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00:14:42 *** Vikhenzo has joined #openttd 00:18:48 <Vikhenzo> If I'm hosting a server in the same computer as I play 00:19:01 <Vikhenzo> can I make it so they don't share client names? 00:19:28 <Vikhenzo> cause I change it in openttd.cfg to "Server" and then I change it ingame and it works fine 00:19:31 <Vikhenzo> but it's a pain 00:20:24 <glx> use a different cfg for client and server 00:21:36 *** Samu has quit IRC 00:23:48 <glx> you can start one openttd using "-c <file>" in command line 00:24:48 *** THERetroGamerNY has joined #openttd 00:31:19 <Vikhenzo> great thanks! 00:48:09 <Fujk> is there a fast way to find industry routes, like draw a line between coal and steel mill on the map? before you build anything 00:50:09 <Eddi|zuHause> you can enable and disable industries on the minimap 00:51:03 <Eddi|zuHause> by clicking on them in the list 00:51:20 <Eddi|zuHause> there might even be a blinking mode 00:53:37 *** THERetroGamerNY has quit IRC 00:54:51 *** JezK_ has joined #openttd 00:55:33 *** smoke_fumus has quit IRC 01:02:17 <Fujk> will trucks driving a really long way lose profit eventually? 01:05:30 <Eddi|zuHause> you can find profit calculation stuff in the wiki 01:22:02 *** tragique has joined #openttd 01:27:40 *** Flygon has joined #openttd 01:27:55 *** seatsea_ has joined #openttd 01:34:26 *** seatsea has quit IRC 01:47:24 *** tragique has quit IRC 02:06:04 *** glx has quit IRC 02:34:04 *** Vikhenzo has quit IRC 02:45:57 <Fujk> can you copy orders from one vehicle to another? 02:47:32 <Fujk> ah you just had to click a vehicle, nice 03:00:47 *** Snail has joined #openttd 03:26:13 *** supermop_ has joined #openttd 03:26:22 <supermop_> that was depressing 03:28:09 <goodger> supermop_: terminator prototype rejected for insufficient empathy meets baby's first hitler parody? 03:28:54 <sim-al2> I don't know about parody 03:29:11 <supermop_> i dont have any complaints about clinton (not current complaints) 03:29:43 <supermop_> never strongly supported her before but she is a consummate professional - i dont have a problem with that 03:30:09 <supermop_> but i'd managed to largely avoid having to listen to trump speak for the past 2 years 03:30:17 <sim-al2> Maybe more like eyeballing a certain Italian 03:30:29 <supermop_> just reading about the latestwas bad enough 03:30:49 <sim-al2> I wish I could have avoided listening him for the last two years 03:30:57 <sim-al2> It would help the sanity greatly 03:31:11 <supermop_> but listening to him string together nonsensical strings of words was worse than i imagined 03:31:19 <supermop_> sim-al2: i dont own a tv 03:31:25 <supermop_> watched debate at a bar 03:31:38 <sim-al2> I listen to podcasts and radio 03:31:48 <sim-al2> Still ended up hearing far too much 03:31:53 <sim-al2> At first it was kinda funny 03:31:55 <sim-al2> kinda 03:32:01 <sim-al2> But then it wasn't 03:32:14 <goodger> I more or less ignored it and I bet I know just as much about the candidates' suitability to rule the free world as you guys :P 03:32:28 <sim-al2> I don't really watch much TV anymore 03:32:31 <supermop_> also he seemed to both admit that he did refuse to rent apartments to black people, and that he had no idea what nuclear first use means 03:32:43 <sim-al2> Among other things 03:32:58 <goodger> mutually assured destruction is gonna be huge 03:33:01 <goodger> nighto 03:33:26 <sim-al2> I waiting for the morning to see what the Fox News spin will be 03:33:32 <sim-al2> Should be hilarious 03:33:34 <supermop_> i mean i feel like at least go into a debate without admitting to committing several federal crimes and bragging about getting away with it... 03:33:41 <supermop_> breitbart will be worse 03:33:54 <sim-al2> I literally don't care what Breitbart thinks 03:34:18 <supermop_> but ill have to wait to see what someone sensible reports on what breibart spins 03:34:24 <sim-al2> Supposedly 1/3 of their online poll thinks Trump lost though 03:34:37 <sim-al2> Which is actually kinda mindblowing coming from that site 03:35:03 <supermop_> also - if you are going to be coked up for a tv appearance, make sure you can handle it 03:35:13 <supermop_> so you arent sniffing the whole time 03:35:32 <sim-al2> The spin they put could be hilarious, but I imagine it will just be a giant whine-fest 03:36:12 <supermop_> moderator could have done with some more detailed questions 03:36:46 <sim-al2> Yeah, he should have been firmer too 03:37:13 <supermop_> but not like we would have gotten any better of answers 03:37:26 <sim-al2> True 03:38:14 <supermop_> also his response to the question of police shootings and protests basically refused to acknowledge the question 03:38:46 <sim-al2> https://twitter.com/mic/moments/780592242805407744 03:39:01 <sim-al2> Pretty relevant to how he responded 03:39:19 <supermop_> look i get that this guy isnt going to be at black lives matter protests, but if someone asks you about them, at least mention that they exist 03:39:52 <supermop_> instead of calling for the type of unconstitutional police action that people are protesting 03:40:17 <sim-al2> And failing to ackowledge that it was unconstiutional! 03:40:22 <sim-al2> Like, what 03:40:54 <sim-al2> And he threw in a "the judge was against police" too 03:41:42 <supermop_> even nypd has admitted, now that its been gone for years, that things are going better now without it 03:42:28 <supermop_> actually at lunch today an older black nypd detective was sitting next to me, talking to a younger guy 03:42:51 <supermop_> about how he now works on a community outreach team 03:43:37 <supermop_> and about the difficulties of fighting a lot of the FOP mentality from within the NYPD, but how that now they are starting to make progress 03:44:35 <supermop_> even though some of the unions are against it, the police leadership in ny is looking at how to avoid many of the issues that PDs are having in other cities 03:44:59 <sim-al2> Yeah, nuance in "law and order" politics is kinda rare, but this year is really quite astonishing 03:45:11 <supermop_> i doubt you'd find many, or any senior NYPD people today who would fight to bring stop and frisk back 03:45:32 <sim-al2> I think it shows how disconnected Trump is from where he lives 03:46:15 <supermop_> no one here acccepts that guy as a new yorker 03:46:45 <sim-al2> Oh I understand that 03:47:06 <sim-al2> It's just hilarious that he has literally no clue 03:47:49 <Fujk> I have a train with 2 cargo types, metal and iron ore, how can I use one station to transfer the metal and load the ore, not transfer the metal and load the metal I just unloaded? 03:48:10 <supermop_> in every city with a big trump building or hotel, its a joke - everyone think it is the tackiest building in town 03:48:28 <supermop_> Fujk: its difficult 03:48:48 <supermop_> you need cargodist for all cargoes 03:49:08 <sim-al2> Wouldn't the metal stay if only ore is accepted at the station? 03:49:22 <supermop_> and even then it usually ill not work unless you have already set up a link, 03:49:36 <supermop_> then use refit to any available cargo order 03:50:44 <supermop_> but first you will need some way to establish the cargo paths, either a small train or trucks that carry only metal and only ore, and make the same journey that you want your train to make 03:51:28 <supermop_> sim-al2: sounds like nothing is accepted at station - metal is transfered 03:52:16 <supermop_> Fujk: the first thing you need is a vehicle to carry the transfered metal away to it's destination, so cargodist can 'see' that link 03:52:19 <sim-al2> Oh, I see 03:52:59 <supermop_> then transfered metal will naturally get off the train and wait to get taken away 03:52:59 <sim-al2> So if I understand, the train is loaded with both ore and metal already? 03:53:38 <sim-al2> But only the ore needs to be transferred 03:53:56 <Fujk> also I think I found a bug. when I build a vehicle station that is not inline with the road, but on the side. I get "cant go there" when I try to do an order for a vehicle 03:54:11 <supermop_> then you need to establish a link for the ore, so train will refit to and load the ore (assuming the same wagons carry both ore and metal) 03:54:56 <supermop_> Fujk: road vehicles that bend - have a trailer, cannot use the dead-end stops 03:55:32 <supermop_> only rigid vehicles, like a regular bus, or short rigid truck 03:55:44 <Fujk> oh 03:56:50 <supermop_> the bendy vehicles cannot turn around in such a small space - think of driving a car with a trailor, it is too difficult to reverse into a small space 03:59:56 <sim-al2> Yeah, those dead-end stops involve some incredible flip action 04:00:29 <sim-al2> Like a bus doing a 180 turn without moving forward 04:05:50 <supermop_> Fujk: i made a save game with the type of transfer i talked about 04:05:58 <supermop_> are you on tt-forums? 04:10:39 *** Snail has quit IRC 04:20:15 <supermop_> Fujk: https://www.tt-forums.net/viewtopic.php?p=1177146#p1177146 04:20:18 <supermop_> good night 04:28:20 *** supermop_ has quit IRC 04:39:35 *** Supercheese has quit IRC 04:40:20 *** sla_ro|master has joined #openttd 05:11:59 *** sla_ro|master has quit IRC 06:57:46 *** Supercheese has joined #openttd 08:00:10 *** sla_ro|master has joined #openttd 08:05:19 *** Supercheese has quit IRC 08:05:19 *** Flygon has quit IRC 08:05:19 *** sim-al2 has quit IRC 08:05:19 *** ABCRic has quit IRC 08:05:19 *** Extrems has quit IRC 08:05:19 *** Speedy has quit IRC 08:05:19 *** innocenat has quit IRC 08:05:19 *** Compu has quit IRC 08:05:19 *** Sylf has quit IRC 08:05:19 *** ccfreak2k has quit IRC 08:05:19 *** mikegrb has quit IRC 08:05:19 *** ConductorCat has quit IRC 08:05:19 *** _dp_ has quit IRC 08:05:19 *** Ttech has quit IRC 08:05:19 *** urdh has quit IRC 08:05:19 *** Smedles has quit IRC 08:05:19 *** umgeher has quit IRC 08:05:19 *** Clockworker has quit IRC 08:05:19 *** dustinm` has quit IRC 08:05:19 *** nilez has quit IRC 08:05:19 *** supermop has quit IRC 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09:15:55 *** JacobD88 has quit IRC 09:25:05 *** Wolf01 has joined #openttd 09:25:12 <Wolf01> Moin 09:43:14 <Wolf01> If I want to get Random() 0 to 3, what should I do? GB(Random(), 0, 3)? 09:43:37 <Wolf01> *0, 2 09:44:23 <Eddi|zuHause> yes, 0,2 09:49:09 <Wolf01> if (_settings_game.game_creation.landscape == LT_TROPIC && (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) && CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) { 09:49:16 <Wolf01> This condition makes me sick 10:01:24 <Wolf01> Nice... the tree placing algorithm only places more or less trees, it does not "improve" anything 10:02:16 <Eddi|zuHause> i don't think i ever cared about that, because the map will be swamped with trees anyway after a while 10:02:46 <Wolf01> Yes, but at least I'm trying to give it a good looking 10:03:15 <Wolf01> I could hijack the tree placing algorithm setting 10:03:41 <Wolf01> If you set "improved" it really improves the placement, not just the number 10:04:28 <Wolf01> So I could avoid the "0" value to disable the CircularTileSearch 10:06:33 <Wolf01> * Place a number of trees based on the tile height. 10:06:33 <Wolf01> * This gives a cool effect of multiple trees close together. 10:06:33 <Wolf01> * It is almost real life ;) 10:06:35 <Wolf01> Lol 10:21:03 *** sla_ro|master has quit IRC 10:22:01 <Wolf01> PlaceTree(cur_tile, GetNearestTreeType(cur_tile, r), r); this looks bad :( 10:22:38 <Wolf01> I should make a wrapper "PlaceRandomTree(tile, r)" 10:26:36 <Eddi|zuHause> why do both functions need r? 10:27:40 <Wolf01> Because the GetNearestTreeType returns a random type if no tree was found nearby 10:27:58 <Wolf01> Shoult it return "invalid tree" instead? 10:29:09 <Eddi|zuHause> but why does PlaceTree need r then? 10:29:25 <Eddi|zuHause> if GetNearest already looped around? 10:29:36 <Wolf01> Randomizes the terrain and tree counter 10:30:11 <Eddi|zuHause> i don't understand 10:30:21 <Wolf01> Thats vanilla 10:30:31 <Wolf01> PlaceTree does 3 things 10:31:01 <Wolf01> Random tree, random terrain (if not shore or snow) and random tree counter on the tile 10:33:21 <Wolf01> I wanted to remove the "random tree" and pass it from outside, as I don't need everytime a random tree 10:33:47 <Wolf01> As I always want the nearest tree 10:34:07 <Wolf01> *always*, only with improved placement 10:34:43 <Eddi|zuHause> ok, then i suggest to skip the random tree in GetNearest and just return invalid, then in PlaceTree randomize the tree type if parameter is invalid 10:34:59 <Wolf01> Ok 10:38:40 <Wolf01> I think I should add a TREE_RANDOM in the enum 10:39:12 <Wolf01> PlaceTree(tile, TREE_INVALID, r); <- if I want a real random tree this is comfusing 10:39:45 <Eddi|zuHause> change the parmaeter order, so the tree type is optional 10:40:18 <Eddi|zuHause> PlaceTree(Tile tile, uint r, Type type = TYPE_INVALID) 10:40:44 <Eddi|zuHause> then you can run PlaceTree(tile, r) 10:41:32 <Eddi|zuHause> or PlaceTree(tile, r, GetNearest(tile)) 10:41:39 <Wolf01> Yep 10:44:42 <Wolf01> Lets check what I have broken 10:45:54 *** Samu has joined #openttd 10:46:14 <Samu> hi 10:46:21 <Wolf01> hi 10:52:27 <Wolf01> Strange... I planted a tree on a tile, but GetTreeGround asserts there's not a tree 10:52:46 <Samu> :) 10:55:06 <Wolf01> Ops, my fault 10:55:32 <Wolf01> It's a tile above no trees height 11:09:04 <Wolf01> http://imgur.com/a/mjykH search radius of 16, tree height limit of 24(+/-4) and evergreen line of 16 (+/-4) 11:10:32 <Wolf01> With high search radius the evergreen trees could "walk" even below their line, not much I can do there without double checking and picking another random tree 11:10:56 <Wolf01> And deciduous trees can "walk" up too 11:11:53 <Wolf01> But the height for both is preferred on planting with clean map, so you have more and bigger evergreen forests on high terrain 11:13:24 <Wolf01> If you make a flat, sea level map, you shouldn't have any evergreen tree, provided you change all the trees from temperate to be deciduous ;) 11:17:28 <peter1138> hmm, i should never restart that ntp server. it's managed to get a stratum 1 connection, heh. 11:18:20 <^Spike^> lol 11:21:49 <Wolf01> Mmh, I think I should really check for which tree I can plant on a tile after the CircularTileSearch... Baobabs in the middle of a desert are not cool 11:28:26 *** aard has joined #openttd 11:30:37 <Wolf01> Eddi|zuHause, is there a "InRange(x, lower, upper)" function somewhere? 11:34:38 <Eddi|zuHause> i have no idea 11:34:45 <Eddi|zuHause> in math_func.h(pp)? 11:35:37 <Eddi|zuHause> there is Clamp 11:35:39 <Wolf01> IsInsideBS could be used 11:35:47 <Wolf01> Clamp limits a value 11:36:23 <Wolf01> Even IsInsideMM 11:37:05 <Wolf01> I'll go for IsInsideBS, as I have start and size 11:37:15 <Wolf01> *base and size 11:37:46 *** aard has quit IRC 11:38:10 <Wolf01> return IsInsideBS(tree, TREE_TEMPERATE, TREE_COUNT_TEMPERATE); should do it 11:39:41 <Wolf01> Lets see how many cycles I'll waste with no trees planted 11:40:18 <Wolf01> At least I fixed desert now 11:44:18 <Wolf01> And forests don't "walk" anymore outside their height 11:48:51 *** efess has quit IRC 11:49:39 <Wolf01> "The TreeType to check the tile for suitability" is this english? 12:00:35 <Samu> i found a bug with dock placement 12:00:45 <Samu> on my version, that is 12:01:04 <Samu> on the edge of the map, the 3rd tile must not be void tile 12:01:16 <Samu> ships could never dock 12:01:47 <Wolf01> Just add a "IsValidTile()" check 12:14:03 <Samu> if (!IsValidTile(tile_cur)) return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB); 12:17:53 <Samu> now moving on to ship depot terraform decision, yet again 12:18:01 <Samu> the code i have there blows 12:18:24 <Samu> for readability purposes, it's horribad 12:18:42 <Samu> i need a strategy :( 12:20:27 <Samu> and i need to be consistent with the rules 12:32:15 *** Snail has joined #openttd 12:37:02 <Wolf01> /* 2x as expensive to add more trees to an existing tile */ <- wait, what? 12:39:35 <Wolf01> I can't understand why I get the desert filled with cactus... maybe it's the TREE_INVALID => TREE_CACTUS conversion 12:41:39 <Samu> cactus spawn on newgame, but not on scenario editor 12:41:50 <Samu> do they need a town? 12:42:45 <Wolf01> They spawn here, and in the right number... 12:43:06 <Wolf01> But on new game I get the desert filled with cactus 12:44:03 *** Flygon has quit IRC 12:45:13 <Wolf01> Mmmh, no, it works now 12:45:18 <Wolf01> Maybe I missed a check 12:46:24 <Samu> when the last cactus die, no more cactus spawn on the map 12:46:45 *** Flygon has joined #openttd 12:48:23 *** Flygon has quit IRC 12:49:55 *** Flygon has joined #openttd 12:49:56 <Wolf01> Industry placement in sub arctic should be reworked 12:50:11 <Wolf01> Oil wells in the top of a mountain 12:50:18 <Wolf01> Even factories 12:51:49 <Samu> do you have a way to count trees? 12:52:20 <Samu> total number of trees of type A, B or C, in the world 12:52:32 <Wolf01> No 12:52:43 <Wolf01> Only in tropic 12:53:04 <Samu> i'd like to see the trend 12:53:19 <Samu> what's planted more, how it changes past some time, etc 12:53:44 <Samu> to find out "issues" 12:55:08 <Samu> can't find any more cactus 12:55:29 <Samu> rip last cactus, they lasted for about ~53 years 12:59:48 *** Snail has quit IRC 13:14:51 <Wolf01> You know you can plant them? 13:32:23 <Wolf01> I had to disable the GetNearestTreeType for cactus 13:32:29 <Wolf01> Or better.. for desert 13:34:59 <Wolf01> I think that's because it raises a lot the possibility to get a cactus instead of a tree 13:38:21 *** Gja has joined #openttd 13:41:00 *** efess has joined #openttd 13:56:46 <supermop> cactus? 14:00:35 <supermop> V453000: what style of buildings are you considering for brix? 14:06:49 <Wolf01> Yes, cactus 14:08:43 <supermop> agave? 14:08:56 <supermop> tequila? 14:08:57 <Wolf01> I don't know, there's only one cactus type in OTTD 14:09:22 <supermop> patch: NewCacti 14:09:40 <Wolf01> CactiTypes 14:09:55 <Wolf01> Btw, TreeTypes would be cool 14:10:07 <Wolf01> But I have enough work with NotRoadTypes 14:12:04 <Samu> i give up 14:12:12 <Samu> can't come up with a strategy 14:12:19 <Samu> a coding style 14:13:14 <Samu> what I have works 14:13:27 <Samu> it just sucks to read it 14:16:29 <supermop> Wolf01: CacTypes 14:16:37 <supermop> CacTipes? 14:16:55 <Samu> https://paste.openttdcoop.org/pprhioggd SCARY!!! 14:18:04 <Samu> lines 65-154 is the scary part :O 14:18:40 <Samu> @calc 173-154-65 14:18:40 <DorpsGek> Samu: -46 14:18:48 <Samu> erm, math expert 14:19:06 <Samu> @calc 173-(154-65) 14:19:06 <DorpsGek> Samu: 84 14:19:19 <Samu> @calc 154-65 14:19:19 <DorpsGek> Samu: 89 14:19:43 <Samu> there's more lines for the terraform decision than the rest of the ship depot code 14:20:27 *** keoz has joined #openttd 14:21:26 <Samu> okay, gonna work on something else 14:21:34 <supermop> Wolf01: what are your goals with this batch of tree work? 14:21:48 <Wolf01> Better looking maps 14:22:51 <supermop> sounds good 14:30:39 <Samu> ah, docking point 14:35:56 *** Ethereal_Shiver has joined #openttd 14:39:48 <Fujk> why are the shores so pointy? 14:40:57 *** Ethereal_Whisper has quit IRC 14:44:57 <supermop> what do you mean Fujk 14:45:42 <supermop> also, did you look at the game i posted? 14:50:24 *** TheMask96 has quit IRC 14:52:41 <Wolf01> _settings_newgame.game_creation.tree_placer_radius = Clamp(_settings_newgame.game_creation.tree_placer_radius + widget - WID_GL_TREE_RADIUS_TEXT, 1, MAX_MAX_HEIGHTLEVEL); 14:52:46 *** TrueBrain has quit IRC 14:52:50 <Wolf01> I need to use steps of 4 14:52:58 <Wolf01> How could I change this? 14:53:08 *** TrueBrain has joined #openttd 14:54:34 <supermop> Fujk: i realized i made an error in my train orders. Corrected save game is here: https://www.tt-forums.net/viewtopic.php?p=1177146#p1177146 14:55:05 *** TheMask96 has joined #openttd 15:00:09 *** Eddi|zuHause has quit IRC 15:01:17 *** Eddi|zuHause has joined #openttd 15:01:48 <Samu> what would be the best .h file to get a function of this kind: EnsureNoDockingTile 15:02:07 <Samu> there's a DockOffset at station_map.h 15:02:33 <Samu> i currently got it at station_cmd.cpp 15:02:44 <Samu> i need to use it on water_cmd.cpp 15:02:47 <Samu> and i can't 15:02:48 <Samu> what can i do 15:03:17 <Fujk> supermop: no what is it? 15:03:35 <Samu> it's a CommandCost 15:03:42 <Samu> static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR) 15:03:55 <Wolf01> Samu, include station_map.h in water_cmd.cpp 15:04:03 <Samu> oki, thx 15:04:21 <supermop> Fujk: at the link i posted - the save game shows a train that transfers metal, then loads scrap metal and coal (instead of ore) 15:05:08 <Fujk> two cargo types on same train? 15:06:58 <supermop> yes 15:07:03 <Samu> Severity Code Description Project File Line Suppression State Error (active) identifier "EnsureNoDockingTile" is undefined openttd d:\OpenTTD\trunk\src\water_cmd.cpp 734 15:07:10 <Samu> i suck 15:07:18 <supermop> coal and scrap metal go one way, then metal comes back the other way 15:09:44 <supermop> the metal gets transfered and taken away while the coal and scrap get loaded 15:10:16 <Fujk> oh you refit at the station every time 15:10:27 <supermop> in the orders 15:10:28 <Fujk> Interesting 15:12:13 <Samu> i can't put EnsureNoDockingTile on station_map.h, it requires station code stuff :( 15:12:26 <Samu> must be on station_cmd.cpp 15:12:42 <Samu> im confused 15:14:18 <Wolf01> You can define the function in .h and implement it in .cpp 15:15:04 <Samu> water.h? 15:15:14 <Samu> i see water.h is common for both 15:15:35 <Wolf01> If is a station, then belongs to station_map.h 15:15:51 <Wolf01> Doesn't matter if water, grass, desert... 15:16:07 <Eddi|zuHause> <Wolf01> I need to use steps of 4 <-- you could add a callback function to the setting that makes sure it's always a multiple of 4 15:16:27 <Samu> it's not really a station, but it needs to find a station nearby 15:16:32 <Samu> a dock nearby 15:16:36 <Eddi|zuHause> no idea if there's a stepping system built already to avoid that 15:16:42 <Samu> sec, i got the code 15:16:47 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=75237 15:17:08 <Samu> i'm trying to use it on clearing a water tile, which is at water_cmd.cpp, but says identifier not found 15:17:59 <Samu> so when trying to clear a water tile, i want it to check if there's a dock nearby, but to check for dock stuff, i need station code 15:19:12 <Samu> i'm probably gonna use it on tunnelbridge code as well 15:20:06 <Samu> demolishing aqueduct will have to EnsureNoDockingTile 15:22:11 <supermop> ok now that i opened that save up to fix it, I can't help built build out a passenger network 15:29:58 <supermop> Fujk: the next step is to timetable those trains so that they run more effectively 15:31:09 *** sla_ro|master has joined #openttd 15:31:52 <Samu> declared but not defined 15:31:59 <Samu> i have no idea what these errors mean 15:32:56 <Samu> Severity Code Description Project File Line Suppression State Error C2129 static function 'CommandCost EnsureNoDockingTile(TileIndex,DiagDirection)' declared but not defined openttd D:\OpenTTD\trunk\src\water_cmd.cpp 1641 15:33:08 *** Alberth has joined #openttd 15:33:08 *** ChanServ sets mode: +o Alberth 15:34:03 <Wolf01> o/ 15:38:56 <Samu> Severity Code Description Project File Line Suppression State Error LNK2019 unresolved external symbol "class CommandCost __cdecl EnsureNoDockingTile(unsigned int,enum DiagDirection)" (?EnsureNoDockingTile@@YA?AVCommandCost@@IW4DiagDirection@@@Z) referenced in function "class CommandCost __cdecl ClearTile_Water(unsigned int,enum DoCommandFlag)" (?ClearTile_Water@@YA?AVCommandCost@@IW4DoCommandFlag@@@Z) openttd D:\OpenTTD\trunk\projects - Có 15:39:08 <Samu> i hate chinese errors 15:39:55 <Samu> Error LNK1120 1 unresolved externals openttd D:\OpenTTD\trunk\objs\x64\Debug\openttd.exe 1 15:41:15 <Samu> sorry, i can't do this 15:41:32 <Samu> i dunno where i got to put this code 15:42:25 <peter1138> It means you declared it but didn't define it. 15:44:02 <Alberth> lots of english characters for a chinese error :) 15:44:24 <Wolf01> Chinese errors XD 15:44:58 <Wolf01> Btw... anyone wants to help me on the "steps of 4" thing? I'm not that good on math 15:46:21 <Samu> i created the whole function and it says it's not defined? 15:46:27 <Alberth> think in steps of 1, and multiply the result by 4 ? 15:46:28 <Samu> i don't get these errors 15:46:55 <Wolf01> Could be, Alberth, but then I need to limit it to "8" 15:47:10 <Wolf01> 0 to 32 step 4 15:47:17 *** Compu has quit IRC 15:49:25 <Samu> https://paste.openttdcoop.org/pw0td0crh 15:49:28 <Wolf01> Seem to work 15:49:46 <Samu> i want to use it at water_cmd.cpp 15:49:58 <Wolf01> As it reads the calculated value 15:50:13 <Samu> it says identifier Severity Code Description Project File Line Suppression State Error C3861 'EnsureNoDockingTile': identifier not found openttd D:\OpenTTD\trunk\src\water_cmd.cpp 733 15:50:46 <Samu> how to make water_cmd.cpp access that function, at station_cmd.cpp 15:51:12 <Wolf01> Samu, put "static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR);" in station_map.h? 15:51:27 <Samu> ok gonna try 15:52:03 <Wolf01> And include station_map.h in water_cmd.cpp 15:52:55 <Samu> hmm it's worse 15:53:12 <Samu> 588 errors 15:53:14 *** andythenorth has joined #openttd 15:53:24 <Wolf01> Maybe you missed something? 15:53:25 <Wolf01> o/ 15:53:39 <Wolf01> Like the ";" at the end of the function declaration? 15:54:52 <supermop> andythenorth: i started up a tiny IH game to show how to transfer multiple cargoes using cargo dist, and now i cant stop going ahead and building out a passenger network 15:55:00 <andythenorth> :P 15:55:03 <supermop> chinooks and vulcans too cute 15:56:30 <Samu> there's # include "station_map.h" at water_cmd.cpp, there's a ; at the end of the line 15:56:38 <Samu> it does not like it 15:56:42 <Samu> 588 errors 15:57:09 <Wolf01> Don't put a ; at the end of "#include..." 15:57:15 <Samu> Severity Code Description Project File Line Suppression State Error (active) cannot overload functions distinguished by return type alone openttd d:\OpenTTD\trunk\src\station_cmd.cpp 2459 15:57:28 <Samu> english plz 15:58:23 <Samu> this is line 2459 static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR) 15:59:05 <Wolf01> line 2459 static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR) <---- ; 15:59:29 <Wolf01> And #include "statioon_map.h" <---- no ; 16:00:21 <Samu> #include "station_map.h" 16:01:13 <Wolf01> Samu, you should learn at least the syntax, at least look at the surrounding lines how they are written 16:01:34 <Samu> doesn't work, still 588 errors 16:03:23 <Samu> expected a declaration now that I put the ";" 16:04:50 <Wolf01> Wait 16:04:58 <Samu> syntax errors everywhere and missing type everywhere, assumed int 16:05:36 <Wolf01> In "station_map.h" 16:05:36 <Wolf01> static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR); 16:05:37 <Wolf01> In "station_cmd.cpp" 16:05:37 <Wolf01> static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR) { .. the code .. } 16:12:26 <Samu> sorry, it doesn't work 16:17:40 <Rubidium> static implies that it is in the same file. Remove them from the declaration and definition and try again 16:19:03 *** supermop has quit IRC 16:19:17 *** supermop has joined #openttd 16:21:58 *** nilez has quit IRC 16:22:04 *** nilez has joined #openttd 16:22:17 *** txtsd has quit IRC 16:23:00 <Wolf01> http://imgur.com/a/bVCbi Ok, I'm happy now, I put the settings also in the new game/load heightmap window 16:24:47 *** txtsd has joined #openttd 16:25:12 <andythenorth> Wolf01: are you making plantations? o_O 16:26:20 <Wolf01> I made trees grouped by type, max tree height, evergreen trees line 16:26:41 *** fiatjaf has quit IRC 16:26:41 *** Vadtec has quit IRC 16:26:49 <andythenorth> shame I always turn trees off :P 16:26:53 *** Vadtec has joined #openttd 16:27:05 * andythenorth turns trees visible in current game 16:27:12 *** murr4y has quit IRC 16:27:21 <Alberth> help, all tracks are gone! 16:29:12 <Eddi|zuHause> i like trees 16:29:22 <Eddi|zuHause> i try to avoid turning them invisible 16:29:46 <Eddi|zuHause> i hit X when necessary 16:29:52 <andythenorth> I find I can’t see enough with them visible 16:30:06 <Wolf01> You will enjoy the look with this patch 16:30:07 <andythenorth> this map has not too many though 16:30:48 *** fiatjaf has joined #openttd 16:32:35 <Eddi|zuHause> i remember conversations like "why are all the local authorities hating me?" - "have you tried making trees visible?" - "HOLY FUCK THE WHOLE MAP IS COVERED" 16:36:59 *** murr4y has joined #openttd 16:41:09 <supermop> andythenorth: the problem is that you can't see topography at all with trees on 16:41:25 <supermop> its like perfect camouflage 16:41:38 <andythenorth> yeah 16:42:03 <supermop> if trees varied strongly by height that would help on the macro scale but less usefull for route planning 16:42:32 <supermop> if trees were shaded by slope, to match the shading of hills, that would help more 16:42:45 <Eddi|zuHause> how would that work? 16:43:06 <Eddi|zuHause> both from a "realism" and from a game internals point of view 16:43:26 <Alberth> sun only shines on sunny hills 16:43:48 <Eddi|zuHause> there isn't actually a "sun" that makes the shading differences 16:43:53 <supermop> Eddi|zuHause: tree would have to to be aware of either the slope of its tile, or the relative heights of its 8 neighbors 16:44:09 <Eddi|zuHause> the shading is built into the sprite itself 16:44:22 <supermop> and then darken tree by appropriate amount, like with the glass roof effect 16:44:52 <Eddi|zuHause> that's a palette recolouring 16:45:09 <Eddi|zuHause> which is not very flexible 16:45:29 <supermop> no reason a tree low on the north face of a mountain would be same brightness as a tree high on the south face, from a 'realism' view 16:45:44 <supermop> Eddi|zuHause: its the simplest way i can conceive 16:46:12 <supermop> i just hate that i cant see any relief at all in a landscape with trees on 16:46:13 <Wolf01> https://www.tt-forums.net/viewtopic.php?f=33&t=75305 16:46:23 <Eddi|zuHause> supermop: well, go ahead and implement applying a recolour map on each tree depending on the slope they stand on 16:46:34 <Eddi|zuHause> it shouldn't be impossibly hard 16:46:45 <supermop> map should look prettier with trees, not more like uniform noise 16:46:46 <Eddi|zuHause> maybe a bit performance draining 16:47:09 <Eddi|zuHause> but you probably need to come up with a few recolour maps 16:47:22 <Eddi|zuHause> to get the effect you desire 16:47:54 <Eddi|zuHause> but that's a few steps down the road 16:48:20 <andythenorth> remap once, cache it :P 16:48:36 <andythenorth> or just paint more trees 16:53:20 <supermop> Eddi|zuHause: of the 9 possible slope directions, (incl. flat) you caould have the 4 'dark' slops all the same recolor, and the 4 light slopes plus flat could be normal 16:53:57 <supermop> would probably make enough difference with just two 'shades' 16:55:24 <supermop> i guess relative heights of neighbors is better than actual slop, as idk if map actually stores the slope of each tile - just the north corner height? 16:56:06 <supermop> also, then thin flat steps on the north of a hill don't return to full brightness 16:57:00 *** strohalm has quit IRC 17:01:41 *** Tharbakim has quit IRC 17:22:18 <Wolf01> Oh, somebody downloaded my trees patch :D 17:23:45 <andythenorth> also cat patch 17:23:48 <andythenorth> moar cats 17:24:07 * andythenorth considers a base sprite replacement set 17:24:11 <andythenorth> trees -> cats 17:24:54 <andythenorth> local authority hates you -> plant cats 17:25:02 <andythenorth> StolenCats.grf 17:25:09 <Alberth> :D 17:25:14 <Wolf01> Why not just make a cat statue? 17:25:18 <andythenorth> dunno why cats are funny 17:25:20 <andythenorth> they just are 17:25:30 * andythenorth is not a cat owner or anything 17:25:51 <Wolf01> I was, I can confirm they are funny 17:30:17 <andythenorth> https://medium.com/@martinbelam/how-no-manss-sky-exposes-the-gaming-generation-gap-for-80-s-kids-ede6e736eea2#.shl7fewsw 17:32:15 <andythenorth> douglas adams quote is fun 17:32:20 <andythenorth> has anyone played NMS? 17:32:55 <Wolf01> Nope, but I play Minecraft 17:36:14 *** Arveen has joined #openttd 17:37:08 <Alberth> "... Watching your 3 year old pilot your precious starship and cargo through an onrushing storm of asteroids is, I can tell you, an experience. ..." :) 17:39:12 <Wolf01> I reached the point ofview of the guy at least 20 years ago, I play games for fun and not for win 17:39:31 <andythenorth> I think he reached it 20 years ago too :) 17:39:35 <andythenorth> we are old now 17:39:36 <andythenorth> some of us 17:39:53 *** gelignite has joined #openttd 17:40:07 <Samu> ppl are actually interested in 240 companies patch 17:40:17 <Samu> i can't imagine 240 AIs 17:40:43 <Samu> it slows down so much already with 15 AIs 17:40:46 <Alberth> anything with a bigger number is automatically better, no questions asked 17:41:02 <Wolf01> Also because I don't want to put effort in something not so useful (at least for me), and so I always get blamed on online play... that's why I usually play only coop and totally non-competitive games 17:41:54 <Samu> AI is limited to 4 GB mem each 17:41:58 <andythenorth> we should play a coop 17:42:01 <Samu> @calc 4x15 17:42:01 <DorpsGek> Samu: Error: invalid syntax (<string>, line 1) 17:42:03 <andythenorth> not played for ages 17:42:09 <Samu> @calc 4*15 17:42:09 <DorpsGek> Samu: 60 17:42:13 <Samu> @calc 4*240 17:42:13 <DorpsGek> Samu: 960 17:42:17 <Samu> hmm ... :( 17:42:25 <andythenorth> NoCarGoal was really fun for coop 17:42:37 <Samu> i need more ram 17:42:54 <andythenorth> me too 17:43:08 *** FLHerne has joined #openttd 17:43:49 <Samu> there's an AI with "memory leak", it's BorkAI if I recall 17:43:56 <supermop> andyland coop 17:44:38 <Samu> it's not exactly a memory leak, just that he needs more than 4 GB 17:44:41 <andythenorth> who plays coop these days? 17:44:42 <andythenorth> anyone? 17:44:44 <Samu> can't use it on large maps 17:46:05 <supermop> i'll play 17:46:43 <andythenorth> we need a server 17:46:51 <Samu> if AIs could start their own cpu-thread or something like that, 15 AIs wouldn't slow down as much... in theory. 17:46:55 <andythenorth> and a map, and some newgrfs 17:47:09 <andythenorth> unusually, I could actually play tonight and tomorrow 17:47:19 <andythenorth> which is long enough to do a NCG 7-year game or so 17:47:38 <andythenorth> frosch was keeping a record of MP games somewhere 17:51:09 <Alberth> https://wiki.openttd.org/NoCarGoal 17:51:53 *** Tharbakim has joined #openttd 17:52:16 <andythenorth> yay 17:52:25 <andythenorth> setting the goals too high makes the MP game boring 17:52:34 <andythenorth> unwinnable is no fun 17:54:13 <Alberth> it doesn't say what is winnable 17:54:36 <supermop> andythenorth: i think you've got a decent set of newgrfs to roll with 17:54:58 <supermop> for map, use some heightmap of some island? 17:57:40 <andythenorth> looks like 512x512 is the best 17:57:57 <andythenorth> Alberth: no it doesn’t :P 17:58:20 <andythenorth> but I think we usually had 50k as the goal 17:59:03 <Alberth> just make it longer, then we always win :) 18:00:42 *** Progman has joined #openttd 18:02:29 <andythenorth> supermop: are you making a map? 18:02:48 <andythenorth> we’ll need $someone to put it on a coop server 18:02:59 <andythenorth> also about 5 players or so are needed 18:03:52 <Samu> gonna try 240 AIs with that patch, see what happens :p 18:07:59 <supermop> i dont have access to a server 18:08:20 <supermop> but i could make a map if you dont want to just go with some generated whatever 18:13:12 <Samu> does not compile 18:13:21 <Samu> can't mix his patch with mine :( 18:14:54 <supermop> hawaii? 18:14:59 <supermop> mexico DF? 18:16:17 <Samu> tons of weird warnings 18:16:21 <Samu> but it compiles 18:16:57 <Samu> assertion on openttd launch ... bah, i fail 18:18:12 <Samu> saveload error stuff 18:18:29 <Samu> invalid chunck bla bla 18:18:32 <andythenorth> supermop: have to make a map for newgrfs and settings and stuff 18:18:39 <andythenorth> then copy it to a coop server 18:18:42 <andythenorth> dunno which one 18:19:00 <andythenorth> we probably all have to have same OpenTTD 18:19:03 <andythenorth> or so 18:19:09 <supermop> do you care what type of terrain? 18:19:13 <andythenorth> no 18:19:14 <supermop> 1.6.1? 18:19:18 <andythenorth> seems fine 18:19:29 <andythenorth> FIRS 2, anything but extreme 18:19:34 <andythenorth> also Road Hog 18:20:04 * andythenorth remembers that setting up a game is faff 18:20:07 <Samu> how did his patch work for him? 18:21:04 <Samu> bugfix in loading unpatched savegames . lies! 18:21:08 <supermop> give me 1 sec 18:21:11 <Samu> that's exactly where it fail 18:23:15 <Alberth> maybe it failed twice before :p 18:25:29 <Samu> what trunk version would this patch work with? 18:25:48 <Samu> he does not mention it :( 18:26:06 <Samu> and there were recent changes to saveload stuff 18:26:11 <Samu> maybe it worked before 18:27:54 <Samu> nevermind, he says Patch based on 1.6.1 18:28:22 <Samu> how am i doing this trunk version to be the same as 1.6.1? 18:28:56 <andythenorth> hmm 18:30:03 <Alberth> svn switch iirc, but I would need to look it up 18:31:16 <Samu> 27609? 18:31:45 <Samu> let's try 18:31:45 * andythenorth can’t remember how to use coop servers 18:32:05 <Alberth> Samu: revision is not relevant, the path is 18:33:49 <Alberth> svn /tags/1.6.1 seems to be the path 18:34:15 <Alberth> instead of /trunk what you have now 18:35:17 <Samu> svn://svn.openttd.org/trunk i change this? 18:35:34 <Samu> svn://svn.openttd.org/tags/1.6.1 ? 18:36:05 <Samu> i rather make a new folder brb 18:36:11 <Alberth> yep, usuallu with svn switch, but a new checkout works too 18:36:27 <Samu> ah, switch i found that 18:36:56 <Alberth> it's used for changing the path, and changing the url 18:37:14 <Alberth> quite tricky difference 18:37:25 <supermop> andythenorth: what size? 18:37:33 <Alberth> 512^2 18:37:46 <Alberth> Samu: new checkout is much safer 18:38:10 <supermop> what rail set? 18:39:21 <Samu> ok 18:40:14 <supermop> swedish houses? 18:41:38 <supermop> japanese? 18:43:30 <andythenorth> Iron Horse? :P 18:43:34 <andythenorth> NARS 2? 18:43:39 <supermop> IH 18:43:43 <supermop> termite 18:43:45 <supermop> RH 18:44:02 <supermop> in a hot country? 18:44:22 <supermop> tropic basic? 18:44:31 <andythenorth> either 18:45:43 <supermop> GS? 18:46:18 <supermop> bee reward? 18:46:21 <andythenorth> NoCarGoal 18:46:23 <supermop> nocar goal 18:46:25 <andythenorth> 50k 18:46:25 <supermop> ok 18:46:41 <andythenorth> you might have to generate a few times to get 3 interesting cargos 18:48:41 <andythenorth> we used to play on the coop dev server or such 18:48:42 <andythenorth> ach 18:48:47 <andythenorth> dunno 18:48:53 *** aard has joined #openttd 18:49:10 <Samu> it is building upon tags/1.6.1 now 18:49:14 <Samu> let's see... 18:49:26 * andythenorth doesn’t have enough upstream bandwidth, nor reliable enough connection to host 18:50:45 <Samu> oh, nice it gets to main menu :) 18:51:54 <Samu> bah, can't configure more than 14 ais 18:54:09 <Samu> i don't get it, how am i starting 240 companies? I missed something 18:54:36 <Samu> nevermind, i'm stupid 18:54:41 <Samu> didn't apply his patch at all 18:57:14 <supermop> year? 18:57:29 <andythenorth> 1950s or later 18:57:34 *** glx has joined #openttd 18:57:34 *** ChanServ sets mode: +v glx 18:57:36 <andythenorth> NCG is no fun with slow trains 18:57:53 <andythenorth> V453000 how to play an MP game? Not many coop people here :P 18:58:08 <andythenorth> 1.6.1 18:59:13 <Samu> maximum no competitors 239. hmmm :))) `_` 18:59:22 *** efess has quit IRC 18:59:23 <Samu> time to RIP my machine 19:02:37 *** HerzogDeXtEr has joined #openttd 19:03:10 *** Compu has joined #openttd 19:03:59 <Samu> the config file is ugly to watch at, now 19:06:36 <Samu> looking at ram usage 19:06:38 <Samu> omg now 19:06:40 <V453000> u wot 19:07:29 <andythenorth> V453000: need some kind of server 19:07:30 <andythenorth> or something 19:07:50 <V453000> probably 19:07:54 <V453000> or public ip 19:08:29 <Samu> 250000 opcodes for 239 ais, this is a bad idea 19:08:30 * andythenorth has only ever played on coop server 19:08:38 <V453000> I never really hosted a game either 19:08:44 <V453000> and the technical stuff is done by our tech guys, not me 19:08:53 <V453000> I only know how to play the game and how to make people enjoy it 19:08:54 <andythenorth> is coop getting kind of dead? The blog is way outdated 19:09:09 <andythenorth> and I stopped going in the irc channels, nothing there 19:09:17 <V453000> not really, there is just nobody to write blogs 19:09:26 <V453000> games are still being played, especially recently 19:09:57 *** FLHerne has quit IRC 19:10:27 *** FLHerne has joined #openttd 19:15:52 <supermop> ok i made a 512^2 map 19:17:33 <Samu> this is bad.... 19:17:57 <Samu> http://imgur.com/a/XxCjc - lol 19:18:12 <andythenorth> supermop: now we just need a server :D 19:18:13 <Samu> do ppl really want 240 companies? 19:18:41 <supermop> im at work, pretty sure i cant host from here 19:18:41 *** strohalm has joined #openttd 19:19:41 <andythenorth> there was an openttdcoop.nightly or something http://www.openttdcoop.org/?page=servers 19:19:50 <andythenorth> not currently there 19:21:08 <andythenorth> planetmaker is there a way to host a 1.6.1 game on coop (not the welcome server)? 19:22:07 <V453000> andythenorth: we can upload your map to the welcome server, of if you dont mind using nightly, use prozone 19:22:18 <andythenorth> someone is playing on welcome I think 19:22:24 <andythenorth> but prozone might work 19:22:41 <andythenorth> supermop: put the save somewhere? 19:24:35 <V453000> or just send me the save, or put it on devzone 19:24:37 <V453000> I will do the resgtf 19:24:39 <supermop> https://www.tt-forums.net/viewtopic.php?f=60&t=75306 19:24:50 *** strohalm has quit IRC 19:27:21 <Fujk> Samu: I rather want bigger depots 19:27:51 *** strohalm has joined #openttd 19:28:23 <V453000> have to check the newgrfs 19:28:45 *** Alberth has left #openttd 19:33:27 *** smoke_fumus has joined #openttd 19:33:51 <supermop> IH, Firs, RH, termite, .se houses 19:33:55 <supermop> i think thats it 19:34:04 <supermop> squid 19:34:12 <supermop> and chips 19:35:48 <andythenorth> all bananaed 19:37:56 <supermop> yep 19:38:03 <V453000> join #openttdcoop.pro 19:38:18 <supermop> towns and industries randomly placed 19:39:01 <andythenorth> moar players needed 19:39:09 <supermop> need PW 19:39:17 <supermop> also says wrong version? 19:39:21 <V453000> join the channel supermop 19:39:34 *** strohalm has quit IRC 19:39:43 <supermop> not 1.6.1? 19:40:05 <V453000> no 19:40:23 <V453000> is that absolutely necessary? 19:40:25 <andythenorth> nightly 19:40:35 <V453000> the PW changes all the time so you need ot be in IRC to get it 19:40:58 <supermop> current nightly? 19:43:44 *** strohalm has joined #openttd 19:49:27 *** Tharbakim has quit IRC 19:51:56 *** Arveen has quit IRC 19:57:17 *** mescalito has quit IRC 20:07:25 *** aard has quit IRC 20:11:54 *** Tharbakim has joined #openttd 20:17:45 <Samu> @calc 240*4 20:17:45 <DorpsGek> Samu: 960 20:17:55 <Samu> @calc 64*64 20:17:56 <DorpsGek> Samu: 4096 20:18:03 <Samu> heh 20:18:18 <Samu> 1/4 of the map for the company HQ 20:20:15 <Samu> nevertheless, i'm impressed by the patch 20:20:48 <Samu> tons of gui issues though 20:21:01 <Samu> it's not prepared to handle this many companies 20:21:31 <Samu> damn, each town with 1 statue 20:21:36 <Samu> imagine 240 statues, heh 20:21:41 <Samu> per town 20:23:38 *** tycoondemon has quit IRC 20:25:09 <Samu> too bad it uses too many bits 20:44:42 *** sla_ro|master has quit IRC 20:45:46 <Samu> Milek7_: hey, did u make the 240 companies patch? :o 20:46:20 <Milek7_> yes 20:47:29 <Samu> how do you deal with 3 owners :o 20:47:46 <Samu> tram+road+rail crossing 20:49:22 <Milek7_> there is updated docs in patch, you can look at it 20:49:42 <Milek7_> docs/landscape.html and docs/landscape_grid.html 20:50:26 <Samu> i'm looking at it, but can't understand how you managed 3 owners for a single tile 20:52:32 *** strohalm has quit IRC 20:53:07 <Milek7_> m4 bits 3..0 and m3 bits 7..4: owner of road type 1 (tram) 20:53:20 <Milek7_> m1 bit 7 and m6 bits 1..0 and m1 bits 4..0: owner of the railway track 20:53:27 <Milek7_> m4 bits 7..5 and m7 bits 4..0: owner of the road type 0 (normal road) 20:54:43 <Samu> 8+8+8 20:54:47 <Samu> yay 24 bits 20:55:10 *** strohalm has joined #openttd 20:56:01 <Samu> this is at tile type road? or rail? 20:56:45 <Samu> impressive :) 20:57:32 <Samu> i recently added canal owners and i struggled to fit 5 bits in 4 20:57:59 <Samu> mainly due to industry tiles 20:58:39 <Samu> how would you store a canal owner if you need 8 bits for the owner 20:58:49 <Samu> and there's only 5 bits free at industry tiles... 20:59:13 <Samu> and i used the other for canal on river, damn... i think i'm not efficient 21:01:06 <Samu> 8 industry XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX 21:01:10 <Samu> i used them all 21:05:48 <Samu> Milek7_: I kinda like it, but there's tons of gui issues, it's simply not prepared to handle this many companies 21:06:03 <Samu> did you look at it? http://imgur.com/a/XxCjc 21:06:57 *** sim-al2 has joined #openttd 21:07:03 *** strohalm has quit IRC 21:07:08 <Samu> and 960 GB of RAM to use 240 AIs, nearly 1 TB of mem just for that, maybe in the next 10 years, this is possible :p 21:07:50 <Samu> for multiplayer, i know that I can't have more than 64 clients connected, i guess this is OS dependent 21:08:54 <Milek7_> have you found any gui issues others than that huge windows don't fit on screen? 21:09:17 <Samu> well, accessing the list of vehicles for companies 21:09:44 <Samu> must scroll with the left click button pressed down and moving the cursor, it's really not good 21:11:25 <Samu> not just vehicle list, like, anthing, story book, finances, etc 21:13:13 <Samu> some windows don't have scrollbars 21:14:15 *** strohalm has joined #openttd 21:21:06 *** HerzogDeXtEr has quit IRC 21:24:00 <Milek7_> ok, i will need to look into ottd gui system and add scrollbars 21:24:43 <Milek7_> btw. i never thought that somebody would want to start 240 ai 21:25:02 <Milek7_> or even 16 active players is already too much 21:25:04 <Samu> well i have that weird nerd dream 21:25:19 <Samu> to run 15 ais in 4096x4096 21:25:25 <Samu> but 240 is better :p 21:25:56 <Samu> some AIs really like ram 21:26:01 <Samu> some are lighter 21:26:04 <Milek7_> but on multiplayer some players buy 1 train and go away 21:26:53 <Milek7_> and i don't want to delete these companies because i don't know if they will come back or not 21:27:06 *** andythenorth has left #openttd 21:27:21 <Milek7_> but, with 240 companies available there is no need to delete small companies ;p 21:27:33 *** ConductorCat has quit IRC 21:27:45 *** ConductorCat has joined #openttd 21:33:36 *** Progman has quit IRC 21:57:27 *** keoz has quit IRC 22:19:28 *** Biolunar has quit IRC 22:29:40 *** gelignite has quit IRC 22:31:59 <Wolf01> Uhm, I'm trying to host a server, but it's not accessible, firewall and nat are ok 22:33:05 <supermop> tree server? 22:33:26 <Wolf01> Standard server 22:33:42 <Wolf01> Just want to play with a friend 22:33:56 <Wolf01> Neither IP nor serverlist (it's advertised) 22:34:06 <Wolf01> Both have the same problem 22:34:11 <supermop> hmm 22:42:23 <glx> stupid ISP doing nasty stuff with UDP ? 22:43:09 <Wolf01> I don't think so 22:43:17 <Wolf01> Never had any problem 22:44:32 <glx> maybe wrong private IP in NAT (I think you checked that already but can happen) 22:44:42 <Wolf01> Nah, it's right 22:44:52 <Wolf01> I just changed it 22:57:05 <Wolf01> It could be that I have some virtual machines? 22:57:17 <Wolf01> Maybe OTTD listen on the wrong interface 23:06:08 <glx> it should listen on all interfaces 23:06:35 <Wolf01> I have no clues 23:09:50 *** Snail has joined #openttd 23:10:05 <Wolf01> https://paste.openttdcoop.org/pxqgkxsvl this is my network section in the config 23:19:37 <glx> anything in [server_bind_addresses] section ? 23:25:20 <Wolf01> I don't have that 23:26:38 <Wolf01> Oh yes, I have that, empty 23:27:51 <glx> ok so it really listen on all interfaces 23:28:40 <glx> I don't know what's wrong 23:30:02 *** smoke_fumus has quit IRC 23:31:45 *** tokai has joined #openttd 23:31:45 *** ChanServ sets mode: +v tokai 23:34:56 <Wolf01> Uh, I didn't think you could estimate a cost to change a config setting O_o 23:38:41 *** tokai|noir has quit IRC 23:40:01 *** funkyL has quit IRC 23:46:16 *** efess has joined #openttd 23:58:55 <Wolf01> 'night 23:59:02 *** Wolf01 has quit IRC