IRC logs for #openttd on OFTC at 2015-02-19
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00:52:43 <Pikka> I did start coding your tram, then I'm afraid I disappeared down to sydney for a week. but I'm back. :)
01:01:00 <supermop> ive been modelling mmore
01:01:15 <supermop> ..and looking at flights to singapore
01:01:59 <Pikka> if you have any more finished, send 'em over. ;)
01:03:21 <supermop> do you use google drive?
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02:01:58 <supermop> ok no to singapore as my us passport expires in less than 6 months and it takes forever to get a new one here
02:11:29 <Pikka> nearly got the offsets on these first trams sorted, then they're ready. :)
02:17:24 <Pulec> do you get simple white page or hosted by megavz.com?
02:24:52 <Pulec> for some reason when I try to access from my place I get different page
02:25:07 <Pulec> its probably because I am still coneted to that vps
02:25:22 <Pulec> I do recommend this vps host
02:25:56 <Pulec> €4.5 a year for good setup with no public ipv4
02:26:41 <Pulec> you have to play with proxies and stuff, but it works :-)
02:33:57 <supermop> haha watching this thing drive around is the best part of my day
02:34:38 <supermop> question aabout coding - is it hard to code a segment that sort of overlaps other segments?
02:35:25 <Pikka> "sort of overlaps"? well, you can't really do any sprite sorting. what did you have in mind?
02:37:23 <supermop> the top option of those yellow ones, how best to do the round part
02:38:13 <Pikka> put half on each so they line up when the vehicle is travelling straight, I'd say.
02:38:38 <Pikka> ie cut the round part through the middle
02:42:24 <supermop> what if i render the front and rear with the shape of the round part cut out, would that solve issues with sprite sorting?
02:43:18 <Pikka> well, it'd look odd when going round corners. it's going to look odd going around corners no matter what. so I'd just think about what's easiest. :) making 2 parts with half the round section each would be easiest.
02:44:09 <supermop> ok i guess with current way roads are set up trams spend little time in corners anyway
02:46:12 <supermop> i may render these on a fake road so the aluminum bits and clear bits are less blue, then render without to create a mask to cut out the road
02:57:09 <supermop> i sent you some stuff i need to re do, just in case you are curious as to what ive been working on
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07:55:37 <andythenorth> what ho Pikka? Any new houses or jobs?
07:56:05 <Pikka> should probably be looking for a job. uni goes back next week. :)
07:56:34 <andythenorth> “Work from home, make $4000 a week"
07:56:40 <andythenorth> sure there’s one of those jobs around
07:57:20 <andythenorth> me and Dan are making SARS, was that the thing I wanted to tell you?
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10:04:56 * andythenorth experiments with downgrading Iron Horse to python 3.2
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10:14:04 <andythenorth> python3.2 ate all my vehicles
10:14:11 <andythenorth> Pikka: so a cyclone warning eh?
10:14:35 <Pikka> although it will just be a lot of rain by the time it gets here
10:32:23 <andythenorth> there is a lot of rain on my python :(
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10:46:45 <smoke_fumus> andythenorth: give it a year and it will eat half of your braincells and your programmer decency/dignity
10:46:49 <smoke_fumus> whichever comes first
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10:55:42 * andythenorth has no programming decency or dignity
11:05:40 <andythenorth> string equivalence checking changed between python 3.2 and 3.4
11:06:04 <andythenorth> 3.4 you can do “if repo_vars.get('roster', '*') is ‘*’:”
11:06:18 <andythenorth> 3.2 you have to do “if repo_vars.get('roster', '*') == ‘*’:”
11:06:40 <andythenorth> downgrading is horrible
11:07:12 <andythenorth> I’ve been reading some Guido stuff, some of the stuff in 3.4 was added because 3.2 made porting from python 2 too hard
11:11:02 <Eddi|zuHause> so, then don't downgrade.
11:11:52 <andythenorth> jenkins uses 3.2
11:12:07 <Eddi|zuHause> beat the jenkins maintainer into updating
11:13:08 * andythenorth crosses fingers about this push
11:16:11 <planetmaker> Eddi|zuHause, installing packages not found in the repositories is rather a no-no for servers
11:18:19 <andythenorth> there are ‘standard’ deployment techniques to do it in an isolated way for python projects
11:18:31 <andythenorth> also the build worked
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12:02:54 * andythenorth has an ever-growing collection of virtualenvs for newgrfs :|
12:11:28 * andythenorth has increasingly actual knowledge about python :|
12:12:39 * V453000 lost his brain to a game Factorio
12:13:53 <V453000> it is like minecraft openttd but a lot better than minecraft
12:14:27 <andythenorth> haven’t played it
12:14:52 * Eddi|zuHause does not miss 2048 at all
12:15:38 * andythenorth goes back to newgrf
12:15:49 <andythenorth> eh, should I convert Squid next? o_O
12:23:45 <V453000> juzz code generation stuf?
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12:40:17 <andythenorth> juzz code gener8n stuf
12:51:38 <Celestar> how can you 'miss' 2048?
12:52:26 <andythenorth> the 5 year old is playing a 4096x4096 map
12:52:57 <andythenorth> he is complaining that his buses don’t make money, and took a *really* long time to build
12:53:00 <planetmaker> hihi :) so small a human, so big a map, so huge the lag ;)
12:53:03 <andythenorth> because they’re travelling about 1k tiles
12:53:18 <andythenorth> so they only make money every 2nd year :P
12:53:56 <andythenorth> half the ‘problems’ of openttd are problems of excessive map sizes, or some other dimension that has grown too large
12:54:08 <andythenorth> 'moar' not always better
12:55:41 <andythenorth> “I need complex ways to sort vehicle groups” -> too many trains
12:56:08 <andythenorth> “Game runs slow” -> too many vehicles / map too big
12:56:10 <supermop> new tram running tonight
12:56:28 <andythenorth> Daylength, prime example of some stupidity with wanting to change dimensions
12:57:00 <andythenorth> all these dumb daylength patches
12:57:23 <andythenorth> which are never ever ever going to work
12:58:55 <andythenorth> which solves the ‘problem’ that newgrfs have too many engines
12:59:06 <andythenorth> so people don’t get to see enough of each engine before there’s a new one
12:59:10 <andythenorth> stupidest thing ever in openttd
13:04:21 <Celestar> you mean engines coming at too high a frequency?
13:05:27 <planetmaker> basically they do, yes. And often there's only one "good" engine at a given time. But time flies too fast to even order an autoreplace
13:06:27 <V453000> idk about that, most train sets have one best vehicle for like 40 years
13:06:54 <V453000> but yeah, a parameter for introduction date scaling would make a lot more sense than time scaling
13:07:53 <andythenorth> so then they want daylength, but then industry production breaks, and costs need rescaled, and speed is wrong and blearch
13:08:02 <andythenorth> the whole game gets broken to ‘solve’ a non-problem
13:08:57 <andythenorth> it could be solved by capping the number of newgrf engines at 48 :P
13:09:45 <andythenorth> hmm, why does the original game have *so* many crap planes, all variations on ‘Darwin x00'?
13:09:48 <V453000> I dont think such a limit would do much
13:09:51 <andythenorth> did they have a deal with Airbus?
13:10:05 <andythenorth> Airbus are about 3 miles from where Microprose office was
13:11:57 <Eddi|zuHause> aren't the darwins boeings?
13:12:35 <Eddi|zuHause> darwin 400 being boeing 747
13:13:00 <andythenorth> another theory bites the dust :P
13:17:41 <V453000> first bridge coded =D
13:26:51 * andythenorth converted Squid to python3
13:26:56 <andythenorth> see if bundles eats it
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13:30:27 <andythenorth> now I just need to placate pyflakes
13:30:57 <Eddi|zuHause> "bundles ate my newgrf" is that a new song in the openmsx soundtrack?
13:41:52 <andythenorth> Squid build is 8s
13:42:25 <V453000> I think some sprite IDs are messed up in the ogfx spritesheet
13:45:09 <V453000> now to find hte issue
13:46:49 <planetmaker> V453000, maybe the template used in ogfx is not linear in referencing them?
13:47:10 <V453000> idk but the sprite sheet is just fine :)
13:47:14 <V453000> my stuff is just wrong somewhere
13:48:11 <Eddi|zuHause> # irgendwie, irgendwo, irgendwann
13:48:46 <planetmaker> omg, Eddi|zuHause !
13:49:24 <V453000> hmmmmmmmmmmmmmmmmmmmfffffffffffffffffffffff
13:49:40 <V453000> for some reason all of my sprites are moved by 1 in the sheet XD just cant find why so far
13:49:54 <Eddi|zuHause> there was a cover by jan delay or so...
13:50:08 <planetmaker> I don't know the cover probably
13:51:11 <Eddi|zuHause> when was that? the late 90s?
13:54:55 <Eddi|zuHause> "In 1999 Jan Delay with Denyo and Beginner covered this song for the compilation album Das gibt's nur einmal of the TV project Pop 2000 by ARD and Viva."
13:55:22 <planetmaker> I heard the original in radio when it was new ;)
13:58:53 <planetmaker> damn, now I need to listen through my NdW collection :P
13:59:05 <V453000> ok my models were just swapped rotations ._.
14:01:38 <Eddi|zuHause> i didn't listen to a lot of radio in the '80s.
14:02:03 <planetmaker> nor did I... but well, it was a hit back then. no way around it
14:03:05 <Eddi|zuHause> whenever we made vacation close to the border, my father listened to Bayern 1, which features more traditional bavarian music than the generic pop/schlager music of Bayern 3
14:04:24 <Eddi|zuHause> and this song basically escaped my radar until the jan delay version made it popular again
14:07:19 <V453000> offsets are just pure evil.
14:19:20 <V453000> why even have offsets, we could just have a dedicated slave whom you could just throw pictures at, and they would align it for you
14:19:27 <V453000> I democratically nominate andythenorth
14:20:38 * Eddi|zuHause just imagines a 'may the volunteer step forward'-*everyone except one person steps back* scene
14:33:34 <Eddi|zuHause> V453000: but why are offsets a problem when you render? you can easily calculate the anchor point from the original coordinates
14:34:03 <V453000> I am not so sure about that
14:34:11 <V453000> the bridges have so many different wtfs
14:34:32 <V453000> but yeah somehow you could I guess
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14:47:52 <V453000> ok why the fuck are bridge overlays different by 192 horizontal offset, just between the rotations . _ .
14:47:54 <planetmaker> hey Celestar :) started to lurk around here again, eh?
14:48:01 <V453000> rendered to be at the same spot, just different rotation
14:52:02 <Aholm> i cant find my freind in lan networking? any idea?
14:53:04 <Aholm> he got mac - i got windows? is that a problem?
14:53:33 <ST2> try add server manually: LAN IP:port
14:54:03 <ST2> maybe not being advertised (but I have no clue either xD)
14:54:56 <samu> today I am writing down my price scheme
14:55:21 <Eddi|zuHause> V453000: the anchor point must rotate with the object
14:55:45 <Eddi|zuHause> V453000: the anchor point is (almost always) the back (invisible) corner of the bounding box
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15:00:05 <samu> does the game allow building a lock where the upper tile is a canal owned by a competitor?
15:00:56 <planetmaker> Celestar, quite fine here. How's been your time?
15:01:08 <Celestar> well the past week I was sick in bed :P
15:01:28 <Celestar> but that was probably the result of a 40 degree drop in temperature plus 11 hours jetlag :/
15:13:36 <samu> upper tile and lower tile owners with land area information is misleading
15:16:25 <samu> if the canals are owned by someone else, but the lock is mine, when i retrieve land area information on upper and lower tiles brings up that it is a lock, but it is owned by someone else
15:28:24 <Eddi|zuHause> samu: if the town built the road, person A built the road stop, and person B built the tram rails, how does that look in tile info?
15:30:03 <planetmaker> Celestar, where've you been? wizard of oz?
15:31:01 <samu> what's a tram? a newgrf? what is it
15:32:54 <Eddi|zuHause> tram is rails on the road.
15:33:11 <Eddi|zuHause> yes, you can only build trams when you have a newgrf providing them
15:33:13 <V453000> 1. wtf is up with the pylons in the / direction
15:33:32 <V453000> 2. in the \ direction, why doesnt top pylon show over the bridge head :(
15:34:30 <Eddi|zuHause> / direction -> wrong offsets
15:34:38 <Eddi|zuHause> \ direction -> wrong bounding box?
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15:35:01 <planetmaker> what Eddi says, most likely
15:35:09 <V453000> / -> sure but all of them have the same offset, it is just one sprite of double pillar, not one
15:35:24 <planetmaker> or also wrong bounding box in the / case
15:36:16 <planetmaker> not sure actually that you can force successfully (much) different size than default pylons, V453000. If it's double pylon it's twice the width already
15:36:36 <planetmaker> pylons are a big bitch and hack iirc :P
15:37:23 <V453000> move the image, change offset?
15:37:25 <samu> land area information: bus station
15:37:28 <V453000> or is that even relevant?
15:37:37 <samu> owner: brimfield transport
15:37:56 <samu> tramway owner: brimfield transport
15:38:11 <Celestar> planetmaker: the last 3 months I've been on a journey
15:38:25 <planetmaker> V453000, it shows that the pylons are not covered by their bounding box really
15:38:25 <V453000> with zbase exactly the same bullshit happens
15:38:45 <planetmaker> zbase no-one went to the trouble to properly check bounding boxes for lot of things :S
15:38:46 <V453000> in zbase it is even worse in fact
15:39:06 <V453000> what can I possibly do to improve it?
15:39:06 <samu> there can be many owners, woo
15:39:10 <planetmaker> Celestar, sounds fun? Business or your own free time?
15:39:23 <Celestar> about 60000km in total
15:41:12 <Celestar> yeah, should have done this sooner. and more often :P
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15:48:30 <V453000> I dont understand why does it work in original grafix XD
15:51:25 <V453000> guess I could try to replicate the x1 sprite as much as I can
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16:17:30 <samu> now i see how complex it is
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16:25:48 <samu> better do this for canal too
16:28:02 <roidal> because i have stations where everytime a train is loading, but stationrating never goes over 75%
16:37:46 <samu> gosh, these schemes are complicated after all
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16:38:45 <samu> build a canal on a canal with no owner that was built on a river -> costs 0, maintenance costs 1 and canal becomes yours
16:40:15 <samu> or maybe i just forbid building in there
16:41:31 <samu> or make the canal become yours?
16:42:13 <samu> if I think of a canal piece as a road piece
16:42:32 <samu> already built error goes in tandem with the rest of the game
16:46:46 <samu> build canal on a canal with no owner that was built on a river -> costs 0, maintenance 0 (because it's river)
16:46:57 <samu> damn i was falling on my own mistake
17:06:04 <andythenorth> planetmaker: so eh, you can defer touching python 3.4 for period [t]
17:06:10 <andythenorth> where t is up to you
17:06:19 <andythenorth> unless I run into a python 3.2 bug :P
17:07:24 <Alberth> specifically one fixed in 3.4 :p
17:08:23 <andythenorth> btw, one of you might want to call pyflakes on nml src?
17:08:44 <Alberth> would scare all of us away :p
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17:26:12 <andythenorth> unused imports are meh
17:26:21 <andythenorth> only one syntax error and one undefined var
17:26:55 <andythenorth> the imports in nml/expression__init__.py
17:27:02 <andythenorth> are they just to register them in the module?
17:27:22 <andythenorth> module / package /s
17:27:26 <andythenorth> it slightly irks me that that there’s no way to tell pyflakes to shut up sometimes
17:27:55 <andythenorth> I don’t fancy calling .main() or .register() on every module in a package, even if explicit is better :P
17:28:10 <Eddi|zuHause> comment.py? is that from me?
17:28:38 <samu> i'm getting into trouble
17:29:23 <samu> construction methodology differs per object
17:30:06 <samu> it's like I'm playing the same game but done by 2 different ppl
17:30:19 <planetmaker> probably, Eddi|zuHause. It's not in the manifest
17:30:37 <planetmaker> andythenorth, I think the answer to your question is 'yes'
17:30:50 <samu> what were the plans you guys had for water construction?
17:31:19 <planetmaker> I didn't have any plan there, samu ;)
17:31:29 <planetmaker> other than build and enjoy
17:31:52 <samu> building a lock methodology is very different than building a ship depot or a dock
17:31:55 <Eddi|zuHause> planetmaker: but in my version of nml, comment.py:38 contains "self.text"
17:32:04 <planetmaker> Eddi|zuHause, probably ancient
17:32:22 <samu> for example, building a ship depot only needs water
17:33:04 <samu> building a lock, creates water instead of giving an error
17:33:22 <samu> building ship depot on land doesn't create water
17:33:30 <samu> these two different methodologies
17:33:58 <planetmaker> not really. a ship lock is the sloped water you can build, samu
17:34:09 <Eddi|zuHause> "vor fast 2 Jahren hinzugefügt"
17:34:21 <planetmaker> samu: thus it's the same as placing a piece of canal - it creates water
17:34:32 <samu> it creates water for the slope
17:34:38 <planetmaker> exactly. My point
17:34:41 <samu> but, what about the other 2 tiles?
17:34:58 <planetmaker> it creates it htere, too, if needed
17:35:17 <samu> that's where I see a divergence
17:36:19 <samu> i'd prefer to "unify" the methodology, dunno the technical term
17:36:40 <planetmaker> I don't see there any need for any unification, samu. It all works along the same lines
17:37:08 <planetmaker> horizontal water ways and sloped water ways (=locks) create water. Building depots needs it
17:37:11 <samu> it will, but creates quite some mess for counting maintenance
17:38:10 <planetmaker> worse than a user-experienced mess
17:39:38 <samu> i'm getting myself into a big mess
17:39:48 <samu> only because I want to structurize the pricing
17:41:02 <planetmaker> anyway... dinner | me
17:42:27 <Eddi|zuHause> planetmaker: yes, the other change was python3-related, i think
17:45:48 <DorpsGek> Commit by translators :: r27155 trunk/src/lang/traditional_chinese.txt (2015-02-19 17:45:41 UTC)
17:45:49 <DorpsGek> -Update from WebTranslator v3.0:
17:45:50 <DorpsGek> traditional_chinese - 1 changes by siu238X
17:47:43 <Eddi|zuHause> "Gegenseite: Tag found. Building 0.4.0" <-- that sounds useless
17:49:32 * andythenorth wonders why Squid compiles so obscenely fast
17:49:41 <andythenorth> both chameleon and nml steps
17:49:46 <roidal> openttd+python channel? :D
17:49:50 <Eddi|zuHause> andythenorth: probably missing some essential part :p
17:50:01 <andythenorth> whereas Road Hog is slower, and Iron Horse is…like a crippled mule
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17:54:46 <andythenorth> 25 ships compiles in about 10s with no multiprocessing trickery
17:55:00 <andythenorth> 116 trains takes about 90s
17:55:13 <andythenorth> hmm, but articulated consists
17:55:30 <andythenorth> graphics support
17:55:36 <Eddi|zuHause> how do articulated consists matter?
17:56:00 <andythenorth> because 116 trains are at minimum 348 item blocks and switch chains
17:56:15 <Eddi|zuHause> andythenorth: so there is your factor 9
17:56:16 <andythenorth> and every train with a tender etc adds at least 3 more
17:56:38 <andythenorth> no hiding from volume of data :|
17:57:06 * andythenorth wonders if all articulated parts can be the same part
17:57:17 <andythenorth> think I tried that, it has…conceptual and practical problems
17:57:50 <Eddi|zuHause> andythenorth: i reuse tenders where possible
17:58:16 <Eddi|zuHause> "possible" meaning "they have virtually same properties"
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18:11:21 <samu> hmm a dock counts to station maintenance, but not to canal
18:12:49 <Eddi|zuHause> either you built it on a canal, then the canal counts for maintenance already
18:13:01 <Eddi|zuHause> or you built it on sea, then why would you pay maintenance for the sea?
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18:20:00 <Alberth> :o I am not part of all? :)
18:20:28 <andythenorth> for autocomplete purposes, no
18:20:33 <chillcore> Maybe I am overlooking something and if not just throwing it outhere ...
18:21:46 <chillcore> I do not see an obvious way to reset all saved gui coordinates to 0 ... ingame I mean. I noticed when moving the running copy from one screen to another
18:22:32 <chillcore> sure you are part of all Alberth, your case just threw an exception ;)
18:23:10 <Alberth> throw new MePartOfAllException(); :p
18:23:33 <Alberth> sorry, too much java :p
18:25:33 <chillcore> I think I gt rid of all my magic nrs and the fugly hack too
18:26:08 <chillcore> if statements are stll there though ...
18:27:44 <chillcore> one thing I am not sure about ... when clicking back in the scenario editor... it takes you back to main screen
18:28:04 <chillcore> but you do not always come from there
18:28:54 <Alberth> hmm, titlegame by 22th, would that be feasible?
18:29:36 <andythenorth> why doesn’t java have ‘old SomeClass();’
18:31:02 <Alberth> use the Keeper pattern :p
18:32:04 <Alberth> could be fun, get a random instance of a class :p
18:32:24 <chillcore> I have some example code in my patchpack andy ... feel free to browse XD
18:38:45 <samu> noticed another inconsistency
18:39:13 <samu> i can build locks on tiles owned by competitors
18:39:19 <samu> but not dock or ship depot
18:40:14 <andythenorth> locks are non-blocking
18:40:31 <andythenorth> not sure about depot
18:41:52 <samu> building a lock on a canal tile with no owner (due to bankrupt)
18:42:01 <samu> will not force that canal to become yours
18:42:15 <samu> but in case of dock and ship depot, those canals do become yours
18:43:20 <samu> i need to base my prices on consistency
18:43:33 <samu> else I dunno how to price things
18:49:31 <samu> i would prefer canals with no owner to still have no owner, instead of forcing them to become yours
18:49:49 <samu> that would mean, have to edit dock and ship depot code
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18:51:37 <Alberth> we do what is conceptually the right solution, usually
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18:51:59 <Alberth> time doesn't mean a lot in an unpaid project
18:53:47 <andythenorth> or we argue endlessly about an issue ;)
18:53:50 <andythenorth> with no progress
18:54:19 <andythenorth> fortunately RoadTypes would add nothing to gameplay anyway
18:57:20 <chillcore> they should ... on dirt road you should lose 7.35% of your patatos every 100 tiles. :P
18:57:34 <chillcore> on sundays that is ...
18:58:00 <andythenorth> depends on what tyres you have
18:58:07 <andythenorth> and if it’s ‘raining’
18:58:14 * andythenorth invents ‘weather’ in openttd
18:58:23 <andythenorth> you can’t see it, but it has hidden effects on gameplay
18:58:30 <andythenorth> newgrfs can access it
18:58:45 <andythenorth> in autumn, trains should accelerate and brake more slowly
18:58:46 <chillcore> *me assigns night and day to someone
19:04:33 <samu> must look at what happens with bus stops
19:10:29 <samu> okay bus stops on roads with no owner won't force the road to become yours
19:12:53 <samu> now checking when a road belongs to local authority
19:14:30 <samu> road still belongs to local authority
19:15:40 <samu> maintenance counting, let me check
19:18:17 <samu> woah, whoever worked on roads must have had a hell of a job
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19:28:44 <chillcore> hint samu ... it is local authority not local ownership ;)
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19:41:32 <samu> this is going to be handy
19:48:16 <samu> 5000 is such a huge number
19:49:14 <samu> haven't figured out a base price for a water piece
19:50:29 <samu> but as you see, in my vision, i intend it to be taken into account
19:50:43 <samu> for different parts of infra stuff
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19:54:09 <samu> i could perhaps simplify this again
19:54:34 <samu> if i am to follow the same logic that roads do
19:57:35 <samu> and i am back to the same dilema
19:58:16 <samu> what plans do you have for rivers?
19:58:51 <samu> can i have a secondary price for building canals on river tiles?
19:59:21 <samu> but which aren't based on the price of canal? is it possible to create one more base price?
19:59:51 <samu> otherwise, it will cost 0
20:00:28 <Eddi|zuHause> sure, you can add base prices
20:00:55 <Eddi|zuHause> you can look at the revision history of the file to see how it's done
20:01:40 <samu> what happens when i build a canal on a river tile? what would happen if it costs 0?
20:01:49 <samu> does it say already built?
20:03:01 <samu> can I, for instance, force the game not to build based on the cost being 0?
20:03:43 <Eddi|zuHause> no, you need to return an error if you want it not built. 0 cost is just costing nothing
20:04:27 <Eddi|zuHause> you can also have negative costs, then you get money back
20:04:35 <Eddi|zuHause> (e.g. removing rails does this)
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20:05:55 <samu> hmm, can i do math operations on the base price?
20:06:48 <samu> if the base is 5000, then building on river costs 2500?
20:07:26 <samu> that would avoid creating a whole new base price
20:08:27 <Eddi|zuHause> but it's less clean
20:09:17 <samu> okay, thanks, i'll look at the possibilities
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21:17:31 <samu> CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
21:17:43 <samu> sometimes there's flags | DC_AUTO
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21:22:29 <glx> there should be a comment near DC_AUTO declaration
21:24:52 <samu> Update infrastructure counts after the unconditional clear earlier.
21:25:09 <samu> what do they mean unconditional clear
21:25:29 <Eddi|zuHause> shoot first, ask qestions later.
21:26:44 <samu> so basically, i want the game not to clear water or river or canal or sea
21:27:30 <samu> why is there a clear command here
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21:33:25 <Eddi|zuHause> clear turns water into dirt
21:33:59 <samu> hmm why is it there then
21:34:36 <samu> CommandCost CmdBuildShipDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
21:34:44 <samu> i'm mid way into this block
21:35:50 <samu> CommandCost cost = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_DEPOT_SHIP]);
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22:02:28 <Eddi|zuHause> how should i know?
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23:10:38 <samu> is it possible to MakeShipDepot maintain the owner of the canal?
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23:54:38 <samu> how do i build a ship depot that maintains the owner of canals?
23:56:16 <samu> i want to do it much like a bus stop
23:57:03 <samu> and without turning it into a station
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