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00:07:31 *** berndj has quit IRC 00:07:55 *** berndj has joined #openttd 00:17:14 *** GT has joined #openttd 00:34:22 *** HerzogDeXtEr has quit IRC 00:55:09 *** Flygon has joined #openttd 00:59:09 *** GT has quit IRC 02:06:35 *** debdog has joined #openttd 02:09:52 *** D-HUND has quit IRC 03:06:45 *** glx has quit IRC 03:49:13 *** Gadg8eer has joined #openttd 04:16:54 *** HerzogDeXtEr has joined #openttd 04:28:41 *** snail_UES_ has joined #openttd 04:46:25 *** keoz has joined #openttd 05:48:47 *** snail_UES_ has quit IRC 06:13:28 *** Gadg8eer has quit IRC 07:01:48 *** sla_ro|master has joined #openttd 07:22:56 *** Wolf01 has joined #openttd 07:37:33 *** Progman has joined #openttd 08:04:26 *** andythenorth has joined #openttd 08:19:53 <andythenorth> LordAro nml release? o_O https://www.tt-forums.net/viewtopic.php?p=1233858#p1233858 08:20:35 * andythenorth can't remember if we wait features, or one of us just stirring to do it 08:53:21 <andythenorth> looks quite straightforward https://github.com/OpenTTD/nml/pulls?q=is%3Apr+is%3Aclosed 09:19:08 *** nielsm has joined #openttd 09:38:52 *** gelignite has joined #openttd 09:58:39 <andythenorth> manually pushed, but now there's enough stuff to start scripting it :) https://grf.farm/firs/index.html 10:09:31 <andythenorth> nielsm can you remember why it is 'incoming_cargo_waiting("IRON")' instead of 'incoming_cargo_waiting("1")'? 10:09:50 <andythenorth> I know why I prefer the actual syntax, but we have one very confused / angry user 10:09:53 <andythenorth> oof :P 10:11:26 <andythenorth> oh nvm 10:11:32 * andythenorth does something more useful 10:27:47 <LordAro> andythenorth: xkcd workflow 10:27:53 <LordAro> but sure, nml release 10:28:07 <LordAro> you can put it together just as well as i can 10:36:57 <andythenorth> yup happy to 10:37:08 <andythenorth> just confirming we're not waiting on anything 10:37:25 <LordAro> you're more likely to know that than me 10:40:22 <andythenorth> FLHerne has been pretty good recently at knowing what's needed in nml :) 10:40:32 <andythenorth> I'll finish this grf.farm stuff I'm doing and make the release 10:46:13 <nielsm> andythenorth: someone (can't remember if it was frosch or michi) campaigned to avoid as much of the "industry's cargo index" stuff in the new interface 10:46:21 <nielsm> and instead have everything work by cargolabel 10:47:01 <nielsm> the downside is that you can't share produce statements and callbacks between industries that can have different cargoes but behave the same 10:47:38 <andythenorth> the upside is you don't get 'Surprise! You tried to access cargo by index, but it's the wrong one!" 10:48:10 <nielsm> yeah it prevents you from doing stupid tricks, but it enables you to write more robust code 10:49:44 <LordAro> mildly surprising that "1" is still a string 10:51:24 <nielsm> the way it's implemented in NML the incoming_cargo_waiting function would look up the index of "1" in the cargo translation table and write a property call with that index as parameter 10:51:41 <nielsm> but the ctt lookup fails, probably 10:51:55 <nielsm> since you shouldn't be able to put single-character strings in it 10:52:21 <LordAro> i guess so, but i'd expect an index to be a number 10:52:24 <nielsm> and that lookup happens on the nml side, before the grf is generated 10:52:36 <LordAro> purely a syntax oddity 10:52:47 <nielsm> like, the NML incoming_cargo_waiting function could be written to also take an integer instead 10:53:02 <nielsm> but that would be into the ctt, not into the order of cargoes accepted by the industry 11:00:48 <andythenorth> "1" isn't a string afaict, it's just author PEBKAC 11:30:02 <dP> why client mp name isn't in settings? 11:30:25 <dP> like, how new player is even supposed to change name while in game? 11:30:30 <dP> don't tell me with console :p 11:31:51 <andythenorth> this page is going to be a disaster https://newgrf-specs.tt-wiki.net/wiki/NML:Industries#Industry_variables 11:32:17 <andythenorth> The amount of 'output cargo type 1' that was produced this month. NML 0.5.0 - 0.5.2 Removed. Use this_month_production instead. NML 0.5.3 Deprecated. Use this_month_production instead. 11:33:47 <andythenorth> :D 11:36:11 *** iSoSyS has joined #openttd 11:53:16 <DorpsGek_III> [OpenTTD/nml] andythenorth opened pull request #159: Doc: Changelog for 0.5.3 https://git.io/JJIqn 11:53:40 <andythenorth> ^ I just put in all commits, we seem a bit uncertain about when to include nml internal codechanges or not, so I stuck them in 11:54:58 <DorpsGek_III> [OpenTTD/nml] LordAro commented on pull request #159: Doc: Changelog for 0.5.3 https://git.io/JJIq8 11:57:31 <DorpsGek_III> [OpenTTD/nml] andythenorth updated pull request #159: Doc: Changelog for 0.5.3 https://git.io/JJIqn 11:58:59 <nielsm> dP: good question, I've also wondered why the player name is so annoying to change 11:59:43 <DorpsGek_III> [OpenTTD/nml] andythenorth updated pull request #159: Doc: Changelog for 0.5.3 https://git.io/JJIqn 12:00:21 <dP> nielsm, I wouldn't call it annoying, more like cumbersome 12:01:16 <nielsm> imo it should be in the game options 12:01:17 <dP> nielsm, if anything it'd be better to be more annoying with smth like "please choose your name" popup when joining the server 12:01:35 <nielsm> also an option, if the player doesn't have a name set yet 12:01:58 <LordAro> just removing the default and forcing a popup if not set would probably be enough 12:02:09 *** WormnestAndroid has quit IRC 12:02:09 <dP> nielsm, at least if you ever add popups with inputs to gs I'm defenitely doing that for our servers xD 12:02:21 *** WormnestAndroid has joined #openttd 12:02:33 <dP> but better to do on openttd side as servers can only change name temporarily 12:05:37 <andythenorth> ^^ changelog revised 12:13:12 <Eddi|zuHause> the problem with default values is that 99% will never change it 12:25:52 <Wolf01> Hmmm, so racism touched black/white hats too, because black/white for evil/good respectively is racist. I propose to switch to purple=good and yellow=evil. Yin Yang too. 12:26:31 <andythenorth> the problem isn't that it's intrinsically racist 12:26:48 <andythenorth> the problem is that it wastes a lot of time and distracts from actual real issues 12:27:05 <andythenorth> whitelist and blacklist have similar issues (e.g for IP listing etc) 12:27:58 <Wolf01> They even dropped master/slave for controllers 12:28:31 <Wolf01> Now I want them to come and fix the labels on my old IDE drives 12:28:54 <Wolf01> Fuck people, covid isn't doing enough 12:29:41 *** virtualrandomnumber has joined #openttd 12:44:55 *** iSoSyS has quit IRC 12:45:07 <DorpsGek_III> [OpenTTD/OpenTTD] michicc opened pull request #8264: Add: [CMake] Source group definitions for MSVC project filters. https://git.io/JJImg 12:46:16 *** iSoSyS has joined #openttd 12:47:10 *** Borg has joined #openttd 12:47:43 <FLHerne> andythenorth/LordAro: It's glx who has big changes in this version 12:50:04 <FLHerne> I'd like https://github.com/OpenTTD/nml/pull/150 for 0.5.3, it's less broken than what we have now 12:50:22 <FLHerne> Actually, I don't think frosch's comment is correct anyway 12:53:09 <DorpsGek_III> [OpenTTD/nml] FLHerne commented on pull request #150: Fix #147: rounding issues https://git.io/JJImQ 12:54:02 <FLHerne> And do we want https://github.com/OpenTTD/nml/pull/155 ? 12:56:04 <andythenorth> I want 155 12:56:08 <andythenorth> but there's always 0.5.4 12:56:13 <andythenorth> releases are so cheap 12:57:55 <andythenorth> 155 wfm in tests 12:58:02 <andythenorth> code review is beyond what I can sensibly do 12:59:21 <DorpsGek_III> [OpenTTD/nml] FLHerne commented on pull request #159: Doc: Changelog for 0.5.3 https://git.io/JJImh 12:59:57 <FLHerne> Oh, and I think we ideally want a warnings filter, those are very spammy 13:00:03 <DorpsGek_III> [OpenTTD/nml] LordAro commented on pull request #155: Add: Support for parameters in switches https://git.io/JJImj 13:00:11 <FLHerne> Can probably wait for 0.5.4 though 13:00:35 <DorpsGek_III> [OpenTTD/nml] andythenorth updated pull request #159: Doc: Changelog for 0.5.3 https://git.io/JJIqn 13:05:59 <FLHerne> LordAro: Why did you delete your comment? I was about to reply to it 13:06:11 <LordAro> FLHerne: i'm doing a full review instead :) 13:06:19 <LordAro> 5 mins 13:07:57 *** jottyfan has joined #openttd 13:08:27 <DorpsGek_III> [OpenTTD/nml] LordAro requested changes for pull request #155: Add: Support for parameters in switches https://git.io/JJIYs 13:12:50 *** jottyfan has quit IRC 13:12:58 *** jottyfan has joined #openttd 13:18:01 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8264: Add: [CMake] Source group definitions for MSVC project filters. https://git.io/JJIYg 13:20:43 *** blathijs has quit IRC 13:23:00 *** blathijs has joined #openttd 13:26:45 <andythenorth> meh 13:26:53 <andythenorth> need to do a numeric sort on strings 13:26:57 <andythenorth> classic version number problem 13:27:08 <LordAro> sort -V 13:27:09 <andythenorth> 3.0.1, 3.0.10, 3.0.9 13:27:52 <andythenorth> can't just split on x.y.z, because there are some like 4.0.0-alpha-3 13:29:05 <andythenorth> seems setuptools has tooling for it https://stackoverflow.com/questions/11887762/how-do-i-compare-version-numbers-in-python 13:32:55 <supermop_Home> good morning 13:37:40 <andythenorth> oh wow 13:38:03 <andythenorth> by complete accident, the python packaging library parses 4.0.0-alpha-3 as 4.0.0a3 13:38:11 <andythenorth> that's helpful 13:51:00 <andythenorth> ok that works, stack overflow delivered :D 13:51:21 *** WormnestAndroid has quit IRC 13:51:42 * andythenorth needs more hours in the day 13:51:46 <andythenorth> Monday approaches :x 13:53:33 *** WormnestAndroid has joined #openttd 13:54:37 <dP> hm, is there any way to inherit class defined in another cpp file? 13:54:42 <dP> besides including that cpp I guess 13:55:00 <nielsm> you need the full class declaration to inherit from it 13:55:11 <nielsm> not necessarily the implementation 13:55:33 <dP> nielsm, yeah, it's also declared in cpp 13:55:37 <dP> not in hpp 13:55:59 <nielsm> yep then you can't 13:56:44 <LordAro> (without moving the declaration) 13:57:39 <dP> I kinda wanted to patch that class without messing the original file too much 13:58:27 <nielsm> you'd have to move the class def to a header then to include in both places 13:58:53 <dP> can I have 2 class {} blocks? 13:59:15 <nielsm> no 14:00:25 <dP> then splitting declaration is way too much changes already :( 14:03:16 <supermop_Home> is multiple unit working for model trains a thing? 14:04:55 <FLHerne> I've seen it done 14:05:20 <nielsm> I'm sure it's possible with digital controls 14:05:43 <andythenorth> I have pictures on devzone I think 14:05:47 <supermop_Home> hm 14:05:50 <andythenorth> but devzone really is dead 14:06:37 <andythenorth> nvm 14:07:10 <supermop_Home> what about buying like, two DMU models, one with DCC and one without, and coupling them together? can the one control drive both motors if wired together? 14:07:49 <FLHerne> supermop_Home: If you only want to uncouple in predetermined places, there are electromagnet-based solutions for most common couplers 14:08:35 <FLHerne> (or physical -- there's a version for uncoupling UK hook/loop couplers with basically a disk on a vertical solenoid) 14:08:57 <supermop_Home> i recall pacers on Harrogate line often running in like 4 or 5 car rakes 14:09:18 <FLHerne> If you permanently wired them together, sure 14:09:25 <supermop_Home> which would mean i'd have to buy two sets, they don't seem to make dummy only pacers 14:09:28 <FLHerne> You'd have to check the current rating on the decoder 14:09:44 <FLHerne> But there are plenty of high-current ones 14:09:50 <andythenorth> oh here we go https://firs-test-1.s3.eu-west-2.amazonaws.com/images/6AE0E791-10BA-4EF3-9BEB-EBDCD4820EA7_1_105_c.jpeg 14:10:18 <andythenorth> 7 units, DC one hornby trainset controller 14:10:28 <FLHerne> Probably easier to just fit decoders to both though 14:10:38 <FLHerne> They're pretty cheap now 14:10:45 <andythenorth> I have loads in a box 14:10:45 <supermop_Home> warrant buffet is weeping tears of joy at all that bnsf andy 14:10:47 <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8264: Add: [CMake] Source group definitions for MSVC project filters. https://git.io/JJI3C 14:10:52 <andythenorth> I strip the DCC out of everything 14:11:32 <supermop_Home> warren... oops 14:12:21 <FLHerne> Why? 14:12:34 <supermop_Home> no luck on gner 43s or 91s so far, now trying to decide between blue or executive for 43 14:12:38 <FLHerne> Decoders should work fine on DC unless you're doing something weird 14:12:55 <andythenorth> a lot of the US ones don't 14:13:09 <andythenorth> might be because the Hornby trainset controllers are PWM (I think) 14:13:18 <andythenorth> some simply trip the controller 14:13:30 <andythenorth> some only go one direction, no matter which way the polarity is set 14:14:16 <andythenorth> the Hornby controllers trip if you look at them wrong 14:15:00 <FLHerne> That part I remember 14:15:22 <FLHerne> The ones I have aren't PWM though 14:15:28 <FLHerne> (had? I think I threw them out) 14:15:49 <andythenorth> PWM is quite good, Lego motors do the same, increases torque at lower rotation speeds 14:16:03 <andythenorth> but it's notchy, and makes a hideous noise 14:16:30 <andythenorth> ok so grf.farm, I have maybe a few hundred MB of versioned grf docs 14:16:37 <andythenorth> I don't want to push them all to S3 everytime 14:16:54 <andythenorth> so either S3 might have a way to diff files without downloading all of them? 14:17:09 <andythenorth> or I could write a checksum file into every versioned directory? 14:17:19 <andythenorth> https://grf.farm/firs/index.html 14:31:25 *** berndj-blackout has joined #openttd 14:32:23 *** berndj has quit IRC 14:33:16 <andythenorth> maybe ETag 14:34:49 <CornsMcGowan[m]> what about EToll 14:38:10 *** berndj-blackout is now known as berndj 14:38:30 <b_jonas> I have a big oil refinery station trains can exit on three tracks in the middle and enter on two tracks on the north or two tracks on the south. all the trains come and go to the same long mainline that starts at that station. but the trains wouldn't route this well, they almost always want to enter on the two north tracks, probably because that's shorter. 14:38:47 <b_jonas> so I think I'll try to convert this to a roro station in a big circle 14:40:17 <CornsMcGowan[m]> b_jonas: you should join the openTTD discord 14:40:31 <CornsMcGowan[m]> so u can upload pictures for us to see 14:40:45 <b_jonas> I could probably upload pictures even without that 14:40:53 <CornsMcGowan[m]> indeed 14:40:59 <CornsMcGowan[m]> i think its a signalling issue 14:41:07 <CornsMcGowan[m]> can u send a pic? 14:41:16 <b_jonas> yes, wait a minute 14:41:39 <CornsMcGowan[m]> theres also 3 JGR servers associated to the openttd discord 14:43:42 <dP> o_O how did I miss #7850 14:43:59 <CornsMcGowan[m]> hm? 14:44:00 <dP> unfortunately SPACE hotkey it added doesn't work properly as it's still hardcoded to news and errors 14:44:42 <CornsMcGowan[m]> https://github.com/OpenTTD/OpenTTD/pull/7850 14:44:46 <CornsMcGowan[m]> oh lmao 14:44:49 <CornsMcGowan[m]> hardcoded :0 14:45:25 <CornsMcGowan[m]> oh so this is so you can bind yet more buttons to hotkeys 14:45:48 <dP> funnily enough I still have more in cmclient :p 14:48:28 <CornsMcGowan[m]> lmao 14:48:40 <dP> though they probably only work with sdl and most people don't even have such keys xD 14:48:51 <CornsMcGowan[m]> whats sdl :0 14:49:03 <dP> video driver 14:49:10 <dP> (in openttd context) 14:49:20 <CornsMcGowan[m]> ah 14:49:45 <CornsMcGowan[m]> seems i've yet a lot to learn 14:49:56 <LordAro> there's always more 14:50:19 <CornsMcGowan[m]> have the cmclient hotkeys/keybinds/whatever its called ever been PR'ed to trunk? 14:50:47 <dP> well, parts of openttd I haven't yet touched are quickly becoming extinct... 14:51:04 <dP> and somehow I'm not that happy about it :/ 14:51:12 <CornsMcGowan[m]> :c such as what 14:51:19 <b_jonas> CornsMcGowan[m]: busy station https://i.stack.imgur.com/0umaO.png 14:51:48 <dP> CornsMcGowan[m], I think TheDude pr something like that ages ago 14:52:03 <dP> but since it wasn't accepted noone tried since 14:52:11 <CornsMcGowan[m]> e.g. ones i use a lot off the top of my head: F/ctrl-F to build station, R for new vehicle, g for orders, all the extra ctrl-shift-alt click options while setting orders, q to exit order window, f to start vehicle, c to clone vehicle, 14:52:18 <CornsMcGowan[m]> wasn't accepted :c 14:52:36 *** virtualrandomnumber has quit IRC 14:52:58 <CornsMcGowan[m]> lemme find this closed PR 14:53:40 <dP> also there is a question of assigning reasonable defaults to them, I use highly custom keyboard so no idea what key would be reasonable for normal people xD 14:54:21 <CornsMcGowan[m]> wouldn't it be reasonable to just leave it as an option with no default set 14:54:25 <dP> lately I just add hotkeys without defaults xD 14:55:07 <Eddi|zuHause> b_jonas: looks like your trains have too many options 14:55:35 <Eddi|zuHause> b_jonas: give them less options and they're more likely to pick an optimal one 14:55:45 <b_jonas> Eddi|zuHause: yes, a ro-ro station would solve that too 14:55:55 <dP> imo for vanilla it would be better to assign something to useful hotkeys so that most people can communicate 14:56:02 <dP> but for cmclient I can't be bothered :p 14:56:39 <CornsMcGowan[m]> i guess cmclient userbase is a bit more tech inclined 14:58:34 <CornsMcGowan[m]> b_jonas: thats a lot of depots - are you playing with breakdowns enabled? 15:00:32 <b_jonas> CornsMcGowan[m]: yes, breakdowns are enabled 15:00:42 <CornsMcGowan[m]> oh goodness 15:00:50 *** iSoSyS has quit IRC 15:01:21 * CornsMcGowan[m] sent a long message: < https://matrix.org/_matrix/media/r0/download/matrix.org/gdTbSyirLVrbGUzImJKZZonc > 15:03:29 <Eddi|zuHause> maybe next time stick to single-line messages :) 15:03:51 <Eddi|zuHause> looks like the matrix-irc bridge doesn't handle them well 15:04:47 <andythenorth> for my next adventure, I need some AWS IAM identities :P 15:04:53 <andythenorth> preferably maximum tinfoil 15:06:59 <CornsMcGowan[m]> oops i have no clue what it looks like on the IRC end 15:07:23 <CornsMcGowan[m]> what do y'all think about the breakdown system from chris sawyer's locomotion 15:07:32 <CornsMcGowan[m]> ie. affects engines independently 15:09:42 <Borg> quick question about GS.... is int 32bit or 64bit in OpenTTD? 15:13:23 <nielsm> typedef __int64 SQInteger; 15:13:34 <nielsm> looks like squirrel's integer type is 64 bit 15:13:59 <nielsm> not sure why it's declared with __int64 instead of int64_t though 15:14:00 <CornsMcGowan[m]> inb4 cursed 128 bit int 15:14:50 <Borg> oh.. ok thx. 15:15:22 <nielsm> and the float type is 32 bit 15:15:36 <Borg> doh... 15:15:38 <LordAro> nielsm: because the code is ancient, probably 15:18:38 <CornsMcGowan[m]> tfw no consistent deterministic double arithmetic between platforms 15:22:01 <b_jonas> as for depots, I should probably start to add explicit service orders, because trains too often make stupid choices when they want to find a depot 15:25:39 <dP> b_jonas, you can set service interval to 700 days and just force service them 15:25:40 <dP> but at that point there is no sense to even having breakdowns enabled tbh 15:26:45 <Borg> okey.. also, I can call 2 times ChangeBankBalance() in same tick in GS? no issues at all? 15:34:56 <DorpsGek_III> [OpenTTD/OpenTTD] michicc opened pull request #8265: Fix: [CMake] Re-enable multi-threaded compilation for MSVC project files https://git.io/JJIZ9 15:37:45 <b_jonas> dP: I'll consider breakdowns disabled for the next game, but it sort of feels like cheating to me, because then I can just use the good engines early when they still have very low max reliability 15:38:28 <dP> b_jonas, cheating who? it's your own game, do whatever you like 15:38:59 <dP> a lot of people including me just find breakdown mechanics broken and never play with it 15:41:39 <dP> or, well, I guess I do rarely play with breakdowns in mp events but then I just do that stupid 700 day workaround 15:41:41 <Borg> same here.. Hate it.. 15:41:55 <Borg> b_jonas: what grfs you use? 15:48:45 <Borg> damn. 5% interest rate.. is more fun ;) 15:52:39 *** glx has joined #openttd 15:52:40 *** ChanServ sets mode: +v glx 16:01:40 <b_jonas> dP: exactly, I play whatever I like, which is allowing breakdowns 16:03:27 <b_jonas> Borg: Vactrain set 1.0.1 (but no vactrains yet), Progressive Rail Set v2 (allows smooth upgrade from ordinary tracks to monorail then monorail to maglev), plus town names and several grfs that add new station tiles and objects, most importantly Industrial Stations Renewal 1.0.2 16:04:11 <b_jonas> other people consider the Progressive Rail Set like cheating, it's their decision for their games 16:05:42 <b_jonas> oops, yes, there was at least one reversed signal, I'll have to look at this new station for a while to find all problems 16:05:47 <b_jonas> but it's much simpler than the previous station 16:05:53 <Borg> b_jonas: yeah.. its all up to player.. I prefer other aproach 16:06:03 <b_jonas> and higher capacity, in exchange for the trains taking a slightly longer route 16:06:09 <Borg> I merge maglev into monorail.. so I have to do upgrade once.. and I also like monorail gfx better.. 16:06:30 <Borg> I play mostly vanilla.... 16:06:53 <Borg> woo. hard random game.. here.. no city.. all towns 16:07:04 <Borg> and Ineed to grow them.. for goods dump ;) 16:17:43 <Borg> okey.. that Auto Loan GS is neat... 16:22:54 <DorpsGek_III> [OpenTTD/nml] glx22 commented on pull request #155: Add: Support for parameters in switches https://git.io/JJIck 16:23:35 <dP> Borg, auto loan? what's that? 16:23:50 <Borg> dP: I wrote GS that handles loan for player... 16:24:10 <michi_cc> Eddi|zuHause: You've seen this? https://www.tt-forums.net/viewtopic.php?p=1233813#p1233813 16:24:12 <Borg> higher interest rate (configurable) and max loan is 5M up to 25M configurable 16:24:33 <Borg> when cash drops <200000 u get additional loan +500000 16:24:45 <Borg> when cash is >1500000 u pay off 500000 16:24:51 <Eddi|zuHause> michi_cc: not yet 16:25:10 <Borg> min interest rate 5% max 10% 16:25:13 <michi_cc> "CETS" makes a come back. 16:25:33 <b_jonas> well sure, I play on easy settings too 16:26:02 <dP> higher max loan should just be configurable in the game imo 16:26:13 <Borg> dP: up to 1M only 16:26:16 <Borg> u cant go higher.. 16:26:43 <FLHerne> andythenorth: Should BSPI be on FIRS' incompatible grfs list? 16:26:53 <dP> I know, 500k actually if we talk GBP, but see no reason for it to not be higher 16:26:54 <Borg> yes! 16:27:32 <Borg> dP: yeah.. lets talk GBP.. all stuff earlier I gave was for GBP.. but well. dont ask me.. you cant set it higher.. 16:27:37 <Borg> but.. GS for the rescue :) 16:28:19 <Borg> I also introduced tax.. from company value... 2x interest rate.. just for fun of it... 16:36:24 <Borg> hahah.. its briliant.. I should do it looong time ago 16:36:38 <Borg> also... that tax stuff is funny too.. now u can do tax evasion :) 16:36:44 <Borg> investing in shares of other companies 16:48:07 <b_jonas> Borg: that only works if there are other companies and they have value. I play alone. 16:48:43 <Borg> b_jonas: why you play alone? 16:48:55 <Borg> b_jonas: yeah... but as I said.. its for fun of it :) 16:49:22 <b_jonas> Borg: it's fun to build my own network as opposed to fighting other companies 16:49:58 <b_jonas> this way I get all the profit 16:50:12 <andythenorth> FLHerne probably yes https://github.com/andythenorth/firs/blob/v4-release-track/src/incompatible_grfs.py#L39 16:50:26 <Borg> b_jonas: haha... have no friends to play OpenTTD? 16:50:40 <Borg> yeah.. I play alone too... because I play for fun.... 16:51:05 <Borg> I had server in past.. but barelly.. others played 16:52:02 <b_jonas> if I wanted to play together, I'd rather play coop rather than competition 16:52:11 <b_jonas> but for now I want to learn how to build a nice impressive network 16:52:32 <b_jonas> I can't even say "all the profits" because I often go for a nicer network rather than a boring one with more income 16:52:38 <Borg> b_jonas: but playing w/ others u can learn faster :) 16:52:56 <b_jonas> sure, I'll have to try that at some point 16:53:04 <b_jonas> coop is interesting 16:53:09 <Borg> also.. its more fun.. if you like complicated railways 16:53:29 <Borg> because map is not empty anymore.. 16:53:46 <b_jonas> yes, I like complicated railways. road vehicles and ships are just tools to eventually build a better railway network 16:53:54 <b_jonas> the railway network is the goal 16:54:04 <Borg> nice.. 16:54:18 <Borg> well.... I could spawn a server right now... if you you like vanilla.... 16:54:32 <Borg> BorgExt GS + BSPI v2.00 + X2025 16:54:48 <b_jonas> like, often I use buses/trucks or ships to keep an industry open or to increase my town authority rating 16:55:04 <b_jonas> Borg: no, I want to continue this game I started now 16:55:06 <Borg> im mostly industry dude... I do PAX only to grow cities.. 16:55:17 <b_jonas> oh, I do make passenger networks too 16:55:30 <b_jonas> I want to try vacuum trains, I never really used them 16:55:33 <Borg> and I need them... for 2 reasons.... goods dumps.. and I need banks to produce more valuables.. to boost production 16:55:34 <b_jonas> at least not good ones 16:56:22 <b_jonas> in this game I've transferred all temperate cargo at some point in the game, valuables the least 16:56:32 <b_jonas> I started with an ugly wood+coal line 16:56:59 <b_jonas> but I got rid of that because with the slow trains I couldn't keep the station ratings up so most of the forests and mines closed 16:57:11 <b_jonas> but it was useful to generate early cash 16:57:15 <Borg> w00t? :) what date you started? 16:57:23 <b_jonas> 1950 I think 16:57:34 <b_jonas> coal is the best way to generate cash at that point 16:57:40 <Borg> cant you spam more trains? to get better rating? 16:57:53 <b_jonas> I added the wood because it was near the coal mines 16:58:12 <b_jonas> I could, but I didn't care too much about keeping that network for long, because coal doesn't net you much money in late game 16:58:31 <Borg> oh.. I dont build networks for money.. 16:58:42 <b_jonas> now I have a large oil network instead, spanning the northeast half of the map 16:58:44 <Borg> I build them for one factor: delivery goods (aka tonnage) 16:58:59 <b_jonas> I didn't manage to turn it to a full circle, the southwest part seems harder to build in 16:59:19 <b_jonas> that's the big station I showed, at the oil refinery 16:59:23 <Borg> okey :) my basic network up.. coal for power station.. 16:59:24 <b_jonas> and yes, it delivers goods as well 16:59:31 <Borg> and wood for goods.. and even city accept goods... :) so 16:59:38 <Borg> I have profits! 17:00:00 <b_jonas> besides that, I have a passenger network that forms a big C shape among about eight cities 17:00:24 <b_jonas> I'll look if I can upgrade part of it to vac train 17:00:30 <b_jonas> but I may have to wait for a better engine first 17:00:47 <Borg> you see ;P it would be fun to play together 17:00:56 <b_jonas> and then I have a small circular network with 6 iron mines, 2 steel works, and 2 factories 17:01:14 <b_jonas> it doesn't earn much, but also doesn't bother the other networks too much 17:02:07 <b_jonas> plus a single farm to factory line, just to keep the arbitrary goal of at least 8 cargoes for the trophy and title and HQ 17:02:17 <Borg> ;) 17:02:25 <b_jonas> it also isn't in the way 17:04:19 <Borg> oh shit.. I talked here.. and forgot to add trains into next forest.. bad rating... 17:04:23 <Borg> but.. we will fix it right now 17:08:57 <Borg> now... game start is not that painfully annoying that.. I use 2M loan to start.. slow start really.. 17:09:20 <b_jonas> sure, I play on easy mode so it's easy 17:09:24 <Borg> and auto loan is great.. it gets or repays loan automagically... :) 17:09:30 <Borg> b_jonas: I play on medium.... 17:09:37 <b_jonas> but that doesn't change the fact that there aren't large cities or oil wells at the start of the game 17:09:40 <b_jonas> so coal is the best 17:09:43 <Borg> but only start is.. hard.. once you get things rolling.. money aint problem.. 17:10:03 <Borg> thats why I made BSPI grf... to have harder and more interesting game.. 17:10:58 <b_jonas> usually at the start I use a lot of buses to grow towns and increase town authority reputation, but this time I didn't do that because I set the map generation to fewer towns so town authority rep doesn't matter too much, and I knew I wanted an oil network so large cities early would get in the way 17:11:36 <b_jonas> even this way a city at the west is the main obstacle to build the southwest half of the oil network 17:11:49 <Borg> I run GS w/ limits city size... because its sooooo anonying that in late games cities take over map ;) 17:12:04 <Borg> but Im industry dude.. so... ;) 17:12:05 <b_jonas> that's why I chose very few cities 17:12:13 <Borg> same here.. still ... I love looong games 17:12:19 <Borg> my last game ended in 2500 or so. 17:12:22 <b_jonas> I'll probably ignore oil and make a better passenger network the next game 17:12:33 <b_jonas> I never played for that long 17:12:38 <b_jonas> probably only until 2150 or so 17:14:12 <Borg> so.. still a bit after game end? 2051 ? 17:14:37 <b_jonas> yes, though 2051 isn't really the game end if you use vac trains 17:14:56 <b_jonas> and 2150 is only for the longest game, usually I end earlier 17:15:47 *** Flygon has quit IRC 17:17:07 <DorpsGek_III> [OpenTTD/nml] glx22 commented on pull request #155: Add: Support for parameters in switches https://git.io/JJICG 17:17:52 <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #155: Add: Support for parameters in switches https://git.io/Jfidi 17:52:59 *** iSoSyS has joined #openttd 18:07:56 <dP> wow vanilla is laggy on big towns 18:08:03 <dP> 12 fps vs 30 18:10:27 <dP> unless cmake is screwing me up with debug build somehow... 18:20:38 *** frosch123 has joined #openttd 18:20:58 *** tokai has joined #openttd 18:20:58 *** ChanServ sets mode: +v tokai 18:21:26 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl opened pull request #8266: Feature: Make news and errors close hotkeys configurable https://git.io/JJIWa 18:24:04 <dP> yeah, it was debug build, I though cmake did release by default, was it changed? 18:24:57 <CornsMcGowan[m]> i just noticed, 2019 -> 2020 codebase, rail.gui 18:25:11 <CornsMcGowan[m]> a lot of function definitions used to be virtual void, are now void 18:25:38 <CornsMcGowan[m]> rail_gui.cpp i mean 18:25:45 <dP> CornsMcGowan[m], virtual changed to override 18:25:47 <CornsMcGowan[m]> whats the reason for removing the "virtual" keyword? 18:26:38 <CornsMcGowan[m]> oops that message changed late 18:26:45 <CornsMcGowan[m]> dP: ah i see it now, thank you :) 18:27:35 <b_jonas> what the heck is this terrible noise on the street agian? someone payed for a road reconstruction? 18:27:53 *** tokai|noir has quit IRC 18:29:25 <LordAro> dP: CornsMcGowan[m]: specifically, the /* virtual */ comment was removed in favour of the override keyword 18:29:44 <LordAro> i don't think any actual virtuals were removed 18:29:51 <LordAro> any significant number, anyway 18:30:41 <dP> LordAro, plenty were https://github.com/OpenTTD/OpenTTD/commit/317f69c1520a3e60335c56d358686609d3decf86 18:31:09 <dP> more like all actually xD 18:31:37 <LordAro> well ok then 18:35:32 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #8266: Feature: Make news and errors close hotkeys configurable https://git.io/JJIWa 18:40:00 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8265: Fix: [CMake] Re-enable multi-threaded compilation for MSVC project files https://git.io/JJIlJ 19:00:14 <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8265: Fix: [CMake] Re-enable multi-threaded compilation for MSVC project files https://git.io/JJIla 19:09:25 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #8265: Fix: [CMake] Re-enable multi-threaded compilation for MSVC project files https://git.io/JJIl9 19:11:12 <DorpsGek_III> [OpenTTD/OpenTTD] michicc merged pull request #8265: Fix: [CMake] Re-enable multi-threaded compilation for MSVC project files https://git.io/JJIZ9 19:25:45 <DorpsGek_III> [OpenTTD/OpenTTD] Hexus-One updated pull request #7607: Feature Request/WIP: Rail Planner track builder https://git.io/fjB7y 19:28:25 <DorpsGek_III> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7607: Feature Request/WIP: Rail Planner track builder https://git.io/JJI8V 19:29:56 <debdog> ssddssddssewdsa 19:33:08 <nielsm> nah this channel isn't an fps game 19:58:52 *** Progman_ has joined #openttd 20:01:20 <FLHerne> We could make it an fps game? 20:04:03 *** Progman has quit IRC 20:07:19 <Eddi|zuHause> up, up, down, down, left, right, left, right, B, A, start 20:11:09 <glx> classic 20:18:26 <dP> iddqdidkfa :p 20:22:43 <milek7> https://i.imgur.com/tcIHFpi.png 20:22:53 <b_jonas> oh nice, so I can refit these vac trains to partially passenger, partially mail 20:28:08 *** frosch123 has quit IRC 20:30:24 *** Borg has quit IRC 20:33:45 <Eddi|zuHause> milek7 wtf is that? traceroute tetris? 20:34:32 <milek7> ..yes 20:35:29 <milek7> control by subdomain, eg. waaas.trh.milek7.pl is rotate, move left 3x, drop 20:35:39 <milek7> sadly requires ipv6 20:37:16 <FLHerne> OpenTTD text adventure? 20:38:19 <FLHerne> "You are on a grassy plain. To the north is a lake. To the east is a coal mine. You have £100,000." 20:38:32 <FLHerne> > build station at coal mine 20:38:56 <supermop_Home> "you build a bus station at the coal mine" 20:39:21 <FLHerne> > demolish bus station 20:39:33 <FLHerne> > build rail station at coal mine 20:40:21 <supermop_Home> "Minhattan on Sea local authority refuses to allow this!" 20:40:29 <FLHerne> haha 20:40:33 <FLHerne> > plant trees 20:40:36 <FLHerne> > everywhere 20:40:49 <FLHerne> > build rail station at coal min 20:41:13 *** iSoSyS has quit IRC 20:41:28 <supermop_Home> "Can't build rail station - Not enough Cash" 20:41:37 <FLHerne> argh 20:45:13 <supermop_Home> should i build some luxury EMUs for this new line, or just through run commuter trains from another line? 20:55:46 <supermop_Home> https://imgur.com/a/BjH9ow3 21:10:47 <b_jonas> supermop_Home: yeah, I just spent like 800_000_000 moneys on building a vactrain line 21:10:58 <b_jonas> so I zeroed my cash 21:11:02 <b_jonas> has to wait to finish it 21:11:40 <b_jonas> it probably won't even increase the income from the passenger line enough to worth, but the fast trains look much cooler 21:27:50 <nielsm> the vactrains are 5x-10x faster than any other train, that can be a huge increase in earnings 21:28:08 <nielsm> travel times going from months to days 21:33:50 <b_jonas> nielsm: not yet 5x faster, those haven't been invented yet, they're only 2x faster than Lev4 right now 21:34:43 <b_jonas> but yes, you're right that once I built the vacuum tunnels, it will be cheap to upgrade the trains 21:37:29 *** jottyfan has quit IRC 22:02:06 *** WormnestAndroid has quit IRC 22:02:20 *** WormnestAndroid has joined #openttd 22:11:44 *** Progman_ has quit IRC 22:16:45 *** andythenorth has quit IRC 22:22:48 *** cHawk has quit IRC 22:23:51 *** sla_ro|master has quit IRC 22:29:44 *** Wolf01 has quit IRC 22:35:52 *** nielsm has quit IRC 23:40:31 <DorpsGek_III> [OpenTTD/OpenTTD] Hexus-One updated pull request #7607: Feature Request/WIP: Rail Planner track builder https://git.io/fjB7y