IRC logs for #openttd on OFTC at 2014-12-05
        
        
        
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10:51:51  <dreck> whats new gamewise with you anyway?
 
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15:00:15  <dihedral> i heard planetmaker wanted to host the next release party...?
 
15:02:38  <V453000> nonsense, nobody would ever go to germany to any party
 
15:03:18  <dihedral> let's all visit belugas... he could eventually have more time for developing again if we did that :-P
 
15:03:39  <V453000> if you imprison him perhaps I figure
 
15:05:33  <dihedral> don't do that. endangered species and stuff, you know?
 
15:17:06  <Belugas> and he can even burn you with his cigarets!
 
15:24:32  <dihedral> go back to your basket ;-)
 
15:25:05  <Belugas> i'll drink to that ;)
 
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16:28:47  <jjavaholic> I have a problem where broken down coal vans play an effect on production effecting production
 
16:29:10  <jjavaholic> I thought creating one way roads would  provide for this
 
16:39:32  <Belugas> salut Rubidium, noble seigneur du OpenTTD :)
 
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16:56:12  <Belugas> yo Xaroth :)  I'm working as well!!
 
16:56:27  <Belugas> althoug cannot say it's very productive...
 
16:56:49  <Belugas> christmas office party has already started
 
17:02:23  <Alberth> those termites make expensive tracks :)
 
17:03:20  <Belugas> i wish party could go on for 2 weeks lol!
 
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17:45:18  <DorpsGek> Commit by translators :: r27074 trunk/src/lang/japanese.txt (2014-12-05 17:45:14 UTC)
 
17:45:19  <DorpsGek> -Update from WebTranslator v3.0:
 
17:45:20  <DorpsGek> japanese - 16 changes by guppy
 
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18:04:22  <andythenorth> nah looks legit to me
 
18:04:30  <andythenorth> call it “realism"
 
18:05:02  <Alberth> I was trying to run truck too, but I have none :)
 
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18:06:00  <andythenorth> add it to your running game
 
18:06:05  <Alberth> maybe I should start again
 
18:06:14  <andythenorth> just add the grf :P
 
18:06:31  <andythenorth> unless you have already built default RVs
 
18:06:42  <andythenorth> road hog is getting almost nice
 
18:06:59  <Alberth> termite tracks is expensive :)
 
18:13:14  <andythenorth> I never looked at the costs
 
18:14:11  <Alberth> running cost of iron horse is higher, so it kills your profit quickly if you're not careful
 
18:14:45  <Alberth> making 20k pound / year makes for very slow building
 
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18:22:31  <andythenorth> Alberth: out of interest, what cost settings for your game?
 
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18:25:41  <Alberth> The real money maker is at Bobonisse
 
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19:07:21  <Alberth> wouldn't it be useful if FIRS would use the climate selection for "basic eceonomy"
 
19:07:48  <Alberth> it's a bit weird to play basic arctic economy in temperate climate :p
 
19:09:34  <planetmaker> Alberth, yes, that'd make sense. It'd also make sense to make 'basic economy' the default
 
19:09:43  <planetmaker> where selection allows to choose any economy in every climate
 
19:10:03  <planetmaker> though with basic default... can be argued most people won't find complete then
 
19:11:59  <andythenorth> action 14 has no way to figure out what climate is in use
 
19:12:07  <andythenorth> because it’s not chosen yet when setting newgrf params
 
19:12:13  <andythenorth> and action 14 is static anyway :)
 
19:12:30  <Alberth> just make an option "basic economy"
 
19:12:30  <planetmaker> no. But there could be 'default' for economy selection. And that would turn out one or the other economy
 
19:12:46  <andythenorth> so ‘basic - auto’
 
19:13:09  <Alberth> "basic" means different things when you change climate
 
19:13:17  <Alberth> just like the original baseset
 
19:13:35  <Alberth> gameplay between climates is really different
 
19:13:35  <andythenorth> I have no strong feelings either way
 
19:13:46  <planetmaker> yeah... auto economy basically
 
19:14:13  <Alberth> maybe "basic climate dependent econommy" ?
 
19:14:29  <andythenorth> I wonder if it’s just one line of python per industry
 
19:14:49  <Alberth> ie give a hint it might change when you dare touching the climate selection :p
 
19:15:02  <andythenorth> I dunno, the whole parameter setting UI is unlovable
 
19:15:07  <andythenorth> but I don’t want to unpick that
 
19:15:10  <planetmaker> it wouldn't even be a change to any industry, I think, andythenorth
 
19:15:16  <planetmaker> just in the parameter treatment
 
19:15:32  <andythenorth> if there’s a layer of indirection
 
19:15:41  <andythenorth> MIght Just Work tm
 
19:16:06  <Alberth> oh, and as pm says, basic as default would be lovely
 
19:16:45  <andythenorth> hitting people with Full FIRS is stupid
 
19:16:54  <andythenorth> there are some other changes I wanted to do in FIRS
 
19:16:56  <andythenorth> new sprites and such
 
19:17:01  <andythenorth> but developing on FIRS is slow
 
19:17:11  <andythenorth> and I have Squid, Road Hog, Termite, Iron Horse....
 
19:17:15  <andythenorth> snow for CHIPS o_O
 
19:17:19  <frosch123> hmm, i wanted to add the economy parameters...
 
19:17:40  <andythenorth> I have been considering adding just different flavours of supplies
 
19:17:58  <andythenorth> FIRS has tried to find ‘ultimate’ supplies behaviour, but I don’t think there is one
 
19:18:08  <andythenorth> and if there was, it would get boring
 
19:18:18  <Alberth> it makes it useful to use all supplies
 
19:18:19  <andythenorth> so maybe 2 or 3 different behaviours
 
19:18:48  <andythenorth> I would like primary production to use the industry production multiplier var
 
19:18:55  <Alberth> multiply production by 2 if you deliver a type of supplies :p
 
19:19:20  <andythenorth> frosch123: you have some bee in your bonnet about smooth economy, I recall?
 
19:23:00  * andythenorth plays Alberth’s savegame
 
19:23:52  <andythenorth> the P&L window would be more useful if it grouped cost & income per transport type imo
 
19:24:02  <andythenorth> ‘not realistic’ :P
 
19:24:27  <andythenorth> scrap metal train makes a lot of profit, eh?
 
19:24:57  <andythenorth> you could narrow gauge at Hilwijk
 
19:25:03  <Alberth> moving the stuff up the hill is very expensive
 
19:25:04  <andythenorth> for that iron ore mine -> mill
 
19:25:28  <andythenorth> ha ha weight multiplier 8 :)
 
19:25:50  <andythenorth> I used to use 6 because NARS said so
 
19:25:54  <frosch123> andythenorth: you mean the built-in smooth economy?
 
19:26:14  <andythenorth> before I go doing anything with FIRS production monthly change
 
19:26:17  <Alberth> oh, I started anew with an up-to-date road-hog, which also gives nice trams
 
19:26:27  <andythenorth> yeah trams galore
 
19:27:03  <frosch123> it randomises the production of every industry every month, which is bad for multiple reasons
 
19:27:21  <frosch123> for once there are way too many news items
 
19:27:45  <frosch123> seconds: the production changes so often, that any randomisation averages out
 
19:28:09  <andythenorth> it’s a user choice though?
 
19:28:17  <frosch123> it would be way easier and more transparent to the player, if the production would just lineary increase, instead of randomness which is not really random
 
19:28:19  <andythenorth> or I could just have FIRS listen to random prod change?
 
19:28:47  <andythenorth> I want a variant where industry production is ‘prod multipler + supplies boost'
 
19:29:00  <andythenorth> which current code blocks, but isn’t conceptually hard at all
 
19:29:08  <frosch123> i think many industry sets try to make random changes, which only make things complicated to balance, but do not actually achieve any gameplay relevance
 
19:29:29  <andythenorth> I would rather delegate to ottd, except for boost behaviour
 
19:29:35  <frosch123> so, either production should change via fixed rules, without any randomness
 
19:29:53  <frosch123> or randomness should be rare, so it is actually random: i.e. only few industries, but big impact
 
19:30:05  * andythenorth forms ideas for FIRS 1.4.x
 
19:30:09  <andythenorth> or maybe FIRS 2.x
 
19:30:22  <andythenorth> I could use some help tbh :P
 
19:30:30  <frosch123> other than that, i don't like changing production over time
 
19:30:31  <andythenorth> I have bitten off more than I can chew on newgrfs again
 
19:30:46  <andythenorth> maybe it’s time for a 2.x branch
 
19:31:04  <frosch123> while i have no idea how current yeti works, i think i gave V the initial code for the type of behaviour i currently like
 
19:31:10  <Alberth> would be useful if GS can set a policy for industry production changes, probably
 
19:31:26  <frosch123> basically making output depend on amount supplied, but in a sub-linear way
 
19:31:46  <frosch123> no randomness at all
 
19:31:56  <andythenorth> so FIRS is linear, but too much so
 
19:31:57  <Alberth> yeah, I liked the non-instant delivery of output too
 
19:32:05  <frosch123> giving the player the freedom to deliver as much as they want
 
19:32:20  <frosch123> but at the same time offering some benefit to deliver multiple industries
 
19:34:07  <andythenorth> - more supply behaviour / production options
 
19:34:17  <andythenorth> - change which economy is default
 
19:34:22  <andythenorth> - automatic ‘basic’ economies
 
19:34:54  <andythenorth> - there’s some request about allowing primary industry closure or such
 
19:35:14  <andythenorth> I am -1 on parameters as first design choice for everything
 
19:35:26  <andythenorth> but +1 on offering options that turn out to be reasonable
 
19:35:44  <frosch123> i don't see any gameplay reason for closing industries :)
 
19:36:12  <frosch123> it's hard to balance on huge maps: you may not close unserviced industries or vast areas will be deserted
 
19:36:21  <frosch123> and players complain if you close serviced ones
 
19:36:26  <frosch123> so, you can never close them :p
 
19:37:30  <andythenorth> certainly there’s no newgrf way to do it
 
19:37:39  <frosch123> hmm, idea: close processing industries which accept multiple cargos, if they are only delivered one cargo type over 5 years
 
19:37:39  <andythenorth> only to listen to what ottd wants
 
19:37:53  <frosch123> so, if players service industries, they must service all input cargos
 
19:38:08  <andythenorth> often a needed source is a long way away
 
19:38:12  <frosch123> it's somewhat more harsh than the production bonus for delivering multiple types :p
 
19:38:17  <andythenorth> it would be hurt-me-plenty mode
 
19:38:44  <frosch123> same could be done for primary ones
 
19:38:57  <frosch123> they start with a stockpile of supplies for 5 years
 
19:39:15  <frosch123> supplies only deplete if the industry is actually serviced
 
19:39:27  <andythenorth> is that what ECS does?
 
19:39:33  <frosch123> it's somewhat like the old pbi mine depletion, but with an option for the player to elongate it infinitely
 
19:39:58  <andythenorth> currently supplies can be too volatile
 
19:40:04  <frosch123> andythenorth: no, in PBI you can do nothing, except disable the feature
 
19:40:28  <frosch123> and in ECS industries even close when the towns grow, since raw industrie are not allowed inside cities or so
 
19:41:50  <frosch123> andythenorth: well, closure is tricky for sure, esp. if you leave the game unobserved, e.g on a public server
 
19:42:12  <frosch123> so, maybe the reduction of output is more fair :)
 
19:42:13  <andythenorth> I never use it, never want it
 
19:42:20  <andythenorth> I find the closure concept tedious
 
19:42:27  <andythenorth> maybe bad experiences in 1995 :P
 
19:42:34  <Alberth> ECS mines have an estimated remaining amount to deliver
 
19:42:42  <andythenorth> always, just building a huge rail line, then the industry closes
 
19:42:43  <frosch123> still, i kind of like that primary industries would start with high production, and lower production over time unless they get supplies
 
19:42:50  <frosch123> that gives a quicker game start
 
19:42:56  <Alberth> but they tend to find new resources for some time after that
 
19:43:07  <andythenorth> I would rather see industry initial production spread over higher range
 
19:43:08  <frosch123> you can transport lots in the beginning without worrying about supplies
 
19:43:13  <frosch123> but still have to do them in the long run
 
19:43:23  <planetmaker> interesting concept
 
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19:43:35  <Alberth> sounds like non-manual industries :p
 
19:43:48  <andythenorth> you all have commit rights :)
 
19:44:15  <andythenorth> 2.x-dev branch :P
 
19:44:23  <andythenorth> if it’s rubbish we won’t cherry-pick the commits in
 
19:44:53  <frosch123> well, you can always make a setting to select from 123 different economy mechanics :p
 
19:45:06  <frosch123> they don't need to be good in that case :p
 
19:45:19  <andythenorth> yes, I am a fan of that approach
 
19:45:25  <andythenorth> none of them good
 
19:46:26  <andythenorth> I never play Full FIRS anymore
 
19:46:34  <andythenorth> the other economies all have an easy source of supplies (ports)
 
19:46:41  <andythenorth> which makes the game *much* more fun
 
19:46:46  <andythenorth> much less yak-shaving
 
19:48:25  <planetmaker> yes... the full economy is too convoluted for me to play it. I don't have the patience (anymore) :P
 
19:50:03  <andythenorth> I could remove it….pikka style
 
19:52:34  <planetmaker> there's not much point in removing it, I think. It's there and people enjoy it
 
19:53:18  <V453000> just make something better andy and eventually make it default :P
 
19:53:20  <V453000> much better than removing
 
19:54:50  <V453000> frosch123: I believe the industry mechanism of YETI is still quite similar ... it was always linear though :P
 
19:55:17  <V453000> but, YETI motivates the player to connect EVERY kind of cargo so much, that the non-linear approach isnt really necessary
 
19:55:48  <V453000> the 9 primaries alone are quite a lot already, considering the worker yards connected to them, not to mention secondaries :)
 
19:56:35  <V453000> interesting idea about having a starting-boost
 
19:59:09  <Alberth> hmm, electrified tram tracks with steam trams :p
 
19:59:12  <frosch123> V453000: sub-linear would give you more production when using multiple secondary (of same type)
 
19:59:23  <frosch123> instead of one secondary per type
 
19:59:25  <andythenorth> remove all the things
 
19:59:27  <V453000> I know frosch123, still considering it
 
19:59:42  <V453000> andythenorth: if you want to make a good working industry set, start with a scheme
 
19:59:59  <andythenorth> I have never made one before
 
20:00:01  <andythenorth> it’s good advice
 
20:00:07  <frosch123> [20:56] <V453000> interesting idea about having a starting-boost <- i thought it was too realistic :p
 
20:00:22  <frosch123> catching transport economy with cheap starter conditions
 
20:00:25  <V453000> well the wtf is that in the start you have the weakest engines XD
 
20:00:26  <frosch123> and then turn the screw
 
20:01:04  <frosch123> V453000: oh, with "start" i meant the "start of industry being serviced", not "start of game"
 
20:01:17  <V453000> andythenorth: the scheme says everything systematic, precise production numbers etc can be done later, but scheme must go first as changing that later is hell - as you can see with FIRS now
 
20:01:20  <frosch123> so, also later in the game you would get a boost for servicing a new industries
 
20:02:25  <andythenorth> V453000: you think FIRS didn’t have a scheme originally?
 
20:02:51  <V453000> I will be glad to help you if you need advices with the scheme :D :P
 
20:02:55  <andythenorth> reminds me of some devs I’ve worked with
 
20:02:58  <V453000> got to go, lady demands sleeping
 
20:03:01  <andythenorth> ‘first you shouldn’t start from here'
 
20:03:43  * andythenorth waits for V453000 to be married with kid
 
20:04:02  <frosch123> oh, yesterday i speed-up some code by a co-worker by factor 5
 
20:04:47  <frosch123> i replaced about ten std::map::operator[] with storing a reference of the first []
 
20:04:50  <Wolf01> pfft I sped up the installation of our cms from 6 hours to a bunch of minutes
 
20:05:30  <frosch123> it's one of those cases, where a c programmer would never do such a stupid thing, but a bad c++ programmer does not notice :)
 
20:08:09  <Wolf01> uhm, before I forget it again, home checkout time
 
20:09:02  <frosch123> hmm, 4:25 to utrecht. that's not too bad
 
20:09:42  <planetmaker> what's in utrecht... the tt2015 one?
 
20:10:10  <frosch123> back from rotterdam is 5:17 at least
 
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20:10:34  <frosch123> that would rather be a return on monday
 
20:10:34  <planetmaker> utrecht is not bad from here either. about the same time as you quoted
 
20:14:24  <Wolf01> Added: 6374 Deleted: 2 Updated: 105
 
20:15:03  <andythenorth> sometimes I get a Deleted high score
 
20:15:55  <Wolf01> I keep a checkout of the entire repository because I don't trust much the sysadmin :P
 
20:16:25  <frosch123> then you should do a hg or git bridge, so you also keep the history :)
 
20:16:38  * andythenorth trusts to a hosted repo
 
20:16:42  <andythenorth> and crosses fingers
 
20:17:02  <Wolf01> about 6370 of those additions are the tags of the cms
 
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20:24:02  <frosch123> i thought the cli is the worst part of git
 
20:26:43  * andythenorth got it wrong again
 
20:27:58  <Wolf01> I might need grunt and/or gulp too
 
20:28:25  <planetmaker> use what you want, andythenorth. But I will not support git ;)
 
20:28:52  <planetmaker> if you want to implement devzone support for it, though, be my guest
 
20:29:17  <andythenorth> just twice a day I’ll get it wrong
 
20:29:26  <andythenorth> it’s not like anything bad happens
 
20:29:30  <andythenorth> just makes me feel stupid
 
20:29:39  <Wolf01> it works, it works! I can see the home page
 
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20:32:25  <Wolf01> I think I'll switch to postgresql even at home, mysql is meh
 
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20:49:26  <andythenorth> 6/8 trams need different offset to 6/8 trucks, in two angles
 
21:05:06  <jjavaholic> what is the key to efficient road vehicle production?
 
21:05:48  <Alberth> as in ECS  car factory production?
 
21:06:49  <Alberth> or rather what does "road vaehicle production" mean?
 
21:08:28  <Alberth> are yoy talking about a cargo in some industry newgrf, or road vehicles transporting stuff over the road?
 
21:09:05  <jjavaholic> slick vehicles transporting stuff over road
 
21:09:50  <jjavaholic> I laid oneway road thinking that would increase output and avoid break down stoppages
 
21:09:51  <Alberth> not much different from trains, have a vehicle loading all the time
 
21:11:07  <Alberth> if you use RVs from a newgrf, no, as those are articulated, and articulated RVs cannot take over
 
21:11:43  <Alberth> better make more roads in parallel, so traffic gets distributed
 
21:12:20  <jjavaholic> I don't use any custom newgrfs
 
21:12:36  <jjavaholic> I'm not sure the vehicles are distributing at all
 
21:12:48  <jjavaholic> they all seem to be going down same road
 
21:12:55  <Alberth> at the stations, drive-through stations have better performance I  think
 
21:13:35  <Alberth> give vehicles choice of several lanes that are all about equally far away
 
21:14:09  <jjavaholic> is there a key  to doing that?
 
21:15:10  <Alberth> I tend to build a drive-through station of 3 tiles orthogonal on the incoming stream, which gets in the middle, so vehicles have to drive left or right for 1 tile, and turn to enter the station
 
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21:15:46  <Alberth> if you make one lane closer than others, the RVs all go to that one lane
 
21:15:47  <jjavaholic> I don't understand what you mean by that
 
21:15:59  <jjavaholic> do you have a capture online of what this looks like
 
21:18:04  <Alberth> I was working on that :)
 
21:19:19  <Alberth> the distance to all entries must be mostly equal, so RVs will pick the lane with the fewest other vehicles
 
21:20:19  <Alberth> obviously, you can build bigger stations with parallel lanes, based on that principle.
 
21:20:28  <Alberth> never did that though
 
21:22:39  <jjavaholic> I was already starting that
 
21:23:06  <jjavaholic> but if what you say is true than I'll need to straighten path to equalise them first
 
21:26:11  <Alberth> just 2 parallel roads with some junctions here and there
 
21:26:40  <Alberth> I don't really plan layout, the junction positions are all just by accident
 
21:27:57  <Alberth> and even here, trams do take a detour at the top right to enter the station from the other side if the nearby side is full
 
21:28:24  <andythenorth> inwisible bridges
 
21:29:39  <Alberth> for some reason all bridges mostly just hide the vehicles
 
21:31:32  <Alberth> not to mention the electric wires above the tracks which seem needed for steam trams :p
 
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21:37:29  <jjavaholic> equal road 90 degree corners
 
21:37:37  <jjavaholic> how does that work?
 
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22:20:41  <andythenorth> frosch123: I am reading SV code, is the core really just the 538 lines in main.nut?  Or do I miss something significant?
 
22:20:55  * andythenorth is surprised at brevity
 
22:25:37  <Eddi|zuHause> what do you mean? that's like 50 hours of development time
 
22:26:10  <Eddi|zuHause> CETS is maybe 1000 lines
 
22:26:56  <Eddi|zuHause> plus the tracking table
 
22:28:09  <andythenorth> for some reason I expected more boilerplate
 
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22:33:39  <yaiu> why are downloadable heightmaps always massive
 
22:34:42  <Eddi|zuHause> you can easily downscale heightmaps, but upscaling is tricky
 
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