:01  * Artea would like to see LordAro beat planetmaker in his server
18:02:14  <LordAro> nice try :p
18:02:23  <Artea> haha :P
18:02:35  <LordAro> pm is a seasoned ottdc veteran
18:02:56  <Artea> I can see that
18:02:59  <Artea> he beat me
18:03:07  <Artea> but I bought AIs
18:03:21  <Artea> went up creating a mess in my company
18:05:37  <andythenorth> someone test new FIRS Steeltown? o_O
18:05:46  <andythenorth> it works, with some rough edges
18:08:44  <andythenorth> hmm
18:09:00  <andythenorth> how can I distinguish cryogenic tankers from food tankers?
18:09:01  <andythenorth>
18:09:07  <andythenorth>
18:09:12  <andythenorth>
18:12:50  <Eddi|zuHause> orange stripe?
18:13:11  <Eddi|zuHause> (not quite accurate, but close enough?)
18:13:33  <andythenorth> it's the most obvious solution
18:13:54  <andythenorth> or make one type white and one type silver
18:14:41  <Eddi|zuHause> silver doesn't really translate in this pixel environment
18:14:44  <milek7> kdtree crashed again ;/
18:14:52  <andythenorth>
18:15:01  <LordAro> someone should fix that
18:15:18  <andythenorth> silver and white are close, but not identical
18:15:30  <andythenorth> it's only a few shades different, but the refrigerated vans are white
18:15:34  <andythenorth> the tankers are silver
18:15:51  <Eddi|zuHause> the least you could do would make the cryo stripe horizontal and the edible vertical
18:16:29  <Eddi|zuHause> or the other way around, to match the refrigerated with the edibles tanker
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18:16:58  <andythenorth> that's kind of snookered, by having 4 generations or so
18:17:04  <andythenorth> which need to look same-but-different
18:17:05  <Samu> hi
18:17:20  <andythenorth>
18:17:40  <andythenorth> I wonder if they don't need to be so different though
18:17:54  <andythenorth> then I could use horizontal for one type and vertical for the other, as eddi said
18:18:13  <andythenorth> these were drawn quickly because I was bored of them not being done
18:18:34  <Eddi|zuHause> the differences in generation could be more subtle
18:19:08  <andythenorth> +1
18:19:22  <andythenorth> so horizontal on the cryo tanks for realism (in Europe at least)?
18:19:34  <andythenorth> or horizontal on the edibles tanks to match the fridge vans
18:19:57  <Eddi|zuHause> i leave that up to your creative mind :p
18:20:01  <andythenorth> oof
18:20:50  <andythenorth> realism
18:20:58  <andythenorth> also realism
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18:29:24  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways
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18:43:01  <Samu> damn
18:43:06  <Samu> savegame conversion is missing
18:43:12  <Samu> gonna fix
18:43:34  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways
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18:55:41  <Artea> damn hell
18:55:47  <Artea> someone is spamming alot
18:55:53  <Artea> in query for games
18:55:54  <Artea> :S
18:57:45  <Artea> games = servers
18:58:02  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways
19:07:15  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways
19:10:22  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways
19:14:33  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways
19:23:17  <Samu> actually, autoreplace needs more changes than just a gui change :(
19:23:23  <Samu> bah...
19:27:53  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7501: Use std::sort() when it's possible
19:29:28  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7501: Use std::sort() when it's possible
19:32:36  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7501: Use std::sort() when it's possible
19:35:05  * peter1138 returns from cinema
19:40:31  <andythenorth> cinema returns from peter1138
19:47:11  *** Alberth has left #openttd
19:53:34  <peter1138> yes
19:57:41  <Eddi|zuHause> was there anything interesting in the cinema since i last went?
19:58:08  <Eddi|zuHause> i can't even remember what it was...
19:58:20  <Eddi|zuHause> probably star wars
19:58:33  <Eddi|zuHause> which everyone thought was boring
20:01:27  <andythenorth> s
20:01:37  <andythenorth> did we do liveries yet? :)
20:04:21  <peter1138> Why?
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20:08:37  <Samu> hmm what to do about autoreplace
20:08:52  <Samu> looks like nothing has to be done
20:10:04  <Samu> i can replace a small plane with a large plane
20:10:32  <Samu> if the airports have long runways, it's fine, if they don't it's not fine
20:10:41  <Samu> but autoreplace, itself... nothing changes
20:12:55  <andythenorth> Why Not
20:13:08  * andythenorth should make some pixels
20:13:31  <andythenorth> also is it nap time yet?
20:15:19  <peter1138> Well, nrt.
20:15:20  <peter1138> Hmm.
20:15:28  <Samu>
20:15:30  <Samu> keks
20:15:52  <Samu> hope that's a bit clearer
20:16:27  <Samu> probably more confusing now?
20:20:38  * andythenorth moves yellow pixels around
20:20:44  <andythenorth> such obsess
20:22:29  <Samu> lol edit
20:22:41  <Samu> that's the only melee skill that matters
20:25:55  <Artea> road vehicles armoured should have more than 16 bags of valuables
20:26:19  <Artea> every road vehicle should have a little more in the end...
20:26:32  <nielsm> make a newgrf that changes that
20:26:56  <nielsm> the base vehicles stay as they were defined by chris sawyer in transport tycoon deluxe
20:28:07  <Artea> include new ones
20:28:18  <Artea> I need to search for them
20:28:23  <LordAro> those are called "newgrfs"
20:29:04  <Artea> seems I going have nice work on next version of OTTD
20:31:36  <Samu> heh Artea, 95% of my patch requests are rejected
20:33:54  <LordAro> i think this might be close to done
20:34:50  <peter1138> Hmm?
20:35:20  <peter1138> Still looks very old school :p
20:35:26  <LordAro> website remove-images-for-layout
20:37:29  <andythenorth> you can usually reduce box-shadow to 0 0 1px #999 or so
20:37:35  <andythenorth> or rgba(0,0,0,0.2)
20:37:57  <LordAro> andythenorth: hmm?
20:38:16  <andythenorth> the drop shadow borders are fuzz
20:38:32  <andythenorth> in the live site also
20:38:41  * andythenorth firebugs
20:39:39  <andythenorth> hmm
20:39:42  <andythenorth> navigation-bg-left.png and friends
20:39:46  <andythenorth> need to die :)
20:39:54  <LordAro> yes :p
20:40:00  <LordAro> that's the main purpose of my changes
20:40:04  <TrueBrain> LordAro keeps saying he has a patch for that :P
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20:40:14  <TrueBrain> he spend too much time with peter1138 :P
20:40:21  <LordAro> TrueBrain: lemme rebase to something newer than January, and you'll have a PR
20:40:28  * andythenorth keeps saying he will rebuild the website
20:40:37  <TrueBrain> I dont believe you LordAro :P
20:40:37  <andythenorth> andythenorth hasn't got it done though
20:44:56  * peter1138 rebuilds nrt again.
21:01:57  <DorpsGek_II> [OpenTTD/website] LordAro opened pull request #80: General layout refactor
21:02:02  <LordAro> TrueBrain: nyer.
21:07:19  <andythenorth> such bed
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21:28:20  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7501: Use std::sort() when it's possible
21:29:19  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7501: Use std::sort() when it's possible
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21:51:06  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7501: Use std::sort() when it's possible
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21:58:58  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7501: Use std::sort() when it's possible
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22:01:34  <Samu> that helicopter change...
22:01:38  <Samu> hmm
22:01:56  <Samu> not sure if it would make sense if I split it into a pr of its own
22:02:20  <Samu> context:
22:07:43  <Samu> ok, i'll do it
22:10:36  <peter1138> I'm not sure it's a desirable change at all.
22:17:05  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window
22:24:41  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7505: Change: Permit autoreplacing a plane with a helicopter or vice versa.
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22:47:08  <Samu> why was difficulty preset custom removed?
23:04:33  <Samu> what happened here?
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