IRC logs for #openttd on OFTC at 2011-07-17
        
        
        
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08:24:34  * Alberth considers doing a bit of tarfile creating today
 
08:38:17  * planetmaker gives albert a tar file ;-)
 
08:38:17  <Alberth> stupid linux system, no tar(5) :(
 
08:39:20  <planetmaker> you really need some? ;-)
 
08:40:07  <Alberth> I'd also be happy with some OpenTTD code for creating them :p
 
08:40:45  <planetmaker> he :-) I thought we have that already?
 
08:40:54  <planetmaker> Or do we just read them yet?
 
08:41:19  <Alberth> afaik it is read-only currently
 
08:41:21  <planetmaker> dowload content only writes binary without such knowledge?
 
08:41:57  <planetmaker> (just asking, I didn't look at that code)
 
08:42:11  <Alberth> don't know exactly, but wouldn't it just download data from the remote?
 
09:01:07  <J4n> how can i run more trains on 1 line
 
09:01:13  <J4n> i dont get it with the light signs
 
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09:01:51  <planetmaker> I suggest you read up on the signal guides
 
09:02:17  <J4n> tbh its more confusing than helping :D
 
09:02:32  <planetmaker> and join MP servers and look and learn :-)
 
09:04:33  <planetmaker> but better is trying to build what you see :-)
 
09:06:44  <planetmaker> if you use path signals: put a signal there where a train shall be allowed to stop
 
09:06:49  <planetmaker> that's all you gotta know
 
09:08:46  <J4n> do i have to build waiting slots for trains?
 
09:08:57  <J4n> that the other train can pass through
 
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09:10:02  <planetmaker> on a single piece of track of course only one train can be at a time.
 
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09:27:12  <LordAro> planetmaker: safely, at least :)
 
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11:02:50  <V453000> sounds bloody awesome, thanks
 
11:08:49  <V453000> right, question number 2: how far of a terribly stupid idea is abusing the glowing water/fire/etc stuff on trains? :D
 
11:09:24  <frosch123> water effects are quite nice on firs
 
11:09:33  <frosch123> well, and if you want a rocket train ....
 
11:09:47  <V453000> I have rocket trains :P
 
11:10:26  <Eddi|zuHause> if you see fire coming out of the steam engine, you might be in back to the future 3 :p
 
11:11:10  <frosch123> the lighthouse blinking might also work on firs vehicles and other heavy stuff
 
11:11:18  <planetmaker> use those pixels which look best ;-)
 
11:11:55  <Eddi|zuHause> some vehicles of GermanRV use red or yellow blinking pixels while at stations
 
11:12:07  <Eddi|zuHause> the yellow blinking looks weird though, as it is not 50/50
 
11:12:27  <planetmaker> typical broken blinking device ;-)
 
11:12:38  <planetmaker> service required more often :-P
 
11:15:09  <planetmaker> what're you up to, V453000?
 
11:15:42  <Eddi|zuHause> "unrealistic train set" he said yesterday ;)
 
11:16:15  * planetmaker loves un-realism :-)
 
11:16:30  <planetmaker> reality already has too much 'realism'
 
11:17:43  <planetmaker> apropos realism, Eddi|zuHause: what do you think of overhuemer's tries to convince you of using 22.5° angle steps instead of 15°?
 
11:17:55  <V453000> and when I say nuts I think you can believe me
 
11:17:59  <planetmaker> I'm not sure what I shall make of that, honestly
 
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11:18:02  <Eddi|zuHause> haven't looked at it yet
 
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11:18:44  <Eddi|zuHause> and i'm definitely not doing this before lunch ;)
 
11:18:57  * planetmaker is having brunch ;-)
 
11:19:18  <Eddi|zuHause> don't you have brunch at like 10 o'clock? ;)
 
11:19:47  <planetmaker> I definitely don't have brunch before getting up from bed :-P
 
11:20:04  <planetmaker> or only on the _very_ rare occasion befor that ;-)
 
11:20:04  <frosch123> brunch is the meal between breakfast and lunch
 
11:20:17  <planetmaker> between? In combination of, I thought
 
11:20:49  <frosch123> shall i say between the second breakfast and the first lunch?
 
11:21:09  <frosch123> not to confuse with the snack at noon
 
11:21:33  <V453000> planetmaker: I am basically up to making a train set which has only one purpose: playability. With which is hand-in hand the fact that I am going to use my own values based on gameplay, not a single "real life counterpart" crap. ... So some futuristic or even not so futuristic, but still just "stuff what imagination brought" tends to be quite ... odd :)
 
11:22:08  <planetmaker> what defines "playability" for you?
 
11:22:27  <V453000> well for example that I get a new engine every 2 years
 
11:22:40  <V453000> that the vehicle stats make sense
 
11:22:44  <planetmaker> lool @ frosch123 :-)
 
11:22:48  <V453000> which is mainly it basically
 
11:22:57  <planetmaker> I didn't have the impression you were *such* a hungry person ;-)
 
11:24:39  <planetmaker> hm... /me ponders whether "show linked images inline" is a good option for an IRC client
 
11:25:56  <frosch123> planetmaker: did you never read discworld?
 
11:26:23  <planetmaker> like 6 books. Then it became somewhat repetitive in the humor - pattern
 
11:27:07  <planetmaker> so I read some, but certainly only a small minority of the discwold novels ;-)
 
11:27:13  <frosch123> the wizards (including the wizzard) have a quite dense schedule of meals :)
 
11:27:46  <planetmaker> hm :-) I did not recall that - so probably a topic in one of the books I did not read ;-)
 
11:28:36  <frosch123> i hope you did not read the early ones, the first few are indeed not that good
 
11:28:45  <planetmaker> the thing I most remember is the uber-sharp scythe of the Grim Reaper ;-)
 
11:29:03  <planetmaker> as sharp that it ionizes the air around the edge :-P
 
11:29:07  <frosch123> the one sharpened with light?
 
11:29:14  <planetmaker> hm, possibly, yes
 
11:29:44  <planetmaker> and... might be that it were about the first ones. It's certainly like 10 ... 15 years ago that I read them
 
11:30:13  <planetmaker> though it was already then that there were more than just a hand full of disc world novels around
 
11:31:45  <Eddi|zuHause> <frosch123> not to confuse with the snack at noon <-- have you converted to hobbit-ism? ;)
 
11:32:33  <frosch123> true, they also have similiar rites
 
11:35:31  <planetmaker> with all respect: both of you would not pass as hobits ;-)
 
11:35:38  <planetmaker> (nor myself actually)
 
11:35:54  <Eddi|zuHause> i could pass as gandalf ;)
 
11:36:25  <Eddi|zuHause> nah, i'd have to fight then...
 
11:36:52  <planetmaker> The worst fights were for Gandalf...
 
11:37:45  <Eddi|zuHause> but he did not have to rely on strength alone
 
11:41:09  <planetmaker> "thou shall not pass!" ;-)
 
11:41:49  <planetmaker> the best battle is the battle not fought
 
11:43:48  <frosch123> does your inline function work?
 
11:45:53  <planetmaker> not with that one...
 
11:46:03  <planetmaker> but it worked with the newgrf wiki image earlier. Why ever
 
11:46:44  <frosch123> the other one has html stuff around
 
11:48:02  <planetmaker> neither :-) But... not really important...
 
12:08:34  <LordAro> V453000: how about adding the train from back to the future (3) to your trainset? with flames coming out of it when it reaches 88mph :)
 
12:13:38  <frosch123> ottd has only red fire effects
 
12:14:38  <Eddi|zuHause> well, could one make a custom recolour-sprite-animation?
 
12:15:15  <Eddi|zuHause> i mean: return a different recolour sprite in each animation frame
 
12:15:37  <planetmaker> you could just use a recolour sprite for the animation colours
 
12:15:39  <Eddi|zuHause> recolour the steam puffs randomly ;)
 
12:25:37  <Eddi|zuHause> i don't know what exactly oberhümer did, but these offsets are _not_ right
 
12:25:38  <planetmaker> hm... recolour sprites are probably used much too little ;-)
 
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12:31:16  <planetmaker> Eddi|zuHause: you mean wagons should turn earlier?
 
12:31:32  <Eddi|zuHause> no, everything is aligned wrong...
 
12:31:52  <Eddi|zuHause> the sprites don't even start at the beginning of the vehicle in normal views
 
12:32:21  <planetmaker> wrt bounding boxes? hm... yes
 
12:34:51  <Eddi|zuHause> i'm not very convinced...
 
12:35:54  <planetmaker> ui... why does the A2 have 1HP power?
 
12:36:06  <planetmaker> makes for _very_ bad acceleration ;-)
 
12:36:16  <Eddi|zuHause> because somebody didn't fill out the value in the tracking table
 
12:39:35  <planetmaker> Eddi|zuHause: suggestion for generate.py: detect those vehicles with incomplete stats and don't write files for them - but generate a warning ouput line instead
 
12:40:15  <Eddi|zuHause> warning, probably, but rather fill out some random default values
 
12:40:41  <frosch123> hmm, someone in here who builds while paused regulary?
 
12:41:09  <frosch123> s/regulary/sometimes/
 
12:42:41  <frosch123> nice :) the explosions when removing something block my view... however it is not possible to animate them during pause due to the way they are implemented.
 
12:42:57  <frosch123> so i wonder what is better: do not spawn them when paused, or hide all effects when paused
 
12:43:17  <frosch123> in the latter case they will pop up when pause is continued
 
12:43:39  <frosch123> though it also hides stuff started before the pausing started
 
12:43:42  <Eddi|zuHause> yes, the latter. or modify the effects to start with a transparent sprite
 
12:44:01  <MNIM> I like eddi's last suggestion
 
12:44:33  <Alberth> although it may be nice to expose a newly build structure with a big explosion :p
 
12:44:37  <frosch123> yeah, that might work as well
 
12:45:12  <MNIM> a less hack-like solution like implementing explosions more like the buy/sell ka-chings would be even better, but a hack like that makes live considerably easier too without so much effort
 
13:21:12  <narf0> Hi, Where to put and what files/dirs for openttd for symbian?
 
13:23:28  <planetmaker> you'd have to ask the person who compiles it for symbian. It's not an official port
 
13:25:25  <narf0> okay but maybe, do you know if a need the transport tycoon deluxe files or can i use the freeware ones?
 
13:26:21  <planetmaker> I'm quite sure you can use OpenGFX and friends
 
13:26:35  <planetmaker> except if the symbian port is like from the stone age
 
13:27:41  <narf0> planetmaker okay, what would this error mean: "no available language packs" ?
 
13:28:04  <narf0> does it mean some files from lang or from data?
 
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13:29:19  <planetmaker> narf0: it means that you're missing the language files. I.e. the person who supplied the the binary didn't supply a proper openttd bundle as s/he should have done
 
13:29:32  <narf0> funny, the person who made this wrote about this on a forum and he didnt gave any explanations. He said:
 
13:29:53  <narf0> "You will need to put original ttd data files in e:\openttd\data\ directory. Memory card is required."
 
13:30:41  <narf0> planetmaker this binary works for people on the net (youtube videos including) :/
 
13:32:03  <Levent> any1 have a contact with Mega that real name is arjan, founder of clanmega and hosted clanmega CDIS server? which one from dutchland? im erally searching him theese days.
 
13:32:06  <planetmaker> narf0: probably they copied it from some other installation. A procedure which is strongly discouraged
 
13:37:15  <planetmaker> Levent: they seem to have gone into somewhat a hiding. I haven't (conciously) heard / read from clanmega anthing in quite a while
 
13:39:25  <planetmaker> have you tried the obvious like the e-mail etc found on their websites?
 
13:52:42  <Levent> clanmega.2kool4u.net (our website) is no longer exists. and i dont have additional contact at the moment. but thanks. damn we was playing coolest openttd with coolest community :/ any CDIS running server you know?
 
13:53:25  <planetmaker> I doubt even there's any around
 
13:54:31  <planetmaker> but the forum seems still to be online
 
13:54:54  <planetmaker> though interestingly I get a warning from my FF extension 'web of trust' that that page has a bad fame ;-)
 
14:13:17  <planetmaker> peter1138: cargodist + infra sharing
 
14:15:47  <narf0> planetmaker I would like to speak to the person which made the symbian port, he's nick is Wolf. Do you know him maybe?
 
14:22:35  <planetmaker> there's sometimes a wolf here. But I've no clue whether he's the author or not
 
14:30:19  <narf0> How can this be so complicated for me yet nearly everyone interested on this forum has runned this game without no problems
 
14:32:07  <planetmaker> did you try to just copy the files to the required paths yourself?
 
14:33:52  <Ammler>  "... without no problems"
 
14:48:42  <narf0> planetmaker as I said before the author didn't say about where to place stuff
 
14:51:08  <Eddi|zuHause> if the binary creator did not screw up things too much, the directory structure from the readme should apply
 
14:55:24  <narf0> it's not like the one in readme because openttd.cfg supose to be in the same dir as data and gm
 
14:55:47  <narf0> okay so i understand why is this not supported
 
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15:03:00  <Ammler> narf0: there are different possible locations for the cfg
 
15:03:22  <narf0> Ammler yeah i know, okay i have no idea how shuld this be setup
 
15:04:16  <narf0> as i said, wolf wasn't so kind to explain installation procedure i more than a few words.
 
15:04:38  <Ammler> what error do you get, when you start openttd
 
15:05:12  <narf0> either that there are no lang files or no sound files, and all's in place
 
15:06:04  <narf0> im using the files from the dos game
 
15:06:15  <narf0> i thought it will wokr then
 
15:06:25  <Ammler> try with opengfx first
 
15:06:48  <narf0> okay i'll start by reinstaling the app in the phone.
 
15:11:17  <narf0> Ammler so as i have the game installed on linux, just copy whole /usr/share/openttd/data ?
 
15:12:02  <narf0> (i have openttd installed + opengfx + opensfx + open midi music)
 
15:12:31  <Ammler> I assume, it is linked on the symbian thread?
 
15:13:19  <DorpsGek> planetmaker: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
 
15:13:21  <narf0> there's only symbian instalation package file (sis)
 
15:14:19  <narf0> are the snd files optional
 
15:14:40  <narf0> ok by the way, the installer created 'data' for me with some stuff
 
15:15:25  <Ammler> "You will need to put original ttd data files in e:\openttd\data\ directory. Memory card is required."
 
15:15:25  <planetmaker> the only thing additionally needed is a graphics base set
 
15:16:01  <Ammler> but I assume, you could also use ogfx
 
15:17:29  <Ammler> hmm, is symbian dos based?
 
15:17:39  <Ammler> or how come that strange path?
 
15:18:05  <Ammler> and btw., it is not the same wolf which is on irc
 
15:18:19  <narf0> i have data dir with files: openttdd.grf, openttdw.grf, opntitle.dat, orig_dos_de.obg, orig_dos.obg, orig_dos.obs, oig_win.obg, orig_win.obs
 
15:18:40  <narf0> symbian is based on a os called epoch
 
15:18:42  <planetmaker> you're missing a graphics base set
 
15:19:01  <planetmaker> OpenGFX or TTD-original
 
15:19:50  <MNIM> why have they not included opengfx standard?
 
15:20:10  <Ammler> that would double the package size
 
15:20:45  <narf0> opengfx.obg opensfx.cat opensfx.obs ogfxt_toyland.grf ogfxi_logos.grf no_sound.obs ogfx1_base.grf ogfxc_arctic.grf ogfxe_extra.grf ogfxh_tropical.grf
 
15:20:55  <MNIM> well yeah, but 50% package with 0% functionality is a 100% waste
 
15:21:08  <Ammler> and then others ask why isn't OpenSFX packed in, that would trible the size
 
15:21:12  <Alberth> more like triple or quadruple
 
15:21:23  <glx> opengfx won't work for this version I think
 
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15:21:38  <MNIM> you don't need the sfx, but you will need gfx
 
15:21:39  <glx> clue being openttdd and openttdw
 
15:21:39  <Alberth> MNIM: but most people update from the previous version, and they don't need the graphics
 
15:22:08  <Ammler> glx: that is quite far apart :-)
 
15:22:12  <narf0> okay what should i copy then?
 
15:22:36  <MNIM> oh wait, I think Im getting too used to linux
 
15:22:54  <MNIM> I was gonna say "yeah duh, just add it to the dependencies"
 
15:23:22  <narf0> maybe this: Sample.cat  trg1r.grf  trgcr.grf  trghr.grf  trgir.grf  trgtr.grf ?
 
15:23:25  <Ammler> else you should report that to your distro package maintainer
 
15:23:40  <MNIM> it's optional in my buntu, I think
 
15:23:55  <Ammler> it should be at least recommend
 
15:24:16  <glx> narf0: sample.cat and trg* yes
 
15:24:17  <Alberth> narf0: those are copyrighted
 
15:24:51  <glx> or opengfx but not the latest version
 
15:24:54  <Ammler> glx: support for opengfx is in since 0.7? openttd.grf is in 1.2 only?
 
15:25:11  <narf0> Alberth well cool dude, so I'll copy the opengfx ones right?
 
15:25:25  <glx> Ammler: openttdd and openttdw (before it was replaced by extra)
 
15:25:35  <MNIM> should I watch james bond or LOTR?
 
15:27:20  <Ammler> glx: replaced by extra?
 
15:28:01  <Ammler> openttdd.grf and w is replaced by openttd.grf (always use dos)
 
15:28:01  <glx> there was a dos and windows version for extra (openttdd.grf and openttdw.grf)
 
15:29:17  <narf0> Do .gm files go to data directory or gm directory?
 
15:31:06  <planetmaker> glx: and now it's called just openttd.grf ;-)
 
15:31:50  <glx> right, but maybe some stuff was added/changed after the dos/windows merge
 
15:32:21  <narf0> okay thanks for help everyone, guess I'll have to play on my netbook.
 
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15:32:38  <glx> so a recent ogfx could fail for an older openttd version
 
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15:33:56  <planetmaker> the base set definitions didn't change and OpenTTD ignores unknown action5 sprites
 
15:34:16  <planetmaker> that has nothing to do with the openttdw / openttdd change
 
15:34:24  <planetmaker> which only affects users of the TTD base set
 
15:36:19  <planetmaker> the important change between 0.7.x and 1.0.x is the introduction of base sound sets (and music sets), thus sample.cat is not needed for 1.0.0 and later
 
15:36:53  <narf0> once again i'm learning the architecture of something just to run it :D
 
15:37:14  <narf0> Not to mention i learned how is midi working on linux to have music :)
 
15:38:23  <Rubidium> any proper linux distribution installs everything needed when you install openttd via their package manager
 
15:39:38  <Rubidium> so it's not one that's done properly
 
15:39:40  <narf0> the whole midi thing (150+ MB) is not a dependency i guess
 
15:40:09  <narf0> It's actually one of the best distributions.
 
15:41:28  <narf0> It's just universal so nothing is built in. On ubuntu you also need to install the midi soft syntetiser
 
15:42:43  <Rubidium> narf0: Gentoo is the one where nothing is built in
 
15:43:18  <Rubidium> e.g. for archlinux openttd you still need to get e.g. libicu (which is like 20+ MiB)
 
15:43:52  <narf0> Rubidium Arch too, from the start it has the kernel, modules, startup scripts, some development tools, basic stuff like networking tools
 
15:44:20  <narf0> Rubidium i didnt need libicu
 
15:44:26  <Rubidium> but to install openttd on archlinux you still need to install icu
 
15:44:39  <Rubidium> or at least if you take archlinux's OpenTTD binary
 
15:45:26  <narf0> Depends On     : libpng  sdl  icu  fontconfig  lzo2  hicolor-icon-theme desktop-file-utils
 
15:45:38  <narf0> oh, yep, there we have it
 
15:46:19  <narf0> of cource i have the binary distribution, thats way quicker than compiling :)
 
15:46:22  <Rubidium> in Debian/Ubuntu it would recommend opengfx and opensfx so they are (generally) installed as well, but you can choose to not install them
 
15:46:48  <narf0> Depends On     : libpng  sdl  icu  fontconfig  lzo2  hicolor-icon-theme desktop-file-utils
 
15:46:49  <Rubidium> so why doesn't it make use of it?
 
15:47:01  <narf0> Optional Deps  : openttd-opengfx: free graphics openttd-opensfx: free soundset
 
15:47:18  <narf0> it does it does, im using it
 
15:48:41  <Rubidium> then why all the discussion about when to install those things?
 
15:49:48  <Rubidium> e.g. the listing of a number of files and asking whether it's enough
 
15:50:02  <narf0> i was talking about symbian port
 
15:50:13  <narf0> i have bi problems with the linux version'
 
15:51:51  <narf0> I was looking for some fun things to do with my nokia
 
15:56:03  <narf0> The game's fairly playable, it's a little hard with this low resolution though (320x240)
 
15:59:09  <planetmaker> with new(er) versions that'd be a problem with the newgrf config dialogue
 
15:59:19  <planetmaker> and the multiplayer join dialogue
 
15:59:58  <narf0> it doesnt support multiplayer
 
16:01:38  <narf0> nope it's unplayable, waste of time and battery :
 
16:09:45  <CIA-2> OpenTTD: frosch * r22670 /trunk/src/landscape.cpp: -Change: Do not spawn explosion effects when bulldozing in paused mode. They block the view.
 
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16:18:28  <andythenorth> so 'normal' players can't change grf parameters during gameplay?
 
16:19:45  <andythenorth> that means (e.g.) if you find HEQS running costs are too high, you just lose your game :P
 
16:19:51  <andythenorth> or can't use HEQS in it
 
16:20:02  <andythenorth> maybe these cost parameters are a flawed idea
 
16:21:14  <andythenorth> costs seem to be an area beset with difficulties
 
16:33:01  <planetmaker> they aren't a bad idea. But they should be balanaced against default vehicles
 
16:33:21  <andythenorth>  I did think of working out some kind of baselines
 
16:33:23  <planetmaker> then a one-time setting of base costs solves any issue instead of having the player configure it for every newgrf specifically
 
16:33:36  <andythenorth> in cost-per-ton-per-speedunit
 
16:33:47  <planetmaker> base line = default vehicles.
 
16:34:02  <planetmaker> anything else is not a base line really, but yet another "my idea on costs rulez" thing
 
16:34:29  <andythenorth> it's quite unsatisfactory at the moment.
 
16:34:42  <andythenorth> but at least better than when every grf could mess with every other grf :)
 
16:34:57  <planetmaker> note: I don't say that default cost balance is better than any other. But it's there and it's a kind of common standard
 
16:35:11  <planetmaker> And I only argue for default settings to match them
 
16:35:23  <planetmaker> players being able to choose differently... probably a good idea
 
16:36:42  <planetmaker> But I'd like indeed one global switch to adjust price levels
 
16:37:06  <planetmaker> actually... within one grf the cost-to-performance balance you just stated might still make sense
 
16:37:24  <planetmaker> as it surely can be adjusted to default vehicle levels
 
16:38:14  <andythenorth> I would have thought so
 
16:38:26  <andythenorth> costs are already just a ratio, not actual cost
 
16:38:53  <andythenorth> maybe we should peg it to the same measures used for the cargo payment graphs
 
16:39:10  <andythenorth> it would need to be factored for flat vs. terrain
 
16:40:05  <planetmaker> Why would vehicle costs need to consider the terrain?
 
16:40:14  <planetmaker> That sounds like at least one level of over-engineering
 
16:40:35  <andythenorth> I was thinking about cost-per-ton-per-speedunit
 
16:40:43  <andythenorth> but speedunit varies by slope
 
16:40:57  <planetmaker> sounds awefully complicated
 
16:41:09  <planetmaker> especially as it fails as soon as people change the slope ingame ;-)
 
16:41:43  <planetmaker> or maybe already when changed away from default prior to start - not sure whether that variable can be newgrf-read
 
16:41:52  <andythenorth> your basic RL transport cost is usually expressed in terms of cost-per-tonmile
 
16:42:03  <andythenorth> but you also need to consider the ruling grade on the route
 
16:42:14  <andythenorth> which defines the hp-per-ton required
 
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16:42:32  <andythenorth> and then you'll get a transit time for the route, which matters for time-sensitive cargo
 
16:42:41  <andythenorth> I am thinking about charts, not setting costs now :)
 
16:43:04  <andythenorth> trying to think how to compare vehicles *across* different sets
 
16:43:05  <planetmaker> ok... and the issue you try to solve or visualize?
 
16:43:33  <andythenorth> so is HEQS dump truck better or worse than eGRVTs highway truck etc
 
16:43:42  <andythenorth> probably way too detailed for gameplay
 
16:44:02  <planetmaker> well, there's two things: purchase price / vehicle lifetime; cargo price * capacity / running costs * speed
 
16:44:05  <planetmaker> or something like that
 
16:45:11  <planetmaker> one might factor in also refittability. Track type (--> infrastructure costs)
 
16:45:54  <Eddi|zuHause> infrastructure costs heavily depend on the amount of vehicles
 
16:46:43  <supermop> well if heqs lets you drive on cheaper roads, they should cost more. but at present that's not possible
 
16:47:05  <planetmaker> why should they cost more?
 
16:47:49  <supermop> those big bumpy tires
 
16:47:54  <planetmaker> the difficulty in balancing things is that it's not a simple two-point scaling issue
 
16:48:05  <andythenorth> it's n dimensional
 
16:48:25  <andythenorth> and varies by every combination of grfs a player might want
 
16:48:30  <andythenorth> plus their taste for difficulty
 
16:48:56  <planetmaker> also. Though the taste for difficulty can IMHO be adjusted by other grfs and means than the vehicle grfs themselves
 
16:49:03  <planetmaker> and should actually
 
16:49:44  <andythenorth> maybe Oz Trans has it right with can world
 
16:52:38  <planetmaker> IMHO the last statement made clear again that it's better to not care ;-)
 
16:53:06  <planetmaker> and that all the work put into that set will be mostly wasted work
 
16:53:45  <andythenorth> are we going to take over eGRVTS?
 
16:53:54  <andythenorth> the license allows
 
16:53:59  <andythenorth> and it's been broken too long
 
16:54:27  <planetmaker> andythenorth: I don't think that'll be an issue. Zephyris certainly would not mind. Just ask him
 
16:54:35  <planetmaker> He'll be helpful and glad, I guess
 
16:54:37  <andythenorth> I already did :)
 
16:54:43  <andythenorth> it would need converting to nml
 
16:55:08  <andythenorth> I am not maintaining raw, uncommented nfo :P
 
16:55:27  <planetmaker> doesn't he have commented sources?
 
16:55:59  <andythenorth> use yexo's conversion script :P
 
16:56:46  <planetmaker> that'd be a way, surely. Though it might be easier to re-code it from scratch
 
16:57:09  <planetmaker> and just using the real sprites
 
16:57:20  <planetmaker> does he have at least the single sprites in single graphics files?
 
16:58:12  <andythenorth> not sure about that :)
 
16:58:20  <andythenorth> grf2html can make them
 
16:58:42  <planetmaker> but that makes one file for each sprite
 
16:58:51  <planetmaker> which might be a lot. Or do I mis-remember here?
 
16:58:59  <andythenorth> it would be a lot :)
 
16:59:20  <planetmaker> actually... if you dig in OpenGFX sources - you'll find the whole sprites in there :-P
 
16:59:41  <planetmaker> I got permission to fill in the remaining (toyland) vehicles from egrvts ;-)
 
16:59:46  <planetmaker> and made liberal use of that
 
17:00:47  <planetmaker> hm, still there: sprites/png/egrvts.png ;-)
 
17:01:13  <planetmaker> adding the whole png was easier than cutting everything
 
17:03:35  <planetmaker> let's say: I'd be all for an update of egrvts. But personally I can't commit to that project now
 
17:05:53  <planetmaker> andythenorth: you keep your psds in your project in a separate dir, right? Which is not a sub-dir of src or sprites?
 
17:06:03  <andythenorth> usually /graphics or such
 
17:06:14  <andythenorth> or /graphics_sources
 
17:06:58  <planetmaker> hm, ok. I guess that can be made configurable
 
17:10:32  <Ammler> [18:58] <andythenorth> grf2html can make them <-- not that easy, if grf is build with -c
 
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17:14:27  <Hellaciouss> hey guys what's up with helicopters? why they so slow?
 
17:14:56  <planetmaker> super-sonic helicopters are not possible
 
17:15:11  <Hellaciouss> that's not what I mean
 
17:15:26  <Hellaciouss> why are 80mph trains running nearly twice as fast as a 200mph heli
 
17:15:37  <planetmaker> because you set the plane speed factor to 1/4?
 
17:15:58  <planetmaker> look in the adv. settings for that under vehicles
 
17:16:30  <planetmaker> 1/4 might be the default to discourage the use of the money-press aircraft a bit in comparison to the other transport types
 
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17:18:19  <Hellaciouss> hmm, would it be possible to seperate helis from planes when it comes to that option?
 
17:18:47  <planetmaker> in principle yes. But why? They're just as simple as planes ;-)
 
17:19:10  <planetmaker> but currently it's not possible
 
17:19:25  <J4n> why elis disappear after a time
 
17:19:33  <planetmaker> it would need someone to write a patch to that end
 
17:19:40  <J4n> i had a huge infrstructure with heliports
 
17:19:46  <planetmaker> J4n: 'just because'. It's TTD default
 
17:19:53  *** mikegrb_ has joined #openttd
 
17:19:57  <planetmaker> use an aircraft grf which changes that
 
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17:21:41  <planetmaker> seems we have work to do in that respect
 
17:21:56  <Eddi|zuHause> aye, it's kinda spammy with the incomplete swiss and austrian engines
 
17:21:59  <planetmaker> or JVassie especially wrt SBB
 
17:29:05  *** mikegrb_ is now known as mikegrb
 
17:45:28  <CIA-2> OpenTTD: translators * r22671 /trunk/src/lang/ (czech.txt korean.txt polish.txt):
 
17:45:28  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
 
17:45:28  <CIA-2> OpenTTD: czech - 4 changes by Harlequin
 
17:45:28  <CIA-2> OpenTTD: korean - 5 changes by telk5093
 
17:45:28  <CIA-2> OpenTTD: polish - 7 changes by wojteks86
 
18:10:08  *** andythenorth has joined #openttd
 
18:13:14  * andythenorth had 48 hrs away from internets, and is thinking of repeating it :P
 
18:14:01  <frosch123> it looked rather like 67 minutes to me
 
18:16:51  <andythenorth> well maybe prior to that :P
 
18:17:54  * andythenorth needs to draw those annoying river shores :|
 
18:20:48  <planetmaker> weren't they like 'done'?
 
18:22:08  <Ammler> andythenorth:  is never "done" :-)
 
18:22:28  <andythenorth> I didn't do the ones for rivers appearing / disappearing into slopes
 
18:22:41  <andythenorth> it's another 16 sprites
 
18:22:50  <andythenorth> all need drawing with rocks and such
 
18:22:58  * andythenorth plays dicewars instead
 
18:27:23  <planetmaker> andythenorth: are you sure those sprites are needed at all?
 
18:27:40  <andythenorth> last time discussed, the answer was "yes"
 
18:27:52  <andythenorth> apparently it's valid to have rivers on slopes :P
 
18:28:53  <Ammler> I would rather like diagonal rivers :-P
 
18:29:04  <andythenorth> Ammler: I am prepared to draw those
 
18:29:09  <andythenorth> without them, rivers suck
 
18:30:12  *** andythenorth is now known as Guest2537
 
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18:30:13  *** andythenorth_ is now known as andythenorth
 
18:41:45  * andythenorth considers playing the game
 
18:43:07  <opa> whou, someone actually *plays* the game there, not just developes something for it ;)
 
18:43:25  <andythenorth> last three games, bankrupt :(
 
18:43:36  <andythenorth> not sure how to win
 
18:44:27  * andythenorth considers setting costs to 'low'
 
18:44:30  <andythenorth> seems like cheating
 
18:45:47  * andythenorth plays YACD, TAI, UKRS 2
 
18:45:54  <andythenorth> the rules are 'PAX only'
 
18:46:01  <andythenorth> but I can only survive with coal
 
18:48:43  <planetmaker> calls for a change in the rules ;-)
 
18:49:00  <planetmaker> though TAI might be the crucial issue
 
18:49:39  <planetmaker> and... RVs might help ;-)
 
18:50:12  <andythenorth> no good RVs in 1890 :(
 
18:51:02  * frosch123 plays "make the inhabitants of rüsselsbrücken burst due to too many sweets and drinks"
 
18:51:04  <planetmaker> *that* might be the main issue then
 
18:54:05  <andythenorth> FIRS nightly is broken :)
 
18:54:11  <andythenorth> brewery is producing ENSP
 
18:54:23  <andythenorth> from stone, fruit and grain
 
18:57:49  * V453000 gives frosch123 respect for playing the almighty and awesome TOYLAND :)
 
18:59:13  <frosch123> since ogfx i have to catch up with all the years not being able to play it :)
 
18:59:45  * andythenorth gives up trying to play the game :P
 
19:11:53  * LordAro always liked the toylands 'Maddogs toyshop' (or whatever it's called)
 
19:11:54  * V453000 takes all the respect back when seeing replacing the amazing artwork of original toyland with opengfx
 
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19:19:05  <supermop> the brewery makes beer, which makes miners work harder?
 
19:19:28  <frosch123> V453000: why? the fizzy drink factory and toy factory are a lot nicer in ogfx
 
19:20:03  <V453000> zero detail, just like in majority of opengfx
 
19:20:29  <supermop> ttd gfx are too noisey
 
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19:25:21  <V453000> anyway, I have a question: is it possible to make an articulated wagon that would be 1 tile long and bend in the middle into 2 parts?
 
19:26:10  <V453000> * I meant half tile long ... just like "standard" wagons
 
19:27:32  <frosch123> it's interesting that you unrealistic approach results in short bendy wagons, while the realism guys want long non-bendy wagons :p
 
19:27:53  <V453000> I dont care about any real, just considering what would be useful
 
19:28:13  <V453000> I want to have all wagons long 0.5 tiles because other lengths tend to have various errors with depot counters etc
 
19:28:30  <V453000> resulting in quite unpredictable and sad issues with curve lengths and so on
 
19:28:42  <V453000> but at the same time I think it would be cute to have the wagons shorter
 
19:28:50  <V453000> so something like the "double" wagon would fit
 
19:29:17  <V453000> plus shorter wagons = nicer look when trains are turning :)
 
19:29:54  <frosch123> that's not necessarily true as long as that specific fs task is open
 
19:30:19  <V453000> I had a feeling like it is rather hardly fixable
 
19:30:45  <frosch123> currently 4/8 wagons turn around the spot at the back, not their center
 
19:31:03  <frosch123> sure it is fixable, savegame conversion is the hard part
 
19:31:30  <V453000> having all wagons 0.5 tile long makes it just nice and simple
 
19:32:01  <V453000> when I play with a train set that has shorter wagons, I literally _never_ know how many wagons to place there so I just click until I overflow the desired train length and then remove one wagon
 
19:32:36  <V453000> until it just hits for example 3.0 which does not happen always x.x
 
19:35:26  <Ammler> I also prefer adjacent wagons instead 1tile wagon
 
19:35:59  <Ammler> it looks like a nice feature, but not sure, if it improves game style
 
19:38:41  <V453000> it wouldnt change anything really
 
19:38:53  <V453000> I would just feel like it is more comfortable to play with simplier values
 
19:59:06  *** andythenorth was kicked by DorpsGek (I won)
 
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20:01:50  * andythenorth is fed up of dicewars
 
20:10:13  <andythenorth> planetmaker: do you have time to confirm the FIRS cargos bug?
 
20:10:24  <andythenorth> from reading the code, I can't see any cause of it
 
20:16:38  <planetmaker> what's the "firs cargo bug"?
 
20:19:06  <planetmaker> maybe a result of wrong replacement rules
 
20:19:19  <planetmaker> in either industries or industry tiles
 
20:19:33  <andythenorth> I read the code for some affected industries
 
20:19:36  <andythenorth> it looks correct
 
20:19:40  <andythenorth> I must miss something
 
20:20:02  <planetmaker> also for the tiles?
 
20:22:14  <andythenorth> the tiles look correct too
 
20:22:56  <andythenorth> maybe it's a YACD bug
 
20:23:43  <andythenorth> present also present in trunk
 
20:24:22  <planetmaker> hm... I have uncommited but faulty changes locally ;-)
 
20:31:35  <planetmaker> andythenorth: confirmed. Looks all bogus
 
20:32:06  <andythenorth> looking at the brewery - all cargos look correct
 
20:32:16  <andythenorth> looking at the cargos, definitions look ok
 
20:36:34  <planetmaker> hm... recycling depot doesn't accept or produce *anything*
 
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20:47:07  <planetmaker> andythenorth: recycling depot (only) produced recyclables?
 
20:47:14  <planetmaker> (or rather: should)
 
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20:56:50  <andythenorth> planetmaker: I can't see it :)
 
20:58:51  <planetmaker> g'night. I don't see it either
 
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21:01:18  <Eddi|zuHause> hm, there are two approaches now: a) patch the articulated callback to allow higher engine IDs, or making the articulated parts independent from the front vehicle, and using a 60+ variable (that i already implemented) to check the front vehicle id from the articulated part
 
21:02:56  <Eddi|zuHause> the second variant means we have one or more special articulated vehicles that have huge varaction2 chains to select the graphics
 
21:05:32  <frosch123> oh crap, confused the patches
 
21:05:48  <frosch123> the articulated one actually depends on the version bump
 
21:06:25  <Eddi|zuHause> you mean the one that comes after the dbset release? :p
 
21:06:55  <frosch123> but it needs the bump
 
21:07:53  <Eddi|zuHause> you could make a misc grf flag and allow 14 bits vehicle id in the articulated callback, moving the "reverse" bit to bit 15
 
21:08:03  <Eddi|zuHause> then it doesn't need a bump
 
21:10:02  <Eddi|zuHause> not sure how useful that will actually be, since there's still 2 bits of the 16 bit vehicle id that can't be returned
 
21:10:40  <frosch123> pff, you cannot switch directly to animation frames 0xfd to 0xff either
 
21:11:58  <frosch123> the grf specs are full of special values which restrict the total range of something more general
 
21:12:21  <frosch123> though they are no real restrictions
 
21:14:25  <Eddi|zuHause> [Di Jan 30 2007] [23:02:22] <Eddi|zuHause2>	newgrfs sound like some dirty hack that then gets abused as much as possible
 
21:14:58  <Eddi|zuHause> this is probably more true than ever :p
 
21:14:59  <frosch123> well, the roots are a dirty hack that abused ttd memory locations as much as possible
 
21:15:30  <frosch123> store this value at that memory location, and the vehicle will be faster
 
21:15:35  <Eddi|zuHause> yes, but with the increased flexibility of openttd, the abuses just got bigger :p
 
21:16:33  <frosch123> well yes, it has always been the goal to add abstract generic stuff, which can be used for whatever the author comes up with
 
21:16:48  <frosch123> instead of a few presets and then coding everything in ottd
 
21:20:29  *** tparker has joined #openttd
 
21:21:39  <Eddi|zuHause> apparently something happened right now...
 
21:22:25  *** Brianetta has joined #openttd
 
21:22:32  * frosch123 concludes the world has not ended then
 
21:23:23  <Eddi|zuHause> looks like japan defeated the USA... so something close ;)
 
21:37:22  <planetmaker> g'night Terkhen & all others
 
21:40:55  <peter1138> i think that needs some kind of explanation
 
21:43:08  * Rubidium wonders whether that's one of those Japanese text-to-speech "singers"
 
21:44:37  <peter1138> vocaloid, so i guess so
 
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22:06:36  *** ar3k is now known as ar3kaw
 
22:10:23  *** douknoukem has joined #openttd
 
22:47:43  <Eddi|zuHause> "Microsoft developer K. Y. Srinivasan leads the list of contributors to the linux kernel 3.0"
 
22:47:49  <Eddi|zuHause> so the world DID end?
 
23:00:08  <__ln__> besides that, even Microsoft is ahead of Canonical on that list.
 
23:08:23  *** tparker has joined #openttd
 
23:25:25  <Eddi|zuHause> wtf? traffic light suggestion: "please allow placing no traffic lights"?!?
 
23:27:09  <supermop> you must place traffic lights
 
23:27:52  <Eddi|zuHause> no, the suggestion was like "when placing traffic light, place only stop signs in 'rural' areas"
 
23:28:00  <Eddi|zuHause> which kinda defeats the point
 
23:30:17  <supermop> i guess you could use signs to force vehicles to yield?
 
23:30:46  <supermop> not sure it it would make a difference in the game
 
23:30:59  <supermop> i guess it would look cute
 
23:31:56  <supermop> i think that would be better handled with roadtypes: vehicle entering faster road from slower road  yields to vehicles already on faster road
 
23:32:36  <supermop> no gameplay effect, but draw yield or stop signs at junctions of different road types
 
23:32:54  <Eddi|zuHause> there is absolutely no concept of "yielding" in the game
 
23:33:17  <supermop> im not sure if it would even help if there were
 
23:34:31  <supermop> i guess if you had realistic acceleration and roadtypes, you might not want a vehicle to pull out at 10 mph onto a 60mph highway, causing the vehicle behind to brake heavily
 
23:34:44  <supermop> but thats so far off from what we have now
 
23:35:29  <supermop> better to have road grfs draw fake stop signs that do nothing
 
23:37:04  <supermop> or draw traffic lights that look like stop signs but behave like lights?
 
23:37:24  <supermop> i dont really care too much about the issue
 
continue to next day ⏵