IRC logs for #openttd on OFTC at 2015-01-26
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07:35:03 <andythenorth> maybe we should talk in forums more
07:35:15 <andythenorth> it took me like, 2 years in forums or so to discover irc
07:35:28 <andythenorth> and first time I came in here, got a bit bruised
07:36:10 <V453000> I was fine with just IRC for years :P
07:38:17 <andythenorth> if you turn up in forums, and it’s all either reddit-crowd asking illiterate questions
07:38:27 <andythenorth> or foamers asking for extra rivets
07:38:39 <andythenorth> and then you ask a ‘dumb’ question and one of us answers it
07:38:46 <andythenorth> probably not very friendly
07:40:37 <V453000> idk, my threads might not be getting the most attention but when they do it is usually not utterly idiotistic
07:40:45 <V453000> well, except the BAD features thread, that was fun :D
07:41:08 <andythenorth> exactly, RAWR thread makes it look like a game you’d want to contribute to
07:41:39 <andythenorth> if game looks like it has smart people making good stuff
07:42:24 <andythenorth> might find moar devs
07:43:19 <V453000> =D my girlfriend just brought me my custom keycaps cause I obviously forgot them at home :D time for keyboard surgery
08:44:59 <andythenorth> could nml dump its parse tree to disk as a cache? And then observe a flag to use that, for cases where only graphics contents are changed?
08:45:03 <andythenorth> maybe it does already
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10:14:41 <supermop> roads look good V453000
10:14:56 <supermop> crosswalks on dirt are a bit odd though
10:27:58 <DorpsGek> Commit by planetmaker :: r27126 trunk/src/map_type.h (2015-01-26 10:27:51 UTC)
10:27:59 <DorpsGek> -Fix [FS#6218] (r26873): Reduce memory footprint of map array by shuffling its variables
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10:57:35 <V453000> yeah they are indeed supermop
10:57:44 <V453000> I just did it for now :D roads are quick to re-render in case
11:03:12 <V453000> I might just make there some brighter dirt to make it look like humanz walk there
11:03:26 <V453000> not like that makes any sense but hey :D
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12:34:48 * andythenorth experiments with posting more to forums
12:35:03 <andythenorth> a few months ago I experimented with trolling less, also
12:49:38 <V453000> andythenorth: what results did that bring?
12:55:00 <andythenorth> what, less trolling?
12:55:06 <andythenorth> makes me look less like an idiot, I guess
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14:08:35 <V453000> Eddi|zuHause: iz 2x5 :P
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14:30:37 <Eddi|zuHause> V453000: then i need glasses
14:31:36 <V453000> we are talking about the iron works right?
14:32:19 <Eddi|zuHause> now that you say it, i see it
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14:34:50 <andythenorth> also the 2x5 layouts, the arrangement of buildings makes 2 or 3 distinct gestalts within the shape
14:35:02 <andythenorth> so it looks like a bigger thing
14:37:58 * andythenorth isn’t sure gestalt is the appropriate noun
14:38:04 <andythenorth> but it’s gestalt theory anyhow
14:38:20 <V453000> sounds horribly german
14:38:30 <andythenorth> it is appropriately german
14:39:31 <V453000> almost done with rodez :>
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14:42:11 <planetmaker> Gestalt... yes, it's a German word. But the English people use it in weired ways :P
14:45:15 <peter1138> Apple is deprecated.
14:45:28 <andythenorth> I owe you a disk
14:45:36 * andythenorth should look in a cupboard
14:46:27 <andythenorth> did they really used to run everything with cross-application pointers?
14:46:28 <planetmaker> V453000, slightly less white for the pedestrian crossings?
14:46:41 * andythenorth had an OS 9 mac that crashed as often as you looked at it
14:46:46 <V453000> you are quick to react :D
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15:58:29 <deniz1a> hello. is there a way to navigate to a tile coordinate on the map?
15:59:46 <deniz1a> you can see the coordinate of a tile using the land area information tool
16:02:48 <planetmaker> or similar. check rcon help
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16:04:16 <planetmaker> IConsoleHelp("Usage: 'scrollto <tile>' or 'scrollto <x> <y>'");
16:04:16 <planetmaker> IConsoleHelp("Numbers can be either decimal (34161) or hexadecimal (0x4a5B).");
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16:08:06 <deniz1a> ok it's remote control
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16:15:50 <frosch123> andythenorth: i have a patch for writing parse tree to disk
16:16:01 <andythenorth> ha I was going to ask if that was a dumb idea :)
16:16:14 <andythenorth> I noticed today I was making graphics-only changes
16:16:19 <frosch123> slow-down on first encoding 20% due to cache-wirting, speed-up 50% if cache is ready
16:16:34 <andythenorth> and if the cache is invalidated?
16:16:47 <frosch123> anyway, i do no longer consider it, since it does not add much to the next level of partial compilation
16:17:10 <frosch123> yes, 20% to write the cache
16:17:15 <andythenorth> seemed like a wizard wheeze
16:17:17 <frosch123> comparing time stamps of files costs nothing :p
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16:42:40 <Alberth> they look a bit crowded perhaps?
16:46:15 <planetmaker> wooo more iron works layouts :)
16:46:35 <andythenorth> more thread comments?
16:46:56 <andythenorth> this is a bit of a hard-to-enter community, we need more public discussion :)
16:47:19 <andythenorth> Alberth: maybe a few more empty tiles on some layouts?
16:47:41 <planetmaker> andythenorth, yes, that might make sense. Which could show steel when it actually produces
16:48:11 <planetmaker> like removing one combo of smelter/house/outlet from the design and replace it with those (new) courtyard tile
16:48:24 <planetmaker> similar to the logs(?)
16:49:17 <andythenorth> the 2x4 and 4x2 do need to lose a smelter in that case
16:49:37 <planetmaker> yes, they would. But I'm not conviced that it would be fatal
16:51:56 <planetmaker> but then... not sure the layouts need to become less crowded. Might be a circle-optimization :)
16:54:48 <andythenorth> I like them as is
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17:10:03 <planetmaker> then leave 'em :)
17:20:30 <andythenorth> done, done, onto the next one
17:23:59 <andythenorth> eh, there’s just no way to stop the repetitive conclusion that the economic model is wrong, eh?
17:24:17 <andythenorth> I think I have forgotten that since last time it was discussed
17:25:51 <V453000> remove money, save the universe
17:30:11 <Alberth> town looks very impressive
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17:30:22 <V453000> thanks :) maybe 0.0.1 tomorrow
17:30:38 <V453000> only road crossings and a couple of track misalignments to be fixed in postproduction only
17:30:54 <V453000> there are other smaller issues but those will be taken care of later
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17:45:31 <DorpsGek> Commit by translators :: r27127 trunk/src/lang/latin.txt (2015-01-26 17:45:25 UTC)
17:45:32 <DorpsGek> -Update from WebTranslator v3.0:
17:45:33 <DorpsGek> latin - 1 changes by Supercheese
17:46:58 <andythenorth> blowing stuff up, taking pictures
17:52:21 <Alberth> wasn't me unfortunately, I was just writing boring makefile and python code
17:52:25 <planetmaker> sounds like a fun job :)
17:54:43 <andythenorth> Braunschweig is one of you?
17:56:50 <planetmaker> yeah, those are collegues from the faculty of Chemistry two streets away it seems
17:57:22 <planetmaker> seems they also are high-speed camera junkies :P
17:57:23 <Alberth> hmm, perhaps planetmaker did pick the best place after all :)
17:58:01 <planetmaker> not that I know any of them in person or so
17:58:06 <__ln__> isn't it supposed to be Brunswick in english
17:59:24 <frosch123> andythenorth: it was told that a biology/chemistry from my school dropped a pound of natrium into the school's pond as a 'fun event for the class', and subsequently killed all fish in it
18:00:18 <planetmaker> a pound of sodium?! :P
18:00:46 <planetmaker> that must have burnt like hell
18:01:28 <planetmaker> natrium (de) = sodium (en). I learnt it the hard way. No-one understood what I was talking about in class. Until I wrote it down :P
18:01:30 <__ln__> but the most important question remains unanswered: was it fun?
18:01:59 <frosch123> planetmaker: really? it's "Na" in any case,isn't it?
18:02:21 <frosch123> __ln__: not for the other teacher caring for the fish
18:02:53 <planetmaker> frosch123, exactly. The chemical symbol is identical. But not the name :)
18:03:19 <planetmaker> that's where all folks said "oh, that's what you're talking about" ;)
18:03:54 <frosch123> planetmaker: easy solution, slur your speech so they have to read what you write :p
18:40:02 <Xaroth|Work> those are always the best entrances
18:40:41 <Samu> when buying out another company due to it going bankrupt, have those in that company to start playing in the new company
18:41:22 <planetmaker> Samu, those companies which have a player do not go bancrupt. Thus ... yes, it's already implemented ;)
18:42:08 <Samu> really? what is the setting
18:42:32 <Xaroth|Work> if somebody is in a company
18:42:35 <Xaroth|Work> it can't go bankrupt
18:42:39 <Xaroth|Work> if i understand planetmaker's wordings
18:43:03 <Xaroth|Work> for a black plague victim I'm terribly smart today O_O
18:43:23 <Alberth> not that it matters much, since you can't buy anything if you're in the red :p
18:43:32 <planetmaker> as long as you keep your plague to yourself ;)
18:43:41 <Xaroth|Work> well i got it from the wife
18:43:44 <Xaroth|Work> so we're both sick at home :|
18:43:55 <Xaroth|Work> on a better note, TrueBrain managed to escape the country in time.
18:44:33 <Samu> players in rich company buys out the bankrupted company and all those players will start together for the rich company? strange
18:44:51 <planetmaker> Samu, you *cannot* buy out a player company. simple
18:45:05 <planetmaker> you can only buy out AIs
18:45:21 <Samu> yesterday I bought some company in multiplayer
18:45:41 <Samu> but it was not being managed by anyone at the time
18:46:37 <Samu> so i can only buy empty companies that go bankrupt?
18:51:40 <frosch123> Xaroth|Work: do you know some "Andrew"?
18:52:23 <frosch123> ah, nevermind, tb copied from somewhere else
18:57:26 <Samu> planemaker you're wrong, someone just bought someone else, I got screenshot for proof
19:01:00 <Xaroth|Work> frosch123: er, doesn't ring a bell
19:04:00 <Supercheese> You can buy them if they go bankrupt
19:04:26 <Supercheese> Perhaps IFF they go bankrupt, even
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19:35:11 * andythenorth needs nitrate mine sprites
19:51:41 <__ln__> he's either that or a lego figure.
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20:14:58 <Alberth> andythenorth: you considered leaving out some of the houses of the furnaces?
20:15:25 <Alberth> would perhaps add a little more diversity
20:15:37 <andythenorth> the smelter thing that the smoke comes from?
20:15:58 <Alberth> yep, in particular the wooden thing behind it
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20:58:09 <dreck> that looks nice andy...
20:58:35 <dreck> btw if I may suggest.. the empty ground inbetween would be a bit brownish/muddy with telltale of truck tracks going through?
20:59:18 <andythenorth> you don’t like white?
20:59:51 <dreck> is it only for arctic snowline alone? :P
20:59:59 <dreck> thats the only time it could be white to me tbh :)
21:04:50 <Alberth> looks nice andy, fits with the other industries
21:06:02 <andythenorth> I have reached peak sprites
21:06:09 <andythenorth> I never draw anything new any more :)
21:07:10 <Alberth> you should make a python script to assemble random industries :p
21:08:06 <Alberth> hmm, why does firs take so long then, if you're re-using parts all the time?
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21:10:34 <andythenorth> it is a good question :)
21:10:52 <andythenorth> maybe just one industry
21:11:56 <frosch123> all ports? ship only?
21:12:17 <frosch123> most useless economy :) just build ships
21:14:44 <andythenorth> all tiles are black
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22:17:44 <deniz1a> is there a way to visualize signal blocks like you can do with track reservations?
22:19:09 <FLHerne> But you should be able to see where they are, from the signals
22:19:18 <deniz1a> but it would be great if there was an option to do it, am i right?
22:19:28 <FLHerne> Path reservations need visualisation because you can't actually see them otherwise
22:19:29 <deniz1a> sometimes it's not clear
22:19:51 <deniz1a> that option could really help troubleshoot some junctions
22:20:11 <deniz1a> especially for those who are new or don't know the details of how each signal works
22:40:21 <Eddi|zuHause> for people who are new and don't know the details of how each signal works, we should rather remove the block signals.
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23:36:07 <dreck> eddi tbh no block = no more than 1 train :)
23:42:15 <Eddi|zuHause> there would still be the path signals
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