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00:52:39 *** JezK [~jez@2407:7800:400:107f:3db5:daca:8457:e66a] has joined #openttd 01:01:59 *** DDR_ [~David@S0106001f16aa47bc.vc.shawcable.net] has joined #openttd 01:01:59 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has quit [Read error: Connection reset by peer] 01:25:47 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 01:28:39 *** DDR_ [~David@S0106001f16aa47bc.vc.shawcable.net] has quit [Remote host closed the connection] 01:30:33 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has joined #openttd 02:07:14 *** Pikka [~Octomom@124-170-107-114.dyn.iinet.net.au] has quit [Read error: Connection reset by peer] 02:20:04 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has quit [Read error: Connection reset by peer] 02:32:58 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has joined #openttd 02:37:49 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has quit [Read error: Connection reset by peer] 02:49:05 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has joined #openttd 03:23:57 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has quit [Quit: DDR is not Dance Dance Revolution] 03:24:13 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has joined #openttd 03:30:42 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has quit [Remote host closed the connection] 04:10:07 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has joined #openttd 04:35:28 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 04:35:31 *** mode/#openttd [+o Alberth] by ChanServ 04:56:01 *** Eddi|zuHause [~johekr@p57BD478C.dip0.t-ipconnect.de] has quit [] 04:56:16 *** Eddi|zuHause [~johekr@p5B0DA74F.dip0.t-ipconnect.de] has joined #openttd 05:07:53 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has joined #openttd 05:17:49 *** Zuu [~Zuu@h-114-162.a98.priv.bahnhof.se] has joined #openttd 05:25:01 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 05:41:33 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 05:45:29 *** Biolunar [Biolunar@x5d8211db.dyn.telefonica.de] has joined #openttd 05:59:53 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 06:17:58 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 06:21:40 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 06:27:45 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 06:30:33 <Zuu> What if, a busy bee fork would have: industries are by default at low 33% production. When a goal is completed it level up the involved source industry to produce more. 06:32:29 <Zuu> Perhaps one 33% step at a time. If you play on eg. 255x255 with not too many industries you will then at some point get to level up the same industry more than once. 06:32:31 <andythenorth> try it :) 06:32:42 <andythenorth> one goal of BB was to encourage forks 06:32:56 <andythenorth> especially w.r.t to goal types + rewards 06:33:25 <andythenorth> level up + new destination for the extra cargo? 06:33:46 <andythenorth> itâs ~impossible for GS to enforce source-destination pairs for a cargo 06:34:09 <andythenorth> but it can still provide a goal that encourages certain routes 06:34:42 <Zuu> It cannot enforce destination of cargo. 06:34:59 <Zuu> Not sure how it would detect that the new cargo is delivered to a different location. 06:35:45 <Zuu> IIRC we don't have A->B monitors. 06:36:09 <peter1138> Subsidies manage it 06:38:41 <Supercheese> Unless cargodist is on :P 06:39:01 <andythenorth> cdist doesnât know 06:39:06 <andythenorth> unless I misunderstand 06:39:11 <andythenorth> cdist only knows next hop 06:39:43 <andythenorth> Zuu: it doesnât need to enforce the destination, just provide a new goal using the extra cargo 06:39:46 <andythenorth> player can figure it out 06:40:15 <andythenorth> could just do a âtransported fromâ goal, but eh, theyâre easy to cheat with piglets :) 06:40:16 <Zuu> It could just be a goal for that cargo type that the industry produces with some random destination industry. 06:40:54 <Zuu> Eg. after leveling up an industry, provide a 'transport to' goal with matching cargo. 06:40:57 <andythenorth> yes 06:41:00 <andythenorth> exactly 06:42:12 <Zuu> which would then level up the destination industry? or can only 'transport from' goals level up? 06:44:38 <andythenorth> dunno :) 06:45:29 <andythenorth> what kind of goal triggers a level up? 06:45:40 <andythenorth> could be things like town delivery goals⊠06:56:22 *** snorre_ [~snorre@89.9.175.125] has joined #openttd 06:58:08 *** snorre [~snorre@89.9.175.125] has quit [Ping timeout: 480 seconds] 07:01:49 *** Twofish [~tb@0001308f.user.oftc.net] has joined #openttd 07:21:29 <Zuu> Hmm, you save companies directly into the table returned by Save(). Would make more sense to return { companies: {}, other_data: {}, ..} so it is more extendable. 07:23:10 <Zuu> Also, I see it process data directly in Load() which is okay if you do it fast. I however have seen AIs crash due to doing this, and has since then picked up a practice where I just put loaded data table in a member variable of the main class and then handle it when Start() is called, where you have no time restriction. 07:23:45 <Zuu> See MinimalGS for an example. 07:31:04 *** wicope [~wicope@0001fd8a.user.oftc.net] has joined #openttd 07:41:44 <Alberth> it was my first real script :p 07:42:45 <andythenorth> :) 07:43:49 <Zuu> :-) 07:51:58 <Zuu> Hmm, doesn't this code make it so it will wait until the largest timeout is completed? 07:51:59 <Zuu> https://paste.openttdcoop.org/pupk7see6 07:52:21 <Zuu> Hmm no. 07:52:34 <Zuu> Just the if statements that are reversed as to how I would write them. :-) 07:58:26 <Alberth> clearly you want a n-ary 'min' function :) 08:04:35 <Alberth> I sometimes wonder if we should have a customizable payment function X + distance * Y + travel-time * Z 08:05:32 <planetmaker> newgrf-able coefficients? 08:05:40 <planetmaker> or GS-able coefficients? :D 08:06:09 <Alberth> where you can define the XYZ values for a pair of src/dest, only src or dest, or generic (in order of test) 08:06:14 <Alberth> GS-able, imho 08:06:33 <planetmaker> M = A + B*distance^beta + C*travel_time^gamma 08:06:39 <Alberth> grf can do cargo-type specific payments 08:06:44 <planetmaker> make it 5 variables then :) 08:07:05 <Alberth> well, yeah, whatever formula is nice 08:07:23 <planetmaker> I dunno either. I don't even quite know what it's now. 08:07:58 <planetmaker> However currently the value and the cargo aging times t1 and t2 can be set by newGRF 08:08:12 <Alberth> time, distance, cargo-type, speed of arrival, and the number of status in villages along the way :p 08:08:43 <planetmaker> :) And vehicle type - that currently influences station rating 08:09:07 <Alberth> ah, yeah, and if you just washed the train, you get shiny bonus points 08:09:56 <planetmaker> :) 08:10:03 <Alberth> I think cargo aging fits nicely in the newgrf domain 08:10:28 <planetmaker> sure. They define it. they set how fast it decays. Ice cream should have a very short half life time 08:10:35 <planetmaker> coal on the other hand melts less quickly 08:10:52 <Alberth> still too fast :) 08:10:53 <planetmaker> using the dreaded R-argument here, I know :P 08:11:12 <planetmaker> agreed, coal could basically have a 100% flat income curve :) 08:12:01 <Zuu> Well, buring coal could cause nearby farms to produce less crops :-) 08:12:02 <Alberth> well, on the other hand, people are an impatient species :p 08:12:17 <planetmaker> :) 08:13:14 <planetmaker> so next we'll have NewGRFs control vehicle running costs on a daily basis. And in an anti-pattern the GS controlling cargo delivery forumula :P 08:13:33 <Zuu> Btw, to cause this NewGRF to act on all industries, do I have to duplicate the item block for each industry or does nml feature some for loop I could use? https://paste.openttdcoop.org/pemwqxdcm#line-48 08:14:10 <planetmaker> I think you really have to duplicate it N times 08:14:25 <Zuu> Which is why you guys use a pre processor? :-) 08:14:30 <planetmaker> :) 08:14:50 <Alberth> hack NML to make it smarter? :) 08:15:16 <planetmaker> Zuu, but of course you can link to the same switches. But you'll need the item blocks 08:15:23 <andythenorth> cargo decay is an attribute of the cargo: proper domain is newgrf 08:15:23 <andythenorth> cargo payment rate is an attribute of the economy on this map at this point in time: proper domain is OpenTTD or GS 08:15:54 <andythenorth> newgrf has custom profit calculation, but nobody ever found any use for it afaik 08:15:56 <Zuu> GS info.nut could have a method where it defines which NewGRFs it want in the game. Then GS authors just need to make NewGRFs to do fine grained stuff with vehicles, and things that need to run too often for the GS domain. 08:15:56 <planetmaker> you don't need to define any single property, it might suffice to just define the callback 08:15:58 <Alberth> btw I hate how NML hides the name of the switch in its parameter list 08:16:10 <andythenorth> +1 08:16:19 <andythenorth> I have to copy and paste switches or read the docs every time 08:16:27 <andythenorth> the structure is hard to learn 08:16:53 <planetmaker> hm, I didn't get what you mean, Alberth 08:17:21 <Alberth> switch (bla bla name bla bla ) { ...} vs name = switch (bla bla bla bla ) { } 08:17:22 <andythenorth> {FEAT_TRAINS, switch_name, params, more params, even more params } 08:17:40 <planetmaker> you mean the switch name should be first like switch SWITCHNAME(feature_x, params,...) ? 08:17:47 <Zuu> Someone made a NewGRF that disabled range based income and also one which made you pay for source cargo and get income only from secondary cargo. http://www.tt-forums.net/viewtopic.php?f=67&t=73310 08:18:17 <Alberth> planetmaker: at some other place than the parameter list, imho 08:18:38 <Alberth> because that's stuff going in, rather than coming out 08:18:48 *** guru3-vp1 [~guru3-vps@109.200.19.187] has joined #openttd 08:18:54 <planetmaker> for me the normal way is like: function function_name(parameters) { body } 08:19:17 <andythenorth> switch (FEAT_TRAINS, SELF, ${vehicle.id}_switch_graphics_${variation_num}_${cargo_variant_num}_check_preceding_vehicle_same_id, 08:19:18 <andythenorth> ${vehicle.get_nml_expression_for_id_of_neighbouring_unit(unit_offset=-1)}) { 08:19:19 <andythenorth> :P 08:19:28 <Alberth> sure, switch name ( ... ) would also work 08:20:14 <andythenorth> I donât hate the current syntax 08:20:21 <andythenorth> I just find it slow to remember 08:20:30 <Alberth> but it should work for all blocks 08:20:32 <andythenorth> conceptually, itâs easy to follow 08:21:00 <Alberth> andythenorth: so what should have to change to make it easier to remember? 08:21:15 <Alberth> syntax is supposed to help you write and read it 08:21:56 <andythenorth> foo = switch(params) would make more sense to me 08:21:58 <planetmaker> Alberth, but you're right. I found it awkward as well but stopped to think about it 08:21:58 <andythenorth> declaratively 08:22:25 <andythenorth> Iâm not sure my opinion is valid, I largely stopped writing nml 08:22:29 <andythenorth> and I am not the intended audience 08:22:39 <Alberth> I have programmed assembly language, but cannot grok nfo, because *everything* is a number rather than just the numbers 08:22:47 <andythenorth> ha, I like that :) 08:23:05 <andythenorth> no meaningful syntax at all 08:23:14 <Alberth> indeed 08:23:17 <planetmaker> Alberth, so that's a project for nml 0.5 :) 08:23:38 <andythenorth> you can see the kind of syntax I invented :P 08:23:38 <andythenorth> http://dev.openttdcoop.org/projects/firs/repository/entry/src/industries/arable_farm.py 08:23:47 <andythenorth> itâs not even good python stlye probably 08:23:49 <andythenorth> but nvm 08:23:54 <Alberth> well, yeah, I am somewhat pondering about nml 2.0 :p 08:24:03 <planetmaker> I'd like to continue... but bbl :) 08:24:08 *** guru3-vps [~guru3-vps@109.200.19.187] has quit [Ping timeout: 480 seconds] 08:24:21 <andythenorth> also https://dev.openttdcoop.org/projects/road-hog/repository/entry/src/vehicles/amblecote.py 08:24:48 <andythenorth> I would rather have something like 08:24:58 <andythenorth> foo = road_vehicle() 08:25:13 <andythenorth> rather than item(FEAT_ROADVEHS, foo, stuff) 08:25:16 <andythenorth> or whatever nml does 08:25:49 <Alberth> yeah, nml is built up from nfo concepts, and it shows 08:25:51 <andythenorth> I would also rather that foo was then a first class object that I could actually do naughty stuff to 08:26:07 <andythenorth> rather than an intermediate format that has to be parsed 08:26:14 <andythenorth> but eh 08:26:25 * andythenorth seems to be out on a limb compared to most authors 08:26:35 <Alberth> nml_lib.py :) 08:26:48 <andythenorth> I considered making a âframework' 08:26:54 <andythenorth> but Iâm not a good enough programmer to do it well 08:26:58 <Alberth> building nml objects from python, and handing them to nml for compilation 08:27:01 <andythenorth> and I donât want the maintenance overhead 08:27:23 <Alberth> you don't want to go back to text, imho 08:27:24 <andythenorth> eddi could do it, but he hasnât :) 08:27:46 <andythenorth> yeah, dropping the text interchange would be wise 08:27:48 <Alberth> eddi has his own nml fork :) 08:28:21 <andythenorth> I dunno, nml Gets Stuff Done 08:28:40 <andythenorth> I wonder if dropping the initial parsing step makes it any faster 08:29:38 <Zuu> andythenorth: Is .pnml your extension for python script that produces nml or for is it a partial nml file? 08:29:49 <Alberth> scanning is the real problem, as ply pulls in the the entire file as 1 string 08:30:16 <andythenorth> Zuu: I think itâs âprocessed nml' 08:30:24 <andythenorth> or ânml for pre-processingâ or such 08:30:30 <Alberth> so you have python handling *very* large strings 08:30:31 <andythenorth> anywhere itâs an intermediate format 08:30:43 <Zuu> Ok 08:30:58 <Alberth> it' probably C pre-processor input 08:31:04 <Alberth> +'s 08:31:05 <andythenorth> what Alberth said 08:31:20 <Alberth> andy typically generates .nml from .py 08:31:24 <Zuu> Makes sense. I was about to make a self contained script that running it will generate the nml file, but that is probably not a good thing if you ever want to make your second NewGRF. 08:31:28 <andythenorth> and .pypnml is a template file with python templating that results in a pnml file 08:31:42 <andythenorth> and .pynml is a template file with python templating that results in an nml file 08:31:46 <andythenorth> there is some âhistoryâ here :P 08:33:00 <andythenorth> Alberth if $somebody wanted to try writing out nml using the output parts of nmlcâŠ. 08:33:07 <andythenorth> I have python objects for vehicles and such :P 08:33:14 *** Hiddenfunstuff [~Geth@a392.ip16.netikka.fi] has joined #openttd 08:33:50 <Alberth> in my view, you'd start with a language design first 08:34:01 <andythenorth> for a long time, I thought it would be too hard to define switch chains in python, but then I figured out how to use a tree 08:34:04 <Alberth> ie what do you write down in text 08:34:20 <Alberth> + to 08:34:54 <andythenorth> properties are trivial to handle 08:35:05 <Alberth> and the ":" versus "=" or ";" etc aren't very interesting at first 08:35:06 <andythenorth> logic chains are complex I think 08:35:30 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has quit [Read error: Connection reset by peer] 08:35:35 <andythenorth> itâs hard to define switches without some big string 08:35:41 <andythenorth> or at least a template that has to be supplied 08:35:48 <Alberth> with the few things I wrote, I found you need a lot of chains 08:36:06 <andythenorth> yes 08:36:19 <andythenorth> chains are really simple in concept, but do a lot of the work 08:36:26 <andythenorth> and they can branch to all kinds of destinations 08:36:40 <andythenorth> and they have scope 08:36:55 <Alberth> but you cannot see that in the source 08:37:08 <andythenorth> in the nmlc source? 08:37:25 <Alberth> in your newgrf nml file 08:37:55 <andythenorth> dunno, I would be able to see it 08:38:02 <andythenorth> just reading backwards from the graphics block 08:38:08 <andythenorth> then following switch names 08:38:16 <Alberth> in C or Python you never make int i; int i2; int i3; .... int i4; if they are not used together 08:38:37 <Alberth> yet you have all kinds of template hacks to make names unique globally 08:38:50 <andythenorth> yes, itâs a global namespace 08:39:02 <andythenorth> or rather, there is no concept of namespace 08:39:19 <andythenorth> there is the concept of nfo of âlast time this ID was defined' 08:39:20 <Alberth> if you had proper scope, switch names could live in a small part of the code 08:39:47 <Alberth> and you want that in nml ? 08:39:59 <Alberth> or should the nml compiler worry about that? 08:40:02 <andythenorth> itâs of no use to me 08:40:20 <andythenorth> it was a practical fact of writing nfo that needed to be understood, and could be exploited usefully 08:40:31 <andythenorth> but nml magics it all away 08:40:45 <andythenorth> except that it does it a bit slowly 08:41:02 <andythenorth> eh, so 08:41:15 <andythenorth> from nfo -> nml, we lost the concept of âlast defined IDâ for switch IDs 08:41:21 <andythenorth> but we didnât gain any form of namespacing 08:41:34 <andythenorth> so actually it looked easier, but was retrograde 08:42:00 <andythenorth> now the author has to manage switch names explicitly, and in my code you see all those chameleon loops handling that 08:42:12 <Alberth> yep 08:42:30 <andythenorth> previous IDs could be defined over and over again, with no problem, as long as you understood the execution order 08:42:38 <andythenorth> previously * 08:44:03 <andythenorth> hmm, there is also a mostly-complete implementation of context in nfo/nml 08:44:04 <andythenorth> but not quite 08:44:24 <andythenorth> so SELF / PARENT exist, as well as special cases like ânext vehicleâ 08:45:15 * andythenorth should confuse the implementation in the newgrf inside openttd and the implementation in the compiler :P 08:45:16 <andythenorth> oops 08:45:34 <Alberth> sorry, but I have to type some pages of text now 08:45:36 <Alberth> :) 08:45:47 <Alberth> so many newgrf processing things :) 08:49:11 <andythenorth> yexo deliberately left out templating and such 08:49:22 <andythenorth> to wait and see how nml was used 08:49:35 <andythenorth> now we have evidence :) 08:50:42 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has joined #openttd 08:50:53 *** DDR_ [~David@S0106001f16aa47bc.vc.shawcable.net] has joined #openttd 08:55:28 <andythenorth> Alberth: if global switches were banned, or made a special case, a lot of the switch management could be actually hidden away :P 08:55:54 <andythenorth> as ultimately itâs just going to write out 00 02 or 00 FF or whatever, local to a specific action 3 chain :P 08:56:06 <andythenorth> (action 3 -> action 2 chain) 08:57:04 * andythenorth opens a grf in a text editor 08:57:22 <Alberth> gives a bit of a garbled text :) 08:57:52 <andythenorth> ha 08:58:06 <andythenorth> I assume that encodes instructions or something as codepoints 08:58:16 * andythenorth well out of depth 08:58:35 <Alberth> quite possible :) 09:01:42 <andythenorth> bbl, work 09:01:44 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 09:04:17 *** smurf [~smurf@2001:780:107:0:1278:d2ff:fea3:d4a6] has joined #openttd 09:19:25 *** Bob__ [~chatzilla@cm-114-109-29-31.revip13.asianet.co.th] has joined #openttd 09:19:50 <Bob__> hi 09:20:05 <Bob__> us the free graphics for openTTD the same as the ones from the original game?? 09:21:50 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has quit [Remote host closed the connection] 09:21:50 *** DDR_ [~David@S0106001f16aa47bc.vc.shawcable.net] has quit [Remote host closed the connection] 09:21:54 <Zuu> Hmm, I make al sorts of noob mistakes. Trying to transport oil from a refinary to the oil wells.. :-) 09:23:00 <planetmaker> back 09:23:29 <planetmaker> hehe, Zuu :) That's industry 5.0. Getting the ressources back to the place they originated from back then 09:23:41 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has joined #openttd 09:23:55 <Bob__> could somebody explain the free graphics for me? 09:23:59 <planetmaker> Bob__, not exactly sure what you ask, but every graphics base sets can be used and they're exchangable 09:24:30 <Zuu> Base sets contain no game modifications, only graphics. 09:24:32 <planetmaker> graphics are best explained by simply looking at them 09:24:57 <Bob__> who makes the free graphics and is it similar to the original? 09:25:33 <planetmaker> people make them (the readme will tell you). And they provide sprites for everything as well. Of course they're not identical or it would be blunt copy and copyright violation 09:26:01 <planetmaker> so really: just *look* at them. And judge yourself 09:26:13 <planetmaker> you can have them all and change it ingame 09:26:25 <planetmaker> the baseset which you use 09:26:30 <Bob__> is there a way to easily compare them? 09:26:41 <planetmaker> yes. start openttd. and see! 09:26:46 <Bob__> also is the name of train changed? 09:26:48 <Zuu> Open download content window and dowload all 09:27:04 <planetmaker> all base set. All NewGRF might be a bit much :) 09:27:22 <Zuu> Yes, I ment all base sets. But good you clarified. :-) 09:27:47 <planetmaker> luckily there's no "download all" button, though :) 09:27:51 <Zuu> It will use some bandwith for the 32 bit sets. So if you are low on bandwith, here is a list of all available base sets on bananas: http://bananas.openttd.org/en/base/ 09:28:23 <planetmaker> bob you might get an impression and comparison from the titlegame competition screenshots: http://devs.openttd.org/~planetmaker/titlegame/round1/index.html 09:30:02 <Bob__> what's the difference between basesets and newgrf? 09:30:39 <Zuu> NewGRFs explained: https://wiki.openttd.org/Newgrf 09:31:18 <Zuu> Base set is a pure graphics file with all essential graphics needed to even start the game. 09:31:44 <Zuu> Eg. it contains a bitmap font used to display text when no ttf font is defined. 09:32:06 * planetmaker --> lunch. Laters :) 09:32:07 <Zuu> It contain GUI icons, but also graphics for default vehicles, industries etc. 09:32:21 <Zuu> planetmaker: Good idea :-) 09:32:48 <Alberth> hmm, already had that :( 09:32:51 *** Defaultti [defaultti@lakka.kapsi.fi] has quit [Quit: Quitting.] 09:33:26 *** Defaultti [defaultti@lakka.kapsi.fi] has joined #openttd 09:37:47 <Zuu> Hmm, the wiki stll call it avdanced settings. s/advanced settings/settings/g would be good, but I guess some work. 09:39:10 <Alberth> wiki is terribly outdated 09:47:30 <Bob__> how do i change the volume in game?? 09:49:47 *** wicope [~wicope@0001fd8a.user.oftc.net] has quit [Read error: Connection reset by peer] 09:57:32 <Alberth> I usually change the volume of the computer 09:58:14 <Alberth> isn't there a music icon somewhere in the menu bar??? 09:58:20 <Alberth> don't remember exactly 09:58:32 <Zuu> There is a loundspeaker icon in OpenGFX. 09:58:48 <Bob__> so i have to be in game to do it, cant do it from the start menu?? 09:59:05 <Zuu> No I don't think that is possible. 09:59:17 <Zuu> You can always do it at system level in your OS. 09:59:49 <Zuu> At least Windows 7 has a per program volume control. 10:01:34 <Bob__> what newgrf should i get? 10:02:39 <Zuu> Depends on what type of game you like to play. 10:02:44 <Zuu> And what you like. 10:03:11 <Zuu> Complexity or simple, specific country, etc. 10:03:25 <Bob__> i want a nice graphics set 10:03:38 <Bob__> which one is a good 32bit? 10:04:03 <peter1138> There is no good 32bpp set. 10:06:15 <Bob__> is there a good 8bit one ? 10:11:26 *** andythenorth [~Andy@194.168.185.226] has joined #openttd 10:12:07 <Bob__> why dont i see any server when i press 'find server' in multiplayer?? 10:15:00 <Alberth> old openttd version? 10:15:59 <Alberth> many newgrfs have nice graphics, however, each is typically tuned towards a kind of play style 10:17:19 <Bob__> why doesnt multiplayer work??? 10:17:44 <Alberth> ie "make massive transport system" has powerful cheap engines, "realistic play" has all the zillion engines of the region they represent, "hard play" has very expensive engines 10:18:22 <Alberth> https://www.openttd.org/en/servers <-- this is what exists for multi-player 10:18:37 <Alberth> do you have matching openttd version? 10:18:38 <planetmaker> Bob__, multiplayer obviously works for many people... so either you use a 'wrong' version or your network is not proper 10:19:03 <peter1138> lan/internet button? 10:19:22 <Bob__> i use 1.5.1 version 10:19:37 <Bob__> oh it's the 'advertised' option lol 10:19:47 <Eddi|zuHause> <Zuu> Not sure how it would detect that the new cargo is delivered to a different location. <-- a possible solution for that: 1) you offer a subsidy along with the goal, 2) the subsidy records how much cargo was transported while it is active, 3) upon finishing the subsidy, you test if cargo amount is at least X, and mark the goal as fulfilled 10:19:48 <Bob__> isn't newGRF mean graphics? 10:20:07 <planetmaker> https://wiki.openttd.org/Multiplayer 10:20:13 <planetmaker> grf = game ressource file 10:20:21 <planetmaker> graphics are only one ressource among others 10:20:51 <Alberth> stats are the resources with a bigger impact on game play :) 10:21:12 <Eddi|zuHause> <Bob__> why dont i see any server when i press 'find server' in multiplayer?? <-- often this is because your firewall is too aggressive with UDP packages 10:22:14 <peter1138> *packets 10:23:04 <Eddi|zuHause> peter1138: i treat these words as synonyms 10:23:09 <peter1138> They're not. 10:23:13 <Eddi|zuHause> they are. 10:23:14 <Zuu> Eddi|zuHause: Interesting idea. Though the API as far as I can see doesn't allow reading amount of cargo transported for a subsidy. But yes, you can use it to check that at least 1 cargo was transported. 10:23:18 <Zuu> http://nogo.openttd.org/api/trunk/classGSSubsidy.html 10:23:38 <Eddi|zuHause> Zuu: yes, the game currently does not record that number, but it should be fairly easy to do 10:24:00 <peter1138> http://english.stackexchange.com/questions/23287/are-the-words-network-packet-and-network-package-interchangeable 10:25:02 <Eddi|zuHause> peter1138: that sounds like nonsense 10:25:15 <peter1138> Eddi|zuHause, they're not synonyms in computing, at all. 10:26:08 <Eddi|zuHause> peter1138: german manages just fine without this totally arbitrary distinction 10:26:14 <peter1138> English isn't German. 10:26:19 <Eddi|zuHause> yes, it is 10:26:44 <Eddi|zuHause> except it has totally simplified grammar and totally blown out of proportion vocabulary :p 10:28:09 <Bob__> all words are made up, therefore, it is pointless to assert that a word means a certain thing, any assertion is equivalent to "i will only recognise this definition" and is mostly based on stubborn refusal and "kids these days" mentality 10:28:23 <Alberth> Eddi|zuHause: so you have Java packets ? :) 10:28:57 <Eddi|zuHause> Alberth: i haven't used java in ages 10:29:11 <Alberth> :) 10:29:30 <Alberth> it's backward compatible to the extreme :p 10:30:36 <Bob__> what does 12/50 - 15/15 mean in the clients column on the multiplayer window? 10:30:58 <Alberth> 12 of 50, 15 of 15 10:31:42 <Alberth> so there is no company free for you to play with 10:31:51 <Bob__> whats the first number mean? 10:31:56 <Eddi|zuHause> Bob__: number of players - number of companies 10:32:04 <Bob__> oh ok 10:32:12 <Bob__> so the first one can only watch?? 10:32:39 <Eddi|zuHause> you can watch, or join another person's company (if they let you) 10:32:43 <Alberth> unless you get invited, or know the password of a company 10:32:54 <Bob__> oh ok 10:32:56 <Bob__> thx 10:33:20 <Alberth> given there are fewer clients than companies, some maybe free for taking over, but that depends on the server rules 10:36:09 <V453000> holy shit I managed to write replacenew block for first try on my own :D 10:36:13 <V453000> wtf is happenign 10:36:28 <V453000> hm cant type though 10:36:38 <Eddi|zuHause> black magic! witch! burn him! 10:37:41 <planetmaker> V453000, clearly the typos moved from your code to your irc output ;) 10:37:50 <Alberth> :D 10:37:53 <planetmaker> that's wtf was happening :P 10:37:54 <V453000> haha :) 10:40:43 <V453000> made it :> 10:40:56 <V453000> the offset was a bit confusing but after seeing first issue, it got me :D 10:43:17 <Alberth> before you know it, you understand what you're doing :p 10:44:57 <V453000> I wouldnt go that far to say such things :P 10:49:02 <Alberth> no worries, there is plenty of other fish in the sea to try :) 10:52:48 <V453000> XD 10:53:10 <Zuu> Hmm, my leveled up factory produces goods without input :-) 10:53:18 <V453000> big level up 10:53:22 <planetmaker> :) 10:53:32 <planetmaker> Achievement unlocked: producing stuff out of thin air :) 10:54:11 <Zuu> Need to fix so that it actually check if goal is completed in order to level up too. :-) 10:54:15 * andythenorth wonders where frosch is going with the JSON idea 10:55:13 * andythenorth had an idea about utility grid or such 10:55:30 <andythenorth> purely as a convention managed by GS 10:55:55 <andythenorth> âthis industry provides water / gas / electricity to the [local | map-wide] gridâ 10:56:08 <andythenorth> âthis industry would like to be supplied with water / gas / electricityâ 10:56:46 *** innocenat [sid8070@id-8070.charlton.irccloud.com] has quit [] 10:57:00 *** innocenat [sid8070@id-8070.ealing.irccloud.com] has joined #openttd 10:59:33 *** theholyduck [sid10277@id-10277.charlton.irccloud.com] has quit [] 10:59:47 *** theholyduck [sid10277@id-10277.ealing.irccloud.com] has joined #openttd 11:02:23 <Zuu> Hmm, I miss my AI function SendToDepotForSelling when I play using GUI :-) 11:02:58 <Zuu> It takes care of even turning vehicles with speed zero around (likely in a queue) 11:03:45 <Zuu> And it marks up the vehicle that it should be sold, so that the depot cleaning procedure will sell it automatically later on. :-) 11:04:50 <Alberth> :) 11:04:53 <Eddi|zuHause> cheat yourself into an AI company :p 11:05:12 <Alberth> make a sign "sell vehicle #123" 11:05:15 <Zuu> Or I should just let an AI test the GS. 11:05:27 <Eddi|zuHause> $someone arbitrarily disabled AI support for human company 11:06:19 <Alberth> yeah, AIs don't like to be too close to humans 11:20:29 *** Bob__ [~chatzilla@cm-114-109-29-31.revip13.asianet.co.th] has quit [Quit: ChatZilla 0.9.91.1 [Firefox 39.0/20150630154324]] 11:30:00 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has quit [Read error: Connection reset by peer] 11:30:14 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 11:30:18 <Zuu> Now this game is a bit wierd. BusyBee goals 'transport X amount to Y' causes industry Y to be leveled up. Also these so called secondary industries are producing base production by default and production is increased when they are leveled up. :-p 11:30:40 <andythenorth> ha 11:32:32 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Read error: Connection reset by peer] 11:32:33 <Zuu> Goals 'transport X amount from Y' doesn't seem to be implemented in base BusyBee. But if my fork would do that, and the NewGRF is changed to only alter primary industries, that may make a bit more sense. :-) 11:32:56 <andythenorth> nah, BB has only one goal type :) 11:33:00 <andythenorth> 'transport toâ 11:33:08 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 11:33:13 <Zuu> Though to can be either industry or town. 11:33:35 * andythenorth wonders if there is a case for a GS library for goals 11:33:43 <andythenorth> abstracting the BB Goal class or such 11:33:52 <andythenorth> dunno much about GS 11:34:48 <Zuu> I know krinn like the idea that a GS should be written as a library and then a tiny GS that use this library. This to allow mixing GSes easier. 11:35:10 <Zuu> At least when it come to utility GSes. 11:35:50 *** wicope [~wicope@0001fd8a.user.oftc.net] has joined #openttd 11:35:52 <andythenorth> might be interesting 11:36:09 <andythenorth> dunno, if it got too much framework, and bureacracy then itâs boring :) 11:36:15 <Zuu> But then he do wierd things like overriding API methods with his own variants with side effects.. :-) 11:36:23 <andythenorth> if I have to call a factory class first, and then use it to create other classes, then I might get bored :P 11:36:37 <Zuu> Eg. his variant of build bridge will record were all bridges are in an array. 11:36:38 *** roidal [~roland@193-154-142-253.adsl.highway.telekom.at] has joined #openttd 11:36:57 <planetmaker> it sounds compelling to me. But there was some argument against that, but I forgot which. It was rather 'design/conceptual not wanted' than 'not possible' 11:37:26 <Zuu> I think the idea was the GSes should be simple. 11:37:38 <planetmaker> I think the problem was along the lines of "what to do when two parts try to modify the same thing in different ways" 11:37:56 <planetmaker> And then we'll end up in a worse hell than we are with NewGRF compatibility :) 11:38:42 *** wicope [~wicope@0001fd8a.user.oftc.net] has quit [Remote host closed the connection] 11:38:46 <Zuu> Yep, and instead we put it on someones task to merge two GSes in one. One way to make it easier for someone who would like to do that is to offer eg. NoCarGoal as a GS library and then have a very slimmed NoCarGoal GS that just use that library. 11:39:11 <Zuu> Then if someone want to combine two such GSes that are a library + gs, you load both libraries and hope they don't conflict. :-) 11:39:18 <planetmaker> yes. So that combining different things is an easy programming task 11:39:34 <planetmaker> are there gs libs? there are ,yes? 11:39:40 <Zuu> But it is still up to someone to combine it and test out and then release as one GS on bananas. 11:39:54 <Zuu> There are GS libraries. 11:40:06 <andythenorth> my view is distorted probably 11:40:11 <andythenorth> I think of it like python modules 11:40:23 <andythenorth> where there are vast numbers of well defined modules that can be imported 11:40:25 <Zuu> But not for every GS, as mentioned above. 11:40:27 <andythenorth> some good, some bad :P 11:40:42 <Zuu> It is mostly things like SCP, SuperLib, ServerGS and ToyLib IIRC. 11:41:06 <Zuu> And road pathfinder, A*, and some data structures. 11:41:07 <planetmaker> yeah, right. Well, so the idea of a slim GS with fat libs is already viable, though 11:41:21 <planetmaker> ho, I should know since the doxygen stuff :D 11:41:29 <Zuu> hehe :-) 11:42:04 <planetmaker> I made a build job for each lib. And yes... there were GS libs among those :P 11:42:06 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 11:42:09 *** mode/#openttd [+v tokai] by ChanServ 11:42:55 <planetmaker> https://jenkins.openttdcoop.org/view/Scripts%20%28AI,%20GS,%20Libraries%29/ 11:43:18 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 11:43:21 *** mode/#openttd [+v tokai|noir] by ChanServ 11:44:05 <Zuu> There is also the list of libraries on the bananas web site: http://bananas.openttd.org/en/gslibrary/ 11:46:36 <planetmaker> indeed :) 11:49:31 <V453000> issues with holes in ground sprites is a problem I have no clue how to solve 11:50:12 *** tokai [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 11:53:40 <planetmaker> holes in ground sprites? 11:54:03 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 11:59:58 <V453000> like at the edges 12:00:09 <V453000> things not connecting properly 12:00:11 <V453000> for some reason 12:01:00 <V453000> hm 12:01:09 <V453000> guess I fucked up some offset I just dont see how yet 12:02:30 <planetmaker> oh, you mean at tile borders? 12:02:38 <planetmaker> there... should be no holes :P 12:02:57 <planetmaker> anti-aliasing might introduce some if it makes the result smaller / partially transparent 12:07:11 <V453000> no, I have no antialiasing on edges 12:07:20 <V453000> this is just something moved, but in a very weird way 12:10:51 <planetmaker> what's the exact width and height of the ground tiles? 12:13:38 *** andythenorth [~Andy@194.168.185.226] has quit [Quit: andythenorth] 12:38:32 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 12:45:09 <V453000> they are fine, there are some issues with some sloped things, researching what is going on 12:46:17 <V453000> ah got it 12:46:18 <V453000> was x offset 12:46:23 <V453000> I forgot I touched that XD 12:46:59 <V453000> would be great if the game drew black or some well visible colour in case of such holes 12:47:03 <V453000> :) 12:47:10 <V453000> is quite tough to debug now 12:47:51 <V453000> k fixed :> 12:48:34 <Alberth> load a paused game, and don't move it? 12:48:41 <V453000> good point 12:48:43 <V453000> but yeah :P 13:09:45 <V453000> https://dl.dropboxusercontent.com/u/20419525/BRIX/BRIX_taster2.png 13:09:49 <V453000> x2 zoom :) 13:10:04 <V453000> there is a lot of things missing and things needing improvement, but :) 13:10:36 <V453000> also, SpotTheYeti :P 13:11:24 <V453000> ... I might search for a way to keep the tunnel look more "flat" instead of being so elevated in compare to the actual ground 13:12:58 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 13:16:57 <Zuu> Tunnels is always a problem. I didn't looked too much on them until you mentioned them. 13:17:36 <V453000> they are a gigantic problem in 3D 13:17:40 <V453000> in pixel drawing they are kind of fine :D 13:18:39 <V453000> omg posted on forums 13:18:43 * V453000 goes burn himself 13:18:55 <Zuu> My first thought is that the light setting is a bit dark. But then, in the winter it get dark early and if this is a cloudy day, then the light setting is quite fine. 13:19:15 <V453000> the brighter bits will make it look fine 13:19:25 <V453000> vehicles/buildings/industries will be colourful 13:19:55 <Zuu> I like the touch of light in tunnels. And if active parts in the game are brighter, then it can probably look very nice. 13:19:57 <V453000> but yeah maybe a little bit brighter would not harm 13:20:03 <V453000> yarr 13:20:11 <V453000> the idea is to make the important things stand out 13:20:16 <Zuu> Well, no a dark background can make the important things light up more. 13:20:19 <V453000> like, if you zoom out on the map you can clearly see where are industries 13:21:57 <Zuu> It will probably be very nice 13:22:26 <V453000> I love it so far 13:23:18 *** frosch123 [~frosch@x4d0085bf.dyn.telefonica.de] has joined #openttd 13:23:50 <Zuu> Great. It is most important that you like it. :-) 13:23:50 <V453000> omg frog 13:23:55 <V453000> exactly :D 13:24:00 <V453000> got bored with RAWR 13:27:51 <frosch123> hoi 13:28:02 <Zuu> hello frosch123 13:28:30 <V453000> frog how do you like this https://dl.dropboxusercontent.com/u/20419525/BRIX/BRIX_taster2.png 13:28:42 <V453000> second rocky tileset is coded but not visible yet :PP 13:29:18 <frosch123> the horizontal track looks weird 13:29:26 <frosch123> the rails blend in too much with the background 13:29:35 <V453000> that is kind of the point 13:29:46 <V453000> + there will be fences 13:29:52 <frosch123> wut? there is light in the tunnel :p 13:30:08 <V453000> diagonal tracks look wtf in general, yeah :| 13:30:10 <V453000> sure! :) 13:30:31 <V453000> tunnels are secret yeti gold mines 13:30:36 <frosch123> what is the yeti driving? 13:30:41 <frosch123> some harvester? 13:30:52 <V453000> no it is cutting down the tree 13:31:04 <frosch123> oh, it's chainsaw? 13:31:09 <V453000> aye 13:31:11 <frosch123> left-handed yetis :p 13:31:16 <V453000> when it animates it is clear what is going on :P 13:31:41 <V453000> idk I hold chainsaw either way, as it fits the situation 13:31:52 <V453000> but yeah yetis are confused out of their minds 13:32:23 <frosch123> i see, they cut the trees comfortably at hip level 13:32:37 <V453000> yeah easy 13:33:31 <frosch123> it's weird that almost everything in that screenshot is white/grey, except the helmet :p 13:33:43 <V453000> yeah that is the fun part :) 13:33:58 <frosch123> will the D12 tree get digits? 13:34:04 <V453000> D12 tree? :D 13:34:10 <frosch123> no, it's a d20 13:34:23 <V453000> ah that one 13:34:27 <V453000> no :> 13:34:31 <V453000> maybe in toyland 13:35:12 <Alberth> looks moon-ish to me 13:35:34 <Alberth> but nice grey with white-ish sprinkles :) 13:35:35 <Zuu> or just a dull winter day 13:36:12 <V453000> mhm :) 13:36:39 <Alberth> but who wants to play in winter if you can play at the moon? 13:36:49 *** andythenorth [~Andy@194.168.185.226] has joined #openttd 13:36:58 <frosch123> lol @ forum guy who registered 2 weeks ago as "garfiled" and now wants to change name to "garfield" :p 13:37:21 *** pxr [mychomizer@46-236-110-25.customer.t3.se] has joined #openttd 13:38:07 <Alberth> :) 13:38:11 <V453000> not bad 13:39:17 <SpComb> likely to cause mass confusion 13:41:00 *** Twofish [~tb@0001308f.user.oftc.net] has quit [Quit: Leaving] 13:42:29 *** pxr [mychomizer@46-236-110-25.customer.t3.se] has quit [Quit: Leaving] 13:42:38 *** pxr [mychomizer@46-236-110-25.customer.t3.se] has joined #openttd 13:43:12 <Zuu> frosch123: Further more, his only post seem to be the post in which the user want to be renamed. That said, acounts are useful too for reading history. 13:46:52 <V453000> btw it is fun how the small amount of colours reduces file size 13:47:56 <Alberth> :) 13:48:56 <Alberth> greyscale is even better, all channels have the same value 13:49:16 <V453000> this is not entirely grayscale, it is slightly tinted into yellow but I might desaturate it some further 13:49:22 <andythenorth> V453000: it is looking nice 13:49:27 <andythenorth> tints ftw btw 13:49:29 <V453000> thanks andythesouth :) 13:49:40 * andythenorth does a lot of near-monochrome UI design 13:49:45 <andythenorth> but with one or two key tints 13:49:45 <V453000> :) 13:49:50 <V453000> yeah 13:50:49 *** roidal_ [~roland@193-154-142-32.adsl.highway.telekom.at] has joined #openttd 13:52:04 <andythenorth> V453000 :P https://dev.openttdcoop.org/attachments/download/7410/mono_ui.png 13:53:10 <V453000> yeah :) nice 13:53:29 <V453000> I will cut your fingers off andy :) 13:53:31 *** ade [~ade@182.242.140.181] has joined #openttd 13:54:33 <andythenorth> youâll need very long scissors 13:54:40 <andythenorth> from prague or such 13:57:39 *** roidal [~roland@193-154-142-253.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 13:58:03 *** frosch [~frosch@x4d018217.dyn.telefonica.de] has joined #openttd 14:00:19 *** Belugas [~belugas@00011985.user.oftc.net] has quit [Ping timeout: 480 seconds] 14:00:19 *** JezK [~jez@2407:7800:400:107f:3db5:daca:8457:e66a] has quit [Quit: :q!] 14:01:18 <ade> thanks to planetmaker 14:01:38 *** Belugas [~belugas@00011985.user.oftc.net] has joined #openttd 14:01:42 *** mode/#openttd [+o Belugas] by ChanServ 14:03:03 *** frosch123 [~frosch@x4d0085bf.dyn.telefonica.de] has quit [Ping timeout: 480 seconds] 14:08:23 <V453000> andythenorth: the page said it not me 14:21:57 *** wicope [~wicope@0001fd8a.user.oftc.net] has joined #openttd 14:28:19 *** andythenorth [~Andy@194.168.185.226] has quit [Quit: andythenorth] 14:52:10 *** andythenorth [~Andy@194.168.185.226] has joined #openttd 14:59:18 <andythenorth> where is cat though 14:59:29 *** andythenorth [~Andy@194.168.185.226] has quit [Quit: andythenorth] 15:07:02 *** HerzogDeXtEr [~flex@i59F6D573.versanet.de] has joined #openttd 15:21:31 <Eddi|zuHause> in your page, cutting off your fingers 15:22:00 <frosch> do you expect him to read the logs for that? 15:35:33 *** frosch [~frosch@x4d018217.dyn.telefonica.de] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 15:35:45 <Terkhen> hello 15:51:53 *** Belugas [~belugas@00011985.user.oftc.net] has quit [Ping timeout: 480 seconds] 15:51:53 *** Belugas [~belugas@216.191.111.230] has joined #openttd 15:51:56 *** mode/#openttd [+o Belugas] by ChanServ 16:04:06 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 16:04:09 *** mode/#openttd [+v glx] by ChanServ 16:04:09 *** TheMask96 [martijn@greed.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 16:09:57 *** TheMask96 [martijn@gluttony.vhost.ne2000.nl] has joined #openttd 16:31:32 <Eddi|zuHause> frosch: yes :p 16:31:40 <Eddi|zuHause> (as i do for this :p) 17:06:07 *** Progman [~progman@p57A1828B.dip0.t-ipconnect.de] has joined #openttd 17:09:29 *** gelignite [~gelignite@mue-88-130-111-203.dsl.tropolys.de] has joined #openttd 17:27:11 *** Nathan1852__ [~Nathan185@p5DC11865.dip0.t-ipconnect.de] has joined #openttd 17:33:58 *** Belugas [~belugas@00011985.user.oftc.net] has quit [Ping timeout: 480 seconds] 17:33:58 *** Belugas [~belugas@216.191.111.230] has joined #openttd 17:34:01 *** mode/#openttd [+o Belugas] by ChanServ 17:36:59 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 17:45:27 <DorpsGek> Commit by translators :: r27338 trunk/src/lang/unfinished/frisian.txt (2015-07-24 19:45:18 +0200 ) 17:45:28 <DorpsGek> -Update from WebTranslator v3.0: 17:45:29 <DorpsGek> frisian - 8 changes by BAJansen 17:47:39 *** Progman [~progman@p57A1828B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 17:49:14 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 17:51:51 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 17:53:43 <andythenorth> still no cat 17:53:46 <andythenorth> nvm 17:54:10 <andythenorth> V453000: so is brixxxxxx replacing ogfx? 17:54:26 <andythenorth> including an 8bpp option, for those of us who refuse toâŠredraw all of FIRS :P 17:54:31 <V453000> no, it will probably have very specific style compared to everything else 17:54:40 <andythenorth> I think FIRS will fit right in 17:54:41 <andythenorth> tbh 17:54:51 <V453000> it will 17:55:03 <andythenorth> have you tested? o_O 17:55:09 <V453000> nope 17:55:11 <V453000> just know 18:11:37 *** supermop [~supermop@cpe-67-244-121-219.nyc.res.rr.com] has joined #openttd 18:19:33 <andythenorth> pig train realisms http://www.railpictures.net/photo/539327 18:20:37 <V453000> https://dl.dropboxusercontent.com/u/20419525/NUTS/flatbeds.png 18:20:48 <V453000> 1:1 representation 18:21:36 <Zuu> Nice yeti variation on the train. 18:22:23 <V453000> actually I think that random is quite bad 18:22:29 <V453000> should be at least 5 kinds I think 18:22:52 <V453000> k there is 5 18:22:56 <V453000> but poor distribution :P 18:24:19 <Zuu> Hmm.. noise polution make my life hard. 18:26:05 <andythenorth> yours is more realisms than the photo V453000 18:26:11 <Zuu> I changed the imessenger.grf to only allow GS to control primaries. I also changed my Bee fork to level up industries when a town goal is completed for mail cargo. It then levels up all industries that are closest to that town. However, completing mail goals require many sources as mail production is low. 18:26:23 *** Nathan1852__ [~Nathan185@p5DC11865.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 18:26:33 <andythenorth> how is the mail goal defined? 18:26:45 <Zuu> It is the usual mail goal of Busy Bee. 18:27:00 <andythenorth> ah ok 18:27:01 <Zuu> I check if cargo has town effect mail. 18:27:25 <andythenorth> yeah, also BB has a wide range of possible values for the cargo delivered goal 18:27:34 <andythenorth> mail goals can take years :) 18:27:51 <andythenorth> I wondered about transporting 50% of the mail in a town 18:28:07 <andythenorth> using the town stats, if GS can read them 18:28:14 <Zuu> GS can read them. 18:30:31 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 18:30:57 <Zuu> If the GRF is possible to make so that secondaries retain the normal function (in that the output is a factor of input), but GS can improve the output/input ratio, then Bee-fork could level up receiving industry again. 18:32:05 <andythenorth> that could be done 18:32:21 <andythenorth> for (not FIRS) itâs quite trivial I think 18:32:39 <andythenorth> set a multiplier in a register, and use it during 256 tick production cb 18:32:50 <Zuu> I think I for short term will allow any town goal to level up industries. Then try to set up some repository or at least update published versions. 18:32:52 <andythenorth> for FIRS, which already combines cargos in a ratio, it would be tricky 18:33:13 <andythenorth> Zuu: sounds good...proof of concept 18:33:38 <Zuu> That is what I like doing. Prof of concepts. :-) 18:33:48 <Zuu> Just look at the Tutorial AI for example :-D 18:35:03 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 18:35:45 <Zuu> As for the name of the Bee-fork, I currently use ProducingBee. 18:37:09 <Zuu> But I'm open for suggestions. 18:38:14 <Zuu> BeeProductive? 18:39:14 <Zuu> BeeProduction 18:40:00 *** Pensacola [~quassel@c80094.upc-c.chello.nl] has joined #openttd 18:48:44 <andythenorth> BeeProductive :D 18:48:44 <andythenorth> ha 18:49:04 <andythenorth> we can make another fork for BeeLine 18:49:07 <andythenorth> BeeHappy 18:49:22 <andythenorth> BeeTheChangeYouWantToSee :P 18:49:38 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 18:51:30 <Zuu> Hmm, played 28 game years to complete my mail goal only to catch an error in the script. I think next time I'll cheat a bit and make the script level up goals that has timed out. :-) 18:52:05 <andythenorth> he :) 18:54:31 <Zuu> At least I didn't forgot to make bundle. :-p 18:56:23 <Zuu> Oh.. my NewGRF allow me to fund battery farms in tropic. But at least they don't show up on random. 18:56:23 <andythenorth> V453000: I think lukasz1985 is going to make his own set 18:56:55 <Zuu> Hmm, the battery farm produces fruit. :-) 18:58:50 <V453000> andythenorth: well lets see :) 18:58:53 <V453000> why do you think so? 18:59:12 <V453000> ah hate on both me and pikka :D :P 18:59:17 <Zuu> Btw, in BusyBee, there is a setting to set the goal timeout. Allowed range is 4 to 20 years. But the hard value is 3 years. So if I try to change it, I cannot get it back to 3 years other than removing the GS and adding it back again. :-) 18:59:19 <V453000> I like his comment, it is quite constructive 19:00:54 *** snorre [~snorre@89.9.175.125] has joined #openttd 19:02:44 *** snorre_ [~snorre@89.9.175.125] has quit [Ping timeout: 480 seconds] 19:04:28 <andythenorth> yes 19:04:31 <andythenorth> heâs an expert 19:05:06 <andythenorth> Zuu: thats unfortunate :) 19:35:29 *** Pensacola [~quassel@c80094.upc-c.chello.nl] has quit [Remote host closed the connection] 19:50:38 *** Nathan1852__ [~Nathan185@p5DC11865.dip0.t-ipconnect.de] has joined #openttd 19:50:50 <supermop> yo 19:51:36 *** Nathan1852__ [~Nathan185@p5DC11865.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20:06:38 <Terkhen> good night 20:13:53 * andythenorth -> bed 20:13:53 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 20:14:34 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving] 20:31:55 *** Nathan1852 [~Nathan185@p5DC11865.dip0.t-ipconnect.de] has joined #openttd 20:31:55 *** Flygon_ [~Flygon@ppp118-209-87-123.lns20.mel4.internode.on.net] has quit [Read error: Connection reset by peer] 20:32:15 *** Flygon [~Flygon@ppp118-209-87-123.lns20.mel4.internode.on.net] has joined #openttd 20:44:13 *** Wolf01 [~wolf01@host6-26-dynamic.54-79-r.retail.telecomitalia.it] has joined #openttd 20:44:25 <Wolf01> hi hi 21:05:27 *** roidal_ [~roland@193-154-142-32.adsl.highway.telekom.at] has quit [Quit: WeeChat 1.2] 21:16:07 *** Zuu [~Zuu@h-114-162.a98.priv.bahnhof.se] has quit [Quit: Leaving] 21:32:11 *** Progman [~progman@p57A1828B.dip0.t-ipconnect.de] has joined #openttd 21:57:15 *** Progman [~progman@p57A1828B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:09:14 *** gelignite [~gelignite@mue-88-130-111-203.dsl.tropolys.de] has quit [Quit: http://bit.ly/1kso8Ta] 22:33:21 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 22:34:31 *** tycoondemon2 [~ashnohoe@D97B8CD4.cm-3-4c.dynamic.ziggo.nl] has joined #openttd 22:35:14 *** Biolunar [Biolunar@x5d8211db.dyn.telefonica.de] has quit [Ping timeout: 480 seconds] 22:37:04 *** tycoondemon [~ashnohoe@D97B8CD4.cm-3-4c.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 22:43:29 *** wicope [~wicope@0001fd8a.user.oftc.net] has quit [Remote host closed the connection] 22:50:56 *** dfox [~dfox@94.142.237.120] has quit [Remote host closed the connection] 23:01:19 *** dfox [~dfox@94.142.237.120] has joined #openttd 23:25:01 *** supermop [~supermop@cpe-67-244-121-219.nyc.res.rr.com] has quit [Read error: Connection reset by peer] 23:26:04 *** supermop [~supermop@cpe-67-244-121-219.nyc.res.rr.com] has joined #openttd 23:28:38 <Wolf01> 'night 23:28:41 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 23:39:26 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has joined #openttd 23:50:18 *** Hiddenfunstuff [~Geth@a392.ip16.netikka.fi] has quit [Quit: Try HydraIRC -> http://www.hydrairc.com <-] 23:51:54 *** Nathan1852 [~Nathan185@p5DC11865.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds]