IRC logs for #openttd on OFTC at 2016-02-14
            
00:01:13 <Quatroking> heh
00:01:58 <drac_boy> short sections such as on the Scania T series trucks I'm ok with tho :)
00:02:38 <Quatroking> I ride the DD-AR nearly daily, usually on the old models
00:03:05 <Quatroking> though sometimes I use the SLT https://en.wikipedia.org/wiki/NS_Sprinter_Lighttrain
00:03:15 <Quatroking> That's the bombardier one
00:03:23 <Quatroking> it's a glorified subway
00:03:51 <Quatroking> fun fact: our subway trains are also built by bombardier :')
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00:05:21 <Quatroking> Every once in a while I also use the Brussels train which is an NMBS HLE 11 + an
00:05:22 <Quatroking> NS ICRm
00:07:20 <drac_boy> heh, anyway have to go make some supper so maybe talk to you another time ok?
00:07:46 <Quatroking> Yeah sure
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01:07:01 <Eddi|zuHause> i can haz galleon?
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01:18:11 <Eddi|zuHause> i suppose a galleon isn't the right ship for cleansing another pirate area, so i'm gonna trade and grow towns for a bit and maybe i can get a frigate next
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01:44:27 <Wolf01> Eddi|zuHause, I'm using the frigate, but I have troubles with 5 enemy ships in level 30 areas...
01:44:46 <Eddi|zuHause> i'm not quite that far yet
01:45:11 <Wolf01> I have 2 more ships to purchase, but I first need to level up a city
01:47:16 <Wolf01> growing a town to level 9 requires at least 25 quests/trades with that city
01:48:17 <Eddi|zuHause> well, that's 5 trips with a galleon :p
01:48:33 <Wolf01> if you have all the stuff every time, yes
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01:50:17 <Wolf01> today I cleaned 3 pirate areas and got a "syndicate" city, the syndicate faction is the best one because it gives you all the perks of the other ones, but it's tricky to get their flag :/
01:53:29 <Wolf01> http://steamcommunity.com/app/326410/discussions/0/620713633864746577/
01:58:22 <Wolf01> 'night
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08:07:42 <andythenorth> o/
08:09:26 <V453000> sup yo
08:09:28 <V453000> progrez?
08:11:18 <andythenorth> yair
08:12:54 <andythenorth> http://dev.openttdcoop.org/attachments/download/7637/vehicle_factory_3.png
08:13:08 <andythenorth> shading is wrong
08:13:12 <andythenorth> trying to get some shapes
08:13:18 <andythenorth> I went for modern look
08:13:53 <V453000> that is infinitely better than yesterday
08:14:23 <V453000> cars look rather bad, and I would add white elements to the CC boxes
08:14:27 <V453000> but other than that, really good
08:14:43 <andythenorth> I am glad you suggested white
08:14:50 <andythenorth> I woke up at 4am and had same thought
08:15:02 <andythenorth> also is super realisms http://teknikensvarld.se/wp-content/uploads/import/images/global/nyheter/2012/10/16/saab-fabriken.jpg
08:15:04 <V453000> well the cars aren't that horrible, but ... yeah :) various car models that hard? :P
08:15:06 <V453000> haha
08:15:15 <V453000> good
08:15:19 <andythenorth> I need cars, trucks, machines
08:15:39 <andythenorth> I think vehicles have to be different colours, not just CC
08:15:43 <andythenorth> which I hate :P
08:15:46 <andythenorth> I like CC
08:16:21 <andythenorth> I am going to do a white office building, but not this one http://dev.openttdcoop.org/attachments/download/7635/vehicle_factory_2.png
08:17:30 <V453000> I would like the top part to be a bit shorter so it doesn't go all the way to the edge https://dl.dropboxusercontent.com/u/20419525/vehicle_factory_3.png
08:18:02 <andythenorth> I can do that probably
08:18:40 <V453000> yeah colourful cars would be nice, but mainly they need more contrast I think ... they look blurry compared to the other things
08:20:03 <andythenorth> I’m not short of vehicles
08:20:09 <andythenorth> I have 2 whole grfs of them :P
08:20:10 <V453000> in fact, various coloured cars would probably give it an unique look, and immediately intuitively obvious that it is a car factory
08:20:13 <V453000> yes I know
08:20:16 <V453000> USE THEM :P
08:21:52 <_johannes> andythenorth: I like it, it really fits the other industries in the game
08:22:06 <_johannes> will you also do 32 bpp versions?
08:22:41 <V453000> XD
08:22:42 <V453000> in yo face
08:23:17 <andythenorth> I have outsourced the 32bpp
08:23:28 <V453000> 32bpp or lyfe
08:23:44 <andythenorth> it is on V453000’s to-do list
08:23:48 <andythenorth> but his list is long
08:24:01 <_johannes> ok :D
08:24:01 <V453000> his list is really fucked up long
08:25:22 <andythenorth> V453000: not sure about the black vertical dividers on the end of the CC sheds
08:25:31 <andythenorth> I wanted something not used anywhere else
08:25:36 <andythenorth> but looks odd
08:26:06 <V453000> try white :)
08:26:20 <V453000> moar consistency to the industry
08:28:02 * andythenorth sorting the roof out
08:28:25 <andythenorth> shortenining the roof extension (per your drawing) is logical, but makes it disappear into the roofline at the back
08:28:30 <V453000> btw teh newborn is live
08:28:33 <andythenorth> :o
08:28:51 <andythenorth> when?
08:28:59 <V453000> 12.2. 18:33
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08:34:12 <_johannes> do we have an expert for the yapf algorithm?
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10:29:19 <andythenorth> o/
10:35:54 <Alberth> moin
10:41:42 <andythenorth> V453000: 2 storeys or 3? http://dev.openttdcoop.org/attachments/download/7638/vehicle_factory_4.png
10:41:43 <andythenorth> http://dev.openttdcoop.org/attachments/download/7639/vehicle_factory_5.png
10:42:09 <andythenorth> clue: I am planning to add more similar buildings, in white (offices) and CC (goods in, with chemical tank and stuff)
10:42:17 <andythenorth> I think the others need to be lower
10:43:43 <Alberth> 3 levels looks 3 times as impressive :)
10:44:46 <Alberth> you could do a few variations in layout with different heights
10:44:54 <andythenorth> I think the 2 level one looks better, in isolation
10:45:02 <andythenorth> but when I add other buildings, I think it will get lost
10:45:16 <Alberth> could be
10:45:25 <Alberth> 3 levels is a bit massive indeed
10:46:04 <Alberth> on the other hand, we have houses that are at least as high :)
10:46:41 <andythenorth> yes
10:50:51 <Alberth> imho it is not a bad thing if industry is really present
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10:53:51 <Alberth> hi hi TB
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10:54:43 <Alberth> andy, you have many 2 level buildings at other industries :)
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10:58:01 <andythenorth> yes
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11:15:51 <andythenorth> http://dev.openttdcoop.org/attachments/download/7640/vehicle_factory_6.png
11:15:59 <andythenorth> not sure I like 3 levels
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11:16:08 <andythenorth> realism, but bland
11:16:26 <andythenorth> looks like apartments :P
11:16:30 <andythenorth> V453000: ^^ ?
11:16:51 * andythenorth tries back to 2
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11:22:10 <andythenorth> http://dev.openttdcoop.org/attachments/download/7641/vehicle_factory_7.png
11:22:12 <andythenorth> better imho
11:22:45 <andythenorth> tall one looks like space shuttle assembly building
11:25:52 <Alberth> :)
11:26:20 <Alberth> 7 is indeed better then 6
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11:48:43 <argoneus> good morning train friends
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12:05:14 <FLHerne> argoneus: Morning
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12:36:33 <_johannes> Alberth: do you know how wrote YAPF, or who knows a lot about it?
12:36:56 * andythenorth wonders what vehicles to use at vehicle factory
12:45:59 <Alberth> _johannes: former should be derivable from the commit log
12:47:13 <Alberth> but it's likely he is long gone, or doesn't know the details any more
12:48:06 <_johannes> looks likt it was rubidium
12:49:38 <_johannes> From what I understand, the pathfinder is an A* graph algorithm, the tiles that contain tracks are the nodes, and if two neighbour tiles are connected via a track, they make an edge
12:49:47 <_johannes> do you think this is true?
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12:50:54 <Alberth> rubidium likely just committed it? if there is a issue number, that's the real person who wrote it
12:52:06 <_johannes> issue number in the commit message?
12:52:08 <Alberth> I agree on your ideas about A*
12:52:47 <Alberth> and since the tile and track layout is used everywhere, you can use the same path finder everywhere
12:53:27 <Alberth> https://wiki.openttd.org/Commit_style there is a standard way of writing a commit message
12:53:53 <Alberth> but depending on the age of the commit, things may be different :)
12:56:46 <_johannes> :)
12:56:57 <FLHerne> 'KUDr', it seems? http://www.tt-forums.net/viewtopic.php?t=24703
12:57:10 <_johannes> what do you mean by " you can use the same path finder everywhere"
12:57:15 <FLHerne> But I don't remember ever seeing that name, so probably inactive :-/
12:58:56 <Alberth> all path finders are usable for trains, road vehicles, and ships
12:59:08 <Alberth> aircraft just fly in a straight-ish line
13:03:22 <Alberth> KUDr left at around 0.6 https://wiki.openttd.org/Developers
13:04:17 <_johannes> ok so what I need is to exactly use this algorithm, but instead of getting the next track where the train should continue, I'd like to get all stations that are on the path to the next order
13:05:03 <_johannes> I think there are two ways to do that: (1) is to copy the current track finding algorithm and make a modification which returns all stations on the path
13:05:29 <Eddi|zuHause> diving into the depth of YAPF internals is a scary thought
13:05:42 <_johannes> (2) is to just add a callback function to the algorithm, something like "onEnterTile(Tile...)"
13:06:02 <_johannes> which would, in my case, be used to check if that Tile is part of a station
13:06:13 <_johannes> for me, (2) sounds more clean
13:06:41 <Eddi|zuHause> _johannes: the follow track function can already distinguish station tiles
13:06:55 <Alberth> I'd compute the path, and then check it for stations
13:07:33 <Eddi|zuHause> _johannes: i think what you need to do is modify the return value from a scalar to a linked list or something
13:08:04 <Alberth> A* walks in all directions, only afterwards you know which path is relevant
13:09:41 <Eddi|zuHause> this might need adding another layer of templates onto it
13:09:55 <Alberth> Eddi|zuHause: ?
13:10:01 <_johannes> Eddi|zuHause: returning a complete list might be a performance issue
13:10:19 <Alberth> path = ComputePath(); for tile in path: if in station: append station to list
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13:10:40 <Alberth> hoi
13:11:01 <Eddi|zuHause> Alberth: but the pathfinder currently only returns the first choice of the path, and throws everything else away
13:11:21 <_johannes> not sure if yapf keeps the path internal, but I guess it does not, so in order to return it, we need to call malloc each time
13:11:51 <Eddi|zuHause> _johannes: building a linked list is certainly not more expensive than a full pathfinder run
13:12:03 <Alberth> _johannes: it must have the entire path, or you cannot decide the next tile
13:12:11 <Alberth> I'd just call it for every tile
13:12:42 <_johannes> You mean calling YAPF repeatedly?
13:12:43 <frosch123> hola
13:13:16 <Alberth> yep, you have no desire to keep the game running fluently right?
13:13:32 <_johannes> Alberth: no
13:13:44 <Alberth> so the simplest way is to just continue calling it getting a next tile, until you reached the end
13:13:56 <Eddi|zuHause> _johannes: the way a pathfinder like YAPF works is it recurses into every choice there is to make, and upon a successful reaching of the destination, the return path of this recursion is the path that is taken
13:14:06 <Eddi|zuHause> _johannes: so along this return path, you need to build your linked list
13:14:22 <_johannes> Eddi|zuHause: ... or call a callback function
13:14:34 <Alberth> but if you want it in one go, the path finder must have the entire path at some point, so you'd need to rescue it then
13:15:24 <Alberth> _johannes: cb function fails, as the algorithm explores all directions, so you get call at every explored point in the map, not just at the optimal path
13:15:56 <Eddi|zuHause> _johannes: again, the pathfinder already does all things you need, it just discards it immediately except for the last return
13:16:35 <Eddi|zuHause> you just need to string up these return values, to get your full path
13:16:48 <Alberth> http://devs.openttd.org/~alberth/a_star.png <-- yellow is the path, everything dark and light blue is also explored
13:17:30 <Alberth> maybe first understand how A* works?
13:17:32 <_johannes> I think Eddi|zuHause just said that the path could be recovered?
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13:18:26 <Wolf01> o/
13:18:28 <frosch123> _johannes: take a look at CYapfReserveTrack::TryReservePath
13:18:41 <frosch123> for (Node *node = m_res_node; node->m_parent != NULL; node = node->m_parent) { <- that loop iterates over the found path
13:19:21 <Alberth> hi hi W01
13:19:28 <argoneus> Alberth 1v1 me in chess
13:19:48 <Wolf01> why not 4v4?
13:19:56 <argoneus> 4v4 is imbalanced
13:20:35 <frosch123> people can get very angry in 2v2 chess games
13:21:19 <frosch123> when one team member loses the queen, and the other team member suddenly has to face two queens
13:21:55 <michi_cc> frosch123, _johannes: Almost :) It iterates starting with the chosen safe waiting point, which in turn is determined in e.g. CYapfFollowRailT::ChooseRailTrack (the if (pNode != NULL) part)
13:22:30 <argoneus> frosch123 want to play chess?
13:22:45 <Quatroking> do cities grow when one of its industries makes a massive turnover?
13:22:54 <frosch123> no, i want to write a factorio->graphviz converter
13:23:22 <frosch123> after watching the 2:30h speedrun, i think about building a different factory than usual
13:23:49 <frosch123> but don't worry, i won't try a speedrun, i won't even consider playing the same map twice
13:24:00 <Wolf01> Eddi|zuHause, I found the construction supplies :D
13:24:17 <argoneus> frosch123: what do you want to graph?
13:24:52 <frosch123> the cargo chain, but with "amount per time" units
13:25:19 <frosch123> i want an easy graph to figure out the ratios for assembling machines
13:25:42 <frosch123> without having to divide input/output amounts by production time
13:25:53 <_johannes> frosch123: from that for loop you pasted, does YAPF simply add each direct A*-search-origin as m_parent?
13:26:28 <argoneus> frosch123: foreman?
13:26:35 <frosch123> _johannes: the resulting path is essentially a linked list (the back-links in the search tree)
13:26:44 <argoneus> there's tons of tools to do that
13:26:54 <argoneus> you tell them "I want to make 10 doodles in a minute"
13:27:01 <argoneus> and it tells you what fiddles and toodles you need to make 10 doodles per minute
13:28:04 <frosch123> i am sure i can write a custom tool myself faster than trying out several other tools which do only similar what i want
13:28:15 <frosch123> it's also more fun
13:28:21 <argoneus> they do exactly "amount per time" though
13:28:34 <argoneus> but yeah I get writing your own
13:28:37 <frosch123> and can they import factorio mods?
13:28:41 <argoneus> yes
13:28:45 <argoneus> you can check/uncheck mods
13:28:53 <argoneus> foreman scans your game files
13:29:02 <Alberth> I am more a Go person nowadays, haven't played chess in a few decades
13:29:51 <Alberth> I played checkers some time ago, and discovered that moving pieces are very scary :p
13:30:24 <argoneus> oh, that Go
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13:30:30 <argoneus> I was wondering what programming has to do with chess
13:30:44 <_johannes> michi_cc: the pNode != NULL part starts at the end of the path and then goes up the A* tree to get the whole path?
13:31:01 <frosch123> Alberth: luckily there are two dozen rulesets for checkers :p
13:31:24 <Alberth> :O I know only one :p
13:31:52 <michi_cc> More or less yes. Nodes are tiles though, but run of tiles, which is why the called functions have their own sub-loops as well.
13:32:00 <michi_cc> s/are/aren't/ :)
13:32:34 <frosch123> Alberth: there are like 3 versions each how to move normal pieces, enhanced pieces, and how normal pieces can remove other pieces
13:32:46 <frosch123> which you can of course recombine into 27 variants
13:32:48 <Alberth> sounds likely :)
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13:33:13 <frosch123> oh, and board sizes ofc
13:33:14 <Alberth> and tactics change a lot when you change such rules
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13:33:51 <_johannes> michi_cc: "run of" tiles ? you're German, right? :D
13:34:02 <_johannes> can you please translate that
13:34:04 <frosch123> https://en.wikipedia.org/wiki/Draughts#National_and_regional_variants <- only some of them
13:35:18 <michi_cc> _johannes: A node covers several tiles.
13:35:44 <_johannes> oh ok...
13:37:56 <_johannes> so should I add another function into CYapfFollowRailT that walks through the A* path and lists/returns/notifies all stations ?
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13:41:37 <frosch123> argoneus: ok, i found a website. i guess i underestimated the size/activity of the factorio forums
13:41:51 <argoneus> frosch123: foreman was a bit buggy the last time I used it thugh
13:41:53 <argoneus> though*
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13:42:10 <argoneus> not sure why, but it was loading the wrong numbers for some ores/plates
13:42:17 <argoneus> but apparently those are wrong even in the game files
13:42:22 <argoneus> but somehow the game fixes them
13:42:27 <argoneus> shrug
13:42:43 <argoneus> the rest seemed just fine though
13:42:47 <frosch123> there are like dozen modifiers :p
13:43:04 <frosch123> every cargo has a production time, but also assembling machines have speeds
13:43:12 <frosch123> and funnily there is no machine with speed 1 :p
13:43:21 <frosch123> hmm, maybe the player has speed 1
13:47:02 <argoneus> oh I remember frosch123
13:47:09 <argoneus> it somehow thought the drill:furnace ratio wasn't 1:1
13:47:16 <argoneus> with electric furnaces
13:47:22 <argoneus> it thought it was 1:2
13:47:26 <argoneus> I don't know how that happened
13:47:37 <argoneus> everything else seemed correct
13:47:56 <argoneus> I made a post in the forums about this, let me see if I can find any resolution
13:49:00 <argoneus> ah, found it
13:49:09 <argoneus> frosch123: http://wiki.factorioforums.com/forum/viewtopic.php?f=134&t=5576&start=190#p119700
13:49:52 <argoneus> not gamebreaking, but still, not sure how that happens
13:49:56 <argoneus> since it takes data straight out of the game
13:52:14 <Quatroking> oh wow
13:52:21 <Quatroking> I hit the vehicle limit for the first time ever
13:52:28 <argoneus> grats
13:52:41 <Quatroking> building freeways does that I guess
14:04:04 <andythenorth> http://dev.openttdcoop.org/attachments/download/7642/vehicle_factory_8.png
14:05:15 <Quatroking> pretty
14:05:36 <argoneus> andythenorth: that's from the original ttd files, isn't it?
14:05:47 <andythenorth> the landscape is
14:05:54 <argoneus> I mean the house
14:07:32 <frosch123> andythenorth: randomise the recolouring on each vehicle tile?
14:07:48 <andythenorth> I think so yes
14:07:54 <andythenorth> I need to try it at least
14:08:15 <andythenorth> I’m worried about finding colours that don’t clash horribly with the CC of the industry
14:08:23 <andythenorth> but white at least seems safe :P
14:18:05 <andythenorth> frosch123: 2CC industries? :P
14:18:39 <frosch123> i like the white buildings :)
14:19:46 * andythenorth is painting trucks white and silver right now
14:21:28 <frosch123> no coloured vehicles? :o
14:22:18 <andythenorth> might try some
14:22:21 <andythenorth> dunno
14:22:27 <andythenorth> yellow bulldozers? o_O
14:23:16 <frosch123> yeah, considering the other industries, there is a high demand for heqs
14:23:16 <Alberth> do they ever have a different colour? :p
14:23:41 <frosch123> yellow, white, red, orange
14:23:45 <frosch123> blue and green are rare
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14:28:42 <andythenorth> added some red vehicles http://dev.openttdcoop.org/attachments/download/7643/vehicle_factory_9.png
14:28:52 <andythenorth> probably need at least one more tile of different vehicles
14:29:36 <andythenorth> I _could_ make all the buildings white
14:29:45 <andythenorth> and leave the CC only for vehicles and such
14:30:16 <frosch123> i think it's nice this way
14:30:22 <frosch123> all white would be boring
14:30:32 <frosch123> but the white one in front, and the colour in the background is good
14:30:40 <andythenorth> what colour are post vans in germany, holland?
14:31:02 <frosch123> depends on the company :p
14:31:06 <andythenorth> oic :)
14:31:10 <frosch123> dhl is yellow with red stripe
14:31:29 <frosch123> ubs is brown with this insanely weird amercian car layout, which makes no sense
14:31:41 <frosch123> smaller companies have just plain white
14:32:01 <frosch123> it's usually for reselling the vehicles
14:32:18 <frosch123> like police cars used to be white with green/blue lines
14:32:33 <frosch123> but now the green/blue part is a only a sticker
14:32:39 <frosch123> and the car is silver
14:32:47 <frosch123> after one year, the sticker is removed, and the car is sold again
14:32:51 <frosch123> and silver sells well
14:41:56 <andythenorth> http://dev.openttdcoop.org/attachments/download/7644/vehicle_factory_10.png
14:49:27 <FLHerne> andythenorth: That's much more beautiful than yesterday's :-)
14:56:10 <Alberth> looking great
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15:23:59 <andythenorth> need to do 2 more buildings, including replacing those tanks
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15:31:53 <FLHerne> Random FIRS nag - can we have more industries that fit onto slopes?
15:32:22 <FLHerne> On rough maps, it looks a bit silly when two dozen industries are crammed onto each flattish area
15:32:52 <FLHerne> Or I could just set it to generate fewer industries, o/c :P
15:41:32 <andythenorth> tried v2 FIRS?
15:41:59 <andythenorth> http://dev.openttdcoop.org/projects/firs/repository/revisions/f80b2105cc71
15:44:42 <FLHerne> No, I don't think so, still on 1.4.4
15:44:48 * FLHerne should try that :-)
15:46:09 <Quatroking> there's a v2?
15:46:29 <Quatroking> I guess that one isn't on the in-game newgrf downloader thingy tool?
15:47:38 <frosch> it needs ottd 1.6
15:47:41 <Quatroking> I love how FIRS adds petrol stations to my freeways, by the way
15:48:58 <FLHerne> From the look of it, that still rules out anything down the side of a mountain
15:49:30 <FLHerne> Drift mines?
15:54:02 <andythenorth> want to
15:54:12 <andythenorth> not sure I can reliably find the correct shaped hillsides
15:54:14 <andythenorth> but it’s an idea
15:54:28 <andythenorth> actually it could work with foundations
15:58:57 <andythenorth> copper mine will be redrawn something like this http://lh5.ggpht.com/-yyCBMJjHYTo/VDzBWraaqaI/AAAAAAAA8M8/hIh2rI7wITg/sewell-chile-8%25255B6%25255D.jpg?imgmax=800
15:59:14 * andythenorth wonders if it can be forced on to hillsides
15:59:18 <andythenorth> tends to be tricky
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16:47:29 <V453000> andythenorth: the only problem I have is with the windows looking from behind https://dl.dropboxusercontent.com/u/20419525/vehicle_factory_10.png
16:47:47 <V453000> cars look WAY great in compare to earlier
16:47:54 <V453000> white buildings are fine
16:48:20 <V453000> could benefit from some tiny details on teh roof/roof edges I think but not a big deal
16:48:40 <V453000> I would solve the "issue" by either moving the bright pixels in windows 1px lower
16:48:50 <V453000> or making the middle blue segment have 3 floors?
16:49:13 <V453000> editing windows sounds better
16:49:29 <V453000> also, I would love if each of the 3 blue building roofs were at least a little different from each other
16:49:44 <V453000> ... same for the white ones roofs
17:11:13 <andythenorth> I probably move the windows down I think
17:11:37 <andythenorth> or increase building height 1-2px
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17:40:33 <Eddi|zuHause> i think you could even leave it like that
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17:41:36 <Eddi|zuHause> maybe blue is not the best colour for the buildings
17:42:35 <andythenorth> none of the colours are great
17:42:50 <andythenorth> I could darken them by one shade
17:42:58 <andythenorth> perhaps not actually, I’m out of range
17:47:11 <andythenorth> I could two-tone the buildings white/CC in big horizontal stripes
17:47:16 <andythenorth> not convinced it would be good mind
17:51:16 <Eddi|zuHause> andythenorth: i think i'd prefer the brick-brown from yesterday
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18:07:00 <Eddi|zuHause> /usr/include/c++/4.8/bits/basic_string.tcc:799:33: internal compiler error: Speicherzugriffsfehler
18:07:05 <Eddi|zuHause> that doesn't sound right
18:15:49 <frosch> the latter word is german
18:19:38 <Wolf01> ahah Eddi|zuHause, I just found a legendary item :D
18:19:55 <Wolf01> a bit pricey 88k
18:20:33 <Eddi|zuHause> i definitely got the "legendary" achievement with my 14k item
18:24:19 <Wolf01> I'm roaming in the level 39 area, establishing a little base and sinking one ship at time it was easy
18:24:50 <Eddi|zuHause> i'm working my way through the level 18 areas
18:24:55 <Wolf01> found a "strange diagram" too, I think is the one for the airship
18:25:42 <Wolf01> and also, I'm playing as syndicate now
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18:37:02 <Milek7> ouch, there isn't counter for cargo transported to industry last month?
18:41:00 <Eddi|zuHause> no, only production last month
18:41:31 <Eddi|zuHause> depending on industry set you may also have a stockpile
18:41:46 <frosch> http://nogo.openttd.org/api/trunk/classGSCargoMonitor.html <- all the information is available
18:42:08 <frosch> how else would gamescripts like nocargoal work?
18:43:33 <Eddi|zuHause> ok, i was thinking GUI
18:46:30 <Milek7> i must specify company?
18:46:41 <Milek7> i want to get data from all companies
18:47:18 <Eddi|zuHause> simply loop over all companies?
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20:28:50 <Eddi|zuHause> so... i got this skill to throw water barrels, and ever since then, i haven't seen any fire that i could extinguish...
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20:32:58 <Wolf01> eheh, sea is on fire here on level 39, I would like more water barrels :P
20:39:24 <andythenorth> chimneys, always chimneys
20:39:30 <andythenorth> no FIRS industry without a chimney
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20:46:43 <andythenorth> ho
20:46:53 <andythenorth> there are 20 different tall chimneys in FIRS :o
20:47:02 * andythenorth doesn’t like repeating them :P
20:48:23 <frosch> the smoke is the same most of the time, i guess
20:49:34 <andythenorth> mostly
20:55:02 <andythenorth> apart from roof detail, is this done? http://dev.openttdcoop.org/attachments/download/7645/vehicle_factory_11.png
20:55:08 * andythenorth might be losing perspective
20:55:27 <andythenorth> the little building doesn’t quite fit, but I am lacking inspiration
20:55:50 <Eddi|zuHause> ok, 1vs.3 doesn't really work :p
20:57:03 <Wolf01> I can survive 1v4.. if there isn't a captain between them
21:00:00 <andythenorth> ach see what forums say :P
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21:33:35 <FLHerne> andythenorth: The three identical large roofs are still identical ;-)
21:34:07 <FLHerne> Could stick some small pipework or big flue vents or something on one or two of them?
21:37:04 <andythenorth> yup
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21:46:25 <Wolf01> finally... completed the instance at level 39
22:09:13 <sim642> I've managed to code up a dummy spectator client in nodejs now that can do IRC bridging without having to connect via admin port or whatever
22:09:44 <sim642> from the category "how to spend 2 days of your time implementing a plugin which will never be used for an IRC bot which will never be used"
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22:11:11 * andythenorth must to bed
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22:18:25 <drac_boy> hi
22:18:38 <Crisco> anyone help me out - how to add CPUs to existing saves?
22:19:59 <Alberth> ?
22:20:51 <frosch> what does cpu mean?
22:20:53 <drac_boy> cpus? ... ?
22:21:01 <drac_boy> heh seem I'm not the only one confused now
22:21:05 <Crisco> computer... a competitor
22:21:12 <drac_boy> you mean AI btw crisco :)
22:21:26 <frosch> open the ai settings in the menu
22:21:33 <frosch> and increase the number of competitors
22:21:44 <frosch> within the game, not in the mainscreen
22:22:03 <Crisco> but it says I need to download AI from the internet?
22:22:14 <Crisco> Isn't there a stock AI installed on the game?
22:22:27 <frosch> no
22:22:40 <drac_boy> frosch, really...so they stripped it out?
22:22:40 <Crisco> ah okay, can you suggest a good AI to download
22:22:58 <Alberth> https://wiki.openttd.org/Comparison_of_AIs
22:23:23 <frosch> drac_boy: are you eddi in disguise?
22:23:29 <frosch> did you play the game since 2009?
22:23:33 <Crisco> oh perfect
22:24:31 <drac_boy> heh frosch .. I still have no idea what you talking about .. the AI has been there ever since the game was first made .. unless like I asked, have they stripped it out recently?
22:24:49 <frosch> no, in 2009
22:25:10 <frosch> thus why i ask what "recently" means to you
22:25:54 <Rubidium> anything in the last 100ky? ;)
22:26:03 <_dp_> haha, didn't notice AI's are gone either
22:26:23 <_dp_> who needs them, AI's are stupid :p
22:26:41 <Crisco> Yeah but it gets repetitive just doing solo all the time
22:26:47 <Rubidium> _dp_: that's the whole point, some of the new ones aren't stupid
22:27:00 <_dp_> Crisco, go join some multiplayer server
22:27:00 <drac_boy> dp heh .. they may had not been good with rail routing but I never found them too absurb at all
22:27:02 <drac_boy> to our own tho
22:27:45 <Crisco> I'll give it a go
22:28:48 <FLHerne> Crisco: I'd recommend Reddit server 1 if you're new to multiplayer
22:29:18 <FLHerne> Busy, usually friendly, no newgrfs or scripts
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22:30:06 <FLHerne> Oh, and the map's just refreshed so there's loads of space to build atm :-)
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22:44:56 <drac_boy> had to check web list just out of curiousity and hm this one probably would had sound good to me if it wasn't for the current date on there http://www.openttd.org/en/server/74477
22:45:31 <peter1138> reddit's rule 3 is stupid though
22:45:43 <drac_boy> rule?
22:46:34 <_dp_> still kinda miss a purpose of ai's, it's not a competitive game per se and if not competing then what, watching their weird networks?
22:46:53 <peter1138> sure it's competitive
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22:47:17 <drac_boy> dp, your ai not building a station next to the same coal mine you're already using? :)
22:48:14 <_dp_> peter1138, hah, then what's the goal?))
22:48:32 <drac_boy> peter ah I see what you mean about the rules...tbh for a cooperative game #3 is right in place tho
22:49:35 <V453000> I don't see any purpose in AI either
22:49:37 <V453000> at all
22:49:45 <V453000> just map clogger/cpu consumer
22:49:52 <peter1138> AI is meant to be a competitor
22:49:59 <peter1138> just because it's not very good at it doesn't matter
22:50:09 <peter1138> lets face it, newbies aren't very good at it either :p
22:50:09 <V453000> yeah that doesn't
22:50:26 <V453000> but the fact that it is infuriatingly terrible, does matter :P
22:50:52 <peter1138> that's why we defered the task of making it good to other script writers, heh
22:50:55 <V453000> yeah, AI able to beat a player who hasn't seen the game ever yet ... useful competitor.
22:51:44 <Eddi|zuHause> hey, i learned about signals from the AI
22:51:56 <Eddi|zuHause> the original ai, that is
22:52:16 <V453000> that probably explains your signalling knowledge XD :P
22:52:20 <V453000> had to :>
22:53:12 <Eddi|zuHause> i'm not entirely sure whether that was still in the demo or if i had the full game already
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22:57:00 <drac_boy> if its clogging your map then why are you blocking its original routes? I dunno tbh tho heh
22:57:54 <V453000> any piece of the map AI takes means stupid obstacle to the player
22:57:55 <drac_boy> although I think there was one single map that the early ai just didn't understand. some kind of britian map with lot of one-way signalled tracks
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22:58:29 <drac_boy> umm like I said, if its making weird routes then why are you blocking its original one?
22:58:51 <V453000> ?
22:59:01 <Eddi|zuHause> no AI will understand rails that it did not build itself
22:59:05 <V453000> it always does weird shit even if the player doesn't interfere
22:59:29 <drac_boy> well I've only seen it not make straight rails if I left something of my own in its way while it was halfway through
23:00:00 <Eddi|zuHause> the original ai was terrible with roads, because it could not cross diagonal rails with a bridge
23:00:11 <Eddi|zuHause> so it left giant messes of circles
23:00:22 <Eddi|zuHause> and it never cleared roads up
23:00:36 <Eddi|zuHause> and you couldn't remove them eiher
23:00:39 <Eddi|zuHause> +t
23:00:42 <drac_boy> humans not clearing their roads also sometimes happens too
23:01:13 <drac_boy> at least in singleplayer that 'road owner invalided by lack of traffic' setting is nice to have nevertheless
23:01:19 <V453000> only a total retard would build messes of circles :P
23:01:50 <V453000> it is a shame no AI can build decent railways
23:01:57 <V453000> at least I haven't seen such
23:02:03 <Eddi|zuHause> drac_boy: but they would not build 10x5 areas of completely filled roads
23:06:30 <drac_boy> actually they do indeed build many circling roads jst because they don't want to build the station in a more open spot
23:06:46 <drac_boy> kinda funny to watch this on tropical maps a bit too often :-s (no hills in way yeah)
23:07:56 <drac_boy> at least one good thing about tropical maps in MP was all the water to profit from :)
23:17:20 <drac_boy> crisco I know its bit OT now but just asking, you ever tried any industry grf or always only ever used the original one?
23:41:05 <Eddi|zuHause> <frosch> drac_boy: are you eddi in disguise? <-- ey... i played the game in 2012!
23:45:55 <Wolf01> http://englishrussia.com/2016/02/13/most-unusual-buses-of-the-soviet-time/ nice, there are enough strange buses to make a full grf
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23:50:09 <Eddi|zuHause> probably not enough pixels for that
23:54:42 <Supercheese> Who says that Mack trucks can't refit to passengers? http://englishrussia.com/wp-content/uploads/2016/02/9-800x600.jpg ;)
23:54:58 <Supercheese> fun stuff from that link
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