IRC logs for #openttd on OFTC at 2015-04-02
            
00:09:01 *** shirish has joined #openttd
00:14:43 *** shirish_ has quit IRC
00:16:52 *** LadyHawk has joined #openttd
00:28:14 *** liq3 has joined #openttd
00:35:37 *** shirish_ has joined #openttd
00:36:09 *** shirish has quit IRC
00:41:56 *** shirish has joined #openttd
00:45:15 *** LadyHawk- has joined #openttd
00:48:15 *** LadyHawk has quit IRC
00:48:15 *** LadyHawk- is now known as LadyHawk
00:48:37 *** shirish_ has quit IRC
00:50:36 *** supermop has joined #openttd
00:52:30 *** Samu has quit IRC
00:52:40 *** luaduck has quit IRC
00:53:14 *** luaduck has joined #openttd
00:57:23 *** |Truth| has joined #openttd
01:08:56 <luaduck> going to be going live with 1.5 on /r/openttd in about an hour
01:09:04 <luaduck> anything I should know about more heightlevels?
01:13:15 *** liq3 has quit IRC
01:16:48 <Supercheese> They are cool? ;)
01:38:17 *** FLHerne has quit IRC
01:51:04 <supermop> http://www.tt-forums.net/viewtopic.php?p=1146223#p1146223
01:51:34 <supermop> what do you think Supercheese ?
01:52:57 <supermop> maybe there should be no shadows,
01:53:07 <Supercheese> boy yeah masking those blues to Company Color will indeed be a pain
01:53:41 <Supercheese> the bricks seem a little off, maybe it's that I'm used to more deep red bricks around these parts
01:54:02 <Supercheese> perhaps you have browner bricks around there
01:56:11 <supermop> im not sure, these brown ones are the closest in the built in brick procedures i have to the ogfx station color, the red ones are too red
01:56:22 <supermop> but they are too brown i agree
01:56:45 <supermop> i have yet to bother to create my own brick material
01:57:37 <supermop> it would be trivial, but increase size greatly, to render the same shapes in a variety of brick and stone shades and let user select
01:58:01 <supermop> i think it would be cool to have diiferent brick colors in game
01:58:12 <supermop> but not an assortment
01:58:47 <supermop> in any given town or map, say 90% of brick buildings are drawn in one shade, but that may vary from game to game
01:59:37 <supermop> really great would be to have preponderance of brick construction based on productivity of nearby brickyards
01:59:44 <supermop> sigh
02:00:08 <supermop> have towns favor wood, brick, or stone based on what is available
02:00:17 <supermop> at least in early modern era
02:00:38 <Supercheese> could roll with recolor palettes to work that
02:00:46 <Supercheese> I am not well versed with those though
02:00:56 <supermop> yeah 8bpp probably better for that
02:01:31 <supermop> could easily recolor the same pixels to be various brick or stone shades, or stucco
02:02:21 <supermop> hmm early firs games should have small quarries that produce bdmt as cut stone, with low production
02:02:33 <supermop> and maybe no sand or crushed stone
02:03:25 <supermop> what should i fill the arches in with? doors, windows, leave open?
02:05:14 <Supercheese> you mean the ones at the back side? are they not windows?
02:05:30 <supermop> front or back side
02:05:42 <Supercheese> oh for when it's an endpiece of a station?
02:05:45 <supermop> they would need to be the same in game
02:05:45 <Supercheese> the full area
02:06:21 <supermop> i just showed doors on half and half height arches on the other to show a few options
02:07:28 <Supercheese> Probably windows would be best
02:09:13 <supermop> i'm hoping if i get a brick arch station, a tensile roof station, and a spaceframe roof station somewhat well done, each in the spirit of the ogfx rail, monorail, and maglev stations, i can convince planetmaker to include them along with matching buffers as a possible "ogfx+ stations"
02:10:22 <supermop> so each one needs to be as simple as possible for now, so they behave essentially like the default stations, but with the option of having monorail in a brick station, or rail in a tensile roofed station, etc
02:11:03 <supermop> it could reuse the ogfx sprites for an 8bpp version with a little ork too
02:11:06 <supermop> work
02:11:30 <supermop> or put a little ork in there why not
02:12:48 <supermop> would like to add sheds for 3 or 4 tracks as well but trying to keep it simple at the moment
02:13:49 <Supercheese> well, getting this model to render nicely wasn't as difficult as I had anticipated
02:14:28 <supermop> your mooring mast?
02:15:02 <supermop> replacement for the skyscraper style heliport?
02:15:06 <Supercheese> Yes, although not mine, I downloaded a model someone else had made
02:15:47 <Supercheese> it looks nice by itself but it doesn't really fit the OTTD scale
02:16:15 <Supercheese> and the way the airships land means you have to offset the mast practically over into the next tile to line it up with the nose
02:16:23 <supermop> yeah
02:16:50 <supermop> but cant you use heliport statemachine on a 2-tile airport instead?
02:17:33 <supermop> or mess with airship offsets so their 'center' is in the nose
02:18:23 <Supercheese> well, then the airships would be weird when they landed anywhere else
02:18:36 <Supercheese> but a 2-tile option seems interesting
02:21:13 *** Pereba has joined #openttd
02:24:17 <supermop> should be do -able
02:24:54 <supermop> even if you can't change the movement patterns, you should be able to make new airports with extra 'useless' tiles
02:28:53 <argoneus> no april fool jokes
02:28:53 <argoneus> L(
02:28:54 <argoneus> :(
02:31:23 <supermop> shit its already april?
02:32:54 <supermop> hmm stations have have multiple sprites i think
02:33:27 <supermop> so i could have the CC steel arches as their own sprite - above the brick but below the roof
02:33:39 <supermop> that would make masking way easier
02:35:23 <supermop> not sure then how best to organize this in terms of layers, groups, and blocks
02:35:34 *** Biolunar has joined #openttd
02:49:20 *** Myhorta has quit IRC
02:51:43 <supermop> now i need to design a buffer
02:53:53 <supermop> lots of shanghai/transrapid buffer shots on GIS, less so for JR maglev
02:53:54 *** |Truth| has quit IRC
02:54:20 *** |Truth| has joined #openttd
02:54:21 <supermop> also there is a ottd screenshot in the first batch of results for 'maglev buffer'
02:54:42 <supermop> paradoxically if shows neither maglev nor buffers
02:57:38 <supermop> shot of jr maglev creating vapor trails as is exits tunnel looks pretty sick
02:59:38 <Supercheese> wait, you can't switch base graphics in a running game...?
03:00:06 <Supercheese> how odd
03:02:10 <Flygon> I thought you could if you stuffed around with GRFs
03:02:17 <Flygon> Despite not technically being allowed to
03:02:18 <Flygon> <_<
03:02:19 <Flygon> >_>
03:02:30 <Flygon> Oooooh the OTTD game's I've broken then tried to fix
03:03:18 <supermop> you can change base set in main menu and re load
03:04:04 <Supercheese> seems a tad circuitous though
03:05:10 *** glx has quit IRC
03:05:51 *** Pikka has joined #openttd
03:07:13 <Supercheese> Hah, yeah you can make a 2-tile heliport
03:07:26 <Supercheese> nice
03:12:09 <Supercheese> Whoops, triggered an assert
03:12:51 <Supercheese> seems the game doesn't like non-rectangular layouts
03:13:53 <supermop> hmmm
03:14:04 <supermop> 1x2 is still a rectangle?
03:14:34 <Supercheese> That went fine, then I tried using a negative tile offset, but that for some reason was non-rectangular
03:14:42 <Supercheese> [0,0] + [1,0] was fine
03:14:49 <Supercheese> [0,0]+[-1,0] was not
03:18:07 <supermop> odd
03:18:25 <supermop> this buffer looks stupid
03:18:31 <Supercheese> Hmm, shadows
03:18:35 <supermop> and it's too chunky
03:18:39 <Supercheese> OTTD and its lack of shadows
03:21:37 <supermop> yeah
03:23:27 <Supercheese> hard to decide how to do lightning and shadows when rendering
03:23:43 <Supercheese> lighting*
03:25:44 <Supercheese> baaaaargh, the airships never want to line up with the mast
03:25:49 <Supercheese> no matter what layout I try
03:27:39 <Supercheese> Maybe I should just make a blank piece of ground
03:27:44 <Supercheese> and then place the mast as a newobject
03:27:50 <Supercheese> would probably be infinitely easier
03:28:07 <Supercheese> I was hoping for a more elegant solution though
03:35:46 *** shirish_ has joined #openttd
03:36:09 *** shirish_ has quit IRC
03:36:27 <Flygon> Supercheese: If there's one thing I've learned attempting to hack apart games
03:36:37 <Flygon> It's that nothing you try to add in ever ends up elegant
03:37:16 <Flygon> One of the guys I used to work with still takes the cake for insisting on modifying a game 100% in hex
03:37:24 <Flygon> Including writing new ASM code in hex
03:37:34 <Flygon> As if you couldn't make pointers confusing enough
03:40:52 *** shirish has quit IRC
04:05:20 *** HerzogDeXtEr1 has quit IRC
04:06:50 *** liq3 has joined #openttd
04:16:02 *** DDR has joined #openttd
04:51:02 *** Biolunar_ has joined #openttd
04:56:43 *** fjb_mobile has quit IRC
04:58:02 *** Biolunar has quit IRC
05:36:32 *** Pereba has quit IRC
05:40:28 *** Geoff_AK has quit IRC
06:32:59 *** DDR has quit IRC
06:33:20 *** DDR has joined #openttd
06:56:02 *** Eddi|zuHause has quit IRC
06:56:16 *** Eddi|zuHause has joined #openttd
07:17:55 <supermop> i wonder why the TTD monorail is buried in a trench instead of being above grade like the TTO monorail
07:18:17 <Supercheese> Indeed, that always has bothered me
07:18:26 <supermop> the only reason would be to allow a similar platform height to regular rail,
07:18:51 <supermop> otherwise it is just needlessly expensive to dig all of that trench
07:19:18 <supermop> and then its tricky to draw sprites as you need to account for the negative space
07:19:45 <supermop> which means that you must draw a small portion of the neighboring tile's track
07:20:08 <supermop> which then makes it hard to get junctions and corners looking ok
07:20:45 <supermop> drawing the whole beam and clearance above grade would look better
07:21:04 <supermop> but i guess it causes issues with the vehicles effectively being too tall?
07:22:17 <supermop> it looks especially odd on foundations - where the effect is of builing a retaining wall, filling it with dirt, then digging some of the dirt back out
07:25:23 <supermop> try to rectify by changing the standard - and suddenly you have the added problem of two mismatched standards
07:26:18 <supermop> at least almost noone cares about default monorail
07:26:42 <supermop> newgrf wise, so I guess that affords more freedom to mess around and break the rules
07:26:56 <supermop> as far as i know there are no monorail sets out there
07:28:16 <supermop> my dilemma is, entrench the monorail as standard, or raise the platform level for monorail rail type
07:52:12 <chillcore> good morning interwebz o/
07:52:19 <chillcore> https://www.youtube.com/watch?v=CR_431V9St4
07:53:39 <Pikka> supermop, level crossings?
07:54:48 <supermop> the ttd monorail is perhaps even worse for a level crossing than the tto one though Pikka
07:55:12 <supermop> as you car dives into a ditch before smashing into a concrete beam
07:56:05 <supermop> also i think tto forbade monorail level crossings
07:56:13 <supermop> cant recall though
07:58:15 <supermop> i recall someone proposing to amend the base set with little drawbridges at monorail crossings to bridge the trench at one point
07:58:15 *** DDR has quit IRC
07:58:46 <Pikka> lunar did that :P
07:58:58 <supermop> yeah?
07:59:41 <Pikka> don't know if dan ever posted screenshots ;)
07:59:44 <supermop> i never saw any sprites anywhere though, i guess because no one takes monorail seriously enough to put it in railtype sets
07:59:55 <Pikka> monorail was the standard railtype in lunar
07:59:56 <supermop> http://en.wikipedia.org/wiki/File:TamaToshiMonorail6061.jpg
08:00:22 <supermop> is that like tto mars?
08:00:37 <Supercheese> there used to be stuff at Pikkawiki
08:01:24 <supermop> at above Tama pic: you need a pretty deep trench if you want at grade monorail to have same platform height as rail
08:01:41 <Pikka> my pineapple monorails look a bit like that
08:01:49 <Pikka> how they deal with level crossings is anyone's guess
08:02:04 <supermop> only one pineapple monorail, no?
08:02:08 <Pikka> only one
08:02:21 <Pikka> should do some more, and/or maglevs...
08:02:31 <Pikka> for the base set if nothing else
08:02:39 <supermop> well suffice to say there is not yet any really newgrf monorail graphic standards
08:02:49 <supermop> pikkabase?
08:02:55 <Pikka> something like that
08:03:11 <supermop> so i guess you or anyone can make it up as they see fit
08:03:37 <supermop> really monorail seems destined to wait in the wings for more flexible bridges
08:03:50 <supermop> then be built primarily elevated
08:04:16 <supermop> i only want it to decorate my cities on thin beamed bridges
08:04:57 <supermop> could fake it with foundations if railtypes supported custom foundations
08:17:40 <supermop> so tracked down anymore gems of queensland tropic modernism Pikka ?
08:17:51 <Pikka> well
08:18:31 <Pikka> I've got architecture and urban design in brisbane, volumes 1 and 2, from the library. So if that doesn't do it I don't know what will. :)
08:21:02 <supermop> oooh
08:21:55 <supermop> wasting time modelling hopper windows on this station
08:23:28 <V453000> watup
08:24:40 <supermop> i really like the graphic design on that monorail; just a big stepped gradient orange rectangle
08:36:28 <supermop> also, hi V453000
08:43:22 *** |Truth| has quit IRC
08:48:00 *** |Truth| has joined #openttd
08:48:56 *** smoke_fumus has joined #openttd
09:17:23 *** Celestar has joined #openttd
09:59:21 *** roidal has joined #openttd
10:16:57 *** wicope has joined #openttd
10:37:58 *** flipFLOPS has quit IRC
10:38:54 <supermop> now im distracting myself with interior renders of this station.....
10:39:07 <V453000> :)
10:40:36 <supermop> hmmmm what if there was a tool that took ottd saves, then loaded them into a 3d engine or a modeller with parametric functionality, and plopped in blocks of buildings for various buildings used in game, and could render first person vistas of your ottd town
10:40:51 <Supercheese> sounds like Streets of SimCity
10:41:00 <Supercheese> they sort of did that with SimCity saves
10:41:12 <Supercheese> waaaaay old though
10:41:35 <V453000> :0 nice
10:41:43 <Supercheese> then again so is TTD
10:41:56 <V453000> but yeah I guess that isnt utterly nonsense, could be quite cute
10:42:09 <V453000> one of the dudes did a "openttd" animation before already
10:42:47 <Supercheese> TTD is actually older, so nevermind
10:43:51 *** roidal has quit IRC
10:44:36 <supermop> yeah my neighbor had it back when it was out
10:44:40 <supermop> and simcopter
10:45:58 <Supercheese> I was so young I could never properly play simcopter
10:46:00 <Supercheese> always crashed
10:46:08 <Supercheese> Streets though was easy
10:46:27 <Supercheese> run around in a car, and hey if a building got in your way, equip 4 rocket launchers and destroy it
10:48:50 <Supercheese> dang now I kinda want to play it again
10:48:56 <Supercheese> nostalgia
10:49:39 *** JacobD88 has joined #openttd
10:49:52 <supermop> Rails of Open TTD
10:50:27 <supermop> might get motion sickness when your train goes through 'curves' though
10:51:52 <Supercheese> Nah, OTTD supports smooth turning
10:52:00 <Supercheese> only newgrf that does it though is unfinished
10:52:17 <V453000> it is just a huge hack anyway
10:52:24 <Supercheese> yeah moar spritez
10:52:34 <V453000> also I think some of the CS newgrfs already do - or will - copy it and use it as wel
10:52:39 <V453000> ofc for just like 2 vehicles
10:52:41 <Supercheese> 45° too large? then make it 15° or whatnot
10:53:05 <Supercheese> https://dev.openttdcoop.org/projects/cets <- that one
10:53:39 <V453000> yes
10:54:34 <V453000> http://forum.tycoonez.com/viewtopic.php?f=58&t=3305&start=300#wrapheader
10:54:46 <planetmaker> it's not exactly a hack... it's the only sensible use of the turning / train bend variable I can actually think of :)
10:54:49 <V453000> http://forum.tycoonez.com/download/file.php?id=8938&mode=view
10:55:01 <V453000> sure pm but the code is just insane
10:55:03 <planetmaker> though I wonder why it was introduced in the first place... it's ancient :)
10:55:16 <supermop> tilting?
10:55:22 <Supercheese> NARS used it for tilt
10:55:28 <Supercheese> TurboTrain can be observed using it
10:55:37 <planetmaker> uh, I see.
10:55:38 <V453000> I only know about CETS
10:55:42 <supermop> acela?
11:09:18 <Supercheese> Hmm, no custom vehicle effect sprites yet
11:09:25 <Supercheese> just the default ones
11:09:43 <Supercheese> although I guess you could replace one with different graphics
11:11:04 <Supercheese> if you have breakdowns disabled, perhaps you could replace the aircraft breakdown smoke and then use that as a new effect sprite
11:11:25 <Supercheese> oh wait, the callback isn't even allowed for aircraft
11:11:36 <Supercheese> well dang
11:11:38 <chillcore> hmm ... you mean like vehicle specific sparks? that would be a bit overkill?
11:11:57 <chillcore> also o/
11:11:58 <Supercheese> nah, I was brainstorming if the request for aircraft con trails was even possible
11:12:06 <chillcore> ah ok
11:12:12 <Supercheese> since the create_effect callback doesn't work for aircraft, it isn't
11:12:27 <chillcore> we have the smoke but that is it?
11:12:28 <__ln__> chem trails?
11:12:34 <Supercheese> can't do those either
11:12:37 <Supercheese> ;)
11:13:10 <chillcore> not even replace them by NewGRF?
11:13:20 <chillcore> just asking because me and NewGRF ...
11:14:37 <Supercheese> anyway, time for bed
11:14:51 <chillcore> nighty night ;)
11:15:05 *** Supercheese has quit IRC
11:16:48 <chillcore> Just got of the phone ...
11:16:58 <chillcore> finally peeps are taking me seriously
11:17:14 <chillcore> looking at two possibly three jobs
11:17:40 <chillcore> volunteer for starters but yeah
11:18:15 <chillcore> Also an appointment for a seriuos talk about thet public computer safety ...
11:18:23 <chillcore> yay
11:20:02 <chillcore> "we are aware of the prob but we do not know a better way"
11:20:33 <chillcore> I do ... I do :P
11:20:42 <chillcore> anyhoo
11:26:17 *** smoke_fumus has quit IRC
11:58:31 <Terkhen> hello
12:03:35 *** HerzogDeXtEr has joined #openttd
12:13:45 *** wicope has quit IRC
12:17:44 *** wicope has joined #openttd
12:49:17 <supermop> yo
13:09:38 *** Klanticus has joined #openttd
13:11:05 *** Myhorta has joined #openttd
13:18:22 *** Klanticus has quit IRC
13:22:39 *** Klanticus has joined #openttd
13:30:41 <supermop> ok:
13:30:43 <supermop> http://www.tt-forums.net/viewtopic.php?p=1146249#p1146249
13:31:06 <supermop> what style window/arch is best
13:34:03 *** eQualizer|dada has joined #openttd
13:35:57 *** eQualizer has quit IRC
13:36:26 <planetmaker> pretty neat stations, supermop :)
13:37:06 <supermop> trying to keep it in the spirit of ogfx
13:37:21 <supermop> in case we ever want an ogfx+ station set
13:37:22 <chillcore> took the words right out of my mouth planetmaker
13:38:16 <supermop> so i'm not worrying about any exotic station bits yet - just default behavior with a few sprinkles
13:38:35 <planetmaker> if you want such set: sure! :) I mean to provide some coding for that, but I should be pretty careful with what I can currently promise, given my time I could dedicate
13:39:13 <planetmaker> I can't really say that one style or the other is better
13:40:18 <chillcore> you can have both styles supremop and let the player build the one he likes best for a given situation;)
13:40:21 <supermop> well the fully open brick arch is maybe best then.. with the others you'd probably want to check for adjacent station tiles when deciding if to draw them
13:40:54 <planetmaker> I don't think that doors would hurt, nor windows
13:40:55 <supermop> chillcore: of course but i feel like an ogfx+ set should be as light and easy to use as possible
13:41:13 <chillcore> oh right ... opengfx+
13:41:18 <planetmaker> supermop, it's easy to offer them as separate stations
13:41:26 <supermop> add extra sprinkles in an ogfx++ set
13:41:29 <planetmaker> even in the context of opengfx+ :)
13:41:35 <chillcore> ^^^
13:41:44 <supermop> ah
13:42:20 <supermop> well i'm trying to 'sell' this in the sense of convincing a coder to code, so i do not want to ask for anything too complex!
13:42:47 <planetmaker> supermop, if one can make one station, it's easy as pie to make the same with different graphics :)
13:42:50 <supermop> tomorrow i'll have the iron column instead of wall version, more like original graphics
13:42:54 <planetmaker> but identical dimensions
13:42:55 <chillcore> and honestly half an arch does not look as bad as you'd think it would
13:44:18 <supermop> ok
13:44:24 <chillcore> if you want to see one build two platforms at once and delete one ;)
13:45:02 <supermop> well my goals are three stations, based in spirit on the rail, mono, and mag stations
13:45:19 <supermop> then maybe 1 or two more to round it out
13:45:36 <supermop> but all stations available for all railtypes
13:45:59 <chillcore> yes please
13:46:02 <chillcore> hehe
13:46:49 <supermop> additional would be a very basic freight station, and maybe a 1940s or so station to fill the gap between the 1880s looking rail station and the 1960s looking monorail station
13:50:23 <supermop> any thoughts on glass vs no glass?
13:59:02 <chillcore> please do not crash the bots
13:59:06 <chillcore> https://www.youtube.com/watch?v=nsZsd5qtbo4
13:59:08 <chillcore> :P
13:59:41 <V453000> supermop: you can render the glass separately with alpha
13:59:42 <chillcore> maybe the one without glass could use some sturdier struts
13:59:52 <chillcore> but can not choose
13:59:54 <V453000> 32bpp half-alpha files work normally
14:01:47 <supermop> the reflected sky color seems a bit distracting, so i think plain grey rectangles rendered then made transparent with alpha in PS may let users see their trains better
14:02:12 <V453000> meh, or that
14:02:23 <supermop> in real life these types of station have much less glass, but that's no fun as you can't see your trains!
14:02:24 *** sla_ro|master has joined #openttd
14:02:24 <V453000> sounds way simple but as you see fit
14:02:29 <planetmaker> supermop, it needs two stations (per railtype) anyway: two tracks wide and 1 track wide
14:03:14 <supermop> planetmaker: yes, i assume i will do plain open platforms with a small shelter like in default
14:03:15 *** smoke_fumus has joined #openttd
14:03:27 <supermop> for the single platform
14:06:02 <supermop> V453000: ill try rendered glass with alpha. it just looks so blue in that one rendering...
14:06:34 <V453000> well sure but I bet you can tweak environment values; or bake some texture into the glass itself
14:06:36 <V453000> or something
14:08:16 <V453000> btw "realistic texture scale" just looks as if you coloured the objects with a solid color
14:08:33 <V453000> idk how visible will the bricks be if they are so tinyu
14:08:35 <V453000> -u
14:10:15 <supermop> hmm
14:10:26 <supermop> yeah bricks twice as big could help
14:11:38 <V453000> just in general :)
14:11:41 <supermop> im going to try turning off AA as well
14:12:11 <supermop> and upping the procedural variation between bricks
14:12:34 <supermop> maybe up to 2% rgb variation
14:13:09 <V453000> even if you had saturation random to 40% it would be ok :)
14:13:47 <supermop> and overlay some dinginess towards lower part of brick walls
14:14:31 <supermop> bottoms of platforms always look gross in NYC
14:15:37 <planetmaker> yup, that helps to avoid the hovering building impression
14:18:43 <supermop> planetmaker: can you split the station posts off into a new topic?
14:19:03 <supermop> seems out of place given that name of topic is about roads..
14:19:18 <supermop> if you are busy ill just flag for another moderator
14:21:43 <planetmaker> done
14:21:45 <supermop> yay thanks
14:22:11 <planetmaker> up to you to choose a more imaginative title for the 1st posting :)
14:22:25 <supermop> ok bed time! more iron and steel to model tomorrow
14:23:37 <chillcore> good night
14:24:31 <planetmaker> g'night
14:31:08 <chillcore> planetmaker: a bit back I had someone ask me for a 'simple' train template for blender
14:31:28 *** supermop has quit IRC
14:31:28 <chillcore> I did not know what to show him except direct him to openttdcoop.
14:31:46 <chillcore> got any suggestions for if the question arises agian?
14:33:03 <Eddi|zuHause> hm... dd_rescue is slooow
14:33:26 <Eddi|zuHause> it's been over 12 hours, and it copied 200GB out of 1.5TB
14:34:29 <chillcore> that is a lot of data to copy in one go ...
14:36:15 <chillcore> from experience on my slower machines doing smaller chunks saves time
14:36:24 <chillcore> not sure if you have that option though
14:36:46 <Eddi|zuHause> how do you mean?
14:37:17 <chillcore> copying 10 times 10 GB is faster then copying 100GB at once
14:37:19 <chillcore> that
14:37:38 <chillcore> not al 10 at the same time ofcourse
15:20:11 <Eddi|zuHause> i'd much rather just let that computer sit in the corner for 3 days than fiddle with stuff
15:21:34 <chillcore> huhu I agree that stopping it now is a bad idea
15:21:55 <chillcore> but maybe there is an option for it for in the future ;)
15:22:05 *** shirish has joined #openttd
15:22:15 <Eddi|zuHause> also, i don't see how that helps when just making a linear copy. it's not like it has to worry about allocating file space on the target filesystem or something
15:22:55 <Eddi|zuHause> chillcore: you think i'll remember that option in 5 years when i need it again?
15:23:02 <chillcore> memory usage? ... remembering what it did and what still needs to be done
15:23:20 <chillcore> I dunno what causes it ... just know that it happens ;)
15:23:46 <chillcore> and yeah ... maybe you will not remember xD
15:23:50 <Eddi|zuHause> the slowest copies i ever had was when writing large files to an NTFS
15:24:10 <Eddi|zuHause> on linux
15:52:06 *** JacobD88 has quit IRC
15:53:36 *** shirish has quit IRC
15:53:46 *** shirish has joined #openttd
16:06:23 *** Myhorta has quit IRC
16:31:09 *** Myhorta has joined #openttd
17:03:30 *** Samu has joined #openttd
17:03:45 *** oskari89 has joined #openttd
17:05:03 <Samu> hi
17:08:29 *** Alberth has joined #openttd
17:08:29 *** ChanServ sets mode: +o Alberth
17:09:19 <Alberth> o/
17:13:10 <chillcore> \o
17:13:30 <Samu> http://www.tt-forums.net/viewtopic.php?f=33&t=72691&p=1146262#p1146262
17:13:34 <Samu> my new version :p
17:14:19 <Samu> I vastly simplified that gigantic line
17:14:37 <Samu> MakeStation(t2, wc != WATER_CLASS_CANAL ? OWNER_WATER : wc == WATER_CLASS_CANAL && HasTileWaterClass(t2) && GetWaterClass(t2) == WATER_CLASS_CANAL ? GetTileOwner(t2) : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
17:15:08 <Samu> takes 2 lines now on irc, better than 4
17:23:16 *** Ketsuban_ has joined #openttd
17:27:15 *** Ketsuban has quit IRC
17:33:20 *** Pikka has quit IRC
17:48:20 *** TheMask96 has quit IRC
17:51:23 *** Celestar has quit IRC
17:51:31 *** TheMask96 has joined #openttd
17:56:42 *** Progman has joined #openttd
18:10:18 *** FLHerne has joined #openttd
18:20:32 <Samu> how do i create a setting?
18:21:10 <Samu> At the moment, the setting is re-using "allow drive-through road stops on roads owned by other companies" though I would prefer to create a different setting on its own in the future.
18:21:19 <Samu> the future is now
18:22:35 *** namad8 has quit IRC
18:29:26 <FLHerne> Aargh, how long did it take for me to realise that I can use variables directly as spriteset indices? :-(
18:29:56 <Alberth> less than infinite, I'd say :)
18:30:10 * FLHerne cheerfully scraps quite a lot of switches and duplicate spritelayouts
18:30:12 <planetmaker> :)
18:30:15 <planetmaker> good evening
18:30:19 <Alberth> o/
18:31:28 <planetmaker> sprite: spriteset(slope_to_spriteset(current_slope) * 2 + snow);
18:31:29 <planetmaker> ;)
18:31:38 <planetmaker> just needs a 38 sprites spriteset
18:31:45 <planetmaker> and a boolean snow variable
18:32:27 <FLHerne> I can use arithmetic in these things? :D
18:32:32 <FLHerne> Everything gets so much easier
18:32:36 <planetmaker> yup
18:32:37 <planetmaker> :)
18:32:50 <Alberth> plain ran out of those planetmaker, I am afraid, maybe next winter again
18:33:26 <planetmaker> I won't mind non-snowyness until next winter. So it'll be all fine :)
18:35:54 <planetmaker> http://dev.openttdcoop.org/projects/ogfx-landscape/repository/entry/src/wind-powerplant.pnml#L31 @ FLHerne
18:43:22 *** FLHerne has quit IRC
18:44:12 *** FLHerne has joined #openttd
18:44:38 *** FLHerne is now known as Guest859
18:52:48 *** gelignite has joined #openttd
19:00:05 *** glx has joined #openttd
19:00:05 *** ChanServ sets mode: +v glx
19:00:11 *** FLHerne_ has joined #openttd
19:01:48 *** Guest859 has quit IRC
19:08:25 *** liq3 has quit IRC
19:20:22 *** Biolunar_ has quit IRC
19:43:09 <Samu> SDT_BOOL(GameSettings, construction.road_stop_on_competitor_road, 0, 0, true, STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD, STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD_HELPTEXT, STR_NULL, NULL, 114, SL_MAX_VERSION, SC_BASIC),
19:45:25 <DorpsGek> Commit by translators :: r27218 trunk/src/lang/luxembourgish.txt (2015-04-02 19:45:16 +0200 )
19:45:26 <DorpsGek> -Update from WebTranslator v3.0:
19:45:27 <DorpsGek> luxembourgish - 361 changes by Phreeze
19:46:06 <Samu> help me a little bit
19:48:21 <Samu> SDT_BOOL has no member :(
19:48:51 <Samu> trying to generate a setting with the name construction.water_structure_on_competitor_canal
19:55:02 <Alberth> you need some .ini file in table
19:59:24 *** frosch123 has joined #openttd
20:03:43 <Alberth> quak
20:03:57 <frosch123> hai
20:06:21 *** Wolf01 has joined #openttd
20:06:47 <Wolf01> o/
20:09:07 *** andythenorth has joined #openttd
20:10:17 <Wolf01> o/
20:10:26 <Alberth> o/
20:11:51 <andythenorth> o/ o/
20:12:30 <Wolf01> http://www.commitstrip.com/en/2015/04/01/you-can-leave-now/ lol
20:16:35 *** Myhorta has quit IRC
20:17:25 <Samu> i think i got it
20:19:46 <Samu> from 114, what is thins number?
20:20:12 *** flipFLOPS has joined #openttd
20:23:16 <Alberth> the number after 113?
20:26:59 <flipFLOPS> 120 (base4)
20:27:01 <flipFLOPS> :^)
20:29:44 <Alberth> ah, but it was a decimal number :p
20:30:21 <Alberth> @calc base 10 4 113
20:30:21 <DorpsGek> Alberth: Error: invalid syntax (<string>, line 1)
20:34:12 *** shirish has quit IRC
20:46:47 * andythenorth ponders a new GS
20:46:48 <andythenorth> o_O
20:47:21 <Alberth> fun one, I hope?
20:47:40 <andythenorth> “Go West” or such
20:47:46 <andythenorth> unlock towns one at a time
20:48:34 <andythenorth> I’m playing current Busy Bee, and I think it’s ‘done’
20:48:57 <Samu> this is the longest named setting in the game
20:48:58 <Alberth> mostly it is, there are a number of small enhancements you could make
20:48:59 <andythenorth> it solves the ‘no big goal’ style of gameplay
20:49:19 <andythenorth> interestingly, with a small FIRS economy, it’s not as fun
20:49:24 <andythenorth> the goals are frequently similar
20:49:33 <andythenorth> by contrast, it makes Full FIRS actually playable
20:49:40 <Alberth> not enough industries?
20:49:40 *** tokai|mdlx has joined #openttd
20:49:51 <Alberth> oh, must try that one then
20:49:58 <andythenorth> not enough types / flows
20:50:02 <Samu> water_structure_on_competitor_canal
20:50:06 <Samu> help me short this name
20:50:15 <andythenorth> small economies were invented after I started playing SV / NoCarGoal
20:50:18 <andythenorth> iirc
20:50:23 <Alberth> guessed so, I have that problem with default industries in tropical too
20:50:37 <andythenorth> for cargo goal scripts, more industry types isn’t a benefit
20:50:44 <andythenorth> as they only use 3 or 5 types or so
20:51:07 <Samu> build_on_competitor_canal
20:51:09 <Alberth> ah right, BB uses all of them :)
20:51:16 <andythenorth> yup
20:51:31 <andythenorth> so with Full FIRS, ~60 industry types, you get a crazy organic network
20:51:50 *** tokai has quit IRC
20:51:51 <Alberth> sounds like a great experiment :)
20:51:57 <Alberth> recommended map-size?
20:52:02 * andythenorth looks
20:52:16 <andythenorth> 512x512 or 256x512
20:52:17 <Alberth> doesn't matter much, perhaps
20:52:20 <andythenorth> larger is too large
20:52:23 <andythenorth> smaller is not enough space
20:52:33 <Alberth> yeah something like that sounds good
20:53:00 <andythenorth> with FIRS Basic, I want something like ‘connect all the steel mills’
20:53:07 <Alberth> haven't played 256x256 for a long time :)
20:53:08 <andythenorth> but that’s not possible, can’t integrate that tightly
20:53:53 <Alberth> cargo-dist gets in the way too then, perhaps
20:53:56 <andythenorth> ish
20:54:07 <andythenorth> cdist isn’t fighting me currently, except with supplies
20:54:30 <Alberth> one of the advantages of a highly fragmented network :)
20:54:32 <andythenorth> “Steel King: you’ve been given the contract to supply all the steel mills with iron ore, scrap metal and coal”
20:54:39 <andythenorth> “You have 35 years to complete your goal"
20:54:50 <Alberth> sounds SV-ish
20:54:57 <andythenorth> but tying a GS to FIRS that tightly isn’t possible / easy
20:55:28 <Alberth> it's more a scenario you'd want to do
20:55:51 <Samu> base = GameSettings, var = construction.build_on_competitor_canal, from = 114
20:55:55 <Samu> what is this 114?
20:56:23 <Alberth> ever tried the FreightTrainChallenge scenario andy?
20:56:40 <Alberth> Samu: first savegame version that has the setting, probably
20:56:41 <andythenorth> no
20:56:50 <Samu> oh, I see
20:56:55 <Samu> then it's 195
20:57:16 <andythenorth> I’d just use ships :P
20:57:18 <Alberth> http://www.tt-forums.net/viewtopic.php?f=60&t=59689
20:57:19 <andythenorth> that’s missing the point
20:58:21 <Alberth> I didn't do the town goods, which makes it a lot easier, I was told
20:58:35 <Samu> def = is default value?
20:58:50 <Samu> hmm, so tempted to put a true there
20:58:53 <Alberth> Samu: sounds reasonable
21:08:20 <Samu> I'm still getting these warnings
21:08:22 <Samu> Warning 1 warning C4267: 'initializing' : conversion from 'size_t' to 'uint', possible loss of data C:\OpenTTD\trunk\src\smallmap_gui.cpp 1077 1 openttd
21:08:36 <Samu> Warning 2 warning C4267: '-=' : conversion from 'size_t' to 'uint32', possible loss of data C:\OpenTTD\trunk\src\terraform_cmd.cpp 406 1 openttd
21:10:17 <Samu> didn't touch those files
21:12:09 <flipFLOPS> are you assignig size_t into unsigned int
21:12:20 <Samu> no idea
21:12:22 <flipFLOPS> also you should be googling this shit up m8
21:13:10 <flipFLOPS> well go to the line where it's throwing you a warning and look at wtf is habbening
21:13:19 <Samu> i get 2 of these warnings, and 238 about Warning 3 warning LNK4099: PDB 'vc100.pdb' was not found with 'icuuc.lib(ubidi.obj)' or at 'C:\OpenTTD\trunk\objs\x64\Release\vc100.pdb'; linking object as if no debug info C:\OpenTTD\trunk\projects\icuuc.lib(ubidi.obj) openttd
21:13:28 <Samu> LNK4099
21:13:37 <flipFLOPS> o
21:13:40 *** roidal has joined #openttd
21:13:56 <flipFLOPS> if you're trying to build openttd on vs you might as well stop now
21:14:17 <Samu> it builds
21:14:23 <Samu> but only for testing
21:14:29 <flipFLOPS> hrmery
21:15:10 <Samu> can't make a stand-alone build
21:15:32 <flipFLOPS> i could never get it to work myself
21:15:44 <Alberth> size_t is probably 64 bit at your machine
21:15:51 <flipFLOPS> i vagely recall being able to build it with vs2012 on one of the earlier builds
21:16:12 <Samu> yes, i am trying to build 64 bits version
21:18:05 *** flipFLOPS has quit IRC
21:18:48 *** HerzogDeXtEr1 has joined #openttd
21:20:55 *** Myhorta has joined #openttd
21:25:08 *** HerzogDeXtEr has quit IRC
21:27:40 <Samu> how do i know the savegame will save this new setting?
21:27:51 <Samu> or a network game
21:30:38 <Samu> oh, it's saved already
21:30:52 <Samu> how do i convert old savegame behaviour now?
21:31:00 *** chillcore has quit IRC
21:31:14 <Samu> there is a peculiar situation
21:31:30 <Samu> locks can already be placed on canals owned by competitors, but docks cannot
21:31:33 *** chillcore has joined #openttd
21:31:35 <Samu> how do I solve this
21:33:55 <Samu> default to enabled?
21:34:11 <Samu> default to disabled?
21:41:59 <Alberth> fix in afterload.cpp
21:42:30 <Alberth> you added bits to the map, those should be set correctly when loading an old savegame
21:43:51 <Alberth> you incremented the savegame number too I hope, or you now have save games without addition, and savegames with addition, both with the same savegame number
21:44:22 <Samu> it is bumped to 195
21:44:26 <Alberth> k
21:44:36 <Samu> it is already being used to do 3 things in
21:44:38 <Samu> 1
21:44:50 <Samu> this is the 4th
21:44:53 <Alberth> and 'from' is also 195
21:45:57 <Alberth> that's the nice thing about your own patches, you can do several things at a time :)
21:46:07 <Alberth> trunk has to be more clean
21:46:18 <Samu> if (IsSavegameVersionBefore(195)
21:46:48 <Samu> converts owner of water part of docks to new owner
21:47:15 <Samu> moves a bit
21:47:22 <Samu> from industry to another positiion
21:47:38 <Samu> converts all to that position
21:47:43 <Samu> now, adding this setting
21:47:52 <Samu> my question is
21:47:57 <Samu> what do I default it to?
21:48:07 *** Pereba has joined #openttd
21:48:37 <Alberth> default value of the setting
21:48:50 <Samu> even for old games?
21:49:18 <Samu> it's only 1 setting to control 2 behaviours
21:49:19 <Alberth> old games don't have the setting, so it's added with the default value
21:49:43 <Samu> old games: locks can already be placed on canals owned by competitors, but docks cannot
21:49:47 <Alberth> if the map doesn't correspond you get interesting situations
21:50:14 <Samu> it's a decision problem
21:50:58 <Samu> I'm inclined to convert it to enabled
21:51:31 <Alberth> you want to be able to have all possible situations that can happen in old games at least
21:52:19 <Alberth> if you eg would forbid locks on competitor canals, and you load an old game that uses it, you have a lot of work to convert it
21:53:04 <Alberth> if you can express everything that can exist in an old game by default, conversion is much easier
21:53:15 <Samu> there was no such setting at all
21:53:20 <Samu> only the behaviour :(
21:53:53 <Alberth> so it was sort implied enabled thus :)
21:54:00 <Alberth> sort of*
21:55:03 <Samu> ok, enabled
21:55:13 <Samu> that means, I don't have to convert anything
21:55:25 <Samu> it is defaulting to enabled i think
21:55:28 <Samu> let me try
21:58:09 <andythenorth> where is chocolate cat egg?
21:58:28 *** kais58__ is now known as kais58|AFK
21:59:09 <Samu> oops, it's not doing what Ithink
21:59:13 <Samu> must really convert
21:59:16 <Samu> brb
22:00:27 *** Plaete has joined #openttd
22:04:32 <Samu> done
22:05:12 <Samu> now, one thing still needing to be done
22:05:33 *** Ketsuban_ is now known as Ketsuban
22:05:33 <Samu> prospecting oil rigs on canals owned by competitors :(
22:06:28 <Samu> quite hard to track this bug, i had to create a map filled with canals from one company
22:08:32 *** Klanticus has quit IRC
22:15:04 *** frosch123 has quit IRC
22:36:53 *** andythenorth has quit IRC
22:40:09 *** chillcore has quit IRC
22:42:35 *** sla_ro|master has quit IRC
22:45:17 *** Tirili has joined #openttd
22:45:37 *** Alberth has left #openttd
22:48:40 *** oskari89 has quit IRC
22:57:53 *** JacobD88 has joined #openttd
23:02:08 *** kais58|AFK is now known as kais58__
23:18:47 <Samu> Warning 1 warning C4267: '=' : conversion from 'size_t' to 'uInt', possible loss of data C:\OpenTTD\trunk\src\textfile_gui.cpp 230 1 openttd
23:19:11 <Samu> static void Gunzip(byte **bufp, size_t *sizep)
23:19:18 <Samu> z.avail_in = *sizep;
23:19:29 <Samu> :o
23:21:54 *** Plaete has quit IRC
23:30:10 <Terkhen> good night
23:30:29 *** Tirili has quit IRC
23:36:25 *** Progman has quit IRC
23:36:48 *** Supercheese has joined #openttd
23:39:10 *** roidal has quit IRC
23:44:46 *** supermop has joined #openttd
23:49:09 *** wicope has quit IRC
23:49:56 <supermop> yo