IRC logs for #openttd on OFTC at 2011-07-03
            
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00:05:23 <Eddi|zuHause> instruction #1: be patient.
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00:08:31 <fjb> Time... what is time?
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02:54:28 <caracal> waugh ... offer a subsidy, then the city fathers won't let me build there! wotta buncha maroons, screw 'em, i say
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06:08:56 <andythenorth> Rubidium: today is a good day for drawing rivers
06:09:00 <andythenorth> what's needed?
06:34:12 <planetmaker> andythenorth: basically a version fitting the TTD style. OpenGFX has rivers with shores in its extra grf... see sprites/png/waterfeatures.png sprites/nfo/extra/extra-plus-waterfeatures.pnfo
06:34:21 <planetmaker> moin also :-)
06:34:32 <andythenorth> mornink
06:36:01 <planetmaker> basically it needs all those shore sprites
06:36:08 <planetmaker> river shores that is
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06:56:19 <Terkhen> good morning
06:57:32 <planetmaker> hi Terkhen
07:06:55 <Rubidium> andythenorth: and the river slopes, i.e. the rocky rapids
07:07:58 <andythenorth> so all shores? looks like sprites 245-1002 in the opengfx sheet
07:08:09 <andythenorth> this is not a 5 min. job :)
07:08:57 <andythenorth> and all rapids looks like sprites 147-240
07:10:12 <andythenorth> how many are actually used?
07:10:25 <andythenorth> there looks to be more sprites than would be sane for building rivers with
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07:16:37 <andythenorth> some of those sprites are shores
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07:23:43 <andythenorth> Rubidium: is it known which sprites are actually needed? (using the numbers in the opengfx sprite sheet)
07:23:54 <andythenorth> (for temperate - the rest I *can* figure out )
07:25:16 <andythenorth> or can I patch to use the opengfx versions with ttd base set? That would help me understand what's used where
07:30:04 <blup> cross compiling to win32 from linux amd64, im getting heightmap.o:heightmap.cpp:(.text+0x691): undefined reference to `_png_set_longjmp_fn'
07:30:07 <blup> any idea ?
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07:35:09 <Wolf01> 'morning
07:35:50 <Rubidium> andythenorth: you can "patch" it. Just replace the 5 base graphics files from opengfx.obg with the graphic files from orig_win.obg (or dos or dos_de)
07:37:40 <Rubidium> I think opengfx has more sprites than needed as it randomises them, but I don't know how much
07:38:02 <Rubidium> the specs says 4 for the slopes and 12*5 for the edges
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07:39:41 <Terkhen> blup: missing libpng?
07:40:20 <blup> :)
07:40:26 <blup> I little to easy
07:41:43 <blup> nah .. I had 1.5.2 ... got a freaking bunch of errors .. realized that ... compiled 1.2.44 .. got only errors about that function
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07:57:58 <planetmaker> just curious, are you the guy with the window-below-cursor patch, blup ?
08:00:50 <planetmaker> andythenorth: there's an easy way to test your sprites:
08:01:24 <planetmaker> there exists the (obsolete) OpenGFX NewWaterFeatures grf
08:02:00 <planetmaker> which is now part of OpenGFX itself. But for testing those sprites in TTD style it might be easy to just work on that... replacing sprites therein
08:02:28 <andythenorth> ok
08:02:38 <planetmaker> http://devs.openttd.org/~planetmaker/patches/OpenGFX_NewWaterFeatures.grf
08:03:01 <andythenorth> is there a source project for that? nvm if not
08:03:03 <planetmaker> I have a gimp file where I already replaced all the water
08:03:08 <andythenorth> I can decompile + recompile
08:03:10 <planetmaker> there's no other source
08:03:23 <planetmaker> just the gimp file where I started working on this very thing
08:03:33 <planetmaker> even some terrain is already replaced...
08:03:51 <planetmaker> do you want to have that - if so, which file format?
08:06:08 <planetmaker> http://devs.openttd.org/~planetmaker/patches/waterfeatures_ttd_new.png
08:06:17 <planetmaker> ^ anyhow. Current state of affairs
08:06:31 <planetmaker> could possibly save some (double) work
08:06:34 <andythenorth> so mostly just shores needed :)
08:06:36 <andythenorth> that's much better
08:06:51 <planetmaker> yes. Which also is easy, if you don't want a colour change of the normal terrain near the water
08:07:01 <planetmaker> Which would be very desirable, though
08:07:16 <planetmaker> And which is the artistically most challanging part of this endeavour
08:07:55 <blup> planetmaker, yep
08:08:26 <planetmaker> http://devs.openttd.org/~planetmaker/patches/OpenGFX_NewWaterFeatures.nfo <-- andythenorth no double work needed there either :-P
08:09:28 <planetmaker> blup: I noticed that some functions miss a @param or @return doxygen and there are two or three cases still where there's "else \n {" instead of "else {\n"
08:09:55 <blup> darn
08:10:16 <planetmaker> +int WindowPopup::WpuGetModifierX() const <-- that and the following 3 in the diff
08:10:29 <planetmaker> miss the @return or @param respectively
08:11:07 <planetmaker> + }
08:11:09 <planetmaker> + else this->type = WPUT_ORIGIN;
08:11:10 <planetmaker> ^^ I'd write it as } else {\n ... \n }
08:11:20 <planetmaker> and + else if (this->type == WPUT_CENTERED)
08:12:22 <blup> adjusting it
08:12:47 <planetmaker> and really... don't worry about patches for 1.1.x. ;-)
08:13:08 <planetmaker> a modified release is not the release and it won't be compatible anyway... at least not straight forward
08:13:49 <planetmaker> people who like patches sh/could just as well use trunk
08:15:18 <planetmaker> though with these gui-only mods it might work without much difficulty indeed
08:18:39 <blup> playing with them .. that's why I provide them .. but yeah .. I don't think anybody will use the 1.1 patches
08:19:45 <planetmaker> people will use them ;-)
08:20:32 <planetmaker> I was just "worried" that you do unnecessary extra work. If you play yourself with it... :-) that's something else
08:21:30 <andythenorth> planetmaker: colour change of normal terrain?
08:22:11 <planetmaker> andythenorth: if you look at how rivers work in OpenGFX, it's not just water layed on the normal terrain tiles, but the rivers have a shore where the colours of the ground are slightly different.
08:22:21 <planetmaker> Similar to the sea shores where there are also sandy pixels
08:22:30 <andythenorth> yes that makes sense
08:22:35 <planetmaker> thus the pixels adjacent to the water for rivers are "muddy"
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08:23:41 <planetmaker> just copy-pasting the terrain tiles there... that's as easy that even I can do that :-P
08:24:41 <planetmaker> but I hadn't found a good way to make the river shore muddy...
08:24:58 <planetmaker> at least not in a time-efficient way which means to not redraw everything ;-)
08:25:48 <andythenorth> hmm
08:26:05 <planetmaker> you may have some routines which auto-add some shading... dunno
08:26:09 <andythenorth> the grf is OpenGFX - New Water Features v0.1
08:26:09 <andythenorth> ?
08:26:22 <planetmaker> something like that, yes
08:26:35 <planetmaker> it's from a time when there was no OpenGFX yet
08:26:43 <andythenorth> the current shores look 90% correct with ttd graphics
08:27:04 <planetmaker> he :-D
08:27:22 <planetmaker> I might have changed in the png I linked some terrain graphics already, probably for temperate
08:27:26 <planetmaker> dunno exactly anymore
08:27:34 <blup> actually .. I play with sloppily coded versions .. I put extra work so they comply with your standards. but creating a patch for trunk, turning it to 1.1 doesn't require much work ... for the features I'm implementing
08:27:59 <planetmaker> :-)
08:28:00 <andythenorth> to get a perfect fit with ttd graphics, there is work needed
08:28:03 <andythenorth> but it's not too bad already
08:28:32 <andythenorth> as quality problems go, we've had bigger issues I'm sure
08:28:46 <andythenorth> the coast tiles are screwed though :)
08:28:52 <andythenorth> river+coast
08:29:06 <planetmaker> andythenorth: yes... they're the old opengfx coasts
08:29:20 <planetmaker> even opengfx will need an adjustment...hm... probably still needs :-O
08:29:23 <andythenorth> I know how to draw ttd-style coasts
08:29:38 <andythenorth> I'm going out shortly for a few hours, but might be able to work on this later today
08:29:41 <planetmaker> I'd just copy&paste the TTD coasts there with the proper mask
08:29:45 <planetmaker> and then add river coasts
08:29:50 <andythenorth> if the grf is fixed, what happens next?
08:30:48 <planetmaker> that's be a step to be motivation to work on river generation as far as I understood ;-)
08:31:04 <andythenorth> if that's the only blocker...current grf is pretty good :P
08:31:04 <planetmaker> i.e. without sprites there's no point
08:31:22 <andythenorth> I'll see what I can do later ;)
08:31:28 <planetmaker> it could then be canibalized to include them in an action5 block in openttd.grf
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08:41:57 <blup> I wasn't thinking the @param and @return where required after the obviousness of the functions' name :P
08:45:29 <Alberth> if it is simple, then adding them is also not much work
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09:05:01 <blup> well .. it's posted .. I hope it is fully compliant. Good night/day guys
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10:31:59 <planetmaker> hm... so basically rivers and canals at height 0 in conjunction with sea water result in funny coasts: http://devs.openttd.org/~planetmaker/patches/water_coast_oddities.png
10:32:05 <planetmaker> or can do so
10:40:24 <__ln__> there's a local gravitational anomaly in that world
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10:59:32 <CIA-2> OpenTTD: frosch * r22626 /trunk/src/ (openttd.cpp settings_internal.h settings_type.h): -Fix [FS#4622]: Also initialise _old_vds with newgame settings; TTD savegames do not contain these settings.
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11:17:57 <andythenorth> Alberth: would it help to reduce scope of a script framework?
11:18:06 <andythenorth> to maybe industries, houses, towns?
11:18:27 <andythenorth> getting a 100% generic framework for everything is probably torture
11:20:35 <Alberth> i don't know, I cannot really imagine contents of a script
11:21:39 <andythenorth> I can imagine certain things, like handling cbs from game loop (build industry etc)
11:21:56 <andythenorth> I can't imagine how to write something that provides ongoing gameplay
11:22:03 <andythenorth> e.g. open specific industry at town xyz
11:22:05 <Alberth> but if you remove X from newgrf, you either drop support, move it to game code, or to the script
11:22:08 <andythenorth> allow town pdq to grow
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11:22:41 <andythenorth> I can imagine a scripted scenario
11:22:53 <Alberth> I can too :)
11:23:24 <Alberth> but you cannot even make a customizable one atm :p
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11:34:24 <andythenorth> a scripted scenario is one thing - you can refer to named towns + other things
11:34:41 <andythenorth> but a script that tries to control game style without reference to specifics is hard to envisage
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11:36:48 <Alberth> why, you now also have code that handles production speed and closedown without referring to specifics, or not?
11:37:11 <andythenorth> true
11:37:18 <andythenorth> hmm
11:37:21 <andythenorth> actually
11:37:35 <andythenorth> by reference to things like town types it is possible to be more generic
11:37:49 <andythenorth> if a script can make use of private storage
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11:38:13 <andythenorth> it could declare that n towns are industrial, p towns are suburban, q towns are agricultural etc
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11:53:36 <andythenorth> planetmaker: I think you have fixed temperate coasts in the water features png
11:53:51 <planetmaker> yes, so do I
11:54:04 <planetmaker> but without proper river shore
11:54:06 <planetmaker> afair
11:54:20 <planetmaker> just copy&pasted temperate tiles onto it
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11:56:49 <andythenorth> any idea why there is blue snow and white snow in that png?
11:57:05 <andythenorth> maybe my mistake
11:57:21 <andythenorth> why not revert the change I made?
11:57:31 <andythenorth> oops wrong channel :P
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12:00:01 <andythenorth> hmm
12:00:09 * andythenorth has to remember how to use grfcodec and such
12:00:12 <andythenorth> that's old
12:00:45 <Alberth> grfcodec -h
12:00:54 <andythenorth> arp
12:02:09 <andythenorth> how do I build sea in scenario editor?
12:03:22 <andythenorth> nvm
12:05:20 <andythenorth> planetmaker: you fixed the coast graphics in temperate, but they're not in the grf :P
12:09:39 <planetmaker> of course not
12:09:45 <andythenorth> :)
12:09:53 <planetmaker> the grf is - as I wrote - an antique newgrf
12:10:07 <planetmaker> the png I linked is a png only existing on my hard disk waiting for further work
12:10:15 <andythenorth> I'm thinking of setting up a repo + build environment for it
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12:10:20 <andythenorth> I know it sounds overkill
12:10:32 <planetmaker> quite ;-)
12:10:43 <andythenorth> but there's 6 hours of typing 'grfcodec foo' and then 'cp foo'
12:10:54 <planetmaker> well... locally... maybe :-)
12:10:54 <andythenorth> plus I don't like working without vcs
12:11:04 <planetmaker> that's what I'd do, too
12:11:09 <andythenorth> plus the layout of that png makes my head hurt
12:11:16 <andythenorth> another case for splitting a big png :P
12:11:23 <andythenorth> I really don't want to look at it
12:11:24 <planetmaker> well... same as with industry_misc.png for me :-P
12:11:49 <andythenorth> each climate should have a separate png
12:12:01 <andythenorth> trying to figure out which exact slope is which meh
12:12:06 <andythenorth> they all look the same :)
12:15:57 <caracal> setting up git locally, and then using it, is about as easy as a vc system gets ... i do it all the time for the most trivial things, and have been glad of it several times already
12:17:13 <Ammler> just replace the example grf
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12:39:47 <Alberth> git just has some insane defaults :p
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13:01:27 <caracal> insane? i've never noticed any
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13:01:54 <caracal> it's seemed very sane and reasonable to me
13:14:12 <Alberth> need of the -a with commit?
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13:14:58 <caracal> eh, i usually just name the files, or else add them explicitly ... i never use -a
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13:18:55 <Alberth> you never add a file, edit it, commit it, and are surprised you don't get the current contents in the repo?
13:19:33 <michi_cc> I never use -a either :) Simply because I always stage what I want to commit and review the staged changes before committing.
13:19:52 <caracal> Alberth: never once, no
13:20:07 <michi_cc> Something which is very comfortable using git citool.
13:20:40 <caracal> not even sure what you mean or how you'd do that ... i add a file, edit it, then "git commit -m 'whatever' somefile" and always get what i expect
13:21:48 <Alberth> after that, make a clone, checkout that clone, and look at the contents of the file :p
13:22:05 <caracal> i have ... it's always what i think it should be
13:23:00 <michi_cc> git commit <filename> ignores staged changes, so you don't even need to add it unless it is newly created.
13:24:48 <michi_cc> But if you ever want to construct a commit series out of a complex change, explicitly using the staging area together with git add -i (interactively add diff chunks) respectively git citool is total win.
13:26:42 <caracal> sure, although my projects (and changes to them) are seldom so complex ... especially in the simple case we were discussing initially
13:27:13 <caracal> which was "i want to track this file's changes, but vc systems are too heavy" ... git is about as lightweight as they come
13:27:55 <Alberth> just a 4M package :p
13:28:08 <Eddi|zuHause> i never really got comfortable with git
13:28:33 <Eddi|zuHause> hg is much more svn-like
13:29:10 <Eddi|zuHause> anyway, did some more reshuffling: www.informatik.uni-halle.de/~krause/zi3-5.png
13:30:19 <michi_cc> Eddi|zuHause: I never got comfortable with hg especially as it is much more svn-like ;)
13:30:51 <caracal> Alberth: i meant usage overhead
13:31:23 <caracal> but meh, you either like git or you don't, and both are fine with me ... was just reporting my own experiences, which have been uniformly positive
13:31:40 <__ln__> is there a good short book about git from user's perspective?
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13:32:22 <Eddi|zuHause> every time i asked that question i got an answer like "you first have to understand the internal structure of a git repo"
13:32:30 <Eddi|zuHause> no. i do not.
13:32:35 <michi_cc> I like that layout more than the others so far, not too cluttered but still intricate enough. Do you already have tracks? Otherwise especially the red tracks could really benefit from using flex tracks instead of fixed curves.
13:33:09 <Alberth> caracal: I have considered a vcs too heavy. I have been using CVS, RCS, SVN, and HG for my files :)
13:33:13 <Eddi|zuHause> i don't have tracks yet
13:33:43 <Eddi|zuHause> well, i do have old ancient tracks, but i don't intend to use any of them
13:34:31 <caracal> i've used rcs, cvs, svn, and tried hg but didn't like it ... ditto for bzr, another popular option ... used clearcase and dsee at work, both are fine for what they do
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13:34:57 <opa> hi
13:35:07 <andythenorth> Eddi|zuHause: that is more organic and interesting
13:35:10 <planetmaker> hello oma^W opa
13:35:16 <opa> ;)
13:35:18 <caracal> that's been my progression over the years: rcs -> cvs -> svn -> git
13:36:01 <planetmaker> Eddi|zuHause: looks like a nice track layout :-)
13:36:11 <planetmaker> I might consider a straight line in the very upper part
13:36:35 <opa> i'm learning to build bigger networks and i have one question about mainlines; is the space between tracks left only for possible hubs?
13:36:57 <planetmaker> depens probably who built the network ;-)
13:42:27 <Eddi|zuHause> planetmaker: what do you mean with a straigh line?
13:42:39 <andythenorth> a bit where you can go really fast :P
13:42:59 <planetmaker> Eddi|zuHause: a track connection which goes --- and connects the two loops in the left and right
13:43:52 <Eddi|zuHause> ah. not sure if i can fit a switch in there within the space constraints
13:44:22 <planetmaker> btw... what's the colour codes?
13:44:25 <planetmaker> track sections?
13:44:51 <Eddi|zuHause> yes, track sections, but they are currently purely decorative.
13:45:47 <planetmaker> and the track density in the greed / white area: are they on different levels?
13:46:13 <Eddi|zuHause> yes
13:46:58 <planetmaker> I see :-)
13:47:59 <planetmaker> and what's the total size? The dimensions written there are confusing for me
13:48:14 <planetmaker> 4m x 3.5m?
13:48:27 <Eddi|zuHause> 4,40mx3,40m
13:48:36 <planetmaker> where will you be in that room? :-P
13:48:58 <planetmaker> it's about the size of my sleeping room...
13:48:58 <Eddi|zuHause> on the lower right ;)
13:49:02 <planetmaker> :-D
13:49:09 <Eddi|zuHause> where the door is
13:49:10 <planetmaker> just the space to open the door and run trains ;-)
13:49:12 <opa> are talking about miniature railway?
13:49:23 <planetmaker> yeah
13:49:35 <CIA-2> OpenTTD: frosch * r22627 /trunk/src/ (7 files): -Codechange: Rename PrepareTextRefStackUsage() to StartTextRefStackUsage() to make it more obvious that you must call StopTextRefStackUsage() at some point. Also extent the documentation.
13:53:44 <CIA-2> OpenTTD: frosch * r22628 /trunk/src/ (newgrf_text.cpp newgrf_text.h): -Codechange: Allow passing the textref stack values to use to StartTextRefStackUsage() instead of always using the temporary NewGRF registers.
14:00:56 <__ln__> if only they made miniature railways that can be mounted vertically on the wall...
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14:14:13 <opa> is this a good example for a 4 way sideline hub?
14:14:28 <opa> http://wiki.openttdcoop.org/File:Lewisworth_Transport,_12._Dez_2055.png
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14:21:49 <frosch123> at least it seems to do split-before-merge
14:25:29 <Eddi|zuHause> am i the only person failing to see the "good" part?
14:28:01 <Alberth> I fail to distinguish between good and bad, but that does not count, does it?
14:31:12 <Ammler> Eddi|zuHause: you fail to see the whole fun on such networks at all :-P
14:32:17 <CIA-2> OpenTTD: frosch * r22629 /trunk/src/ (6 files):
14:32:17 <CIA-2> OpenTTD: -Fix [FS#4599]: Remove all usages of the ErrorRefStack. It was continuously
14:32:17 <CIA-2> OpenTTD: overwritten by e.g. industry prospection without closing the old error window;
14:32:17 <CIA-2> OpenTTD: also StopTextRefStackUsage() was not called for errors returned by commands
14:32:17 <CIA-2> OpenTTD: (which caused FS#4599). Now return in the CommandCost result whether the textref
14:32:18 <CIA-2> OpenTTD: stack needs to be used, and store a copy of the stack values in the error window
14:32:18 <CIA-2> OpenTTD: just like for the normal string parameters.
14:32:21 <Ammler> the hub is very old so there are a lot "better" examples in the meantime
14:33:18 <CIA-2> OpenTTD: frosch * r22630 /trunk/src/ (newgrf_text.cpp newgrf_text.h): -Cleanup: Remove SwitchToNormalRefStack() and SwitchToErrorRefStack().
14:37:44 <opa> Ammler: can you give a link to a better one?
14:37:56 <Ammler> www.openttdcoop.org
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14:38:58 <opa> that one is from there
14:39:42 <Ammler> there are more examples there...
14:40:48 <opa> i could only find one other
14:40:52 <opa> most are 3 way hubs
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14:43:03 <Alberth> 2 x 3 way hubs == 1 x 4 way hub
14:44:29 <Ammler> #openttdcoop does build a better one almost on every game :-)
14:45:08 <opa> so the answer to my first question is: its not a good junction
14:47:03 <planetmaker> it's not bad. But it's not the best
14:47:29 <opa> ok, thanks
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14:49:20 <CIA-2> OpenTTD: frosch * r22631 /trunk/src/industry_gui.cpp: -Fix: Additional text in fund industry window is NewGRF supplied and thus should have a default colour.
14:52:21 <planetmaker> opa: the "best" junctions usually are found in the public server game archive
14:52:33 <planetmaker> http://wiki.openttdcoop.org/PublicServer:Archive
14:52:55 <Ammler> "the best" is not built yet
14:53:19 <planetmaker> depends on defintion of "best" ;-)
14:56:53 <opa> i'll give them a look
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15:16:05 <Alberth> building junction that make use of the local landscape is much more fun :p
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15:17:09 <andythenorth> arp
15:17:39 <planetmaker> [17:16] Alberth building junction that make use of the local landscape is much more fun :p <-- of course... But that is no strong constraint
15:17:51 <planetmaker> unless you combine that with a hard size constraint ;-)
15:18:23 <Alberth> set terraform limit to 0 :p
15:18:59 <planetmaker> :-)
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15:21:24 <andythenorth> rivers
15:21:55 <andythenorth> is there a map array reason why they can't be diagonal (i.e. | – )
15:21:58 <andythenorth> ?
15:22:37 <Eddi|zuHause> no
15:23:23 <andythenorth> they would look considerably better in the landscape
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15:24:13 <Eddi|zuHause> if the "trackbits" are available to the newgrf, and then you can draw diagonal rivers based on them
15:24:45 <Eddi|zuHause> just you won't be able to build rail on the other half of the tile
15:25:02 <andythenorth> that's bad for building an accurate model of the rhine :P
15:25:05 <andythenorth> but otherwise fine
15:25:05 <Eddi|zuHause> meh... flextracks are evil ;)
15:25:43 <Eddi|zuHause> also, you still can't put rivers on half-slope tiles
15:26:13 <andythenorth> you shouldn't be able to :P
15:26:16 <andythenorth> it's a bad idea
15:26:21 <andythenorth> canals maybe, not rivers
15:26:39 <andythenorth> oh
15:26:40 <Eddi|zuHause> it's the key part which blocked my river patch...
15:26:50 <andythenorth> orthogonal doesn't mean what I think it means :o
15:27:00 <andythenorth> I only knew about the perpendicular aspect of it
15:27:21 <Eddi|zuHause> it has lots of meanings in maths ;)
15:27:29 <andythenorth> so it seems
15:27:43 <andythenorth> the . product of vectors being 0 is just one of them :P
15:27:47 <andythenorth> anyway
15:27:48 <andythenorth> rivers
15:27:50 <Eddi|zuHause> statistical correlation is also a form of (non-)orthogonality
15:28:06 <andythenorth> rivers would be better if they could go | –
15:28:32 <andythenorth> if I draw them, will someone patch for it?
15:28:38 <Eddi|zuHause> rivers would be better if the could go down/along halftile slopes
15:28:56 <andythenorth> Eddi|zuHause: why? rivers don't do that irl
15:29:03 <Eddi|zuHause> yes, they do
15:29:13 <Eddi|zuHause> they go in whatever direction is "down"
15:29:19 <andythenorth> ok
15:29:24 <planetmaker> a _|_ b: <a|b> = 0 ;-)
15:29:45 <andythenorth> but given enough time they'd terraform the half tile away, unless the rock is exceptionally tough
15:29:50 <andythenorth> and time is what rivers have
15:30:13 <planetmaker> I disagree. Halftile just means the direction of the slope is different
15:30:23 <Eddi|zuHause> planetmaker: bäh, that's some evil physics notation that i never really understood ;)
15:30:55 <andythenorth> I don't see how to meaningfully draw a river on a half tile slope
15:31:01 <planetmaker> hehe :-)
15:31:16 <andythenorth> although with | and – rivers I can see how...
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15:31:49 <andythenorth> to display the river on the half-tile slope demands use of 4 tiles
15:31:57 <Eddi|zuHause> have i mentioned that flextracks are evil yet?
15:32:22 <andythenorth> you should see what lego fans make of it
15:32:33 <planetmaker> Eddi|zuHause: <a|b> is basically another way of writing a*b when a and b are entities which allow to form a scalar product
15:32:34 <andythenorth> "omg the sky is falling - lego is so OVER"
15:32:47 <andythenorth> (lego fans are mostly idiots)
15:32:51 <planetmaker> usually that notation is used in quantum mechanics
15:33:03 <Eddi|zuHause> planetmaker: yes, but what's an <a| then?
15:33:30 <planetmaker> a vector
15:33:39 <planetmaker> and |a> the transposed form
15:33:52 <Eddi|zuHause> andythenorth: that's because they are ADULTS and LEGO FANS simultaneously. they logically must be crazy ;)
15:33:59 <planetmaker> and <a|H|b> implies that H is a matrix operator
15:34:16 <andythenorth> Eddi|zuHause: unlike fans of small trains :P
15:34:20 <planetmaker> :-P
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15:34:39 <Eddi|zuHause> i never said that :p
15:39:43 <andythenorth> so should I draw | – rivers?
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16:32:46 <Hirundo> hmm... are NewGRF station triggers / random bit reseeding actually implemented in OpenTTD?
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16:58:46 <Eddi|zuHause> andythenorth: yes, please
16:58:58 <andythenorth> will they be patched for?
16:58:59 <andythenorth> :P
17:01:11 <Eddi|zuHause> we'll see about that ;)
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17:04:38 <__ln__> meanwhile in copenhagen: http://www.hs.fi/kuvat/iso_webkuva/horizontal/1135267524275.jpeg
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17:08:33 <Alberth> :O
17:10:54 <frosch123> Hirundo: does not look like
17:11:06 <frosch123> StationSpec::cargo_triggers is nowhere used
17:13:36 <frosch123> and that property does not look as if it would be translated
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17:18:16 <frosch123> hmm, maybe it is
17:19:26 <frosch123> yeah, it is translated
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17:19:50 <blup> good day
17:26:36 <opa> does changing the acceleration model need you to restart the game to take effect?
17:28:16 <Terkhen> hi blup
17:28:18 <Terkhen> opa: no
17:28:31 <Terkhen> but existing games have their own settings
17:28:47 <Terkhen> if you change the setting in the main menu and then load a game, it will use its own settings
17:35:11 <supermop> hey andy
17:35:32 <Hirundo> frosch123: Is there a reason why it isn't implemented? Simply because no-one has bothered yet, or something else?
17:35:52 <frosch123> likely the former
17:35:57 <frosch123> peter just did not do it :p
17:37:41 <frosch123> though i remember the question on which tiles the triggers actually apply
17:37:59 <frosch123> only the tiles the train stands on
17:38:04 <frosch123> the whole platform the train is in
17:38:08 <frosch123> or the whole station
17:38:48 <frosch123> hmm, though that is actually written in the specs :p
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18:42:22 <andythenorth> ho
18:42:43 <andythenorth> the 'clever' canals-on-sea cheat for making docks
18:42:53 <andythenorth> can also be used for rivers, and is less effective there :P
18:43:19 <andythenorth> and caused me to chase a false bug with graphics
18:44:40 <andythenorth> http://tt-foundry.com/misc/rivers_sea.png
18:45:47 * andythenorth builds a nice sea level causeway :P
18:48:37 <andythenorth> quaint: http://tt-foundry.com/misc/causeway.png
18:48:57 <andythenorth> any Dutch readers care to comment on realism of that?
18:50:22 <Eddi|zuHause> other than the river shores are really boring?
18:51:02 <andythenorth> what do you want? dancing bears? :P
18:51:10 <__ln__> sheep
18:51:12 <andythenorth> blinkenlights?
18:51:33 <Eddi|zuHause> anything that is not a straight green line
18:51:39 <andythenorth> that I can manage
18:51:46 <andythenorth> how about not building rivers at sea level?
18:51:57 <andythenorth> can that be achieved whilst leaving the canal 'cheat' in place?
18:52:13 <Eddi|zuHause> what's the problem?
18:52:24 <andythenorth> might be a non-issue
18:52:29 <andythenorth> maybe even an easter egg
18:52:39 <Eddi|zuHause> it very certainly is a non-issue
18:52:48 <andythenorth> because...?
18:53:28 <Eddi|zuHause> because i don't see any issue.
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18:55:06 <andythenorth> it causes (valid) graphical glitch at coasts for starters
18:55:18 <andythenorth> Eddi|zuHause: in the top-most island here: http://tt-foundry.com/misc/rivers_sea.png
18:55:22 <andythenorth> look at the river mouth
18:55:39 <andythenorth> it's drawing extra shores over the sea,
18:56:07 <Eddi|zuHause> that's a problem but not unique to rivers
18:56:38 <andythenorth> you're making the assumption a river generator won't build rivers over sea?
18:56:55 <Eddi|zuHause> no
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18:57:09 <andythenorth> hmm
18:57:19 <Eddi|zuHause> i'm saying place a canal at the same place and see what happens
18:57:23 <andythenorth> I know
18:58:03 <andythenorth> but there's no generator for canals
18:58:14 <andythenorth> player does this themselves - less of an issue
18:58:22 <Eddi|zuHause> there is no generator for rivers either.
18:58:42 <andythenorth> he :)
18:58:55 <andythenorth> I can't be bothered to argue case - I'll draw some more shores ;)
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19:05:42 <Eddi|zuHause> andythenorth: the graphical issue you talk about could probably be solved by providing more river/shore-hybrid tiles
19:05:53 <andythenorth> really?
19:05:58 <Eddi|zuHause> and the shore-ness of the waterfall must be properly reset
19:06:19 <andythenorth> Eddi|zuHause: you mean tile code or tile graphics?
19:06:26 <andythenorth> the graphics would just be an empty tile
19:06:28 <Eddi|zuHause> i mean tile graphics
19:06:30 <andythenorth> the issue is the code
19:06:49 <andythenorth> the only sane thing to show there is a plain sea tile
19:06:57 <Eddi|zuHause> it should not be empty graphics. but it should be graphics that better blend in with the shores
19:07:20 <andythenorth> it seems like *way* TMWFTLB
19:07:30 <andythenorth> it's supporting an edge case that arguably shouldn't exist
19:08:03 <Eddi|zuHause> it's a perfectly valid tile configuration
19:08:15 <andythenorth> well it shouldn't be :P
19:08:35 <Eddi|zuHause> there is absolutely no reason to forbid river placement at sea level
19:08:45 <andythenorth> can you actually describe what you would draw on that tile?
19:09:43 <Eddi|zuHause> andythenorth: the green (river-shore) bits on the side facing the river, and yellow (sea-shore) bits on the sides facing the sea
19:10:14 <Eddi|zuHause> andythenorth: the waterfall should not have the yellow shore bits displayed. that is probably an invalid edge case in the code
19:10:42 <planetmaker> I rather think it could be changed / fixed in the code... e.g. by distinguishing the type of shore river vs. sea
19:10:45 <andythenorth> so two very small bits of land sticking into sea?
19:10:56 <Eddi|zuHause> yes
19:11:39 <andythenorth> and all the other shore tiles also need duplicating
19:11:51 <andythenorth> and a variant creating for 'this is a river at sea level so draw shore'
19:12:12 <Eddi|zuHause> not "at sea level", only "next to a sea tile"
19:12:53 <H-land> Ugh. I can't understand these trains at /all/.
19:13:18 <andythenorth> is there such a thing as a sea tile?
19:13:49 <H-land> I don't know what I'm doing wrong with my signaling, but they seem to find it fun to lose me money by, instead of accessing an unloading bay (as is quite readily available), they turn around and loop back and make another round. While they're fully loaded.
19:13:58 <H-land> They've just got a thing for doing U-turns.
19:14:19 <andythenorth> Eddi|zuHause: that means drawing approximately 50 additional river tiles per climate
19:14:25 <andythenorth> is it really worth it?
19:14:44 <andythenorth> (assume a scale of 'is anything in the game worth it?') :P
19:15:06 <Eddi|zuHause> andythenorth: a system of composing shores would be helpful
19:15:59 <andythenorth> yes
19:16:05 <andythenorth> but...
19:16:22 <andythenorth> is it likely?
19:16:23 <Eddi|zuHause> so you have 4 "corner-bits" and 4 "edge-bits" per climate
19:16:33 <opa> is there a specific reason why shared orders are not copied when cloning a train?
19:16:39 <andythenorth> a system of being able to detect reliably what's actually on a tile would be a starting point
19:16:41 <Eddi|zuHause> and then each for river-adjacent or sea-adjacent
19:16:50 <opa> i mean the orders are copied but not the 'link'
19:16:56 <andythenorth> you can tell whether it's river or sea?
19:17:01 <Eddi|zuHause> opa: use ctrl key when cloing
19:17:04 <andythenorth> newgrf can't :P
19:17:13 <andythenorth> newgrf also can't find coasts
19:17:18 <opa> Eddi|zuHause: ah, thanks!
19:17:28 <andythenorth> although maybe with enough conditional action 2 for slopes it might be able to 99% of the time :P
19:18:06 <Eddi|zuHause> andythenorth: that's just a matter of exposing the variables to newgrf
19:18:21 <Eddi|zuHause> ~ 3 LOC per variable ;)
19:19:30 <andythenorth> hmm
19:19:39 <andythenorth> newgrf river generator :P
19:20:01 <Eddi|zuHause> this is about display, not generation ;)
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19:20:44 <andythenorth> I know - got distracted ;)
19:21:06 <andythenorth> newgrf generator would be painful
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19:31:42 <andythenorth> why don't my ships use rivers?
19:31:46 <andythenorth> ah
19:31:48 <andythenorth> rapids :P
19:31:49 <andythenorth> oops
19:32:40 <Eddi|zuHause> ships tend to not want to go uphill by themselves :p
19:33:12 <andythenorth> heading upstream on a river they go uphill all the way :P
19:33:24 <Eddi|zuHause> that's a weird colour outside... it's both red from the sunset and grey from the rain
19:33:31 <andythenorth> planetmaker: I think you finished the temperate rivers
19:33:35 <andythenorth> they look ok in game to me
19:33:53 <planetmaker> yes, might be :-)
19:34:13 <andythenorth> so should I make rougher shores for rivers?
19:35:53 <planetmaker> dunno.
19:36:26 <Eddi|zuHause> openttd.grf should include river shores as well
19:36:37 <planetmaker> that's the point of the exercise ;-)
19:36:38 <andythenorth> that is my purpose :)
19:37:20 <Eddi|zuHause> just make them not-straight
19:38:15 <andythenorth> should they be sandy?
19:38:28 <andythenorth> might look better
19:39:55 <Eddi|zuHause> possible
19:40:55 <planetmaker> possibly, yes
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19:55:11 <JamieT> Could somebody please point me in the direction of information on how to install a patch for an absolute noob? :)
19:56:22 <Hirundo> Have you ever compiled openttd yourself?
19:56:30 <JamieT> Nope
19:57:53 <planetmaker> then do that first
19:57:59 <planetmaker> without any patch
19:58:09 <planetmaker> information is found in the wiki
19:58:19 <JamieT> I don't know what you mean by compiled?
19:58:46 <planetmaker> ...
19:59:29 <planetmaker> http://wiki.openttd.org/Category:Compiling_OpenTTD
19:59:52 <planetmaker> "build from source code"
20:01:22 <JamieT> This seem like a lot of work to install a patch.
20:01:27 <Rubidium> it is
20:01:45 <planetmaker> it's nothing you 'just copy' and be done
20:01:52 <andythenorth> that's what a patch involves :P
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20:03:09 <JamieT> So, I don't just download a file, unzip it and put it in the right folder, like most addons?
20:03:48 <planetmaker> indeed not
20:03:57 <planetmaker> A patch is not an add-on to a finished game.
20:04:04 <Rubidium> see an OpenTTD binary as a cake and openttd's sources as a recipe plus ingredients. Then a patch would be a change to the recipe and/or ingredients. Baking a cake would be like compiling OpenTTD. The best way to get information about whether the "modified" (i.e. patched) cake recipe can be baked properly is by first attempting to bake the unmodified cake, i.e. make sure the mixer works right and the over functions. After that you experiment with the different
20:04:32 <planetmaker> It's a piece of source code which subsequently requires you to build the whole game from all it's human-written pieces. By means of a compiler
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20:04:58 <planetmaker> I love that parabole, Rubidium :-)
20:05:08 <opa> Rubidium: nice analogy :)
20:05:16 <Ammler> JamieT: if you don't want to compile yourself, maybe the patch thread has prebuilt binaries
20:05:55 <planetmaker> sad only that I now want cake :-P
20:06:04 <Ammler> I have cake :-P
20:06:05 <planetmaker> but don't have any...
20:06:08 <Rubidium> make cake ;)
20:06:46 <Rubidium> I doubt -jN (N > 1) really helps with baking a cake though
20:07:17 <frosch123> it helps a lot with cookies though
20:07:22 * andythenorth has giant chocolate buttons
20:07:39 <JamieT> Well I'd like to use "Yet Another CargoDestinations" and" Improved Timetable Management." But to do so, I'm going to have to change source code and download various bits of software?
20:07:45 <frosch123> imagine baking a single cookie :p
20:07:49 <Rubidium> frosch123: true, you can link multiple cookies at the same time
20:07:59 <andythenorth> there are binaries for YACD
20:08:19 <Ammler> JamieT: and you might also consider using linux for that (or osx)
20:08:20 <frosch123> night
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20:09:05 <JamieT> This is all a bit over my head. I think i'll just stick to the bog standard game.
20:09:22 <Ammler> yacd binaries are available
20:09:29 <andythenorth> someone will know where the click-and-go YACD is
20:09:32 <Rubidium> JamieT: ITiM is so old that there is no single version of OpenTTD's sources where YACD and ITiM would even apply unmodified
20:09:41 <planetmaker> newgrfs can modify the default game already A LOT ;-)
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20:11:29 <Rubidium> JamieT: and that means that you (basically) need to be a (somewhat) skilled software developer to pull it off
20:16:37 <opa> why there are two-way exit signals in some examples of presignaling?
20:16:45 <opa> two-way signals in front of a station
20:16:47 <opa> ro-ro station
20:16:54 <opa> instead of one-way
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20:18:06 <andythenorth> JamieT: http://bundles.openttdcoop.org/yacd/
20:19:37 <Alberth> opa: original game treated two-way different from one-way
20:19:57 <JamieT> It doesn't really help me im afraid. I'll just leave it. Are there any 'NewGRF' things that I could use instead of ITiM or YACD?
20:20:49 <andythenorth> JamieT: how doesn't it help you? :o
20:20:53 <andythenorth> you want to play YACD?
20:21:28 <Terkhen> JamieT: ITiM is not a NewGRF; it is a patch
20:21:29 <JamieT> Not now i know the amount of effort i'd have to put in
20:21:37 <Terkhen> patches require compiling the code
20:21:38 <opa> Alberth: so it doesn't matter anymore?
20:22:06 <Alberth> it does with the original game :p openttd is smarter
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20:22:38 <andythenorth> JamieT: why doesn't the link to binaries help you?
20:23:03 <andythenorth> what do you want? We email you the actual file? Or is that too much work?
20:23:53 <opa> Alberth: ok, thanks
20:24:03 <JamieT> Because i don't have the first clue what to do with it. Emailing me the actually file would be nice :)
20:24:31 <Alberth> that IS the actual file :)
20:25:48 <andythenorth> link to zip (assumes you have a sensible OS) http://bundles.openttdcoop.org/yacd/LATEST/openttd-yacd-yacd_2.3-macosx-universal.zip
20:25:54 <andythenorth> there are zips for windows and linux too
20:26:17 <andythenorth> ;)
20:27:55 <JamieT> Thank you.
20:28:22 <andythenorth> warning: yacd is addictive
20:28:25 <andythenorth> and very hard
20:29:58 <opa> it looks very nice
20:31:42 <caracal> it's, what, a fork of openttd with cargo destinations?
20:31:50 <caracal> like simutrans has?
20:32:05 <Alberth> it's not a fork, just a patched version
20:32:21 <caracal> okay, so basically ottd at heart
20:32:41 <Alberth> the patch is under development, and these are test bundles
20:32:47 <caracal> nice
20:32:59 <Alberth> in the openttd development forum, you can find the thread with all infor
20:33:03 <Alberth> *information
20:33:21 <opa> http://www.tt-forums.net/viewtopic.php?f=33&t=54253
20:33:23 <opa> here
20:33:31 <Alberth> thanks :)
20:33:39 <opa> i just googled it
20:35:01 <opa> is implicit order just for information what route is used?
20:35:21 <Alberth> yes
20:36:06 <Alberth> although in the cargo d*st cases, the information is also used for cargo routing
20:36:45 <Alberth> and it gives you information which trains visit the station more precisely than just the explicit orders
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20:38:36 <opa> its very nice too see that this game/project is still constantly being improved
20:40:28 <Eddi|zuHause> damn, i probably need glasses or something... i seriously just read "cargo d'est"
20:44:19 <__ln__> maybe you're becoming a frenchman
20:44:48 <opa> after looking all these new and useful features which has been included since i last played opentt, the original transport tycoon looks a very crappy game :)
20:49:45 <Eddi|zuHause> openttd from last year was a very crappy game compared to now
20:49:51 <Eddi|zuHause> that's the nature of development
20:50:29 <opa> what are the most essential new features developed during the last couple of years?
20:50:52 <planetmaker> good night
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20:53:55 <Eddi|zuHause> opa: it says in the changelog
20:56:21 <planetmaker> nah... readmes and changelogs are written only for the trash bin :-P
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21:07:52 <Terkhen> good night
21:09:09 <andythenorth> bye Terkhen
21:16:03 <opa> is there any way i could make the loading train to leave when another trains arrives to the station?
21:16:46 <Eddi|zuHause> only by timetabling all arrivals
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21:31:52 <Wolf01> 'night
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21:46:15 <andythenorth> good night
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21:51:50 <Zuu> Hmm, in theory it is a nice idea to collect all AI settings in the same place. But the # of oopcodes setting is a really advanced one that would scare most players if placed in a visible location.
21:56:03 <Eddi|zuHause> then the only solution is to put all other AI settings into the advanced settings window
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22:03:58 <Zuu> Either that or the AI settings window need to gain an advanced area.
22:05:44 <Zuu> I think the advanced settings system need some work in order to handle the AI settings in a usable way, so it will need work either to get AI settings there or to get an advanced section in the AI Settings window.
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22:11:41 <Eddi|zuHause> yes, but i think that work would be a good investment, if it results in _all_ settings being controlled from one single window
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22:28:51 <caracal> hmm ... the max noise limit of a town seems to go up as the population increases, but the *allowed* limit hasn't moved ... anything i can do to influence that?
22:29:00 <caracal> i need to build a larger airport!
22:32:42 <Eddi|zuHause> allowed limit = max limit minus all currently existing airports
22:32:51 <Eddi|zuHause> plus some distance bonus
22:35:25 <caracal> hmm ... the max limit shows as 14, but i have only one "small" airport (noise 3) in town
22:35:37 <caracal> so something else is up
22:35:50 <Eddi|zuHause> the town may additionaly totally dislike you
22:36:14 <Eddi|zuHause> e.g. if you destroyed lots of trees while preparing the area for your airport
22:36:17 <caracal> heh ... my rep shows as Outstanding
22:36:41 <Eddi|zuHause> what kind of airport do you want to build
22:36:47 <caracal> this airport has been there for almost 20 years, with no other construction
22:36:47 <Eddi|zuHause> and what is the error you get?
22:37:31 <caracal> i want to build a City, as that's the only other option (until 1980) ... the error is "city authority won't allow this because of noise concerns" or some such
22:37:57 <Eddi|zuHause> you try to build on the territory of another nearby town?
22:38:29 <caracal> oooh, maybe that's the problem, there's a small town south of where i want to build
22:38:37 <caracal> one sec, lemme check ...
22:38:48 <Eddi|zuHause> the north corner of the airport counts
22:39:46 <caracal> nope, it names the larger town, the one whose noise limits are 1/14 ... other towns have much higher than 1, and i've built City airports in those
22:40:30 <caracal> this site is like 8 or 9 squares from the city center ... i've built that close elsewhere
22:40:50 <caracal> they're just being dicks about it <g>
22:41:20 <caracal> i assume that once the limit rises to 2/14 i can demolish the Small and build my City, as the Small will give me back 3 noise "points"
22:41:34 <caracal> but it's been stuck at 1/14 for years now, sigh
22:41:56 <caracal> well, no, it's been stuck at 1/N, where N keeps rising as the pop does
22:42:12 <caracal> up to 14 by now
22:43:06 <Eddi|zuHause> the 1 is the actual noise created by the small airport (3 originally, minus 2 bonus for distance)
22:43:35 <caracal> ahhh, so it's not a limit, it's a measurement
22:43:54 <caracal> so why can't i build a City on the same site?
22:44:00 <caracal> if the limit is 14
22:44:09 <Eddi|zuHause> no idea
22:44:14 <caracal> well okay then <g>
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22:46:34 <caracal> the actual message is "Perth local authority refuses permission for airport due to noise concerns"
22:47:23 <caracal> huh ... after i demolish the Small, the city window keeps saying noise limit is 1/14
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23:02:17 <caracal> hmm ... if my station's catchment area overlaps a competitor's station, it doesn't seem to pull passengers from his station ... pity
23:02:44 <caracal> or maybe i'm just doing it wrong
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23:11:32 <Chris_Booth> caracal: no it doesn't
23:11:40 <Chris_Booth> you are not doing it wrong
23:12:00 <Chris_Booth> unless you have the same catchmean area as there station
23:12:03 <caracal> hmm, too bad
23:12:07 <Chris_Booth> then you get a 50% split
23:12:31 <caracal> nah, was trying to drain passengers from his train station with busses
23:13:06 <caracal> and transfer them to my airport <g>
23:14:14 <Chris_Booth> I hope this is in a single player game and not on a server
23:14:21 <caracal> i could probably do it with several strategically-placed bus stations, but meh, he's not that big a threat
23:14:27 <Chris_Booth> since that is not in the sprit of the game
23:14:39 <caracal> oh? winning isn't? ;)
23:14:56 <Chris_Booth> no having the best network with best flow is
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23:15:11 <Chris_Booth> or you and I play for different reasons
23:15:38 <caracal> ah ... well given the scant reporting that the game gives for air routes, it's sorta hard to optimize
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23:15:57 <caracal> i know, i know, its origins were trains, and it still favors them
23:16:05 <caracal> i used to play RT2 by the hour
23:16:17 <caracal> but in ottd, i like planes <g>
23:17:43 <Chris_Booth> you like planes as they are easy to set up and make you lots of money
23:18:35 <caracal> indeed
23:18:56 <caracal> makes it easy to grab passenger subsidies
23:20:13 <caracal> at least when the city allows you to build an airport, grumble
23:20:32 <caracal> Perth are being real bitches about me upgrading my Small to a City airport
23:20:51 <caracal> every other large city has a large airport, but Perth, noooo
23:23:09 <caracal> built a Small airport there in 1955, and it's now hideously overcrowded ... it's now 1969, their noise limit is up to 16, yet they still won't let me upgrade
23:24:28 <caracal> if they keep dicking me around, i'll just pull out and build somewhere else ... did that a few days ago to Miami in a USA game, for not letting me demolish five squares of road, and they withered on the vine after i left ... serves them right!
23:25:54 <caracal> but it's a pain reassigning destinations to all the planes ... no mass replace that i've found
23:26:15 <glx> shared orders
23:26:16 <caracal> shared routes help, but with planes there's only so much sharing you can do
23:26:46 <caracal> five planes from one city to another are usually not as useful as to five different cities
23:27:29 <caracal> same deal when i upgrade an airport to a larger one and the city won't let me build in the same spot
23:27:46 <caracal> i usually try to buy land around smaller ones in anticipation of that, but in this case it's not helping
23:28:12 <caracal> grumble city fathers and their grumble noise regulations! ;)
23:32:20 <caracal> well, i found a site nearby that they let me build on, and with careful linking, was able to avoid major disruption ... i normally have an airport bus station that i can use as a station connection, so it becomes the "same" station
23:33:39 <Eddi|zuHause> you can make sure the new airport gets the same name even though it is not the same location by using the ctrl key while building
23:33:48 <caracal> in my fight with that train guy, i did discover something i hadn't realized before, at least i think i did: he built bus stations all over town, and linked them to his train station ... but he built no busses! and yet, that seemed to expand his train station's catchment area ... is that right?
23:34:05 <Eddi|zuHause> yes
23:34:21 <caracal> Eddi|zuHause: yes, that's what i do ... if there's no bus station attached, the game does it automatically, otherwise i use ctrl
23:35:04 <caracal> hmm, that station catchment thing is a revelation ... have to try that with my next airport
23:36:40 <Eddi|zuHause> it's way more fun to have actual busses/trams go through the city, though ;)
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23:38:41 <caracal> true ... that's my usual method, build a bus route first to fatten up the city, then build an airport and add it as a transfer stop on the bus route
23:39:15 <caracal> plus, happy busses improve your rating with the local authority <g>
23:39:44 <Eddi|zuHause> i have never had planes capable of handling all the passengers, though
23:41:41 <caracal> i usually wind up with a fleet of 747's (excuse me, Darwin 300's) and a few Concorde's (er, Yate Haugans)
23:42:05 <caracal> but yeah, once the cities get big enough, the airports can't handle enough planes to carry all the passengers
23:42:42 <caracal> but by then i'm rich enough to build any sort of rail route i need, not that i usually do, not being very good with rail yet
23:43:29 <caracal> this train AI is doing pretty well in stealing my business, but i have him stumped in Tasmania <g>
23:43:55 <caracal> guess he can't afford a bridge that long
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23:45:28 <Eddi|zuHause> there's a maximum bridge length somewhere
23:47:02 <caracal> i just read this week that the chinese have built the world's longest bridge
23:47:27 <caracal> longer than the previous record holder at Lake Ponchartrain
23:47:29 <alluke> surprise
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23:48:14 <caracal> alluke: yeah, big shock ... i figured they'd be happy just *owning* Lake P., like they do everything else in the usa
23:49:06 <alluke> they want to be the next superpower
23:49:24 <caracal> and they're well on their way
23:49:35 <alluke> yeah
23:49:37 <Eddi|zuHause> i have not kept up with who got the longest.
23:50:13 <Eddi|zuHause> (double entendre intended)
23:50:28 <caracal> heh
23:50:48 <caracal> well, despite racial stereotypes, the chinese do now ;)
23:51:23 <alluke> hahhah
23:52:32 <alluke> i guess america has covered in their fat sausages
23:56:00 <alluke> but my city has grown like kid's hair