IRC logs for #openttd on OFTC at 2014-08-17
            
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07:17:08 <planetmaker> moin
07:24:56 <andythenorth> o/
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08:50:45 <andythenorth> cut-and-shut
08:50:46 <andythenorth> https://dev.openttdcoop.org/attachments/download/6411/danube_ferry.png
08:50:53 <andythenorth> makes for fast drawing of ships
08:51:29 <andythenorth> adapted from https://dev.openttdcoop.org/projects/fish/repository/entry/src/graphics/danube_large_ferry_0.png
08:52:30 <Rubidium> but... it's missing the wake ;)
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08:52:50 <Wolf01> moin
08:53:51 <LordAro> morning
08:55:04 <andythenorth> Rubidium: but which end should I put the wake? o_O
08:55:58 <Rubidium> the rear?
08:56:03 <andythenorth> ok
08:57:05 <Rubidium> though I guess wakes are kinda pointless since whenever you change direction the wake shows somewhere where the ship has never been
08:57:56 <Rubidium> hmm... adaptation of ship smoke, if ever that gets implemented, "smoke" at the water level where the ship has been and we got wakes!
09:01:04 <andythenorth> !!!
09:01:06 <andythenorth> :)
09:01:25 <andythenorth> might actually be good
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09:16:14 <andythenorth> ho
09:16:19 <andythenorth> symmetrical ships ftw
09:16:23 <andythenorth> much faster to draw
09:19:04 <Eddi|zuHause> but the wake makes it asymmetric!
09:20:46 <peter1138> Car ferries are a BAD FEATURE
09:21:16 <peter1138> Whatever happened to loading vehicles onto ships? hehe
09:21:51 <andythenorth> you have a patch for it
09:21:57 <peter1138> Lies./
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09:44:24 <Alberth> o/
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10:06:04 <andythenorth> https://dev.openttdcoop.org/attachments/download/6413/danube_ferry.png
10:06:10 <andythenorth> way faster than drawing from scratch
10:06:54 <andythenorth> house isn’t centred in \ view though, eh?
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10:10:33 <peter1138> andythenorth, 7 bays in _ view, 8 bays in \ view
10:10:50 <Eddi|zuHause> pixel counter alert!
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10:17:11 <andythenorth> ha
10:17:16 <andythenorth> that’s why the house isn’t centered
10:17:18 <andythenorth> I should fix that
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10:19:41 <andythenorth> thanks :)
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11:23:08 <keoz> plop
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11:33:58 <Alberth> o/
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12:43:25 <ATS63> say uhh...
12:43:51 <ATS63> if you build a station between two industries, and both those industries accept the same cargo... only one of those industries ends up getting it?
12:44:12 <ATS63> Is there a way around that?
12:44:40 <ATS63> I'm playing ECS if that makes any difference
12:45:25 <Alberth> build 2 stations, one close to one industry
12:45:35 <Alberth> *each
12:46:05 <Alberth> ie the industry closest to the station sign gets the cargo
12:46:30 <ATS63> Yeah, in this circumstance I'd have to demolish a town
12:47:39 <Alberth> an alternative is to be happy with delivery to one industry :)
12:48:30 <ATS63> actually it is only two trains... I can fit a single line station in there
12:48:40 <ATS63> just for those two trains
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12:51:59 <Alberth> if you use cargo dist, you can also setup a feeder for the second industry
12:52:43 <Alberth> depending on the amount of cargo, capacity may be a problem
12:53:31 <Zuu> Also without cargodist, you could transfer cargo to a station and use lorries to deliver the last hop to each industry.
12:53:54 <Zuu> This independent of if the transfer station is in range of any industry.
12:58:34 <Jelmazmo> o/
12:59:18 <ATS63> https://wiki.openttd.org/Passenger_and_cargo_distribution
12:59:20 <ATS63> o rly
12:59:25 <ATS63> I'll have to fiddle
13:01:14 <Jelmazmo> Anybody know what happened with http://forums.ttdrussia.net ? I tried to download few mods available only there, but it is not working :/
13:02:46 <ATS63> I did build that single line though, but it seems like a poor mans fix
13:27:47 <Alberth> Jelmazmo: you may want to ask at the forum, many more readers there
13:29:05 <ATS63> heh this station isn't bad... better than old builds I use to do...
13:29:16 <ATS63> 10 platforms, 71 trains
13:29:28 <ATS63> no blocks or congestion issues
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13:34:55 <Alberth> large station :)
13:35:18 <ATS63> Could probably do it with less platforms too... its hard to know whats going on
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13:37:05 <Alberth> yeah, at some scale you don't see all details any more
13:37:07 <Zuu> Every time I see "71 trains" without a "/ [time unit]" it makes me want to write a patch that adds a such measurement. :-)
13:37:29 <Zuu> But, so far I haven't made time for that.
13:37:53 <Alberth> :D
13:38:09 <ATS63> When the time unit would be months, it doesn't sound as good :(
13:38:46 <ATS63> But that would be a neat idea
13:39:26 <Alberth> I'd rather have a window with average queue length for each station :)
13:39:53 <V453000> Zuu: amout of cargo going through the station should be quite good measurement :P
13:39:54 <V453000> which kind of already is there
13:39:56 <Eddi|zuHause> there used to be a waypoint traffic counting patch (around r5000)
13:40:01 <Alberth> or a message "queue length grows rapidly at XXX"
13:40:35 <ATS63> This station has a queue of almost 0 :D
13:40:57 <Eddi|zuHause> Alberth: how to measure a queue=
13:40:59 <Eddi|zuHause> ?
13:41:19 <Zuu> SuperLib has code to calculate the queue length for all airport types in the game. :-)
13:41:26 <ATS63> Braking leading up to the station, at any distance. Would be computationally difficult but
13:41:48 <ATS63> Or based on red lights thrown
13:41:57 <Alberth> stopped trains on incoming tracks, mostly
13:42:46 <Alberth> until you hit an empty block or a moving train
13:42:49 <Zuu> For train stations, the average occupancy of the plattforms may be an easier but also good measurement of how saturated the station is.
13:43:32 <Eddi|zuHause> Zuu: that won't detect insufficient entry track layout
13:44:07 <Zuu> Eddi|zuHause: right
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13:44:50 <Eddi|zuHause> but queue length might not be a good measurement either. large stations may generally have longer queues without being congested
13:45:59 <ATS63> http://i.imgur.com/fhcUCzu.png
13:46:06 <ATS63> Thats my station
13:49:23 <Rubidium> with that length of trains, and that type of trains 5 platforms should be enough to handle the traffic
13:49:56 <Rubidium> assuming they can immediately fully load
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13:51:02 <ATS63> Pretty much. I just had to ramp up the steel trains cause they weren't loading quick enough
13:52:53 <V453000> using separate stations for loading and unloading is not a bad idea either btw
13:53:09 <V453000> or waypoints
13:53:15 <Alberth> indeed, it prevents deadlocks :)
13:53:21 <ATS63> Apparently I can ramp up the iron ore trains too, at every mine that feeds. So I should probably find another coal mine :/
13:54:04 <ATS63> Waypoints wouldn't be a bad idea
13:54:05 <Alberth> you should build longer turns, these double 45 degrees corners kill speed
13:54:41 <Rubidium> Alberth: unless the original acceleration is used
13:54:55 <ATS63> nah realistic
13:55:26 <ATS63> hehe, you should see every junction of mine... I probably could do better
13:55:47 <Alberth> that gives major havoc in pulling away, you need exit tracks then at the station
13:56:16 <ATS63> http://i.imgur.com/f1hDala.png
13:58:55 <V453000> ._.
14:00:08 <Alberth> oef
14:01:09 <Eddi|zuHause> did you mean "eof"? :p
14:02:18 <Eddi|zuHause> the offsets between the wagons and engines seems wrong
14:02:54 <Eddi|zuHause> like if they don't belong to the same vehicle set
14:03:49 <ATS63> ecs & firs original vehicle set
14:04:40 <Alberth> the left incoming stream should drive around the right outging stream, to keep split before merge
14:04:58 <Eddi|zuHause> particularly, the engines look like they are driving off the rails
14:06:07 <ATS63> Can't say I've ever noticed
14:06:48 <Eddi|zuHause> you can also see this in the vehicle list. there is a gap between engines and wagons, and they don't appear on the same height
14:07:14 <Alberth> if you put the tracks further apart from each other you get room to do the merge and split between the tracks
14:07:15 <ATS63> Ahh true
14:07:37 <Eddi|zuHause> sorry for spoiling your game, you will now forever see this :p
14:07:48 <ATS63> Probably not :P
14:07:49 <Alberth> use a different train set :)
14:08:08 <Alberth> or report to the newgrf developers, and hope they fix it
14:08:40 <Eddi|zuHause> i presume the engines come from opengfx, while the wagons are copies of the original?
14:08:48 <ATS63> or ignore, the resolution is pretty poor anyway
14:08:58 <ATS63> yep
14:09:11 <ATS63> I'd say so
14:10:56 <Alberth> you can use opengfx+trains instead
14:13:04 <ATS63> I'll apply that to this scenario I modified. Was considering I should publish it
14:13:44 <ATS63> Modified the Australia scenario, cleaned up the coastline, positioned the cities and towns better, added some newgrfs like ecs
14:14:18 <ATS63> Makes it easy when you know where everything is
14:14:39 <Alberth> assuming you know where things are in australie :p
14:15:01 <Alberth> *australia
14:15:43 <ATS63> I took it as far as placing mines approx where they should be
14:15:44 <Alberth> having town newgrfs with geographic location of names would be neat
14:16:38 <keoz> you mean, sort of coordinates ?
14:17:05 <ATS63> 500km +/- :P
14:17:29 <Alberth> yeah, so if you generate a map, towns get more or less at the right place relative to each other
14:18:04 <keoz> yeah, that'd be nice
14:18:08 <Alberth> hmm, I guess you could write a gs or an ai for that
14:18:58 <keoz> it isn't possible to load more than one gamescript at a time, isn't it ?
14:19:15 <Eddi|zuHause> correct
14:19:35 <keoz> that'd also be nice :)
14:19:39 <Alberth> keoz: In the general case, a name consists of several parts, so the tricky question is how to attach a location to a name created from a set of parts
14:19:45 <Eddi|zuHause> but if you turn one into a library, you can call it from the other one
14:20:07 <keoz> Right.
14:20:21 <Eddi|zuHause> generally, there are too many things that would conflict with two game scripts working against each other
14:20:28 <ATS63> Alberth: openstreetmaps.org ?
14:20:33 <Eddi|zuHause> it will almost always need manual adjustments
14:20:57 <Alberth> ATS63: with random names, like you have in default openttd?
14:21:35 <Alberth> ie I want random names, and locations :)
14:26:13 <keoz> You want a lot.
14:26:34 <Alberth> yep, that's why things in openttd take time
14:27:00 <Alberth> finding the right solution to a problem is a lot of thinking and trying
14:28:27 <keoz> Aucun espace disponible sur le périphérique
14:28:30 <keoz> oups, sorry
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14:52:38 <DorpsGek> Commit by frosch :: r26745 trunk/src/vehicle.cpp (2014-08-17 14:52:32 UTC)
14:52:39 <DorpsGek> -Codechange: Deduplicate calls to CreateEffectVehicleRel for vehicle visual effects.
14:52:55 <DorpsGek> Commit by frosch :: r26746 /trunk/src (vehicle.cpp vehicle_base.h) (2014-08-17 14:52:48 UTC)
14:52:55 <andythenorth> o_O
14:52:56 <DorpsGek> -Codechange: Separate enums for visual effect type and spawning model.
14:53:17 <DorpsGek> Commit by frosch :: r26747 /trunk/src (3 files) (2014-08-17 14:53:11 UTC)
14:53:18 <DorpsGek> -Feature: [NewGRF] Advanced visual effects with multiple effect sprites independent of spawning model.
14:53:34 <frosch123> andythenorth: there you go :)
14:54:00 <andythenorth> oh I see :D
14:54:03 <frosch123> now comes the endless specs, renum, nml, .... how many tools to adjust?
14:54:05 <andythenorth> now I have to do another release :P
14:54:18 <andythenorth> I think I patched nml already
14:54:22 <andythenorth> old nml though
14:55:01 <andythenorth> http://paste.openttdcoop.org/show/3632/
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15:31:14 <andythenorth> igh
15:31:20 * andythenorth will have to get the new nml
15:32:08 <frosch123> he, you only added the nml callback to ships :p
15:32:49 <andythenorth> oopsie
15:32:56 <andythenorth> well it worked for my test case :P
15:33:52 <frosch123> hmm, actually,.. it does not work for aircraft
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15:37:37 <frosch123> hmm, nml specs only have one table for all the vehicle callbacks
15:37:44 <frosch123> i need more space :p
15:52:42 <frosch123> http://paste.openttdcoop.org/show/3633/ <- i wonder whether it needs other constants, or maybe inline functions
15:53:24 <frosch123> currently nml uses a built-in "visual_effect" function to create values for the properties and callback 10
15:53:34 <frosch123> those would be completely replaced when using the new callback
15:53:51 <frosch123> not exactly sure, how to properly represent this in nml
15:54:08 <frosch123> one could also deprecate the complete previous visual_effect thing
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15:55:20 <Alberth> oh dear L)
15:55:23 <Alberth> :)
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16:04:47 <Alberth> a callback is just an expression? you cannot simply add a type and a spawning type cb ?
16:05:19 <frosch123> the property is in the "item" part, the callback in the "graphics" part
16:05:33 <frosch123> the former is a constant expression, the latter is a switch
16:06:08 <frosch123> usually nml sets the necessary properties when using a callback in the "graphics" section
16:06:28 <Alberth> seems like a good idea :)
16:06:33 <frosch123> but here there is somewhat a conflict with the old "visual_effect" resp. "visual_effect_and_powered_wagons"
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16:09:04 <Alberth> unless compability requirements forbid it, I'd say just throw out the old way of doing visual effects
16:09:32 <Alberth> it would be nice if a user can continue using his old code though
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16:11:22 <Alberth> maybe use the spawning model of the effect type if the user didn't specify any?
16:11:29 <planetmaker> good evening
16:11:33 <andythenorth> I thought some of that visual effect stuff was considered dead
16:11:36 * andythenorth looks at spec
16:11:38 <Alberth> evenink planetmaker
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16:12:45 * Alberth doesn't have any hope of giving clues as to how to change nml
16:13:29 <DorpsGek> Commit by frosch :: r26748 /trunk (6 files in 3 dirs) (2014-08-17 16:13:23 UTC)
16:13:30 <DorpsGek> -Merge: documentation updates from 1.4 branch
16:14:05 <andythenorth> oh dear
16:14:27 <andythenorth> frosch123: sorry, I cheated when I made a test grf for cb160 http://paste.openttdcoop.org/show/3634/
16:14:29 <andythenorth> :(
16:14:47 <andythenorth> I forgot that
16:15:37 <frosch123> maybe pm has an idea :)
16:19:33 <planetmaker> sorry, I didn't yet catch up
16:19:38 <planetmaker> Just got home 5 minutes ago :)
16:21:39 <planetmaker> what is the exact problem, from when should I read back to understand?
16:22:48 <frosch123> 17:37
16:24:42 <andythenorth> extend visual_effect() ?
16:24:53 <planetmaker> ok... what is the conflict? the naming?
16:25:37 <frosch123> no, when using "create_visual_effect", all current values for "visual_effect" are useless, except DISABLE_WAGON_POWER
16:25:38 <andythenorth> frosch123: do I understand? We need to teach visual_effect() about using advanced effects
16:25:53 <frosch123> they would all be replaced with the new VISUAL_EFFECT_MODEL_xxx
16:26:02 <frosch123> the constants, and the build-in function
16:26:04 <planetmaker> ok... but then... where's the problem? :)
16:26:14 <frosch123> the documentation :)
16:26:30 <planetmaker> ok. Can NML *always* use the new one instead of the old? It can, yes?
16:26:39 <frosch123> doing simple and advanced visual effects are completely separate things
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16:27:31 <planetmaker> so we will also want to offer both, in the future?
16:27:33 <frosch123> planetmaker: that would mean declaring the current built-in function and constants deprecated
16:27:48 <frosch123> well, the old method is kind of easier to use :)
16:27:57 <frosch123> no STORE_TEMP and such
16:29:23 <andythenorth> can’t set visual_effect(VISUAL_EFFECT_ADVANCE, 0) ?
16:29:33 <andythenorth> or such
16:30:38 <frosch123> the second value would always have to be 0, so the function is pointless
16:31:23 * andythenorth wonders what other cbs do that replace a property
16:31:46 <frosch123> well, in this case there are two callbacks :)
16:32:45 <planetmaker> can we rewrite them such that NML can decide old for simple cases and advanced for the complicated ones
16:33:01 <planetmaker> similar to what andy mentions? Would mean a change of syntax. But could maybe unify it?
16:33:45 <andythenorth> oh yeah cb10 exists already
16:33:47 <andythenorth> ho
16:36:41 <planetmaker> but possibly it's easier to teach NML about an advanced_visual_effect. And have it spit out warnings if it's used in conjunction with the old one
16:36:43 <andythenorth> could just put the burden on the author
16:36:57 <planetmaker> I'm sure there are people who need the old one of just whatever edge case
16:37:34 <andythenorth> “Using advanced_visual_effect will cause any values for visual_effect to be ignored"
16:37:38 <andythenorth> or such
16:39:44 <planetmaker> well, yes, I guess. And NML can parse the code to detect usage of both and issue a warning when it's used
16:39:51 <planetmaker> similar to the white pixels or so
16:39:57 <planetmaker> Probably the best solution
16:40:05 <frosch123> http://paste.openttdcoop.org/show/3635/ <- maybe a build-in function for creating the store_temp values
16:40:46 <frosch123> but imo most confusing are the names of the constants
16:40:57 <frosch123> maybe we have a differen name than VISUAL_EFFECT for the new stuff
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16:41:12 <andythenorth> or VISUAL_EFFECT_SPAWN_MODEL
16:41:17 <frosch123> so the constants for old and new are not mixed
16:41:37 <planetmaker> EFFECT_SPRITE
16:41:42 <andythenorth> SPAWN_MODEL
16:41:49 <frosch123> VISUAL_EFFECT_STEAM (old), vs VISUAL_EFFECT_MODEL_STEAM + VISUAL_EFFECT_TYPE_STEAM (new)
16:41:49 <andythenorth> it’s called spawn model in the nfo spec
16:42:09 <andythenorth> this constant only controls spawning yes?
16:42:16 <frosch123> so, remove the "visual_effect" property and callback, and add a "spawn_model" thing instead?
16:42:26 <frosch123> calling the whole visual_effect thing deprecated?
16:42:57 <frosch123> effect_spawn_model and effect_spawn_model_and_powered_wagons :p
16:42:59 <planetmaker> ah, that you mean. Making one new function, spawn_model which integrates CB 0x10 and 0x160 into one interface?
16:43:09 <planetmaker> and call the existing deprecated? Sounds good
16:43:18 <andythenorth> I wasn’t proposing deprecated, just constant name
16:43:24 <andythenorth> but if it works to unify them...
16:43:34 <planetmaker> if we make it new as a common name, we have to deprecate the old :)
16:44:15 <planetmaker> or we call it just effect_creation
16:44:28 <andythenorth> we could just use the new one and write out an action 2 when we produce the output :P
16:44:36 <andythenorth> bit ugh
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17:04:26 <frosch123> http://paste.openttdcoop.org/show/3638/ <- no idea whether that works :)
17:06:11 <frosch123> http://paste.openttdcoop.org/show/3639/ <- usage
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17:16:08 <planetmaker> the graphics callback looks funky complicated for just a shifted puff of steam
17:19:00 <andythenorth> wait until there are 8 funnels :)
17:19:14 <frosch123> planetmaker: exactly why i do not want to remove the old method completely :)
17:19:47 <planetmaker> :)
17:20:08 <frosch123> but i guess using completely separate constants and names makes it easier to doc
17:21:09 <frosch123> andythenorth: right, i was wondering about that, the current implementation limits it to 3, though i noticed afterwards that the docs said 15
17:21:14 <frosch123> did we change that somewhen?
17:21:34 <andythenorth> I don’t recall
17:21:41 <andythenorth> are there performance considerations?
17:22:07 <Rubidium> how am I to code an A-225 with only 3 engines?
17:22:22 <frosch123> Rubidium: aircraft do not support it anyway :p
17:22:31 <frosch123> andythenorth: i just wanted to impose a limit
17:22:42 <frosch123> to prevent people doing stupid things
17:22:57 <frosch123> though usually they do anyway
17:23:03 <Alberth> :)
17:23:39 <andythenorth> 3 is fine for my cases
17:23:52 <andythenorth> 3 is the amount spawned on one run of the cb?
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17:24:29 <frosch123> yes
17:24:43 <andythenorth> 3 is plenty
17:24:45 <frosch123> basically 3 positions
17:24:48 <andythenorth> how often does it run?
17:25:01 <frosch123> same as for traditional effects
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17:30:09 <andythenorth> so how many pax shall I give this thing?
17:30:10 <andythenorth> https://dev.openttdcoop.org/projects/fish/repository/entry/src/graphics/danube_large_ferry_0.png
17:30:16 <andythenorth> it’s the only big pax ship in this roster
17:30:28 <andythenorth> it’s set to 1,000 currently, could go higher
17:30:31 <andythenorth> it’s not fast
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17:31:54 <Alberth> for a ferry, 1000 seems fine
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17:32:31 <Alberth> it's about 2 trains :)
17:34:04 <Rubidium> 3000 seems the maximum for ferries IRL
17:35:02 <andythenorth> this ship has 4 funnels
17:35:03 <andythenorth> hmm
17:35:17 <Rubidium> and about 6000 for cruise ships
17:35:52 <Alberth> one engine is under repair :)
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17:41:35 <andythenorth> pleased with that ship
17:41:38 <andythenorth> less than 1 hour to make
17:45:44 <DorpsGek> Commit by translators :: r26749 /trunk/src/lang (afrikaans.txt hungarian.txt) (2014-08-17 17:45:37 UTC)
17:45:45 <DorpsGek> -Update from WebTranslator v3.0:
17:45:46 <DorpsGek> afrikaans - 47 changes by telanus
17:45:47 <DorpsGek> hungarian - 50 changes by Brumi
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18:01:35 <Yho> Hi
18:03:37 <planetmaker> http://www.tt-forums.net/viewtopic.php?f=31&t=71089 <-- hm... it's of course wrong to not write in English... and if I interpret it right he uses OpenTTD 0.6.3 :D
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18:06:01 <Yho> I'm trying to get into openttd patches dev with a simple thing but I can't find the file where ShowQueryString is defined. Does someone know ? Or maybe if you have a tip to find the correct file when searching for fuctions
18:06:33 <frosch123> planetmaker: yeah, that config option was changed between 0.6 and 1.0
18:06:53 <frosch123> Yho: it's called "grep"
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18:08:39 <Yho> frosch123: I use "find . | xargs grep "ShowQueryString" -sl". But I can't find the file where the body of the function is. Am I doning something wrong ?
18:09:09 <planetmaker> grep -Ri "ShowQueryString" src/*
18:09:37 <Xaroth|Work> ^
18:09:44 <frosch123> or even "void ShowQueryString"
18:10:38 <Alberth> src/misc_gui.cpp
18:10:38 <Alberth> 1052:void ShowQueryString(StringID str, StringID caption, uint maxsize, Window *parent, CharSetFilter afilter, QueryStringFlags flags)
18:10:50 <Alberth> ack ShowQueryString :)
18:13:47 <Yho> Thanks everyone. And thanks Alberth, I had trouble finding it even with all the different commands
18:14:33 <planetmaker> Yho, it's always the line where it's preceeded by the type of the return value. All other lines are where it's called
18:15:04 <Alberth> planetmaker: and no ; at the end of the line, else it's a declaration :)
18:15:21 <Alberth> Yho: you get better at it as you do it more often
18:15:40 <Yho> Alberth: planetmaker: I was looking for line without ; but looking for return type s easier
18:15:52 <planetmaker> :)
18:16:18 <Alberth> not indented by a tab is also easy to spot
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18:18:41 <Yho> Alberth: Oh yes I'll remember that.
18:28:51 <keoz> mmh ... grep -R
18:29:08 <keoz> why the hell I am always using find /src -type f -exec grep ?
18:29:30 <planetmaker> :)
18:29:34 <frosch123> maybe you use ancient unix, and are not used to gnu extensions?
18:29:58 <keoz> I remember that at some point I had problems using recursive grep
18:30:13 <frosch123> grep -I --exclude-dir=".svn" --exclude-dir=".hg" --exclude-dir="lang" --exclude="*~" "$@" <- that's what my editor uses
18:30:22 <keoz> not that ancient, it's an uptodate archlinux :p
18:30:46 <frosch123> in addition to the -R which the editor adds itself via some checkbox
18:32:04 <Zuu> I tend to use grep -r. But maybe -R is better :-)
18:32:31 <frosch123> hardly a difference
18:32:31 <andythenorth> so it seems that nobody floats rafts of logs down the Rhine, Elbe or Danube
18:32:35 <frosch123> i guess i also use -r
18:33:22 <keoz> andythenorth: there arent't so much forests to cut in Europe anymore, I think :p
18:34:28 <keoz> -R follow symlinks
18:34:32 <frosch123> i thought europe is one of the most suitable continents for forestry
18:34:58 <frosch123> fast growing trees, easy regrowing
18:35:29 <keoz> It's suitable for it, but large parts of ancients forests doesn't exist anymore. Cutted for agriculture.
18:36:05 <Rubidium> the main reason at least the Rhine isn't suitable is the huge amount of ships going there
18:37:06 <planetmaker> yeah, all those rivers are official waterways with heavy ship traffic. No place for unstearable rafts
18:39:54 <Rubidium> also most forestry in (central) Europe is relatively small scale
18:40:23 <planetmaker> that, too.
18:41:24 <Rubidium> even then, most of it won't be near those rivers and between the forest and the river there's usually a town so throwing logs of a mountain will not be appreciated
18:41:37 <Rubidium> nor will dumping them in the river with a helicopter
18:42:52 <planetmaker> the road network is also too dense. No point there. Just put it onto trucks and haul it to the sawmill directly
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18:49:30 <andythenorth> no log rafts for you lot then :)
18:49:38 <andythenorth> they can go in the NA roster
18:49:41 <andythenorth> or Scandi
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18:53:25 <planetmaker> well... Scandinavia surely has it
18:53:35 <planetmaker> so... it could well be in the general set
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18:56:17 <keoz> btw, european rivers aren't limited to Elbe, Rhine and Danube :)
18:56:44 <keoz> I wouldn't be surprised if that kind of river transportation still exists in parts like Russia
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19:24:52 <frosch123> night
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19:36:31 <andythenorth> hmm
19:36:39 <andythenorth> if I make very large barges
19:36:52 <andythenorth> (basically size of current largest ships)
19:37:00 <andythenorth> then they’ll look quite bad if used on rivers and canals
19:45:18 <andythenorth> already the largest barge overlaps land a lot
19:45:24 <andythenorth> and I could make it 25% longer :P
19:50:54 <Supercheese> option for double- or triple-wide rivers on mapgen?
19:51:03 <Supercheese> players can always doublewide their canals
19:57:35 <peter1138> Stick to TTD sizes
20:02:26 <andythenorth> could just cheat
20:02:51 <andythenorth> capacity != scale
20:03:24 <andythenorth> someone should do articulated ships
20:06:30 <Alberth> with articulated smoke?
20:06:56 <andythenorth> I could draw the sprites using the effect cb?
20:06:58 <andythenorth> o_O
20:07:10 <planetmaker> you could. so much to do now :D
20:07:11 <andythenorth> fake articulated barges
20:07:30 <Alberth> gn
20:07:34 <andythenorth> :)
20:07:50 <planetmaker> g'night Alberth
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20:08:22 <Supercheese> I got to exercise my Spanish translation skills
20:09:38 <Supercheese> It seems that accent marks go out the window for Internet Spanish
20:10:13 <Supercheese> also, new effects callback?
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20:38:04 <Wolf01> 'night
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21:10:54 <planetmaker> g'night
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23:00:34 <webchattest> Does this thing work?
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23:07:08 <MTsPony> does anyone know what the deal with is newgrf's that appear on bananas website yet they are unfindable in game?
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23:08:45 <amsu> hello there!
23:09:06 <amsu> anybody here?
23:09:17 <FLHerne> amsu: Yes
23:09:33 <FLHerne> I think everyone else is asleep though :P
23:10:12 <amsu> jajaj
23:10:38 <amsu> thank you for de fast respond
23:10:49 <amsu> im from argentina
23:11:07 <amsu> y study for ten year ingles
23:11:43 <amsu> but,.. y no practice writing,.. only reading jajaj
23:11:50 <amsu> ok,..
23:12:49 <MTsPony> lol
23:12:51 <MTsPony> jaja.
23:13:06 <amsu> :P
23:13:08 <MTsPony> :b
23:13:13 <FLHerne> 'y' -> 'I', 'ingles' -> 'english', but I can understand you :-)
23:13:37 <amsu> JAJAJJAJA piece of animal!!
23:14:00 <glx> MTsPony: maybe wrong version of openttd
23:14:12 <MTsPony> Nein. i checked with both my custom and 1.4.1
23:14:21 <MTsPony> would be weird if it was version related?
23:14:40 <glx> some newgrf are for nightlies only IIRC
23:14:50 <MTsPony> does 26694 correspond to a nightly?
23:14:52 <amsu> ....WTF????
23:15:00 <amsu> :(
23:15:15 <MTsPony> well, cant find it with that version either. lol. I assume thats a nightly.
23:15:49 <FLHerne> amsu: Did you have more questions?
23:15:53 <MTsPony> Can you override this behavior? I suppose manually downloading it and place it on server, other people can download it from bananas even if they cant see it in their list either right?
23:16:05 <MTsPony> same with different version
23:16:08 <MTsPony> of newgrfs
23:16:16 <MTsPony> meh ill try it, thx
23:16:35 <Supercheese> Yeah, uploaders can specify version restrictions
23:16:41 <glx> newgrf can check the game version and disable themself IIRC
23:16:47 <Supercheese> "Cannot be downloaded with X version(s) of OTTD"
23:16:53 <amsu> heyyy superchees is herre too! =)
23:16:54 <Supercheese> min/max version fields IIRC
23:16:57 <Supercheese> Hola
23:17:06 <MTsPony> mhhh
23:17:11 <MTsPony> ok makes sense
23:17:30 <amsu> im re installin ttd the n° 20
23:18:20 <amsu> i delete all of ttd
23:20:20 <amsu> i download the openttd-1.4.2-windows-win32.exe
23:20:47 <MTsPony> why not 64
23:21:03 <amsu> :(
23:21:08 <amsu> no y have a....
23:21:45 <glx> try to use "I" ;)
23:21:46 <amsu> http://prntscr.com/4duini
23:22:00 <amsu> F****k sorry
23:22:07 <glx> ha yes 32bit only
23:22:10 <Supercheese> Seem to have mastered expletives :P
23:22:16 <glx> xp 64 is very rare
23:22:22 <MTsPony> ow xp. lol
23:22:31 <MTsPony> yeah xp 64-bit, such a pain
23:22:56 <amsu> ok,.. here: only i installed this http://prntscr.com/4duiyp
23:23:17 <glx> yes
23:23:22 <Supercheese> looks good, do you still have problems?
23:23:27 <glx> basic install
23:23:43 <glx> should be playable immediately
23:24:03 <amsu> then y have to do this : http://www.tt-forums.net/search.php?keywords=ayuda&terms=all&author=&sc=1&sf=all&sk=t&sd=d&sr=posts&st=0&ch=300&t=0&submit=Buscar
23:24:24 <glx> no
23:24:35 <Supercheese> those should have already been installed
23:24:53 <FLHerne> Supercheese: He asked about sound and music effects
23:25:08 <FLHerne> Supercheese: Only OGFX is installed by default IIRC
23:25:12 <Supercheese> Perhaps he needs to select them in the options panel
23:25:13 <glx> sound and music are installed by installer
23:25:29 <Supercheese> Yes, see http://prntscr.com/4duiyp
23:25:33 <amsu> installing,..
23:25:40 <amsu> ya les aviso,..
23:25:41 <glx> and I think they are enabled by default
23:25:45 <amsu> sorry em....
23:25:48 <amsu> wait.. jajaj
23:26:04 <FLHerne> Supercheese: Ooh, it looks like that now? I've been on Linux since about 1.0.x
23:26:13 <Supercheese> He just posted that :P
23:27:08 <FLHerne> Gah, I glanced at that and though it was a repost of his previous link :-/
23:27:27 <amsu> heeey exelent
23:27:29 <amsu> =)
23:27:42 <Supercheese> Working, I take it?
23:27:47 <amsu> only y havent found the escenarios
23:27:50 <FLHerne> amsu: Never mind my dodgy screenshot then :P
23:27:59 <Supercheese> Yes, the scenarios are not included by default
23:28:05 <glx> in online content
23:28:09 <amsu> how y put its?
23:28:13 <Supercheese> Matter of fact, I do not know where they can be found -- the original scenarios anyway
23:28:18 <amsu> ok,.. going
23:28:24 <amsu> or... GO GO GO!
23:28:26 <amsu> :p
23:28:27 <Supercheese> There are lots of other scenarios in online content
23:28:38 <glx> not the original ones though but a lot indeed
23:29:16 <glx> a random game is good enough for me :)
23:29:42 <amsu> WHats IA ?
23:29:52 <Supercheese> Artificial Intelligence / Computer players
23:30:03 <amsu> mmmm ok thanks
23:30:19 <glx> some are very smart
23:30:39 <Supercheese> some are specialized for only a single purpose
23:31:01 <amsu> what recommend me reload everything?
23:31:12 <amsu> sorry for my english!
23:31:15 <Supercheese> For most things, only choose the ones you want
23:31:22 <amsu> reload no... TO load
23:31:37 <Supercheese> It is not recommended to download everything
23:32:05 <glx> openttd can be very slow to launch if you have everything :)
23:32:11 <amsu> nonono everything y don want to
23:32:33 <amsu> its gooing too slow no?
23:32:41 <amsu> =)
23:32:56 <glx> it scans all files at start
23:33:06 <amsu> waau
23:33:08 <Supercheese> Yeah, it can get slow, sadly
23:33:38 <amsu> http://prntscr.com/4dumqr
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23:33:49 <amsu> what about this..? scripts?
23:33:55 <amsu> what they mean?
23:33:57 <glx> forget scripts for now :)
23:34:07 <Supercheese> Game scripts are, hmm, things like additional goals/challenges for games
23:34:10 <Supercheese> they are entirely optional
23:34:43 <amsu> ahh ok spchee
23:34:58 <amsu> ohh sorrry
23:35:13 <amsu> clicking each onee, y have a description.. :P
23:36:54 <keoz> don't bother with them if you're still not used to the game
23:37:15 <Supercheese> Even I haven't used one yet...
23:37:32 <keoz> You should try mine :)
23:37:46 <amsu> jaj
23:38:24 <amsu> ifi stsrted a city to grow up
23:38:50 <amsu> how y made to have trucks and cargo in early years?
23:39:24 <keoz> what do you call, "early years" ?
23:39:29 <glx> without newgrf don't start before 1920
23:39:32 <amsu> ajjaj 1910
23:39:32 <Supercheese> You will want to download a NewGRF that has early vehicles
23:39:34 <amsu> 1900
23:39:37 <amsu> 1920
23:39:41 <Supercheese> I recommend eGRVTS
23:39:59 <amsu> SIR searching SIR !!
23:40:40 <amsu> i am downloading 38M the escenaios :P
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23:45:48 <amsu> supercheeese,. and what about having eGRVTS and eGRVTS2 ?
23:46:01 <amsu> or one o r the other?
23:46:02 <Supercheese> Choose one, naturally version 2 has improvements
23:46:03 <keoz> no interest
23:46:12 <Supercheese> but also it has fewer vehicles IIRC
23:46:14 <keoz> the 2 is just an updated version
23:46:40 <keoz> does it Supercheese ? didn't know
23:46:45 <Supercheese> I could be mistaken
23:47:02 <keoz> I think I never used version 1
23:47:03 <Supercheese> perhaps it was only the development versions that lacked vehicles
23:47:41 <Supercheese> I'll have to test
23:47:49 <amsu> how i uninstall one ?
23:48:09 <Supercheese> Once you download Newgrfs, they still must be activated before they affect games
23:48:10 <amsu> i dont have the option
23:48:11 <keoz> you remove it from the actives NewGRFs
23:48:55 <amsu> in the same place y download it ?
23:49:33 <keoz> in the NewGRF window, you have two black boxes
23:49:36 <Supercheese> The NewGRF Settings window
23:49:43 <keoz> one contains the downloaded stuff
23:49:58 <keoz> the other one contains only the ones which you want to use
23:50:00 <Supercheese> or Configuration NewGRF, I suspect yours would say
23:50:04 <Supercheese> Configuracion*
23:51:20 <amsu> jajjaajaja
23:51:26 <amsu> http://prntscr.com/4dusrx
23:51:39 <amsu> i dont found the escenaries to play
23:51:46 <Supercheese> You have a lot of drives
23:51:50 <amsu> the ones i downloaded
23:51:51 <Supercheese> Goodness
23:51:56 <amsu> :(
23:52:38 <Supercheese> That explorer should have directed you to your Documents folder rather than root/Games, hmm
23:52:53 <Supercheese> although XP may not
23:53:06 <Supercheese> anyway, try navigating to OpenTTD\Scenarios
23:53:37 <Supercheese> or, well, scenario -- no s
23:59:40 <amsu> ok