IRC logs for #openttd on OFTC at 2012-06-01
            
00:05:44 *** Hazzard_ has joined #openttd
00:06:59 *** Hazzard has quit IRC
00:08:16 *** Hazzard_ is now known as Hazzard
00:16:54 *** mal2 has quit IRC
00:34:41 *** daniel_ has joined #openttd
00:41:53 *** Firartix has quit IRC
00:44:48 *** roadt_ has joined #openttd
00:46:00 *** Rhamphoryncus has joined #openttd
00:49:04 *** Hazzard has quit IRC
00:49:57 *** daniel_ has quit IRC
00:57:05 <NataS> are there any trainsets that are like Tropic set, only better?
00:57:29 <NataS> Tropic set has a lot of cool trains, but it lacks a lot of important niches.
00:57:46 <NataS> and it's rolling stock is lame, just refit the same boxcar for everything
00:58:07 <NataS> and upgrade all cars ever 20 years because fuck you that's why.
01:49:18 *** MinchinWeb has joined #openttd
01:49:54 <MinchinWeb> I'm running Linux and my AI won't load; how do I get the list of errors?
01:50:10 <MinchinWeb> on Windows I can use "openttd.exe -d ai=5"...
01:53:26 <glx> same on linux
01:55:58 <MinchinWeb> it starts the game, but the only output to the console is "Unknown debug level 'ai=5'"
01:57:45 <MinchinWeb> seems you have to use 'misc' rather than 'ai'
01:59:22 *** Elu has quit IRC
02:00:28 <MinchinWeb> ...maybe not; that just lists the files as it find them, but not why it won't load them
02:03:17 *** pugi has quit IRC
02:13:35 *** MinchinWeb has quit IRC
02:13:35 *** Knogle has quit IRC
02:14:32 *** Knogle has joined #openttd
02:19:48 *** glx has quit IRC
02:25:44 *** mahmoud has quit IRC
02:37:22 *** Kylie has quit IRC
02:37:48 *** Kylie has joined #openttd
02:59:30 *** KouDy has joined #openttd
03:02:40 *** KouDy has quit IRC
03:05:22 *** KouDy1 has quit IRC
03:29:39 *** namad8 has joined #openttd
03:33:13 *** namad7 has quit IRC
04:56:01 *** Eddi|zuHause has quit IRC
04:56:17 *** Eddi|zuHause has joined #openttd
05:14:08 *** Prof_Frink has quit IRC
05:19:55 *** telanus has joined #openttd
05:38:08 *** KouDy has joined #openttd
05:51:09 *** roadt_ has quit IRC
06:03:15 *** Devroush has joined #openttd
06:40:12 *** sla_ro|master has joined #openttd
06:45:58 *** Firartix has joined #openttd
06:47:26 *** TWerkhoven has joined #openttd
06:50:27 *** valhallasw has joined #openttd
06:51:04 *** |Jeroen| has joined #openttd
07:10:23 *** Zuu has joined #openttd
07:25:33 *** NataS is now known as Nat_AFK
07:26:09 *** Hazzard has joined #openttd
07:26:34 *** Zeknurn has quit IRC
07:29:48 <dihedral> greetings
07:30:50 <Rubidium> moin dih
07:32:16 <dihedral> hello sir, how are you?
07:33:55 <Rubidium> at ~20% of my work month ;)
07:37:23 *** Zuu has quit IRC
07:39:28 *** valhallasw has quit IRC
07:48:57 <dihedral> either you have a very short work month, or you have way to much to do :-P
07:53:10 <dihedral> desync was not mentioned for a while in changelogs ;-)
07:54:20 <planetmaker> 8 weeks or so? :-P
07:54:28 <planetmaker> hi dihedral & moin all
07:54:55 <planetmaker> actually... 4 weeks
07:55:02 <planetmaker> http://hg.openttd.org/openttd/trunk.hg/log?rev=desync
07:55:43 * NGC3982 tries office libraries for C#.
07:55:46 <NGC3982> this will be a treat.
07:55:57 <planetmaker> or a threat?
07:56:06 <NGC3982> ;)
07:56:37 <Rubidium> why do you want to use something with sharp edges?
07:56:45 <Rubidium> (or something that's hashed)
07:57:08 <planetmaker> at least make sure to add some salt ;-)
07:57:50 *** APTX_ has joined #openttd
07:59:03 *** Zeknurn has joined #openttd
07:59:14 *** APTX has quit IRC
08:01:13 *** KouDy has quit IRC
08:03:17 *** mahmoud has joined #openttd
08:04:13 <NGC3982> hehe ;)
08:04:30 *** KouDy has joined #openttd
08:11:14 *** KouDy1 has joined #openttd
08:15:33 *** KouDy has quit IRC
08:26:56 *** APTX_ has quit IRC
08:26:58 *** APTX has joined #openttd
08:33:08 *** Zeknurn has quit IRC
08:36:33 *** kkimlabs has quit IRC
08:40:36 *** Zeknurn has joined #openttd
08:42:05 *** KouDy has joined #openttd
08:43:03 *** pugi has joined #openttd
08:44:08 *** FLHerne has joined #openttd
08:46:14 *** KouDy2 has joined #openttd
08:47:28 *** KouDy1 has quit IRC
08:49:33 *** KouDy1 has joined #openttd
08:50:09 *** KouDy has quit IRC
08:50:31 *** kkimlabs has joined #openttd
08:51:44 *** kkimlabs_ has joined #openttd
08:54:18 *** KouDy2 has quit IRC
08:58:34 *** KouDy has joined #openttd
09:04:04 *** Hazzard has quit IRC
09:04:08 *** KouDy1 has quit IRC
09:24:02 *** |Jeroen| has quit IRC
09:24:32 *** frosch123 has joined #openttd
09:48:20 *** DDR has quit IRC
10:15:58 *** Firartix has quit IRC
10:23:04 *** Hazzard has joined #openttd
10:28:19 *** roadt_ has joined #openttd
10:42:51 <CIA-17> OpenTTD: frosch * r24307 /trunk/src/ (widgets/dropdown.cpp window.cpp window_gui.h): -Codechange: Move all interaction of the dropdown window with widgets of the parent window to a method of the parent window.
10:43:52 <CIA-17> OpenTTD: frosch * r24308 /trunk/src/widgets/ (dropdown.cpp dropdown_type.h): -Add: ShowDropDownListAt() for drawing dropdown windows independent of dropdown widgets.
10:44:32 *** sla_ro|master has quit IRC
10:44:46 <CIA-17> OpenTTD: frosch * r24309 /trunk/ (12 files in 4 dirs): -Codechange: Split some functions from gui.h to settings_gui.h
10:57:15 <Hazzard> Dammit
10:57:54 <lugo> Janet!
11:01:33 <Hazzard> When I export as PNG in gimp the console says "Invalid palette; does not contain 256 entries."
11:01:50 *** lobster has quit IRC
11:04:31 *** TGYoshi has joined #openttd
11:07:44 *** FLHerne has left #openttd
11:09:52 *** roadt_ has quit IRC
11:10:01 <Hazzard> saving as pcx seems to work though
11:10:54 <Hazzard> nvm, it doesnt
11:11:08 *** roadt has joined #openttd
11:12:27 <Eddi|zuHause> Hazzard: you must make sure that you check the option "do not remove unused colours"
11:12:55 <Hazzard> Yes, the colormap shows all the colors, even the unused ones
11:13:07 <Hazzard> gimp seems to be failing to export the paletter
11:13:18 <Hazzard> *palette
11:15:40 <Eddi|zuHause> yes, because you didn't check the option...
11:16:02 <planetmaker> and... you need to have a paletted image in the first place. You cannot export an rgb image to a paletted one
11:20:36 <Hazzard> I have a properly paletted gimp file (.xcf) and export it into .png. When I try to compile, it gives me the error.
11:23:03 *** KouDy1 has joined #openttd
11:23:05 <planetmaker> how do you know it's properly paletted? :-)
11:25:37 *** KouDy has quit IRC
11:29:42 *** Prof_Frink has joined #openttd
11:39:40 *** KouDy has joined #openttd
11:39:41 *** KouDy1 has quit IRC
11:40:20 *** |Jeroen| has joined #openttd
11:41:32 *** FLHerne has joined #openttd
11:43:13 *** mal2 has joined #openttd
11:45:02 *** KouDy has quit IRC
11:50:30 *** KouDy has joined #openttd
11:56:16 *** KouDy has quit IRC
11:57:13 *** Mek has quit IRC
11:57:14 *** Mek has joined #openttd
12:00:07 *** sla_ro|master has joined #openttd
12:08:30 *** TheMask96 has quit IRC
12:11:49 *** TheMask96 has joined #openttd
12:13:33 *** Hazzard has quit IRC
12:16:08 *** KouDy has joined #openttd
12:23:45 *** Elukka has joined #openttd
12:29:36 *** Firartix has joined #openttd
12:31:08 *** Prof_Frink has quit IRC
12:31:16 *** Hazzard has joined #openttd
12:32:52 *** FLHerne has quit IRC
12:43:48 *** kkimlabs_ has quit IRC
12:52:10 *** |Jeroen| has quit IRC
12:55:16 *** cyph3r has joined #openttd
12:56:20 *** Firartix has quit IRC
13:14:39 *** kkimlabs has joined #openttd
13:34:20 *** telanus1 has joined #openttd
13:39:28 *** telanus has quit IRC
13:41:14 <planetmaker> @seen smatz
13:41:14 <DorpsGek> planetmaker: smatz was last seen in #openttd 13 weeks, 1 day, 17 hours, 48 minutes, and 9 seconds ago: <SmatZ> beer!
13:41:17 <planetmaker> :-(
13:41:52 <NGC3982> 13 weeks, jeez.
13:42:58 <planetmaker> yes... and he's one of the kindest people around...
13:44:42 <NGC3982> how can one measure an orbit with arbitrary feelings?
13:44:44 * NGC3982 trollface.
13:53:35 <Belugas> hello
13:55:49 <frosch123> it's a whale, no troll
13:56:13 <Eddi|zuHause> what's a whaleface then?
13:59:52 <Belugas> a fishy one :)
14:03:36 *** Zeknurn` has joined #openttd
14:09:55 *** Zeknurn has quit IRC
14:09:55 *** Zeknurn` is now known as Zeknurn
14:14:10 *** Knogle has quit IRC
14:14:34 *** Knogle has joined #openttd
14:19:36 *** HerzogDeXtEr1 has joined #openttd
14:25:23 *** HerzogDeXtEr has quit IRC
14:32:15 *** cyph3r has quit IRC
14:33:30 *** telanus1 is now known as telanus
14:37:37 *** valhallasw has joined #openttd
14:41:11 <CIA-17> OpenTTD: frosch * r24310 /trunk/src/ (6 files in 2 dirs): -Codechange: Add named constants for the dimensions of settings buttons, and generally make their usage more consistent.
14:41:15 *** FLHerne has joined #openttd
14:41:49 <CIA-17> OpenTTD: frosch * r24311 /trunk/src/ (settings_gui.cpp settings_gui.h): -Add: DrawDropDownButton() to draw dropdown buttons independent of actual widgets.
14:42:21 <planetmaker> but... a whale is a mammal... not a fish ;-)
14:42:50 <CIA-17> OpenTTD: frosch * r24312 /trunk/src/ (ai/ai_gui.cpp newgrf_gui.cpp): -Change: Center the settings buttons in the AI and NewGRF config windows.
14:43:43 <frosch123> planetmaker: not when he is trolling :)
14:43:55 <frosch123> obviously a trolling whale makes a fish face
14:43:58 <frosch123> :p
14:44:04 <planetmaker> :-D
14:56:40 *** Mucht has joined #openttd
14:57:55 <Eddi|zuHause> what happened to the days when "trolling" meant "walking away"?
14:59:33 <planetmaker> troll Dich doch :-P
15:02:18 *** valhallasw has quit IRC
15:03:18 <frosch123> well, the usual trollface looks actually more like a ogre-face
15:03:32 <frosch123> so, i guess some wannabe fantasy author messed it up somehwen
15:03:36 <planetmaker> and during day quite stone-like ;-)
15:04:19 <frosch123> some trolls are always stone
15:08:41 <CIA-17> OpenTTD: frosch * r24313 /trunk/src/ (ai/ai_gui.cpp newgrf_gui.cpp settings_gui.cpp): -Fix: Some obiwans wrt. clicking on setting buttons.
15:11:54 *** Hazzard has quit IRC
15:12:56 <CIA-17> OpenTTD: frosch * r24314 /trunk/src/newgrf_gui.cpp: -Fix: Editing NewGRF parameters using the query window showed wrong values, if there was no direct relation between parameter index and parameter register.
15:13:36 <CIA-17> OpenTTD: frosch * r24315 /trunk/src/ai/ai_gui.cpp: -Fix: Make the AI settings window behave more like the other settings window by closing the query window whenever selecting a different row.
15:18:22 *** Zuu has joined #openttd
15:19:39 <CIA-17> OpenTTD: frosch * r24316 /trunk/src/settings_gui.cpp: -Feature: Allow setting adv. settings with limited range using a dropdown list.
15:20:00 <CIA-17> OpenTTD: frosch * r24317 /trunk/src/ (4 files in 2 dirs): -Feature: Add dropdowns to AI configurations, if all values have labels.
15:20:20 <CIA-17> OpenTTD: frosch * r24318 /trunk/src/ (newgrf_config.cpp newgrf_config.h newgrf_gui.cpp): -Feature: Add dropdowns to NewGRF configurations, if all values have labels.
15:20:29 <planetmaker> quite a feature spree today :-)
15:20:57 <frosch123> feature inflation :)
15:21:12 <planetmaker> pfffff.....t :-P
15:21:26 <frosch123> you should put some good old features into your pillow
15:28:16 *** Progman has joined #openttd
15:30:22 <Eddi|zuHause> how about an action14 value that hides a setting from the gui if newgrf-developer is not set?
15:30:39 <Eddi|zuHause> (not that i have a specific use for that at the moment)
15:30:57 *** kkimlabs has quit IRC
15:31:58 <frosch123> aren't newgrf settings hidden enough? :p
15:32:19 <frosch123> but well, yes, there are some things which ai parameters have, and newgrfs don't
15:32:29 <frosch123> e.g. the option to just put a random value into a parameter
15:37:41 <Eddi|zuHause> random values in newgrfs are tricky
15:38:38 <Eddi|zuHause> they need to be randomized on the main gui, and then stay constant while setting up the rest of the game (including random seed)
15:40:23 *** kkimlabs has joined #openttd
15:43:57 <Zuu> Eddi|zuHause: You could also claim that there is already a such setting for AIs/Scripts to hide settings for non-developers :-)
15:44:14 <Zuu> (there is one, if I was not clear enough)
15:44:21 <Eddi|zuHause> frosch123 said that
15:44:42 <Zuu> Oh, I typed quicker than reading backlog :-)
15:44:58 <frosch123> but wrt. unifying them i would first add descriptions to ai settings
15:45:26 <frosch123> though maybe it is clever to add translation support even before that
15:45:49 <Zuu> And drop dificulties for AIs? Or add that legacy stuff to NewGRFs too? (or is that already in NewGRFs?)
15:46:28 <frosch123> well, recently we discussed dropping difficulties completely from the game
15:46:30 <Zuu> Eg. to have 4 default values for settings. One for each difficulty level and custom.
15:46:30 *** valhallasw has joined #openttd
15:47:16 <Zuu> I wouldn't mind it being dropped. While I like the idea, it doesn't work currently and only adds complexity rather than any benefits.
15:48:53 <Zuu> If we ever get (adv.) setting presets, easy/medium/hard could be added back as presets later.
15:49:29 <Zuu> possible through bananas and thus on the task of the community to maintain them.
15:50:49 <frosch123> yeah, but it would be questionable whether those contain also ai and newgrf settings :)
15:56:50 *** telanus has left #openttd
15:57:34 *** telanus1 has joined #openttd
16:00:21 <welshdragon> i think the devzone server is broken
16:00:56 <welshdragon> I'm on 110mb connection, and it times out when I try to download something
16:01:40 <welshdragon> it won't let me download anything
16:01:57 <frosch123> ogfx+trains?
16:02:14 <welshdragon> oh wow, that was some epic lag
16:02:24 <welshdragon> no, Chilli's PP
16:04:13 <frosch123> yeah, the http download does not work at all
16:04:28 <welshdragon> really?
16:04:28 <welshdragon> :(
16:04:39 <frosch123> Ammler: ^^ any idea?
16:04:43 *** Zeknurn has quit IRC
16:05:24 *** Zeknurn has joined #openttd
16:05:38 <frosch123> it stops after 16112 byte :)
16:06:15 <welshdragon> it stops after 0 byte
16:06:18 <welshdragon> for me anyway
16:06:35 <frosch123> i geot 16112 byte of 6.4MB and they even look correct
16:07:44 *** valhalla1w has joined #openttd
16:13:25 *** valhallasw has quit IRC
16:13:39 *** glx has joined #openttd
16:13:39 *** ChanServ sets mode: +v glx
16:20:31 <Ammler> oh super :-)
16:21:57 <Ammler> I have no clue what happen :-)
16:22:33 *** kkimlabs has quit IRC
16:23:34 <Ammler> well, bundles is not proxied with nginx
16:23:43 <Ammler> so it isn't related with the hg issue
16:24:26 <Ammler> "There were 107 failed login attempts since the last successful login." :-)
16:24:51 *** andythenorth has joined #openttd
16:24:57 <andythenorth> lo
16:34:18 *** Nat_AFK is now known as NataS
16:43:27 <Eddi|zuHause> http://www.youtube.com/watch?v=HWAckQg3K38&feature=youtu.be
16:45:12 *** tokai|noir has joined #openttd
16:45:12 *** ChanServ sets mode: +v tokai|noir
16:45:54 <andythenorth> that tram is not on the tracks
16:46:29 <andythenorth> looks like the coder has specified the wrong sprite for that angle?
16:48:43 <frosch123> i think they changed newgrfs in game
16:48:56 <frosch123> replaced a rv with a tram while it was turning around
16:50:15 *** andythenorth has quit IRC
16:50:32 *** andythenorth has joined #openttd
16:51:07 *** tokai|mdlx has quit IRC
16:54:10 *** Zuu has quit IRC
16:57:27 <NGC3982> Eddi|zuHause: what happend?
16:58:22 <Eddi|zuHause> NGC3982: that wasn't really mentioned... i guess the switch was not in the correct position...
17:06:00 *** valhalla1w has quit IRC
17:07:08 *** roadt has quit IRC
17:07:44 <andythenorth> Fish on Fridays!
17:07:53 <andythenorth> @seen pikka
17:07:53 <DorpsGek> andythenorth: pikka was last seen in #openttd 1 week, 6 days, 10 hours, 33 minutes, and 16 seconds ago: <Pikka> hello Alberth
17:07:56 <NGC3982> can someone please clean my apartment.
17:07:57 <NGC3982> thank you.
17:07:58 <andythenorth> but no bird :P
17:08:05 <andythenorth> NGC3982: move out
17:08:07 <andythenorth> easier
17:08:15 * NGC3982 needs his mother again.
17:08:59 <andythenorth> @seen zuu
17:08:59 <DorpsGek> andythenorth: zuu was last seen in #openttd 1 hour, 19 minutes, and 30 seconds ago: <Zuu> possible through bananas and thus on the task of the community to maintain them.
17:20:10 <NGC3982> being a teacher is fairly easy in sweden
17:20:12 <NGC3982> or so it seems
17:20:28 *** NataS is now known as Nat_AFK
17:20:34 <NGC3982> a teacher took a full class of kids up on this bridge to do some fishing
17:20:35 <NGC3982> http://blogg.gp.se/trafikbloggen/files/2012/05/DSC_0071.jpg
17:20:54 <NGC3982> a train arrived, and the driver was able to stop in time.
17:20:59 <NGC3982> imagine the disaster.
17:20:59 <CornishPasty> WAT?
17:21:11 <CornishPasty> Think of the train's reliability!
17:21:45 *** Nat_AFK is now known as NataS
17:24:13 *** Progman has quit IRC
17:25:06 *** flaa has joined #openttd
17:39:23 <andythenorth> k
17:39:35 <andythenorth> so I have between 1 and 3 days where I can probably do ottd stuff
17:39:41 <andythenorth> what shall I do?
17:39:58 <andythenorth> - next FIRS release?
17:40:06 <andythenorth> - make BANDIT compile on devzone?
17:40:21 <andythenorth> - work on CHIPS?
17:40:34 <andythenorth> can't do anything on HEQS
17:43:16 <FLHerne> Adjust the capacity of Tyskebuska Freighters, then add wherries and narrowboats to FISH :P
17:43:56 <andythenorth> FLHerne: I considered your request
17:44:00 <andythenorth> but life is not tidy ;)
17:44:45 <andythenorth> are you shipping stuff at sea, or inland?
17:45:51 <CIA-17> OpenTTD: translators * r24319 /trunk/src/lang/ (5 files):
17:45:51 <CIA-17> OpenTTD: -Update from WebTranslator v3.0:
17:45:51 <CIA-17> OpenTTD: afrikaans - 19 changes by telanus
17:45:51 <CIA-17> OpenTTD: belarusian - 1 changes by Wowanxm
17:45:51 <CIA-17> OpenTTD: dutch - 11 changes by habell
17:45:53 <CIA-17> OpenTTD: german - 1 changes by planetmaker
17:45:53 <CIA-17> OpenTTD: lithuanian - 30 changes by RunisLabs
17:45:53 <FLHerne> Land->Sea->Land, normally
17:46:04 <FLHerne> Or from oil-rigs inland
17:47:04 <andythenorth> could do a 180t river boat
17:47:23 <Ammler> andythenorth: as bundles is broken, Only "work on CHIPS" is supported ;-)
17:47:44 <andythenorth> Ammler: I can't see any tickets either :)
17:47:45 <FLHerne> Why have the one boat that doesn't quite fit the pattern anyway?
17:47:50 *** mal2 has quit IRC
17:47:54 <andythenorth> because life is imperfect
17:48:13 <andythenorth> it does fit a pattern, it's twice the size of the small trader
17:48:25 <Ammler> andythenorth: then you need to make a break
17:48:45 <Ammler> I guess at least until tomorrow, not sure, I will get it working tonight
17:48:51 <andythenorth> I can live with that :)
17:48:52 <FLHerne> Why not make the small one 90 then? :P
17:49:08 <andythenorth> in fact, it's not twice the size of the small one, that's 85t
17:50:16 <FLHerne> Well, make it 180t, and the small one 90t. Then it'll all match better :D
17:50:28 <andythenorth> no, it's unamusing to do that
17:51:29 <FLHerne> Unamusing?
17:51:41 <FLHerne> The coding, or the actual idea?
17:52:03 <andythenorth> having everything neatly fit together is unamusing
17:55:01 <FLHerne> Oh?
17:55:13 * FLHerne wanders off to get sme fish&chips
17:55:30 <frosch123> you mean fish&ottd ?
17:55:57 <Eddi|zuHause> could offer for each ship a refit option, e.g. 180t, 185t, 190t
17:56:07 <Eddi|zuHause> for "finetuning" of capacities
17:57:22 <andythenorth> ships should have holds :P
17:57:28 <andythenorth> and a magical auto-refit
17:59:16 <Eddi|zuHause> yes, mixed cargo ships
17:59:53 <andythenorth> I could convert FISH to nml
18:00:12 <andythenorth> and python and such
18:01:43 <Eddi|zuHause> only if that means that afterwards, code is shared 90%
18:01:50 <andythenorth> with?
18:02:02 <NataS> so how WOULD a make a boat speed factor newgrf that speeds up FISH ships?
18:02:05 <NataS> or any ship
18:02:19 <andythenorth> you wait until I convert it to python with a config file
18:02:25 <andythenorth> then you patch it yourself :P
18:02:30 <andythenorth> [only works for FISH]
18:03:06 <NataS> lol
18:03:18 <Eddi|zuHause> andythenorth: with BANDID, HEQS and FIRS
18:04:16 <NataS> andythenorth, what about cargo aircraft?
18:04:22 <Eddi|zuHause> NataS: don't speed up boats, tune the cargo decay rate instead
18:04:39 <NataS> could you tune cargo decay rate for things in boats?
18:05:01 <NataS> my problem is boats can take years to reach there destination, they still earn money, but only once ever 3 years
18:05:03 <Eddi|zuHause> so e.g. a boat would earn the same money on a trip as a train with twice the speed
18:05:11 <NataS> which is really inconvenient.
18:05:18 <Eddi|zuHause> (only that the train will arrive twice in that time, so you need two boats)
18:05:27 <andythenorth> they'd still be reported as losing money each year
18:05:31 <andythenorth> violating the game goals
18:05:50 <Eddi|zuHause> that's an accounting problem
18:05:56 <Eddi|zuHause> not a newgrf problem
18:06:00 <andythenorth> it's an ottd problem :P
18:06:01 <NataS> i know
18:06:16 <NataS> but it's easier to fix with a newgrf than to change how the UI displays income
18:06:17 <NataS> :V
18:06:19 <Eddi|zuHause> so solve the problem in ottd's accounting code
18:06:51 <Eddi|zuHause> NataS: no, it's not "easier". you just dismiss all the side effects
18:07:07 <NataS> i'm being lazy here
18:07:08 <andythenorth> making boats stupid to fix a problem with P&L periods is silly
18:07:27 <Eddi|zuHause> exactly
18:07:36 <Eddi|zuHause> even if i didn't understand half of that sentence :)
18:07:37 <NataS> I don't know how to program, and It seems easier to learn how to code newgrfs than to learn how to tinker with OTTD
18:07:45 *** Chris_Booth has joined #openttd
18:08:36 <NataS> also, it's anoying watching boats be so slow
18:08:41 <NataS> compaired to trains
18:08:45 <NataS> I know there speeds are realistic
18:08:50 <NataS> but the scale of OTTD is not realistic
18:08:54 <Eddi|zuHause> NataS: you don't need to program to develop an accounting scheme that is flexible enough to handle very long roundtrip times, and at the same time detects anomalies on short routes
18:09:55 <Eddi|zuHause> once you actually have that scheme, you can think of finding someone to implement it
18:10:15 <NataS> add a lifetime profit display that shows the total groas profit for the vehicle from the moment it was built, including the cost of purchasing the vehicle and any subsequent refits/upgrades/rollingstock
18:10:31 <NataS> Hmm, maybe not rolling stock, that would get complicated
18:10:38 <NataS> considering how cars get moved around.
18:10:54 <NataS> also, multihead engines might get complex
18:11:09 <NataS> Damn
18:13:49 *** Devroush has quit IRC
18:15:12 <NataS> well it could work, vehicles already store the cost of purchase, and you could just add the cost of refits and upgrades to that.
18:15:21 <NataS> it would be complicated, but it could work
18:15:42 <NataS> the lifetime profit would just fluctuate when you recombine trains.
18:15:58 <andythenorth> Eddi|zuHause: not sure how I'd unify code across newgrfs
18:16:04 <andythenorth> I could provide some packages
18:16:07 <andythenorth> one for 'vehicle'
18:16:19 <andythenorth> one for 'render nml templates'
18:16:25 <andythenorth> and then subclass those per set
18:16:43 <andythenorth> I could provide classes for 'ship', 'rv' etc too
18:16:47 <andythenorth> (sub-classes)
18:17:12 <andythenorth> hard to make it: generic; simple; and useful
18:17:14 <NataS> a less complicated idea would just be to include a dropdown menu for the profit display to show last year/2 years, 3 years, ect
18:17:22 *** LordAro has joined #openttd
18:17:45 <LordAro> testing, testing, 1, 2, 3...
18:18:06 <andythenorth> vehicle P&L is a stupid concept anyway
18:18:57 <andythenorth> P&L per unit of cargo is the platonic ideal, but completely impossible to determine :P
18:19:00 <FLHerne> me comes back with some fish-n-chips :D
18:19:14 <FLHerne> ./me, even
18:19:18 <NataS> Pay and Loss?
18:19:27 <NataS> Profit rather
18:19:29 <LordAro> hai all
18:20:10 <NataS> i understand that cargo payment is a complex vodo, but faster things pay more. And some cargos are more valuable
18:20:24 <NataS> so just put the most cargo onto the fastest train you can
18:20:32 <NataS> and send it as far as is practical
18:20:42 <NataS> but in the most direct route
18:34:35 <andythenorth> hmm
18:34:44 <andythenorth> what's gained by converting FISH to nml?
18:35:36 <FLHerne> Easier improvement later, presumably?
18:36:04 <andythenorth> yes
18:40:16 *** Snail has joined #openttd
18:41:27 <NataS> why is the fastest FISH boat one of the older ones?
18:41:41 <NataS> well fastest cargo ship
18:41:54 <NataS> not counting the passenger ferries or the hovercraft.
18:44:18 <andythenorth> which one?
18:44:58 <andythenorth> ho, drop down menus \o/
18:45:03 <andythenorth> @frosch123 ^ :)
18:45:12 <NataS> the paddle wheel steamer
18:45:24 <NataS> is the fastest large cargo ship
18:45:51 <frosch123> :)
18:46:01 <andythenorth> it's a side effect of it being intended as a passenger ship
18:46:21 <andythenorth> depending on the world economy, ships have been faster and slower at different points in history
18:46:27 <andythenorth> or at least, as far as I can tell
18:46:28 *** Chris_Booth has quit IRC
18:46:49 <NataS> for game balance, why not fast modern/future ships?
18:47:10 <NataS> asside from a few outliers, FISH ships don't seem to have much date distribution.
18:47:33 *** mal2 has joined #openttd
18:47:55 <andythenorth> dates are unfinished
18:48:08 <andythenorth> most are quite wrong
18:48:37 <andythenorth> what would make CHIPS docks better?
18:48:40 <andythenorth> are they too wide?
18:48:49 <NataS> I have not seen CHIPS docks
18:49:15 <NataS> I prefer ISR because it has more eyecandy
18:49:18 *** Chris_Booth has joined #openttd
18:49:26 <NataS> even though CHIPS has more advanced features
18:49:57 <andythenorth> FIRS farming chains are still stupid
18:50:12 * andythenorth [is playing a game and thinking aloud]
18:50:57 <NataS> when I was playing around in FIRS, I noticed there was an awquard distribution of the cargos produced by the farm types
18:51:08 <andythenorth> expand...?
18:51:14 <NataS> but I don't remember what the details were
18:51:19 <NataS> I haven't tried it lately
18:51:42 <NataS> I rarely use FIRS because I hate random maps and there are no scenerios for it
18:51:51 <NataS> I like maps with lots of priamaries and few secondaries
18:52:04 <NataS> and intresting/relistic (non random) terrain
18:58:26 * andythenorth makes CHIPS docks smaller
19:03:48 *** Snail has quit IRC
19:04:16 *** bleistift2 has joined #openttd
19:05:31 *** bleistift2 has quit IRC
19:06:20 *** kkimlabs has joined #openttd
19:07:54 *** Wolf01 has joined #openttd
19:08:21 <Wolf01> evenink
19:09:48 *** Chris_Booth has quit IRC
19:10:31 <Knogle> hmm, can't you do: local knogle = ((popu / goal) * 100); ?
19:11:02 <Knogle> is GS
19:11:27 <Knogle> it returns 0, even though popu is 500 and goal is 10000
19:12:44 <frosch123> might it do a integer divison?
19:13:25 <frosch123> so, swap the / goal with the * 100
19:13:33 <frosch123> if you want a integer result
19:13:44 <frosch123> or add a +0.0 in the middle if you want a float result
19:14:43 <Knogle> I wanna get % of goal
19:14:59 <Knogle> so I want it to do exactly what I typed :P
19:15:11 <frosch123> float or integer?
19:15:36 <Knogle> int
19:15:44 <Eddi|zuHause> Knogle: 500/10000 is 0.05, but this is immediately rounded down, so 0
19:16:04 <Eddi|zuHause> and 0*100 stays 0
19:16:10 <Knogle> oh
19:16:24 <Eddi|zuHause> if you instead do 500*100, you get 50000, and then 50000/10000 is 5
19:16:55 <Knogle> so my math is wrong?
19:17:18 <Eddi|zuHause> not "wrong"... "naive" :)
19:18:04 <Eddi|zuHause> in school you learn that a/b*c is the same as a*c/b, but for computers, it sometimes isn't
19:18:05 <Knogle> so.. local knogle = ((popu * 100) / goal);
19:18:10 <Knogle> would be right
19:18:17 <Eddi|zuHause> yes
19:18:25 <Knogle> thanks a lot Eddi|zuHause :)
19:18:33 <Eddi|zuHause> but all brackets there are redundant
19:19:13 <Knogle> would it work without brackets?
19:19:15 <Knogle> nice
19:19:38 <Knogle> thanks a lot guys, I'm still fairly new to this :)
19:23:29 *** Zuu has joined #openttd
19:30:30 * andythenorth ponders
19:30:36 *** Chris_Booth has joined #openttd
19:30:38 <andythenorth> was the original game better without this newgrf stuff?
19:34:24 *** telanus1 has left #openttd
19:43:52 <Knogle> yes :P
19:45:16 <Rubidium> andythenorth: the original game being better has little to do with newgrfs ;)
19:45:55 <andythenorth> is the vanilla (no newgrf) game a better game?
19:46:08 * andythenorth is having newgrf remorse
19:46:44 * Zuu enjoys playing with the original industries as that means less time spent figuring out how the industries work and more to play with tracks.
19:47:19 <Rubidium> andythenorth: can't really tell. Last time I really played OpenTTD, NewGRFs weren't really hot yet
19:49:05 *** Chris_Booth has quit IRC
19:50:37 <andythenorth> hello Zuu
19:50:47 <andythenorth> I like your sign idea wrt scenarios and GS
19:52:18 <Zuu> Great. I see that some of the "old" OpenTTD folks like it. I wonder if any of the target group of scenario developers without programming knowledge have seen it yet or if they are scared by the topic title. :-)
19:52:32 <andythenorth> as far as I can tell, the scenario scripting in Railroad Tycoon 3 used a similar concept of seed points
19:52:45 <andythenorth> so some areas of the map get mines, some textile mills etc
19:53:07 <andythenorth> but there would be some random-ness each time the scenario was played, which was good
19:54:30 <NataS> oh, that sounds cool
19:54:49 <NataS> I just want a secnerio that shows of FIRS though
19:54:50 <NataS> :P
19:55:12 <Zuu> As with most ideas, it need some sort of specification of what sign commands it should handle and an idea on the overview level on how it should be implemented. Then it needs someone familar with the AI/GS system to implement it. :-)
19:57:58 <NataS> but in general, what i'm really looking for is clusters of producing industries separated from single secondary industries located closer to cities.
19:58:04 <Zuu> If I had unlimited of spare time, I would probably do it, but now I already got plenty of spare time projects that wants some love.
19:58:27 *** Firartix has joined #openttd
19:59:40 <Zuu> A GS can construct industries the same way as a player can fund industries, but for free. However, NewGRF restrictions still apply.
20:00:17 <Zuu> So you could make a scenario/game with no generation of new industries, and then have a GS that builds industries according to some strategy.
20:00:35 *** mal2_ has joined #openttd
20:00:51 <NataS> and that stratagy could involve many producers and few secondaries?
20:00:59 <Zuu> Yep
20:01:17 <Knogle> A GS can construct industries for free?, I thought you'd have to use CompanyMode, and the "selected" company would pay.
20:01:22 <Zuu> As the GS have information about if an industry type is a raw industry or not.
20:01:53 <Zuu> Knogle: If you don't use the company mode, you operate as DIETY.
20:02:11 <andythenorth> DIETY is a thin god?
20:02:19 <Knogle> DIETY?
20:02:28 <Zuu> andythenorth: Yes
20:02:44 <NataS> that's a technical term that exists in the game?
20:02:54 <Knogle> so you could in fact, make a script that build a water tower in every town?
20:03:03 <Zuu> Some API functions state in the pre-condition that you must have a company mode active for them to work. So for example the API to construct a HQ can't be used in DIETY mode, only when executing commands under the name of a company.
20:03:12 * NataS just uses manual industries
20:03:40 <NataS> well it makes sense that a non company could not produce an HQ
20:03:42 <Zuu> Knogle: As long as you figure out which industry is the water tower and there is no NewGRF imposed restrictions for the water tower.
20:04:24 *** Zeknurn has quit IRC
20:05:05 *** Zeknurn has joined #openttd
20:05:22 <Knogle> GSIndustryType::BuildIndustry -> Precondition: Valid GSCompanyMode active in scope.
20:05:40 <Zuu> Then, you cannot do that as diety.
20:05:55 <Knogle> so you can't build industries
20:05:59 <Zuu> Which I wonder why there is such a restriction.
20:06:11 <Knogle> because someone has to pay for it :P
20:06:39 <Zuu> Maybe someone though that its the domain of NewGRFs to decide on where to spawn random industries.
20:06:54 <Eddi|zuHause> that sounds stupid
20:07:15 <Knogle> it is stupid indeed
20:07:18 <Zuu> But if you get a dev to agree, I think that restriction would make sense to remove.
20:07:25 <andythenorth> the respective domains of newgrf and GS is completely unagreed (unfinished discussion)
20:07:33 *** mal2 has quit IRC
20:07:40 <Zuu> You might want to build some specific industry for your scenario at some given year etc.
20:08:07 <Knogle> I don't care for newgrfs at all, I'd like to be able to control everything with GS :P
20:08:15 <andythenorth> you can't
20:08:20 <Knogle> I know.
20:08:21 <andythenorth> the newgrf spec pre-exists
20:08:30 <andythenorth> for right or wrong
20:08:30 <Knogle> one can dream though
20:08:41 <Zuu> Knogle: It makes no sense to control the amount of smoke from steam trains via GS
20:08:54 <Knogle> Zuu: Ah well, anything map related.
20:08:58 <andythenorth> I did propose removing most of newgrf except graphics
20:09:21 <Knogle> Like I'd love to be able to stop someone from building in a certain town for example.
20:09:53 <Knogle> newgrf should be graphics only, makes more sense to me.
20:10:12 <Zuu> There has to be border when resposibility to provide vehicles, game objects etc. gives NewGRFs control over their things. Although from the GS perspective it would be nice if one is allowed to play god and override the NewGRF rules. :-p
20:10:58 <andythenorth> I got shouted down about my proposal to remove newgrf stuff :P
20:11:17 <Knogle> aw, I support you andy, that gotta count for something :P
20:11:26 <Knogle> hehe
20:11:45 <Zuu> Knogle: Shouldn't NewGRFs also provide some specifications on how the objects they provide work. Eg. the max speed, tractive effort etc. of an engine?
20:11:56 <Zuu> Eg. its more than just graphics.
20:12:17 <Knogle> Zuu: anything related to said graphics, yes, of course.
20:12:27 <andythenorth> depends whether you want GS to be able to adjust that stuff
20:15:02 <Knogle> nah, not if its custom made graphics
20:20:02 *** Belugas has quit IRC
20:20:13 *** Belugas has joined #openttd
20:20:13 *** ChanServ sets mode: +o Belugas
20:25:47 *** LordAro has quit IRC
20:26:30 *** Firartix has quit IRC
20:29:54 *** Firartix has joined #openttd
20:40:53 *** CIA-17 has quit IRC
20:42:53 <andythenorth> how long has the default steel mill been broken?
20:43:00 <andythenorth> it can can build on slopes
20:43:16 <andythenorth> I'd raise a FS, but my eyes won't stay open :|
20:43:28 * andythenorth has been needing sleep for weeks :P
20:43:47 <frosch123> i think you can autoslope below them
20:44:09 <frosch123> but it is unlikely to build on a slope
20:44:22 <andythenorth> I had one in a game just now
20:44:24 <andythenorth> broken graphics
20:44:28 <andythenorth> no newgrfs in that game
20:44:44 <andythenorth> also the ground tile for coal mines was incorrect I think
20:45:04 <andythenorth> I have r24319
20:45:28 <frosch123> well, as said, after it is constructed, anyone can terraform below it
20:46:19 <andythenorth> this was a fresh game
20:46:26 <andythenorth> coal mine was correct, that was just my eyes
20:48:28 <andythenorth> can't replicate the steel mill
20:48:42 <Knogle> more company colors should be added, yellow and orange looks the same, and dark blue looks like rivers :/
20:50:14 <frosch123> lol, you mean adding more colours makes it less likely that some look similar? :p
20:50:39 <andythenorth> we need to invent new colours
20:50:44 <andythenorth> add infra-red
20:51:02 <frosch123> you should implement some more types of cones into your eye instead
20:51:03 <andythenorth> it would make you warm
20:51:09 <andythenorth> add uv
20:51:42 *** bb10 has quit IRC
20:51:43 *** bb10 has joined #openttd
20:52:24 *** CIA-1 has joined #openttd
20:52:51 <NataS> some colors could be smart colors
20:52:53 <NataS> or something
20:53:11 <NataS> like I think Simutrans which has day and night, has a specific pallet reserved for lights
20:53:20 <NataS> all this means is they don't become darker at night,
20:57:13 <frosch123> games with day and night are an excellent example why adding too much realism results in total crap
21:01:46 *** brambles has quit IRC
21:02:30 *** brambles has joined #openttd
21:08:07 *** flaa has quit IRC
21:16:00 <frosch123> night
21:16:02 *** frosch123 has quit IRC
21:26:33 *** sla_ro|master has quit IRC
21:33:50 *** andythenorth has quit IRC
21:52:51 *** andythenorth has joined #openttd
21:57:55 <Eddi|zuHause> i always disable day/night cycle in simcity
21:58:16 <NGC3982> http://pics.kuvaton.com/kuvei/how_to_prank_your_friends.jpg
21:58:53 <CornishPasty> NGC3982: lol
21:59:06 <Eddi|zuHause> that is really not funny
21:59:17 <CornishPasty> Eddi|zuHause: why? :(
21:59:32 <NataS> well, here's a question
21:59:46 <NataS> how do you model comuters without a day night cycle?
22:00:22 <CornishPasty> NataS: a city that never sleeps, obviously
22:00:24 <Eddi|zuHause> you don't
22:00:55 <NataS> abstract day/night, which each day lasting a month or a year of game time might be intresting
22:01:01 <Eddi|zuHause> commuter cycles would either be too fast to notice, or too long to fit in with the date
22:01:30 <Eddi|zuHause> and, it has nothing to do with visually making things dark
22:01:32 <NataS> there are days which determine the cycle of passinger traffic, and years which determine technological progress and intrest rates
22:01:45 <NataS> I'm not talking about that though
22:01:54 <NataS> I'm talking about commuters
22:02:29 <NataS> would passingers existing on a different time scale than the rest of the game work.
22:02:30 <Eddi|zuHause> you were talking about special palette colours
22:02:45 <NataS> yeah but the topic creeped.
22:02:47 <NataS> it happens.
22:02:55 <NataS> I was talking about that about 2 hours ago
22:03:17 <Eddi|zuHause> that was just 5 lines ago
22:03:25 <NataS> more than that if you count join/parts
22:04:18 <NataS> anyways, the present is more important than the past
22:04:31 <Eddi|zuHause> sure, that is easily implemented
22:04:34 *** Zeknurn has quit IRC
22:04:43 <Eddi|zuHause> but the game lacks the management functions
22:04:50 <Eddi|zuHause> so gameplay suffers
22:05:10 <Eddi|zuHause> e.g. "go to depot, and wait there 4 hours with reduced running costs"
22:05:10 <NataS> you would need to tie passingers to houses and jobs
22:05:15 *** Zeknurn has joined #openttd
22:05:30 <NataS> for commuters to even make sense
22:05:55 <Eddi|zuHause> that's just a minor adjustment to cargodist
22:06:28 <Eddi|zuHause> besides, it quickly goes up in noise in the statistics, so it doesn't really matter
22:08:23 *** DDR has joined #openttd
22:15:41 * NataS shrugs
22:16:07 <NataS> in general, tieing passingers to homes and workplaces would be more important than making a defined rush hour
22:21:56 *** Progman has joined #openttd
22:32:12 *** Rhamphoryncus has quit IRC
22:34:12 <Wolf01> 'night all
22:34:16 *** Wolf01 has quit IRC
22:34:24 *** andythenorth has quit IRC
22:41:12 *** Hazzard has joined #openttd
23:00:40 *** TGYoshi has quit IRC
23:02:00 *** Devroush has joined #openttd
23:04:54 *** NataS is now known as Nat_AFK
23:13:42 *** Snake956 has joined #openttd
23:13:53 <Snake956> Hey, I need help!
23:14:21 *** Snake956 has quit IRC
23:14:38 *** TWerkhoven has quit IRC
23:15:32 <Hazzard> lol
23:21:13 *** Devroush has quit IRC
23:26:05 *** Nat_AFK is now known as NataS
23:39:27 <FLHerne> That was pointless 8-)
23:39:33 <FLHerne> 'night
23:39:35 *** FLHerne has left #openttd
23:43:16 *** roadt has joined #openttd
23:54:14 *** kkimlabs has quit IRC
23:55:35 *** Zuu has quit IRC