IRC logs for #openttd on OFTC at 2014-01-28
            
00:14:43 <mek42> !24663
00:24:42 *** Morgan_Freeman has joined #openttd
00:35:43 *** Japa has joined #openttd
00:48:41 *** FLHerne has quit IRC
00:51:04 *** Djohaal has joined #openttd
00:56:38 *** luaduck is now known as luaduck_zzz
01:06:27 *** Flygon_ has joined #openttd
01:06:27 *** Flygon has quit IRC
01:07:07 *** greeter has quit IRC
01:10:17 *** KritiK has quit IRC
01:12:19 <mek42> after ./configure, do i need to specify which makefile to use, or should there be one ready to go with just make (no options, no file)?
01:13:20 <mek42> also, should ./findversion.sh return 1 after an svn checkout?
01:23:37 *** Midnightmyth has quit IRC
01:27:17 *** yorick has quit IRC
01:43:41 *** JGR_ has joined #openttd
01:46:39 *** JGR has quit IRC
01:52:56 *** mek42 has quit IRC
01:53:41 *** NCommander has joined #openttd
01:59:44 *** Markk has quit IRC
01:59:48 *** Markk has joined #openttd
02:10:50 *** adf88 has quit IRC
02:11:17 *** Djohaal has quit IRC
02:25:23 *** Japa has quit IRC
03:11:25 *** Andreas is now known as Andreas`off
03:23:04 *** Andreas`off has quit IRC
03:23:13 *** Pikka has joined #openttd
03:47:12 *** TheMask96- has quit IRC
03:47:35 *** TheMask96 has joined #openttd
04:03:52 *** NCommander has quit IRC
04:03:58 *** NCommander has joined #openttd
04:10:07 *** slee has quit IRC
04:43:45 *** xT2 has joined #openttd
04:48:47 *** ST2 has quit IRC
04:48:47 *** xT2 is now known as ST2
04:59:09 *** DDR has quit IRC
05:44:02 *** LeandroL has quit IRC
05:44:41 *** Hazzard has quit IRC
05:49:45 *** NCommander has quit IRC
05:52:21 *** NCommander has joined #openttd
05:56:16 *** Eddi|zuHause2 has joined #openttd
06:03:17 *** Eddi|zuHause has quit IRC
06:16:36 *** jjavaholic has quit IRC
06:24:44 *** retro|cz has joined #openttd
06:28:31 *** Pecio has joined #openttd
06:52:34 *** Eddi|zuHause2 is now known as Eddi|zuHause
06:58:49 *** LeandroL has joined #openttd
07:12:38 *** Ailure has quit IRC
07:48:15 <dihedral> good morning ladies
07:50:19 <Elyon> 'morning
07:51:12 <Pikka> doesn't it
07:53:47 *** Mucht has quit IRC
08:08:24 *** jjavaholic has joined #openttd
08:11:51 *** Virtual has joined #openttd
08:13:18 *** Elukka has joined #openttd
08:21:15 * LordAro mornings
08:27:40 *** NCommander has quit IRC
08:29:22 *** Pereba has joined #openttd
08:31:33 *** NCommander has joined #openttd
08:49:03 <Xaroth|Work> o/
08:52:29 *** Pensacola has joined #openttd
08:55:49 *** Devroush has quit IRC
08:57:11 *** Devroush has joined #openttd
08:57:16 <dihedral> Xaroth|Work, o/ you too
09:03:36 *** Andreas`off has joined #openttd
09:18:57 *** andythenorth has joined #openttd
09:22:10 <LSky> morning
09:25:54 *** Supercheese has quit IRC
09:40:37 *** HerzogDeXtEr has joined #openttd
09:44:27 *** TheMask96 has quit IRC
09:44:44 *** andythenorth has quit IRC
09:46:32 *** TheMask96 has joined #openttd
09:58:07 *** andythenorth has joined #openttd
10:14:58 *** Midnightmyth has joined #openttd
10:19:25 *** adf88 has joined #openttd
10:27:52 <peter1138> grrr @ widget handles that are only 1 pixel wide :S
10:50:30 *** Japa has joined #openttd
10:52:59 *** andythenorth has quit IRC
11:00:59 *** Japa has quit IRC
11:04:21 *** DDR has joined #openttd
11:19:08 <Pikka> darn those midget vandals
11:27:02 *** andythenorth has joined #openttd
11:36:06 *** andythenorth has quit IRC
11:39:07 *** andythenorth has joined #openttd
11:41:12 *** Japa has joined #openttd
11:48:19 <Pikka> speaking of midget vandals, hello andythenorth
11:49:07 <andythenorth> lo
11:52:36 <Pikka> what progress?
11:53:12 <V453000> hyhyhyhyhyhyhyhyhyhyhyhyhyhy m000 hello
11:58:40 *** Flygon__ has joined #openttd
11:58:44 *** Flygon_ has quit IRC
12:01:24 *** bolli has joined #openttd
12:01:31 <bolli> Hi
12:02:19 <andythenorth> Pikka: tell me about costs, especially buy costs
12:02:36 <Pikka> for what, trains, planes, or sausages?
12:03:05 <andythenorth> yes
12:03:13 <andythenorth> cb36 can set buy costs
12:03:17 <bolli> Can I have some thoughts? https://github.com/sambol/node-libOpenttdAdmin
12:03:22 <andythenorth> I have been thinking about that
12:05:05 <Pikka> what have you thought?
12:06:50 <andythenorth> random buy cost, re-randomised monthly?
12:06:58 <andythenorth> from a low-high range
12:08:06 <andythenorth> dunno, might smell of wee
12:08:44 <Pikka> might do a bit. seems a bit complex and unintuitive. :)
12:09:07 <Pikka> what's the benefit? that one month one vehicle might be cheaper than another?
12:09:29 <planetmaker> nice, bolli. Anywhere where it's used? :)
12:09:30 <V453000> LOL
12:09:34 <V453000> wtf andythenorth
12:09:40 <V453000> kids give you drugs or? :D
12:09:59 <planetmaker> that's totally realistic!
12:10:01 <bolli> not yet, I've only just finished writing it planetmaker... :)
12:10:44 <planetmaker> randomizing buy costs certainly is not worse than randomizing power ;)
12:11:25 <andythenorth> Pikka: no real benefit, just different
12:11:40 <andythenorth> and means I don't have to think about balancing :P
12:11:44 <andythenorth> balancing bores the arse off me
12:11:56 *** adf88 has quit IRC
12:11:57 <andythenorth> then someone pops up and points out how you've got it wrong
12:12:36 <andythenorth> and then I was all like, yeah, whatever
12:13:52 <V453000> :D:D:D
12:14:01 <V453000> power is sane!
12:14:25 <V453000> andy, you dont "balance" things by cost, just give reasonable cost for everything ... usage matters
12:14:47 <V453000> e.g. power/speed/weight/tractive effort/capacity/loading speed/curve friendliness/other mechanisms
12:16:06 <Pikka> andythenorth: I suppose if you're working on IH, you need real stats, right?
12:16:07 <Pinkbeast> Reliability ho ho
12:16:28 <andythenorth> Pikka: real stats for our made up trains? o_O
12:16:40 <Pikka> oh, they're all made up? :D
12:16:56 <andythenorth> mostly
12:17:08 *** LSky has quit IRC
12:17:10 <V453000> best approach :)
12:17:48 <Pikka> I'm pretty happy with the numbers my 10CC statter is producing, I could try doing some numbers for IH if you wanted.
12:18:33 <andythenorth> I would be happy with that :)
12:18:40 <andythenorth> otherwise I do the random thing
12:18:49 <andythenorth> or some formula of weight * hp, like FISH
12:19:02 *** LSky has joined #openttd
12:20:29 <Pikka> if you pm me a list of vehicles, with (approx?) intro dates and whether they're express locos or whatever, I canl have a go at it.
12:20:35 <Pikka> *can
12:21:35 <Pinkbeast> Pikka: Please, did you ever get satisfactory 4-6-0 Castle graphics before UKRS2+ updates stopped?
12:22:21 <Pikka> not that I recall, Pinkbeast
12:22:38 <bolli> Anyway, must dash, bye
12:22:38 <Pinkbeast> Rats.
12:22:42 *** bolli has quit IRC
12:24:39 <V453000> andythenorth: id say try something, I can help you figure out if the stats are different enough / that each train has at least some use
12:28:24 * andythenorth busies
12:33:20 <Pikka> andythenorth: or I suppose I could just send you the spreadsheet for 10cc, instead of being secretive about my secret formulas. :P
12:33:43 <Japa> What's 10cc anyway?
12:33:48 <Japa> How many colors do you need?
12:33:56 <V453000> :d
12:34:29 <Pikka> Japa: how many have you got?
12:34:41 <Japa> 2
12:35:09 <Pikka> o
12:35:22 <Pinkbeast> Japa: BR Brunswick Green and LMS Crimson Lake, that seems like 2 to me. :-)
12:35:33 <Pikka> I have 16.7 million
12:37:52 *** Flygon__ is now known as Flygon
12:38:18 <Flygon> I have 512. Because I'm hipster.
12:38:18 *** HerzogDeXtEr has quit IRC
12:38:34 <Flygon> 1536 addressable if you add Shadow/Highlight effects :B
12:38:45 *** HerzogDeXtEr has joined #openttd
12:39:51 <V453000> how many is the palette for real men? 218?
12:41:11 <Flygon> What's 218 again?
12:41:13 <Flygon> It's familiar
12:41:19 <Flygon> But I'm not sure if that was Famicom or 2600
12:42:37 <V453000> ttd palette?
12:42:44 <Flygon> Not 2600
12:42:44 <Flygon> Oh
12:42:46 <Flygon> Right
12:42:48 <Flygon> DERP
12:46:26 *** HerzogDeXtEr has quit IRC
12:47:37 *** HerzogDeXtEr has joined #openttd
12:51:11 *** sla_ro|master has joined #openttd
12:53:52 <MNIM> load testing junctions and station entrances.
12:53:53 <MNIM> http://i.imgur.com/zOrNl8O.png
12:54:03 <MNIM> left junction definitely not a success.
12:54:03 *** HerzogDeXtEr has quit IRC
12:55:42 <V453000> 4-way junctions are always suicide MNIM
12:55:49 <V453000> unless you have really a loooooooot of experience
12:56:11 *** HerzogDeXtEr has joined #openttd
12:56:27 * andythenorth hitting refresh :P
12:56:28 <MNIM> V453000: well, Im not exactly a newbie, but eh, I do indeed tend to stick to threeways, too
12:56:34 <andythenorth> come on build farm...
12:56:51 <Pikka> andy: when's the start date of IH?
12:56:59 <andythenorth> 1870, give or take
12:57:06 <andythenorth> here we go http://bundles.openttdcoop.org/iron-horse/push/LATEST/docs/html/code_reference.html
12:57:09 <andythenorth> 1860 it seems
12:57:15 <andythenorth> the code knows better than me :P
12:57:18 <MNIM> but sometimes you cannot avoid a fourway, for example, in areas where aprox six or more lines are joining together
12:57:20 <Pikka> mm
12:57:21 <Eddi|zuHause> these junctions are definitely too small for these train lengths
12:57:29 <andythenorth> I should put a table sort javascript on that table :P
12:57:48 <MNIM> eddi: right one seems to be working well enough for it, but yes, left one definitely has issues in that regard.
12:58:07 <Pinkbeast> MNIM: short of "arrange to have been playing Simutrans" :-)
12:58:11 <V453000> MNIM: helpful articles http://blog.openttdcoop.org/2010/09/28/advanced-building-revue-07-stations/ http://wiki.openttdcoop.org/Junctionary_-_Stations http://wiki.openttdcoop.org/Merging_Tracks
12:58:18 <V453000> also, you can always avoid 4ways :)
12:58:19 <Eddi|zuHause> MNIM: any n-way junction can be replaced by n+1 three-way junctions
12:58:20 <MNIM> Pinkbeast? 0.o
12:58:41 <MNIM> Eddi|zuHause: in how much space?
12:58:46 <Pinkbeast> Simutrans has a true underground layer so it's a lot easier to fit n 3-ways into the space
12:58:48 <Eddi|zuHause> loots
12:58:52 <Pikka> I'll have a go at 'em, andy. :D
12:58:59 <Eddi|zuHause> actually, n works too
13:00:28 <MNIM> Anyway, I prefer to work with compromises between capacity and space
13:00:31 <andythenorth> Pikka:
13:00:33 <andythenorth> ta
13:00:43 <andythenorth> you can probably copy the table to excel or something
13:00:50 <Pinkbeast> ... if you are made of money which one rarely is in Simutrans
13:00:59 <Eddi|zuHause> MNIM: then you need better organic growing
13:01:29 <V453000> MNIM: btw those trains are GIGANTIC for that small map
13:01:39 <Eddi|zuHause> identifying bottlenecks and resolving them
13:01:41 <V453000> smaller trains fit in less space ;)
13:01:41 <MNIM> V453000: it's a testing bench
13:01:52 <andythenorth> smaller batch size = better flow
13:01:53 <MNIM> it's specifically made to overload the network :P
13:01:57 <V453000> testing benches are bad
13:02:03 <andythenorth> in theory one-piece-flow is the ideal batch size
13:02:06 <V453000> everything breaks sooner or later
13:02:10 <andythenorth> but theory is often beaten by engineering
13:02:11 <V453000> everything
13:02:32 *** kais58 is now known as kais58|AFK
13:02:48 *** FLHerne has joined #openttd
13:02:49 <andythenorth> http://www.reliableplant.com/Read/14703/one-piece-flow
13:02:54 <MNIM> usually I work with five-long main traffic (town-to-town passengers) with the occasional seven and fourteen-long freighters
13:03:29 <V453000> 3-6 tiles is reasonable
13:03:29 <MNIM> so inundating it with fourteen-longs should work to make it work for worst-case scenarios
13:03:37 <Pinkbeast> I tend to find pax sneaks upwards towards 8 once the big Pacifics come in
13:03:44 <V453000> 5 is solid always
13:04:28 <andythenorth> one piece flow will also optimise for cashflow
13:04:30 <andythenorth> if you care
13:04:40 <andythenorth> delivering earlier = getting paid sooner
13:04:43 <Eddi|zuHause> my networks look completely different to those...
13:05:11 <Eddi|zuHause> and my local trains are 2-4, long-distance 5-8 and freight 6-12, usually
13:05:36 <Pinkbeast> Eddi|zuHause: What cargo weight multiplier for freight?
13:05:53 <andythenorth> I deliberately bundle massive trains onto the network
13:05:55 <Eddi|zuHause> 1, mostly, but it's usually irrelevant as passengers trump all
13:05:57 <andythenorth> because eh, why not
13:06:31 <andythenorth> Pikka: grf is here btw http://bundles.openttdcoop.org/iron-horse/push/LATEST/
13:06:42 <Pinkbeast> I have 3 but still find freight sneaks up towards 12 with beasts like the 9F, let alone the electrics
13:08:23 <LSky> question, is it possible to change the newgrf settings of an existing scenario?
13:08:39 <Eddi|zuHause> no.
13:08:56 <LSky> So its set at the moment you create the scenario?
13:09:26 <V453000> (:
13:09:57 <Eddi|zuHause> yes
13:10:15 <MNIM> I tend to use twin locs for my freighters
13:10:26 <LSky> is this no longer possible?
13:10:26 <LSky> http://www.tt-forums.net/viewtopic.php?p=913148#p913148
13:10:32 <Eddi|zuHause> you can, however, export the heightmap, start a new scenario, and place the towns etc. again
13:10:57 <V453000> that still works I hope LSky
13:10:58 <LSky> yeah, unfortunately the heightmap part took 4 minutes
13:11:05 <LSky> the town placement 15 hours
13:11:43 <Eddi|zuHause> well you should have thought of that before :)
13:12:14 <LSky> yeah, i made a wrong assumption, upside is that no newgrfs means its somewhat more accesible
13:12:31 * andythenorth adjusts stats on tin rocket
13:12:33 <MNIM> (note: eddi lies)
13:12:37 <Eddi|zuHause> anyway, yes, that still works
13:12:45 <Eddi|zuHause> but it is not recommended
13:12:54 <MNIM> that is true
13:13:03 <LSky> well, whats the worst that could happen?
13:13:09 <MNIM> crashes
13:13:12 <MNIM> crashes EVERYWHERE
13:13:27 <LSky> well, the good part about a crashing program is that you can start it again
13:13:34 <Eddi|zuHause> the least that could happen is you provide a scenario that nobody can play because it doesn't have vehicles
13:13:50 <FLHerne> LSky: And then it probably crashes again at the same point, but whatever :P
13:13:52 <LSky> right, well im planning to obviously save the scenario as is beforehand
13:13:56 *** Flygon_ has joined #openttd
13:13:56 *** Flygon has quit IRC
13:14:12 <andythenorth> one day there might be a new scenario format
13:14:22 <Eddi|zuHause> sometimes "obvious" is not the same thing to two different people
13:14:35 <FLHerne> LSky: The problems start if you give the scenario to other people (or on Bananas) and then they get crashes
13:14:56 <FLHerne> LSky: Because they don't know, and then the devs get unfixable bug reports
13:15:06 <V453000> making scenarios is mostly waste of time anyway
13:15:10 <V453000> the generator does just fine
13:15:22 <LSky> the generator doesnt make Europe maps though :P
13:15:35 <V453000> not like that has any benefits
13:15:49 <LSky> enjoyment is no benefit?
13:16:04 <LSky> damn, ive been playing games for the wrong reasons :(
13:16:20 <andythenorth> scenario making is a craft in its own right, no?
13:16:23 <andythenorth> like making newgrfs
13:16:42 <V453000> you still fill it with fuking tracks andy :P
13:16:48 <Flygon_> Vehicle sets are like TV shows
13:16:55 <Flygon_> And scenarios are like movies
13:17:08 <andythenorth> V453000: I am favouring one track per train
13:17:12 <Flygon_> In that everyone agrees that a Futurama vehicle set would be pretty neat
13:17:29 <andythenorth> we should just ban signals
13:17:29 <Eddi|zuHause> you get totally addicted and want to know how it goes on, vs. you have two hours of fun and it doesn't amtter anymore?
13:17:34 <andythenorth> but allow stacking rail lines
13:17:49 *** Flygon_ is now known as Flygon
13:17:54 <LSky> well itll be a while before anyone fills this map with rails
13:18:09 <andythenorth> 'bridgeheads on tunnels'
13:18:34 <FLHerne> V453000: Beautiful scenarios are why some people don't take '8-track synchronous mainline' as a primary goal :P
13:18:49 <Eddi|zuHause> Flygon: i'm afraid "human-transporting pipes" is as useless a transport mode as "pipelines" wrt ingame management
13:19:01 <Flygon> But what about Spaceships?
13:19:17 <Eddi|zuHause> Flygon: just repainted airplanes
13:19:26 <V453000> I have no idae what synchronous is FLHerne but alright :D
13:19:27 <Flygon> And the Prism Train!!!!
13:19:39 <andythenorth> Eddi|zuHause: ho ho actually that's an idea
13:19:40 <Eddi|zuHause> and planes are the second worst transport mode in this game right after pipelines
13:19:43 <Flygon> Mid-movement decoupling MU operation!
13:19:54 <andythenorth> planes have an action 2 var for takeoff stage?
13:20:06 <Eddi|zuHause> Flygon: shunting is not implemented
13:20:11 <andythenorth> make them invisible after a certain point 'they're in hypersonic space flight'
13:20:14 <Pinkbeast> I actually wanted skilift-like arrangements as "continuous transport" pipelines for pax - uneconomic except straight up hills.
13:20:17 <Flygon> Who said anything about shunting?
13:20:26 <Flygon> I meant the train splits off into 6 different tracks
13:20:31 <Flygon> When it hits a junction
13:20:33 <Eddi|zuHause> yes
13:20:36 <andythenorth> yes, that's shunting
13:20:39 <Eddi|zuHause> "shunting"
13:20:41 <Flygon> While going 5843km/h
13:20:43 <Flygon> And never stopping
13:20:44 *** Sacro has quit IRC
13:20:44 <andythenorth> same mechanic
13:20:47 <Flygon> Just like in Futur-
13:20:49 <Flygon> Stop defying me D:
13:21:09 <Eddi|zuHause> Flygon: the point is "separating vehicles outside a depot" is not implemented
13:21:15 <LSky> the very least I take away from this scenario making process is that I definitely added to my topography/geography knowledge, I suddenly know about a bunch of cities that I never knew existed.
13:21:19 <Flygon> I know, I know
13:21:22 <Flygon> But, I'm a dreamer D:
13:21:47 <FLHerne> Flygon: Make multipart vehicles able to overtake, and you can probably manage it with HEQS roadtrains :P
13:21:49 <Flygon> LSky: What I get out of scenarios is baffling people in their native countries with routes I choose :D
13:21:54 <Eddi|zuHause> Flygon: also, we don't have a sewer layer
13:22:00 <Pinkbeast> Flygon: I'd love something like that for banking engines as in UK practice, but...
13:22:11 <Flygon> Pinkbeast: You and I both
13:22:23 * FLHerne wants pilot diesels for branches and yards
13:22:27 <Flygon> Banking stopped happening here after the 1950s though
13:22:34 <Pinkbeast> Oh, it went out with steam.
13:23:04 <FLHerne> Dragging a Cl20 along behind a 92 for 9/10s of the journey just for the last leg is silly
13:23:07 <andythenorth> herp
13:23:15 <Flygon> ...so you get situations where interstate trains are a combination of modern 2013 4500hp Diesels... ...coupled together with a few 700hp T-class locos from 1952
13:23:26 <andythenorth> Pikka: oopsie, some of the trains are NG, some are standard gauge
13:23:32 <Pinkbeast> ... and when I have an infinite amount of time, motivation, and C++, I'd like real semaphore-era signal box operation
13:23:55 <Eddi|zuHause> Flygon: you forgot something: the factory is not destroyed by a fighter jet, but the Nimbus, and the roadvehicles are not hit by UFOs but eaten by nibbler :p
13:23:58 <Pikka> andy: doesn't really matter for the table, although I guess that explains why you have so many little locos in there. :P
13:24:18 <andythenorth> yes :)
13:24:44 <Flygon> Nibbler was part of a species
13:24:48 <Flygon> Just use a generic member!
13:25:21 <Eddi|zuHause> whatever
13:28:02 <Flygon> D:
13:34:40 <Pikka> you have a pm, andythenorth
13:38:23 <Eddi|zuHause> better than "you have an andythenorth, pm"
13:38:39 <Pikka> him too
13:39:16 <andythenorth> hello open office
13:39:33 <Pikka> I can a different format if you like :P
13:39:39 <LSky> still has a bunch of missing stuff, but its a start: http://i.imgur.com/UOwCxMu.png
13:39:41 <andythenorth> I can an open office, it's ok
13:41:01 <Pikka> these formulae were arrived at by the "keep sticking in numbers til it looks right" method, in case you can't tell
13:41:36 <andythenorth> looks about right
13:41:42 <andythenorth> I'll stick it in
13:41:46 <andythenorth> ta
13:42:02 <andythenorth> I am not even going to try and balance it against other transport types :P
13:42:11 <Pikka> :P
13:42:34 <Pikka> well, since you mention it, I have one for RVs as well. but I haven't tried it in-game yet so I don't know if those numbers are right-ish.
13:42:59 <andythenorth> too many variables :P
13:44:20 <Pikka> oh, btw
13:44:22 <Eddi|zuHause> the game is not "balanced" at all. after a number of years the only thing limiting growth is space on the map and time you can invest into building
13:45:01 <Pikka> the numbers after buy and run are the base cost multipliers
13:45:07 <Pikka> and the 7 is supposed to be a 5, whoops.
13:45:18 <Pikka> no
13:45:22 <Pikka> it's supposed to be a 7
13:45:25 <Pikka> I'm confusing myself
13:45:27 <Pikka> don't mind me
13:45:36 <Pikka> it's right, it's 7. :)
13:46:51 <Elyon> short of overriding every default house, is there a neat way in a NewGRF to disable all regular houses and only use supplied ones?
13:46:53 *** LeandroL has quit IRC
13:47:13 <Elyon> and on that note: is this the right place to ask? :)
13:47:51 <planetmaker> yes. and yes
13:48:03 <Elyon> :D
13:48:17 <Elyon> link or similar? I can't find it in the documentation for NML...
13:48:40 <planetmaker> forums would be another obvious place to ask as well. NML has the disable function
13:48:52 <planetmaker> http://newgrf-specs.tt-wiki.net/wiki/NML:Disable_items
13:48:56 <Elyon> planetmaker: ah, I will look into disable immediately!
13:50:34 <Elyon> boy, am I glad I didn't start overriding everything, now. This is much neater, thanks ^-^
13:51:01 <Elyon> every step of the way it seems you developers are geniuses (genii?)
13:52:40 <planetmaker> until you find the rough edges ;)
13:53:13 <Elyon> nonsense
14:02:58 *** LeandroL has joined #openttd
14:04:37 *** luaduck_zzz is now known as luaduck
14:09:59 *** lofejndif has joined #openttd
14:14:51 *** Pecio has left #openttd
14:18:25 *** Japa has quit IRC
14:18:49 *** Japa has joined #openttd
14:19:24 <Japa> Thinking about it, I think I can leave slopes out of my tile border mod, for now.
14:20:07 <Japa> Already have 450 new sprites defined
14:21:57 *** Japa_ has joined #openttd
14:22:24 <planetmaker> :-O
14:23:03 <Japa_> Fifteen terrain types, 30 sprites each for borders, just for flat ground
14:23:34 <Pikka> that's a lot of sprites
14:24:16 <planetmaker> hm... plain, desert, rainforest, rough, stone. water(?)
14:24:48 <planetmaker> hm... snow 1/4,2/4,3/4 and 4/4?
14:26:09 <Japa_> On second thought, rough land isn't needed
14:26:14 * Japa_ slices those out
14:26:20 <planetmaker> it has a gameplay effect
14:26:30 <planetmaker> why is that not needed?
14:26:39 <Japa_> yes, but for borders, you can just use a grass border
14:27:02 <planetmaker> but isn't that the whole point...?
14:27:11 <planetmaker> same for stone
14:27:12 <Japa_> or whichever is the background for the rough land
14:27:28 <Japa_> I mean it doesn't need a separate border from grass
14:27:48 <planetmaker> then you only need grass<->desert. nothing else
14:27:52 <planetmaker> and grass<->snow
14:28:10 <Japa_> the levels of grass and snow, though
14:28:36 <planetmaker> you could make the borders of bare land grassy, too ;). Same argument
14:28:39 *** Japa has quit IRC
14:29:10 <planetmaker> Japa_, if you do it, do it right. It's no problem to define 100% transparent sprites
14:29:24 <planetmaker> for default. And leave crazy stuff to people who enjoy creating sprites
14:29:34 <Japa_> true enough
14:30:23 <planetmaker> tbh, the default sprites could *all* be transparent
14:31:00 <planetmaker> gets you rid of the task of providing them. But opens all the options
14:31:04 <Japa_> Now I just have to add code for "If there's a sprite defined for rocky borders, use them, otherwise use grass borders
14:31:18 <planetmaker> hm?
14:31:30 <planetmaker> depends on the priority chain you defined, no?
14:31:36 <Japa_> Yeah
14:31:52 <planetmaker> Japa_, just assume that a sprite is always defined
14:31:56 <Japa_> okay
14:31:57 <planetmaker> 100% transparent is still a sprite
14:32:01 <Japa_> true
14:32:39 <Pikka> hm
14:33:26 <Japa_> anyway, now I'm back to grass 1/3, 2/3, 3/3, rough 0,1,2,3,4, rocky 1,2, water, snow 1/4, 2/4, 3/4, 4/4
14:33:47 <Japa_> water is only seen when it's not finished flooding the area
14:34:07 <planetmaker> rough 0,1,2,3,4? you mean the 4 variants?
14:34:29 <Japa_> yeah.
14:34:33 <planetmaker> I don't think you need to worry about the 4 roughtness levels. The 4 additional roughs only exist for flat and are not really a terrain type themselves
14:34:44 <Japa_> okay
14:35:39 <planetmaker> just my personal impression. other opinions might vary :)
14:35:51 <Japa_> that brings me down to 330
14:36:08 <Japa_> flats only
14:36:12 <planetmaker> :D
14:36:58 <Japa_> Unless I also condense the two rocky types into one
14:39:04 <planetmaker> two rocky types?!
14:39:12 <Japa_> that's my question too
14:39:19 <planetmaker> there's only one? where's there two?
14:39:19 <Japa_> when is the second one ever used?
14:39:37 <planetmaker> ah, you mean in the base set(s)? :)
14:39:52 <planetmaker> yeah, that's a nice quirk. Left-over from TT in the TTD base set
14:40:00 <planetmaker> never used in TTD nor OpenTTD
14:41:12 <Japa_> Right, getting rid of that
14:45:28 *** Djohaal has joined #openttd
14:47:26 <Japa_> Hmm...
14:48:09 <Japa_> Snow sort-of already has border stuff. But I may as well have support for snow eventually being not strictly height based
14:51:41 <planetmaker> desert also has border stuff. Desert transition is no terrain type
14:52:46 <Japa_> Yeah, it shares a sprite number with snow
14:53:12 <Japa_> Though the priority would be different
14:54:37 <Japa_> I think it should go snow->water->special->grass->desert->base
14:57:31 *** Flygon_ has joined #openttd
14:57:37 *** Flygon has quit IRC
14:58:49 *** Ristovski has joined #openttd
15:22:00 *** tokai|mdlx has joined #openttd
15:27:47 *** tokai|noir has quit IRC
15:29:50 *** andythenorth has quit IRC
15:42:12 *** andythenorth has joined #openttd
15:57:48 <Japa_> Is there a named constant for the number of slope tiles?
16:00:21 *** andythenorth has quit IRC
16:06:56 *** andythenorth has joined #openttd
16:15:05 <Belugas> hello
16:17:29 *** retro|cz has quit IRC
16:17:37 <Elyon> hiya ^-^
16:19:06 <Pikka> hello Belugas
16:19:10 <Pikka> long time no whale
16:36:06 *** FLHerne has quit IRC
16:36:35 *** Progman has joined #openttd
16:41:31 *** Andreas`off has quit IRC
16:41:42 <Belugas> not too long ago ;)
16:41:46 <Belugas> but yeah
16:42:08 *** FLHerne has joined #openttd
16:42:16 <Belugas> i'm drowning under tusanmi of projects :(
16:47:34 *** FLHerne_ has joined #openttd
16:48:00 *** FLHerne has quit IRC
16:49:09 *** lofejndif has quit IRC
16:56:19 *** Ailure has joined #openttd
17:06:36 *** FLHerne_ has quit IRC
17:29:44 *** frosch123 has joined #openttd
17:32:02 *** montalvo has joined #openttd
17:36:12 *** FLHerne_ has joined #openttd
17:36:29 *** yorick has joined #openttd
17:37:15 *** retro|cz has joined #openttd
17:42:20 *** Progman has quit IRC
17:45:14 *** Ailure has quit IRC
17:45:22 *** slee has joined #openttd
17:45:36 *** Ailure has joined #openttd
17:46:43 <slee> hello again, i've been looking threw the available grfs online, but still not sure what the best ones are for extra variety in the game, does anyone have a list(or webpage) listing the best grf setups? like addition industries, vehicles, etc
17:49:58 *** valhallasw has joined #openttd
17:50:04 <Ailure> You probably find that people have a varying opinion about that since favorite GRF's varies
17:50:12 <Ailure> especailly when it comes to trains
17:50:56 <slee> ok, industries
17:51:10 <Pinkbeast> FIRS is not a bad idea.
17:51:20 <Ailure> yup
17:51:55 <Ailure> FIRS is probably the most wellmade industry GRF
17:52:03 <Ailure> and for aircrafts I think you can't do wrong with AV8
17:52:32 <Pinkbeast> slee: I use UKRS2 / UKRS2+ for trains, AV8 for planes, FISH and Sailing Ships for er ships, EGRVTS and Generic Tram Set for RVs.
17:52:46 <Ailure> that's a pretty common setup
17:52:48 <Ailure> same as mine actually
17:52:50 <Pinkbeast> FIRS industries, CHIPS stations and some other station sets but there's no real limit on those.
17:53:00 <slee> cool, thanks...i tried the 2cc trainset, but for maglevs, there wasn't any cars for carring wood.etc, so i removed it
17:53:25 <Pinkbeast> slee: Most sets with any pretension to realism at all won't let you carry heavy cargo in maglevs.
17:53:44 <slee> gotya
17:53:51 <Pinkbeast> I add 2cc to UKRS but just to fill in a few gaps like post-war livestock; I never use a 2cc vehicle if UKRS can do it.
17:53:59 <slee> i'll try those y'all have suggested, thanks
17:54:20 <Pinkbeast> Another different alternative is NUTS, a deliberately whimsical train set oriented around game balance.
17:54:42 <Ailure> NUTS is very silly
17:54:49 <Pinkbeast> One of the nice things about UKRS2/Sailing Ships/EGRVTS games is you can start about 1820.
17:55:16 <Pinkbeast> Oh, and I forget what it's called, but Pikka's town set IIRC
17:55:32 <Ailure> Generally it's best to stick to one trainset though, you can mix but I don't really advise it unless you really really want a huge trainlist
17:55:47 <Ailure> especially since they tend to have diffrent ideas of balancing
17:56:01 <Pinkbeast> Hence the rule about only using 2cc where necessary.
17:56:19 <Pinkbeast> Oh, and Nutracks for 3rd rail / overhead electrification and linespeed limits
17:58:19 *** Pensacola has quit IRC
17:59:28 <slee> hmm..i see a new industry (lumber yard), but i don't see the usual set of trees for harvesting
18:00:30 <Pinkbeast> I think it's only subtropical that harvests map trees; FIRS lumber yards are supplied by an ordinary industry. ICBW.
18:01:04 <Ailure> the FIRS industry chain is more complicated
18:02:19 <Pinkbeast> Ailure: Indeed, but I think the specific thing slee is thinking of is as mentioned; one default climate harvests the map trees that towns love so much.
18:05:19 *** gelignite has joined #openttd
18:08:19 *** glx has joined #openttd
18:08:19 *** ChanServ sets mode: +v glx
18:08:41 <slee> aaah, there it is, i tiny 'forest' for wood
18:10:08 <Eddi|zuHause> forests are easier to find on the map
18:10:20 <Eddi|zuHause> or through the industry chain window
18:10:28 <slee> sweet, 'FIRS' added a lot of new industry
18:10:45 <Pinkbeast> "supplies" are the gotcha.
18:11:58 <Eddi|zuHause> also a help with finding forests is the transparency menu (Ctrl+X)
18:12:37 <Eddi|zuHause> set trees to invisible but industries to opaque
18:12:51 <slee> ok, 'glass works' for example...it shows 2 items waiting to be processed, it it require both in order to create output goods?
18:13:03 <slee> *does it require...
18:13:49 <Eddi|zuHause> are you sure you're using FIRS? sounds like ECS to me
18:14:01 <slee> i think i have both installed
18:14:06 <slee> remove ecs?
18:14:16 <Eddi|zuHause> use one, but not both
18:14:20 <slee> k
18:14:32 <Eddi|zuHause> and "installed" is something different to "activated"
18:14:38 <glx> glass works requiring sand and coal is ECS IIRC
18:14:54 <glx> or something like this
18:16:01 <Eddi|zuHause> i think ECS processes like 8 units at once, so you often have small leftovers that weren't processed
18:16:03 <Pinkbeast> FIRS industries accept multiple inputs; ECS requires multiple inputs. From slee's question, I'm not sure if they know which they've got.
18:17:09 <slee> ok, removed ecs, i still see multiple inputs for glass works...so...i'm guessing i'tll require both items to produce output goods?
18:17:23 <Pinkbeast> slee: No, as I say, "FIRS industries accept multiple inputs".
18:17:32 <Pinkbeast> In contrast to "ECS requires..."
18:17:35 *** Haube has joined #openttd
18:18:06 <slee> got it
18:18:38 <Pinkbeast> But you get more output per unit of input if you deliver both inputs within a month (or you did last time I played)
18:19:18 *** oskari89 has joined #openttd
18:22:51 *** kais58|AFK is now known as kais58
18:25:39 <Eddi|zuHause> slee: changing newgrfs only takes effect on new games, not savegames
18:26:36 <slee> right
18:28:04 <slee> currently trying to figure out how to get my ship to goto a fishing harbor after a sandbank
18:28:19 <slee> can't seem to click 'goto' on the fishing harbor
18:33:06 <planetmaker> fishing harbours are industries. you need to actually build a dock
18:35:56 <FLHerne_> That does lead to the odd situation where you send trains of fish across the map to deliver it to a harbour :P
18:36:02 *** FLHerne_ is now known as FLHerne
18:36:09 <planetmaker> lol :)
18:36:41 <planetmaker> tbh, that's what I actually did in one of my very first games I remember playing, still on Brianetta's server back in 2006
18:36:51 <slee> planetmaker, thanks, watching a youtube on FIRS now
18:39:13 <planetmaker> youtube on firs, eh?
18:39:18 * FLHerne would quite like to see the Stockyard generalised into a food-processing plant to take both fish and livestock
18:39:33 <planetmaker> did you tell andy? :P
18:39:42 <planetmaker> e.g. at the issue tracker? :)
18:39:48 <FLHerne> Maybe I should nag andythenorth again
18:40:02 <FLHerne> I think I have on IRC, but not on the tracker
18:40:35 <planetmaker> were it me, I'd either say yes or no. And forgot no-matter-what if it's not on my tracker :P
18:41:06 <planetmaker> anyway, got to go. bye
18:45:34 <DorpsGek> Commit by translators :: r26282 /trunk/src/lang (4 files) (2014-01-28 18:45:25 UTC)
18:45:36 <DorpsGek> -Update from WebTranslator v3.0:
18:45:37 <DorpsGek> belarusian - 1 changes by KorneySan
18:45:38 <DorpsGek> catalan - 1 changes by juanjo
18:45:39 <DorpsGek> finnish - 2 changes by jpx_
18:45:40 <DorpsGek> russian - 1 changes by KorneySan
18:53:32 *** mikegrb_ has joined #openttd
18:54:18 <slee> need a prison mod(grf) and have inmates make cheap goods
18:56:20 *** mikegrb has quit IRC
18:56:39 <frosch123> better than one producing workers for mines
18:57:46 <slee> you could own the prison, rent out inmates to industries
18:58:05 <frosch123> two way transports do not work well
19:00:25 <MNIM> isn't that exactly how it works already?
19:00:40 <MNIM> no personnel ever goes in or out of the mines.
19:00:44 <MNIM> seems a bit silly to me
19:02:08 *** Progman has joined #openttd
19:03:15 <Pinkbeast> Simutrans industries have modest quantities of workers, good for trams.
19:14:09 *** Alberth has joined #openttd
19:14:09 *** ChanServ sets mode: +o Alberth
19:20:47 *** LSky has quit IRC
19:22:41 *** LSky has joined #openttd
19:27:27 *** lbalbalba has joined #openttd
19:28:18 <lbalbalba> hi
19:28:25 <Alberth> hi
19:28:37 <lbalbalba> just for fun, i ran the llvm/clang static source code analyzer on openttd (svn trunk)
19:28:43 <lbalbalba> results can be found here: http://clang-scans.rhcloud.com/openttd/
19:30:01 <andythenorth> FLHerne: how would that work? o_O
19:30:16 <andythenorth> you land fish at a fishing harbour, then they are no longer fish, but foood.... :)
19:30:45 *** Wolf01 has joined #openttd
19:30:57 <Alberth> hi hi Wolf01, andy
19:31:00 <andythenorth> I wouldn't rule out a food processor in some economy btw, I'm just curious why it's fun / gameplay useful
19:31:11 <Wolf01> o/
19:33:12 <Alberth> having good food while playing?
19:34:05 <andythenorth> :)
19:34:10 <andythenorth> moules frites
19:34:14 <andythenorth> there are no potatoes in FIRS
19:34:18 <andythenorth> that is clearly an oversight
19:35:40 <andythenorth> or is it potatos
19:35:43 * andythenorth never knows
19:37:33 <Alberth> I'd write it with an "e"
19:37:49 <Alberth> same trouble exists with cargo[e]s :)
19:39:03 *** MNIM has quit IRC
19:40:27 *** KritiK has joined #openttd
19:41:31 *** Elyon has quit IRC
19:41:36 *** Elyon has joined #openttd
19:41:45 * andythenorth has an idea
19:42:01 <andythenorth> some economy with fiendishly long cargo chains, and all the early legs are low paying
19:42:04 <andythenorth> hmm
19:42:11 <andythenorth> can I have a negative cargo payment? o_O
19:42:21 * andythenorth wonders if someone accidentally left signed bits in place
19:42:46 <andythenorth> hmm
19:42:55 <Alberth> I was wondering about a 1/2 production :) for every 2 items, produce 1 output
19:43:14 <andythenorth> it was a formative moment, I was about 8, I discovered a monopoly game (BBC Basic) where the transactions were signed, but the AI players weren't
19:43:30 <andythenorth> "I would like to buy Mayfair for -£25,000"
19:43:39 <Alberth> haha :D
19:43:50 *** lbalbalba has quit IRC
19:44:03 <andythenorth> an early introduction to negative numbers
19:44:24 <Alberth> you had no trouble with the negative number concept at all :)
19:44:49 <andythenorth> 1/2 production is possible
19:44:59 <andythenorth> existing code could handle it, probably unchanged
19:45:11 <andythenorth> in fact I think that is the ratio for some industries
19:49:49 <DorpsGek> Commit by fonsinchen :: r26283 /trunk/src/linkgraph (refresh.cpp refresh.h) (2014-01-28 19:49:43 UTC)
19:49:50 <DorpsGek> -Fix [FS#5878]: Prevent infinite recursion also in RefreshLinks.
20:03:18 <DorpsGek> Commit by frosch :: r26284 trunk/src/console.cpp (2014-01-28 20:03:12 UTC)
20:03:19 <DorpsGek> -Fix: Comparison of NULL and char 0. (lbalbalba)
20:06:46 *** LeandroL has quit IRC
20:07:02 *** LeandroL has joined #openttd
20:18:29 <FLHerne> andythenorth: Fishing harbours would act as now (Fish->food).
20:19:28 <FLHerne> They'd represent fresh/battered/whatever fish, whereas inland processing plants would be for canning, fishfingers etc
20:20:00 <andythenorth> ok, but why? :)
20:20:26 <FLHerne> Because you can't land all fish at Harbours, because the lakes are never the right shape
20:20:39 <andythenorth> this is a good point
20:20:52 <FLHerne> And landing fish at a dock, then trucking it across land to deliver it to another Harbour is silly
20:20:53 <andythenorth> I could show some very odd fishing harbours and fishing grounds
20:22:02 <FLHerne> I think most of your fish-industry generation troubles stem from OTTD's funny-lake generation :P
20:24:03 * FLHerne is clearly in some inane-comment mode this evening :-/
20:36:15 *** andythenorth has quit IRC
20:37:09 *** andythenorth has joined #openttd
20:39:14 *** oskari89 has quit IRC
20:48:28 *** andythenorth has joined #openttd
20:49:41 *** andythenorth has quit IRC
20:51:08 *** FLHerne has quit IRC
20:52:17 *** FLHerne has joined #openttd
21:04:40 *** Haube has quit IRC
21:11:17 *** andythenorth has joined #openttd
21:14:17 *** retro|cz has quit IRC
21:33:00 *** heffer_ is now known as heffer
21:39:03 *** Supercheese has joined #openttd
21:43:35 * andythenorth -> bed
21:43:36 <andythenorth> bye
21:43:37 *** andythenorth has quit IRC
21:46:03 *** Japa_ has quit IRC
21:50:03 *** Pikka has quit IRC
22:01:17 *** Progman has quit IRC
22:04:30 *** gelignite has quit IRC
22:12:26 *** valhallasw has quit IRC
22:22:35 <frosch123> night
22:22:38 *** frosch123 has quit IRC
22:23:47 *** sla_ro|master has quit IRC
22:24:36 <slee> how do you clear the tracks of a horrendous trainwreck? bombs?
22:24:46 <SpComb> patience
22:24:55 <Pinkbeast> Time. It passes in time, and it won't pass any other way.
22:27:05 <__ln__> but time is money
22:27:44 <SpComb> money goes up with time
22:27:44 <slee> well, back to 'signal school' for me
22:27:55 <SpComb> time spent is money earned
22:28:29 <slee> having 3 trains go to a 2 station terminal doesn't work well
22:33:13 <SpComb> sure it does
22:35:13 <slee> not the way i had it setup(still learning)
22:36:28 <FLHerne> slee: Any number of trains per platform is fine, as long as none of them are occupying it simultaneously :P
22:36:57 <slee> i had it setup as one way in, same way out
22:37:30 <slee> looking at google/images of station layouts now
22:42:01 <slee> ugh, i'm stuck here in this winterstorm on the gulf coast, there are icicles hanging from the powelines outfront 2 foot long, i'm sure before the night is up powerlines are going to snap somewhere and send me back to the stone age
22:44:14 *** FLHerne has quit IRC
22:44:45 *** FLHerne has joined #openttd
22:46:00 *** Alberth has left #openttd
22:54:11 *** Ristovski has quit IRC
23:04:10 *** KillerByte has joined #openttd
23:10:11 *** Micchan has joined #openttd
23:11:09 *** Micchan has left #openttd
23:11:35 *** FLHerne has left #openttd
23:31:20 <Wolf01> 'night all
23:31:23 *** Wolf01 has quit IRC
23:38:04 *** MNIM has joined #openttd
23:45:47 *** Devroush has quit IRC
23:50:38 *** HerzogDeXtEr has quit IRC
23:58:23 *** Hazzard has joined #openttd
23:58:24 *** DDR has quit IRC
23:58:26 <Hazzard> !playercount
23:58:27 *** Hazzard was kicked by DorpsGek (Wrong channel. Retry in #openttdcoop.)
23:58:37 *** Hazzard has joined #openttd