IRC logs for #openttd on OFTC at 2012-05-31
            
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05:35:11 <Silvanti> Amazing game guys :P Just thought I'd say that.
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11:39:39 <Hazzard> Hello
11:40:09 <Hazzard> Is there anywhere I can see the actuall tile sizes (hitboxes if you will) for the TTD landscape?
11:44:24 <frosch123> set newgrf_developer_tools 1
11:44:26 <frosch123> ctrl+b
11:44:41 <frosch123> that's the only thing we have, not sure what you want though :)
11:51:03 <Hazzard> Hmm, that doesnt seem to do anything
11:51:15 <frosch123> http://wiki.openttd.org/NewGRF_Debugging <- make sure to activate the newgrf developer tools
11:53:03 <Hazzard> Thats not quite what I need
11:53:16 <frosch123> did you ctrl+b?
11:53:20 <Hazzard> I want something like the landscape tiles
11:53:23 <Hazzard> yes
11:53:24 <frosch123> it's not listed on that page
11:53:45 <frosch123> no idea then
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12:09:21 <Hazzard> I want something that shows 1 blank ground tile, something like this
12:09:22 <Hazzard> http://i.imgur.com/8pcSU.png
12:09:50 <frosch123> what do you want to do with that?
12:10:03 <Hazzard> except where you can actually tell where the edges are
12:10:22 <planetmaker> uhm... the tiles have quite clear edges by default, no?
12:10:42 <Hazzard> I want to make an object
12:10:52 <Hazzard> I need an isolated tile
12:11:09 <planetmaker> still not clear why...
12:11:38 <frosch123> maybe you mean transparency options?
12:11:47 <frosch123> setting everything to invisible
12:12:18 <Hazzard> No
12:13:24 <Hazzard> I just need the size and shape of one isolated sloped tile so I know the size to draw
12:13:45 <frosch123> then check out opengfx source
12:13:54 <frosch123> and use the source sprites
12:14:12 <frosch123> or use the in-game sprite aligner and make a screenshot with ctrl+s
12:14:23 <planetmaker> yup ^^
12:15:27 <Hazzard> What is this in-game sprite aligner?
12:15:44 <frosch123> http://wiki.openttd.org/NewGRF_Debugging :)
12:16:10 <frosch123> click "pick" and then click anywhere on the landscape where your desired slope is
12:16:12 <Hazzard> ah, silly me
12:16:55 <planetmaker> or look http://newgrf-specs.tt-wiki.net/wiki/NML:List_of_tile_slopes
12:17:40 <Hazzard> Thanks
12:23:39 <Hazzard> Also, do any of you know of a good dam GRF for openttd?
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12:30:12 <Hazzard> brb
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12:48:10 <planetmaker> hm, can someone test / confirm: hysteresis when zooming in and out again multiple times. For me the visible viewport moves to tiles further North ever so slowly (half a tile per iteration)
12:59:51 <Belugas> hello
13:24:01 <Knogle> planetmaker: same happens here.
13:24:20 <planetmaker> thanks
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13:50:23 <frosch123> planetmaker: sounds like rounding-issue
13:51:43 <planetmaker> yes, probably. But I wanted to know whether general or OSX ;-)
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14:03:00 <__ln__> http://imgur.com/gallery/Wm7tg
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14:16:04 <frosch123> post that in the 32bpp thread as a good shadow example :p
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14:26:38 <Eddi|zuHause> wouldn't a rounding issue resolve itself after the second try (idempotence)?
14:29:46 <Eddi|zuHause> so it sounds rather like this obiwan guy popped up again...
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14:47:58 <supermop> hi
14:51:25 <NGC3982> __ln__: oh dang.
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15:48:45 <andythenorth> send a tent into space? Why not
15:48:45 <andythenorth> http://www.youtube.com/user/vangotents
15:49:15 <andythenorth> [andythenorth was involved tangentially]
15:49:31 <Eddi|zuHause> your ass was involved?
15:50:54 <Rubidium> Brittish taxpayer?
15:51:08 <frosch> ah, 1.0 < 1.1 < beaufort < centaur, wasn't it obvious?
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16:19:54 <frosch> would anyone notice if the "set all news message types to: off / summary / full" would be gone?
16:21:32 <Sacro> yes
16:21:35 <Sacro> now you've told me
16:21:48 <frosch> ok, would you mind it missing? :p
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16:58:19 <Terkhen> hello
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17:03:06 * andythenorth ponders monsieur bird
17:03:11 <andythenorth> ou est il?
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17:04:54 * andythenorth has been pondering BANDIT scale
17:05:11 <andythenorth> pikka favours small
17:05:34 * andythenorth ponders this http://www.railpictures.net/viewphoto.php?id=182391&nseq=27
17:20:53 * andythenorth ponders
17:20:59 <andythenorth> doing 'farms' as towns
17:21:06 <andythenorth> is not the most insane idea ever ever
17:21:09 <andythenorth> http://www.tt-forums.net/viewtopic.php?f=32&t=61150
17:21:10 <frosch> they are driving on the wrong side of the road
17:21:28 <andythenorth> so is everyone else, it's ok
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17:21:39 <andythenorth> as long as they all do it at once, all is well
17:22:13 <andythenorth> 'farms as towns' could provide for farm clusters with lots of different outputs
17:22:18 <andythenorth> 'chicken shed'
17:22:22 <andythenorth> 'milking parlour'
17:22:25 <andythenorth> etc
17:22:46 <andythenorth> how complete is town control? Can I make produced cargo for a building depend on delivered cargo?
17:22:53 <andythenorth> (to the town)
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17:26:37 <Terkhen> playing with town storage, maybe
17:26:45 <Terkhen> but that would drive GS crazy :P
17:26:47 <Terkhen> hi Alberth
17:27:02 <Alberth> hi hi
17:27:14 * andythenorth [shrug] wrt GS
17:27:32 <Nat_aS> so an industry with no centralized pickup point
17:27:35 <Nat_aS> that might be anoying
17:27:43 <andythenorth> not an industry
17:27:52 <andythenorth> a cluster of tiles that produce
17:27:55 <Nat_aS> it can be bad enough nailing down goods dropoffs in med size towns
17:28:18 <Nat_aS> yeah, a cluster of tiles that produce can be a pain to nail down and pickup
17:29:00 <Nat_aS> PAX is okay because you can usualy get enough passingers from a quarter of the town, and towns will eventualy grow out around the station over time
17:29:26 <Nat_aS> but delivering goods to a medium sized town that's still growing can be a pain, sometimes redevelopment causes a station to STOP accepting goods
17:29:40 <Nat_aS> now imagine if instead of accepting goods, it's producing grain
17:30:08 <Nat_aS> Industries should have centralized pickup points
17:30:39 <Nat_aS> heck, I think goods and food should be delivered to a specific "Store" industry that forms in towns
17:31:22 <andythenorth> you know an industry is just a group of tiles right?
17:31:31 <andythenorth> so no different to a cluster of tiles
17:31:56 <Nat_aS> that's irrelivent
17:32:01 <andythenorth> I'm not proposing individual field tiles that all have to be covered ;)
17:32:02 <Nat_aS> it's a cluster of tiles that stays put
17:32:11 <Nat_aS> oh
17:32:19 <Nat_aS> I was thinking they would work like houses
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17:32:33 <Nat_aS> which get rebuilt
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17:32:47 <andythenorth> there would be something like a 2x2 building for 'grain silo'
17:32:55 <andythenorth> and 2x2 for 'milking parlour'
17:33:07 <andythenorth> and they would have output in the range of 100s of units
17:33:22 <Nat_aS> Hmm, so would the production be dependent on the fields, and the cargo be delivered from the silo?
17:33:41 <Nat_aS> and would fund new buildings also make more fields?
17:33:43 <andythenorth> no dependency on the fields
17:33:48 <Nat_aS> oh
17:33:53 <andythenorth> 'fields' are not really a thing
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17:34:03 <Nat_aS> well you said fields would be like houses
17:34:38 <andythenorth> I missed the bit where I said that
17:34:48 <Nat_aS> that's how I understood it
17:34:49 <Nat_aS> :P
17:34:51 <andythenorth> frosch: remember the idea of plantable objects?
17:35:53 <frosch> i did not put the stuff on the wiki yet
17:35:55 <frosch> like so much :)
17:37:32 <Nat_aS> well I like the idea of industries being larger, not one huge building, but having several satilite buildings which can be destroyed and will be rebuilt
17:37:37 <Nat_aS> so they wont get in the way
17:37:40 <Nat_aS> and look pretty
17:37:50 <Nat_aS> also, things effecting production other than random numbers
17:38:02 <andythenorth> frosch: I've been thinking about farms incorrectly.
17:38:21 <andythenorth> A grain farm should be a small industry - grain silo - surrounded by lots of farmhouses planted as objects
17:38:31 <andythenorth> the grain silo production would be hundreds or thousands of tons
17:38:31 <Nat_aS> tropic lumber mills are a good idea, although in practice they just make huge square holes in the map you have to fix every year
17:39:27 <frosch> andythenorth: so you want to eliminate feeders, and make rv completely pointless? is that strategy somewhat related to bandit? i.e. not having to do it? :p
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17:41:46 <Nat_aS> Herp
17:41:57 <Nat_aS> but HEQS is better for feeders
17:42:10 <Nat_aS> I want BANDIT for distributing goods and food to towns
17:42:12 <Nat_aS> :P
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17:42:54 <Nat_aS> well anyways, I like the idea of farm decorations being objects with one small thing in the middle
17:43:00 <Nat_aS> I think it could apply to any industry
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17:43:15 <Nat_aS> although it would be cool if the amount of objects determined the production
17:43:24 <Nat_aS> if you crowd out an industry, it wont produce as much
17:43:54 <Nat_aS> maybe as time goes on, the objects could be upgraded, allowing a visual representation of production increase.
17:45:26 <andythenorth> milk would still be picked up from individual farms
17:45:34 <andythenorth> livestock from a centralised cattle market
17:45:40 <CIA-17> OpenTTD: translators * r24304 /trunk/src/lang/ (czech.txt german.txt lithuanian.txt swedish.txt):
17:45:40 <CIA-17> OpenTTD: -Update from WebTranslator v3.0:
17:45:40 <CIA-17> OpenTTD: czech - 6 changes by RabbRubbish
17:45:40 <CIA-17> OpenTTD: german - 41 changes by Jogio, NG, planetmaker
17:45:40 <CIA-17> OpenTTD: lithuanian - 1 changes by Stabilitronas
17:45:41 <CIA-17> OpenTTD: swedish - 9 changes by Joel_A
17:45:46 <andythenorth> fruit would be collected from a packhouse
17:45:51 <andythenorth> sugar beet / cane from farms
17:46:03 <andythenorth> plant fibres, from farms
17:46:10 <andythenorth> wool....from farms
17:46:27 <andythenorth> this would make farms more interesting I think
17:46:36 <andythenorth> maybe
17:46:38 <andythenorth> dunno
17:46:45 * andythenorth finds farms quite boring to play with
17:47:12 <andythenorth> basically iron ore + coal -> steel mill and wood -> sawmill are the only interesting industries :P
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17:47:18 <andythenorth> everything else is kind of 'blearch'
17:47:56 <andythenorth> it doesn't help that farms are broken in FIRS
17:48:03 <Nat_aS> i like it when farms are clustered
17:48:08 <andythenorth> they're not currently
17:48:15 <Nat_aS> so I have an excuse to put a station at the town, and then feeders to the farms
17:48:21 <Nat_aS> using HEQS tractors
17:48:31 <Nat_aS> also, when mines are clustered up in mountians
17:48:38 <andythenorth> farms are silly
17:48:45 <Nat_aS> so I have HEQS trucks to haul ore down to the station
17:48:50 <Nat_aS> the only thing I don't have
17:49:00 <andythenorth> farms end up with so much transport infrastructure around them, it's insane
17:49:04 <Nat_aS> is a nice semi-truck to haul goods from the station to markets in town
17:49:06 <Nat_aS> :P
17:49:14 <andythenorth> farms end up surrounded by tracks and roads and canals
17:49:27 <andythenorth> a 1 tile station for dropping farm supplies
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17:49:36 <andythenorth> then 1-10 tiles for each produced cargo
17:49:43 <andythenorth> plus waiting areas, loops, depots
17:49:45 <andythenorth> it's stupid :P
17:50:42 <Alberth> reduce production if the fields are used for laying tracks/roads :p
17:51:50 <Nat_aS> HEY
17:52:01 <Nat_aS> what if sawmills replanted the trees they cut down!
17:52:29 <Nat_aS> they would cut down trees and replace them with logging machinery and stump objects
17:52:37 <Nat_aS> and they would do it in sections
17:52:52 <Nat_aS> and then when one section is done, they would move on to the next sectin
17:52:57 <Nat_aS> and replant trees in the other
17:53:02 <andythenorth> who does that? Pikka? OpenGFX+
17:53:04 <andythenorth> someone?
17:53:05 <Nat_aS> instead of just cutting a huge chunk out of the map
17:53:39 <andythenorth> one of the industry grfs has a tree cutting phase
17:53:43 <andythenorth> or maybe original forest
17:54:38 <andythenorth> is GS of any use yet?
17:54:48 <andythenorth> i.e. can I play it in single player, for an interesting game?
17:54:57 <Nat_aS> yes, but that's a single object
17:55:12 <Nat_aS> I like the fact that tropic mills are a small building that influences a large area
17:55:15 <Nat_aS> like your idea for farms
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18:20:58 <frosch> hmm, i am configuring ais not often enough
18:21:16 <frosch> i have quite some difficulties using the gui on arabic
18:21:46 <Alberth> :)
18:22:02 <frosch> usually i have no problem with the rest of ottd :)
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18:25:31 <Zuu> andythenorth: There ore two more developed GS that are useful in single player.
18:25:40 <Alberth> frosch: so it cannot be the difficulty of reading arabic ;)
18:25:47 <Zuu> CityDomination and Neighbours are important
18:26:38 <frosch> Alberth: looks like the average handwriting
18:27:03 <Alberth> I wish I had that nice handwriting :)
18:38:25 <Knogle> heh
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19:16:19 <Nat_aS> [11:59] <Brot6> bandit: compile of r489 still failed (#3900) - http://bundles.openttdcoop.org/bandit/nightlies/ERROR/r489 ;_;
19:19:16 <Terkhen> error: andy's muse not found
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19:33:46 <Nat_aS> lol
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20:48:19 <CIA-17> OpenTTD: rubidium * r24305 /branches/1.2/ (8 files in 5 dirs):
20:48:19 <CIA-17> OpenTTD: [1.2] -Backport from trunk:
20:48:19 <CIA-17> OpenTTD: - Fix: [Script] ScriptTown::GetGrowthRate() returned wrong values after usage of SetGrowthRate() (r24302)
20:48:19 <CIA-17> OpenTTD: [1.2] -Update: documentation
20:54:19 <CIA-17> OpenTTD: rubidium * r24306 /tags/1.2.1/ (10 files in 4 dirs): -Release: 1.2.1
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21:18:29 <Terkhen> good night
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21:38:41 <Rubidium> blathijs & heffer & Ammler: new release tarballs have arrived
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21:41:37 <frosch> @topic set 1 1.2.1
21:41:37 *** DorpsGek changes topic to "1.2.1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, ever | English only"
21:41:46 <frosch> that's the easy part :s
21:43:43 <Ammler> Rubidium: the download button at openttd.org still shows 1.2.0
21:44:02 <Rubidium> Ammler: I reckon that's some cache in the website
21:44:26 <Rubidium> the finger file is good, so the website should in the near future show the right thing
21:45:06 <Rubidium> like now
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21:51:21 <frosch> the harder part is also done :)
21:51:37 <frosch> now comes the boring part
21:51:50 <glx> the news ?
21:51:58 <frosch> the news is the hard part
21:52:20 <frosch> the boring part is positing the same thingie on the forums to get the same boring replies by the same guys as everytime :p
21:54:09 <frosch> though i am always happy when my broweser autocompletes the thread topic, as if i am not posting anything else :üp
21:55:11 <frosch> i hope i win an awkward-ness price for the news though :)
21:55:51 <frosch> s/awkward/weird/
21:56:07 <frosch> always confuse those
21:56:27 <frosch> since i know awk
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22:10:14 <NataS> Hmm
22:10:25 <NataS> asside from horns and bells, Trains in OTTD are really quiet
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22:10:36 <NataS> no Chugachughachuga sounds
22:11:59 <NataS> is it possible to add train running SFX?
22:11:59 <NataS> Idealy they would only play at the lower zoom levels
22:11:59 <frosch> try nars2
22:12:09 <NataS> is that a grf or a sound pack?
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22:12:14 <frosch> a grf
22:17:56 <glx> UKRS has running sounds too
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22:47:52 <frosch> night
22:47:54 <Adrian> I'm playing OpenTTD with the normal trainset. Sometime around ~1985 the rail passenger carriages disappear from the list (probably displaced by arrival of a new locomotive). Is this a known bug?
22:48:20 <Adrian> i.e. i can't build passenger cars anymore, nor clone existing trains.
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23:10:27 <NataS> do you have any other grfs on?
23:10:37 <NataS> and have you removed grfs from the game in progress?
23:10:42 <NataS> because that has been known to cause that.
23:12:07 <Adrian> yes, i have 2 more sets. av8 aircraft and different bridges. i guess that answers my question. bummer, i don't feel like starting over. gotta hope the later rail systems give me back passenger cars.
23:14:26 <NataS> well unless you removed trainsets at one point, it usualy wont cause a problem
23:14:54 <NataS> but removing newgrfs from games in progress can corrupt a game in ways that might not immediately be obvious.
23:15:08 <NataS> things go fine for a while, then cars start droping off the list
23:15:48 <Adrian> i see. thanks.
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