IRC logs for #openttd on OFTC at 2015-03-31
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01:11:54 <Samu> how do I hide my email address from the forum?
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03:14:43 <chillcore> something is broken
03:14:57 <chillcore> when I build a dock on river and bomb it
03:15:04 <chillcore> the river is still there :P
03:15:32 <chillcore> gong to have a look maybe at industructable rivers
03:29:49 <Supercheese> Indestructible rivers is good
03:30:00 <Supercheese> I would like that feature
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03:35:35 <chillcore> allow destryoing with magic bomb or not?
03:36:00 <chillcore> in normal game that is ...
03:36:30 <chillcore> not sure about that part
03:37:22 <chillcore> one the one hand I would allow but then the river is cut ... can not build it so ...
03:37:38 <chillcore> there is always scenario editor to remove parts
03:37:48 <chillcore> first cutting the crap
03:42:11 <Supercheese> Yes, make it like transmitters/lighthice
03:42:23 <Supercheese> normally immune except for magic dozer
04:03:31 <chillcore> been stuck on this all week
04:04:41 <chillcore> ^^^ spoiler alert: old shool trance for those of you who do not like that ...
04:27:42 <chillcore> hmm ... if I am not carefull with cutting this is going to turn out pretty much a oneliner ...
04:28:13 <chillcore> it is only when bombing canal that the river is destroyed along with it
04:28:40 <chillcore> then just keeping peeps from bombing river should do it ...
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05:17:55 <supermop> who doesn't like oldschool trance
05:18:30 <supermop> i've said it before and i'll say it again: if i had a time machine it would go to 1998 and 1998 only
05:18:55 <supermop> odd request but i like it
05:19:27 <chillcore> there are a few of ye older goats who do not :P
05:19:53 <chillcore> just warning them as I posted at a very early hour ... for europeans that is
05:20:30 <chillcore> talking about goats ... my beard is really getting grey
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05:41:30 <chillcore> cool no terrforming rivers no more, destroying canal keeps river intact, just need to stop peeps from bombing the river normally and done
05:42:02 <chillcore> ^^^ with a quarter of the code I had here
06:06:33 <chillcore> this going to be a few patches
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06:09:05 <chillcore> ^^^ setting removing flags properly
06:13:47 <Flygon> Having a Civ II style map WOULD be very neat
06:13:57 <Flygon> But at the top and bottom of the map, it's serrated
06:14:06 <Flygon> And the left and right are looping scrolling
06:14:14 <Flygon> Of course, modifying pathfinding would be fun
06:14:25 <Flygon> Civ II's got pathfinding problems going from, say
06:14:54 <Flygon> Instead of going one square over
06:15:02 <Flygon> It'll literally go the opposite direction...
06:15:07 <Flygon> The pathfinder is borked
06:15:42 <chillcore> cheating ... bigtime
06:15:53 <Flygon> They fixed the bug in Alpha Centauri
06:16:03 <chillcore> say I pick up coal at 12, 2047
06:16:13 <chillcore> and take it to 12, 1
06:16:41 <Flygon> I can see how more than pathfinding would need to be completely rewritten
06:17:30 <chillcore> yes ... there is an old patch somewhere
06:18:12 <Flygon> Another neato one would be Alpha Centauri style height levels, but... that's also completely changing the entire game and needing a 3D renderer :b
06:18:42 <Flygon> Then again, I'm completely insane
06:18:44 <chillcore> then there is industries being built half on one side and half on the other?
06:19:03 <Flygon> I'm the sort of guy that can see addtional gameplay depth in... well
06:19:09 <Flygon> Having heightmaps for under the water
06:19:28 <Flygon> Y'know, for making the distinction between river and ocean ships distinct
06:19:55 <chillcore> hehe that is one of andy's ponys, and yours too it seems
06:20:26 <Flygon> I got sick of riding horses
06:20:29 <Flygon> Rode them for 15 years
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06:21:08 <Flygon> I'm just the guy that also wants subterranian play too :B
06:21:17 <Flygon> And having completely 'flat' water makes no sense if that ever becomes a thing
06:21:56 <chillcore> if you're on them all the time I can imagine it gets tiresome
06:22:17 <chillcore> needs additional map layers
06:22:48 <chillcore> there was a patch for that too
06:22:56 <Flygon> But it wasn't really a 'complete' patch
06:23:13 <Flygon> Having a full blown x,y,z system, fully 3D
06:23:20 <Flygon> Instead of z being.... well, what it is now
06:23:48 <Flygon> Though, OpenTTD still has a more advanced map system than Ragnarok Online
06:23:59 <Flygon> Ragnarok Online manages to somehow have 2D-only maps
06:24:05 <Flygon> In a game that's near 100% 3D...
06:24:14 <Flygon> So you can only move on x,y coords
06:24:31 <Flygon> The z just exists to set how HIGH the character/object is on a specific tile...
06:24:56 <Flygon> Can't create a walkable bridge over a walkable path
06:25:06 <Flygon> It's basically the exact same problem DooM has
06:25:28 <chillcore> so 2.5D a 3D engine
06:25:36 <chillcore> hmm doom has that too?
06:25:46 <chillcore> I can not remember exactly
06:25:55 <Flygon> Yeah. DooM's internal maps are also completely 2D
06:26:04 <Flygon> The z axis is purely just for show
06:26:25 <chillcore> I need a new Xbox 360 to test melted it somehow
06:26:48 <Flygon> btw, anyone here screaming in their head that I'm wrong in some aspects
06:27:26 <chillcore> I really can not remember f I ever walked under a walkable surface
06:28:12 <Flygon> Ragnarok Online works the same way as DooM, except it's an MMORPG with an actual 3D renderer
06:28:37 <Flygon> (and actually really pretty for a 2001-2003 era game... shame it's aged poorly. Also the 3D renderer used a LOT of tricks that broke on newer graphics card)
06:29:22 <Flygon> (such as trying to use the graphics card equivilant of hscroll to shift the screen left and right at specific scanlines to simulate hallucinating without any rendering time required)
06:30:19 <Flygon> (but newer graphics cards required this, so they had to softrender this... this brings even modern cards to their knees because the softrender is just very inefficient)
06:30:53 <Flygon> (so, yeah. The game used a graphics rendering technique that ended up making the game run better on older hardware than newer hardware. Because, fuck sanity. :D)
06:31:19 <chillcore> ever been in club doom?
06:31:30 <Flygon> About to take a shower, tho
06:31:42 <chillcore> see ya later then ;)
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07:11:41 <chillcore> that was 32 mins :(
07:24:18 <Eddi|zuHause> snow snow snow snow lovely snow
07:25:58 <Flygon> Stop reminding me that Winter is coming up
07:26:03 <chillcore> I like snow ... from behind a window
07:26:43 <chillcore> wind is blowing your way Eddi|zuHause so I'm good
07:26:45 <Eddi|zuHause> well it barely snowed during the winter.
07:27:02 <Eddi|zuHause> must be an early april fools
07:27:20 <Eddi|zuHause> they call it april weather for a reason
07:28:17 <chillcore> been a long time I saw snow i may
07:32:19 <chillcore> bbl ... disaster has happened
07:51:44 <chillcore> hmm no coffee ... my friendly shopkeeper is sleeping in
08:01:16 <chillcore> error for not being able to destroy river: "Oh no you didn't!" ?
08:01:46 <chillcore> blasting team is hungry
08:02:13 <chillcore> "just can not clear this area" will do
08:09:57 <chillcore> Also I need to rewrite this from scracth ... this logic is flawed
08:12:30 <V453000> aka life without coffee does not make sense
08:18:03 <chillcore> indeed ... I was thinking yesterday I have enough I can wait ... can still make some and then get fresh ...
08:18:18 <chillcore> but then I could not sleep no more
08:18:32 <chillcore> ^^^ the coffee part
08:21:47 <chillcore> whoppa another 7 lines in the bin
08:22:36 <chillcore> and that is the old version I am dealing with ...
08:22:42 <chillcore> smaller then current
08:23:38 <V453000> I never drink coffee, it makes my head hurt
08:23:52 <V453000> tea is fine, just the huge dose of caffeine doesnt make me any good
08:23:58 <V453000> caffeine-free coffee is fine
08:24:46 <chillcore> then why drink coffee?
08:24:57 <chillcore> except for the taste perhaps
08:25:06 <chillcore> if only it tasted good ...
08:25:35 <V453000> I drink it like once per month or two, so it isnt like I drink it daily :P
08:26:11 <V453000> just if I happen to be in a restaurant and they have a caffeine-free coffee ... which isnt often at all :D
08:27:43 <chillcore> I run on coffee and sigs ... sadly enough
08:27:57 <chillcore> I can deal with not eating two days ... but
08:28:57 <V453000> I have a good friend who did that too
08:29:13 <V453000> ended up in asylum ;(
08:29:18 <V453000> just for half a year though XD
08:29:57 <chillcore> I just forget to eat sometimes ... hehe
08:30:26 <chillcore> then at 3 AM I go damn ... forgot again
08:30:42 <chillcore> asylum is no place for me ... I'd drive peeps nuts
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08:42:08 <chillcore> if trying to terraform a plain river tile and a canal tile on river at the same time ... what should it complain about? river or canal? tiles are not the same tile
08:42:39 <chillcore> currently it complains about the river
08:43:03 <chillcore> and since there is a river under the canal ...
08:43:34 <chillcore> thanks for reading xD
08:44:18 <chillcore> taking into accoutn which tile was selected first would be taking it too far I guess
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09:04:31 <chillcore> hmm I can not know if a canal had a river under it in an old savegame right?
09:05:09 <chillcore> if that is true then there is no point in bumping savegame needlesly ...
09:06:24 <chillcore> and no need to loop over the map at mapgen neither since we set the bit when a canal is built over a river
09:06:40 <chillcore> all the rest works fine
09:06:49 <chillcore> for as far as I can see
09:07:29 <chillcore> scenario is do whatever
09:07:59 <chillcore> magic bulldozer works ...
09:08:20 <chillcore> maybe just unset the bit when removing canal from river
09:08:54 <chillcore> or rather set it to 0
09:09:26 <chillcore> anyone can think of something that i did not cover ?
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09:26:25 <Supercheese> what sorts of interactions happen when a canal is placed on a river, then a dock/buoy/newobject on that canal?
09:26:55 <Supercheese> I believe the desired behavior would be clear dock/buoy/object -> regular empty canal. Clear canal -> back to river.
09:27:01 <chillcore> you put them on as per usual
09:27:19 <chillcore> when you bomb the object is removed as per usual
09:27:31 <chillcore> except for canal ... the river stays now
09:27:37 <Supercheese> all seems right then
09:27:53 <chillcore> when trying to terraform a river you get nope
09:28:05 <Supercheese> since the bit is independent of the other stuff built on the canal eh
09:28:27 <chillcore> when trying to bomb same no dice untill magic bomb is on
09:28:40 <chillcore> ah when building canal a river bit is set
09:28:54 <chillcore> which is not yet removed when removing the canal
09:29:03 <chillcore> that is about it ...
09:29:33 <chillcore> can't think of anything esle that would be needed
09:30:06 <chillcore> going to do this remove bit part ... fold and get me that coffee
09:30:22 <chillcore> doing something completely different always seems to help
09:31:41 <chillcore> and bombing rivers still costs 10000
09:32:02 <chillcore> eventhought they remain in place ... just like sea
09:32:20 <chillcore> play with fireworks and you pay for it
09:33:15 <Supercheese> some people just want to watch the world burn
09:33:25 <supermop> wait so you are doing the river stuff now chill?
09:34:24 <chillcore> just the permanent rivers
09:34:37 <chillcore> samu can has all the rest of the fun :P
09:35:00 <supermop> off to practice japanese
09:41:43 <chillcore> k off to get coffee ... bbl
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10:32:04 <chillcore> <Supercheese> since the bit is independent of the other stuff built on the canal eh <- actually in case of building canal on river the tile becomes cnal and frogets it was a river
10:32:17 <chillcore> this is not the case in all cases ;)
10:32:38 <chillcore> missed that line ... just saw it while re-reading
10:32:53 <Supercheese> Hm, well, as long as It Just Works™
10:33:10 <chillcore> ye just wanted to clarify ;)
10:33:50 <chillcore> I still need to spit this patch because doing two things
10:34:08 <chillcore> maybe change which bit is used
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11:47:44 <chillcore> hmm 10 lines left and I still need to split this in three patches ...
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12:45:11 <supermop> modelling victorian steel aarch sheds
12:45:42 <supermop> not sure if i want to follow the ogfx style with the little sloped roof on the side next to the arch
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13:22:42 <supermop> cant map a brick texture into an arch
13:22:58 <supermop> so going to model the arch brick by brick
13:28:05 <V453000> well you need to have many vertices in the arch anyway
13:28:09 <V453000> so why not make it a stepped arch
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13:54:36 <supermop> doesn't fit the feel of the graphics nor the style of victorian train sheds
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13:54:54 <supermop> although orginal graphics have no brick as i recall
13:57:38 <supermop> so maybe i'll lose the brick walls
14:00:45 <V453000> I think you are limiting yourself too much for no real reason
14:04:35 <supermop> no fun without constraints
14:05:07 <supermop> i actually have a hard time creating at all witout some constraints even if artificial
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15:19:32 <Samu> hi all, i need clarification about landscape_grid.html
15:19:44 <Samu> what does -inherit- actually mean
15:22:44 <Samu> it's not too clear from who it inherits from
15:28:34 <chillcore> It inherits from the ones above?
15:28:45 <chillcore> but don't pin me on that
15:29:06 <chillcore> it just makes sense to not inherit from a different class
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15:42:29 <planetmaker> the first line of a class defines how it works. Then the other entries for that class inherit the meaning of those bits
15:42:36 <planetmaker> thus are identical
15:55:00 <Samu> when the oil rig tile that will become a station tile completes construction, a bit is set at m1 bit 7 for tile type industry, then a station is placed at that tile, but this m1 bit 7 is now also on the tile type station. It is inheriting the bit from industry tile type, you see what I mean?
15:55:27 <Samu> it inherited from another class
15:56:17 <Samu> or is this not what inherit means?
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16:26:08 <chillcore> and ther is things happening in trunk that needs looking at the code
16:26:56 <chillcore> the exceptions confirm the rule
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16:48:44 <chillcore> thanks planetmaker ... I keep messing those two up
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17:04:12 *** ChanServ sets mode: +o Alberth
17:05:09 <Samu> i give up, i'll just put a X and be done with it
17:07:34 <Samu> how could, say buoys inherit something from a rail station
17:11:08 <Alberth> both are things that can be used as destination of an order
17:14:04 <Samu> ah, it needs to have a use
17:15:49 <Samu> m1 bit 7 for stations isn't being used for anything in the code
17:20:41 <Samu> industry tile type passes this bit to the oilrig station, it's just ... confusing
17:20:52 <Samu> stations don't do anything with it
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17:45:40 <Samu> the IsOilRig function is named so misleadingly
17:46:07 <Samu> IsOilfieldStation would be better
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17:53:52 <chillcore> IsOilFieldIndustrieHarbourHeliportsWaterThingyThatAllowsInfrastructureSharing
17:54:00 <chillcore> would be better correct
17:55:00 <chillcore> but people call it oilrig ...
17:57:12 <chillcore> see it as an industry with a built in station ... much simpler
18:00:45 <Samu> the name Oil Rig implies the industry itself
18:01:10 <Samu> Oilfield is the type of station
18:01:23 <Samu> it's being named OilrRig
18:05:04 <chillcore> yeah because it is both samu
18:05:16 <chillcore> and that is what it is called
18:05:33 <chillcore> what do you call a shop?
18:05:55 <Samu> uhm, no, check it ingame
18:06:10 <chillcore> building where goods ares old? or just shop?
18:06:13 <Samu> oil rig is the industry, oilfield is the station
18:06:39 <Samu> in the code it is treating the station as oilrig
18:08:01 <chillcore> samu: have you decided where you will be storing them river tiles yet?
18:10:32 <Samu> that's actually what I'm currently working on
18:10:44 <Samu> checking if i can move around this bit
18:11:39 <Samu> without impacting the darned oilfield station
18:12:04 <chillcore> you need only 1 single bit ...
18:12:20 <chillcore> to strore the riverstatus
18:12:46 <chillcore> for the rest ... I dunno where your final goal lies
18:16:44 <Samu> trying m1 bit 7 for river
18:16:56 <Samu> which conflicts with m1 bit7 of industry tiles currently
18:17:14 <chillcore> that seems like a plan
18:17:35 <Samu> i am the m1 bit 7 of industry to m1 bit 4
18:18:03 <Samu> but doing so, may or may not conflict with the oilfield station owner
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18:20:48 <chillcore> if you're sure it is accesed ... mark it yellow and use another maybe?
18:20:53 <Samu> the owner none sets a 1 in there, and a completed oil rig industry also sets a 1 in there, so far, this "conflict" have an "agreement"
18:20:59 <chillcore> why make your life dificult?
18:22:09 <Alberth> interesting definition of convenience :)
18:23:23 <Samu> end-goal convencience: bit 7 for river flag, bit 65 for water class, bit 4 for competed industry, bit 32 for industry construction counter, bit 10 for industry construction stage
18:23:53 <Samu> they're grouped together and related with each other
18:24:02 <Samu> instead of being sparsed in different locations
18:24:46 <Samu> for the station tiles this would be, bit 7 for river flag, bit 65 for water class, bit 43210 for owner
18:24:49 <Alberth> it hardly matters, you wrap things in an accessor function, and done
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18:44:09 <Samu> in the documentation, do i call it oilrig when referring to the station or oilfield, as this is what's named when gaming?
18:44:49 <Samu> all other references are calling it oilrig, which is a bit misleading in my opinion
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19:02:52 <Samu> i just noticed something
19:03:40 <Samu> i got 4 bits free and they are all in the same position
19:04:51 <Samu> previously I still had 4 bits free, but one was located in a non-convenient way
19:09:12 <Samu> Alberth: what will you guys decide about water being owned by companies? that bug report about objects
19:09:32 <Samu> i really need to know if i can move on to making use of those 4 bits or not
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19:14:02 <Samu> i plan to use them for identifying 16 owners maximum, 15 companies and 1 other depending on the circunstances, so, heading back to my initial project, 1 tile with 2 owners
19:15:27 <Alberth> if I knew what we would decide, I would have said so
19:15:43 <Alberth> in other words, I don't know either
19:16:33 <Alberth> I like the idea of having owner-less water though, just like town-created roads
19:16:40 <frosch123> 16 owners is way too little, it must be at least 60
19:17:26 <Alberth> but apparently we may need 60 owners :p
19:18:08 <frosch123> sorry, i misremembered, 50 is enough
19:18:09 <Alberth> the more fundamental problem is thus what to do when you add an object to water
19:18:44 <Alberth> although similar problems may happen when adding objects to land, I guess
19:23:24 <Samu> I can't think of another way to bring back the original owner of canal tiles for when demolishing ship depots
19:23:32 <Samu> other than storing the canal owner
19:24:58 <Samu> 2 owners for the ship depot, one to identify the ship depot ower, other to identify the canal owner
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19:26:28 <Samu> maybe the same is needed for objects
19:26:43 <planetmaker> don't allow to build on competitor's water?
19:27:11 <Samu> a 2nd owner, for whoever owns debris, rocks, stuff like that
19:27:55 <planetmaker> sounds too complicated to me for a general case
19:28:34 <planetmaker> mostly one won't need two owners anyway except in cases like depots or road stops
19:29:08 <planetmaker> and why would I allow someone to build on my canal his wellness beach which just blocks ships, looks somewhat good but does nothing else?
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19:33:47 <Alberth> and I gave you relative offsets
19:34:28 <andythenorth> but changing offsets for one vehicle borks them for another
19:36:08 <andythenorth> but none of you notice, right?
19:36:33 <Alberth> you can't make the offsets independent?
19:36:41 <Rubidium> we need around a magnitudo of 10 million owners ;)
19:36:57 <andythenorth> articulated vehicles
19:37:06 <andythenorth> getting different lengths to line up
19:37:20 <andythenorth> trams I’ll have to use a different template I think, trams are messed up
19:37:30 <andythenorth> multiple issues to handle
19:37:33 <Rubidium> minimal transport company is 2 tiles + 1 source/dest -> power(2, floor(8192 / 3))
19:37:59 <andythenorth> I’m pretty certain the \ / views are the wrong length also
19:38:12 <andythenorth> but last time we discussed that, we didn’t know the correct length
19:38:45 <andythenorth> when are we doing a new ottd, in proper 3D?
19:38:52 <andythenorth> this sprite nonsense is dead
19:39:11 <chillcore> ye but please don't use a preexisting engine ...
19:39:25 <Alberth> revive a dead 3d tycoon clone project?
19:40:20 <Alberth> \o/ there are voxels in FreeRCT for many years already
19:40:43 <Alberth> images are still sprites though :p
19:42:21 <chillcore> hmm you lazy ... XD
19:42:52 <Alberth> Rubidium: making mmpottd (massive multi player openttd) ?
19:43:06 <chillcore> more then 255? woohoo
19:43:53 <Rubidium> Alberth: no, just making sure there are enough owners in the extreme case of a fully built map ;)
19:45:25 <DorpsGek> Commit by translators :: r27213 trunk/src/lang/luxembourgish.txt (2015-03-31 19:45:16 +0200 )
19:45:26 <DorpsGek> -Update from WebTranslator v3.0:
19:45:27 <DorpsGek> luxembourgish - 215 changes by Phreeze
19:45:30 <Alberth> 2**floor(8192 / 3) would work
19:48:15 <Rubidium> Alberth: exactly, that translates to ~7.5, so roughly 10 million
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19:50:36 <Alberth> I would expect a much higher number tbh, but 1e8 is fine too
19:52:19 <Rubidium> Alberth: why? 8e3 / 3 -> 3e3, 3e3 * 3e3 -> 9e6 -> 1e7
19:53:08 <Alberth> euhm 2**N != N**2 usually :)
19:53:55 <Rubidium> oh... that's what you were pointing out
19:56:33 <Alberth> maybe you used a different power function than I expected
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20:00:51 * chillcore powers up ... nom nom nom
20:03:35 <chillcore> bootjes met choco \o/
20:08:50 <Alberth> hmm, we don't have chocolate in toyland, even
20:09:55 <chillcore> someone needs to draw brown cows for chocolate milk
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20:45:37 <DorpsGek> Commit by frosch :: r27214 /branches/1.5 (3 files in 2 dirs) (2015-03-31 20:45:30 +0200 )
20:45:38 <DorpsGek> [1.5] -Backport from trunk:
20:45:39 <DorpsGek> - Fix: [NewGRF] Add Misc. GRF Feature Flag 6 to enable the second rocky tile set [FS#6260] (r27200)
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20:51:49 <frosch123> well, if i had known that it would require a misc grf bit, i would likely have rejected the feature :p
20:53:13 <andythenorth> a whole other world of feature requests
20:53:27 *** FLHerne_ is now known as FLHerne
20:53:53 <frosch123> don't look at the wiki then :p
20:54:12 <andythenorth> do we have auto-signal yet? :P
20:54:42 <frosch123> we should rename noai to nohuman
20:57:34 <andythenorth> still getting downloaded
20:58:01 <frosch123> i saw a screenshot on forums with fish, redfish and squid
20:58:18 <frosch123> you should make 52 more ship sets, so you are unable to use them all at once
20:58:34 <frosch123> that provides them with a choice of what set not to use
20:58:43 <andythenorth> I could make each Squid roster a separate grf eh?
20:59:06 <andythenorth> that would be at least 2
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21:28:57 <V453000> IGNORE THE UNBELIEVER
21:29:47 <frosch123> today is the last chance to be silly
21:29:52 <frosch123> tomorrow is all serious
21:35:41 <Samu> got to split the landscape_grid where it says canal, river
21:35:58 * chillcore asks for commit rights ... In a really silly voice
21:36:05 <Samu> canal uses one more thing that river does not, can I?
21:36:06 <chillcore> that silly enough for ya?
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21:37:55 <Alberth> hg init, and you can do all the commits you want :p
21:38:28 <chillcore> thank you so much ... :bow:
21:38:57 <chillcore> that is all I ever wanted
21:38:59 <Samu> instead of "sea, shore", "canal, river", "shipdepot", it better be split to "sea, shore", "canal", "river", "shipdepot"
21:39:29 <Samu> what about locks? where are they in all this?
21:39:38 <Samu> they're not in the grid are they?
21:46:29 <andythenorth> I had some April 1 ideas
21:46:31 <andythenorth> but forgot them all
21:46:48 <Samu> ah, they are being generalized as "canal, river"
21:47:06 <Samu> do they actually have random bits? all their parts?
21:49:35 <Samu> just checked, they don't have random bits, m4 = 0, everything in there is cleared
21:55:18 <Samu> a day just like the other days
22:09:49 *** andythenorth has left #openttd
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22:14:54 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 5 minutes and 5 seconds ago: <andythenorth> bye
22:15:06 <DanMacK> Perfect timing... lol
23:08:50 <Samu> question when documenting the grid: when to put -inherit- and when to put actual X's or O's or ~'s?
23:10:00 <Samu> for example rail station has got OXXX XXXX, then everything under it has -inherit-
23:11:43 <Samu> but i'm trying to document that docks, buoys and oilfields are to be X-inherit-
23:12:00 <Samu> i can't make up my mind how to expose that
23:12:27 <Samu> turn m1 bit 7 to used status
23:13:03 <Samu> but not for all station types
23:27:47 <Samu> i'm stuck with this for 2 days
23:29:32 <Samu> this is so depressing :(
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