IRC logs for #openttd on OFTC at 2012-08-05
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06:54:26 * Supercheese is depressed there is no patchpack that has Signals in Tunnels that is close enough to trunk
06:56:20 <Rubidium> that sounds like a massive contradiction to me
06:56:40 <Supercheese> "based on sufficiently recent trunk revision" perhaps
06:56:48 <Supercheese> version* whatever
06:57:28 <Eddi|zuHause> i never understood how people can use this patch, if it doesn't work with path signals...
06:57:49 <Supercheese> ANY signals in tunnels is amazing
06:57:56 <Supercheese> and really necessary to create underground railways
06:58:38 <Supercheese> UKRS+ London Underground stuff + Signals in Tunnels results in a great subway system
06:58:55 * Rubidium wouldn't agree with that
06:59:28 <Supercheese> Alas, I lose out on a lot of cool stuff that happened in trunk after r24122
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07:02:26 <Supercheese> Ah well, decidedly worth it
07:03:03 <Eddi|zuHause> again. i could never find a situation where i could actually _use_ these signals!
07:03:42 <Supercheese> Simple block signals?
07:03:59 <Supercheese> The subways I make are dual-closed-loops
07:04:05 <Supercheese> block signals work fine
07:04:12 <Eddi|zuHause> i _never_ have "simple block signals"
07:04:51 <Eddi|zuHause> it's simply too much of a restriction
07:04:57 <Eddi|zuHause> and it doesn't even make any sense
07:05:24 <Supercheese> Well as I said, closed loops work fine with them
07:05:40 <Supercheese> all trains going in the same direction, one platform only
07:05:47 <Supercheese> no need to switch anywhere
07:06:22 <Supercheese> one platform per direction per station* that is
07:06:38 <Eddi|zuHause> sure. you can play without signals. just make 100 point-to-point lines.
07:06:54 <Supercheese> sigh, not point to point lines
07:07:06 <Supercheese> I'd give you a savegame, but it's a ChillPP savegame
07:07:18 <Supercheese> and has multiple custom grfs I can't distribute T_T
07:07:59 <Eddi|zuHause> there is really no fundamental difference between "use no signals" and "use no switches"
07:08:53 <Supercheese> I think there's a miscommunication somewhere
07:09:00 <Supercheese> not sure where, though
07:09:30 <Supercheese> Probably on my end, I am rather sleepy
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08:06:54 *** ChanServ sets mode: +o Alberth
08:15:51 <Wolf01> hello Alberth, god ludde too
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09:06:14 <TheDude> what is wrong with bananas server? Unhandled Exception
09:06:14 <TheDude> An unhandled exception was thrown by the application.
09:06:44 <TheDude> what could cause such exception?
09:10:32 <Ammler> are you able to reproduce it?
09:11:16 <TheDude> yes, every time I try to upload my update
09:14:58 <frosch123> open a fs task (project website,category bananas), attach the file you are trying to upload, and assign it to TrueBrain :)
09:19:25 <TheDude> can you tell me link for project website? anyway, how will this contribute to solution?
09:20:35 <frosch123> well, since bananas worked fine thursday, i assume there is some problem in the way it handles your file
09:24:47 <TheDude> something happened, This GRF is blacklisted :D
09:25:38 <frosch123> you are not allowed to upload grfs which are not yours
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09:28:29 <TheDude> what, I am the author of it!
09:28:45 <TheDude> and I am not uploading it, but updating
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09:39:59 <Alberth> that would be a new version, to preserve the previous version, so people can play old save games
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09:57:01 <TheDude> can you please tell me, who is in charge of banana server?
09:59:15 <frosch123> darn... why is the micropolis minimap totally broken for me
09:59:42 <frosch123> maybe i should get some nightly snapshot and compile myself
10:03:00 <drac_boy> any of you think its possible to like have one standard gauge, one narrow gauge, and a dual gauge tracktypes? or is there not much in the way of grf coding to make locomotives work on this sort of thing yet?
10:03:40 <frosch123> isn't there already such grf?
10:04:39 <Eddi|zuHause> there's a french narrow gauge set, but i don't know if it contains dual gauge
10:04:52 <Eddi|zuHause> and Oberhümer wanted to make a narrow gauge set at some point
10:05:33 <Eddi|zuHause> and yes, it's definitely possible
10:06:46 <drac_boy> would be interesting to have a mixed-gauge junction station where two platforms can serve the narrow gauge from west while the rest of station only has standard gauge for west+east
10:07:15 <drac_boy> of course that'll require some programmed signals (or pbs if it doesn't fail) to sort out the platform useages
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10:08:58 <mohwaqas12> Hey guys, how to comile debug version of openttd
10:10:33 <mohwaqas12> i copiled using make , but when i run gdb ./openttd it says no debugging info found
10:10:48 <TrueBrain> frosch123: tasks made under Project Website are automatically assigned to me ;)
10:11:20 <Alberth> mohwaqas12: did you run ./configure -enable-debug=3 before 'make' ?
10:11:49 <TrueBrain> or just use 'make run-gdb' ;)
10:12:07 <TrueBrain> well, that doesn't enable debugging .. dammit :P
10:12:37 <mohwaqas12> no i did not , let me check it
10:12:39 <Alberth> mohwaqas12: ./configure lets you set build options, and generate a Makefile. 'make' performs the build
10:13:19 <Alberth> 'make run' builds, and starts the resulting program, and 'make run-gdb' apparently builds and runs the debugger :)
10:13:24 <mohwaqas12> so what debug level should i keep?
10:14:00 <frosch123> why is the micropolis makefile in lower case?
10:14:04 <frosch123> is it not supposed to be run?
10:15:09 <Alberth> --enable-debug enables debugging symbols, level 3 apparently suppresses optimization, so your debugger sees the same code as you see in the editor
10:15:24 <Alberth> frosch123: hmm, that's a long time ago :)
10:16:08 <Alberth> my guess is it was created at a computer with a case-insensitive file system :p
10:16:51 <mohwaqas12> thanks Alberth , last day i was checking ./configure --help for debugging. i wonder how i missed this debug argument
10:17:51 <Alberth> mohwaqas12: humans are sloppy when reading, we mostly just scan word patterns. :)
10:19:56 <drac_boy> btw just a little real train related question, what was the purpose of 3-axle coaches? they seem to have the same chassis length of a 2-axle one sometimes
10:20:59 <LordAro> TheDude: anything web-related is generally managed by TrueBrain although i think all developers have some control over it
10:21:29 <TrueBrain> LordAro: he was already told waht he should do ... I mean .. spoon-feeding is nextdoor ;)
10:22:16 <LordAro> was he? i'm reading through the logs and i can't see anything :L
10:22:29 <TrueBrain> frosch123 told him in detail, even with a link, what he should do .. what more can I say?
10:23:22 <LordAro> in this channel? i didn't get it...
10:23:43 <TrueBrain> then I am afraid you fail to read :D
10:23:46 <TrueBrain> as it is right after he asked
10:23:55 <TrueBrain> like 3 minutes later :P
10:24:23 <TrueBrain> he even replied to it in ack of what was said, so for sure he read it ;)
10:25:48 <LordAro> "[10:57:01] <TheDude> can you please tell me, who is in charge of banana server?" <-- i see no reply to that...
10:25:53 * frosch123 thinks the micropolis *nix port is not actively maintained
10:25:58 <TrueBrain> that is because a reply to that is irrelevant LordAro
10:26:04 <TrueBrain> he got the information what he should do with his problem
10:26:41 <LordAro> whatever, i only joined after the 'main' conversation :P
10:26:50 <Alberth> frosch123: that would be quite possible, simhacker is only doing the web-frontend afaik
10:27:01 <LordAro> and it seemed to me that no one replied to him...
10:29:42 <LordAro> (the ";)" was a give away ;) )
10:30:31 <TrueBrain> I should kick myself for that :D
10:35:23 <TheDude> yes, but after some more tries to update newgrf it told me it is blacklisted, what does it exactly mean?
10:35:47 <TheDude> hi Truebrain, you can give me some advise or info about banana updating?
10:36:39 <TrueBrain> [11:14] <frosch123> open a fs task (project website,category bananas), attach the file you are trying to upload, and assign it to TrueBrain :)
10:36:41 <TrueBrain> [11:15] <frosch123> sorry TrueBrain :p
10:36:42 <TrueBrain> [11:19] <TheDude> can you tell me link for project website? anyway, how will this contribute to solution?
10:37:43 <TheDude> so the message that newgrf is blacklisted is some sort of bug?
10:38:39 <frosch123> bah... micropolis trunk is for touchscreens
10:39:02 <frosch123> any i have no idea what the pacmans on the map mean
10:39:47 <Alberth> it was little proof of concept for 'helpers' iirc
10:40:00 <Alberth> the pac man is 'eating traffic'
10:40:35 <frosch123> damn, should i try to update to an older version which is not meant for touchscreens
10:40:45 <frosch123> or should i start up dosbox and use the original?
10:41:03 <frosch123> the usability if almost near zero
10:41:42 <Alberth> simhacker is pushing towards web-enabled, community-based
10:41:54 <Alberth> so touch screen makes sense in that context
10:42:04 <Alberth> let me have a look what revision I have here
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10:43:53 <frosch123> well, let's try to get used to the touchscreen stuff
10:44:28 <drac_boy> frosch123 as long as it still works with a normal mouse cursor too
10:46:56 <Alberth> I have revision 389 here, of around april 2009, when some other project wanted to make me dev :p
10:47:39 <Alberth> after that I think the C/C++ backend + the gtk port stopped being developed
10:47:43 <frosch123> one of the pacmans causes a lot of crime
10:48:16 <Alberth> at least I looked a year or so back, and it did not seem to have moved much
10:48:32 <Alberth> oh, perhaps gtk itself has switched to touch screens?
10:51:15 <frosch123> well, maybe i was wrong with touchscreens
10:51:19 <frosch123> as i have to use the rmb
10:52:49 <Alberth> enable 'left-handed' so the buttons get swapped :)
10:54:48 <frosch123> somehow i have the impression, police stations have no effect at all compared to original simcity
10:55:51 <frosch123> also, how do i open a gas mask concession?
10:58:22 <Eddi|zuHause> in sim city, these things were done from the budget menu
11:01:22 <frosch123> hmm, i cannot build a stadium...
11:01:53 <Eddi|zuHause> is that game worth a try or should i leave my hands off it?
11:02:47 <frosch123> it's the same as original simcity; except it is not restricted to the dos screen resolution
11:02:53 <frosch123> but it seems to add various bugs
11:05:59 <frosch123> i have not yet decided whether they make it unplayable
11:06:48 <drac_boy> perhaps find where the original open-sourced source was and see?
11:07:05 <frosch123> i have a svn checkout
11:07:27 <frosch123> first i used the debian package, but the minimap was broken
11:07:56 <frosch123> now i am using svn head with changes to make it compile, but it has other bugs :p
11:08:49 <frosch123> ah, now i was able to construct a stadium
11:09:07 <frosch123> maybe it thought i did not have enough money
11:09:08 <Alberth> drac_boy: that's tcl/tk and C, and runs at a unix system only. It's also a bigger mess to get it running
11:09:14 <frosch123> in original simcity it cost 3000
11:09:29 <frosch123> i should have enough money, but i acutally cannot check, as the money display is broken :p
11:09:49 * Alberth finds it frightening that people know such numbers :p
11:10:15 <frosch123> children have good memory
11:10:37 <frosch123> ofc i know the price of all stuff in the games i played at age of 8 or 10
11:11:14 <Alberth> It's no different than knowing that 0x60 was RTS in 6502 machine language, I guess :D
11:12:08 <frosch123> now i even get newspapers that the polution i very high there
11:12:20 <frosch123> they produce both crime and polution
11:12:25 <frosch123> maybe i can bulldoze them
11:12:26 * drac_boy really has only played with simcity 2000 collection :-s
11:15:38 <Eddi|zuHause> i vaguely remember about original SimCity that nuclear meltdowns were way too common, and then you could basically throw away the game
11:16:04 <Eddi|zuHause> and people never built anywhere except near forest
11:16:50 <Eddi|zuHause> and then we found the money cheat, which you could do like 5 times and then it caused an earthquake
11:17:53 <Eddi|zuHause> the "solution" to that was to use it before you started the city :)
11:19:41 <Eddi|zuHause> and if you built a police/fire station every time they asked for one, you were guaranteed to never get positive budget
11:19:45 <Alberth> I found nuclear meltdown lots of fun, time for major damage control and rebuilding
11:23:11 <frosch123> Eddi|zuHause: yup, same about funds for me
11:23:24 <frosch123> but the money issue i only had with sc2000
11:23:36 <frosch123> i was never able to fujnd a new power plant after 30 years
11:23:36 <Eddi|zuHause> i never had money issues in sc2000
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11:23:59 * drac_boy never ever used powerplants at all tbh
11:24:02 <frosch123> so i always played on custom maps with lot of places for water plants
11:24:08 <frosch123> as they had no lifetime
11:24:21 <drac_boy> yeah it was pretty much always a hydro there and there .. sometimes bunched sometimes not depending on terrain
11:24:39 <drac_boy> sometimes there'll be a few hydro right in middle of downtown but eh
11:24:50 * FLHerne used to build large blocks of oil plants :P
11:25:18 <drac_boy> never had lot of energy but at same time the energy graph line never went below 10 on the other hand
11:26:49 <drac_boy> I usually put light industry somewhere a bit far away tho... never ever dense zoned either
11:29:49 <Eddi|zuHause> what was the point of "light" anything? except near airport, i always used dense
11:30:32 <Eddi|zuHause> in sc4, light industry meant agriculture. and most buildings are medium
11:31:05 <drac_boy> but still just as much jobs apparently
11:31:13 <Eddi|zuHause> i never cared for pollution, really
11:31:40 <drac_boy> well I don't like having a thick fog over the residental areas
11:31:48 <drac_boy> reminds me too much of the london smog problem after all :P
11:31:52 <TrueBrain> TheDude: you got a reply on your FS, and on your thread. Hope you can figure it out :)
11:35:26 <TheDude> ok, if I got it right, if I change licence to GPL v2nd include source, all be happy?
11:47:23 <TrueBrain> I _think_ so, but I haven't really looked into it tbh :)
11:51:56 <TheDude> ok, I will just change it, it should make things clear, thanks for help
12:10:16 <frosch123> haha, the save buttons are broken :p
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12:39:01 <andythenorth> my toddler wants diagonal tunnels
12:39:17 <andythenorth> he has gone to lie down in a corner and is being silent and sad because I can't make one
12:40:36 <Eddi|zuHause> i should have done that years ago...
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12:44:04 <Alberth> a tunnel from bottom-left to top-right of the screen is pretty much diagonal :p
13:05:17 <frosch123> hmm, my town collapsed :s
13:05:29 <frosch123> from 100000 to 30000 in two years
13:05:45 <frosch123> i doubt i can recover from this
13:08:37 <telanus> nuke the place and start ove?
13:10:12 <frosch123> hmm, maybe i overrated roads
13:10:27 <frosch123> got back from 5000 to 43000
13:10:38 <frosch123> though almost all roads and rails are gone
13:16:18 <andythenorth> frosch123: what caused it? :)
13:16:35 <frosch123> i had trouble with cash flow
13:16:44 <frosch123> and change police funding and taxes a bit
13:16:59 <frosch123> police from 100 to 80 or so
13:17:08 <andythenorth> oh you're playing Sim City
13:17:45 <Chris_Booth> since it was impossible to go bankrupt in any SC before SC4
13:17:52 <Chris_Booth> frosch123: you must suck at SC1 then
13:18:25 <Chris_Booth> you played SC2 MP?
13:18:29 <Chris_Booth> that is a right laugh
13:18:51 <Chris_Booth> go buy it and play it with a friend
13:18:53 <frosch123> Chris_Booth: i reached 100k pop and everything was running fine
13:19:02 <frosch123> then it collapsed within 2 minutes
13:19:06 <Eddi|zuHause> frosch123: road funding was always weird...
13:19:25 <Eddi|zuHause> frosch123: any value below 100% almost immediately makes your network disappear
13:20:03 <Eddi|zuHause> although SC1 had a "bug" where roads never disappear if they have electric lines above
13:20:14 <frosch123> now people are moving out again
13:20:21 <frosch123> i guess they noticed that there are no roads anymore :p
13:24:46 <Eddi|zuHause> i think at one point we always set traffic funding to 0, built no roads and only rails, with all tiles electric wires above, even crossings
13:27:06 <frosch123> oh, now you mention it... indeed tiles with wires are not cleared
13:27:25 <frosch123> so, is sc1 only playable with chears? :p
13:29:17 <andythenorth> frosch123: just drop tax before election time
13:29:26 <andythenorth> then max it out straight afterwards
13:29:49 <andythenorth> I always lost to traffic and pollution though :P
13:34:45 <frosch123> well, i just assumed if they complain about taxes the most, then they have nothing to really complain
14:25:28 <TrueBrain> General Notice: while I update all VPSes of OpenTTD, you can expect some slight hickups in regards of kernel updates etc
14:31:20 <LordAro> yay! an active sys-admin!
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15:00:20 <TrueBrain> 3 done, 6 to go .. first some food :)
15:01:36 * drac_boy is more like 0 ordered, 10+ to order :-s
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15:04:56 * drac_boy throws more non-bugs bugs at andythenorth
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16:23:04 <frosch123> Eddi|zuHause: rail only does not exactly seem to work :p
16:28:15 <TrueBrain> right, back to updating ... let's see ... ah, yes, masterserver
16:34:01 <TrueBrain> lolz, every machine Igive a kernel upgrade: /dev/xvda1 has gone 332 days without being checked, check forced.
16:35:30 <frosch123> you might not want to run multiple checkruns on the same disk in parallel
16:35:44 <Eddi|zuHause> i don't suppose there is a way to autocheck files like at 5AM every 1st of the month?
16:35:54 <TrueBrain> frosch123: it doesn't happen on the same disk ;)
16:36:01 <TrueBrain> they are virtual disks, just being named identical; that is all :)
16:36:04 <frosch123> Eddi|zuHause: i think you cannot check them while mounted
16:36:21 <frosch123> TrueBrain: but there is only one hardware behind it
16:36:45 <TrueBrain> btw, I am not updating all VMs at the same time, that would be stupid
16:37:31 <TrueBrain> my complaint is merely the fact the downtime is more than 5 seconds :P
16:38:32 <TrueBrain> okay, all frontend machines are updated ... now the hard part ... the backends ...
16:42:30 <Eddi|zuHause> TrueBrain: well, you can just disable the autocheck...
16:44:47 <TrueBrain> Eddi|zuHause: by the time I see it, it is too late :P
16:45:12 <TrueBrain> I don't really mind the check btw, it just takes for ever (at least, it feels that way :P)
16:45:31 <Eddi|zuHause> yes, i know that feeling :)
16:47:31 <TrueBrain> okay ... here goes ldap ....
16:50:43 <TrueBrain> hmm, debian updates overwrite motd
16:51:14 <TrueBrain> even more as it trashes the old content
16:51:21 <TrueBrain> bah ... I wrote such good stories there!
16:51:51 <TrueBrain> owh, booting your system does
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17:09:31 <TrueBrain> and there goes our MySQL ... that will hurt :P
17:13:56 <TrueBrain> and now finally ... our gateway
17:21:19 <TrueBrain> and poef, then all of OpenTTD services went awol :P
17:21:19 <TrueBrain> lets see if it can reboot before things detect their cannot reach the internet :P
17:21:19 <DorpsGek> TrueBrain: TrueBrain
17:27:40 <TrueBrain> we use 0.5 TiB per month on our main server atm :P
17:28:13 <TrueBrain> k, all updating done and set; lemme know if there are any issues / problems /etc
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17:36:31 <Alberth> <nothing> apparently :D
17:37:56 <frosch123> ah, figured out the trick in micropolis
17:38:02 <frosch123> make a small citiy which makes some profit
17:38:07 <frosch123> set speed to astonomically fast
17:38:18 <frosch123> do whatever you want
17:39:36 <Eddi|zuHause> what's the SimCity creator's obsession with Llamas anyway?
17:40:16 <Eddi|zuHause> now i remember why i quit playing SC4... it crashes at random times
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19:09:30 <andythenorth> so everyone is on vacation or what?
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19:17:27 <Rubidium> andythenorth: lies... some are just working hard on important not yet visible stuff
19:44:34 <andythenorth> coding without an irc monologue on what's being done? :P
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19:47:29 <drac_boy> andythenorth well I don't bother anyway? :) heh heh
19:59:20 <drac_boy> btw does anyone here recall the name of that particular station on metre gauge in swizterland? it was like a U shape with station on one leg of it ... unusual for real rails
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20:03:45 <Supercheese> So, I went and made an Electricity/Powerlines GRF. The power plants produce electricity, which is carried on power lines and delivered to substations, the "vehicles" are lightning-fast "sparks". Honestly, the gameplay is... really dull :(
20:04:23 <Supercheese> Create "single-track" point-to-point line, stick a vehicle on it, collect money, zzzzz
20:04:39 <Supercheese> Upgrade to higher voltages as the years go by
20:04:57 <Supercheese> It needs some spice, maybe like Engineering/Farm supply mechanics in FIRS
20:05:02 <andythenorth> you should make the vehicles individual electrons :P
20:05:11 <Supercheese> deliver electricity to other industries to increase production
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20:05:14 <andythenorth> or units of potential or such
20:05:20 <Supercheese> but that would make the code zillions of times more complex
20:05:21 * andythenorth can't remember electrical physics :P
20:05:36 <Supercheese> The current units of "electricity" are kW*h
20:05:47 <Supercheese> it's what my meter outside reads :P
20:06:31 <Supercheese> also, I have no good sprites for the vehicle purchase menu
20:06:57 <Supercheese> Just keep the sparks? Or stick a little generator-looking unit in the purchase menu?
20:07:17 <Supercheese> Bigger sparks for higher voltages? :P
20:07:31 <andythenorth> force the power station to produce at 22Kv or whatever
20:07:37 <Supercheese> Currently I've only reused base set sprites
20:07:43 <andythenorth> but make the destination only accept at 1500v or so
20:07:55 <Supercheese> Hey, waypoint transformers
20:07:55 <andythenorth> then have substations that adjust voltage :P
20:08:07 <Supercheese> Well, currently you just dump everything into blackhole substations
20:08:16 <Supercheese> as I said, booooring gameplay
20:09:05 <Supercheese> Figure I'll just disable signal sprites entirely
20:09:36 <Supercheese> The sparks take maybe 1 tick to reach their destination, so they're really not needed
20:10:16 <Supercheese> Problem is, FIRS has no power plants, and also has maxed cargo slots too IIRC
20:10:38 <Supercheese> NARS just needs to get rid of it's silly regearing cargo
20:10:47 <Supercheese> free up an extra slot for everyone
20:14:50 <Supercheese> Also a major problem is NML does not support stations
20:14:59 <Supercheese> and I do not want to mess with NFO
20:15:21 <drac_boy> just do the station in nfo and the rest of grf in nml? dunno what to tell you tbh :)
20:17:32 <Supercheese> Hah, just found another problem, the level crossing bells ding for "crossings"
20:17:43 <Supercheese> Ding ding, there are overhead power lines... :P
20:18:36 <Supercheese> Well I'll be danged, there was a Station coding tutorial just posted
20:18:45 <Supercheese> less than an hour ago, it seems
20:19:39 * drac_boy never ever had any of the game sounds on anyway
20:19:53 <drac_boy> it'll be drowned out by the media player in background anyhow :)
20:20:06 <Supercheese> yeah, I had to turn off my music to hear it too
20:20:29 <Super_Random|2> some people are mean
20:20:47 *** Super_Random|2 is now known as Super_Random
20:21:15 <Super_Random> some people were ddos-ing a charity stream
20:24:45 <Supercheese> So hmm, code the stations in NFO, export the NML to NFO, combine and NFORenum the lot?
20:26:12 <Eddi|zuHause> or finally implement station support in nml?
20:26:27 <Supercheese> Well, that would be optimal obviously ;)
20:26:41 <Eddi|zuHause> go ahead then :p
20:26:45 <Supercheese> I'm not going to try and develop that myself, ofc
20:29:25 * drac_boy doesn't have much comment on nml for obvious reason yet anyhow
20:29:36 <drac_boy> kinda a bit surprised now that stations aren't in there tho?! :-s
20:32:34 <Eddi|zuHause> i'm not sure why stations are not implemented. maybe it lacks inspiration how to sensibly specify tile layouts
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20:40:07 <frosch123> it lacks the right idea how to abstract all that station nonsense of tilelayout and spritelayouts into a nml spec
20:40:55 <Eddi|zuHause> deprecate the station spec and make a new one based on industry/object stuff?
20:43:11 <drac_boy> eddi thats assuming ottd would know how to read both formats for sake of grfs that wouldn't be updated for quite some time?
20:45:11 <drac_boy> fair enough, don't have any complains or comments then :)
20:46:53 <Eddi|zuHause> the point would be that the old code would be pushed into a somewhat unmaintained state, while the new code would be shared between stations/industries/objects/airports etc.
20:47:30 <Eddi|zuHause> and the only thing in nml that needs to be changed is the feature number
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20:47:36 <frosch123> except that industries and airports are similiar
20:47:41 <frosch123> while objects are different
20:47:57 <frosch123> stations would likely easier fit into the object style
20:48:46 <Eddi|zuHause> frosch123: what about road/tram stations then?
20:49:08 <Eddi|zuHause> frosch123: they would be closer to airports (with state machine etc.) than rail stations?
20:49:32 <Eddi|zuHause> but then you still need additional magic to construct "platforms" out of multiple adjacent stations
20:59:20 <frosch123> Eddi|zuHause: how about ripping out the state machine of airports instead :p
21:10:29 <Eddi|zuHause> yes but nobody dared to do that yet either :p
21:12:25 <frosch123> i have a patch for it
21:12:35 <frosch123> it's against r6907 though
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21:19:56 <Eddi|zuHause> that is truly ancient :)
21:20:27 <Eddi|zuHause> that's even before the two all-patch-breaking commits :p
21:20:57 <Eddi|zuHause> (makefile rewrite and c++ port)
21:28:00 <frosch123> only the terminals were supposed to be stations with a catchment area of a busstop :)
21:28:57 <frosch123> also note the stupid placement of the picker windows above the toolbar in that ancient ottd :p
21:29:09 <Eddi|zuHause> i already noticed that :)
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21:47:52 <drac_boy> hm that reminds me I should check about any updates to the grf just to be sure my tracking table is still current
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