IRC logs for #openttd on OFTC at 2015-02-27
        
        
        
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03:08:59  <Pikkaphone> How's trams, supermop?
 
03:16:28  <supermop> more pllaying around to figure out how to produce consistent renders and then get sprites from
 
03:17:47  <supermop> was out taking pictures of bluestone cobblestone this morning
 
03:19:39  <supermop> hows your stuff coming?
 
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03:39:34  <Sonny_Jim> Does moving mail around a town help it to grow quicker?
 
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03:45:38  <Pikkaphone> pineapple houses are next I think. :)
 
03:46:09  <Pikkaphone> going to try and get a blog post up this weekend
 
03:48:00  <Pikkaphone> Sonny_Jim: having any well serviced stations in a town makes it grow. pax mail or freight, makes no difference. :)
 
03:50:03  <Sonny_Jim> And they grow equally on all sides?  What if one side is hemmed in by a station, does that stop it growing?
 
03:53:10  <Pikkaphone> if it can't build a road across then obviously it can't keep going. But yes, barring any newgrf town set magic (and thanks for the idea!) they should grow evenly.
 
03:53:34  <Pikkaphone> if it can't grow one way it'll grow another
 
03:59:43  <Eddi|zuHause> Sonny_Jim: dead end roads reduce the town growth. try to have as many bridges across your rails as possible and remove dead ends
 
04:00:36  <Eddi|zuHause> Pikkaphone: i'd leave affecting town growth to the game scripts
 
04:01:11  <Pikkaphone> good job I'm not you, then. ;)
 
04:01:34  <Eddi|zuHause> that would suck indeed. nothing would ever get done :p
 
04:02:43  <Eddi|zuHause> Sonny_Jim: note that this works better with the "better roads" layout. grids, while having overall better growth, will just rebuild the dead ends at all costs
 
04:03:29  <Eddi|zuHause> and original is just terrible...
 
04:05:31  <supermop> i wish the grids could be of arbitrary size
 
04:09:34  <Eddi|zuHause> that's a trivial patch
 
04:13:20  <supermop> a non square rectangle would be nice, and blocks that are 4 tiles deep instead of 2 or 3 would let me abuse 2x1 and 2x2 houses
 
04:14:24  <supermop> I was thinking about trams yesterday while riding one downtown and over some shunting points -
 
04:14:55  <supermop> i feel i have a completely different set of interest in this game than most people
 
04:17:05  <supermop> i feel like i would love just planning the minutia of things like what tracks get junctions where, how to design platforms at a station, where to place layup shunts for trams or trains to turn around in,
 
04:18:21  <supermop> i often build terminal stations with a yard just before, and timetable trains to enter at one platform, leave empty to go wait in the yard for a while, then go back to load up on passengers and start a new run
 
04:18:43  <supermop> for no reason, other thaan for some reason i like scheduling them to do stuff like that
 
04:19:23  <supermop> stuff that seems to be the textbook example of way too boring to be in a game
 
04:21:43  <supermop> and i often find myself wondering if a station I am building should have an overpass for passengers or an underpass
 
04:30:53  <supermop> Pikkaphone: should i make spreadsheet for trams?
 
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05:19:15  <Pikkaphone> supermop : if you want. I started one for the couple I coded so far.
 
05:28:03  <supermop> how do you specify the space to leave between vehicle segments? should i make transparent fake vehicles for those parts?
 
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09:00:27  <Pikkaphone> supermop - space between vehicles? How do you mean? I can easily code up invisible spacers if required (like at the ends of the As)
 
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09:50:32  * V453000 has decided to make 9-part articulated unit trains instead of 10 units
 
09:50:38  <V453000> having 1 center units sounds like a good idea
 
09:51:17  <supermop> Pikkaphone: i've been just drawing boxes for the size of the hard parts of the tram vehicles, leaving the bellows part 'blank'
 
09:51:59  <supermop> so i have the boxes to reference when drawing the real parts
 
10:15:26  <supermop> i wonder if 2015 is too late for drop crotch pants
 
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10:50:06  <V453000> could be good if you drop shit in them
 
10:55:19  <supermop> too late to dress like circa 2011 kanye all the time
 
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11:11:42  <supermop> people still wearing them in melbourne
 
11:12:40  <V453000> some here too dont worry bout it
 
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11:16:47  <Eddi|zuHause> i never understood the point of those...
 
11:19:03  <V453000> hm can I be using the same template for x1 8bpp and 32bpp with recolour mask?
 
11:19:22  <V453000> like, can spriteset () have the same template as alternative_sprites that way? :d
 
11:22:00  <planetmaker> V453000, no, as the 32bpp needs the mask which the 8bpp one doesn't
 
11:22:09  <V453000> that is what I thought
 
11:22:18  <planetmaker> you might use nested templates, though
 
11:22:26  <planetmaker> but not sure they're really that helpful
 
11:22:39  <planetmaker> depends on how and what :)
 
11:22:41  <V453000> ok fuck it I will just use 3 various templates
 
11:23:00  <V453000>  / except it is times 9 XD
 
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14:25:10  <V453000> purchase sprites also have ZOOM_LEVEL_NORMAL, IN_X1 and IN_X4?
 
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14:29:51  <planetmaker> they can have also 1x,2x,4x
 
14:30:19  <planetmaker> there's GUI zoom, you know :)
 
14:30:49  <V453000> so I guess I just provide NORMAL
 
14:31:08  <V453000> which are already a bit bigger
 
14:31:38  <V453000> I like what pikka does with pineapples
 
14:32:03  <planetmaker> but he did so when there was no GUI zoom yet.
 
14:32:07  <planetmaker> it's not nice to break that
 
14:32:25  <planetmaker> it's the same shit as zbase offering totally off-scale gui
 
14:32:39  <V453000> sure but when you set gui zoom to x2, everything enlarges
 
14:32:47  <V453000> with this the size stays
 
14:33:04  <planetmaker> and it totally breaks that feature of gui zoom
 
14:33:41  <V453000> ok so does it basically mean I have to provide x1 x2 and x4 or just x1 and x4 is nuff
 
14:33:56  <V453000> I guess x2 isnt a huge issue
 
14:33:59  <planetmaker> thus all this shit of hackish-fix-within-newgrf-what-should-be-gui makes any reasonable change to that about even more nasty
 
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14:34:03  <V453000> for me to create that is
 
14:34:32  <V453000> to me, gui zoom x2 looks fugly on all levels
 
14:34:40  <V453000> but I would like only train purchase sprites bigger
 
14:34:48  <planetmaker> yes. But it's really, really bad to break the GUI sizes
 
14:35:10  <V453000> the gui was even made to adapt to purchase sprite size like last year?
 
14:35:11  <planetmaker> I also believe that the GUI 2x zoom is too much
 
14:35:14  <V453000> for bigger ships and shit?
 
14:35:35  <planetmaker> of course, GUI adopts to the sprite sizes, yes
 
14:36:07  <planetmaker> imho openttd needs a 1.5x zoom for gui
 
14:36:12  <Eddi|zuHause> i always wanted a bigger sprite in the details section of the purchase window
 
14:36:22  <planetmaker> and ^ is a good idea, too
 
14:36:27  <planetmaker> instead of huge ones in the list
 
14:36:41  <V453000> that cant be done from newgrf side at the moment can it
 
14:36:45  <planetmaker> Eddi|zuHause, write a patch :)
 
14:37:14  <V453000> so I will just provide x2-ish as normal zoom for now and see about it later
 
14:37:46  <planetmaker> bah :S that sucks. I hate 2x sprites in purchase lists. gives you no overview at all
 
14:38:18  <V453000> is why I say ish, might be 1.5 :P
 
14:38:50  <juzza1> redraw _everything_ at 1.5x is obviously the solution
 
14:40:04  <chillcore> hey hey hey, back off ... eddi is busy with regex already ... :P
 
14:41:44  <Eddi|zuHause> yeah, for about 5 years :p
 
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15:18:33  <V453000> I just did a check for position_in_vehid_consist and didnt realize different articulated vehicles count as different units in that consist XD
 
15:19:39  <V453000> guess position in consist should work if I always have vehicles articulate same amount of units
 
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15:46:16  <V453000> hmm guess I cant put variables into templates
 
15:49:22  <V453000> eh nevermind the offset mass-changing is pointless, I need to do it view by view anywya
 
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17:28:23  <Eddi|zuHause> RIP leonard nimoy :/
 
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18:16:40  <Samu> this works, but it's overkill
 
18:18:21  <Samu> it isn't actually working 100% without introducing another problem, water maintenance counting is wrong
 
18:18:46  <Samu> but that's because this is not the right way to get the value from a bit to restore it later
 
18:19:01  <Samu> what is the correct way to use backup?
 
18:20:32  <Alberth> I have no idea what it does at all
 
18:22:46  <Samu> okay, i want to use backup to get the value of bit 4 of that current tile
 
18:23:09  <Samu> then restore it right after the CMD LANDSCAPE_CLEAR
 
18:23:19  <Samu> and then proceed to MakeIndustry
 
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18:24:35  <Samu> it is also restoring canal maintenance for whoever company had a canal there, it's overkill
 
18:25:00  <glx> why not just store the owner before clear then pass it to makeindustry ?
 
18:25:32  <glx> you overcomplicate things I think
 
18:27:52  <Samu> how do I store the owner?
 
18:28:16  <glx> Owner old_owner = GetTileOwner(tile)
 
18:28:40  <Samu> oh, i had trying a similar thing
 
18:29:39  <Samu> in this case it's cur_tile
 
18:29:43  <glx> (note that my code may be wrong, but the idea is there)
 
18:50:51  <Alberth> the simplest solutions are the hardest to find :p
 
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18:52:35  <Leander_> I've restarted playing openttd lately, and I'm quite enjoying
 
18:53:43  <Leander_> but (of course, there is a "but") there's a strange sound effect and I have no idea whether the game is trolling me or what
 
18:54:09  <Leander_> I regularly hear people singing "chaca chaca chaca chaca chaca choo chooooo"
 
18:55:11  <Leander_> it's really puzzling me and I have no idea where it comes from and why it is triggered
 
18:57:40  <Terkhen> toyland? some newgrf?
 
18:59:20  <Leander_> I don't think it's toyland, I checked all the wav files from opensfx
 
19:01:30  <Leander_> so any newgrf that I download can add sound effects?
 
19:03:27  <Terkhen> well, I don't know what you are using
 
19:05:34  <Leander_> I have 8/32bpp trains 2cc, FIRS 1.3, Original vehicles cargo set, Vacuum Tube Train (Vactrain) Set, Vacuum Vehicle Wagon, eGRVTS 2.0
 
19:11:45  <Terkhen> neither of those looks as if it should be doing weird noises, I guess you will have to enable them separately to find which one is causing trouble
 
19:13:04  <Leander_> is there any tool to open a grf file and see what is inside?
 
19:14:01  <Terkhen> you can find the source of most of those NewGRFs in their project pages
 
19:16:15  <Leander_> ok thanks, I'll try to find out where that comes from
 
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19:19:14  <Leander_> okay, I just realised, it's every time I start a tramway
 
19:19:53  <Leander_> I usually do that in pause mode, and the effect only plays when I unpause the game
 
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19:24:31  <V453000> can someone explain to me what justifies the 40/10? it _should_ be 35/10 :0
 
19:25:54  <V453000> 9 articulated parts, the template automatically assigns offsets from the "part" parameter
 
19:26:49  <V453000> and since they are related from part 5 - the center, I am WTF why does part 1 decrease by 3,5, and part 9 by 4
 
19:31:09  <frosch123> V453000: what would justify 35/10 ?
 
19:31:33  <frosch123> and odd number divided by 10 is defintely weird
 
19:32:37  <Samu> there may be a bug with magic bulldozer for the changes I am doing
 
19:33:44  <Samu> if the industry dies of natural death, then it's working fine
 
19:34:04  <Samu> if it was magic bulldozed, then... :(
 
19:34:07  <Eddi|zuHause> V453000: i don't understand what you're doing. each length unit is 4px*zoom in – direction, 2px/1px*zoom in / \ directions, and 2px in | direction
 
19:36:56  <Samu> nevermind, there is no bug
 
19:37:01  <Eddi|zuHause> nml does integer maths, unless you force it
 
19:37:01  <Samu> magic bulldozer worked fine
 
19:51:08  <V453000> Eddi|zuHause: I am making that difference, and putting it to the cut parts individually
 
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19:51:39  <V453000> but even if 35/10 is 3, then the 40/10 is clearly 4
 
19:52:01  <V453000> which means part 1 and part 9 are different, but they draw correctly - despite theri distance from central part 5 is the same
 
19:53:54  <V453000> the p-5 does that, if part is 5, offset is relative 0
 
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20:45:44  <roidal_> is there something like a standard-AI?
 
20:46:00  <Eddi|zuHause> and you fare better if you have many different AIs
 
20:46:19  <Eddi|zuHause> multiple of the same AIs tend to get in each others way, because they think too much alike
 
20:47:03  <roidal_> gibts eine die empfehlenswert ist?
 
20:47:20  <Eddi|zuHause> i don't know that...
 
20:47:44  <Eddi|zuHause> i never play with AIs
 
20:48:45  <Samu> my dilema: when loading an old save game where oil rigs were built on canals, it is impossible to know who were their owners. When trying to convert that bit, I have no idea what to set it like
 
20:48:47  <Samu> so i load an old save game with oil rigs built on canals
 
20:48:58  <Samu> since the old behaviour is to set that bit 4 to 0
 
20:49:36  <Samu> i have no idea now how to convert to the new behaviour
 
20:49:36  <Samu> canals can have various owners
 
20:49:56  <Samu> if neutral, then bit 4 is 1
 
20:53:28  <Samu> if it's someone canal, then bit 4 is 0
 
20:53:29  <Samu> but since the old behaviour was always turning it to 0, how could I guess now who owned it?
 
20:53:55  <Samu> I could assume it as neutral
 
20:53:55  <Samu> it's not entirely correct, but once oil rig bankrupts
 
20:53:55  <Samu> the canal belongs to OWNER_NONE
 
20:54:18  <roidal_> can AI-scripts cheat?
 
20:56:43  <Samu> it looks I don't have to pump up a savegame version
 
20:57:15  <Eddi|zuHause> roidal_: no, AI can do exactly what a player can do
 
20:58:11  <Pikka> no AI can do exactly what a player can do? :)
 
20:58:11  <Pikka> or perhaps NoAI can do exactly what a player can do
 
20:58:11  <Samu> therefore the AI can cheat
 
20:58:46  <Pikka> a player can't cheat in multiplayer
 
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20:59:15  <Pikka> AI cannot play singleplayer :)
 
21:01:08  <Pikka> AI can do what a "player" can do, not what "someone who plays OpenTTD" can do.
 
21:01:08  <Samu> start new game is single player
 
21:01:09  <Eddi|zuHause> Pikka: depends on what you mean with "can"
 
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21:01:59  <Samu> there can be ais in single player game
 
21:02:05  <Pikka> I guess I should buy train fever while it's on special, for research porpoises...
 
21:02:07  <Samu> i was wondering if AIs could cheat when the game was started as single player
 
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21:07:53  <Pikka> perhaps they should be able to
 
21:12:09  <roidal_> what value shows "money" in the output of the "companies" command?
 
21:12:33  <roidal_> it differs from my actual money. is this because of different unit?
 
21:13:36  <Eddi|zuHause> Samu: so what would be the point of that?
 
21:13:53  <Eddi|zuHause> Samu: the AI switches company into yours, removes your stuff, and switches back?
 
21:14:59  <frosch123> roidal_: internal money unit is £
 
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21:25:25  <frosch123> it's netsplit day :)
 
21:26:32  <Eddi|zuHause> it's celebrating the FCC's decision to force net neutrality onto ISPs?
 
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21:52:08  <Samu> if (IsTileType(t, MP_INDUSTRY && water class of this tile is not canal) {
 
21:52:08  <Samu> help me translate that part lol
 
21:54:25  <Samu> if (IsTileType(t, MP_INDUSTRY && (WaterClass(t) !=WATER_CLASS_CANAL) { ?
 
22:03:08  <Samu> if (IsTileType(t, MP_INDUSTRY) && HasTileWaterClass(t, WATER_CLASS_CANAL) {
 
22:03:41  <Wolf01> at least try to close the same number of the parenthesis you opened
 
22:04:20  <glx> and this test is for industries on canal
 
22:04:52  <Samu> 			if (IsTileType(t, MP_INDUSTRY) && HasTileWaterClass(!WATER_CLASS_CANAL)) {
 
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22:09:45  <Samu> 			if (IsTileType(t, MP_INDUSTRY) && !HasTileWaterClass(WATER_CLASS_CANAL)) {
 
22:11:19  <Wolf01> doesn't VS help a little with intellisense and syntax errors highlight?
 
22:17:50  <Wolf01> maybe it's because I'm too used to PHPStorm where you use smart autocomplete and the code writes itself
 
22:17:50  <Samu> it runs but not doing the correct thing
 
22:17:51  <Wolf01> and: what are you trying to achieve?
 
22:17:51  <Samu> when loading a savegame below version 195, all industry tiles that are not canals, SB(_m[t].m1, 4, 1, 1);
 
22:17:51  <Samu> for industries that are canals I want it to do nothing
 
22:17:51  <Samu> built on canals would be the correct wording
 
22:17:51  <Wolf01> then it could be the the HasTileWaterClass() function which might want you to pass it the "tile" t
 
22:17:52  <Samu> how would it act according to which class is it
 
22:19:26  <Samu> if (IsTileType(t, MP_INDUSTRY) && !HasTileWaterClass(t)) {
 
22:20:16  <glx> should be true for industries on dry land
 
22:21:08  <glx> industry tiles always have waterclass
 
22:22:13  <glx> the test is always false for industry tiles (true && !true)
 
22:22:36  <Wolf01> ok, but why do industry tiles are water class?
 
22:23:29  <glx> yes your test is always false
 
22:23:49  <Wolf01> I had a weird dream... industries flooding the map
 
22:24:24  <Samu> if waterclass is sea, pass the test
 
22:25:14  <glx> I think you don't understant what HasTileWaterClass() does
 
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22:53:54  <Wolf01> I'm not so good at cluedo :(
 
22:58:58  <Eddi|zuHause> i probably haven't played that in 20 years...
 
23:01:56  <Samu> Error! Disconnecting train
 
23:02:12  <Eddi|zuHause> means you screwed up royally
 
23:03:05  <Eddi|zuHause> Samu: that means an engine moved, but couldn't drag its wagons with it
 
23:03:28  <Samu> i was messing with waterclasses not trains
 
23:03:35  <Samu> waterclasses and industries
 
23:03:54  <Eddi|zuHause> maybe you changed something that was required for something entirely different
 
23:03:55  <Samu> how do I get the waterclass from an industry tile?
 
23:04:46  <Wolf01> we should get rid of that error with new disasters and shunting
 
23:05:00  <Wolf01> eh, but GetWaterClass() doesn't like when you pass it a non water tile :D
 
23:05:16  <glx> industry tiles are valid for that
 
23:05:34  <Wolf01> maybe he doesn't loop only industry tiles
 
23:06:13  <Samu> GetWaterClass(t); if (!IsCanal(t)) {}
 
23:06:47  <glx> IsCanal() works for MP_WATER tiles only
 
23:08:59  <glx> then you can't use IsCanal()
 
23:09:21  <glx> but you can use GetWaterClass(t) != WATER_CLASS_CANAL
 
23:10:24  <Samu> there is no way to extract the water class of an industry tile?
 
23:10:59  <Samu> 			if (IsTileType(t, MP_INDUSTRY) && (GetWaterClass(t) != WATER_CLASS_CANAL {
 
23:13:04  <Samu> oh, if (IsTileType(t, MP_INDUSTRY) && (GetWaterClass(t) != WATER_CLASS_CANAL)) {
 
23:13:04  <Samu> zomg so that's how you do it
 
23:19:28  <Samu> omg yes, testing it, works
 
23:19:34  <Samu> just not sure if it's the right assumption
 
23:19:37  <Samu> what is more likely to find? canals with no owner or canals owned by someone?
 
23:19:38  <Samu> canals with no owner = 1, canals owned by someone = 0
 
23:20:55  <Samu> pre-patch always puts a 0, when oil rig dies in pre-patch, it puts a 1
 
23:22:08  <Samu> post-patch can be 1 or 0, when oil rig dies in post-patch, it puts a 1
 
23:22:50  <glx> it doesn't put a 1, it sets the owner to one of the >0x10 one
 
23:22:54  <Samu> loading pre-patch savegame, loads it as 0, then conversion takes place, but i's impossible to know what to convert to
 
23:28:47  <Samu> i'm not sure if 0 is the "better correct" assumption
 
23:28:50  <Samu> going back to landscape grid and landscape
 
23:28:50  <Samu> 0 seems to be the answer
 
23:28:51  <Samu> or actually, not correcting it
 
23:28:51  <Samu> which let's it stay as 0
 
23:29:14  <Samu> thx, for this part I'm done. now wondering if i really need to pump up savegame version
 
23:33:18  <Samu> load as 194, convert, save as 194
 
23:33:21  <Samu> or load as 194, convert, save as 195
 
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23:44:30  <Samu> loading post-past savegame on pre-patch game
 
23:45:31  <Samu> and there is no problem with that apparently
 
23:46:06  <Samu> alright, time to share the patch
 
continue to next day ⏵