IRC logs for #openttd on OFTC at 2014-11-07
⏴ go to previous day
03:38:06 *** Biolunar_ has joined #openttd
04:29:07 *** fjb is now known as Guest729
04:53:01 *** Supercheese has joined #openttd
05:01:15 *** supermop has joined #openttd
05:01:27 *** Hazzard has joined #openttd
05:09:29 <supermop> nice summer day down here
05:09:41 <supermop> probably just normal for you though
05:10:13 *** itsatacoshop247 has joined #openttd
05:11:02 <supermop> i want a 24/7 taco shop
05:13:22 <Supercheese> sounds like a business opportunity
05:14:22 <supermop> common sense in most of the world
05:14:35 <supermop> not down here where tacos are at a premium though
05:15:07 <supermop> wouldn't be surprised if victorian law forbade a 24/7 taco shop
05:20:28 <Supercheese> buy the ingredients yourself eh
05:24:08 <supermop> that is what ive been reduced to
05:32:43 *** KWKdesign has joined #openttd
05:36:22 <Flygon> If a 24/7 Hungry Jacks is legal
05:36:35 <Flygon> I'm pretty sure a 24/7 Taco Shop will send less people to the dunny
05:39:30 <Flygon> supermop, North-West suburbs, right?
05:39:37 <Flygon> Let's drive to the nearest Taco Shop :D
05:40:40 <supermop> la condesa is good, but not really that cheap nor 24/7
05:43:48 <Flygon> Well, I'm still in the mood for a Taco
05:43:54 <Flygon> But Sunbury doesn't have any real good Taco places
05:44:45 <supermop> melbourne seems to have maybe four
05:45:37 <Flygon> How many are in or around the CBD? >_>"
05:49:10 <Supercheese> No Taco Bells there?
05:49:22 * Supercheese knows little about non-US food chains
05:49:45 <Supercheese> ours is open until 2 am
05:51:33 <supermop> fortunately few of the yum brands chains here
05:56:16 *** Eddi|zuHause has joined #openttd
06:06:57 *** Biolunar has joined #openttd
06:48:34 *** TomyLobo has joined #openttd
06:58:33 *** supermop has joined #openttd
07:02:41 <Flygon> supermop, Supercheese: Sunbury DOES have a Taco Bell
07:02:52 <Flygon> But it's relatively subdued and more of a higher end food place
07:03:08 <Flygon> Not like you just walk in, order a box of burritos, and walk out after 5 minuttes
07:07:16 <supermop> firs must separate out various fruits and grains
07:07:54 <supermop> how are we supposed to play not knowing if we are delivering cognac or whiskey, or summer ale, or bitter ale, or belgian triple
07:08:09 <supermop> generic alcohol cargo is bad feature!
07:08:37 <supermop> also i must be allowed to carry tanker ships full or cognac
07:16:24 *** oskari89 has joined #openttd
07:27:30 *** andythenorth has joined #openttd
07:34:43 <Supercheese> simple edit to the grf
07:35:31 <Supercheese> grab the langfile, ctrl+h alcohol to beer
07:35:49 <Supercheese> oh wait FIRS has some insane compile process doesn't it
07:36:31 <Supercheese> may be simpler than compiling on your own
07:38:10 <planetmaker> you could introduce sub cargoes for your vehicles. Alcohol (beer), Alcohol (cognac), ...
07:38:27 <planetmaker> which just would be different liveries for the same thing
07:39:57 <Supercheese> would be more work than a line or two on eints though
07:40:11 <Supercheese> well, presuming they have translator access
07:40:21 <Supercheese> they have / one has
07:40:40 <andythenorth> FIRS just needs the python deps installed
07:40:42 <andythenorth> then you hit make
07:40:45 <andythenorth> and then you wait
07:40:50 <andythenorth> and then you wait
07:40:55 <andythenorth> and then you’re done
07:41:12 <andythenorth> unless you have Windows
07:41:51 <planetmaker> firs builds extremely quickly. 3 times in 4 minutes.
07:42:01 <planetmaker> yeti builds one time in four hours
07:42:18 <Supercheese> well, the relative disk spaces required are orders apart methinks
07:42:52 <Supercheese> what with the filesizes
07:56:30 <andythenorth> I make way too many mistakes for a 1 hour compile time
07:56:33 <andythenorth> nothing would ever ship
07:57:00 <planetmaker> a not-new compile of yeti would be much faster, too
08:02:03 <andythenorth> maybe I should profile FIRS to find the slow
08:05:00 <andythenorth> also Iron Horse is fricking slow in single-threaded
08:07:49 <andythenorth> oh that was before I found a stupid range function
08:07:54 <andythenorth> now it is just slow
08:08:06 <planetmaker> andythenorth, I don't think that < 1 minute can constitute as 'slow'
08:08:22 <andythenorth> it was 1:45 on the rev I was looking at
08:08:31 <andythenorth> but tip is faster
08:08:43 <andythenorth> I fixed one python function and got 40s back
08:08:53 <andythenorth> that was about 40% speedup
08:09:25 <andythenorth> might try profiling FIRS to see if there’s anything similar
08:55:04 *** supermop has joined #openttd
08:56:17 *** Quatroking has joined #openttd
09:03:47 *** Progman has joined #openttd
09:10:53 <supermop> computer continues to inexplicably turn off
09:11:07 <supermop> most recently while nothing was running
09:16:58 <peter1138> "Anyway, I like 'stupidly large maps' because they are more realistic."
09:22:29 *** Jinassi has joined #openttd
09:38:09 *** supermop has joined #openttd
09:50:57 *** itsatacoshop247 has quit IRC
10:05:23 *** Suicyder has joined #openttd
10:36:41 *** sla_ro|master has joined #openttd
10:54:47 *** HerzogDeXtEr has joined #openttd
11:10:02 <Eddi|zuHause> that is a weird song.
11:37:26 *** looptrooper has joined #openttd
12:17:36 *** JacobD88 has joined #openttd
12:51:47 *** Celestar has joined #openttd
13:19:12 *** andythenorth has joined #openttd
13:27:01 *** Biolunar has joined #openttd
13:27:28 *** andythenorth has joined #openttd
13:27:37 <andythenorth> for daylength reasons
13:54:48 <Quatroking> just spreading the word
13:56:08 <Belugas> Rubibium, I am sorry as well I could not contribute to the development of your country lol!
13:57:47 *** Klanticus has joined #openttd
14:03:45 <peter1138> Hmm, now to find a Windows machine to play it on :S
14:04:35 <Eddi|zuHause> that was a DOS game
14:05:55 <Eddi|zuHause> back then, the LBA demo was on the same CD as the TT demo
14:06:44 <Quatroking> that's.. a little big
14:09:40 <Eddi|zuHause> what? my installation is 43MB
14:11:03 <planetmaker> depends on whether it comes with a root kit or without ;)
14:11:34 <Eddi|zuHause> well, knowing GOG, it comes with dosbox included, but that's not 340MB either :p
14:14:34 <Quatroking> it came with dosbox, yeah
14:16:12 <peter1138> Doesn't install with Wine :(
14:18:57 <Quatroking> oh, that's about games with linux installer
14:24:20 <Eddi|zuHause> well, if it doesn't install, you have a 30 day money back guarantee :)
14:25:40 *** frosch123 has joined #openttd
14:27:31 <peter1138> The ceaseless requests for day length...
14:27:43 <peter1138> We should remove that ancient patch that puts the day in the status bar :p
14:27:55 *** Klanticus_ has joined #openttd
14:28:03 <Eddi|zuHause> what does that solve? :p
14:28:18 <Eddi|zuHause> the day was always visible in the savegame
14:28:22 <peter1138> Perception of time :)
14:29:49 <frosch123> "(...) this reduced area for repainting should suffice. If not, adjust the offsets used below." <- lol
14:30:04 <frosch123> this should be correct, if not, well, fix it :p
14:30:44 <frosch123> something in that area
14:32:15 <peter1138> As the reduced area is too reduced... what was wrong with the old code?
14:33:15 <frosch123> it would draw the complete map for one tile
14:33:33 <frosch123> since it would extent the area to draw accounting for 256 potential height levels
14:36:29 <planetmaker> hm, where's that quote from, frosch123 ? MHL thread @ tt-f?
14:37:46 <frosch123> no, from trunk source
14:38:15 <frosch123> i can barely hold myself from ranting
14:38:36 <planetmaker> I actually would hope that ice111 would make it a priority to fix the issue
14:38:43 <Eddi|zuHause> but! the patch was well tested!!
14:39:17 <frosch123> planetmaker: i don't know where the code originates from
14:39:33 <planetmaker> doesn't matter :)
14:40:00 <planetmaker> MHL is his baby... and I consider this time to prove that he supports his code past trunk inclusion
14:41:42 <Quatroking> peter1138, LBA is installing just fine with wine
14:41:54 <Quatroking> running ubuntu 14.04
14:43:25 <peter1138> frosch123, I looked at it and thought it looked massive complex and then ran away.
14:43:51 <peter1138> But as he already made clear he doesn't understand how it works...
14:43:59 <peter1138> Quatroking, yeah but I don't use Ubuntu.
14:44:18 <Quatroking> oh, nevermind, runtime error'd
15:02:09 <Marshy> I guess day length requests are a common thing then? :)
15:04:09 <andythenorth> only a couple per day though
15:06:02 <Marshy> 3 would be one too many
15:07:19 <Quatroking> will we ever have the ability to build our overly complex networks underground
15:08:01 <andythenorth> yes or no or maybe
15:08:09 <andythenorth> the funny thing is
15:08:11 <Quatroking> should i repeat the question
15:08:17 <andythenorth> given that most of the foamers want to watch the trains
15:08:20 <Quatroking> malcom in the middle theme etc.
15:08:23 <andythenorth> why do they also want to build underground?
15:08:46 <andythenorth> how will they see the 65 different engines they have available in 1970
15:08:57 <andythenorth> and all their realistic combinations of wagons and coaches and stuff
15:09:07 <Quatroking> NL has a few underground stations
15:09:17 <Quatroking> Schiphol and Rotterdam Blaak for example are both underground
15:09:48 <andythenorth> forums are full of foamers
15:11:06 <Marshy> Will have to start firing it at my brother and see how he reacts, the foamer
15:11:33 <peter1138> Hmm, too many cables :S
15:11:44 <Quatroking> it's pretty much the only feature I'm missing in openttd, underground and suspended stations/rails
15:11:56 <Quatroking> it's a feature Locomotion has but openttd doesn't
15:18:15 <Marshy> Underground networks though, surely it wouldn't be possibly, and the best we can do is 'underground' Metro stations?
15:19:03 <andythenorth> have a swooshy up-down animation to move between separate screens
15:19:15 <andythenorth> like some games that move between floors
15:19:35 <andythenorth> underground aircraft
15:19:38 <andythenorth> underground boats
15:19:49 <andythenorth> just shift all the palette to grey for underground
15:19:58 <andythenorth> underground towns
15:20:37 <Quatroking> underground nuke shelters
15:21:59 <andythenorth> underground Rubidium mines
15:22:52 <Marshy> underground crystal caves
15:23:26 <Quatroking> kinda surprises me those industries haven't been added by someone
15:23:29 <Rubidium> andythenorth: that mine would not be really viable; there's only demand for 2 to 4 tonnes a year on the whole world
15:23:38 <andythenorth> Rubidium: depends how far it’s transported
15:23:43 <Quatroking> uranium industry chains sounds nice
15:23:47 <andythenorth> could be worth $10000,000 / tonne
15:24:08 <Quatroking> mine uranium, transport it to nuke factories
15:24:18 <Quatroking> then transport the nukes to army bases
15:24:37 <Quatroking> army bases also accept weapons which are created by weapon factories, and people
15:24:42 * andythenorth considers a critical mass GS
15:24:52 <andythenorth> transport enough cargo to one place, map is dynamited
15:24:57 <andythenorth> can GS dynamite?
15:25:08 <andythenorth> even immovables?
15:25:30 <planetmaker> actually 'critical mass' in reverse: station explodes, if too much cargo waiting :)
15:26:02 <Quatroking> "A nuclear explosion at Timbletown's Nuke Factory has lowered production by 80%!"
15:26:16 <planetmaker> has lowered life expectancy by 80%
15:28:00 <peter1138> Wasn't there a Rubidium industry?
15:29:43 <planetmaker> rip-off from HOMM
15:29:59 <andythenorth> I wonder if FIRS should have Rubidium in it?
15:30:09 <andythenorth> now it’s just highlight trolling :P
15:30:25 <Rubidium> planetmaker: there's a caesium factory in Canada which has rubidium as a by product
15:31:06 <Rubidium> I guess they deliver both caesium and rubidium by mail due to the annual demand of respectively 30 tonnes and 3 tonnes
15:31:21 <andythenorth> does anyone mine peter1138 ?
15:31:23 <Rubidium> waiting till a FISH-ship is full would take way too long ;)
15:31:58 <Rubidium> oh... that other Rubidium industry...
15:32:57 <peter1138> Replace the submarine with a beluga?
15:38:36 <Belugas> good iead :) will make the game even more -R
15:39:58 <peter1138> But 4096x4096 maps counteract the antirealism.
15:41:08 <Belugas> bah... if they want those massize cpu consuming maps...
15:50:50 <Quatroking> there should be an industry chain in openttd that exports anime and weeaboos
15:51:32 <Eddi|zuHause> i should probably be glad that i don't know what that is
15:52:47 <Eddi|zuHause> i won't watch that either
15:53:38 <Quatroking> there's explosions?
15:54:32 <peter1138> Explosions in the Sky?
15:54:49 <planetmaker> it's called fireworks
15:55:04 <planetmaker> But just don't do that at sea. Might get more expensive than you recon ;)
15:55:08 *** Myhorta has joined #openttd
15:55:54 <Belugas> Explosions inthe Sky? somebody found out How To Destroy angles ?
15:57:49 *** Alberth has joined #openttd
15:57:49 *** ChanServ sets mode: +o Alberth
16:02:06 <Alberth> venturing into suggestions land eh?
16:02:26 * planetmaker now wants sprites for a curious beluga
16:05:39 <Belugas> one that smokes when surfacing?
16:07:06 * andythenorth makes suggestions
16:07:38 <planetmaker> Belugas, if you insist. But I would also do with on which just blows a bit foam around ;)
16:12:14 <planetmaker> I was actually serious... beluga sprites instead of the curious sub marine would be an excellent easter egg
16:12:39 <planetmaker> will you draw that for me, andythenorth ? :)
16:13:01 <peter1138> In glorious 32bpp 4x zoom technicolour?
16:13:32 <planetmaker> though I'd take 32bpp 4x as well :P
16:13:50 *** TomyLobo has joined #openttd
16:13:53 <planetmaker> he could also include it as easter egg into fish / squid
16:15:10 <andythenorth> planetmaker: get wotsit to render it
16:15:34 <planetmaker> nah, I didn't ask your for a rendered version. Just a 8bpp 1x version :)
16:15:52 <andythenorth> I can draw the version of it underwater
16:16:44 <Belugas> lovely idea, planetmaker :D
16:18:10 <Marshy> Do we have room for a whaling industry?
16:18:10 <andythenorth> make it a newobject
16:22:14 <Marshy> Wouldn't be tasteless at all to have piles of dead blooded Baluga sat on a pixel dock sprite
16:22:45 <planetmaker> you definitely should play more first-person shooters, Marshy
16:22:54 <planetmaker> this is the wrong game for violence
16:24:24 <Marshy> Oh I can't do FPS, fail a mission too many times and the controller gets thrown, my own method of violence
16:41:51 *** EdwardRech has joined #openttd
16:42:25 <planetmaker> no clue. Maybe hey.
16:42:52 <EdwardRech> (That's hi in Russian)
16:43:18 <EdwardRech> So I've been lurking the zbase thread a bit and stuff and I had this thought - is it possible to somehow contribute to the graphics development of either packs?
16:43:49 <planetmaker> I would very much think so, yes
16:44:02 <EdwardRech> Perfect! How can I contribute?
16:44:26 * andythenorth considers Dead Whale Docks
16:44:35 <andythenorth> peter1138: MultiDeadWhaleDocks
16:44:47 <EdwardRech> Dead Whale Docks???
16:44:48 <planetmaker> How do you want to contribute, EdwardRech ? What do you want to see changed?
16:45:05 <EdwardRech> Well, I'd just want to help anyhow I could, really :)
16:46:23 <planetmaker> For one, the ground tiles need an overhaul in several ways: the edges are anti-aliased. That's bad and needs to change.
16:46:33 *** zeknurn has joined #openttd
16:46:49 <planetmaker> Also their texture is a bit... boring. Thus a nicer one for them would also be a good idea. Also that involves re-rendering them, of course
16:47:10 <EdwardRech> Sounds fun! Is it for zbase?
16:47:29 <planetmaker> you asked about that... so yes
16:48:01 <EdwardRech> I'll take a look :) Is it possible to get the source files for easier shading?
16:48:12 <planetmaker> yes. Checkout the zbase repository
16:48:46 <planetmaker> there is quite a bit of a graphics chain from the blender files to the final sprites
16:49:42 *** TheMask96 has joined #openttd
16:50:19 <planetmaker> the first one only contains the graphics
16:50:43 <planetmaker> but the build process does not include the rendering which was done with blender. Nor the post-processing
16:51:04 <EdwardRech> I was reading his blog post
16:51:20 <planetmaker> yeah, they explain the process. Good that you found it already :)
16:51:58 <EdwardRech> It explains it all very well
16:53:11 <planetmaker> EdwardRech, but indeed for the ground sprites some of the process will need changing. Dunno where exactly, probably in the blender / render. To get rid of the antialiasing
16:53:29 <EdwardRech> It's fairly easy actually
16:53:45 <planetmaker> there's.... somewhere a thread in tt-forums which explains where the ground tiles lack....
16:54:03 <EdwardRech> Where can I find the blend files though? :P
16:54:13 <planetmaker> they're in the first repo, aren't they?
16:54:15 *** andythenorth has left #openttd
16:55:07 <EdwardRech> Oh, didn't see that
16:55:19 <peter1138> Also all the vehicles need redoing, cos they're way too big.
16:55:26 <peter1138> (At least, rail and road)
16:55:30 *** FLHerne has joined #openttd
16:55:39 <planetmaker> they could be shrunk a bit, too, yes
16:56:43 <planetmaker> but I think the biggest impact can be done with ground tiles first
16:56:49 <EdwardRech> Yeah, i think so too :)
16:57:01 <planetmaker> EdwardRech, one thing I'd like see changed, too, are the sea shore and river sprites
16:57:16 <planetmaker> that will need serious work to get them looking more natural instead of the straight lines
16:57:50 <EdwardRech> Well, that might be a bit harder :)
16:57:54 <planetmaker> I want them to look somewhat similarily irregular as the OpenGFX rivers I drew... rivers are rivers and no canals. Same for sea shores. And currently it's... the worst part imho
16:58:03 <frosch123> what's the current pegi for starwars? 6? or 0?
16:58:06 <planetmaker> yes, that requires serious graphics work
16:58:47 <frosch123> well, there is some disney advertising, it looks like 0 to me :p
16:59:14 <frosch123> it's a bit like matrix, there was never a sequel
17:00:17 <EdwardRech> Matrix had a sequel though
17:01:39 *** KWKdesign has joined #openttd
17:41:06 <Quatroking> can anyone explain "plane speed factor" for me
17:41:47 *** Celestar has joined #openttd
17:43:25 <planetmaker> it's literally self-explanatory. 1/1, 1/2 or 1/4 times the indicated speed wrt other vehicles
17:44:11 <Quatroking> so, like, if I put it on 1/1 it'll go faster?
17:44:45 *** Pensacola has joined #openttd
17:45:55 <b_jonas> Quatroking: it means that if a plane says it goes 900 km/h in the info box, then with 1/4 plane speed it actually only goes with 225 km/h, as fast as a train gonig 225 km/h, even if it says 900 km/h in the window
17:46:06 <b_jonas> Quatroking: I think that's the default behaviour in ttd
17:46:16 <b_jonas> whereas 1/1 means it really goes as fast as it claims
17:46:30 *** trendynick has joined #openttd
17:48:40 <peter1138> Yeah, it's game balance breaking :p
17:49:35 *** FLHerne has joined #openttd
18:03:37 <peter1138> SmatZ's map layers!
18:03:50 <peter1138> For better bridges and underground :p
18:04:39 <Quatroking> does it matter if I use path signals everywhere or do you guys suggest something else
18:05:11 <peter1138> I suggest path signals everywhere.
18:06:38 <Alberth> in particular on rail tracks
18:06:59 <peter1138> Well, yes, only on rail tracks at safe waiting points
18:07:26 <Quatroking> oh I was planning on using path signals on my boats
18:07:35 <Quatroking> alright I'll only use them for my trains then
18:07:53 <peter1138> There is a "wet rails" set...
18:17:36 *** andythenorth has joined #openttd
18:19:17 *** gelignite has joined #openttd
18:21:47 <Eddi|zuHause> they certainly have "signals" for entering locks over here
18:23:49 <Eddi|zuHause> andythenorth: although in europe, the maximum train length is 250 axles (because of axle counters overflowing at 255) and 25t per axle
18:24:04 <andythenorth> Eddi|zuHause: can’t they use a dword?
18:24:38 <Eddi|zuHause> andythenorth: sure, if you wait another 50 years for the devices to be replaced
18:27:09 <Eddi|zuHause> peter1138: well, the 250 axle limit is real. the reason was some rumor i picked up a few years ago
18:27:12 <peter1138> Heh, articulated "ships"
18:27:17 <peter1138> Eddi|zuHause, ah k :)
18:28:37 <Eddi|zuHause> peter1138: i'm sure if you try hard enough you can get exceptions for certain routes
18:33:40 *** Supercheese has joined #openttd
18:40:28 <Eddi|zuHause> never heard of that game
18:41:45 <Quatroking> it's a pretty popular series
18:42:02 <Quatroking> it's about metro stations so it fits right in this channel
18:42:55 <Terkhen> as usual, the book is better
18:47:26 <Alberth> maybe the game is so bad, they have to give it away :p
18:48:03 <peter1138> It's a couple of years old.
18:52:56 *** Jinassi has joined #openttd
18:54:23 *** oskari89 has joined #openttd
18:57:22 <Quatroking> fast forward changes the fps from 30 to 60 doesn't it
18:57:35 <Quatroking> is there a way to make pause always run at 60fps?
18:58:20 <Eddi|zuHause> that is not what fast forward does
18:58:31 <Quatroking> then I was told wrong
18:59:11 <Eddi|zuHause> normal operation introduces a pause every tick to get to 33fps. fast forward removes that pause
18:59:49 <Quatroking> can that pause also be removed when running in pause mode?
18:59:58 <Quatroking> it'd make scrolling faster
19:00:11 <Eddi|zuHause> disable smooth scrolling?
19:00:36 <Quatroking> that's not what I mean
19:00:58 <Quatroking> when running fast forwarded, scrolling goes faster/smoother while running paused is slower/choppy
19:01:02 <Eddi|zuHause> anyway, the fixed fps is used for other things like chat
19:01:31 <Eddi|zuHause> you will not find anybody who is willing to touch that code.
19:10:55 <peter1138> Eh, I looked at it.
19:11:13 <peter1138> But you end up slowing the game down.
19:16:41 *** Myhorta has joined #openttd
19:25:16 *** Jinassi has joined #openttd
19:25:43 <peter1138> Oh yeah, and it's per-video backend, so... urgh :S
19:43:45 <Quatroking> whenever my game auto-saves it pauses the game, can I make it not pause the game?
19:44:26 <planetmaker> us a faster multi-core machine
19:44:30 <Quatroking> oh no wait it just randomly pauses
19:44:51 <Quatroking> does setting the "update distribution graph" setting too low cause this?
19:45:18 <Quatroking> because I'm fairly sure a 4ghz i7 2700k should be able to pull off openttd
19:46:55 <Quatroking> yeeaah it's the monthly update according to AI/Game Script debug
19:47:13 <Quatroking> wait, so this is the game script that's being crap?
19:47:35 <glx> big map means a huge amount of industries
19:47:50 <glx> and all of them update their output at the same time
19:48:58 <Quatroking> alright, I'll restart with 2048 then
19:49:52 <glx> you can try a non square map if you want 4096 on a size
19:50:38 <Quatroking> nah, 2048^2 will do
19:51:06 <glx> anyway for me a big map is useless as it's almost "empty"
19:52:01 <peter1138> Very low towns, very low industries, lots of room for track/road/ship/impenetrable mountains...
19:52:12 <Wolf01> I like big maps because are almost empty
19:52:15 <peter1138> 512 or 1024 suffices for that, though.
19:53:11 <Wolf01> I often build long pieces of straight tracks to reach a far away industry just to see trains rolling
19:53:30 <Quatroking> I've been playing a lot with boats lately
19:53:35 <peter1138> Hmm, I ought to tweak my landscape generator parameters.
19:53:50 <peter1138> TGP isn't as nice as real perlin though :(
19:54:01 <Wolf01> yes please, better landscapes :D
19:54:21 <peter1138> Wolf01, get hm4 from bananas ;)
19:54:35 <peter1138> (It is an example from my generator)
19:55:31 <peter1138> Needs trunk though due to the heightmap importer changes.
19:57:37 <Wolf01> oh, 1024, it does tell...
19:58:35 <peter1138> Yeah, my perlin algorithm took 8 minutes to make a 4096x4096 heightmap, and it turned out bad :(
19:59:36 <Wolf01> ok, that one, yes I already tried it, it's better at 512 because of those straight lines at the bottom corner
19:59:58 <peter1138> Depends on the number of height levels.
20:01:30 <Wolf01> I usually set it to 64
20:01:35 <Quatroking> just started a new 4096^2 map, turned out to be the game script I had running on the previous map
20:01:42 <Quatroking> this map isn't pausing every month for 135 ticks
20:01:54 <Wolf01> but with 16 levels is more playable
20:02:21 <peter1138> between 23 and 31 was favourable, iirc.
20:03:24 <peter1138> Ah, TGP algorithm can do 4096x4096 in about 6 seconds.
20:03:48 <peter1138> Just need to tweak it :(
20:06:08 *** Myhorta has joined #openttd
20:06:12 <peter1138> Wonder what this'll look like.
20:06:32 <peter1138> 8000 rivers takes a while to make ;(
20:07:19 <Wolf01> I use "few", but on big maps it's still too much
20:17:14 <peter1138> Heh, scrolling speed is dependent on framerate :s
20:37:57 *** NillyVanilly has joined #openttd
20:40:06 <NillyVanilly> can i buy a server? My friend and i wont play in a privat server
20:43:06 <planetmaker> NillyVanilly, we don't sell servers here
20:43:26 <planetmaker> But it's easy to simply setup openttd and run it as a server
20:43:50 <Zuu> Just make sure you forward ports if the server is behind a router.
20:45:10 <NillyVanilly> we includet the Firewall. and can not play
20:45:25 <DorpsGek> Zuu: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
20:45:36 <Zuu> Did you try to open those ports?
20:47:02 <planetmaker> both on router and your pc's firewall?
20:47:28 <NillyVanilly> this is my friend
20:48:07 <Zuu> You need to forward/open both UDP and TCP
20:48:10 <IG2> hi we already tried to switch off firewall completely
20:48:31 <IG2> the funny thing is we were able to play a few days agao
20:48:32 <planetmaker> is the server set to advertize?
20:48:42 <IG2> yes we got the "3Webcube"
20:48:56 <IG2> we trie advertice an without
20:48:56 <planetmaker> eh... I mean in openttd.cfg
20:49:17 <planetmaker> (no idea what 3webcube is)
20:49:46 <Zuu> But it could also be the name of their game
20:50:08 <IG2> ill search for the openttd.cfg
20:50:37 <Zuu> Assuming it is NAT, have you forwarded 3979 and 3978 to the PC where the server is?
20:50:43 <DorpsGek> Zuu: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
20:51:55 <Zuu> If it advertize, and you wait 10-15 minutes it should show up on http://www.openttd.org/servers. If it doesn't there is something not working either with port forwarding or firewall blocking.
20:52:10 *** Celestar has joined #openttd
20:52:23 <Zuu> ("It" being your OpenTTD server)
20:52:33 <Zuu> ("It" being your OpenTTD server)
20:54:24 <Zuu> Another possible error is that you did set up port forwarding some days ago when you got it working, and your PC that acts as server got a new local IP and now the forwarding doesn't work anymore.
20:55:08 <Zuu> In the router admin page you can often bind MAC adresses to IPs so that computers stay at the same local IP forever.
20:55:26 <IG2> ok i forwardet thm again now...
20:55:52 <IG2> i have an UMTS router so my ip changes
21:06:04 *** Defaultti has joined #openttd
21:06:16 *** Jinassi has joined #openttd
21:16:33 <peter1138> Cos there aren't enough servers.
21:26:16 <Quatroking> for what reason do boats not collide with each other?
21:26:30 <Quatroking> are they 2spooky4me?
21:27:34 <planetmaker> no-one told them to collide
21:45:23 <Eddi|zuHause> it's like cartoon characters. they don't fall down until someone tells them they're in the air
21:51:13 <Supercheese> road vehicles also have a tendency to pass through each other at times
21:52:18 <planetmaker> yes... quantum drive
21:55:51 <Eddi|zuHause> also on crossings when they go in different directions
21:56:46 <Quatroking> road vehicles do try to park next to each other though
22:22:54 *** itsatacoshop247 has joined #openttd
22:49:27 *** Eddi|zuHause has joined #openttd
23:01:05 <frosch123> V453000: they killed 6 pool!
23:01:46 *** tokai|mdlx has joined #openttd
23:03:52 <frosch123> the most important starcraft opening, where you stay at the initial 6 workers and go directly for rush offensive
23:04:03 <frosch123> now broken by raising the initial worker count to 12
23:04:21 <planetmaker> I guess I should have played starcraft more extensively :P
23:05:23 <frosch123> well, iirc broodwar only started with 3 workers. i think there was a 4 pool build or something
23:05:39 <frosch123> V would know better
23:09:05 <argoneus> because you start with 4 workers
23:09:23 <frosch123> yeah, it has been some time :p
23:09:23 <argoneus> you start with 6 workers in sc2
23:09:47 <frosch123> yes, 6pool in hots, but the first announcement of lotv says 12
23:10:11 <frosch123> that's the point of what i said :p
23:15:38 <Supercheese> yikes, 12 workers?
23:16:00 <frosch123> i guess the intention is to skip the early game
23:16:22 <frosch123> but well, it never ended with what it started in any of the releases
23:35:41 *** andythenorth has joined #openttd
continue to next day ⏵