IRC logs for #openttd on OFTC at 2015-03-15
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00:49:20 <chillcore> hmm ... corrupt sprite again ... this time in ogfxi_logos
00:52:37 <chillcore> it is that mysterious moreheightlevels bug that I still can not trigger on demand
01:02:25 <chillcore> yay, with really extreme params I can trigger it and/or make game crash ... let's hope I still can in a debug build
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03:07:49 <chillcore> bugs everywhere ...
03:08:45 <chillcore> still the same ... for every thing I fix 2 things emerge :P
03:09:36 <chillcore> I dunno who is going to end up reviewing my code but I do know it is going to be fun fun
03:15:33 <chillcore> still got a lot of cleaning up to do but this patch queue is getting way bigger then anticipated
03:16:40 <supermop> what are you patching
03:16:59 <chillcore> at least I still feel like getting somewhere except for this one bug that is in trunk and is caused by MHLs vieport code (I think)
03:17:45 <chillcore> custom smoothness (and then tuning presets) so that trunk has some nicer terrain generation
03:19:20 <chillcore> it works but this gui stuffs ... interaction with other guis and sliders and values overflowing and so on and so on
03:19:32 <chillcore> its like the gift that keeps on giving :P
03:22:05 <chillcore> you may want to check the later screenshots, currently adding magic boxes for the other values besides scale
03:23:02 <chillcore> how's your tramtracks and roads going?
03:29:04 <chillcore> I was just checking them out ;)
03:31:48 <chillcore> just them corners ... as mentioned before the lane-lines should follow the curbs a bit more
03:32:16 <chillcore> lorry's can not make such turns, IRL that is
03:33:11 <chillcore> but the noise in the asphalt is amazing
03:33:23 <chillcore> did you use wally for that?
03:34:11 <supermop> no - just a built in procedures in rhino
03:34:27 <supermop> its essentially a granite process
03:35:09 <supermop> you can make a material that has 'flecks' for a 2nd material interspersed in it
03:35:31 <supermop> and control the properties of the two separately
03:36:02 <supermop> and further divide each of the base and spot materials again into another granite process
03:36:26 <supermop> the road paint is similar but a marble process
03:36:48 <supermop> the main material is a gritty bumpy white, and the vein material is transparent
03:37:00 <supermop> so the asphalt shows through in cracks
03:38:07 <supermop> the asphalt is like a black tar type material with three different kinds of rock in it
03:39:39 <chillcore> It definately shows you've put some effort into it
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03:49:53 <supermop> yeah the newer versions of the software can do even more
03:50:14 <supermop> but for these small scales you can get ok results with the old one
03:50:35 <supermop> the only thing is that its hard to add grime or dirt
03:52:44 <chillcore> I don't think you need that anymore with the level of noise you have now?
03:55:59 <supermop> not sure i think there should be slight gradient change in darkness of road surface from center to edge
03:56:46 <supermop> i would like to add storm drains too but i think they would get to repetitive to see a drain on every tile
03:58:42 <chillcore> as in rubber that is left behind, ye that could make them even look better
03:59:26 <chillcore> would be cool if you could randomize used tiles as eddi sugested
03:59:40 <chillcore> no idea how to code that though
04:00:17 <supermop> someone would need to write a patch for it
04:07:52 <chillcore> hmm there is code for decorations ... but I really sux at bit manipulation
04:14:30 <chillcore> trees and streetlights on pavement
04:15:10 <chillcore> there are eight roadside types in total
04:15:20 <chillcore> you've got a source checkout?
04:19:26 <chillcore> not sure which sprites they are ... most lkely it is seperate trees and streetlights which get pasted in dependant on zone
04:20:20 <chillcore> emphasis on most likely ... NewGRF is not my strong point ;)
04:21:43 <supermop> yeah there are streetlights in base set
04:21:50 <supermop> but they are very basic
04:22:14 <supermop> i dont think they could be used to modify the sidewalk by overlays
04:22:45 <supermop> as if you drew a flat piece of sidewalk for the streetlamp sprite it would still be flat on a slope
04:23:50 <supermop> i think you would need a patch to along for a road new grf to specify additional possible sprites to use? i have no idea about how the actual game code works
04:24:42 <supermop> do the little lane drivewways look best with cobblestones or asphalt?
04:26:51 <chillcore> cobble ;) just the tile on the right side, the bottom driveway is a tad too bright? or the white 'lines' seem to go in the wrong direction?
04:28:41 <chillcore> nitpicking details ^^^ my eyes are rather tired and might see it differntly tomorrow ;)
04:29:07 <chillcore> the gutters look great
04:29:32 <chillcore> also there will be vehicles wizzing around and peeps should be busy playing
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04:31:22 <supermop> the cobbles do run along the length of that that drive rather that the width
04:31:31 <supermop> your eyes do not lie
04:32:27 <supermop> here in the laneways, cobbles run in courses parallel to the lane for most of the length, but sometimes at a crossing or junction they then run perpendicular
04:32:53 <supermop> so once i noticed my texture mapping error, I could not decide how to resolve it
04:33:34 <supermop> as the driveways are crossing sidewalks, i think the cobbles should be perpendicular to the lane, parallel to the sidewalk, as in the big driveway
04:34:02 <supermop> however, showing them the otherway could hint at the normal lengthwise character
04:36:01 <supermop> now i just need to do the non-sidewalk road dead end
04:36:42 <chillcore> k ... here the cobble in the gutter and the driveways does not flow in one another, most of the times
04:37:03 <supermop> maybe i will have the road die into gravel
04:38:40 <chillcore> hmm I get what you mean but you can not predict what will be on the other side of the gravel, again
04:40:34 <chillcore> could be anything really ... the side of a depot or station, grass, trees, monument, whatevs except for road as then it would connect
04:42:43 <chillcore> correction ... two halftile roads facing eachother do not connect
04:45:25 <chillcore> as long as you do layered stuffs you can experiment as much as you want and maybe code options in your NewGRF later on even
04:50:10 <chillcore> but as a general rule ... don't worry too much about what could be there, usually if your newGRF is uniform in style (and complete) it comes out pretty good
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05:32:14 <chillcore> hmm ... nappy time. good night o/
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08:30:34 <supermop> actually playing a game
08:31:17 <Pikka> you should a server, andythenorth
08:31:50 <supermop> andy should a server
08:32:03 <supermop> i'd play an all andy server
08:32:31 <andythenorth> but also lots of unreleased newgrfs in my games
08:32:38 <andythenorth> makes server tricky
08:32:44 <andythenorth> also much parenting to do
08:33:56 <Pikka> when are we getting the new hogs? ;)
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08:34:09 <Pikka> when is supermop getting his new trams?
08:34:34 <supermop> am i getting a tram?
08:34:46 <Pikka> the ones you sent a while back... I should get on those. :)
08:35:09 <supermop> well i'm more focused on drawing and rendering this road set now
08:35:28 <supermop> i've self-imposed a design freeze now
08:35:54 <supermop> so no more modelling until after a first release
08:38:44 <andythenorth> ok can haz alpha-10 road hog now
08:39:13 <andythenorth> especially moar translations
08:39:18 <andythenorth> rest is just a few sprites and stuff
08:43:22 <andythenorth> so eh 13k downloads of Squid, and no feedback / suggestions in forums
08:43:27 <andythenorth> this is a good thing, yes/no?
08:49:39 <andythenorth> also, is a translations release 2.1.0 or 2.0.1?
08:57:45 <supermop> no feedback is good feedback
08:59:46 <andythenorth> can haz Squid 2.0.1
08:59:57 <andythenorth> of very little interest to you unless you’re Polish or Italian or German
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09:07:02 * andythenorth too early for the comma rules
09:13:28 <supermop> i guess i need to draw a little concrete saw and hole for roadworks sprite
09:14:29 <supermop> bollard for do not enter?
09:17:40 <supermop> already violating design freeze
09:19:01 <supermop> should a zebra crossing have a stop line behind it, or no need to bother?
09:19:30 <supermop> i'm thinking to make a zebra crossing across the terminating road on a T junction
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12:13:21 <DorpsGek> Commit by frosch :: r27187 /trunk/src (3 files in 2 dirs) (2015-03-15 13:19:58 +0100 )
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13:43:20 <chillcore> 193.4 kb of patches so far ... not done yet and still need to shorten code
13:45:09 * andythenorth needs some new BB goals
13:45:35 * andythenorth wonders about a ‘roll the dice’ button :P
13:50:35 * chillcore mentions a certain Aiai Caramba connects stuffs by road ... at random
13:54:27 <Alberth> andy, as in, you don't want to wait for completion? :)
13:55:17 <andythenorth> as in, 5 out of 7 goals are currently unstarted
13:55:19 <andythenorth> with 2 years to run
13:55:26 <andythenorth> and not very interesting also
13:55:58 <andythenorth> maybe I should have 10 goals
13:55:59 <Alberth> newer BBs allow finishing at an arbitrary rate, mostly
13:56:07 <andythenorth> this is latest from bananaramas
13:56:36 <andythenorth> so if I start a 2 year goal, I don’t have to complete within 2 years?
13:56:37 <Alberth> if you deliver something every 7 years, the goal will stick
13:57:07 <Alberth> 2 years from now, or it's expired :)
13:57:22 <Alberth> it's fine to deliver at a higher rate too :p
14:00:58 <Alberth> every time you deliver a non-zero amount, the timer starts again
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16:16:30 <andythenorth> wondering if I am
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16:40:28 <DorpsGek> DanMacK: Andythenorth was last seen in #openttd 22 minutes and 26 seconds ago: <andythenorth> like fight club
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17:45:21 <DorpsGek> Commit by michi_cc :: r27186 trunk/src/road_cmd.cpp (2015-03-14 15:27:07 +0100 )
17:45:22 <DorpsGek> -Codechange: Rename AlwaysDrawUnpavedRoads() to better reflect what it does.
17:47:17 <frosch123> that's not the translator commit :p
17:47:43 <frosch123> there was actually no translator commit
17:48:28 <Alberth> dorpsgek goes back in time :)
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17:52:39 <andythenorth> felt like a DanMacK time of day
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19:41:37 <juzza1> how can i edit issue description in devzone?
19:47:59 <Eddi|zuHause> i always found these buttons extremely hidden
19:48:56 <Alberth> somewhat, although github is much better at hiding possibilities :)
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20:20:24 <DorpsGek> Commit by translators :: r27188 trunk/src/lang/korean.txt (2015-03-15 21:20:16 +0100 )
20:20:25 <DorpsGek> -Update from WebTranslator v3.0:
20:20:26 <DorpsGek> korean - 2 changes by telk5093
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23:22:58 <OldManPopo> Quickie Question: Trains set to full load seem to cap out produced items around 70%, I thought (And I may have thought wrong) I remembered that if you get away from Full Load and just let them run free that production levels will increase? Is this true? It's been a while since I tried really hard at the mechanics. Wiki doesn't seem to have this information anywhere
23:36:12 <OldManPopo> I'm guessing my brain isn't processing that correctly, it looks very confusing. I have Very Good and Excellent ratings from my station, but transported levels aren't going above 76%.. Perhaps I'm confusing some numbers somewhere?
23:37:04 <OldManPopo> There's virtually no delay on trains arriving at the station to take the goods away
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23:42:46 <OldManPopo> So if I'm reading this right, on a standard 256x256 map, there's a 16.7% chance that any given industry will boost it's production.... If that 16.7% chance succeeds, my station, with it's Very Good and Excellent ratings, has a 67% chance to increase it's production levels, if it fails the 67% chance of increase, it will decrease production levels... Am I getting that right? :)
23:45:13 <OldManPopo> Ugh... hold on.. I'm using Smooth Economy... That changes the rules even further..
23:46:02 <_dp_> ye on smooth economy there is extra bonus for > 80% rating, but you got the idea
23:47:14 <OldManPopo> So since I can't seem to get my ratings above "Very Good" with Full Loads on (there's like a few months out of the year it seems to hold onto Excellent), the production holds steady around 70-75%
23:47:44 <_dp_> try building statue or renewing engines
23:48:00 <_dp_> advertising also helps if within range
23:49:08 <OldManPopo> Engines are the best Diesels available currently, so it's running as fast a train as I can for the now. I may have to try the statue thing, see if that helps. I'm making good money as it is, but I'm greedy and want more ;)
23:51:08 <OldManPopo> So the numbers I should be monitoring isn't the production percentage, but rather my rating from the station.... The Production level is the end result of my rating
23:52:05 <OldManPopo> And my rating is determined by how quickly in and out my trains take the items from the station
23:56:21 <_dp_> on that page you can also see full list of factors that determine rating
23:56:54 <_dp_> like not only speed, but an age of engine matters too. there is no easy way to renew same engine tho(
23:57:34 <_dp_> but statue is the easiest one, so definitely build it if you haven't done it yet
23:58:15 <OldManPopo> I know there's a setting in there somewhere for what time to renew it (I think it defaults to 6 months past due date, or something like that). I suppose that could be tweaked
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