IRC logs for #openttd on OFTC at 2011-12-12
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01:39:01 <Eddi|zuHause> that is good to know.
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05:44:19 <Moussekateer> I have a (hopefully) simple question about running a server
05:45:42 <Moussekateer> I'm running a dedicated server for my friends and I and there is one aspect I am stuck on. If the server dies for whatever reason, how would I get it to reload the game state before it died instead of generating a new map?
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06:06:46 <Rubidium> Moussekateer: -g <nameofsavegame>
06:07:56 <Moussekateer> Rubidium: Ah thank you very much
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09:36:54 <peter1138> ""proper proportions are attainable in pixelart and unattainable in 3D-rendered art"
09:37:50 <Eddi|zuHause> reply that the only real way is to use cubi... i mean voxels
09:38:06 * MNIM whacks Eddi|zuHause on the head
09:38:55 <Eddi|zuHause> well, it is BOTH pixel art AND 3D :p
09:39:47 <planetmaker> 3D is so yesterday. 4D is the future
09:39:49 <peter1138> "looks ridiculous when you zoom out" ... and those stubby vehicles don't look ridiculous when zoomed in?
09:40:41 <planetmaker> though granted, OpenTTD has only 1D
09:40:43 <peter1138> The fourth dimension: motion_counter
09:41:02 <MNIM> lol, if you were to do OTTD in proper scale trains would be a factor ten longer, and train lines hundred, or more
09:41:46 <MNIM> now that'd be a challenge to play
09:41:49 <planetmaker> MNIM: and towns would be larger than a 2048**2 map
09:42:22 <MNIM> well yeah, the big ones.
09:42:31 <peter1138> hmm, what tile scale was that?
09:42:44 <peter1138> at 25m, then it's 51km, which would be a bloody big city
09:43:09 <planetmaker> 51km would be like the European capitals
09:43:36 <MNIM> that being said, I wouldn't object to having towns with bigger blocks. it's kind of odd to have a railway park in a city that's as big as the city itself
09:43:56 <namad7> which rolelr coaster ycoon game was best, and is there a roller coaster tycoon open project remake? also... does open TTD have a tutorial? i'd like to play but its so confusing i'm getting confused
09:44:17 <Eddi|zuHause> does "european capitals" mean "capitals of europe" or "capitals in europe"?
09:45:17 <Eddi|zuHause> "capitals of europe" would be brussels, luxemburg and straßburg
09:45:37 <MNIM> well, that's what they claim, yes.
09:45:38 <peter1138> but i still doubt they're 51km in length/width
09:45:52 <MNIM> but we all know that europe's true capitals are berlin and paris.
09:46:12 <Eddi|zuHause> that's 1/3 of the way from here to berlin
09:46:24 <MNIM> peter: paris counts, I think
09:46:31 <peter1138> paris isn't that big
09:46:36 <MNIM> that is, including it's suburbs.
09:47:33 <peter1138> it's still a silly scale :)
09:47:45 <DorpsGek> planetmaker: 29.8496231132
09:47:47 <DorpsGek> Eddi|zuHause: 29.8663690461
09:47:59 <MNIM> paris urban area covers 2845km2
09:48:11 <DorpsGek> peter1138: 53.3385414124
09:48:33 <DorpsGek> planetmaker: 39.6484552032
09:48:36 <MNIM> 131 across for the metropolitan.
09:48:49 <peter1138> anyway, i'd like to see 32bpp ez sprites done in the correct dimensions
09:48:57 <peter1138> apparently it "looks ridiculous when you zoom out"
09:49:20 <MNIM> that's my reference anyway :P
09:49:22 <peter1138> ttd vehicles look ridiculous? heh
09:49:42 <Eddi|zuHause> peter1138: isn't that just a matter of cropping correctly?
09:49:56 <planetmaker> Eddi|zuHause: not for the vehicles
09:50:01 <peter1138> Eddi|zuHause, cropping?
09:50:07 <planetmaker> their dimensions are differently weighted than the TTD vehicles
09:50:18 <planetmaker> and houses are very much inconsistent, too
09:51:02 <Eddi|zuHause> i don't check the 32bpp forum
09:52:03 <peter1138> it's blatantly obviously wrong when compared like that :)
09:52:12 <peter1138> as planetmaker says, toyland maybe :)
09:52:29 <peter1138> i have no idea how well those tall sprites will work with bridges/tunnels though
09:52:31 <planetmaker> I love actually their looks. They're very nice. For toyland
09:52:49 <planetmaker> indeed, workings with tunnels & co will need looking at
09:52:57 <MNIM> meh, lets face it, dimensions are always fucked in games, especially strategy games.
09:53:10 <Eddi|zuHause> but since they're 3D models, can't you just adjust like 3 parameters and get useful results?
09:53:32 <planetmaker> one would need to ask them
09:53:54 <peter1138> that particular one needs to have stuff added in the middle
09:54:05 <namad7> does open TTD have a tutorial? i'd like to play but its so confusing i'm getting confused
09:54:08 <peter1138> and the be stretched to be a bit wider
09:54:26 <peter1138> also there's too much contrast in the lighting
09:54:53 <peter1138> the original sprite looks like an engine, albeit a bit shorter
09:55:07 <peter1138> the 32bpp one looks... stubby, brio-toy like
09:55:12 <planetmaker> namad7: not really. There are tutorial pages on the wiki, though. Did you check them?
09:55:15 <Eddi|zuHause> 32bpp needs a project manager. a BIG one.
09:55:20 <planetmaker> And there's various videos on youtube
09:55:39 <planetmaker> a 'BIG' one, Eddi|zuHause?
09:55:56 <planetmaker> I thought it had a 'project manager'?
09:56:10 <peter1138> even brio do long ones
09:57:11 <peter1138> heh, brio shinkansen :)
09:58:05 <MNIM> hmmmh, that reminds me, I need to look for kid's toys some time this (next) year...
10:08:32 <peter1138> and PM's response is precisely why minecraft-style infinite worlds won't work :)
10:08:42 <peter1138> as much as i'd love it...
10:10:25 <planetmaker> you mean RB's response?
10:25:58 <SpComb> minecraft has some very explicity block-length limits for what area it runs game state in around the player :)
10:27:38 <SpComb> monsters only spawn 64 block away etc
10:31:19 <peter1138> opengfx rail fences at 2x zoom out..
10:31:31 <peter1138> appear to be doubled up
10:31:35 <Eddi|zuHause> have the black lines in 4x zoom been fixed yet?
10:34:01 <peter1138> it's a local bug :p
10:38:12 <peter1138> how can i have persistent tar files?
10:43:38 <peter1138> i mean give them a file slot
10:44:56 <peter1138> spriteloader/png.cpp uses PNG_SLOT
10:46:55 <peter1138> looks like major work :(
10:47:24 <peter1138> because newgrfs are in tars...
10:54:49 <peter1138> hmm, wind sock animation looks too fast
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11:02:18 <planetmaker> nah, we just have strong winds
11:02:29 <planetmaker> just look how angled the smoke of the power plant is
11:03:22 <peter1138> in a different direction :D
11:22:09 <Noldo> let me guess, it uses random?
11:22:53 <peter1138> those effects are vehicles
11:23:15 <peter1138> thus they had better be synchronised between client & server
11:23:55 * peter1138 ponders having a go at look-ahead path reservations
11:24:07 <Noldo> does that also mean they are generated all over the map?
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11:25:01 <Noldo> that sounds as brilliant as the way the lift animations
11:25:13 <peter1138> lift animations are fine
11:25:31 <Noldo> they aren't in the tile loop?
11:25:36 <peter1138> they're bit hardcoded
11:26:38 <peter1138> no, they're done in the tile animation system
11:27:26 <peter1138> they're a bit to fast for tileloop :)
11:27:58 <Noldo> but is the state stored in the map anyway?
11:28:06 <peter1138> the state has to be stored somewhere
11:28:33 <Noldo> it's not really game critical, is it?
11:29:22 <planetmaker> questionable though whether it really is essential to have them synced. Can NewGRFs read their state?
11:29:46 <peter1138> they don't need to be, no
11:29:47 <planetmaker> Or whether we could make them pure eye candy w/o gameplay effect
11:29:58 <peter1138> but you'd need to introduce a new system just for unsynchronised animations
11:30:26 <peter1138> newgrf animations *can* affect things
11:30:37 <peter1138> at least i think :)
11:31:11 <planetmaker> they're varaction2 - accessible, thus could e.g. influence industry acceptance or production or vehicle properties
11:31:17 <SpComb> oh noes, my lifts are in different positions on different clients
11:31:42 <peter1138> it bugs me enough that the clouds in minecraft aren't synchronised
11:31:51 <peter1138> mainly because people try to use them to give directions...
11:32:46 <peter1138> "place that bus stop in front of the building with the lift at the top"
11:33:20 <planetmaker> now, giving me the idea of sync'ed / unsync'ed animation would be interesting for NewGRFs, too
11:33:35 <planetmaker> that unsynced just would need to be unexposed to variables
11:34:07 <peter1138> you could make effect vehicles unsynced too
11:34:29 <peter1138> need to move them out of the vehicle pool
11:34:57 <peter1138> originally we had 1024 vehicles allocated in the pool for effect vehicles
11:35:02 <peter1138> and they didn't need to be synced
11:37:09 <planetmaker> would make possibly sense. Could help move them in a separate thread ;-)
11:37:15 <peter1138> oh, i found my de-global fio routines
11:37:44 <peter1138> if you only added effect vehicles for things on screen then there wouldn't be many
11:39:19 <planetmaker> I'm not sure... but what do sparks, fume and smoke influence?
11:42:13 <peter1138> hmm, r19896. quite old now.
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12:09:11 <Yexo> <planetmaker> that unsynced just would need to be unexposed to variables <- if it's unexposed to variables the grf can't do anything with it, so you have no animation
12:09:25 <Yexo> however you could expose it only when graphics are drawn, ie cb 0
12:09:41 <Yexo> that cb is desync-safe, so you can expose it there
12:10:14 <planetmaker> I thought of a way via (adv.) action1 to supply n graphics for n animation frames. But yes, cb0 might be more interesting
12:12:53 <peter1138> yapp still works with out yapf, right?
12:16:33 <peter1138> yet another pbs patch
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12:28:20 <peter1138> cool, i reserved at least 10 tiles
12:28:32 <peter1138> uncool, the signal state is red :D
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12:35:04 <Eddi|zuHause> we need "yellow" signals...
12:40:41 <lugo> yellow = "limit to speed of train ahead"?
12:43:11 <Eddi|zuHause> "real" signals differentiate that quite a bit, though
12:44:09 <Eddi|zuHause> there's different things for "next signal is red", "next signal is green, but has speed limit 40/60km/h", "next signal is green, but has speed limit 100km/h" and stuff
12:44:33 <lugo> well _that_ would be over the top :)
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12:44:57 <lugo> i mean implementing that
12:45:50 <Eddi|zuHause> well, you need feedback from the train to the signal anyway, so if the speed limit is known from the reservation, it might as well be displayed (varaction2 for signals!)
12:54:32 <peter1138> bah, having non-pbs tiles is a spanner in the works
12:54:36 <peter1138> why did we keep them? :S
12:55:14 <Eddi|zuHause> just treat a reserved tile like a train were on it
12:55:21 <Eddi|zuHause> i.e. turn all block signals red
12:55:29 <Eddi|zuHause> (except the reserved one)
13:02:18 <TrueBrain> Eddi|zuHause: didn't we once have yellow signals? Or was that a patch?
13:04:14 <peter1138> see, i'm on that "train stopping distance" thing
13:04:38 <peter1138> which "just" needs the path finder to reserve at least X tiles
13:04:47 <peter1138> instead of to the first signal
13:05:03 <planetmaker> TrueBrain, that was a patch 'advance signals'. iirc by michi
13:05:03 <peter1138> then reserved signals become green
13:05:20 <TrueBrain> I remember yellow triangles, blue circles and green rectangles or something similar?
13:05:30 <peter1138> seens simple but there are so many details
13:05:31 <planetmaker> that's different. that's route markers
13:05:40 <TrueBrain> where you could set speed limits on them?
13:06:38 <Eddi|zuHause> no, but you could sort trains by max speed
13:06:57 <Eddi|zuHause> but there also was a very old "yellow signals" patch
13:08:39 <TrueBrain> michi_cc is also becoming a true: "I have a patch for that" :D
13:09:02 <planetmaker> I've yet have to recall himself saying that, though ;-)
13:12:24 <peter1138> when can we have articulated RVs doing that? :p
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13:12:32 <peter1138> without the sprite ordering glitches
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13:14:09 <TrueBrain> that was what I meant :)
13:15:28 <peter1138> giant animated gif, sorry
13:16:10 <peter1138> TrueBrain, that's possible with railtypes now ;)
13:16:27 <peter1138> which does waste railtype slots, i suppose
13:16:30 <planetmaker> TrueBrain, that's really ooold ;-)
13:16:38 <TrueBrain> planetmaker: I AM OLD
13:16:46 <TrueBrain> I only remember things from back then :P
13:17:00 <planetmaker> condolences, cookie?
13:17:12 <TrueBrain> as long as you didnt bake them
13:18:39 <peter1138> oh, the wonders of scale :p
13:19:01 <peter1138> th ebuildings aren't too bad
13:19:02 <TrueBrain> I want 2 rails on 1 tile now
13:19:14 <peter1138> the bus seems kinda big too
13:19:20 <TrueBrain> the signals are for the blind
13:19:24 <TrueBrain> avoids "running through red"
13:22:56 <peter1138> ^ locomotion looks so good? ;)
13:26:35 <planetmaker> peter1138, cets will look similar ;-)
13:45:08 <Eddi|zuHause> it'd not look as severe, if the vehicle center followed the rail
13:45:18 <Eddi|zuHause> (would disconnect from other vehicles though)
13:45:35 <Eddi|zuHause> i don't think CETS will be that bad
13:54:28 <planetmaker> no, cets is smaller
13:54:37 <planetmaker> as are openttd's rail sprites
13:58:14 <Eddi|zuHause> reminds me, i wanted to rewrite the articulation pattern
13:59:02 <Eddi|zuHause> "16k vehicles ought to be enough for anybody"?
14:01:59 <planetmaker> good that it only reads "16k articulated vehicles shoud be enough for anybody" ;-)
14:04:41 <Eddi|zuHause> so how does this new articulation callback work?
14:07:13 <Eddi|zuHause> so... i'm thinking: each vehicle is made up of 3 parts, the first part will be (ID#+16k), the second part (ID#) and the third part (ID#+8k)
14:07:23 <Eddi|zuHause> that means we can have 8k vehicles
14:07:57 <Eddi|zuHause> and we save the magic for "dummy vehicles"
14:11:31 <planetmaker> 8k vehicles should be enough for everyone ;-)
14:11:38 <planetmaker> I'd not want to look through that purchase list ;-)
14:11:58 <Eddi|zuHause> we already have like 400
14:13:09 <planetmaker> so only a factor of 20. omg ;-)
14:16:31 <artti> Hey everyone, hope this is right place to ask a question or two. So I downloaded chill's patchpack. Should I just write into terminal patch p0 -i chillspatchpack.diff or I have to go to openttd folder or somewhere.
14:17:14 <Noldo> how did you get openttd in the first place?
14:17:32 <Noldo> and have you heard of compiling
14:17:34 <glx> you must be in openttd source root dir
14:22:54 <artti> I'm trying to find openttd source root dir, but unsuccesfully.
14:23:18 <TinoDidriksen> How did you install OpenTTD?
14:25:08 <planetmaker> artti, did you download or checkout OpenTTD's source code?
14:25:13 <artti> Well fromSoftware center
14:25:18 <planetmaker> That does NOT come with the game you download for playing
14:25:24 <artti> from Ubuntu Software center
14:25:28 <planetmaker> Patches for OpenTTD do NOT apply to compiled software
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14:25:37 <planetmaker> e.g. not to the binary you run to play the game
14:25:57 <artti> I found finally root dir
14:26:01 <TinoDidriksen> Software Center doesn't give you the source. You need to download that separately.
14:27:10 <artti> Software center provides with 1.0.3 version, but I downloaded 1.4.something and then Software center install it.
14:27:45 <artti> so I move patch file to root dir and run code, right
14:27:47 <TinoDidriksen> Even so, a .deb generally does not give you the source.
14:28:08 <Pinkbeast> artti> Um. Do you know what "source" is, and have you ever compiled anything?
14:28:44 <TinoDidriksen> Wasn't there a wiki page for applying patches?
14:28:53 <planetmaker> you didn't download version 1.4. Trust me
14:29:26 <artti> Maybe I have complied(haven't been behind the computer for long time), I could follow the instructions easily...
14:29:42 <planetmaker> artti, may I suggest that you just use the pre-compiled binaries of chill's patchpack?
14:29:45 <Pinkbeast> Not "complied", but "compiled".
14:30:04 <artti> So I can't apply patch on already installed game. I have to download the source.
14:30:47 <artti> Already downloaded the patch
14:31:03 <TinoDidriksen> You downloaded the source patch. That link has the finished package.
14:31:42 <Pinkbeast> ... as an RPM but not a Debian package (sure, alien or whatever they use these days, but maybe not so easy all the same)
14:32:25 <artti> Confusing... I have to go to this link to download finished package?
14:32:57 <planetmaker> the link I gave gives you a working version of OpenTTD
14:33:01 <planetmaker> no further work needed
14:33:27 <planetmaker> it's not meant to patch anything, it's a complete game
14:33:28 <artti> Right... yes, I see it now, I thought it's just place for patch.
14:34:03 <Pinkbeast> planetmaker> perhaps I'm missing something, but in LATEST there I see only Red Hat packages.
14:34:34 <planetmaker> I could have sworn to have deleted 'LATEST'. Ignore that
14:34:39 <planetmaker> go by the creation date
14:35:44 <Pinkbeast> ... assuming they're on an x86/amd64 system anyway. :-/
14:36:30 <artti> And now I just extract it into openttd root dir?
14:36:38 <planetmaker> there, gone, Pinkbeast ;-)
14:36:43 <planetmaker> Thx for the notification
14:37:21 <Pinkbeast> artti> It would be more clear if you stated explicitly which directory you propose to untar which files into.
14:37:31 <planetmaker> that should have builds for all OS? But yes, OpenTTD is only compiled by our CF for i386 / x64 platforms
14:37:35 <planetmaker> Irrespective of OS
14:37:36 <artti> /usr/share/games/openttd
14:37:45 <planetmaker> artti, use your home dir
14:38:01 <Pinkbeast> Er... how do you know artti's the only user?
14:38:01 <planetmaker> and create a new dir just for the chillpp
14:38:23 <Pinkbeast> And which files you propose to extract there.
14:38:28 <planetmaker> Pinkbeast, I don't. But replacing the /usr/... openttd by a patchpack version... is usually not what you want
14:38:35 <planetmaker> And it will surely mess up your package management
14:38:38 <planetmaker> Thus: don't do it
14:39:01 <Pinkbeast> surely> not with appropriate use of dpkg-divert but I take your point
14:39:29 <planetmaker> with the appropriate use of the right tools you can do nearly anything ;-)
14:39:42 <planetmaker> point is "appropriate" and "having that knowledge"
14:40:26 <Pinkbeast> Anyway, yes, if artti _is_ the only user it would certainly be best to do it in their home directory
14:40:30 <Eddi|zuHause> self compiled stuff should go in /usr/local
14:40:33 <planetmaker> it's mostly a matter of keeping maintenance work to 'very low'
14:41:30 <Pinkbeast> I think you two may have mistakenly thought I said "/usr/share/games/openttd is a good idea". :-)
14:42:24 <Pinkbeast> *blink* well, I guess it's academic now
14:42:57 <Eddi|zuHause> planetmaker: you think factor 20 is difficult if all you have to do is, say, include the rest of europe, in the table?
14:43:13 <planetmaker> no, I don't think you said that, Pinkbeast ;-). I'm just splitting hairs :-P
14:43:32 <planetmaker> Eddi|zuHause, possibly achievable
14:44:19 <artti> Now I didn't see what you were writing
14:44:21 <Eddi|zuHause> and with that i mean the standard gauge europe. france, italy, britain, hungary, yugoslavia, ...
14:45:04 <artti> Something with package and problems
14:45:42 <planetmaker> you missed only pedantic banter, artti ;-)
14:45:50 <artti> Anyway, seems like it's running now.
14:45:58 <planetmaker> just install the chillpp into a separate dir in your home dir and you'll be fine
14:46:00 <artti> With patch already included
14:46:04 <planetmaker> Or do other people use your machine?
14:46:40 <Pinkbeast> Good, but if you used /usr/share/games/openttd bear in mind that the package manager will likely stomp it next time the Ubuntu package is updated.
14:47:37 <artti> Nope, I'm fine keeping it in the home folder... or should I move it somewhere.
14:48:06 <Pinkbeast> If you are the only user, the home directory is a good choice.
14:48:14 <Pinkbeast> good> well... reasonable anyway
14:49:40 <Eddi|zuHause> "Berlins senator of justice resigns after 12 days in office"
14:49:47 <artti> Yup, found openttd recently, seems lot of fun for me.
14:50:43 <Eddi|zuHause> (there were strong allegations about fishy legal advice/scams)
14:56:37 <TinoDidriksen> How much did the Yoggscast stream affect traffic?
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15:00:11 <artti> Hmm... opening a save game it says invalid chunk size.
15:00:32 <Pinkbeast> It's not compatible with saved games from other versions, no.
15:01:52 <planetmaker> artti, yes. Savegames between patched versions may not be compatible
15:02:17 <artti> All right... I live with that. I just make a new game then. :P
15:02:18 <planetmaker> that's an issue which should not happen with unpatched openttd versions and their savegames
15:03:09 <artti> Save game is from unpatched openttd version.
15:03:11 <MNIM> whole versions, mind you. not nightlies
15:05:38 <artti> Same game's earlier saves are working, but not later ones.
15:06:22 <artti> If I remember then I updated my 1.0.3 version to 1.1.4 and continued playing with saved game.
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15:28:25 <Eddi|zuHause> TinoDidriksen: see forum
15:32:22 <planetmaker> one could say double to triple
15:40:11 <TinoDidriksen> And how many stuck around?
15:40:49 <planetmaker> what is "stuck around"?
15:41:15 <TinoDidriksen> Hm, difficult to quantify, I guess...
15:41:33 <planetmaker> we're still at twice the traffic
15:49:30 <peter1138> might give a different result for different locations i suppose
15:49:44 <SpComb> no, it gives the right result :)
15:49:53 <Eddi|zuHause> from the results page i see, i'd say "it works" :p
15:50:13 <planetmaker> but is it safe for work? :-P
15:50:42 <peter1138> well... it's google :p
15:50:43 <Eddi|zuHause> if shakespeare is safe for work, then this is as well :p
15:54:48 <peter1138> hmm, wonder if my stats are back to normal
15:55:15 <peter1138> as pm said, about double
15:55:23 <peter1138> not like the huge spike though :p
15:59:07 <peter1138> oh crap, i forgot to pause my game :S
15:59:30 <Eddi|zuHause> that rarely happens to me
15:59:43 <peter1138> oh crap, i just reverted the wrong checkout
16:00:23 <peter1138> just lost my fileslot changes :(
16:00:46 <peter1138> oh well, probably wasn't useful
16:07:38 <TrueBrain> NoGo 0.3 is being compiled :D Has some nice new features ... now I need someone to test them ... :D:D :)
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16:17:42 <peter1138> TaI is nice. pikka should finish it
16:21:17 <peter1138> god damn, i keep playing as if i have CD available
16:24:56 <peter1138> is CETS set up for the new shorter wagon offsets yet?
16:26:33 <Eddi|zuHause> maybe in a day or two
16:26:59 <peter1138> are long vehicles drawn as parts or just one sprite?
16:28:05 <Eddi|zuHause> as parts, if they are all in a straight line, as one otherwise
16:28:05 <peter1138> oops, forgot about YAIM
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16:28:41 <peter1138> cos getting alignment right around bends is a pita
16:29:00 <Eddi|zuHause> yes, i need some kind of callback for that
16:29:03 <peter1138> maybe i should not have doubletracked that...
16:29:23 <planetmaker> peter1138, TAI has IMHO one big flaw: it limits town radius actively
16:29:24 <Eddi|zuHause> otherwise it's near impossible to work around the glitches around slopes and bridges
16:29:31 <peter1138> planetmaker, does it?
16:29:35 <planetmaker> Thus a town will - from a certain point onwards - only build stupid roads
16:29:50 <planetmaker> thus you get a road grid surrounding every town. Looks ugly
16:29:54 <planetmaker> Otherwise: very nice
16:30:05 <planetmaker> at least that was my last experience with it :-)
16:30:11 <Hawson> planetmaker: could you have a conditional?
16:30:14 <Eddi|zuHause> NewGRF town control!!
16:30:34 * planetmaker can have a condition :-P But wonders about the context
16:30:41 <Eddi|zuHause> this part of TaI is probably better ported to GS
16:30:45 <Hawson> if (townPop > biglimit) { use_growth_big()} else { use_growht_small() }
16:31:01 <peter1138> operating profit: £-18000 :(
16:31:06 <planetmaker> Hawson, not really. The town decides to grow. Then the house set has to supply what shall grow
16:31:15 <planetmaker> if it doesn't supply a house, a road is built
16:31:17 <planetmaker> That's what is to it
16:31:32 <planetmaker> And that's why denying all houses being built IMHO is the wrong approach
16:31:41 <planetmaker> to limit towns. Indeed the better approach here is via GS
16:32:03 <peter1138> oh, my airports are the killer
16:32:19 <peter1138> oh well, i'll get rid of them
16:32:28 <peter1138> can't afford that kinda cost :)
16:33:11 <peter1138> i don't have enough money to remove them :(
16:33:50 <Hawson> if a town hates you enough...it claims stuff via eminent domain.
16:34:04 <peter1138> removing them should put me into a money making position
16:34:22 <peter1138> would've helped if i'd remember to build up the other end of the airport link
16:34:42 <peter1138> instead of £88,000/yr
16:38:30 <peter1138> hmm, road pieces cost money to maintain now
16:38:40 <peter1138> so maybe i won't randomly build pieces, heh
16:39:07 <peter1138> hrmm, still not making enough, heh
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16:44:11 <peter1138> who put these rivers in the game?
16:44:17 <peter1138> they're annoying, i have to bridge them :p
16:44:24 <Eddi|zuHause> that'll need some getting used to... not trying to fix the town roads
16:45:17 <Eddi|zuHause> maybe we need a GS that fixes them
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17:41:02 <swissfan91> how many snow transitions can a building handle? 4?
17:44:42 <swissfan91> as in... the transition from having no snow, to full snow.
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17:46:35 <swissfan91> i think planetmaker told me it was 4
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17:57:06 <planetmaker> TrueBrain, technically 253 as the height variable is limited to that distinction... though of course one could introduce a gradient on flat terrain, too ;-)
17:57:36 <TrueBrain> planetmaker: you shouldn't ask me :) Or you completely missed the joke :)
17:58:09 <planetmaker> I just wanted to nitpick on the wrong path :-P
17:58:54 <planetmaker> I guess we have a limit somewhere with the sprite limit... not sure though where that actually might be... hm
18:00:59 <planetmaker> in any case there's 4 snowy states + no snow
18:03:39 <swissfan91> I see. so 5 sprites of the same building, plus two construction stages is it?
18:04:55 <planetmaker> times. And however many construction stages you want. You can go from 1 (only finished) to 4 (3 building in progress, 1 finished)
18:05:08 <planetmaker> your choice on how many you use
18:05:32 <planetmaker> But having at least one construction stage is nice imho
18:06:03 <planetmaker> and indeed the snow state need not necessarily be reflected on the building being built (though imho should on the ground also for constructio nstages)
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18:15:05 <frosch123> hmm, ottd settings are so screwed up...
18:16:55 <frosch123> i would like to change the title of "advanced settings" window into "advanced settings for new games" resp. "advanced settings for current game". then i notices i should do the same for difficulty settings and game options. except that in game options only a few settings affect the current game, while the rest is not game specific :p
18:18:12 <frosch123> looks like "currency", "drive side" and "town names" need to be moved
18:18:22 <frosch123> the latter 2 would fit into map generation
18:18:29 <frosch123> no idea where to put "currency" :p
18:20:08 <frosch123> but that's not the five minute patch i was heading for :p
18:30:47 <planetmaker> We need three things, probably: game options, user settings and (newgame) settings
18:30:59 <planetmaker> though I'm not sure about the distinction of game options and user settings
18:32:54 <Yexo> there is also a 3rd category: company settings
18:33:10 <Yexo> those affect a new company in a MP game, but they are stored in the savegame
18:33:43 <Yexo> 1) Settings that are stored in a savegame (including advanced settings, newgrf settings, AI settings and difficulty settings)
18:34:08 <Yexo> 2) GUI settings (most of game options, all client-only advanced settings)
18:34:21 <CIA-6> OpenTTD: rubidium * r23499 /extra/masterserver_updater/src/masterserver/ (handler.cpp masterserver.h udp.cpp):
18:34:21 <CIA-6> OpenTTD: [MSU] -Feature: send multiple packets, instead of limiting the amount of servers returned
18:34:21 <CIA-6> OpenTTD: [MSU] -Change: reduce the MTU so packets are getting through to those that are cut off from proper internet
18:34:46 <Yexo> 3) Company settings (those affect a new company, but they are stored in the savegame). This doesn't fit in well with either 1) or 2)
18:35:01 <Yexo> I think 1) needs to be moved to the newgame window
18:35:07 <planetmaker> 1) User (UI) settings
18:35:14 <planetmaker> 2) per-company settings
18:35:21 <planetmaker> 3) per-game settings
18:35:45 <planetmaker> yes, I agree. Everything only affecting new games should be behind the "new game" button
18:35:53 <planetmaker> especially newgrfs and AI
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18:45:55 <CIA-6> OpenTTD: translators * r23500 /trunk/src/lang/ (10 files): (log message trimmed)
18:45:55 <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
18:45:55 <CIA-6> OpenTTD: belarusian - 24 changes by Wowanxm
18:45:55 <CIA-6> OpenTTD: czech - 65 changes by ReisRyos
18:45:55 <CIA-6> OpenTTD: estonian - 16 changes by runekri3
18:45:56 <CIA-6> OpenTTD: french - 3 changes by glx
18:45:56 <CIA-6> OpenTTD: german - 6 changes by NG
18:55:05 <CIA-6> OpenTTD: yexo * r23501 /trunk/src/saveload/saveload.cpp: -Fix: loading scenarios downloaded from the online content didn't work anymore
18:56:01 <Xaroth> planetmaker: and game scripts
18:59:16 <Xaroth> but with what michi showed, would be useful to integrate newgrf/gs into that same UI
18:59:36 <Xaroth> instead of having 5 settings windows for 5 areas, 1 with 5 tabs is more easy to navigate to
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19:15:45 <planetmaker> Xaroth: no doubt, yes
19:17:07 <planetmaker> but... looong way and not too high on my too full list of things to do
19:18:38 <Eddi|zuHause> it wasn't that long ago that our settings window was changed from tabs to tree :)
19:20:05 <planetmaker> I'd keep the settings as tree
19:20:42 <planetmaker> actually a start might be to link the different 'settings' (adv. settings, difficulty, newgrf, ai at least) from the new game window
19:20:47 <planetmaker> and work on from there
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19:21:02 <Xaroth> but the tree works, but only so far
19:21:05 <Xaroth> atm the tree is too big
19:21:10 <Xaroth> and no clear boundries exist
19:21:15 <Xaroth> making it hard to find certain settings
19:21:24 <planetmaker> you can minimize it to less than a dozen entries ;-)
19:21:50 <Eddi|zuHause> maybe a start to splitting the settings into basic/advanced/expert is to put them in different levels of the tree
19:22:07 <planetmaker> and many options have no clear affiliation to one or the other category
19:22:12 <andythenorth> make it user configurable
19:22:21 <Eddi|zuHause> doesn't need any architectural changes
19:22:22 <andythenorth> [whatever it is]
19:24:35 <planetmaker> Eddi|zuHause: imho that doesn't solve the issue really. It's cosmetic on the symptoms
19:24:54 <planetmaker> might even make it worse to find a setting
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19:27:16 <andythenorth> can a newgrf detect which base set is in use and change graphics appropriately?
19:27:59 <Eddi|zuHause> and never ever will
19:28:07 <andythenorth> besides the obvious MP explosion potential with varact2
19:28:21 <Eddi|zuHause> that is the exact reason
19:28:39 <andythenorth> so I have to provide a parameter to switch graphics :(
19:28:45 <andythenorth> or spam the station building menu
19:29:01 <Eddi|zuHause> won't help with multiplayer either
19:29:37 <Eddi|zuHause> if of 5 players 2 have original and 3 have opengfx
19:30:29 <RetiredNavyVet> sorry, but whats varact2?
19:30:38 * andythenorth applies for official 'victim' status
19:30:41 <CIA-6> OpenTTD: frosch * r23502 /trunk/src/ (newgrf_engine.cpp vehicle_base.h): -Fix (r23143): Vehicle var 42 used a cargo translation table of the wrong GRF.
19:30:58 <Eddi|zuHause> either your sprites must be generic enough to fit both, or you need to reference the baseset sprites
19:31:56 <CIA-6> OpenTTD: frosch * r23503 /trunk/src/newgrf_engine.cpp: -Fix (r23143): Desync debug wants to resolve vehicle variables of vehicles without NewGRF. So, let it.
19:32:01 <andythenorth> there's some reason (I forget) why stations can't use base tiles
19:32:06 <andythenorth> it's railtype related
19:32:11 <andythenorth> or I am telling lies
19:33:19 <RetiredNavyVet> nice work in OpenGFX+ pm..thanks for the tip!
19:33:28 * andythenorth should specify the case more precisely
19:33:35 <andythenorth> I don't know why I care tbh
19:44:34 <planetmaker> :-) thx, RetiredNavyVet.
19:44:48 <planetmaker> thouch I only did some coding parts
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20:07:34 <andythenorth> I could action A the base set sprite
20:08:04 <andythenorth> replacing it to match CHIPS, rather than vice-versa
20:09:41 <andythenorth> it's become a minor obsession
20:09:53 <andythenorth> like playing solitaire or such
20:10:10 <frosch123> station tiles with track should use the default railsprite as first ground sprite
20:10:24 <frosch123> so that railtype grfs can draw the proper overlay
20:10:34 <frosch123> non-track station tiles can draw whatever they want
20:10:46 <frosch123> and of course you can draw additional groundsprites on top
20:12:44 <andythenorth> I don't even think this is a valid issue to solve
20:13:38 <andythenorth> I'm just being strange and obsessive
20:16:29 * andythenorth doesn't like it when there's no right answer
20:16:56 <frosch123> oh, i think there is a right answer in many cases; just that you do not like it :p
20:17:26 <andythenorth> what's the right answer in this case?
20:17:55 <frosch123> i do not know the question
20:18:26 <andythenorth> make CHIPS 'mud' stations match both OpenGFX and original sprites, in MP safe way
20:18:42 <frosch123> is there some screenshot?
20:19:24 <andythenorth> there is a right answer
20:19:37 <Eddi|zuHause> andythenorth: take the baseset grass as base tile, and the mud as partially transparent sprite?
20:20:03 <andythenorth> which mud though?
20:20:14 <andythenorth> original TTD mud, or OpenGFX mud?
20:21:14 <frosch123> the mud station i just build does not seem to be very baseset specific
20:21:31 <andythenorth> I suspect that removing *is* the correct solution to this problem, conceptually
20:21:40 <andythenorth> practically, it's not very desirable
20:22:39 <frosch123> i see no problem with the current mud station... so i do not get the question
20:22:56 <andythenorth> are you using opengfx?
20:25:14 <Eddi|zuHause> is there an nml constant for "end articulation callback"?
20:25:17 <andythenorth> concrete tiles have the same issue
20:26:07 <frosch123> Eddi|zuHause: "it was forgotten" was the result of a recent discussion
20:26:43 <frosch123> andythenorth: chips mud looks neither like opengfx mud nor like original mud
20:26:48 <frosch123> so what's the problem?
20:27:31 <andythenorth> the problem is that I am obsessive :P
20:28:11 <andythenorth> but yes - it doesn't match original mud tile(s) either
20:28:23 <andythenorth> it was supposed to, but I guess I screwed up :)
20:28:38 <Eddi|zuHause> why is that necessary?
20:29:31 <andythenorth> matching to original mud?
20:29:53 <andythenorth> CHIPS is designed to fit seamlessly with FIRS
20:30:05 <andythenorth> when I play FIRS, it uses original mud tile (the one with wheel tracks)
20:30:09 <andythenorth> for many industries
20:31:02 <andythenorth> I'd file it under 'does this really matter?' though
20:31:19 <frosch123> andythenorth: well, if you want to use the same mud as the basetile, then draw the mud the same way as the basetiles do
20:31:35 <frosch123> note that railtiles get their mud via recolouring, not via different sprites
20:31:51 <frosch123> (though i am not sure that railtypes properly handle that, but they might/should)
20:32:31 <frosch123> so, draw the default rail ground tile, but recoloured with sprite 0x317
20:32:40 <andythenorth> that is intriguing
20:33:04 <andythenorth> didn't think of that route
20:33:55 <andythenorth> so this silly discussion led to something productive :)
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20:41:20 <RetiredNavyVet> see Mom!?! games are productive!!!
20:42:46 <planetmaker> that's indeed a very interesting approach, frosch123 :-)
20:43:45 <frosch123> but of course all of you should study ttdviewer more closely :p
21:00:10 * andythenorth has nothing left to do but play the game
21:00:54 <frosch123> what game? open trucky truck deluxe?
21:01:29 <andythenorth> open tram tycoon deluxe
21:01:33 <andythenorth> no trucks in 1894 :P
21:01:36 <andythenorth> no good ones anyway
21:02:40 <planetmaker> maybe it's time again for an open toy tycoon deluxe...
21:02:59 <andythenorth> apparently it's nearly done :P
21:03:51 <planetmaker> or open toy tycoon diaper?
21:13:04 <V453000> open trucky truck deluxe :DD
21:13:39 <frosch123> do not blame me for that :)
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21:24:45 <andythenorth> that would be more like open trucky truck (pick subtypes to refit the number of trailers needed) deluxe
21:27:00 <andythenorth> why is there nowhere to take milk in FIRS?
21:28:08 <frosch123> what kind of milk? liquid or piece goods? :p
21:29:36 <andythenorth> frosch123: I've no idea :P
21:29:41 <andythenorth> did Eddi|zuHause fix the spec yet?
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22:09:13 <Markk> My four towns are growing a bit too big now.
22:18:21 <Cahata> hello ai want to ask is openttd works only with ttd or maybe also with tt ?
22:21:21 <Zuu> It works without TTD or TT
22:21:41 <Zuu> You can use the TTD graphics if you have access to the CD, but it is not neccessary.
22:22:53 <Cahata> it can use tt graphic not ttd ?
22:23:18 <Zuu> Cahata: I don't think the TT graphics will work.
22:24:01 <Zuu> Just get the installer (or apt-get install openttd) and you should get started with the free/open graphics.
22:24:51 <Zuu> There are several people who prefere them over the original graphics. Others prefere to use the old graphics.
22:25:48 <Markk> I prefer the original one.
22:30:22 <planetmaker> TT graphics won't work, only TTD and OpenGFX; the installers can only install OpenGFX.
22:31:46 <Cahata> ttd have some not very relistic stuff
22:32:10 <Cahata> of cource i mean tt winh no moon graphic pach
22:32:37 <Cahata> tt is superior stategic game icream graphic not very make its fun
22:33:00 <Cahata> thats only my opinion but i believe so ...
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