IRC logs for #openttd on OFTC at 2015-02-25
        
        
        
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00:01:14  <chillcore> I still do  not understand where you are going with this ...
 
00:02:41  <chillcore> if for example an oil rig dissapears ... why do you insist on restoring "a" owner?
 
00:03:10  <chillcore> that tiles becomes water again and that's it?
 
00:03:59  <chillcore> as for restoring rivers after stuff on them is unbuilt ... loop over the map and store the tiles ina list ... in tick 0
 
00:04:35  <samu> i was thinking of everything that can be build on a canal at first
 
00:04:39  <chillcore> then when removing canals you look in the list and if this tile was a river make it a river again?
 
00:04:57  <chillcore> yes I know ... that is why I ma confused about your goal
 
00:05:53  <chillcore> why would you differntiate between owners?
 
00:06:28  <chillcore> at games start ... is this a river yes or no
 
00:06:30  <samu> i wanted to find a way to build ship depots and docks on canals owned by a competitor
 
00:06:42  <samu> the game doesn't let me do that
 
00:06:55  <chillcore> indeed that was your first goal
 
00:07:04  <chillcore> now you are doing 15 at once
 
00:07:28  <samu> soon i realised that the problem isn't easily solved without touching more parts
 
00:07:42  <chillcore> that is true for many parts of the code yes
 
00:08:10  <samu> realised i had to store owners for those canals somewhere
 
00:08:26  <chillcore> but why ... just care about is this mine or not
 
00:09:04  <samu> let me point to this bug report
 
00:09:41  <samu> it's very related to that
 
00:11:53  <samu> i see it as a 3-sided problem
 
00:12:09  <samu> and i want to "universalize" it
 
00:12:49  <chillcore> you do that after solving each one seperatly?
 
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00:13:19  <samu> must solve all 3 at once, it's the only way I can go at it
 
00:13:34  <samu> there's always a missing part of the puzzle when i try to solve only 1
 
00:14:45  <chillcore> so you want a competitors canal with your buoy to show three owners in the gui?
 
00:15:16  <samu> 2 is sufficient from what I can tell
 
00:15:36  <samu> when it's a station, it's not an industry
 
00:15:42  <samu> i checked that for the oil rig
 
00:16:08  <chillcore> sure oil rig is not also an industry?
 
00:16:23  <chillcore> while being a station
 
00:16:23  <samu> m1 bit 7 indicates that there is a complete industry at the tile
 
00:16:37  <chillcore> industries are more then one tile
 
00:16:59  <samu> i mean, a completed state industry
 
00:17:00  <chillcore> each tile has the capability to be whatever it wants, accepts whatever it wants
 
00:17:52  <samu> airports aren't being touched, but it's a station
 
00:18:15  <chillcore> and where do the little planes come from samu?
 
00:18:30  <chillcore> hangar ... which is a depot
 
00:18:38  <chillcore> inside your station
 
00:18:42  <samu> i haven't watched at the airport
 
00:19:06  <chillcore> same for oilrig ... one tile is dock, rest is industry
 
00:27:03  <samu> airports are WATER_CLASS_INVALID
 
00:27:03  <chillcore> that I do  not know ... I just wanted to point out that with oil rigs the same things happens
 
00:27:03  <chillcore> there is an industry part
 
00:27:03  <chillcore> and a station part, except that station is never owned by a company so all can use it
 
00:27:03  <samu> the station is being identified as oil rig station
 
00:27:03  <samu> it's stored at m6 too at bits... hmmm let me find
 
00:27:33  <chillcore> I need to be somewhere in 9 hours so ... not going to be here till 4:30 today
 
00:29:10  <samu> that indicates what kind of station
 
00:29:46  <chillcore> I dunno honestly, I guess dock since it is for ships to use
 
00:29:57  <samu> is sooo slow in debug mode
 
00:30:11  <chillcore> try smaller maps maybe
 
00:30:11  <samu> let me build in scenario editor, brb
 
00:33:24  <samu> it's a station, much like a buoy or dock
 
00:33:44  <chillcore> tadaaaa ... now check the other tiles too?
 
00:34:46  <samu> let me look at industry what m6 stores
 
00:35:26  <samu> •m6 bits 5..3: random triggers (NewGRF)
 
00:35:41  <samu> no idea what that is, but I don't intend to touch those bits
 
00:36:06  <samu> •m6 bit 2: bit 8 of type (see m5)
 
00:36:26  <samu> •m5: type (plus m6 bit 2):
 
00:36:37  <samu> well, i don't intend to touch bit 2 either
 
00:36:56  <samu> i will touch bits 7..6, and 1..0
 
00:39:04  <samu> the oil rig station is a "oil rig station", lel
 
00:39:20  <samu> not a "dock" or "airport", it's is own thing, "oil rig station"
 
00:40:46  <chillcore> good you learned somthing new
 
00:42:33  <chillcore> I need to go to sleep now ... otherwise I will not sleep at all
 
00:42:48  <chillcore> you're welcome samu, good luck
 
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01:23:45  <samu> and now, off to bed, cyas all
 
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03:33:17  <Pikkaphone> and did those feet
 
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06:09:09  <supermop> othere than four corners, two straights, four Ts and one X, any other sprites needed for a tramway grf?
 
06:11:47  <chillcore> hmm does any of the sprites you list take into account making a U-turn?
 
06:15:30  <supermop> hmm yes will need 4 Us
 
06:15:57  <supermop> how do crossings work - its part of road grf or track, or tram?
 
06:16:11  <chillcore> not sure if they can make U-turns on slopes ...
 
06:16:29  <chillcore> hmm good question that ...
 
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06:29:59  <chillcore> you can build tram tracks in the wild (without road under it) ...
 
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06:53:53  <Ketsuban> Pretty sure the trams in OpenGFX+ Road Vehicles shouldn't be making a boat noise. I've tried shuffling my GRFs around, no effect. What's going on?
 
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08:23:42  <supermop> trying to make things glow
 
08:31:32  <V453000> that is best done in postproduction :P
 
08:33:34  <supermop> less fun than figuring out how to create exotic materials in flamingo
 
08:36:45  <planetmaker> Ketsuban, maybe they do make a boat noise because of a bug? (dunno) :)
 
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08:45:34  <Supercheese> The boat noise usually happens when a sound is not properly defined
 
08:45:51  <Supercheese> I've had it happen when writing new grfs and I forgot to choose a sound
 
08:48:18  <Supercheese> I don't know what's going on in this instance though
 
09:35:10  <supermop> one of the built in flamingo help topics gives index of refraction of plain whiskey
 
09:38:05  <planetmaker> interesting, Supercheese :)
 
09:38:35  <planetmaker> I made a note on the sound in the issue tracker as I don't have time for that myself right now... but I should add your observation :)
 
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11:07:06  <Eddi|zuHause> V453000: i would not have this grey block in the middle of the suspension
 
11:07:34  <V453000> it has to be based somewhere? :)
 
11:08:04  <Eddi|zuHause> the point of a suspension is that it's "based" on the top of the pillars, and inbetween it follows a catenary curve
 
11:08:48  <V453000> I have seen bridges have this kind of base too though
 
11:09:45  <planetmaker> what grey block do you mean, Eddi|zuHause ?
 
11:10:12  <planetmaker> the anchor points for the cables?
 
11:10:57  <Eddi|zuHause> planetmaker: yes. anchor points at the end are fine, but in the middle they seem weird
 
11:12:03  <planetmaker> I mean the main cable must be attached somewhere, no?
 
11:12:18  <Eddi|zuHause> do i need to explain what a middle is?
 
11:12:56  <Eddi|zuHause> planetmaker: yes. on top of the pillars.
 
11:14:54  <V453000> still needs the second point I think
 
11:15:09  <V453000> I do visualizations of real projects at work and some bridges totally have that
 
11:15:53  <Eddi|zuHause> it's possible that some bridges have that. but it seems a bit off for me
 
11:16:15  <V453000> it gives the trustworthiness to me, that it is solid and it works :D
 
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11:18:28  <supermop> V453000: it works like railroad catenary
 
11:18:54  <supermop> this type of anchor is more a feature of cable stayed bridges
 
11:19:53  <supermop> breaking the cable to attach to the deck makes it weaker - the joints are the weakest part ideally the main cable should be as continuous as possible
 
11:20:04  <Eddi|zuHause> V453000: my intuitive feeling tells me that such a construction actually reduces the possible span of a bridge
 
11:20:23  <supermop> sorry to be pedantic
 
11:21:11  <supermop> you of course should go by what you like the look of
 
11:36:56  <supermop> V453000: do you provide separate renders for Zoomed out sprites, or scale in PS, or just let Openttd produce in game?
 
11:37:32  <planetmaker> separate renders afaik
 
11:38:01  <supermop> i guess i could do that
 
11:38:12  <supermop> or just scale in PS from big render
 
11:46:40  <supermop> i've learned more little things in rhino last few days than last few years
 
12:06:49  <V453000> right now, I downsize them in after effects
 
12:06:54  <V453000> which is like the worst way possible, but automated
 
12:07:22  <V453000> but since I can already render automatically now, I can get some rendering for x1
 
12:07:41  <V453000> scaling in PS would work a lot better as you can at least choose downsampling algorithm
 
12:08:20  <V453000> I dont think it is majorly a problem :P
 
12:09:34  <V453000> supermop: actually for trains, I Sometimes provide x1 sprites, sometimes not to let OpenTTD handle it. Sometimes the OpenTTD downscaling is better than AE downscaling ... but I should set up some infrastructure to get that done as well, consistently
 
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12:30:30  <supermop> V453000: yeah thats what i though
 
12:31:05  <supermop> im doing each sprite at effectively 8x then scaling in PS as it looks better than just rendering 1:1
 
12:31:22  <supermop> i cant tell for sure
 
12:31:38  <supermop> that i mean 512px tiles instead of 256
 
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12:32:13  <V453000> perhaps increasing render quality with x4 would help instead
 
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12:32:52  <supermop> weirdest is the light and contrast seems to get better up to a certain point with increasing render size
 
12:33:23  <supermop> well i also really upped the AA in flamingo and now i dont get fuzz around edges as much
 
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12:34:10  <supermop> anyway i think iive render all of the W class dieter trams
 
12:35:19  <supermop> maybe i'll make a spreadsheet of info about them? pikka has just been putting in the stats on his own before i can give them to him though
 
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12:44:47  <supermop> my set up toay is about 40x faster than what ive been doing the past few weeks
 
12:46:14  <planetmaker> that's a considerable improvement :)
 
12:46:25  <peter1138> Upgraded from a 386?
 
12:48:51  <argoneus> how are you doing train friends
 
12:49:22  <V453000> 40x faster even with x8 render? XD
 
12:55:58  <supermop> less time wasted messing arounf in ps
 
12:56:08  <supermop> trying to get things looking right
 
12:56:38  <V453000> tis why I just dump it into after effects to automate
 
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14:17:12  <planetmaker> so... 13 people voted so far in the titlegame competition. Make your choice and vote now :)
 
14:20:39  <planetmaker> especially peter1138 should vote instead of complaining afterwards about the outcome of the vote ;)
 
14:35:06  <Eddi|zuHause> mouse doesn't work well on cat
 
14:36:38  <peter1138> planetmaker, nah, I saw the comment about noise.
 
14:37:11  <peter1138> No doubt the noisiest busiest game will win anyway, regardless of my (lack of) vote.
 
14:38:25  <V453000> well at least some people seem to mention audio in the thread I thought
 
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14:42:49  <Eddi|zuHause> soo... after 20 years i found out that in MAX you can make more than 10 savegames by pressing the arrow down button on the screen
 
14:43:53  <planetmaker> peter1138, sure... except last time it would have made a difference
 
14:44:14  <peter1138> I wasn't around then, and... not really now :p
 
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16:21:52  <samu> double gui size looks quite improved
 
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17:46:43  <DorpsGek> Commit by translators :: r27171 /trunk/src/lang (korean.txt latin.txt) (2015-02-25 17:46:35 UTC)
 
17:46:44  <DorpsGek> -Update from WebTranslator v3.0:
 
17:46:45  <DorpsGek> korean - 11 changes by telk5093
 
17:46:46  <DorpsGek> latin - 2 changes by Supercheese
 
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18:15:42  <Sonny_Jim> Does transporting passengers from Oilfields increase their production?
 
18:15:46  <Sonny_Jim> And if not, why not :-0
 
18:18:26  <Alberth> default industries are not that smart, I think
 
18:19:16  <Alberth> don't know what OpenGFX+industries does here, probably the same
 
18:19:48  <Alberth> you can try yeti, which is based around moving yetis
 
18:20:01  <Alberth> or firs, if you fancy replacing persons by supplies
 
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18:40:23  <samu> what is •m6 bits 5..3: random triggers (NewGRF)
 
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18:49:06  <samu> what is random triggers?
 
18:49:39  <andythenorth> Terkhen: can’t tempt you back to a little light coding? o_O
 
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18:50:37  <Terkhen> it would have to be very light or very tempting :P
 
18:51:15  * andythenorth codes for entertainment
 
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18:52:24  <Alberth> play some busy bee Terkhen :p    it helped for andy :D
 
18:53:41  <Alberth> I like that you're not hiding the trains behind bridge parts
 
18:54:19  <Terkhen> Alberth: I googled it, it seems very interesting :O
 
18:54:32  <samu> this game isn't really 3D
 
18:54:52  <Alberth> Terkhen:  very casual and simple
 
18:55:46  <Alberth> I recently switched back to original map generator, it's quite different if you're used to terragenesis
 
18:56:08  <samu> what are random triggers (NewGRF)?
 
18:56:08  <Alberth> lots of small hills with gaps between them
 
18:57:06  <Alberth> you get routes all over the map, very fragmented
 
18:57:15  <andythenorth> new scenario format
 
18:57:18  <andythenorth> consist management
 
18:57:25  <andythenorth> we can all go home
 
18:57:32  <samu> flat docks, what is that
 
18:57:44  <Alberth> it's a dock, but flat
 
18:58:00  <andythenorth> for building by rivers
 
18:58:13  <andythenorth> without requiring excessive terraforming
 
18:58:24  <Alberth> andythenorth: I don't think 'light' or 'tempting' fits any of those things :)
 
18:58:53  <andythenorth> well /me has been porting newgrfs to python and making them lint correctly
 
18:58:57  <samu> ah more docking points for docks
 
18:58:58  <andythenorth> my idea of fun might not be yours :P
 
18:59:10  <andythenorth> also I am looking forward to a 50% recode of FIRS :P
 
18:59:15  <andythenorth> other people might not
 
18:59:29  <Alberth> oh, that list was for me? :)
 
18:59:38  <andythenorth> it wasn’t for a specific person :P
 
18:59:50  * andythenorth should go and read bedtime stories
 
18:59:56  <andythenorth> this is avoidance behaviour
 
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19:21:45  <frosch123> star was plays 1 billion years in the past?
 
19:25:00  <Wolf01> also, I need an idea for what applet I could develop for my new logitech g510 keyboard display
 
19:25:31  <peter1138> Something which you never need to look at as it isn't going to be in your field of view.
 
19:27:27  <samu> please tell me what is random triggers at industry tiles
 
19:27:51  <samu> •m6 bits 5..3: random triggers (NewGRF)
 
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19:31:14  <Alberth> Wolf01: automagic spelling correction :p
 
19:31:33  <Wolf01> that one would be nice
 
19:32:10  <Wolf01> I was thinking about an app which tells me what to type on the keyboard :P
 
19:32:11  <Alberth> psychic auto-completion
 
19:40:48  <samu> tt-wiki.net certification doesn't match the address, something like that
 
19:41:23  <frosch123> hmm, not sure whether the iceweasel approach of debian is the best idea
 
19:42:02  <frosch123> it gradually breaks more and more with more backports
 
19:42:44  <samu> sorry, the error is in portuguese: Um Web site está a utilizar um certificado que foi emitido para um endereço Web diferente. Isto pode ocorrer se uma empresa for titular de vários Web sites e utilizar o mesmo certificado para múltiplos Web sites.
 
19:45:37  <chillcore> I had that warning for tt-forums too a few years back ... certificate was not expired as suggested
 
19:46:07  <chillcore> The wraning you are getting is just about the xertificate being used for multiple websites ... nothing to worrie about in this case
 
19:52:00  <glx> <Wolf01> also, I need an idea for what applet I could develop for my new logitech g510 keyboard display <-- an ets2 dashboard ;)
 
19:52:37  <andythenorth> Alberth: what’s broken in it? o_O
 
19:52:56  <Wolf01> eh, that was the idea, but what could I put in it which is not already there?
 
19:54:04  <Alberth> I changed the news message in openttd, but did not update the script, as I wanted to continue playing the game :)
 
19:54:53  <Alberth> so it wanted to post a news message about a won goal, and used the old parameters :)
 
19:54:57  <samu> wondering if I can extrapolate...
 
19:55:30  <samu> extrapolate the exact owners by knowing the waterclass
 
19:56:39  <samu> without actually storing owners
 
19:57:20  <Alberth> in SP you're always correct
 
19:59:00  <Alberth> andythenorth: shall we reset the counter back to x years if you deliver something?
 
20:01:42  <andythenorth> Busy Bee is kind of relaxed
 
20:01:49  <andythenorth> I never feel any pressure to try and make the goal
 
20:01:57  <andythenorth> there’ll always be another one :P
 
20:03:52  <planetmaker> andythenorth, Alberth it could add a secondary goal or metric: award prices for reaching certain amount of goals within a time. Or awarding a price. (Does it do that?)
 
20:04:13  <andythenorth> I am enjoying the ‘no goal’ goal
 
20:04:21  <andythenorth> there’s no prize, no end point, no level up
 
20:04:41  <Alberth> planetmaker:  the biggest price for a busy bee is working to make the goal
 
20:04:46  <andythenorth> later this year I want to use Busy Bee as a base for some ‘Pioneer’ GS
 
20:04:56  <andythenorth> where you start on one side of the map, and connect towns across it
 
20:05:03  <andythenorth> with limitations and restrictions
 
20:08:25  <Eddi|zuHause> someone wanted to make a script that you start with one town and it continuously founds new towns at the edge of civilization
 
20:08:38  <Eddi|zuHause> but i forgot who that was
 
20:08:40  <samu> problem: I can't store 3 owners with only 4 free bits
 
20:09:02  <samu> but I can store 2 owners
 
20:09:27  <samu> the 3rd owner is, however... either OWNER_NONE or OWNER_WATER
 
20:09:45  <samu> wondering if I can extrapolate the 3rd owner by knowing the other 2
 
20:10:23  <samu> that's when waterclass comes into this
 
20:10:27  <andythenorth> Eddi|zuHause: that was me
 
20:10:50  <Alberth> planetmaker: for me, it trying to make it non-competitive, and see where it goes. We have lots of competitive scripts already
 
20:10:58  <andythenorth> I never played actual Civ, how does Civ work approximately?
 
20:11:38  <samu> I don't have that extra bit
 
20:11:43  <samu> i have to extrapolate it
 
20:11:50  <planetmaker> Alberth, I didn't mean it competitive. But like collect awards. Gain 10% more than last goal, if you don't skip it. Otherwise start from base reward again. Or something like that
 
20:11:53  <Eddi|zuHause> civ works that you build up your towns, then someone declares war and overruns you
 
20:12:26  <Eddi|zuHause> or if you can stop one attacker, more people attack at the same time and overrun you
 
20:12:31  <planetmaker> awards could be funny awards. Like a free vehicle in a depot (on of those the player uses), some money maybe. Or an industry opening :)
 
20:12:38  <Eddi|zuHause> or you just fall behind in tech and everyone overruns you
 
20:12:40  <Alberth> planetmaker: ah right, I included competition with yourself :p
 
20:12:57  <andythenorth> war theme is not allowed :P
 
20:13:31  <Eddi|zuHause> i've seen a playthrough of civ4 where someone played ghandi and never built a single military unit
 
20:13:42  <samu> there's 15 companies, and an unused 16th which is OWNER_TOWN, but I know OWNER_TOWN never builds sea, river or canal
 
20:13:42  <Alberth> but I can see it could be interesting, achieving goals to 'unlock' new things
 
20:13:55  <Eddi|zuHause> but he hand-picked his opponents so there's no known warmonger amongst them
 
20:13:59  <Alberth> doesn't really fit in BB to me, at the moment
 
20:14:25  <samu> could possibly use that 16th to store something
 
20:20:27  <andythenorth> Alberth: unlocking is different
 
20:20:31  <samu> build in order: sea < river < oil rig < oil rig station
 
20:20:40  <andythenorth> I think a wide range of GS is beneficial to us
 
20:20:44  <samu> build in order 2: sea < canal < oil rig < oil rig station
 
20:21:13  <andythenorth> I have this vain hope that we can swing the focus of development (such as it is) away from core OpenTTD (mostly done) and towards GS
 
20:21:39  <andythenorth> because new GSs keep refreshing the gameplay
 
20:22:01  <andythenorth> whereas changes to core Openttd increasingly seem to have costs
 
20:22:50  <Alberth> and yes, it's good to have several different types of GSes
 
20:22:55  <andythenorth> also it’s really quite done
 
20:22:56  <samu> build in order 3: river < canal < oil rig < oil rig station
 
20:23:32  * andythenorth wonders what’s in V2 :P
 
20:23:46  <Alberth> but I think it's a different audience
 
20:23:46  <Eddi|zuHause> fuel and a bit of explosive
 
20:24:13  <Alberth> ie I would not want to code GSes only, and not touch openttd itself
 
20:24:26  <Eddi|zuHause> oh, you didn't mean the rocket :p
 
20:24:28  <Alberth> but maybe I am crazy :p
 
20:25:12  <andythenorth> well OpenTTD is not short of ponies :P
 
20:26:05  <Alberth> no, I am short of time :)
 
20:26:31  <samu> order 1 waterclass: 00 < 10 < 10 < 10
 
20:27:05  <samu> order 2 waterclass: 00 < 01 < 01 < 01
 
20:27:50  <samu> order 3 waterclass: 10 < 01 < 01 < 01
 
20:31:04  <samu> 01 is the only waterclass that can have company owners
 
20:31:55  <samu> 00 and 10 owners are always the same: owner 10001
 
20:32:54  <samu> 01 neutral owner isn't actually OWNER_WATER, but OWNER_NONE
 
20:35:41  <samu> the last 4 bits can't be stored at m1 when an oil rig takes its place
 
20:37:13  *** shadowalkerAFK is now known as shadowalker
 
20:37:37  *** shadowalker is now known as shadowalkerAFK
 
20:40:51  <andythenorth> it is a nice style
 
20:41:48  <planetmaker> it is. And whether it's *a* (not the) future... depends on whether that guy continues ;)
 
20:42:36  * andythenorth keeps wondering about 2x zoom pixel art
 
20:48:55  <andythenorth> needs good models
 
20:49:01  <andythenorth> and good conversion to pixals
 
20:50:55  <chillcore> Those models look amazingly detailed ... delicious
 
20:51:12  * chillcore licks screen ... almost
 
20:52:12  <chillcore> could he up the scale easily? 3 by 3 or 4 by 4 tiles?
 
20:52:53  <planetmaker> depends on how it's created :)
 
20:57:29  <chillcore> rendered models planetmaker ... see the litlte building being repeated a few times
 
20:58:25  <planetmaker> c&p can do that with pixel art, too ;)
 
20:58:47  *** HerzogDeXtEr1 has joined #openttd
 
20:59:41  <planetmaker> however I believe also it's models
 
21:00:06  <Alberth> hmm, no translation for GS settings?
 
21:00:28  *** shadowalkerAFK is now known as shadowalker
 
21:00:38  <chillcore> planetmaker: on closer inspection ... there is some shadow inconsistencies ... hmm
 
21:00:48  <chillcore> still looks amazing though
 
21:07:42  *** luaduck is now known as luaduck_zzz
 
21:23:22  *** FLHerne has joined #openttd
 
21:30:17  <chillcore> question: how do I enter a negative sign in a SC_NUMERAL queybox? safely that is I do not want to allow anything but "-" not being a number ...
 
21:32:26  <frosch123> IsValidChar(WChar key, CharSetFilter afilter) does not accept negative numbers
 
21:33:14  <frosch123> you would like want to check whether the "-" is in first place
 
21:33:22  <frosch123> or you make some trick, so you can enter a positive number instead :p
 
21:34:19  <chillcore> hmm tricks ... tickbox could be an option yes
 
21:34:40  <frosch123> nah, i mean like using a different "unit"
 
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21:35:48  <Alberth> make it different from SC_NUMERAL ?
 
21:39:51  <chillcore> and let people enter text strings which gets converted to numeral?
 
21:40:17  * chillcore checks querybox code
 
21:41:08  <Alberth> andythenorth:  added some new code to BB, it needs a little testing before we make a new release imho, it's not compatible (added new options).
 
21:41:38  <andythenorth> my current game is maybe coming to an end :P
 
21:42:15  <Alberth> mostly just a quick run to check there is nothing really broken, imho
 
21:42:37  <Alberth> like stupid syntax errors and such :p
 
21:43:13  <Alberth> I also took out the version information from the game name string, let's see if that works
 
21:43:43  <Alberth> the path does get printed on a crash, so it should be alright for bug reports
 
21:44:13  <chillcore> Just trying to give moki the freedom he needs to fully explore the perlin noise bounderies (cause that is where the magic happens) ... all tgen params to int32 (except for seed which remains uint32)
 
21:49:56  <chillcore> frosh: Stupid idea probably, I let people enter uint32 values and cast to int32?
 
21:50:08  <chillcore> as if the thing is not confusing enough already :P
 
21:50:30  <frosch123> you could also add sliders, and not have to enter exact numbers :p
 
21:51:53  <chillcore> yeah maybe I could go for that first ... then add a smaller array for small maps. although I had the reverse order in mind
 
21:52:45  <chillcore> good night Terkhen you too ;)
 
21:53:01  <Eddi|zuHause> do the existing settings not have negative numbers?
 
21:53:54  <chillcore> in the gui no ... they are clamped to uints in setting.ini
 
21:54:06  <frosch123> renew x months before old
 
21:54:20  <frosch123> no idea whether it supports the querybox
 
21:54:24  <chillcore> in the code yes ... somewhere before sea level is applied eddi
 
21:55:44  <chillcore> read: the seed not only creates bumps but dips too
 
21:56:02  <chillcore> way before we get the cutout we see
 
21:57:44  <Eddi|zuHause> chillcore: i meant the settings gui
 
21:57:59  <frosch123> yeah, autoreplace shows "-" in the query, but if you deelte it you cannot readd it :p
 
21:58:17  <frosch123> so, eddi can provide a patch to fix that :)
 
21:58:26  <Eddi|zuHause> that sounds unlikely :p
 
21:59:12  *** shadowalker is now known as shadowalkerAFK
 
22:00:10  <chillcore> autorenew eh ... having a looksie
 
22:01:45  <Eddi|zuHause> it's weird how you sometimes read old posts of yourself and either think "yeah, that does sound like me" or "how in the world did i ever say that?!?"
 
22:02:20  <chillcore> yeah ... I remember my very first post still
 
22:02:32  <chillcore> I corrected myself years after :P
 
22:04:44  *** andythenorth has left #openttd
 
22:16:36  <chillcore> frosh: interesting ... I can has negative nrs when I enter them in the config file
 
22:27:03  *** supermop has joined #openttd
 
22:38:50  <samu> question, what exactly happens in order at the last construction step of an oil rig?
 
22:39:22  <samu> the last construction step, then oil rig station?
 
22:39:39  <samu> or, skip last step and build oil rig station? hmm
 
22:41:38  <samu> all steps in order, i am only wondering about that last step
 
22:45:47  <chillcore> can't open that without unlocking my browser (removing all addons) samu ...
 
22:47:13  <chillcore> why do you not make a new profile at tt-forums and start a thread? many more people will be able to help you ...
 
22:47:40  <chillcore> night planetmaker ;)
 
22:50:12  <samu> fixed, reload excel file
 
22:55:24  <chillcore> hmm I mean the page does not load at all ... because blocked. same for google+ and all other sites that require cookies and/or javascript to work properly or at all, sorry
 
22:58:29  <chillcore> and post it on your skydrive? same thing samu
 
22:58:51  <samu> where can i psot, imgur?
 
22:59:26  <chillcore> tt-forums? where everybody else is that can help you far better then me
 
23:00:08  <chillcore> I mean sure there are peeps here too but they are afk, don't know, don't dig logs,  whatever
 
23:00:35  <chillcore> on the forums your post are seen even weeks later sometimes
 
23:00:46  <samu> i don't knwo, i tried 3 times to contact orudge, and received no answer
 
23:01:12  <chillcore> you will NOT get your old account back samu, you have been told multiple times
 
23:01:37  <chillcore> the ticket has been closed because you were gone such a long time
 
23:02:00  <chillcore> maybe you missed it
 
23:02:56  <chillcore> just create a new account. ;)
 
23:09:17  <chillcore> it does ... does not make me wiser though.
 
23:09:29  <chillcore> educated guess the station tile is added as last step
 
23:09:55  <chillcore> until step 15 the industry is created
 
23:10:28  <chillcore> step 16 is adding just that station tile
 
23:10:38  <samu> step 15 is also the final version
 
23:10:51  <chillcore> hmm sure about that?
 
23:11:13  <chillcore> count ignoring nrs ;)
 
23:11:36  <samu> but that oil station is placed somehow after 14
 
23:11:50  <samu> like it's at the same time as 15
 
23:13:06  <samu> at step 1 i pave all that with canal
 
23:13:35  <samu> at 2 i place an oil rig there - i notice the owner is borked
 
23:13:56  <samu> then all those steps up till the construction end
 
23:14:30  <samu> 15 happens at the same time as 14, at least to my naked eye
 
23:14:38  <samu> but in reality, I don't know, and I need to know
 
23:15:37  <samu> step 14 is also it's constructed form - final
 
23:16:07  <samu> when querying it a year laster, it's still like in step 14 for oil rig tiles, and like in step 15 for the station
 
23:17:27  <chillcore> wait what ... since when do we construct industries on company owned "terrain"?
 
23:18:08  <samu> it currently turns the canal owner from whatever it is to NO_OWNER
 
23:18:22  <chillcore> I do not see the point in trying samu ... companies should not own industries at all
 
23:18:26  <samu> that's why I see that 1 at bit 4
 
23:18:49  <samu> first consutrction step*
 
23:19:22  <samu> it won't own the industry
 
23:19:37  <samu> because it becomes a new type of tile
 
23:19:48  <chillcore> ye ... (let's just use the nrs in your spreadsheet to avoid confusion)
 
23:19:57  <glx> consider it like an expropriation and it will be easier
 
23:20:28  <glx> then you just need to remove the tiles from the player counter
 
23:21:47  <samu> what happens exactly between step 1 and step 2 in spreadsheet?
 
23:22:17  <glx> the tile becomes an industry tile
 
23:22:33  <samu> yes, but that 1 at bit 4 must come from somewhere
 
23:24:00  <samu> i think (not sure) there's some hidden step between 1 and 2 that changes owner for that canal
 
23:26:06  <samu> company 1 had 163 canal tiles
 
23:26:19  <samu> i started an oil rig on those canals, it lost 6 canals
 
23:26:32  <samu> that means they are already transfered to NO_OWNER
 
23:26:57  <samu> it's happening between step 1 and 2, how do i find this step in code
 
23:27:10  <glx> the tiles are cleared before the conversion to industry so the ownership is removed
 
23:27:29  <samu> they're not cleared, because they're still canals
 
23:27:58  <glx> waterclass is kept but the tile is cleared
 
23:28:25  <glx> you can check the number of owned canal tiles
 
23:28:40  <samu> i did, from 163 went to 157
 
23:28:59  <samu> owner is gone, but not the canal
 
23:29:50  <glx> it is gone too, and recreated by the industry
 
23:30:18  <glx> it's not a "real" canal as it's an industry tile
 
23:30:39  <glx> but it has the same functionality for boats
 
23:31:14  <glx> and canals can have no owner (happens when bankrupt)
 
23:32:31  <samu> i swear it maintains whatever water class it was there
 
23:32:51  <samu> if sea, then sea, if canal then canal, if river, then river
 
23:33:00  <samu> even when oilfield disappears
 
23:33:05  <glx> but that has no importance
 
23:33:40  <glx> the ownership has been taken by government during construction
 
23:34:08  <samu> let me look at makeindustry again
 
23:34:44  <glx> you need to go upper (DoCreateNewIndustry)
 
23:37:34  <glx> MakeIndustry just set the tile data
 
23:37:58  <samu> it takes it away, then puts back, all in the same function
 
23:39:48  <glx> because when you remove a tile it checks if it's possible to do it
 
23:40:32  <glx> that's the remove part that checks for boat presence for instance
 
23:42:09  <glx> of course it also checks that you own the tile
 
23:42:36  <glx> you can't place an oilrig on canal own by other companies
 
23:43:37  <samu> i don't know, i tested on my owned canals
 
23:44:26  <samu> crap, that must be changed then
 
23:44:57  <samu> because... that's part of the objective
 
23:47:20  <samu> share canal tiles like they're roads
 
23:50:16  <glx> you can't remove road you don't own
 
23:52:01  <samu> i can build drive-through road stops on competitor roads
 
23:52:37  <samu> oil rigs, ship depots, dock water tile, etc can't
 
23:52:48  <samu> apparently oil rigs can't either, I didn't know that yet
 
23:53:49  <samu> also when building drive-through road stop on OWNER_NONE roads, that road won't suddenly become mine
 
23:54:14  <samu> the same doesn't happen with ship depot, dock
 
23:54:56  <samu> the canal becomes mine incorrectly
 
23:55:20  <samu> or becomes part of a misterious OWNER_NONE in case of oil rig
 
23:56:23  <samu> it's the reverse for the case of oil rigs
 
23:58:44  <samu> it is taking away the owner of canals
 
23:58:53  <samu> that's what I meant to say
 
23:59:03  <glx> yes but it does it cleanly
 
continue to next day ⏵