IRC logs for #openttd on OFTC at 2015-10-25
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00:03:53 <greeter> say, do trees also randomly grow on the map if i'm just editing in the scenario builder?
00:11:44 <greeter> ah, ok. good thing i plan to have lots of trees then lol
00:12:18 <Eddi|zuHause> there's actually two ways a tree can grow. first is, an existing tree may spawn a new tree on the same or an adjacent tile. the second is, regularly there will be a random tree placed on a random place on the map. this latter one you can disable for the scenario editor
00:13:02 <greeter> hmm shouldn't be a big deal. the last thing i'm going to do for this scenario is cover the whole map in trees anyway
00:19:08 <Eddi|zuHause> trees add difficulty to the game, as you can't do a lot of construction before the town utterly hates you...
00:20:44 <greeter> that is true. i think it'll make up for how flat i had to make the map to import it though :-S pretty much took all the detail out of it, save for a few large lakes
00:22:08 <Eddi|zuHause> ... we have so many heightlevels now...
00:22:57 <FLHerne> The problem now is the 45° slopes though
00:23:32 <FLHerne> Anything that actually uses all those heightlevels ends up being slopes and pretty much nothing else
00:24:06 <greeter> that was the issue i had. and when i tried "flattening" the map somewhat, i had a map that was either flat, or water, and a very even mixture of both. two two land tiles touched lol
00:25:23 <greeter> that said i did just finally figure out how the height change tools in the scenario editor work
00:25:30 <FLHerne> On a 512² map, getting to the top heightlevel from sealevel requires a single mountain the width of the map :-/
00:26:44 <greeter> that would be far from ideal :-S
00:27:09 <greeter> thankfully the areas i had a height map of don't have huge variations in elevation. but the change in elevation is extremely requent
00:27:16 <greeter> all elevations were 0 to 800 meters above sea level
00:30:08 <Eddi|zuHause> FLHerne: yes. cliffs would be nice.
00:30:33 <greeter> cliffs would make for easier tunneling to say the least
00:46:55 <greeter> well i just asked the scenario editor for a small town and it gave me one with a population of 0 lol
00:50:19 <Eddi|zuHause> that happens when there's no space to construct something, it only makes a church, or it makes a building that is still under construction
00:50:46 <greeter> well 0 was pretty close to what i wanted lol
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01:04:47 <greeter> it'd be quicker if i got a hard copy of the maps i need lol
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01:09:30 <greeter> must admit though, whatever size i click, the scenario builder gets the population right where i want it almost all the time
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01:33:35 <greeter> i hope anyone else who plays this scenario remembers pei being as flat as i do :-S lol
01:36:17 <greeter> the area i'm working on in the scenario builder right now, short for prince edward island, canada's smallest province
01:37:55 <tipsyTentacle> hm, i wonder if there is a california map
01:38:24 <greeter> only one way to find out
01:38:49 <greeter> to be honest, i'm not sure there'd be any demand for the map i'm working on, especially since it isn't all that good, but i figure i won't know till i make one and put it on the forums
01:41:57 <tipsyTentacle> Well if you like it, then someone else surely will (:
01:42:03 <tipsyTentacle> plus, it's good practice.
01:42:47 <tipsyTentacle> ... is there a way to make a script that everytime you try to build in the Bay, you get NIMBY people to come out and protest and block your rails? Town authority can never be higher than poor.
01:43:08 <tipsyTentacle> and if you try to build from SF to LA, all of a sudden, all your funding will disappear.
01:43:18 <tipsyTentacle> #california train problems
01:43:52 <greeter> try the atlantic canada scenario i'm working on. it isn't complete unless there's no passenger train service and NIMBY at funding industries :-P
01:45:06 <tipsyTentacle> Time to destroy all NIMBY towns and replace them with trees
01:45:31 * tipsyTentacle is an evil eminent domain dicator
01:45:34 <greeter> in fact in the largest city here in new brunswick, they recently banned the use of train whistles
01:45:58 <tipsyTentacle> I can kinda understand
01:45:58 <greeter> yes, makes perfect sense, rail usage has tripled in the past five years so let's make it less safe
01:46:23 <tipsyTentacle> they're so loud here. when i moved to my uni, i was what, 2-3 miles away from the tracks?
01:46:28 <tipsyTentacle> I can still hear their whistles :|
01:46:48 <tipsyTentacle> Kept me up at night for a while, but now i don't even notice.
01:47:11 <greeter> i'm 13 kilometers from the tracks and i still hear the whistles here, but that's a consequence of choosing to live close to train tracks
01:47:30 <greeter> i'm thinking it'll only take one rail accident in which someone's car is destroyed or in which people are seriously harmed before they revisit the no whistle policy
01:47:49 <tipsyTentacle> oh, 2-3 miles is roughly ... 6 to 9 km?
01:48:01 <greeter> 3 miles is about 5 kilometers
01:48:13 <tipsyTentacle> that's so loud oh my gosh
01:48:16 <tipsyTentacle> how do you live
01:48:21 <greeter> 13 kilometers is about 8 miles. i used to live much closer to the tracks, but even at a few hundred meters, i barely noticed the whistles
01:48:43 <greeter> i was more likely to notice the movement of the ground as heavy freight went over nearby tracks
01:48:49 <tipsyTentacle> My hometown doesn't have frieght trains going by anymore, so it's allllll quiet.
01:49:15 <tipsyTentacle> but we have that subway /light rail system. Which is thankfully pretty quiet.
01:49:18 <greeter> that's all we have here. it used to be mostly loads of potash, but now more and more oil is being shipped by rail
01:49:31 <greeter> considering the city has the largest oil refinery in the country, that does make quite a bit of sense
01:49:39 <tipsyTentacle> mhm that makes sense
01:49:56 <tipsyTentacle> I dunno what we were shipping, but we were relatively close to one of the west coast's biggest ports
01:49:57 <greeter> but the lac megantic rail disaster was with a train that was ultimately coming this way. i'm surprised even with that in mind, there's so much opposition to pipelines for oil
01:51:22 <greeter> ah yes, that would result in a lot of rail traffic for sure
01:51:22 <tipsyTentacle> they probably don't like a constant stream of explosives
01:51:35 <tipsyTentacle> and would prefer that the explosives stay only for a few minutes each time
01:52:09 <greeter> the pipeline would be good for people like me. they always need electricians when building those things
01:53:00 <tipsyTentacle> Hehe I am a software engineer. I suppose I could get a job writing software to handle the pipes?
01:53:49 <greeter> perhaps so. they will need people like that on staff too
01:53:58 <greeter> and best of all i can wire up your office :-P
01:57:08 <tipsyTentacle> hehe sounds like a healthy economy is going on down in... Pei, was it?
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01:57:39 <greeter> well i'm in new brunswick, but pei is where i'm working on this map right now. i'm basically doing canada's maritime provinces, with a few additions
01:58:05 <tipsyTentacle> I find maps with seperate islands to be pretty fun
01:58:54 <greeter> well, this one has pei, the magdalen islands, and newfoundland, which is much larger than those other ones
01:59:23 <tipsyTentacle> I'll def try out your map when you're done~
01:59:36 <greeter> there is also cape breton island, but you could throw a rock to it from the mainland
02:00:09 <greeter> well, that's encouragement to work on it quicker and get it posted to the forums
02:09:38 <greeter> though i made the map so huge that this is going to take some time lol
02:21:06 <greeter> you certainly find some odd place names once you begin scanning maps and finding out where things are. i'm half tempted to include "Malignant cove" as one of the towns
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02:37:47 <Eddi|zuHause> man, my sense of time is totally screwed up right now...
02:41:26 <Wipe> timechange? it was 3am hour ago, now there will be 3am again in 20m
03:03:19 <greeter> ah i see. the time doesn't change here until next weekend
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04:38:53 <greeter> just curious, is it normal to see a ghost of the save dialog in the game for a while after saving a large game?
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09:46:03 <Alberth> hmm, sneaky andy, adding running costs to wagons :)
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16:04:28 <Wolf01> bah, train fever is annoying, back to factorio
16:05:43 <Eddi|zuHause> except i don't have factorio
16:06:23 <Wolf01> i fucked up 100M in train fever because the entire economy is point to point and not star/ring shaped -.-
16:07:33 <Eddi|zuHause> the economy is a bit fiddly with interruptions
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16:28:58 <Eddi|zuHause> do you know this effect, that when you switch games, you press all the wrong buttons? like trying to scroll with wasd when you need arrow keys?
16:29:23 <Wolf01> i have that problem between diablo 3 and heroes of the storm
16:39:36 <Eddi|zuHause> you should probably just reconfigure those hotkeys :p
17:12:37 <Alberth> and confused with the buttons :)
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17:40:10 <Wolf01> if i have some text wider than a fixed width and it must go on a new line, what is the best way to calculate the new height? (it could span on more new lines if it's very long)
17:40:43 <Helyx> Hey everyone. I have a question about Novapolis city builder, can anyone help me?
17:41:20 <Wolf01> i was thinking about line_height + (text_width mod max_width) * line_height
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17:43:42 <Helyx> Hey everyone. I have a question about Novapolis city builder, can anyone help me?
17:43:45 <Supercheese> perhaps that fellow, since he has Novapolis in his nick
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17:44:02 <planetmaker> you scared him :)
17:44:22 <planetmaker> Helyx, you need to exercise a bit patience when using IRC
17:44:22 <Supercheese> I was too cheesy for him :[
17:44:35 <Helyx> ya first time i use it actually
17:44:36 <planetmaker> it's not like people here just stare at their screen for the off-chance to answer a question
17:45:07 <Helyx> oh, thought it works like a classical chatroom
17:45:12 <planetmaker> also you'll get better answers if you actually state your problem instead of asking "can someone help me"
17:45:29 <planetmaker> it does... but not everyone constantly watches a chatroom window either, does it?
17:45:43 <Supercheese> is this the same place that just released their "secret source code" or whatnot...?
17:45:57 <Helyx> Okay my problem is basically this:
17:46:12 <Helyx> My claimed village is pretty close to some other citys/towns etc and thus it doesnt have all industries in its influence area. Currenty my town wants farm supplies but there is no industry that accepts them and my town wont grow? And the problem will also occur with other cargo. Am i doing something wrong or am i stuck and I cant continue anymore?
17:46:30 <Supercheese> you can fund another industry if you have the cash
17:46:38 <planetmaker> fund instustry which accepts it?
17:48:05 <Wolf01> i'm stupid... i need to know the quotient, not the remainder
17:48:06 <Helyx> hmm the problem is if towns are close to each other, there is not much room to place 10 industries or so near it.
17:57:25 <Supercheese> I don't think there's much to be done about that
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18:31:03 <andythenorth> but recently, yes
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18:43:29 * andythenorth has been playing openttd
18:45:18 <DorpsGek> Commit by translators :: r27412 trunk/src/lang/vietnamese.txt (2015-10-25 18:45:10 +0100 )
18:45:19 <DorpsGek> -Update from WebTranslator v3.0:
18:45:20 <DorpsGek> vietnamese - 16 changes by myquartz
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19:01:43 <andythenorth> boring forum day :P
19:09:52 <andythenorth> hmm termite seems to use old nml / python 2.7 for compile
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19:46:07 <andythenorth> changing railtype grfs on a running game is interesting
19:47:38 <andythenorth> trains stuck on wrong railtype
19:47:46 <andythenorth> can’t move them, can’t destroy them
19:48:57 <andythenorth> I keep starting a nice test game and then breaking it :D
19:49:07 <andythenorth> changed cargos, changed industries, changed railtypes :P
19:50:56 <Wolf01> in theory they could move to another railtype, i had that problem too
19:51:36 <Wolf01> at least steam and diesel ones ;D
19:52:07 <andythenorth> not pipelines :)
19:53:44 <Alberth> you need to change the wheels of the train :p
19:57:43 * andythenorth starts another new test game :P
20:23:22 <Alberth> make a copy every now and then :p
20:37:08 <andythenorth> and another one :P
20:37:17 <andythenorth> really, don’t expect to change railtypes on a game :D
20:38:23 <Eddi|zuHause> sounds like a non-issue
20:39:05 <andythenorth> nature of developing newgrfs
20:40:01 <andythenorth> it’s quite annoying testing, simultaneously, a railtype grf, train grf and industry grf
20:43:37 <andythenorth> change a cargo, lose your game
20:43:43 <andythenorth> change a railtype, lose your game
20:44:00 <andythenorth> add a vehicle that uses a previously unused railtype, lose your game
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22:20:59 <greeter> back to scenario building, if my isp decides it'll let me have a decent internet connection anyway
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23:12:14 <LadyHawk> is there a way i can change the truck lookahead anywhere?
23:12:19 <LadyHawk> google is drawing a blank
23:13:08 <LadyHawk> my trucks are blocking the station layout before the end of the station is reached, i wonder if they 'can't see it' so to speak at the point they block it
23:13:27 <LadyHawk> (always blocks at the start, most bays except last few have moving trucks)
23:14:52 <FLHerne> LadyHawk: Try increasing the value of yapf.road_stop_occupied_penalty in openttd.cfg
23:15:29 <FLHerne> At the default value, it's worth 8 tiles of (straight, flat) road
23:15:41 <FLHerne> Unless I changed my settings here and then forgot
23:17:25 <planetmaker> LadyHawk, build the road stop layout appropriately - then more bays will be used
23:17:36 <planetmaker> you might want to look at some openttdcoop games
23:17:58 <LadyHawk> i'll show the layout... i constructed it based on Eddi|zuHause's advice
23:18:18 <LadyHawk> it's got a double road to/from since a single road cant handle the traffic the station can
23:18:40 <LadyHawk> after i have a look at this c onfig.. just to see what it's set at right now
23:27:16 <LadyHawk> kinda experimenting with what seems best
23:32:16 <LadyHawk> the trucks dont start mingling until further in the station to stop favoritism for the inner exit road
23:32:48 <LadyHawk> so they devide over the 2 roads properly
23:43:37 <LadyHawk> hmm.. also, i seem to have lost the option to disable improved loading algorithm.. i wanna use the old one where everyone just gets stuff
23:50:21 <sim-al2> The improved loading algorithm is where the first vehicle to arrive fills up first right?
23:53:29 <sim-al2> Found it on the wiki, last contribution to that page is from 2012, and most it written before 1.0.0
23:54:06 <sim-al2> I guess it's the default setting considered now
23:54:36 <sim-al2> you could try "improved_load = false" if you haven't already
23:54:42 <LadyHawk> in a situation where you end up having 15+ trains/40+ trucks loading all at once from a high supplying station it's actually quicker to use the older loading algorithm
23:55:44 <sim-al2> I haven't had a problem, if there's more cargo than the vehicles capacity in my games they fill up pretty well
23:57:31 <LadyHawk> if there's not enough stuff for a long train to fill up... everything else sits and waits, while, the supply is HIGHER than the speed at which a train can fill up... you dont want the rest to sit and wait, the rest needs to load as well
23:57:55 <LadyHawk> which is exactly what the old loading algorithm does
23:58:06 <LadyHawk> a tiny bit on the station? everyone waiting there goes ITS MINE!
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