IRC logs for #openttd on OFTC at 2016-05-01
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00:47:41 <Samu> hmm is there a guide for drawing strings?
00:48:19 <Samu> i need to composite a line with 3 Drawstrings
00:49:37 <Samu> text + more text + optional text
00:50:12 <Samu> text = company # - # ranges from 1 to 15
00:50:32 <Samu> more text = name of AI script
00:50:59 <Samu> optional text = tell if it's Random AI, or just don't say anything
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00:51:57 <Leanden> anyone know anything about repositories and hg? :D
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01:56:47 <Samu> no more time for today, couldn't draw strings
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09:53:44 <andythenorth> or what’s the problem?
09:53:51 <Leanden> i accidentally commited my binary to the repository
09:53:54 <Leanden> and now i cant push :)
09:54:31 <andythenorth> was it the last commit?
09:55:21 <andythenorth> what’s the message on push?
09:55:22 <Leanden> i think i may have actually fixed it
09:55:58 <Leanden> i fixed it and created a new error lol
09:56:09 <Leanden> remote: File "Makefile.local" may not be added to the repository.transaction abort!
09:57:10 <andythenorth> have you got a .hgignore?
09:57:36 <Leanden> i add the files to that?
09:57:46 <andythenorth> I am not the best advisor on hg
09:58:02 <andythenorth> make a copy your whole project directory locallly in case of accidents
09:58:44 <andythenorth> I would pick one of these two solutions
09:58:52 <andythenorth> (1) read the hg manual
09:59:14 <andythenorth> (2) wait for somebody here who can help you better :)
09:59:26 <Leanden> no your hgignore is perfect
09:59:33 <andythenorth> it might not solve the problem
09:59:59 <Leanden> oh there isnt a hgignore -.-
10:00:17 <andythenorth> you have the file added to a commit, and the repo might simply never accept that without deleting the commit from your local hg
10:00:23 <andythenorth> deleting commits in hg scares me a lot tbh
10:00:39 <andythenorth> usually when there is a problem with hg, I just delete everything and start again
10:01:34 <andythenorth> that’s kind of silly and not the point of VCS :P
10:06:24 <Leanden> i think i will just start the repository from scratch
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10:16:27 <Leanden> so now that the repo is up on the dev page
10:16:36 <Leanden> will it automatically compile nightly?
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10:55:18 <Leanden> I missed the answer, will my repo automatically compile nightlies?
10:56:11 <blathijs> Leanden: Nobody answered yet :-)
11:13:07 <Wolf01> lol, andy, as I expected yesterday evening I've seen very large sets shifting from one car trunk to another
11:17:30 <Samu> what happens when "keep all autosave = true" with "max_num_autosave = true"?
11:17:51 <Samu> "keep all autosave = true" with "max_num_autosave = 16"?
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11:50:03 <Samu> okay this time i'm testing 8 AI's solo
11:50:24 <Samu> monthly, for hopefully 100 years
11:57:39 <andythenorth> Wolf01: are you involved in some kind of smuggling operation? o_O
11:58:37 <Wolf01> just fans purchasing bulks to get a discount
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12:28:19 <argoneus> good morning train friend
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12:53:35 <V453000> \o/ andythenorth actually doing stuff?
12:53:54 <V453000> I miss a surface-mining hole in the ground for iron ore mine andythenorth
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12:54:54 <andythenorth> I don’t see how to make a mine look good
12:55:06 <andythenorth> the YETI solution works, but FIRS is more realisms
12:55:48 <V453000> I was pointing more towards the original iron ore mine
12:55:54 <V453000> but I understand you want modularity
12:56:01 <V453000> perhaps 3x3 hole, with modularity around?
12:56:17 <andythenorth> I think it will look small and lame?
12:56:37 <V453000> depends how you draw it :) 4x4 certainly looks good, you could even do that
12:56:51 <V453000> the industry wouldnt mind being x5 yeah
12:57:23 <andythenorth> can’t someone just make newobjects for the hole?
12:57:27 <andythenorth> I don’t care for it :P
12:57:54 <V453000> but quarry has a hole
12:58:07 <V453000> just edit it, remove water, eazy
12:59:50 <andythenorth> I could use this layout just for Manganese mine
13:00:04 <andythenorth> I was going to use same sprites for Manganese and Iron Ore mines
13:01:27 <andythenorth> seems Iron Ore should be open pit, really
13:02:23 <andythenorth> Leanden: you’d be wise to set up a better compile and templating early
13:02:31 <andythenorth> otherwise you’ll be chasing your tail later
13:02:38 * andythenorth has been there, done that
13:04:13 <andythenorth> V453000: YETI iron mine is 3x3?
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13:08:36 <andythenorth> I can’t really use the blocks in FIRS
13:08:41 <andythenorth> good approach though
13:08:58 <V453000> is why I say try smaller block
13:09:05 <V453000> perhaps 2x4 or something might work as well
13:10:49 <andythenorth> 8x9 would be nice
13:11:10 <andythenorth> that’s what happens if I paste YETI sprite onto screenie of landscape
13:11:23 <andythenorth> can’t ever build the fucker though
13:13:31 <V453000> also, logically 8x8 :P
13:14:03 <V453000> I'm also not going to investigate how did you achieve the white background/edges
13:14:21 <andythenorth> paste, magic wand
13:14:27 <andythenorth> didn’t bother doing it carefully
13:15:00 <andythenorth> V453000 do you have a version without blocks? o_O
13:15:01 <V453000> just made some great technical tests for conveyor belts in blender
13:15:46 * andythenorth doesn’t want to draw a pit in pixels from scratch
13:16:36 <V453000> I would like to do that but time
13:16:44 <andythenorth> time is the problem
13:17:05 <andythenorth> it will take weeks to draw a pit, at 1hr per day max spare time
13:17:30 <andythenorth> also 8x8 is completely never going to get built by the game
13:17:37 <andythenorth> total waste of time :D
13:18:56 <andythenorth> depends if chibi works or not
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13:27:30 <V453000> might be a good start :P
13:48:08 <andythenorth> I never liked any of the original baseset mines either
13:48:26 * andythenorth can’t get enthused about big one-piece sprites
13:50:31 <frosch123> don't do surface mining then :)
13:50:40 <andythenorth> V453000 says I have to :)
13:51:23 <frosch123> you can draw various "towers" for deep mining
13:51:36 <frosch123> freight elevators and such
13:51:42 <andythenorth> oops wrong paste
13:52:23 <frosch123> the train is fine, but don't make it run horizontally
13:53:04 <frosch123> something like a tunnel entry
13:53:09 <frosch123> you can also have multiple of them
13:53:15 <andythenorth> I considered having it ascend a slope
13:53:26 <andythenorth> in standard TTD fashion :P
13:53:44 <frosch123> yeah, and make doom shine from the depths of the tunnel
13:53:58 <frosch123> maybe V also likes it then :p
13:54:08 <andythenorth> it’s more of a winding tower thing
13:54:13 <andythenorth> I tried tunnels, bit lame
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13:56:02 <frosch123> altenatively you could make them build at a hill slope
13:56:11 <frosch123> though iirc you didn't like sloped industries
13:57:24 <andythenorth> saving that for copper mine :)
13:57:48 <frosch123> it does not need to be a vertical elevator
13:57:50 <andythenorth> so many mines that need to be different :P
13:57:53 <andythenorth> nearly as bad as farms
13:57:54 <frosch123> sloped elevators are nicer
13:58:12 <andythenorth> lots of neat mines there
13:59:48 <frosch123> your mines lack stuff to pump air underground
13:59:57 <frosch123> and return smoke from underground engines
14:01:23 <andythenorth> there are some vents in the one I pasted
14:01:41 <andythenorth> I had some chimneys and pipes, but I thought it looked to much like a secondary industry :)
14:01:54 * andythenorth favours more chimneys and pipes
14:03:20 <frosch123> you can also make a water mine
14:03:50 <frosch123> with a horizontal tunnel into the hill, which is traveled by ships
14:05:13 <frosch123> though it is kind of a creative interpretation of drainage tunnels
14:07:05 <andythenorth> so I should change the winding towers?
14:07:15 <andythenorth> they are a nasty hack atm
14:07:24 <frosch123> i think the winding towers give the most options for variety :)
14:07:37 <frosch123> vertical, sloped, horizontal
14:08:14 <andythenorth> in the sprites I posted, is it obvious which towers are the winding tower?
14:08:20 <andythenorth> there’s no wheels or anything :P
14:09:25 <frosch123> it is kind of safe to assume that all tall buildings are winding towers
14:09:37 <frosch123> there is no point in other tall buildings, is there?
14:17:09 <andythenorth> it’s all just sprites
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14:56:30 <frosch123> Wolf01: i remembered that i use circuit networks actually for something :p
14:56:54 <frosch123> enable "heavy oil -> light oil" cracking if "lubricant" is full
14:57:08 <frosch123> enable "light oil -> gas" cracknig, if "light oil > gas"
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14:57:19 <Wolf01> I think that's the first thing to do in every game XD
14:57:45 <frosch123> pipes do not have the two lanes as belts do
14:58:00 <frosch123> so, i do not know a way around balancing it with circuit notwork
14:58:31 <Wolf01> pumps and fluid redirection
14:59:08 <Wolf01> yeah, I installed the mod to decide which pipes to connect instead leaving to do it automatically
14:59:11 <Islacrusez> on the other hand if your system is fully pressurised (hard to do without tweaking the oil richness) you don't have the problem
15:01:23 <Islacrusez> personally I wasn't happy with the oil, as with 3 patches per field and about 0.9/s base, it didn't take long to "deplete" them
15:01:31 <Wolf01> the problem is that I need some hysteresis circuits to do this, because the fluid changes are too slow and I want at least half tank full before redirecting the fluid to another processing plant
15:02:25 <Wolf01> oh, that's not a problem, I only have one (actually a cluster of 5) refinery and I bring there the oil from the entire map
15:02:28 <Islacrusez> so after launching my satellite on the default settings, I upped the richness of everything by one and oil to max, and upped the size by one and oil to max, and made everything much rarer
15:03:11 <Islacrusez> perhaps a little too rich on the oil though, 5.5/s base is a *lot*
15:03:51 <Islacrusez> but it means I can actually run a train service to oil fields; otherwise it's damn near poinless
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15:25:58 <^Spike^> Leanden should you push to hg.openttdcoop.org again and it fails could you highlight one of us in #openttdcoop.devzone? (we just noticed something wierd about your repo that we hopefully fixed :))
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16:20:18 <Alberth> Leanden: you can easily make a batch file to run the gcc step, and then the nml step
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17:16:24 <andythenorth> I think I have a patch for ‘bah'
17:17:07 <peter1138> should i go with shimano ultegra (but with rim brakes) or lower-end sram kit (but with disc brakes)?
17:22:22 <peter1138> but i'm, er, large, so good stopping power is useful
17:22:39 <andythenorth> do you mind changing the blocks on rim brakes?
17:23:37 <peter1138> not really but i usually get frustrated with adjusting them all the time
17:23:45 <andythenorth> I have 2 hybrids, one has hydraulic disks, one has wire-pull rim V brakes
17:24:07 <andythenorth> I don’t really like the handling of the disks, but they are low maintenance and don’t fade in wet
17:24:57 <Wolf01> one of the last times I used the catapult... ehrm the bike I the rim brakes didn't work so well because of water, and I had a bad encounter with the kerb
17:26:03 <peter1138> or something like that
17:35:21 <andythenorth> I’d probably go with the disks
17:35:57 <andythenorth> at that price, the groupset will be at least ‘ok'
17:36:46 <andythenorth> FWIW I have an £800 Scott commute bike that has needed servicing once in 6 years
17:37:49 <peter1138> that sram is basically shimano 105 level, which is one step below ultegra
17:38:00 <peter1138> otoh, it'll all need replacing when it wears out anyway
18:11:02 <Wolf01> oh finally the tractor unit of the 42043 is finished :o
18:11:26 <Wolf01> andy, should I put the stickers?
18:12:50 <andythenorth> Wolf01: I use about 50% of the stickers usually
18:13:34 <Wolf01> I put the stickers on the various model-a I decided to keep, but on model-b or mocs I never put them
18:14:07 <Wolf01> and now the funny part: a moc of the trailer with a stewart platform on top
18:14:25 <peter1138> obviously i need something from there
18:17:06 <Wolf01> mmmh this thing is huge, I was worried about the size of the stewart platform but I think it will fit with no problems
18:19:06 <Wolf01> the only problem is that I must redesign the entire trailer without the gearbox, maybe without the suspensions, move the stabilizers before the wheels and leaving enough space inside to fit 6 linear actuators
18:20:08 <Samu> hmm, because of 1 string, my entire patch size increased brutally
18:22:58 <Samu> there's something weird with the lang generator
18:23:12 * Islacrusez wonders what everyone's on about
18:23:17 <Samu> it switches the order it generates spanish_MX with spanish
18:24:14 <Samu> let me copy paste what happens
18:30:41 <Samu> sees to be an issue of what comes first alphabetically when sorting? spanish or spanish_MX
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18:54:51 <Samu> patch sized 22.15 KiB becomes 78.31 KiB
18:55:03 <Samu> just to remove 1 string from all language files
18:55:39 <Samu> is this the correct way to handle the issue I was having?
18:57:27 <Samu> that {STRING} was screwing MSVC lang generator with tons of warnings
19:00:13 <Alberth> if you change strings in the base language, then yep, all other languages complain
19:01:22 <Alberth> either you fix all languages, or you remove in english, and use a different string name for the new caption
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19:06:29 <Samu> use a different string name for the new caption
19:07:09 <Samu> it is also the approach I had in mind first, but then I saw the others weren't doing that
19:13:29 <Alberth> normally you have only one caption
19:29:06 <Samu> STR_AI_CONFIG_CAPTION - this one has to stay with that name
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19:31:06 <Samu> yep, can't rename it, it must stay :(
19:31:32 <Samu> tons of warnings because i renamed it, doesn't exist in master file
19:31:57 <Alberth> obviously, but it works
19:32:10 <Alberth> but otherwise, change the string in all languages
19:32:45 <Samu> will reuse it, STR_AI_CONFIG_CAPTION and add a new one STR_AI_CONFIG_CAPTION_INGAME
19:46:23 <andythenorth> needs different ground tile eh
19:47:03 <Wolf01> half platform done... need more pieces
19:50:05 <V453000> andythenorth: it needs some shape which suggests going downhill
19:50:16 <V453000> the mining train looks like it just came from the room
19:50:49 <V453000> very interesting photo in colours
19:50:54 <V453000> black - yellowish - red
19:51:35 <andythenorth> maybe I actually have to draw the winding wheels
19:52:28 <andythenorth> that sounds boring
19:53:31 <V453000> but making a building roof like /, with some angle
19:53:34 <V453000> going towards the ground
19:53:41 <V453000> very much suggests undergronud mining
19:54:01 <V453000> original graphics do this with the animated wheels and stuff, which suggests it is pulled from below
19:54:08 <V453000> there is no such visual connection here
19:54:25 <V453000> I would just change the building to make it clear that it comes form below
19:55:05 <andythenorth> yeah it would need winding wheels
19:55:14 <andythenorth> it’s supposed to be a vertical shaft mine
19:55:36 <andythenorth> I have at least 2 other mines to do, those will be sloping ramp exit things
19:55:46 <V453000> ah I get what you mean
19:55:58 <V453000> undeground doesn't need to mean super deep, does it?
19:56:32 <Samu> hmm people forget their company passwords
19:56:41 <andythenorth> winding wheels are a right fucker to draw
19:57:20 <Samu> they set it, but then forget about it?
19:58:06 <V453000> yeah I wouldn't do that
19:59:33 <Samu> "Default company password"
19:59:52 <Samu> i see some people don't yet realise what this do
20:02:00 <_dp_> hi, is there an easy way to see language strings that came with savegame (from gs)?
20:05:02 <Samu> i have an idea, don't use a button, but a checkbox, then next to it, say "always use this password on new companies"
20:05:18 <Samu> ppl then switch the checkbox on or off
20:06:36 <andythenorth> the lower part of my mine is ground colour
20:06:45 <andythenorth> so it isn’t visible
20:14:47 <Samu> or maybe "automatically use this password on new companies"
20:29:59 <Alberth> _dp_ only the index numbers are in the savegame, I think, but not sure. Simplest way is to get the source of the GS for that version and look at the strings? :p
20:41:01 <frosch123> _dp_: not sure what you want. but if you uncompress the savegame, you can find essentially the language files in the savegame
20:47:49 <_dp_> frosch123, yy, I tried uncompressing but couldn't figure out how do to that
20:47:59 <_dp_> frosch123, so I just added one printf))
20:48:21 <frosch123> there is a tool for uncompressing on dev/~frosch
20:48:37 <frosch123> it's linked from docs/desync.txt or so
21:08:19 <andythenorth> wheels can be animated, done already for coal mine
21:08:25 <andythenorth> and separate tile to train
21:09:51 <V453000> consistent, but not similar
21:10:54 <andythenorth> this is good enough for manganese
21:11:09 <andythenorth> have to try an open pit for iron ore :P
21:11:14 <andythenorth> or at least a proper drift mine
21:11:35 <V453000> me is looking forward to see it
21:12:16 <andythenorth> depends if I can be arsed to repaint the yeti sprite
21:12:31 <andythenorth> it’s just right to make a mine that converted from small open pit to drift :P
21:12:45 <V453000> the yeti sprite isn't really that great tbh
21:16:24 <andythenorth> what don’t you like about it?
21:17:10 <V453000> puts the building too much in the corner, doesn't have any "elevated" space
21:17:18 <V453000> I would like more stuff around the actual hole
21:17:58 <andythenorth> you need some yetis mining
21:18:22 <andythenorth> you have that yellow truck thing in some industries, but you need some yeti digger
21:18:31 <andythenorth> a chibi mining machine
21:18:42 <andythenorth> like FIRS uses cranes *everywhere* :P
21:19:08 <V453000> yeti faces similar problems as nuts does
21:19:19 <V453000> the graphics are very inconsistent
21:19:30 <V453000> as I just make stuff I like with aim to learn to make better stuff
21:19:36 <V453000> instead of aiming for the final product
21:19:50 <andythenorth> you notice it, players don’t
21:19:59 <V453000> I'm not saying it is a bad thing, nor that I will do anything about it :P
21:20:04 <andythenorth> every set I make is inconsistent
21:21:05 <Eddi|zuHause> ECS Vectors had inconsistent graphics for over a decade... i never heard anyone complain about it
21:22:24 <V453000> and since they use some of the FIRS graphics, it is 10 times worse imo
21:23:19 <andythenorth> I agree about iron mine building though
21:24:26 <Sylf> my food processing plant doesn't produce anything
21:24:46 <Eddi|zuHause> did you deliver something?
21:25:13 <Eddi|zuHause> did it arrive at the right industry, and not somewhere nearby?
21:25:25 <Sylf> the game thinks there's no such cargo as FOOD
21:25:42 <Eddi|zuHause> that sounds unfortunate
21:25:57 <Eddi|zuHause> you probably have a newgrf conflict
21:25:58 <Sylf> that is one boring world
21:26:18 <Sylf> I'm trying to tweak YETI
21:26:35 <Eddi|zuHause> well, defining FOOD should be an easy task :p
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