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Log for #openttd on 9th May 2015:
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00:42:42  *** TartarusMkII [4574c043@107.161.19.109] has joined #openttd
00:43:05  <TartarusMkII> Heya, I see that there is a new RC to test- but I was wondering, is there anywhere we can see what has been changed in the RC?
01:10:52  <glx> there's a changelog link on the download page
01:12:00  <TartarusMkII> https://www.openttd.org/en/download-testing
01:12:01  <TartarusMkII> here?
01:12:03  <TartarusMkII> =x
01:12:08  <glx> yes
01:12:13  <TartarusMkII> ah found it
01:12:20  <TartarusMkII> ty
01:31:22  <kamnet> You know what would be really fun? To see somebody code an RV set of super-sized people.
01:32:39  <TartarusMkII> 0_O
01:33:03  <kamnet> instead of vehicles, you just see people walking, everywhere
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01:52:52  <Supercheese> code YETI dudes as a vehicle
01:53:00  <Supercheese> sprites already exist
01:53:52  <Sylf> :o
01:55:23  <kamnet> It would be fun to have a list of eyecandy vehicles from TV shows and movies, too
01:56:00  <kamnet> You could get full sets just from James Bond and The Fast & Furious. :D
01:59:04  <Supercheese> Knight Rider already exists in a grf IIRC
01:59:13  <Supercheese> or well, whatever the car is there
01:59:21  <Supercheese> I never actually watched that show
01:59:54  <Supercheese> should be a DeLorean somewhere too
02:02:16  *** Flygon_ is now known as Flygon
02:02:26  <Flygon> kamnet: Well...
02:02:30  <Flygon> Actually
02:02:37  <Flygon> A Hovercraft that can travel on both roads and water
02:02:41  <Flygon> Would be very neat
02:04:09  <Supercheese> wouldn't be fun to code :\
02:10:23  <Flygon> Truw
02:10:25  <Flygon> True
02:10:28  <Flygon> But what's even less fun
02:10:35  <Flygon> Is where I'm driving to now in my automobile
02:10:50  <Flygon> Gotta go, brahs. Picking up horse shit with a rake!
02:10:51  <Flygon> Have fun!
02:14:31  <Eddi|zuHause> <kamnet> He was also in Baywatch Nights <-- i don't think anybody watched that show
02:20:45  <kamnet> True, Eddi. But, it's a documented facct
02:21:09  <kamnet> I think the A-Team's GMC Vantura is also in a NewGRF
02:22:22  <kamnet> Oh, another fun set to make - Transformers!
02:22:51  <Eddi|zuHause> they look like cars when moving and robots when loading/unloading?
02:23:05  <kamnet> Just what I was thinking!
02:23:45  <Eddi|zuHause> that should be easy enough. get drawing!
02:24:32  <Eddi|zuHause> (not that i would ever use such a set...)
02:25:36  <kamnet> Would be fun to play in Toyland
02:25:54  <kamnet> And they'd get generational upgrades
02:28:35  <Eddi|zuHause> i wouldn't play toyland either, of course.
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07:08:47  <andythenorth> o/
07:09:42  <V453000> hezo
07:09:45  <V453000> heyo
07:10:37  <Alberth> moin
07:12:20  <andythenorth> random cargo output
07:12:23  <andythenorth> BAD FEATURE
07:12:27  <andythenorth> https://dev.openttdcoop.org/issues/7646
07:14:20  <Alberth> it's too difficult to understand :)
07:18:08  <andythenorth> it’s gone already in a branch
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08:35:26  <Terkhen> hello
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09:07:47  <Wolf01> moin o/
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09:09:38  <Alberth> moin
09:12:49  <frosch123> hoi
09:24:27  <DorpsGek> Commit by frosch :: r27277 /trunk/src (industry_gui.cpp smallmap_gui.cpp) (2015-05-09 11:24:19 +0200 )
09:24:28  <DorpsGek> -Codechange: Make _displayed_industries a std::bitset.
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10:04:56  <DorpsGek> Commit by frosch :: r27278 /trunk/src/saveload (3 files) (2015-05-09 12:04:50 +0200 )
10:04:57  <DorpsGek> -Fix: Handle savegames with an unexpected amount of industry-builder or NewGRF entity-mapping more gracefully.
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10:22:01  <DorpsGek> Commit by frosch :: r27279 /trunk/src (industry_type.h newgrf_industries.cpp) (2015-05-09 12:21:55 +0200 )
10:22:02  <DorpsGek> -Feature: [NewGRF] Increase the maximum amount of industry types to 128 per NewGRF and 240 in total.
10:22:16  <frosch123> let's see what douchebag reaches that limit :)
10:26:13  <Wolf01> I might know somebody who'll be able to do it
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10:35:55  *** ben is now known as mercutio
10:36:57  <mercutio> so i've been playing openttd in windows a bit recently, and i decided to check it out on my linux computer, and it tears really badly, and gives sluggish scrolling performance.
10:37:35  <frosch123> experiment with the video settings
10:37:36  <mercutio> i'm sure i've played in linux before without issues, but i've got a newer video card now.
10:37:48  <frosch123> support_8bpp in openttd.cfg
10:37:53  <frosch123> max-zoom in level
10:37:57  <mercutio> i'm using radeon 7750, which is a really low end gddr card, but should be fine...
10:37:58  <frosch123> blittter
10:38:22  <frosch123> mercutio: it's always the drivers
10:38:33  <mercutio> frosch123: i'm using recent mesa.. dunno if that's better or worse..
10:38:44  <mercutio> damn linux and it's drivers.
10:38:45  <frosch123> openttd does not use opengfl
10:38:50  <frosch123> -f
10:38:56  <mercutio> ahh, can it?
10:39:20  <mercutio> i wonder if it's not putting the card in performance mode, and so struggling with scrolling?
10:39:20  <frosch123> no, all experimental patches performed worse on the testing machines
10:39:26  <mercutio> ahh.
10:39:27  <frosch123> anyway, ottd has no problem running on my linux
10:39:44  <frosch123> but still, ottd has various settings which you can try
10:39:55  <mercutio> i should probably mention that i'm using 4k.
10:40:25  <frosch123> you have a "really low end" graphics card that supports 4k? :p
10:40:53  <mercutio> heh.
10:41:09  <mercutio> it's not /extremely/ bad.
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10:41:24  <frosch123> andythenorth: it's your birthday!
10:41:42  <mercutio> but it's considerably slower than my r9 290 for 3d performance
10:42:01  <mercutio> seems similar for 2d in linux though.
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10:43:41  <Wolf01> frosch123 you scared him
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10:45:29  <Wolf01> o/
10:46:03  <frosch123> mercutio: https://paste.openttdcoop.org/p47nxybwg <- try one of these settings combinations
10:46:05  <andythenorth> it’s my birthday? o_O
10:46:22  <Wolf01> yes, it is, happy birthday andy!
10:50:19  <mercutio> 8bpp won't be optimised these days will it?
10:50:35  <frosch123> mercutio: that's what you have to try
10:50:38  <mercutio> i tried going down to 1080p, but that didn't seem to work.
10:50:51  <frosch123> the default is 32bpp, because 8bpp often fails on modern system
10:50:56  <mercutio> is there a tripple buffering or something config?
10:52:13  <mercutio> memory is at 200mb with top, and gpu memory was at liek 160mb or something total, so usnig more memory would be better than less wouldn't it?
10:52:27  <mercutio> it's an i7-4770 so cpu shouldnt' be an issuue
10:54:25  <frosch123> if you are only at 200mb, then you are not using 32bpp graphics
10:54:34  <frosch123> in that case you only need to try the support8bpp setting
10:55:04  <mercutio> ahh ok
10:56:07  <mercutio> support8bpp is set to no hmm
10:57:56  <mercutio> hey that's going better :)
10:58:00  <mercutio> blitter = 8bpp-optimized
10:58:03  <mercutio> using that
10:58:12  <mercutio> support8bpp = system
10:59:00  <mercutio> well most of the time at least, there's micro pauses sometimes.
10:59:07  <mercutio> when zooming in and out
10:59:11  <mercutio> and then moving around
11:00:18  <mercutio> but overall it seems faster than windows actually
11:03:23  <frosch123> you can try the same settings on windows :p
11:03:35  <mercutio> heh
11:03:50  <mercutio> i'm trying increasing sprite_cache_size_px now
11:04:14  <mercutio> i think there must be some cache effects, as it seems to get faster over time a bit
11:05:26  <andythenorth> hmm
11:05:34  <andythenorth> FIRS has 66 industries already
11:05:40  <andythenorth> I don’t know if 128 is enough :(
11:06:07  <andythenorth> for example, I need to do Coal Mine (Deep Mine), Coal Mine (Opencast Mine), Coal Mine (Drift Mine)
11:06:13  <andythenorth> also Anthracite mine
11:06:25  <andythenorth> also Lignite
11:06:28  <andythenorth> also Sea Coal
11:06:35  <andythenorth> such realisms
11:06:49  <frosch123> andythenorth: don't forget to assign them distinguishable minimap colours :)
11:06:50  <Alberth> mountains at sea!
11:07:14  <andythenorth> frosch123: you have saved me writing some horrible FIRS code :)
11:07:27  <mercutio> thanks frosch123
11:08:00  <mercutio> windows seems to have this annoying bug with synergy, so it makes it harder to multitask. :(
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11:31:55  <mercutio> hmm interface size onyl seems to have dual and quad, quad is too big, and dual too small
11:32:51  <mercutio> double seems find at 1440p, but 4k it's pretty small
11:38:44  * andythenorth builds nml
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11:45:24  <andythenorth> eh
11:45:53  <andythenorth> it doesn’t matter what the numeric ID for a cargo is?  Except PAX, mail?
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12:13:26  <frosch123> pretty much
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12:14:26  <frosch123> everything uses translated cargo bits
12:14:30  <frosch123> except original houses or so
12:15:56  <frosch123> similar with candy/goods and fizzydrinks/food
12:22:15  <andythenorth> anyone who does a silly
12:22:24  <andythenorth> like expect cargo IDs to be same in all FIRS economies
12:22:28  <andythenorth> will be punished
12:23:07  * andythenorth wonders why newgrf specifies cargo ID at all :P
12:23:09  <frosch123> just be careful with savegame conversion :)
12:23:29  <frosch123> s/conversion/compatibility/
12:23:40  <frosch123> don't change cargoids randomly :)
12:23:40  <andythenorth> I just set min. compatible version, no? o_O
12:23:45  <andythenorth> oh that
12:24:13  <andythenorth> I’ll control the order in a python list, assign IDs in order, and bump version if order changes
12:24:49  <andythenorth> wondering if I could just use the order of the CTT
12:25:47  <frosch123> i would put all cargos in the ctt
12:25:59  <frosch123> and then activate the 32 ids according to selected economy
12:26:15  <frosch123> ctt position does not need to change with economy
12:28:36  * andythenorth checks spec
12:29:22  <andythenorth> so industry prop 08, up to 255 values?
12:29:27  <andythenorth> but only 32 cargos active in a game
12:29:37  <andythenorth> presumably ottd just activates 32 lowest numbered?
12:30:16  <andythenorth> (if more than 32 are provided)
12:31:34  <frosch123> industry prop 08 must be in range 0 to 36
12:31:41  <frosch123> because it references an original industry
12:31:54  <frosch123> you cannot provide more than 32 cargos
12:31:58  <frosch123> id is in range 0 to 31
12:32:35  <andythenorth> ok, that makes sense
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12:55:44  * andythenorth will break all the savegames
12:58:08  <Alberth> including all that do not use FIRS?  :o   :D
13:08:24  <andythenorth> also those
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13:10:34  <andythenorth> bbl
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14:14:49  <andythenorth> V453000: Simon Foster makes videos :) https://www.youtube.com/watch?v=p6Fci7NWYUo&list=PLlPJ1t1GYo6Sr5B0byQ37lNKCctIAinY8&index=53
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17:51:00  <V453000> :)
17:51:16  <V453000> I just use after effects for that
17:55:51  <V453000> I do much more than just sorting sprites, too ... but it is nice to see such things :)
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19:16:03  * andythenorth FIRSing
19:24:58  <andythenorth> do I actually need to set the cargo number for PAX to 0?
19:25:03  <andythenorth> or will ottd sort it out?
19:37:42  <frosch123> you do not need to define pax and mail
19:37:49  <frosch123> just do not assign anything to those slots
19:38:08  * andythenorth wonders why FIRS historically has them defined
19:38:16  <andythenorth> probably....reasons
19:39:00  <andythenorth> hmm
19:39:09  <andythenorth> nmlc disagrees with what I’m attempting to do
19:39:17  <frosch123> maybe for your 100% cheat :)
19:39:41  <andythenorth> I am defining cargos multiple times
19:39:47  <andythenorth> inside if blocks
19:39:50  <andythenorth> and changing the numeric id
19:39:57  <andythenorth> nmlc refuses that
19:40:13  <andythenorth> “Duplicate item with name 'bauxite'. This item has already been assigned to id 1, cannot reassign to id 0”
19:40:25  <frosch123> give it a different name
19:40:31  <frosch123> the name does not matter, does it?
19:40:35  <andythenorth> not to me
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19:40:41  <andythenorth> it’s only there because spec needs it
19:41:11  * andythenorth tests
19:41:14  <frosch123> 10_bauxite, 12_bauxite, ...
19:41:28  <andythenorth> pretty much that
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19:51:22  <andythenorth> works
19:51:23  <andythenorth> probably
19:51:33  <andythenorth> no regression tests :P
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20:18:15  <andythenorth> bye
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21:23:13  <Terkhen> good night
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21:33:12  <TartarusMkII> Hi everyone. I've been experimenting with roads instead of rail today, but I am wondering, can anyone show me any examples of how one way roads are meant to work? SOmeone made a highway with an overpass and a cloverleaf interchange, but I can't figure out how to make it in a way that would actually be beneficial =O
21:33:24  <TartarusMkII> Of course, I am okay with something that just looks nice, but I'd want it to be useful as well
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23:13:40  <Wolf01> 'night
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23:24:33  <TartarusMkII> Hey again, just want to ask again: Can anyone show me any nice SS's of cool road interchanges that are functional? I don't really understand how to use one way roads properly.
23:24:48  <TartarusMkII> I've seen someone make a clover leaf interchange, but i can't figure out how to make one that is actually helpful in any way. lol
23:25:14  <TartarusMkII> I want something that looks nice sure, but also actually useful
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