IRC logs for #openttd on OFTC at 2016-02-23
            
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00:20:40 <Wolf01> 'night
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10:58:52 <Wolf01> o/
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11:42:50 <MonkeyDrone> test test
11:50:30 <ST2> MonkeyDrone: /join #/r/openttd
11:58:39 <Wolf01> a reddit chan on irc?
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11:59:08 <ST2> yeah, I think MonkeyDrone was searching for it :)
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12:06:03 <MonkeyDrone> yeah
12:06:08 <MonkeyDrone> the game server irc channel
12:06:19 <MonkeyDrone> how can those two servers talk to each other and how can we talk to them from here
12:06:37 <ST2> 1st, /join #/r/openttd
12:06:44 <ST2> to you join the correct channel
12:07:22 <MonkeyDrone> ahhhhhhh
12:07:24 <MonkeyDrone> cheers
12:12:26 <Wolf01> uhm, another train accident, in NL this time, seem somebody forgot some equipment on the track or to change a switch
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15:42:08 <MonkeyDrone> anyone knows where i can get a list of the 'content' (mods) for the dedicated server. I do 'content state' and it throws out a huge list that i can't browse in the terminal or the game console, its too big
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15:53:06 <Milek7> http://bundles.openttdcoop.org/firs/releases/LATEST/docs/html/code_reference.html
15:53:36 <Milek7> why there isn't cargo id listed?
15:56:26 <planetmaker> what you mean with 'cargo ID', Milek7? And concerning NewGRFs: you do not need the cargoID *anywhere*. Use the cargo labels
15:57:13 <planetmaker> If you really use the cargoID in the sense as defined by the spec by any of your NewGRFs you write/modify, you do it wrong [TM]
15:58:18 <planetmaker> (speaking of vehicle newgrfs)
15:58:51 <MonkeyDrone> well i got my logs for the content state IDs, just ran openttd -D >> commands.log and viola
15:59:03 <MonkeyDrone> sweeet, time to get to exercise first and work on this next
15:59:21 <Milek7> game script api operates on CargoID
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16:00:31 <Milek7> and i want to some cargo in firs diffirently than others
16:00:45 <Milek7> /s/to/to treat
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16:06:27 <Milek7> i can do GetCargoLabel on each cargo, but this is pretty ugly solution
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16:13:09 <Eddi|zuHause> on the contrary, operating on cargo label is the only sane solution
16:13:43 <planetmaker> yes, you should operate with cargo label. Especially also for game scripts
16:13:46 <Milek7> but why not on id?
16:14:21 <planetmaker> because the ID is *not guaranteed* to be stable accross versions etc.
16:14:36 <planetmaker> the cargo label otoh describes a distinct cargo
16:15:04 <Milek7> ok, new firs would need updated game script config
16:15:09 <Milek7> what is wrong with it?
16:15:21 <planetmaker> that you would get the updated config
16:15:43 <Milek7> and what for industries id?
16:16:16 <Eddi|zuHause> with andy? those change faster than you can look...
16:16:27 <planetmaker> they can be explicitly set. But ^^
16:17:15 <Milek7> industries don't even have labels
16:17:21 <Eddi|zuHause> "i hate this economy. let's make 3 more"
16:17:37 <Milek7> and using name sounds like a terrible idea
16:17:49 <planetmaker> a game script which works with cargo labels just works. With cargoIDs... is a PITA for users
16:17:56 <planetmaker> and for you to maintain
16:18:44 <Eddi|zuHause> Milek7: i'd rather identify industries by their input/output cargos
16:18:58 <planetmaker> yes ^^
16:19:25 <Milek7> what?
16:19:45 <planetmaker> it's a bit boilerplate you need to add there to start with cargo label. convert that to the ID and then get a list of industries which accept or provide the cargo with that ID.
16:19:51 <planetmaker> But that's how a sane GS would do it
16:20:02 <Milek7> writting input/output cargo lists into gamescript code, and then matching it with industries?
16:21:26 <Eddi|zuHause> Milek7: it always depends what you're actually trying to achieve
16:21:32 <planetmaker> kinda, yes
16:22:01 <planetmaker> define the cargos you are interested in. Then look for industries which handle those
16:22:26 <Milek7> but, i am interesed in particular industry
16:22:31 <planetmaker> it makes sure your GS will work also with the FIRS version available literally tomorrow :)
16:22:42 <planetmaker> Milek7, a particular industry has particular cargo input and output
16:23:12 <planetmaker> what is it you try to do?
16:24:26 <Milek7> eg. i want to treat Builders Yard specially
16:26:06 <Eddi|zuHause> so, look for BDMT?
16:26:45 <Milek7> but BDMT is accepted also by Builders Yard, Bulk Terminal, Hardware Store
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16:28:39 <Eddi|zuHause> so, find a cargo that distinguishes those
16:29:32 <Milek7> so i should get in/out cargo from industry, hash in into md5, and compare with predefinied hashes
16:29:35 <Milek7> sounds crazy
16:31:22 <supermop> hmm no andy
16:31:55 <supermop> i wonder what ever happened to that Andean roster that seemed to be drawn about a year ago
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16:39:47 <planetmaker> Milek7, I don't quite see why that should be crazy. It's actually very sane. Look for industries which accept BDMT and supply nothing. Done.
16:41:13 <Alberth> o/
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16:41:40 <Milek7> but why not id!?
16:42:08 <Milek7> industries are added in the middle of list, not at end?
16:42:59 <planetmaker> yes
16:43:32 <planetmaker> Hi 4lberth :)
16:45:41 <Alberth> when you check on cargo, you have less changes to your script, and less versions of FIRS to worry about
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16:47:44 <Alberth> At least as many industries disappear, or get renamed, not only added :)
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18:15:24 <Monkey_> can anyone point me in the direction of how to enable 'addons' on a dedicated linux server
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18:18:10 <Alberth> same way you do at a normal desktop
18:18:19 <Alberth> activate some newgrfs
18:18:28 <Alberth> or use a map with newgrfs
18:19:14 <Alberth> only puzzles are a) how to configure (answer: use a desktop machine, and copy the openttd.cfg file, while the server is not running)
18:19:57 <Alberth> b) how to get the newgrfs there (answer, read the README, find the newgrfs at your desktop version, copy them to the right spot at the server
18:21:07 <Alberth> remember to replace the \ directory separator to / separators in the cfg if you copy from windows to unix
18:21:54 <Monkey_> thank you
18:22:07 <Monkey_> I already managed to download all the grfs to the server throuhg the command line
18:22:16 <Monkey_> i'll check out the openttd.cfg file
18:22:20 <Alberth> maybe add it to the MP faq?
18:22:20 <Monkey_> only thing missing to do
18:22:50 <Monkey_> well the wiki already has how to download content from the online repository through the command line
18:23:00 <Monkey_> https://wiki.openttd.org/Dedicated_server
18:23:12 <Monkey_> Installing Online Content section.
18:23:34 <Alberth> I believe you, I don't have a server nor am I intewrested in it
18:23:37 <Monkey_> activating it is another matter. i'mgoing ot try someting real quick first. Maybe old savegame keeps loading and that's why its not showing up.
18:24:52 <Monkey_> I am trying to setup a server with some resemblance of sanity in the game with some extra addons that add quality of life improvements to the game
18:25:59 <Alberth> nice blurb that you can read in anyway you like :)
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18:27:18 <Monkey_> :D ty for the help again
18:27:28 <Alberth> yw, have fun
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18:30:02 <Monkey_> think i figured it out, now to wait for it to download 80MB of content on 2Mbps internet.....I'll post an update here when i've tested it.
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18:33:15 <roidal> hi
18:35:33 <roidal> 'in temperate climate the oil wells are soon closing down due to a bug allowing no increase of their production.' – may i ask why this doesn't get fixed?
18:35:56 <sim-al2> It's not a bug, it's a feature (really, it's supposed to be that way)
18:36:22 <roidal> why this is supposed that way?
18:36:32 <Alberth> you get oilrigs instead
18:36:33 <roidal> and why does the wiki say a different thing?
18:36:54 <Alberth> euhm, it's a wiki?
18:37:11 <roidal> that point goes on you! :D
18:37:51 <roidal> but why it is supposed that oil wells can't increase their production?
18:38:08 <Alberth> but default industries in temperate switch from oilwells to oilrigs
18:38:24 <Alberth> not increasing production pushes in that direction
18:38:43 <roidal> hm, so
18:38:48 <Alberth> it was this way already in the original game
18:39:03 <roidal> there are no new oil wells created neither?
18:39:07 <Alberth> if you don't want this, you'll have to use an industry newgrf
18:39:25 <sim-al2> It makes more sense in the context of much smaller maps, pushing you to build into the sea to keep getting oil (just like Britain and the North Sea)
18:39:50 <roidal> tja
18:40:00 <roidal> so its bad if i have a map without see?
18:40:03 <roidal> :D
18:40:27 <Alberth> if you want oil after around 1955 or so, pretty bad yep :p
18:40:42 <Alberth> dig a big hole from the edge? :p
18:41:02 <roidal> yeah, that brings me to another question
18:41:46 <roidal> if i crate a own, big, lake
18:42:03 <roidal> would the game create oil rigs?
18:42:12 <sim-al2> Yes, if it's big enough
18:42:23 <Alberth> and not river, I think, but not sure
18:42:53 <roidal> ok, and how iam able to crate a totally own lake?
18:43:02 <roidal> if i use the water tool
18:43:07 <roidal> its not really like a lake?
18:43:25 <Alberth> there are 2 kinds of water
18:43:25 <sim-al2> I think if you lower land on the edge of the map to the lowest level sea appears (not sure about that)
18:43:48 <Alberth> river, and sea. The latter floods any 0 level land
18:43:58 <planetmaker> Monkey_, the simplest way is to upload a map and load that on the server. Unless you want randomly generated maps with the same settings again and again, then use the NewGRFs setting in the server's openttd.cfg
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18:44:30 <Alberth> so lower land to 0 level, wait for flooding, then rise the edge (if you want a lake rather than a corner of sea)
18:44:40 <andythenorth> o/
18:44:44 <Alberth> \o
18:44:44 <roidal> Alberth: and iam only able to create a river by myselfe?
18:44:56 <Alberth> no idea, sorry
18:44:59 <roidal> ok
18:45:08 <Monkey_> I did just sort out the [newgrf] setion, got my addons working, but thank you planetmaker, i was wondering how can i keep it from generating a new world each time
18:45:14 <Alberth> nice trains andy, fun names :)
18:45:29 <andythenorth> I need more names
18:45:38 <roidal> and if i have a big lake in the middle of the map, would there be any oilrigs or have it to be on the corner of the map?
18:45:40 <andythenorth> british trains tend to have many nicknames, so they were easy
18:45:49 <andythenorth> these ones, not so much
18:46:07 <andythenorth> I need some naming convention
18:46:18 <andythenorth> Road Hog is named after mines, quarries and forests
18:46:34 <Alberth> roidal, not sure, there is a setting to keep oilrigs at the edge within X tiles
18:46:55 <frosch123> hoi
18:47:01 <Alberth> hola
18:47:08 <roidal> hm
18:48:52 <_dp_> hey
18:48:53 <Monkey_> i'm liking NUTS, the colors look awesome in it
18:49:07 <_dp_> roidal, you can try funding oil rigs in game if you allow that in settings
18:49:22 <_dp_> roidal, but they are very picky as far as I can tell...
18:49:33 <roidal> yes, that would be possible too
18:49:47 <roidal> hm, i saw
18:49:56 <roidal> that there is no need for water to create a new see
18:50:15 <roidal> its done automatically if a border-tile is lowered to level 0
18:50:38 <_dp_> depends on some setting iirc
18:50:54 <Alberth> nah, flooding is always on
18:51:16 <_dp_> flooding yes, but not getting in from border
18:51:29 <Alberth> people fake it with a row of river tiles though :)
18:52:42 <Alberth> ah, ok
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18:54:55 <roidal> _dp_: do you know the name of the setting
18:55:02 <roidal> can't find something related
18:55:37 <frosch123> it's called "primary industry construction method"
18:55:38 * andythenorth needs a DanMacK or so :)
18:55:42 <frosch123> or something like that
18:55:54 <frosch123> it has options "none", "prospect" and "like secondary"
18:56:02 <roidal> sorry for the missunderstanding
18:56:13 <roidal> i mean that flood thing from the boarder?
18:57:37 <_dp_> roidal, no, I'm not even entirely sure it exists
18:57:41 <frosch123> no, the map border always floods
18:58:21 <Monkey_> can i enable more than 15 companies? or it won't matter even if i change it in the settings
18:58:49 <sim-al2> I don't think it's possible
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19:00:34 <andythenorth> this http://dev.openttdcoop.org/attachments/download/7654/chinook.png
19:00:50 <andythenorth> I want to make multi-unit diesels quite a bit in Iron Horse
19:01:11 <andythenorth> is it weird
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19:02:06 <andythenorth> rationale: big engines need to be 2000hp-6000hp
19:02:21 <andythenorth> and I only want to click once to build an engine for my train
19:03:06 <Alberth> see it as newgrf author freedom :)
19:03:30 <andythenorth> I can just hear the counter argument in my head
19:03:32 <roidal> ok, ty to everyone!
19:03:35 <andythenorth> “give the player freedom to choose"
19:03:52 <Alberth> if they don't like it, just ignore it, or hide it
19:04:20 <andythenorth> this is what I want to hear :)
19:04:24 <andythenorth> obviously enough :)
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19:07:05 <Monkey_> server v2 test in progress, aww yyiss
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19:08:23 <Alberth> as one of the almost 300 servers for 164 users :)
19:08:52 <Alberth> every user can have almost 2 servers all for himself :p
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19:09:55 <Monkey_> success, hehe, just need to configure it
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19:10:09 <Monkey_> yes i've seen those 300 servers, i just want something i can play :P
19:10:21 <Monkey_> and have it running even if i'm offline
19:10:38 <Monkey_> none of the servers have the setup i would like to have
19:10:43 <roidal> finally i got oilrigs
19:10:46 <roidal> :D
19:11:50 <Monkey_> congrats :D
19:11:59 <roidal> :D
19:12:33 <roidal> totally easy
19:12:37 <roidal> create your own ocean
19:12:40 <roidal> :D
19:13:18 <Monkey_> hehe, yeah, dig allt he way :D
19:13:37 <_dp_> ttd logic: no oil under land -> flood it and find some under water :p
19:15:53 <roidal> :D
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19:18:11 <Monkey_> well oil is located underground
19:18:14 <Monkey_> so dig dig dig
19:18:17 <Monkey_> soudns legit
19:20:18 <roidal> i don't like oilrigs
19:20:23 <roidal> you need ships
19:20:27 <roidal> and ships are slow
19:22:24 <roidal> hm, can i use planes to transport oil? :D
19:22:31 <Monkey_> can't you like build as mall land mass to it to hook a station and throw up trains? :P
19:22:37 <Monkey_> or it won't owrk?
19:22:56 <roidal> exactly that was i think
19:22:59 <roidal> but with planes
19:23:02 <roidal> :D
19:23:30 <Monkey_> haha, planes work
19:23:41 <Monkey_> brb, need to switch to computer
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19:24:55 <MonkeyDrone> so much better
19:26:10 <roidal> wb
19:26:19 <roidal> and oil doesn't work with planes
19:26:22 <roidal> :/
19:26:28 <MonkeyDrone> choo choo it is :D
19:26:45 <MonkeyDrone> no ship grfs that have faster ships?
19:27:04 <roidal> hm, would be unrealistic?
19:27:07 <roidal> :D
19:27:59 <MonkeyDrone> it is a game xD
19:28:22 <MonkeyDrone> it can be a little unrealistic :D
19:28:36 <MonkeyDrone> example
19:28:53 <MonkeyDrone> digging an ocean to have a oilrig spawn, how realistic is that? :P
19:28:57 <Alberth> openttd doesn't aim to be realistic at all
19:29:24 <Alberth> sharp 45 degrees corners :p
19:30:10 <roidal> MonkeyDrone: this is only a question of money :D
19:30:31 <roidal> and 45°, i think that was part of some technical restrictions?
19:30:34 <roidal> :D
19:30:51 <MonkeyDrone> roidal, true that xD
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19:31:19 <MonkeyDrone> well real trains smooth out to 45 degrees
19:32:18 <roidal> i meant technical restrictions of the game
19:32:25 <roidal> ?
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19:33:03 <MonkeyDrone> animation restrictions?
19:33:09 <roidal> yes
19:33:14 <roidal> but a really funny thing in ttd
19:33:15 <MonkeyDrone> it's easier to rotate an object 45 degrees
19:33:23 <roidal> having planes flying with 800km/h
19:33:33 <roidal> and a setting that this is divided by 4
19:33:44 <roidal> to get the simulated travel speed
19:33:47 <roidal> :D
19:33:53 <roidal> iirc
19:34:06 <MonkeyDrone> well, game engine is the game engine
19:34:10 <MonkeyDrone> i'm just happy it works :P
19:34:55 <roidal> i really like ottd and what motivated programmer have done with that :)
19:35:49 <MonkeyDrone> hehe, aye, they have done some serious work and serious magic
19:39:15 <MonkeyDrone> the CHIPS set is just eye candy right
19:40:47 * andythenorth knows where the bodies are buried in CHIPS :P
19:41:04 <Alberth> no, it provides functional stations
19:41:16 <andythenorth> MonkeyDrone: Squid Ate FISH contains a speed parameter iirc
19:41:23 * andythenorth only made it, don’t expect facts
19:42:09 <andythenorth> it’s only about 1.3x or 1.5x faster
19:42:12 <MonkeyDrone> roidal can use it
19:42:34 <MonkeyDrone> Roidal, try Squid Ate FISH. He's the one with the boat problems :D
19:42:38 <andythenorth> oic
19:42:40 <MonkeyDrone> 1.5x is better than 1.0
19:42:56 <andythenorth> I think it’s a none-issue
19:43:02 <Alberth> nah, it's a pipeline, speed isn't relevant
19:43:04 <andythenorth> just use more, smaller ships
19:43:52 * andythenorth wonders what google search has against flickr
19:44:03 <MonkeyDrone> flickr is so 90s
19:44:03 <andythenorth> obviously it’s a Yahoo product, with no Google ads on it
19:44:25 <andythenorth> I spend days on google images looking for stuff, and all I get is wikipedia, and results from tt-forums :P
19:44:36 <andythenorth> then I find gold on flickr
19:44:44 <andythenorth> maybe flickr is the dark web? o_O
19:44:50 <MonkeyDrone> what were you looking for o.o
19:45:09 <Alberth> flickr reuiqres a zillion sites with scripts to display anything :(
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19:46:25 <MonkeyDrone> sorting out citybuilder is going to be fun :D
19:46:46 <MonkeyDrone> looks like i'll have to borrow someone's premade settings :D
19:47:23 <MonkeyDrone> i googled 'Citybuilder settings wiki', Pharoah popped up on front page xD
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19:49:38 <roidal> MonkeyDrone: i will take alook
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19:55:19 <andythenorth> flickr is where all the train photos are :)
19:55:24 <andythenorth> apparently
19:57:37 <Wolf01> oh I see factorio on steam
19:59:30 <MonkeyDrone> anyone has a city builder script template to share?
20:00:19 <MonkeyDrone> noooo i think i'm using the wrong script, there's another called Simple City Builder gaem script
20:00:25 <MonkeyDrone> yarrrgh
20:00:55 <ST2> http://bananas.openttd.org/en/gs/
20:01:18 <MonkeyDrone> thank you ST2
20:01:24 <ST2> np :)
20:02:03 <_dp_> MonkeyDrone, there are tons of cb scripts))
20:02:26 <MonkeyDrone> aye, i just need the simple city builder script
20:02:39 <MonkeyDrone> not looking for anything complicated :D
20:02:40 <MonkeyDrone> ty
20:03:28 <roidal> what is a city builder script?
20:03:34 <_dp_> MonkeyDrone, well, that one is good, but not really simple))
20:04:02 <MonkeyDrone> it's what i require for now :D Once i'm comfortable with this level, i'll move up in the world
20:04:04 <ST2> compared with Aphid's CB, it's simple, yeah xD
20:04:54 <MonkeyDrone> yeah, i was trying to configure Aphid's CB....it did not go so well
20:06:15 <MonkeyDrone> Town Growth Mechanism : Normal or Expand, difference?
20:08:10 <_dp_> MonkeyDrone, oh, I don't know where to even start explaining that %)
20:08:34 <_dp_> MonkeyDrone, set to normal, expand is similar just not quite the same)
20:09:08 <MonkeyDrone> expand i assume that the town tries to cover more ground faster than making buildings
20:09:30 <MonkeyDrone> instead of increasing density, it takes over more land
20:10:00 <_dp_> MonkeyDrone, nah, it's more about technical stuff, nomal uses normal mechanics, and expand tries to do the same with special house building command
20:10:43 <MonkeyDrone> so what's better in terms of faster town growth?
20:11:05 <_dp_> MonkeyDrone, can probably give you our settings for this gs btw
20:11:06 <MonkeyDrone> no need to get into details, simple explanation will suffice how it affects the end-user
20:11:08 <Alberth> just try both?
20:11:31 <_dp_> MonkeyDrone, neither should be faster, but expand probably is xD
20:11:41 <MonkeyDrone> i plan on trying both, would just be nice to see what i should be looking out for
20:11:53 <MonkeyDrone> hehe, expand shall be my first test run :D
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20:13:22 <_dp_> MonkeyDrone, there was no way to use normal mechanics in ttd before 1.4 or so, so expand is just an attempt to mimic it by other means
20:14:12 <MonkeyDrone> so normal would be the default game mechanic that was coded for OpenTTD. Expand mimics the original TTD town growth?
20:15:40 <_dp_> MonkeyDrone, yep, pretty much
20:16:16 <MonkeyDrone> cool, thanks. I will go with expand and see how it goes and i agree this simple CB is not as simple as it is named xD
20:16:35 <MonkeyDrone> these rows in settings need to be color coded xD
20:16:45 <MonkeyDrone> half the time 'im just trying to find where i was
20:16:48 <Alberth> maybe the other ones are even more complicated? :p
20:17:08 <_dp_> MonkeyDrone, here are settings for our 5k cb server: http://pastebin.com/wZ4jw0Pw
20:17:39 <_dp_> MonkeyDrone, ouch, no it's 30k
20:17:56 <MonkeyDrone> yeahh simple CB works :D
20:18:03 <MonkeyDrone> 30k sounds nice
20:18:32 <MonkeyDrone> saved :D i'll give it a test run in a sec
20:18:36 <MonkeyDrone> and see what it looks like :D
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20:26:06 <MonkeyDrone> x.x , downloading 80MB of addons on 4Mbps, yay
20:26:17 <MonkeyDrone> server is online, just need to connect to it now
20:26:33 <ST2> feel happy you didn't picked YETI :P
20:26:42 <MonkeyDrone> what's wrong with YETI?
20:26:51 <MonkeyDrone> i got FIRS up and running ...:D
20:27:02 <ST2> couple hundreds of MB's, I think ^^
20:27:23 <MonkeyDrone> oh...
20:27:40 <MonkeyDrone> i was looking at zbase....i can use it clientside even if server doesn't have it?
20:27:44 <MonkeyDrone> that was like 200mb something
20:27:50 <MonkeyDrone> 32bit graphics
20:28:02 <Alberth> basesets are independent of server
20:28:30 <MonkeyDrone> nice, i should grab zbase then
20:29:11 <MonkeyDrone> looking forward to playing with NUTS, looks very nice with all the colors from what i've seen of it
20:30:18 <MonkeyDrone> do you guys suffer from lag issues when the map is full of stuff?
20:31:01 <MonkeyDrone> i've been playing on the reddit server #2, lots of mods on it. Can't use monorail or maglev trains on it apparently -.- so depressing but the server has become quiet laggy with so much going on across the map
20:35:34 <MonkeyDrone> _dp_, i see your config now, looks good. i'm gonna mod it a bit to suit my needs ;D weee
20:35:58 <sim-al2> Sometimes the boats are the problem, but too many trains and other vehicles cause the server to slow down
20:37:01 <MonkeyDrone> slowing down is fine, as long as it's going smoothly, but jerky mouse movements ingame and skipping frames?
20:39:30 <sim-al2> That seems to happen either if the connection is poor, or if you are nearly on the edge of being too slow
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20:43:09 <MonkeyDrone> cpu speed could also be alimiting factor correct, i don't know what machine their server runs on
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20:44:20 <sim-al2> I can't remember, but it's a good Intel quad core
20:44:47 <MonkeyDrone> aye, but since the game is Single threaded, you need a stronger single core
20:45:20 <MonkeyDrone> ah well, there is also a lot going on in that server, massive trains, its out of control xD
20:45:30 <sim-al2> I see many boats on there, it's a little tiresome telling people to use buoys and being ignored
20:46:02 <MonkeyDrone> lol
20:46:16 <MonkeyDrone> yes, people actually went out of their ways to make more water i believe and setup oil rigs and stuff
20:46:43 <MonkeyDrone> didn't know boats caused lag, game engine issue to do with water?
20:47:29 <sim-al2> No, pathfinding gets exponetially higher as the distance the boat has to navigate increases
20:47:39 <Alberth> actually, the client desktop must be bigger than the server
20:47:51 <sim-al2> Buoys seem to almost eliminate the problem, but people are lazy...
20:47:55 <MonkeyDrone> ah, ok. Makes sense where the cpu juice is going.
20:48:06 <Rubidium> it's not ships per se, if you create a 1x1 grid of roads the busses will cause the same kind of problems
20:48:10 <Pici> do planes have the same problem?
20:48:26 <Alberth> nope, they don't route at all :)
20:48:37 <MonkeyDrone> i can totally understand the issue for the water, it has to traverse a lot more ground, trains it has tracks, so it's simple. Airplanes fly in straight lines , vehicles follow roads
20:49:13 <MonkeyDrone> its the constant turning / recalculating. I understand that
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21:00:10 * andythenorth hopes that photo owners don’t actually think flickr *can* prevent downloading the image files
21:00:47 <andythenorth> spaceball.gif is a good hack, but the actual image still has to get to my browser...
21:02:38 <Wolf01> it's like the ones who don't want the right mouse button enabled... you can only disable it with jscript... and you can force it disabling the jscript or simply pressing "shift"
21:05:02 <Alberth> The concept of having private data at the global Internet is a bit weird :p
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21:16:51 <Milek7> i need GSCargoMonitor::GetIndustryDeliveryAmount but without company filter
21:22:15 <frosch123> make a loop over the companies
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21:29:32 * andythenorth has visited the ‘prototype for everything’ department
21:29:36 <andythenorth> and come out with goodies
21:30:03 <MonkeyDrone> what goodies we got santa?
21:30:11 <andythenorth> only trains and stuff
21:30:42 <MonkeyDrone> trains with wings?
21:34:19 <Milek7> frosch123: i don't see company list in nogo api
21:35:22 <Alberth> https://nogo.openttd.org/api/trunk/classGSCompany.html second enum
21:35:43 <Alberth> COMPANY_FIRST, COMPANY_LAST, iirc
21:37:09 <frosch123> https://dev.openttdcoop.org/projects/siliconvalley/repository/entry/main.nut#L251 <- there are dozen of examples if you look at other scripts
21:37:22 <andythenorth> does this http://www.tt-forums.net/download/file.php?id=189715
21:37:27 <andythenorth> look different enough to this
21:37:29 <andythenorth> http://www.ovrtrains.com/images/P/ATH-96849-2.jpg
21:37:29 <andythenorth> ?
21:37:36 <andythenorth> or boringly similar?
21:37:54 <andythenorth> Iron Horse rosters, the trains need to be visually distinct
21:38:12 <frosch123> one is blue
21:38:15 <frosch123> the other is green
21:38:22 <frosch123> :p
21:38:55 <Milek7> frosch123: but company_first company_last are useless
21:39:00 <frosch123> anyway, the green one has a proper driver cabin
21:39:14 <Milek7> companies could be deleted
21:39:19 <andythenorth> frosch123: so if I just use different colours… :P
21:39:31 <andythenorth> also this one comes in a pack of two http://www.bcoolidge.com/NYC%20Pix/RS2s%20and%20Flanger%20at%20Natick,%20MA%202_61.jpg
21:39:33 <frosch123> Milek7: guess what, neither nocargoal nor silicon valley have problems dealing with that
21:39:43 <frosch123> just look at other scrtips
21:39:59 <andythenorth> and I’ll make the cab 2CC http://www.trainweb.org/screamingeagle/other/08_slides/as1057.jpg
21:40:42 <Alberth> if you don't make them available at the same time, there is no problem, I think
21:40:46 <frosch123> andythenorth: most engines in some area seem to look the same
21:40:53 <andythenorth> all have wheels etc
21:40:53 <Alberth> problem / confusion :p
21:41:08 <andythenorth> most euro locos are boxes
21:41:09 <Alberth> and all wheels are round too :p
21:41:10 <frosch123> so, make the colour progress together with the stats? :p
21:41:14 <frosch123> also gets rid of cc :)
21:41:22 <andythenorth> gen 1: red
21:41:25 <andythenorth> gen 2: yellow
21:41:26 <andythenorth> :P
21:41:27 <andythenorth> etc
21:41:32 <Milek7> frosch123: i can do it by checking isvalidcompany, but this is ridiculous
21:41:36 <frosch123> here old engines are green
21:41:39 <frosch123> then they turn black
21:41:47 <frosch123> and then red
21:42:02 <Alberth> Milek7: yep, programming APIs are ridiculous :)
21:42:32 <Alberth> alternatively, you can build your own list of valid companies
21:42:46 <Alberth> frosch123: haha :)
21:47:32 <andythenorth> oops
21:47:41 <andythenorth> this roster has only 4 locomotives
21:47:47 <andythenorth> and their names all begin with B :o
21:47:53 <andythenorth> unintentional :P
21:48:12 <andythenorth> is that bad?
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21:52:20 <frosch123> you raise expectations for the other letters
21:52:34 <Alberth> Bad ass engines :p
21:55:39 <Rubidium> andythenorth: or make a new roster every year with themes starting with a particular letter
21:55:47 <luaduck> hey folks, getting a really weird error on one of our production servers
21:55:53 <luaduck> getaddrinfo for hostname "f", port 3989, address family either IPv4 or IPv6 and socket type tcp failed: Name or service not known
21:56:20 <luaduck> the only thread I can find on the forum says it's from using the -f command line option, but that was back from like 2010 when I'm guessing fork wasn't implemented
21:56:31 <andythenorth> Rubidium: 26 years if I stick to Latin? :o
21:57:32 <Rubidium> andythenorth: ought to be enough, right?
21:57:40 <andythenorth> probably
21:58:24 <Rubidium> luaduck: you probably started OpenTTD with ./openttd -Df as parameter or something[4~
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21:58:54 <Rubidium> which could be just a simple typo, but that effectively puts f in the list of hosts to bind on
21:59:35 <Rubidium> luaduck: clear the content of server_bind_addresses
22:00:13 <luaduck> huh, fixed it
22:00:18 <luaduck> why would that randomly pop up?
22:00:51 <frosch123> getaddrinfo was the function of the week, wasn't it? :p
22:01:38 <Wolf01> yep
22:01:41 <Eddi|zuHause> that was already more than one week ago, right?
22:03:19 <Eddi|zuHause> hm, no, pretty much exactly one week
22:03:40 <frosch123> well, the cve number was from 2015
22:04:11 <Eddi|zuHause> well... responsible disclosure and stuff
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22:07:11 <luaduck> oh, so it was a glibc flaw?
22:07:24 <frosch123> i don't think so :)
22:07:54 <Eddi|zuHause> luaduck: that has probably nothing to do with your issue :p
22:08:52 <Eddi|zuHause> <andythenorth> Rubidium: 26 years if I stick to Latin? <-- seems to work for QI so far :p
22:09:21 <andythenorth> bah, all the engines I want to draw look similar
22:09:46 <Eddi|zuHause> make more engines that you don't want :p
22:09:46 <andythenorth> this https://upload.wikimedia.org/wikipedia/commons/thumb/4/40/SAR_Class_91-000_91-003_BF.jpg/895px-SAR_Class_91-000_91-003_BF.jpg
22:10:01 <andythenorth> looks like this? http://www.tt-forums.net/download/file.php?id=189715
22:10:44 <Eddi|zuHause> it should be much shorter
22:11:07 <andythenorth> yes
22:11:17 <andythenorth> but the gestalt is the same? Fundamentally?
22:11:48 <Eddi|zuHause> you cannot do rosters by that rule...
22:12:05 <Eddi|zuHause> half of the engines of each country look the same
22:12:36 <Eddi|zuHause> like almost all modern german engines use the same chassis design
22:12:44 <andythenorth> yup
22:12:53 <andythenorth> but I have generations 25-30 years apart
22:13:01 <andythenorth> and 1 express, 1 heavy freight, 1 branch line
22:13:12 <andythenorth> seems silly to make them look similar? o_O
22:13:20 <Eddi|zuHause> no.
22:13:34 <Eddi|zuHause> make them differ in small details
22:14:11 <andythenorth> I think you are helping me rationalise a poor decision :)
22:14:16 <andythenorth> but I can always change the sprites later :P
22:14:41 <andythenorth> I am drawing what I like from RL, not what the roster needs
22:14:47 <andythenorth> bad
22:14:57 <Eddi|zuHause> hence my first statement :p
22:18:08 <andythenorth> yup
22:19:10 <andythenorth> I’m also trying not repeat engine shapes from British Iron Horse :P
22:19:14 <andythenorth> that might be a fool’s game
22:19:24 <andythenorth> there are only 3 or so shapes for diesel engines
22:27:47 <Alberth> do you need more than 3 diesel engines?
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22:34:51 <FLHerne> JGR: Good evening
22:35:37 <Alberth> evenink
22:35:42 <FLHerne> I started playing with your excellent patchpack rather than my flaky old home-bodged one, but there seems to be an issue with town-cargo production
22:35:57 <FLHerne> Alberth: Good evening to you too :-)
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22:38:31 <FLHerne> A city of 5000 people produces about 1500 passengers/month, one of 1000 people produces about 100/month. The non-linearity makes it hard to justify a decent service to small towns without massive overloading from the big cities
22:39:07 <FLHerne> Perhaps it's supposed to be that way - in that case, what do I need to tweak?
22:39:42 <_dp_> FLHerne, it's also random as hell
22:40:08 <andythenorth> Alberth: I need at least 9000
22:40:30 <andythenorth> or about 7
22:40:31 <Alberth> :O
22:40:52 <andythenorth> if anyone wants to play past year 2000 or so, I need another 3 maybe
22:41:37 <Eddi|zuHause> 1950-2020?
22:41:51 <Alberth> how come this isn't a problem with steam engines?
22:41:57 <Eddi|zuHause> 4 generations
22:42:10 <andythenorth> steam engines look different
22:42:25 <andythenorth> must diesels are about 22m long and look like a box
22:43:00 <Eddi|zuHause> Alberth: more technical details shine to the surface with steam engines
22:43:15 <Eddi|zuHause> tender/tank, wheel arrangement, ...
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22:44:43 <Eddi|zuHause> whereas with diesel, it's all hidden under the chassis
22:44:55 <Alberth> boring :)
22:45:27 <Alberth> or realistic :p
22:47:06 <sim-al2> Not withstanding the European DMUs with engine(s) occupying a part of the would-be passenger compartment
22:47:09 <Alberth> get inspired by the animal name of the engine?
22:48:59 <andythenorth> I would end up going NUTS :)
22:49:07 <andythenorth> sim-al2: still just a box...
22:49:27 <sim-al2> Yeah, they all are though :p
22:49:46 <Alberth> less diesel then?
22:50:35 <Alberth> or smaller variations, longer cabins, different chimney psition
22:51:11 * andythenorth screenshots
22:51:11 <Alberth> different windows in the cabins
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22:55:28 <andythenorth> Alberth can tell these apart? http://dev.openttdcoop.org/attachments/download/7656/antelope_3.png
22:56:37 <sim-al2> Those look great
22:57:45 <andythenorth> ta
22:58:34 <Eddi|zuHause> plenty of difference there
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23:01:49 <andythenorth> and yet I drew nothing new :)
23:01:56 <andythenorth> literally just moved existing pixel
23:01:59 <andythenorth> pixels *
23:02:12 <Alberth> like FIRS buildings :p
23:02:18 <Alberth> look fine to me
23:02:44 <andythenorth> ok good :)
23:03:40 <Alberth> good night
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