IRC logs for #openttd on OFTC at 2015-10-23
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06:01:04 <tipsyTentacle> Quick question: how does OpenTTD multiplayer work? I heard there were rules to prevent griefing and things?
06:04:41 <greeter> hmm, that is a good question
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06:13:47 <tipsyTentacle> I joined Reddit Server One. It seems like every company has their own little niche?
06:14:56 <greeter> hmm, i have very little experience with multiplayer unfortunately. i'm not really sure what would be proper etiquette, except for maybe some of the most obvious rules
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06:57:30 <greeter> seems we're both working things out for ourselves tonight lol
06:59:04 <greeter> you're working on learning about multiplayer rules, i'm working on creating a scenario
06:59:38 <tipsyTentacle> ohh interesting :O
07:00:04 <greeter> yes. i was browsing the openttd forums and i saw something about creating custom height maps based on real world locations. starting to wish i hadn't read that though lol
07:18:57 <tipsyTentacle> I know that want though; i do enjoy making maps based on RL places i've been
07:19:02 <tipsyTentacle> for other games
07:20:59 <greeter> well, i either can't find good software for what i need to do or using it well is beyond me at this point (likely the latter lol) but i got something rudimentary imported to the game at least
07:27:38 <greeter> rofl, well one file i just tried was rather, interesting. it interpreted the ocean as the highest part of the map, at least in the sub arctic climate that means it is water, even if not liquid
09:25:39 <Guest5766> tipsyTentacle: you cannot remove tiles owned by other companies in MP
09:25:44 *** Guest5766 is now known as Xaroth
09:26:33 <Xaroth> so while griefing is somewhat doable, once a track is set there's not that much that can be done
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09:51:32 <planetmaker> tipsyTentacle, 'rules to prevent griefing' are those which are enforced by the server moderators
09:52:06 <planetmaker> whatever technical set one creates - technical rules can always be circumvented. Especially in such an open construction game like openttd
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10:11:25 <Wolf01> planetmaker, just put other players in spectator mode :D
10:32:12 <planetmaker> Wolf01, that's what we automatically do, if a playername wasn't chosen ;) Then the player gets immediately moved to spectator :P
10:32:27 <planetmaker> Thus no player with name Player* can play :)
10:34:19 <Wolf01> but it's a Player* problem which can be fixed by himself, if i want "planetmaker" to be a spectator how could do it?
10:35:02 <peter1138> Many multiplayer servers have rules which prohibit direct competition, as they assume "ownership" of towns or industries. Sad.
10:38:49 <planetmaker> Wolf01, !rcon players; !rcon move playerID 255
10:39:18 <planetmaker> so yes, just like you advised :)
11:13:11 <tipsyTentacle> So, I am not sure if I am making mainlines very well
11:13:26 <tipsyTentacle> but I guess I am not playing connecting the dots anymore? :D
11:14:11 <tipsyTentacle> Although I think connect the dots might work for PAX? Not sure.
11:28:35 <V453000> aware of openttdcoop.org? :P
11:29:38 <tipsyTentacle> Yes. Reading about techniques is one thing. Applyinng it to this mountainous terrain is another <_<;
11:35:05 <V453000> openttdcoop mainly has servers where you can find people to learn from and build with ;) reading is indeed just one thing
11:35:59 <tipsyTentacle> Ohhhhhh. I've been hestiant to join a server since I feel very inexperienced. Like, I'll be a burden rather than an asset.
11:36:24 <tipsyTentacle> But I guess everyone is just there to have fun and help each other soooo....
11:37:39 <planetmaker> as long as you play by the server rules, every skill level is welcome
11:38:01 <V453000> playing and communicating with people is the best and fastest way to learn, too ;)
11:42:13 <tipsyTentacle> Well, I'll def have to try it when i get home from work.
11:58:21 <V453000> IRC channel is #openttdcoop on this network, in case you wondered :P
11:59:43 <tipsyTentacle> Thanks. I've only been there once before and all i did was idle
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12:41:43 <DorpsGek> __ln__: Yexo was last seen in #openttd 2 years, 46 weeks, 4 days, 21 hours, 25 minutes, and 11 seconds ago: <Yexo> <NGC3982> The station glitches are CHIPS related. I adressed it to Andy the other day, and it seems like it's b0rked in some way. <- it's still in the issue tracker for CHIPS, but I haven't had time to look at it yet
12:42:17 <__ln__> leader in idling contest
12:46:54 <Wolf01> wow, that could be a new record
12:47:19 <Alberth> more likely, a bouncer that wasn't pulled down
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14:30:42 <rofl_kills_lol> Hello together
14:31:43 <rofl_kills_lol> I tried to download open TTD but the website is not responding after i clicked on the link to the file
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15:29:59 <planetmaker> and which link did you click?
15:31:18 <V453000> perfect nickname for a smart person
15:31:44 <planetmaker> yep. A real smarty.
15:31:49 <planetmaker> Sadly not made of chocolate
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16:13:26 <andythenorth> but seriously, who uses the ‘Green’ map colour?
16:17:09 <Alberth> I did for a long time :)
16:17:57 <Alberth> and tbh I still like it more than the blue/dark purple one I use now
16:23:17 <peter1138> Nearly 3 years old ;p
16:23:37 <peter1138> Though, old version of it.
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16:52:02 <Eddi|zuHause> <V453000> perfect nickname for a smart person <-- it's not actually true, though. "hehe" kills "lol"
17:22:54 <andythenorth> the winning strategy is point-point networks?
17:23:10 <andythenorth> never connect more than 2 stations in the same linkgraph?
17:28:28 <Alberth> just ignore number of waiting pax?
17:29:23 <andythenorth> kind of annoys me
17:29:32 <andythenorth> also ‘winning’ in this case also includes ‘getting paid fast’
17:29:40 <andythenorth> I need money to win Silicon Valley ;)
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17:31:00 <andythenorth> but passengers going more hops = longer time to get paid
17:31:14 <andythenorth> I guess total money is about the same
17:32:59 <Alberth> btw iron horse trains from 1860 aren't very good for climbing mountains with freight :)
17:33:12 <andythenorth> what weight multiplier?
17:34:00 <andythenorth> I stopped using anything but 1 some while ago
17:34:08 <andythenorth> no particular reasons
17:34:24 <andythenorth> try Tropic climate :P
17:34:28 <andythenorth> there are no mountains in Tropic
17:34:52 <andythenorth> is it known broken, or is ‘ignore player settings for map gen’ by design?
17:35:06 <Alberth> just adding double 0-6-0-ramsbottom engine to anything going up hill :)
17:35:38 <Alberth> afaik tropic doesn't do hills
17:36:35 <andythenorth> empiricism agrees
17:36:42 <andythenorth> for my limited testing of 30 maps or so
17:37:00 <andythenorth> original map generator does hills in Tropic, it’s just Terragenesis that’s refusing
17:37:48 <andythenorth> maybe I can break that locally
17:38:29 <Alberth> I don't remember if there are dedicated settings for tropic with terragenesis
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17:40:11 <andythenorth> looks like there
17:41:04 <andythenorth> maybe I can just delete some stuff
17:41:32 <Alberth> make tropic scenario :p
17:42:29 <andythenorth> I could use a heightmap I suppose
17:42:46 <andythenorth> but now I have to know why it’s so weird :P
17:43:11 <andythenorth> GenerateTerrain() does something
17:45:03 <andythenorth> tgp.cpp is the place I need :)
17:45:16 <andythenorth> * Half of tiles should be at lowest (0..25%) heights */
17:45:22 <andythenorth> no mountains for you then
17:50:28 <Alberth> that's why I play arctic :p
17:51:55 <Alberth> hmm, 1896, and still no livestock trucks
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18:08:35 <andythenorth> no Iron Horse livestock wagons? Or RVs?
18:09:56 <Alberth> livestock trams do exist though
18:10:31 <Alberth> but euhm, we can pretty soon invent flight, and no RV yet :p
18:12:40 <Alberth> :o clay has more sandy colour now, nice
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18:25:17 * andythenorth wonders if the clay change was intended :P
18:25:27 <andythenorth> I do need to add earlier RVs
18:26:19 <andythenorth> oic, no livestock truck until 1941
18:27:02 <andythenorth> Alberth: what year are you in now?
18:30:59 <Alberth> but livestock travels by luxury tram through the city now :)
18:31:20 <andythenorth> are you using grf from bananas, or manually installed?
18:31:25 * andythenorth is adding a truck
18:31:37 <andythenorth> not until 1911 mind
18:32:03 <Alberth> iirc manually install
18:32:45 <andythenorth> sounds like banaramas
18:33:20 <Alberth> could be, I don't track where I downloaded versions from
18:46:57 <Eddi|zuHause> i'm still waiting for a horse-carriage-only grf that can be freely combined with any other road set
18:47:20 * andythenorth won’t be providing that, sorry :P
18:47:23 <andythenorth> you could do your own
18:47:38 <Eddi|zuHause> i could, but i probably won't.
18:48:05 <andythenorth> I could (probably) make Tropic map gen less stupid
18:48:13 <andythenorth> but I probably won't
18:48:34 <andythenorth> ha ha, if I get enough money, I could terraform the mountains *in* :P
18:48:54 <andythenorth> neat inversion of the boring land-levelling play style :D
18:49:13 <frosch123> Eddi|zuHause: will it feature unicorn-carriages that go 500 km/h?
18:50:02 * andythenorth is considering the sail-bus
18:50:05 <andythenorth> sail-lorries too
18:52:14 <Wolf01> why not also magnus effect ships?
18:56:08 <Eddi|zuHause> i have no idea what that means
18:58:10 <andythenorth> flettner rotor ships
19:00:47 <andythenorth> also what exactly are lines 491-509 _doing_ in tgp.cpp?
19:05:11 <frosch123> andythenorth: it halfes the altitude of land at low altitude
19:05:19 <frosch123> while preserving mountatins
19:05:47 <frosch123> so, essentially it turns an average hilly landscape into a flat landscape with some steep mountains in it
19:06:26 <andythenorth> if I set max height levels to 255 and set variety distribution to ‘none’ and terrain type to ‘mountainous'
19:06:38 <andythenorth> then I get a couple of height-level 16 mountains on my map
19:07:46 <andythenorth> if I set height level to 16, I get a reasonable looking map
19:07:56 <andythenorth> but at 32, they’re pathologically flat
19:08:03 <andythenorth> I’ve generated lots
19:10:01 <frosch123> it may be because of the maximum slope
19:10:13 <andythenorth> it’s multi-factorial
19:10:28 <andythenorth> variety distribution other than ‘none’ really kills tropic maps to ‘flat'
19:10:29 <frosch123> it tries to make all land flatter, except for mountains which it tries to make steeper and higher
19:10:46 <frosch123> but you can only climb so many height levels on a short distance
19:10:53 <frosch123> so the high mountain fails
19:11:38 <andythenorth> that makes sense
19:11:39 <frosch123> are your mountains limited by the slopes?
19:12:09 <frosch123> i.e. could they be higher with the same base area?
19:13:22 <andythenorth> but not if the base area is being flattened :P
19:13:34 <Alberth> I think that's good up to some point, steep hill up isn't nice playing
19:13:44 <andythenorth> so many factors, it’s hard to draw a strict conclusion on this
19:14:45 <frosch123> do you know what gamma correction is in picture processing?
19:16:33 <andythenorth> oh, it’s the curves tool in photoshop
19:17:02 <andythenorth> some input values are clamped up or down
19:17:18 <frosch123> minimum and maximum remain unmodified
19:17:36 <frosch123> but the values in the middle are either shifted up (arctic) or down (tropic)
19:19:24 <andythenorth> this is so we can have flat deserts, in the Tropic case
19:19:35 <frosch123> resulting in tropic having mostly low land with peaking hills, and arctic having plateau mountains
19:21:17 <frosch123> well, whatever. the answer to all questions is: 1. map generator preview 2. more map generator controls, which remain unlabeled
19:23:28 <andythenorth> I have a preview :P
19:23:35 <andythenorth> I just hit ‘generate’, and then look at the map
19:23:44 <andythenorth> if I don’t like it, I hit ‘newgame’ in console :P
19:24:44 <frosch123> yeah, but you have a hard time distingushing what is caused by your settings, and what is caused by randomness
19:30:16 <andythenorth> hmm, no South American Town Names :P
19:30:45 <andythenorth> ‘latin american’ of course :P
19:30:47 <andythenorth> silly andythenorth
19:30:55 <frosch123> brazilian town names?
19:33:36 <andythenorth> close, but no cigar :)
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21:28:30 <greeter> well, it took a lot of fiddling, but i finally managed to import canada's atlantic provinces as a height map, sort of lol
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