IRC logs for #openttd on OFTC at 2015-05-14
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09:10:08 <TartarusMkII> Hey guys, I have a question about Cargo Dist with Passengers. If I load up a train at Point A with people who want to go to B and C, and stop at B, will the people who want to go to C get off, or stay on?..
09:13:19 *** Rubidium_ is now known as Rubidium
09:13:26 <Rubidium> generally they'd stay on, except maybe when there is another less saturated route from B to C
09:16:25 <TartarusMkII> So if there is two stations in one city, and they want to go to station B in the city, but station A is the one wit hthe train, they'll still stay on until station A to automatically transfer over to B from some far off destination? (provided it's the only way to get there?)
09:17:56 <Rubidium> yes, if they want to go somewhere they'll get there whatever way is possible
09:18:47 <TartarusMkII> awesome, thanks!
09:20:43 <TartarusMkII> So does that mean with cargo dist enabled cargo types, I should never bother to specifically transfer order?
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10:22:24 <TartarusMkII> thought I lost everyone 4ever
10:33:23 <Supercheese> was quite the split
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10:34:54 <TartarusMkII> Hold me, mister cheese.
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12:03:47 <supermop_> quite humbling - it has taken me 3 days to figure out how to get a non parallel projection in this rendering engine
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13:11:27 <V453000> read as I am fucking clueless what to do :P
13:20:22 <Alberth> do nothing for a while
13:22:10 <V453000> I am doing something, but it is so many projects and none finished
13:23:46 <V453000> last release ages ago
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13:37:05 <Alberth> doing too many things at once thus. Perhaps decide on what to do first and what to do later?
13:38:19 <V453000> no that isnt the thing, I just do not think the solutions I am applying are good
13:38:30 <V453000> rawr is so stupidly complicated and looks very bad
13:58:02 <Flygon__> V453000: Voxels fix everything!
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14:22:01 <supermop_> ok ive learned that importing into sketch up is not viable
14:22:46 <V453000> just finish the model and I can render it for you :)
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15:56:05 <sim642> That shouldn't look weird like that, right?
15:56:39 <sim642> Completely hiding it just makes the darkened area disappear while the base still remains
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16:21:16 <__ln__> it's not realistic. doesn't work that way when you make buildings invisible in real life.
16:23:57 <Alberth> __ln__: how would you know, I haven't yet seen an invisible building
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17:16:16 <__ln__> Alberth: of course you didn't _see_ it as it was invisible.
17:31:34 <sim642> peter1138, it doesn't behave how other buildings behave when made transparent or invisible because those will have foundations shown but this is just plain image masking
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17:51:56 <Alberth> sim642: you'd have to check if the HQ has a ground tile. If not, you can't do better than this, unless you never want to see the bottom
17:54:45 <sim642> I assume it doesn't if it's not getting shown
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18:54:12 <peter1138> sim642, there's no universal rule on how the graphics were drawn.
18:54:25 <peter1138> Some buildings show foundations, others don't.
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19:58:14 <V453000> I actually enjoy making this :D
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20:38:31 <LordAro> how old is the cubicles injoke now? :L
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20:41:44 <V453000> but I am somewhat decided I will make it work :D
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20:44:53 <andythenorth> plz send me the codes
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20:46:28 <Eddi|zuHause> [Sonntag, 23. Oktober 2011] [19:08:33] <Dany0> SAY CUBICLE ONE MORE F*CKING TIME
20:54:36 <Eddi|zuHause> of course it was V453000 who actually escalated the cubicle situation to that point.
20:56:42 <V453000> I believe andythenorth had even more involvement
20:56:49 <andythenorth> I wasn’t even there
20:56:57 <andythenorth> I was on holiday
20:57:16 <Eddi|zuHause> standard excuse in your workplace? :p
20:57:37 <andythenorth> surprisingly, yes
20:59:48 * andythenorth wonders why FIRS ports and such have a tile check that allows building on normal slopes
21:02:29 <Eddi|zuHause> maybe there were corner cases?
21:02:39 <andythenorth> tries to avoid river / sea
21:02:44 <andythenorth> by exclusion, I assume
21:02:53 <andythenorth> seems to work, probably best left alone :P
21:02:58 <andythenorth> standard refactoring conclusion
21:03:50 <andythenorth> I think it’s simply to avoid checking both WATER_CLASS_RIVER and WATER_CLASS_CANAL
21:05:26 <Eddi|zuHause> style: why put "== WATER_CLASS_SEA" into the check, and not "WATER_CLASS_SEA: blah" into the switch options?
21:06:16 <Eddi|zuHause> switch(water_class(0,0)) {
21:06:24 <Eddi|zuHause> WATER_CLASS_SEA: blah
21:06:34 <Eddi|zuHause> WATER_CLASS_NONE: blah
21:08:26 <andythenorth> why two switches?
21:08:34 <andythenorth> more future proof against new tile classes?
21:08:54 <Eddi|zuHause> andythenorth: i don't think that is a valid argument
21:09:12 * andythenorth considers one switch
21:09:24 <andythenorth> having to read both made it harder for me to understand the logic
21:09:31 <andythenorth> and there are two CPP macros generating them
21:10:20 <Eddi|zuHause> andythenorth: i think it's a case of "i undersand this "1: blah; default;" pattern, just reuse it
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23:18:08 <Eddi|zuHause> "US Army gets lost on the way to poland through brandenburg"... man are we glad that they didn't have to go that far during WWII. imagine what would have happened
23:21:05 <Wolf01> maybe they didn't have a plan
23:21:17 <Eddi|zuHause> worse. they had GPS
23:21:57 <Eddi|zuHause> apparently their Navi gave them a route that was only suitible for cars (<3.5t)
23:23:23 <Wolf01> eh, happens, at least they didn't use google maps "new york to paris by swim"
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23:25:13 <Rubidium> America has cars of < 3.5t?
23:26:06 <Eddi|zuHause> how is that relevant for a bridge between germany and poland?
23:27:21 <Rubidium> well, I find it odd that people from a country that has a fairly high percentage of cars weighing more than 3.5t buys a navigation system for cars less than 3.5t
23:28:46 <glx> maybe it's just they didn't know a road could have a weight limit
23:29:15 <Eddi|zuHause> i'll assume it was a data error. but it's not unheard of that companies are too cheap to buy the truck version of the map data, and get the cheaper car version
23:32:48 <Eddi|zuHause> but that's what happens when people rely on computers too much. 70 years ago a human would have plotted the path on a map, and that map would have had weight limits of bridges and stuff
23:33:45 <Eddi|zuHause> or probably even 10 years ago
23:34:37 <jaydodge1975> Hi, can anyone tell me where I can get ahold of the old copy's of stolentrees I have what I think is the new updated ver. however I would like to open some save games that I downloaded to view how stuff works the ID's I'm looking for are GRF ID: 52453C00 and 5245F0F0 ? and all the links I find are dead ends
23:35:28 <Eddi|zuHause> have you checked the GRF Pack on the openttdcoop site?
23:36:11 <jaydodge1975> all I can find is the Ver 8 and I have it would like to know if there is a way to get the old copies as they removed a lot of stuff that could help
23:36:35 <Eddi|zuHause> well, if it's gone, it's gone...
23:37:06 <Eddi|zuHause> you'll probably have better luck just disabling the GRFs from the savegame through non-sanctioned methods
23:37:47 <jaydodge1975> lol, ya I was afair of that guess I have to wait and see if Simuscape will update the link as that's where almost every search ends
23:38:17 <Eddi|zuHause> i'd not hold my breath for that
23:38:59 <jaydodge1975> hmmm never thought about giving that a go didn't think it could work
23:39:28 <jaydodge1975> :) ya that's what I was thinking I might turn very blue I bet
23:39:40 <jaydodge1975> plus not one to wait
23:40:39 <Eddi|zuHause> stolentrees should not make any trouble if ripped out of a savegame by force. but you never know...
23:41:07 <jaydodge1975> this non-sanctioned method you speak of is that kind of like or one in the same as making the game go back and let you changed the GRF's in game
23:41:58 <jaydodge1975> is there a way or would it would to make it look for the updated copy I have the testw instead of newtrees etc...
23:45:09 <Eddi|zuHause> yes. remove the old one, and add the new one.
23:46:03 <Eddi|zuHause> better: put the new one in [newgrf-static] in your openttd.cfg, it will be active on all old and new savegames, even online games. and it will not affect loading of savegames when the file is not there anymore
23:47:36 <Eddi|zuHause> hm, this jeb bush seems to have read the chapter on political strategy where it says "say both 'A' and 'not A', and hope that by the time election comes, people only remember the statement that they viewed as positive"
23:51:35 <jaydodge1975> okay been away from games like this for many many years how would I go about adding a newgrf-static line as I checked the cfg file and the only thing I see is the persets I have been trying to set up really
23:53:09 <Eddi|zuHause> if there is no line that says "[newgrf-static]", you can add it at the end, and then move the treesw line from one of your presets to that new section.
23:55:44 <jaydodge1975> okay yes I found a bit of info sorry I have really really bad internet right now shouldn't really have any at all takes like 5 min to load a page, ;)
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