IRC logs for #openttd on OFTC at 2016-06-01
            
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00:02:46 <Samu> is this fine? https://paste.openttdcoop.org/ptwttkait
00:04:06 <Samu> my english might be slightly off
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00:25:09 <Samu> i just had another idea, heh
00:25:16 <Samu> copy up, copy down
00:25:33 <Samu> or duplicate up, duplicate down? what's the better english?
00:27:51 <Samu> copies the config of the selected slot to the next free found slot if the selected slot can't move
00:27:58 <Samu> heh, good idea?
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00:58:05 <Wolf01> 'night
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01:01:52 <Samu> nope, can't do it
01:02:26 <Samu> crashes when uninitiallizing AIs
01:04:17 <Samu> the way I'm copying configs is making it crash :o
01:04:20 <Samu> i suck
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01:41:55 <Samu> question
01:42:25 <Samu> meh nevermind
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05:50:23 <Flygon> http://www.tt-forums.net/viewtopic.php?f=29&t=73727 I mean, I admire the ambition...
05:50:25 <Flygon> But without Finland
05:50:30 <Flygon> It looks rather... uhm
05:50:37 <Flygon> Adult.
05:50:56 <Eddi|zuHause> not sure how finland would help with that...
05:51:21 <Eddi|zuHause> but i also thought whole scandinavia would be better
05:51:36 <Flygon> Without OpenTTD showing national borders, the sausage effect is far less noticable :P
05:53:12 <Flygon> Also, Finland is, like
05:53:13 <Flygon> Cute
05:53:18 <Flygon> In an angry stabby sort of way
05:53:55 <Eddi|zuHause> i kinda disagree
05:54:28 <Eddi|zuHause> in all "depictions" i know, finland was the ballsack of scandinavia's penis...
05:54:45 <Eddi|zuHause> it's something you cannot unsee...
05:55:10 <Flygon> Yes, but you can't see it as easily without the national borders :DD
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09:45:06 <andythenorth> o/
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10:27:34 <andythenorth> hmm
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11:29:42 <Wolf01> o/
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12:01:47 <V453000> o/
12:02:10 <Wolf01> oh, I tought the entire factoro tean went rogue... :D
12:02:14 <Wolf01> *factorio
12:02:29 <Wolf01> *totoro
12:02:45 <peter1138> ?
12:02:56 <Wolf01> hype
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12:03:55 <V453000> not but I managed my new personal record of 21 hours of work per day XD
12:04:32 <Wolf01> you are crazy... the entire team, take your time please
12:05:09 <V453000> I already have some plans for the weekend so want to get the train wagon finished asap :) am pretty much done
12:09:53 <Wolf01> I would have liked to have other plans for the weekend too... but I was ordered to work at the polling station for the elections, I hope they'll pay well
12:10:05 <peter1138> ordered? hmm
12:10:25 <Wolf01> yes, there aren't volunteers so they pick up random people
12:10:58 <Wolf01> and if you don't have a valid reason you must go to work
12:11:35 <Wolf01> and I don't have a valid reason, because "I'm reassembling lego sets" it isn't
12:12:42 <peter1138> heh
12:12:55 <V453000> what
12:12:58 <V453000> where are you from?
12:13:05 <Wolf01> italy
12:13:15 <Wolf01> what do you expect?
12:13:53 <V453000> idk, based on this volunteer system I expect something less democratic
12:14:14 <V453000> in our country people volunteer to do this shit, probably cause it is ~ok payed
12:14:27 <V453000> as a part time job for students it's nice
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12:16:27 <Wolf01> yes, that's the same here, but heh.. not enough volunteers this time, the polling will be on sunday and the poll count will go throught the night, people need to go to work or school on monday, so they will resort to unemployed people
12:17:47 <V453000> g
12:17:54 <V453000> 0.13 hype!
12:18:19 <Wolf01> hype
12:21:17 <V453000> I honestly can't wait to play ... the stuff I tested so far is great
12:21:28 <V453000> the new inserters actually do add some more variety
12:22:45 <V453000> and trainz, dem trainz
12:23:15 <Wolf01> autorail hype
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12:43:59 <Samu> hi
12:46:50 <Samu> I'm not happy with Start AI, Stop AI, Reload AI 3-in-1 functionality
12:46:58 <Samu> gonna have to change
12:48:37 <Samu> more specifically, I don't liek accidentaly removal of dead AI Companies when there's dead AIs in the moving slots
12:50:21 <Samu> before I get lost, I am posting here my ideas. Reload AI functionality is to be removed. It resorts to Stop AI.
12:51:16 <Samu> Disable the ability to directly change configs of dead AIs
12:52:04 <Samu> Instead, Stop it first, to make the Select AI button enabled
12:52:39 <Samu> in this manner, there will be no more accidental removal of dead AI companies
12:53:38 <Samu> moving slots will only swap between non-AI slots
12:56:35 <peter1138> Any idea what this guy is going on about?
12:57:07 <Wolf01> redoing the ai/scripts UI
13:00:57 <Samu> peter1138: https://www.tt-forums.net/viewtopic.php?f=33&t=74694
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13:05:25 <Leanden_> Hello all
13:05:31 <Leanden_> any NML experts in here?
13:06:02 <Leanden_> I have a question around loading of trains
13:16:57 <planetmaker> you should simply ask the question and hope your meta-question's answer is 'yes'
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13:29:35 <Leanden_> I'm sure i've seen this in a set before but can't find any details on it, is there anyway to make it so that a passenger wagon can load and unload simultaneously? It doesnt make sense to me that you'd have to wait for all the passengers to get off before others can get on.
13:34:01 <andythenorth> for a single vehicle, no, afaik
13:34:17 <andythenorth> I am not going to go and read the station code for you though :)
13:34:32 <Eddi|zuHause> no
13:34:43 <peter1138> Hmm, is it worth risking something from China with the branding... CooSpo?
13:34:44 <Eddi|zuHause> also, have you ever been to a train station?
13:34:53 <andythenorth> if you have a ‘vehicle’ made up of multiple vehicles, then yes
13:35:01 <andythenorth> as per CETS or Iron Horse
13:35:12 <andythenorth> but it’s not worth it just to get a load/unload trick
13:35:36 <Eddi|zuHause> if people try to enter before everyone left, that generally causes chaos
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13:56:06 <Wolf01> V, steam disables the beta program at every update of factorio, do you know if it is intended or happens to others?
13:57:27 <Wolf01> I just figured out there was a 0.12.34 update out since 5 days ago
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14:03:58 <Wolf01> also I have a little suggestion which could be good for later 0.13 or 0.14, I know there are mods doing this but it will really help to avoid cluttering the inventory/building interface: inserters and pipes built with various configurations by simply rotating them with R
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14:19:09 <peter1138> I know nothing about Factorio. Are their devs here?
14:20:07 <Wolf01> no, just one of their graphics designers
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14:26:33 <V453000> I don't even understand what do you mean :D
14:27:22 <Wolf01> something like this http://www.factoriomods.com/mods/side-inserters-by-gotlag
14:27:41 <Wolf01> but with 1 instead of 3 for each type
14:28:11 <Wolf01> also http://www.factoriomods.com/mods/rotatable-pipes
14:28:39 <supermop_> Eddi|zuHause: the train staff get angry with you in the subway if you try to get on while people are still exiting
14:28:41 <Wolf01> just leave out the pumps part
14:29:45 <V453000> so basically you want side inserters
14:29:51 <V453000> just in 1 entity
14:29:59 <Wolf01> yeah
14:30:05 <V453000> that is never going to happen
14:30:12 <V453000> and I hate that idea tbh
14:30:12 <Wolf01> "want", I would like
14:33:15 <V453000> 1. it totally breaks the "first sight clarity" of the game. If you look at inserter now, you can see what it does, where from and to. 2. it removes parts of the puzzle and moves them to "select by gui" which is just a terrible concept, 3. same bullshit as "place to closest belt line" etc. This thing purely belongs to mods because it is just another "feature" that people can think of, but in fact it actually removes interesting gameplay for o
14:34:11 <peter1138> for o
14:37:05 <V453000> ?
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14:37:16 <Wolf01> I can understand the puzzle game logic to give some challenge on building things, but I don't agree with 1, as you need to use the "info" mode for almost everything, and that shows the pickup and unload points of inserters
14:37:18 <V453000> did it cut the message for you?
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14:37:26 <Wolf01> yes
14:37:34 <V453000> it actually removes interesting gameplay for oddly convenient features
14:37:55 <V453000> yes, and as much as the info should be in main view, not just alt mode
14:39:33 <Wolf01> changes like this should have the same weight as when ottd introduced the foundations thing
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14:41:03 <V453000> openttd behaves quite a bit differently in this I think, and mainly in openttd it doesn't break any of the first sight effect
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14:42:04 <Wolf01> it's just "let the user have more control on what the game automatically does", at least for the pipes part, for inserters is "it's a robot arm, why couldn't it be programmed for a different unload position?"
14:43:00 <Wolf01> but foundations in ottd enabled the user to save lot of space and terraforming
14:43:47 <V453000> well in openttd space matters, in factorio it doesn't
14:45:18 <Wolf01> it does in the inventory
14:45:24 <Wolf01> it isn't infinite
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14:46:13 <Wolf01> I'm fine if it would be possible with a mod too, it doesn't need to be in the core
14:46:24 <Wolf01> so everyone is happy
14:46:42 <V453000> the inserters are
14:46:55 <V453000> the pipes could have a bit more functions yes
14:47:08 <V453000> but pipe control is a mod too
14:49:22 <Wolf01> uhm, this could be a good one: http://www.factoriomods.com/mods/k-l-inserters
14:51:16 <Wolf01> it's a bit overdone but I wouldn't simply use the diagonals
14:54:10 <Samu> CluelessPlus is now crashing with "excessive CPU usage in valuator function"?
14:54:25 <Samu> cluelessplus was stable
14:55:34 <Islacrusez> I think some of the restrictions are very much part of the design; means you have to think more carefully about your layout; on the other hand, play your game your way - Factorio has much of the same essence as Minecraft
14:56:11 <Islacrusez> which is amusing, since there's dozens of clones of MC, and the only game to recapture the essence of it is a completely unrelated game
14:56:59 <Eddi|zuHause> there is always a fine line in gamedesign between making an interesting challenge and just throwing bullshit in the way to make things "difficult"
14:57:49 <Samu> I'm getting some AIs crashing with this "excessive CPU usage in valuator function", and they're just starting
14:58:01 <Wolf01> let's take the minecraft example, do you know they added the auto climb 1 block feature only in the last version?
14:58:03 <Samu> like finding a location for HQ :( what changed?
14:58:25 <Wolf01> while the pocket edition had it since... ever
14:58:27 <Eddi|zuHause> they added an auto-climb 1 block?
14:58:52 <Wolf01> and don't tell me the jump button was too out of reach in the pocket edition
14:59:13 <Eddi|zuHause> i have no clue about minecraft pocket
15:00:05 <Wolf01> http://minecraft.gamepedia.com/16w20a <- A new 'Auto-jump' toggle has been added, which automatically makes the player jump when running towards a one block tall obstacle. Enabled by default, can be disabled in Options.
15:01:55 <Islacrusez> pfft
15:02:02 <Islacrusez> I'd have preferred a dirt halfstep
15:02:29 <Eddi|zuHause> dirt/grass slabs would be handy
15:02:34 <Wolf01> that's one of the things people were asking for since the alpha
15:02:45 <Wolf01> just mod it...
15:02:57 <Wolf01> like the player API mod :Q___
15:03:03 <Eddi|zuHause> also, if the game could autogenerate with slabs, so you don't have to climb everything
15:03:16 <Islacrusez> modifying terraingen? I have better things to do with my life than end it early
15:03:32 <Eddi|zuHause> honestly, "just mod it" is a terrible answer
15:03:32 <Wolf01> but then the game will be a lot easier, since jumping eats your hunger bar
15:03:34 <andythenorth> hmm
15:03:40 <andythenorth> I hate Road Hog less now
15:03:57 <Wolf01> nice :)
15:04:07 <Islacrusez> hungerbar wasn't part of the original game, so any losses to that aren't a huge deal
15:04:08 <andythenorth> it takes a few clear days to get back into pixel art
15:04:31 <Islacrusez> also balancing your game around dodgy mechanics is a bad idea
15:04:34 <Wolf01> dirt slabs were in the pre-alpha
15:04:57 <andythenorth> V453000: more rosters in my vehicle sets, or more cargo sprites? o_O
15:05:49 <V453000> cargo
15:06:16 <Eddi|zuHause> definitely cargo
15:06:54 <Wolf01> Islacrusez, also I coulnd't understand the snow layers thing, do you know if it was added to the core game or not? I see no difference when it snows :(
15:07:13 <Islacrusez> snow layers thing?
15:07:19 <Samu> there is a problem with this fix -Fix [FS#6473]: [Script] Kill scripts, when a non-suspendable valuator call takes way too long.
15:07:30 <Samu> AIs that never used to crash now start on starting
15:07:34 <Samu> :(
15:07:46 <Islacrusez> most recently I've only played TFC, which runs on 1.7.2; snow does build up but I don't know if it's one of TFC's additions or if it's from vanilla
15:08:03 <Wolf01> oh, it's only in pocket edition
15:08:05 <Samu> now crash* on starting
15:08:10 <Wolf01> http://minecraft.gamepedia.com/Snow_layer#Snowfall
15:09:24 <Wolf01> but they say it's possible to create thicker snow layers in pc edition
15:09:33 <peter1138> It is.
15:10:21 <Samu> NoCAB which is usually a CPU hog, doesn't crash
15:10:26 <Samu> something's wrong
15:10:54 <Wolf01> it seem the pc edition needs to keep up with the pocket edition now, 0.12 brought on pocket almost everything
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15:13:46 <Islacrusez> can we blame M$?
15:13:56 <Wolf01> I don't think so
15:14:19 <Wolf01> they started the pocket edition before M$
15:14:20 <Eddi|zuHause> can always blame M$
15:14:44 <Wolf01> maybe we could blame M$ if they let pc version die
15:14:53 <Samu> anyone? have you tried NoCAB with that -Fix [FS#6473]?
15:15:01 <Samu> it's unplayable
15:15:37 <Samu> stalls all the time
15:15:50 <Wolf01> meh, now I don't know if I should replace all the inserters I have with the mod ones... I don't have enough space in the inventory, too many blueprints
15:17:14 <Samu> gonna try release x64
15:17:27 <Samu> that fix broke something
15:17:34 <Samu> at least in debug x64
15:17:37 <Wolf01> mmh the fast inserters are way too fast, unbalanced :|
15:17:50 <Wolf01> *the mod's fast inserters
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15:19:46 <Islacrusez> the only thing I'd probably ever mod about inserters is to return them to current-version functionality after the next update goes live
15:19:47 <Alkel_U3> well, lately I got used to Homeworld's doubly fast fast inserters - I still feel a little guilty about that :-)
15:20:27 <Wolf01> 90° should be able to take 2 items in the same time of the straigt one, but it seem it takes 4 items
15:20:42 <Wolf01> *straight
15:20:42 <Islacrusez> Alkel_U3, what's wrong with just using two fast inserters?
15:21:23 <Alkel_U3> Islacrusez: most of the times nothing, it's just that I play with Homeworld :-)
15:21:31 <Islacrusez> scrub :P
15:22:35 <Wolf01> ha! z-index bug
15:22:44 <Alkel_U3> I'll definitely lay off most of the mods for the first .13 game to get the raw experience
15:23:07 <Islacrusez> my current playthrough I'm trying to play environmentalist; so everything that will take mods is running on -80% power consumption, factory is entirely solar, and I cut down as few trees as possible
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15:24:22 <Wolf01> underground pipe is drawn over the underground belt: http://imgur.com/qj99Oud
15:24:25 <V453000> in my book environmentalist is the wrong approach :P
15:24:31 <Alkel_U3> except for the trees, that's my usual approach, too
15:24:48 <V453000> yeah, having a 0.13 vanilla game sounds good
15:25:00 <Islacrusez> it makes for an interesting experience, since space is at more of a premium, and you're far more likely to need to think about layout of belts, assemblers and inserters; if that means three fast inserters for one material, you're going to need to get your other materials from the opposite side
15:26:00 <Wolf01> V, when will you make moving shadows? The "sun" looks like a fading light bulb with static shadows :P
15:26:15 <Islacrusez> I've also increased the density and size of material deposits (increasing oil to max) because the default values (for oil in particular) make train lines too nomadic for my tastes
15:26:16 <V453000> XD probably never
15:26:23 <V453000> but yeah interesting suggestion
15:26:34 <V453000> if we had separate atlas for shadow which would be highly compressed, might work
15:26:35 <Wolf01> even shadows at night...
15:26:36 <Islacrusez> oil fields run out so fast on default, it's stoopid
15:26:38 <V453000> as it wouldn't be too much
15:26:59 <Alkel_U3> however, I have the resources spread apart very long distances, so I distribute light oil to the mining stations to power them with the oil steam boiler from ks_power - feels fun :-)
15:27:18 <V453000> but in general the shadows are probably best being in the way they are to give the best plastic feeling
15:27:21 <Wolf01> Islacrusez, just generate a map with high density oil fields (and stone fields too)
15:27:42 <Samu> oh well, forgive me
15:27:59 <Islacrusez> I generated a more appropriate map for this one; I bumped the density, size and rarity up by one, and up to max for oil
15:28:05 <Samu> only seems to make debug slow
15:28:11 <Samu> release isn't as slow
15:28:19 <V453000> btw the new map gen seems to be awesome :P just saying
15:28:36 <Alkel_U3> hype.
15:28:43 <Wolf01> hype
15:29:36 <Islacrusez> means that a train line can actually stay in use for a while, and especially becomes viable for oil; means I don't have to sit around trying to pump oil at 0.1/s and then cover it with speed boosters *rolls eyes*
15:30:05 <Wolf01> so V, you are telling me you can't understand how that inserter works? http://imgur.com/og71ho1
15:30:28 <V453000> it's hacky
15:31:05 <Islacrusez> waaaaaaait a minute; inserters access three points, not just two
15:31:08 <Islacrusez> that's sneaky
15:31:32 <Wolf01> no, it can even load and unload from the same point
15:31:54 <Islacrusez> how'd you manage that?
15:31:56 <Wolf01> useless as a petrock but it can
15:32:03 <Wolf01> http://www.factoriomods.com/mods/k-l-inserters
15:32:19 <Islacrusez> ah, moddy-mod-modness
15:32:33 <peter1138> Is that a man standing there?
15:32:35 <Islacrusez> thought that was some creative use of vanilla
15:32:36 <Wolf01> oh, no, it can't
15:32:44 <Wolf01> the gui prevents saving that configuration
15:33:16 <Wolf01> it would have been cool to mark the checkbox to show it
15:34:25 <V453000> peter1138: that's the player
15:34:56 <Islacrusez> is there a mod for a lane-splitter? would be nice to have that in vanilla; like a 1x1 T-config belt section, which splits the lanes into opposite directions
15:35:15 <Wolf01> there was one for 0.11
15:35:28 <V453000> so like the same as splitter but 1x1? sounds dumb
15:35:40 <V453000> ah lane splitting
15:35:46 <V453000> I get your point
15:36:04 <V453000> "meh", I grown to like the underground belt splitting too much
15:36:20 <Islacrusez> eh, feels too much like a workaround
15:36:25 <V453000> and since mixed belts are generally better, it is nice to require the extra puzzle for them
15:36:30 <Islacrusez> also looks ugly as sin
15:36:46 <V453000> matter of taste
15:36:59 <Islacrusez> also takes up a lot of room if you need both the lanes to continue
15:37:11 <Islacrusez> smart inserters will do it, but that's a bit clunky
15:37:18 <V453000> but exactly
15:37:21 <V453000> you have multiple options
15:37:23 <Wolf01> http://imgur.com/oVDReNu <-
15:37:41 <V453000> one of mall and weaker, one is bigger and perfect, both reach a rather powerful thing
15:37:56 <Wolf01> but as soon as something little change in the belts handling, you are sure this won't work anymore
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15:37:59 <V453000> if you have a lane splitter, suddenly there is just 1 uninteresting option
15:38:38 <Wolf01> you can put a lane splitter as a research for mid-late game
15:38:59 <Islacrusez> Wolf01, is that an item sorter for a mixed belt?
15:39:01 <V453000> mod :)
15:39:18 <Islacrusez> V453000, shouldn't have to mod something in if it should already be in the game :P
15:39:19 <Wolf01> yeah
15:39:34 <V453000> that is the thing, it shouldn't
15:39:35 <Islacrusez> Wolf01, I believe they're patching that out by changing the splitter mechanics
15:39:38 <Wolf01> eh, V, lane splitter is not possible anymore even with mods
15:39:41 <V453000> it is another convenience feature which removes complexity
15:40:01 <V453000> that it isn't possible with mods doesn't mean it is a good idea to put it in the main game
15:40:27 <Islacrusez> Wolf01, they *did* appreciate the creativity in designing it though, which was cool
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15:40:51 <V453000> I generally view one huge difference between openttd and factorio - openttd has very few pieces (like 10?) with which you construct the whole train game. Factorio has like hundred of pieces with which you construct the whole factory.
15:40:52 <Islacrusez> V453000, it doesn't add complexity though
15:40:52 <Wolf01> once you understand the concept it's easy, but it's a delicate contraption
15:41:10 <V453000> having less features output variety of constructions is a good thing
15:41:33 <Islacrusez> V453000, having all the tools available is important too
15:41:49 <V453000> it's a puzzle, having everything isn't always the best
15:41:57 <Islacrusez> V453000, wanna go back to pre- pre-signals? pre- PBS?
15:42:01 <V453000> it is similar shit to "signals in tunnels"in openttd
15:42:15 <V453000> that is completely different Islacrusez
15:42:16 <Wolf01> ehm, V... you have inserter, belt (with underground), pipe (with underground), factory, rail, all other things are just different shapes of the same things
15:42:25 <V453000> presignals and PBS add stuff that other things can't do at all
15:42:40 <V453000> each of them has a distinct use in various situations
15:42:48 <Islacrusez> V453000, it's exactly the same
15:43:11 <V453000> lane splitting is already possible, you would just add a cheat tile which does it in 1 square
15:43:14 <Islacrusez> V453000, if you can't use a lane splitter, you just bring in a different belt; same as if you can't make a junction you just bring in a different line
15:43:24 <Wolf01> 2 squares
15:43:29 <Islacrusez> 3
15:43:34 <V453000> still
15:43:41 <Islacrusez> technically 4, but you get the idea
15:43:48 <V453000> the smallest versions of the current one can take like 5 tiles I believe
15:43:52 <V453000> which is kind of fine as well? : P
15:44:02 <Islacrusez> you need an input, two outputs, and the tile itself
15:44:18 <Wolf01> http://www.factoriomods.com/mods/belt-utilities
15:44:49 <Islacrusez> what about depot scheduling, replacing the old forced-depot-signaling workaround?
15:45:09 <Islacrusez> you could already force a train to go to a depot, why was it added as a go-to option?
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15:45:44 <V453000> that I classify as utility tasks, not actual gameplay
15:46:59 <Wolf01> it was gameplay when it wasn't automatized
15:47:10 <V453000> depotting trains is pure bullshit
15:47:13 <V453000> that's just slave labour
15:47:25 <Wolf01> that's why they removed it from locomotion
15:47:26 <V453000> and scheduled depotting allows refit and other shit
15:49:34 <Eddi|zuHause> yaay... youtube broke the subscription list... no matter how often i click on "list mode", it stays in "grid mode"
15:49:46 <Islacrusez> so you're telling me that because you're proud of some hacky little contraption that doesn't even make sense, I should be forced to either do the same or bring in another conveyor line, which is a utility task
15:49:47 <Wolf01> isn't the underground belt lane blocking abuse a total bullshit too? I would like to have a decent dedicated feature instead of abusing on a misterious feature of the game
15:50:01 <Islacrusez> ^
15:51:07 <Wolf01> I could even stay there all the day grabbing the materials from a mixed belt with "F" and move them manually on the right crates
15:51:19 <V453000> if the graphics were hinting the functionality more, would you be fine with it?
15:51:32 <V453000> adding a new entity for no new functionality is not great
15:52:06 <Islacrusez> adding something which creates a functionality that previously had to be obtained by exploits IS
15:52:06 <Wolf01> the underground belt entrances is a misuse and even hard to achieve sometimes
15:52:28 <V453000> should everything be easy to achieve?
15:52:36 <V453000> use bots anywhere if you want easy to achieve?
15:52:39 <Wolf01> because the game tries to make a working underground belt with entrance and exit
15:53:06 <Wolf01> as it's done now it's like building only a bridgehead in ottd
15:53:25 <Islacrusez> <Eddi|zuHause> there is always a fine line in gamedesign between making an interesting challenge and just throwing bullshit in the way to make things "difficult"
15:53:38 <Wolf01> I would add a splitter entity and make the exit of the underground belt mandatory once you placed the entrance
15:54:21 <Wolf01> I can't see any reason for having only an entrance or only an exit besides the abuse of the lane blocking
15:54:46 <Islacrusez> Factorio is very clear on where it expect the challenge to be, and makes all other parts of the experience as easy as possible
15:55:01 <V453000> you can line block AND use it as underground belt to move shit somewhere?
15:55:29 <Islacrusez> now you're just stretching
15:55:32 <Wolf01> line block is a bad feature imho.
15:55:47 <Wolf01> it should block bot the lines
15:56:04 <V453000> you can block both the lines with circuit networks now, yes
15:56:15 <Wolf01> the graphics shows it block the entire perpendicular belt
15:56:18 <Islacrusez> V453000, being deliberately dense?
15:57:11 <V453000> the graphics are kind of on the edge, it barely makes sense but works
15:57:18 <V453000> dense?
15:57:48 <Wolf01> http://imgur.com/ZQy1fUp now show me how I'm supposed to even think this contraption will work
15:58:22 <V453000> that's why I asked if you would accept the feature if the visual explanation was better
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15:59:22 <Wolf01> no, because it will stay as "entrance", and entrance means entrance, it's like you have a double door on a building with one door closed and state that the door is "one way"
15:59:36 <Wolf01> because it blocks the other "lane"
16:00:01 <Islacrusez> is changing the game's graphics to justify your exploit even remotely good game design?
16:00:27 <V453000> game design wise I still do think it is a nice touch
16:01:14 <Wolf01> but in 0.14 will change and it merges both lanes instead of blocking one, what will you do? change the graphics again?
16:01:43 <V453000> yeah, except it won't?
16:01:57 <V453000> all entitiy graphics are made with their functionality in mind
16:02:09 <Islacrusez> <V453000> all entitiy graphics are made with their functionality in mind
16:02:15 <Islacrusez> quote of the fucking day right there
16:02:31 <Wolf01> this one obviously is a misuse because the graphics is well fitted for an "entrance"
16:02:49 <V453000> I won't say it's perfect. :)
16:03:01 <Wolf01> so it should be fixed with "block both lanes"
16:03:06 <Islacrusez> V453000, http://imgur.com/ZQy1fUp explain this shit right here if your previous comment is supposed to be true?
16:03:20 <Islacrusez> if the graphics were made with the intended use in mind, HOW IS YOUR USE INTENDED?
16:04:30 <Wolf01> to me it looks like those multiple tile span graphics for stations in ottd, I'm not able to build a station like the designer of the grf intended
16:05:01 <Wolf01> also it glitches like hell
16:05:11 <V453000> ok : )
16:05:14 <Wolf01> or at least it did at that time I tried it
16:05:34 <V453000> but yes, I am not saying the visual solution of the UG belt trick is perfect
16:06:08 <V453000> what I meant to say was that in general, changing functionality can easily cause change of graphics, obviously
16:06:59 <Wolf01> yes, agreed, but we are talking about an abuse of functionality
16:07:29 <V453000> yes, and whether it is actually abuse is questionnable
16:07:29 <Wolf01> I think that only works because inserters should be able to pickup from the entrances/exits too
16:07:48 <Wolf01> which is nonsense too because it has a fucking roof
16:08:18 <V453000> yeah since picking stuff up from a closed chest makes more sense :P
16:08:26 <V453000> but yeah perhaps it should havea smaller roof
16:09:17 <Wolf01> if you can make the roof half tile long I could even agree with you
16:09:33 <V453000> that is what I was asking about twice now
16:09:41 <V453000> just change visual solution
16:09:51 <Wolf01> but it's still an entrance and not a lane block or a splitter
16:10:16 <Wolf01> it's like using an inserter as a biter beater
16:10:30 <Wolf01> why not? inserters move an might hurt you
16:10:50 <V453000> no, logistics and biters are completely different region
16:11:12 <Wolf01> also trains and a corpse when you are on their path
16:11:36 <V453000> it is just giving extra things to the belt puzzle. Not intutitive probably, probably also not visually perfect, but functionally fine.
16:11:53 <NGC3982> In the latest version, was there any changes on how the dedicated server works?
16:12:18 <NGC3982> For some reason, i notice that it doesn't use that much resources any more.
16:12:20 <NGC3982> It's really nice.
16:12:31 <Wolf01> even the laser bits which follow the biters... I was taught that light moves in straight line... or biters have a lot of mass?
16:13:12 <V453000> now you are just picking at random flaws of the game, we can do that for the whole day probably, and yes, it is one of the things which will likely end up on 0.14 roadmap
16:14:39 <Wolf01> but I'm fine with those, it's like on starcraft, you shot and you hit, what I'm not fine with is the abuse of a hidden feature
16:14:55 <Wolf01> see it like an undocumented API
16:15:09 <Wolf01> it's not documented so it may change at will
16:15:22 <V453000> isn't it in the player guide? :P
16:16:22 <Wolf01> even worse :D a misuse in the player guide
16:16:40 <Islacrusez> pretty sure it's not in the ingame tips; if it was intended, it'd be in there
16:16:54 <V453000> if it wasn
16:17:01 <Wolf01> don't give him suggestions XD
16:17:02 <V453000> if it wasnt intended, it wouldnt be coded that way
16:17:25 <V453000> and yes the tutorials and guides are highly work in progress
16:18:10 <V453000> I wouldn't be surprised if the belt trick is utilized somewhere in a pre-built factory in some mission as a thing to discover
16:20:05 <Wolf01> I still think it is working like that because of some weird mechanics they needed to tweak, but if you add a better and fitting graphics and with a proper tutorial and maybe with the ability to override the exit building (since you can't rotate the exit because automatically aligns), I might really change my mind
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16:21:10 <V453000> override exit building?
16:21:32 <Wolf01> try buiding 2 entrances on straight line with the same belt
16:21:47 <Wolf01> not 1 entrance and 1 exit, just 2 entrances
16:23:33 <Wolf01> mmh, no, not this case, it was another edge case I found with the entrances
16:23:46 <V453000> ah that you mean
16:23:49 <V453000> that they connect
16:23:49 <Wolf01> there is an impossible configuration to build
16:24:06 <V453000> basically you can't have 2 entrances going in opposite directions
16:24:57 <Wolf01> yes that
16:26:08 <V453000> that's probably the only functional downside of the dual-feature use I can see, yes
16:26:20 <V453000> but I would again just throw it to the bag "part of the puzzle" :P
16:26:52 <Wolf01> and I still think exits should be mandatory, having orphaned bits of entrances/exits for both pipes and belts don't add anything to the complexity, for belt it's only useful for the lane blocking
16:27:36 <Wolf01> and if I lose a pipe exit in the middle of a forest, I'll disassemble the forest to get rid of it
16:27:44 <Islacrusez> you could use that same argument to say that pre-signals aren't necessary... the limits of regular signals are "part of the puzzle"
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16:27:57 <Wolf01> I send the swarm of construction robots to do the trick
16:28:18 <Islacrusez> the worst one is ending up with an odd number of pipe to grounds afteer building a petrochemical complex
16:28:23 <V453000> no because presignals add a TON of new functions, adding a new lane blocker which does the same (plus ability to save 1 tile), does not add any new functionality at all
16:28:39 <Islacrusez> V453000, tough shit; it's "part of the puzzle"
16:28:43 <V453000> Wolf01: you can build them like power poles now when you drag them
16:28:54 <Islacrusez> see how bad of an argument that is?
16:29:07 <V453000> no Islacrusez, presignals add things which are simply absolutely impossible with block signals
16:29:20 <Islacrusez> V453000, doesn't matter; part of the puzzle
16:29:34 <Wolf01> pre-signals were added to get rid of a bad problem
16:29:35 <V453000> that makes no sense
16:29:41 <Wolf01> (junction blocking)
16:30:29 <Islacrusez> V453000, doesn't need to
16:30:36 <Islacrusez> it's an awful handwave, don't use it
16:30:43 <Wolf01> here we are arguing about using the wrong entity to avoid adding a dedicated entity to do the same work
16:31:05 <Islacrusez> at this point I'm just attacking his argument, because his argument is bad and he should feel bad
16:31:35 <Wolf01> the same could be "why there are waypoints in ottd? just use stations with the right order"
16:31:43 <V453000> yeah I should feel bad
16:32:12 <V453000> all I can say is go fuck yourself at this point honestly. I love the game, I love working on it, and I am not saying everything is perfect. But I demand reasonable discussion.
16:32:25 <Islacrusez> you're welcome to discuss the merits of one vs the other; "part of the puzzle" is *not* one of them
16:32:43 <V453000> I am welcome? Do I get your permission to discuss something? Thank you good lord
16:33:08 <Islacrusez> you know exactly what I mean
16:33:12 <peter1138> Why should anyone feel bad? That's shitty.
16:34:00 <V453000> because someone hates your hidden/hacky/tricky feature peter1138 :) obviously
16:34:13 <V453000> every game developer would have deep depressions every day if that was to apply
16:34:18 <V453000> there is always someone who will dislike something
16:34:24 <peter1138> Speaking of which, I have that rainbow colours patch somewhere...
16:34:31 <V453000> =D
16:34:40 <Islacrusez> peter1138, because bad logic is bad
16:34:42 <peter1138> V453000, look at what happened to Notch... sad :S
16:34:57 <V453000> I don't follow Notch too much but I guess he is kind of lost atm
16:35:08 <V453000> not knowing what to do, not being entertained either
16:35:13 <Eddi|zuHause> what exactly "happened"?
16:35:57 <Samu> just finished reworking the way slots can be edited
16:36:12 <Samu> no more accidental removal of dead AI companies
16:36:34 <V453000> Eddi|zuHause: one thing in factorio has basically 2 uses, one of the uses isn't very intuitive. 2 people demand this entity to be split into two so it doesn't add new functions, just splits it to be more intuitive. And because I dare to defend the method of two-in-one, I should feel bad because yes.
16:36:35 <Samu> unless the user really clicks Stop AI
16:36:51 <Samu> that will actually remove it, and it's not accidental
16:36:57 <Samu> it's what the user wants
16:37:30 <Eddi|zuHause> well, my uninformed intuition tells me to be on the "split it" side
16:38:22 <V453000> perhaps yes but whichever opinion you have, it doesn't make you a terrible person
16:38:49 <Wolf01> no V, you shouldn't feel bad, because I see your reasons, you should feel bad because you said "1. it totally breaks the "first sight clarity" of the game. If you look at inserter now, you can see what it does, where from and to." and then you tried to defend a misfeature which does exactly the opposite
16:39:27 <V453000> that is clear differences as well
16:39:33 <Wolf01> this is what I call "you are confused"
16:39:52 <peter1138> Feeling bad sucks.
16:40:02 <Wolf01> maybe with a better graphics it could have sense, but I'm not convinced
16:40:09 <V453000> if inserter can work in various ways, you need gui assistance to "understand what will it do". with the belt, once you learn how the thing works, it is consistently going to do that, without any extra gui exlpanation
16:40:40 <V453000> so if you want to tell me to feel bad for defending a (perhaps questionnable and debatable) argument, again, sexual intercourse with self suggestion? :P
16:40:43 <V453000> feeling bad is nope
16:40:58 <Wolf01> no, you just need the alt (info) mode even to know how an inserter works, there are the arrows for that too
16:41:11 <V453000> exactly, which is shit
16:41:23 <V453000> you could play dwarf fortress instead
16:41:32 <Wolf01> also with a splitter you have a visual representation of what it does
16:41:40 <Islacrusez> V453000, the reason I'm telling you to feel bad about your argument is because it is very closely related to "because I said so"
16:41:42 <Wolf01> an UB entrance is not a splitter
16:42:02 <peter1138> What is dus... http://factoryidle.com/
16:42:25 <V453000> peter1138: the thing which about every programmer of factorio plays at the office you mean? :D
16:43:06 <V453000> Islacrusez: I gave clear argument to every of my points, or at least attempted to explain my throught process. Because I said so doesn't apply.
16:43:58 <peter1138> heh
16:44:00 <Wolf01> and I just explained your argument does not make sense, you have valid reasons but they go in different ways
16:44:37 <Islacrusez> "it's part of the puzzle" argument is literally "this thing adds a step to completing a task, I say this is how it should be"
16:44:40 <Wolf01> because if you state that something needs a clear way to tell what it is, then it should apply to everything, and not only at what you don't like
16:44:41 <V453000> it does make sense, it just doesn't prioritize the things you are trying to achieve
16:45:27 <V453000> Wolf01: one thing is intuitiveness at the first sight, and readability after learning the "symbols"
16:45:57 <V453000> side inserters are not visible in either, belt trick only at the first sight case
16:46:05 <Wolf01> UB entrance as splitter is conter intuitive at his top
16:46:16 <Wolf01> its*
16:46:28 <V453000> I never said it is intuitive
16:46:47 <V453000> I just don't view that as a problem
16:46:53 <Wolf01> I spent an entire afternoon to learn how to make that mixed belt splitter
16:46:57 <Eddi|zuHause> you literally said "intuitive" 3 lines above
16:47:36 <V453000> Wolf01: does that mean you had fun playing the game?
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16:47:57 <Wolf01> no, I was frustrated, and I put it in blueprints to not think to it again
16:48:01 <V453000> XD
16:48:12 <Eddi|zuHause> V453000: "playing the game" and "having fun" are two completely separate things
16:48:13 <V453000> it's not like you HAVE to use mixed belts
16:48:31 <Eddi|zuHause> loads of games are played that are not fun (anymore)
16:48:33 <V453000> many people even created a religion where they hate mixed belts to all hell
16:48:42 <Islacrusez> Eddi|zuHause, a good game is one where playing it and having fun are the same; like factorio
16:48:45 <Wolf01> it's like "you don't have to put a coal patch in the middle of a iron ore field"
16:48:59 <V453000> why would you play a game if you don't have fun doing it ._. did our culture get that far?
16:49:15 <Eddi|zuHause> V453000: there are psychological factors at play here
16:49:22 <Eddi|zuHause> V453000: look up "skinner box"
16:49:33 <Islacrusez> V453000, most MMOs
16:49:47 <Islacrusez> also most facebook games
16:49:57 <Wolf01> so, do you know what to do now? take your 3d graphics software thing and let make it intuitive :)
16:50:49 <Samu> Reload AI functionality is now only part of AI Debug window
16:50:55 <V453000> Eddi|zuHause: , Islacrusez , still feels like that's a horribly broken thing to do if you aren't having fun wasting your time? XD
16:51:16 <Wolf01> not broken, but weird mechanics I won't rely on too much
16:51:22 <V453000> Wolf01: it probably isn't so simple, nothing in factorio graphics is simple. But I can have a look at it someday. now, wagons :P
16:51:29 <Eddi|zuHause> V453000: that's the problem, sometimes the brain does broken things
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16:51:58 <V453000> well then why care about the game being broken if people play it anyway? :P point? :D
16:52:19 <Eddi|zuHause> V453000: that's why there are so many terrible games out there :p
16:52:47 <V453000> XD
16:53:11 <Wolf01> that's why people fix games by themselves with grfs ;)
16:53:28 <Wolf01> or mods
16:53:34 <Eddi|zuHause> where "terrible" does not mean "badly programmed", but "exploitive mechanics"
16:54:10 <Eddi|zuHause> it's also how casinos work, btw.
16:54:14 <Wolf01> http://i.imgur.com/MSQl9hd.jpg <- even if they reach this point
16:54:23 <V453000> yeah Wolf01 , on which they spend hundreds of hours to the point where they don't enjoy playing the game anymore XD admittedly factorio mods are much easier to make so this problem isn't that bad
16:54:53 <Eddi|zuHause> be flashy to get as many people in as possible, and keep them in there for as much money to squeeze out as possible
16:55:19 <Eddi|zuHause> there is (almost) no redeeming value for the people going in there
16:55:42 <Eddi|zuHause> because the whole system is designed to keep them in there beyond the point where they have fun
16:55:47 <V453000> well there is always the last resort of selling it with boob advertisements :P
16:55:53 <V453000> $$$$$
16:56:49 <Wolf01> oh god... I need to make a video of this
16:57:10 <Wolf01> inserters fighting for a crate
16:58:11 <V453000> ps, my 3d grahpics software just decided not to render shit XD
16:58:21 <V453000> just no, you get 1 frame and that's enough :D
16:58:33 <V453000> Blender. Issues you never thought could happen.
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16:58:49 <Wolf01> http://imgur.com/OgPzntl <- this is pure awesomeness
16:58:52 <Alberth> hihi
16:58:56 <Wolf01> o/
16:59:12 <Wolf01> I think I'll let them there for the rest of the game
16:59:25 <Samu> my next goal is to allow reset to reset resetable ai parameters, instead of just disabling the reset button alltogether
16:59:26 <V453000> I thought one of them should be the first?
16:59:28 <Alberth> turtles? :)
16:59:30 <V453000> what are they doing Wolf01 ?
16:59:30 <Eddi|zuHause> V453000: i'm sure if you go to the blender people they tell you it's all intuitive and changing it "breaks the puzzle"
16:59:44 <Wolf01> moving the crate back and forth
16:59:55 <Eddi|zuHause> V453000: and if you're not having fun, why use blender in the first place?
16:59:59 <V453000> Eddi|zuHause: no, they would probably agree with me that it is an issue, and not do anything about it :P
17:00:13 <V453000> Eddi|zuHause: because it is productive? your argumetns don't work very well here :P
17:00:46 <Wolf01> *cough* even a splitter is productive *cough* /me chokes
17:00:47 <Eddi|zuHause> IMHO, if you're not making a physical thing, it's not "productive"
17:01:15 <V453000> that's actually fairly offensive thing to say to a 3D artist Eddi|zuHause
17:01:23 <V453000> or a programmer
17:01:27 <V453000> or yeah
17:01:44 <Eddi|zuHause> sure, but also banker, manager, ...
17:01:56 <Wolf01> mmmh, how do you record a video without fraps or gamecam?
17:01:59 <V453000> so, nobody is productive?
17:02:17 <Wolf01> PSR here we go
17:02:18 <V453000> idk I used bandicam at some point, I know someone used nvidia capture thing
17:02:41 <Samu> i use bandicam
17:02:52 <Samu> but openttd cant run in fullscreen mode
17:02:53 <Eddi|zuHause> IMHO, jobs separate into 3 categories: "productive", "creative" and "bullshit"
17:03:22 <Alberth> you chatting here is not productive, so chat software is bullshit :p
17:03:32 <Eddi|zuHause> as a graphics designer, you're easily in the "creative" part
17:03:39 <V453000> I can see art being creative at the first stage when you design/sketch things, but the rest is pretty much just productive
17:03:57 <peter1138> openttd can run in fullscreen mode
17:03:57 <Alberth> non-artists see that different
17:04:04 <Wolf01> meh... recorded a double screen video...
17:04:14 <Eddi|zuHause> this channel is also mildly in the "creative" part
17:04:29 <V453000> this channel is fully bullshit part atm :P
17:04:43 <Eddi|zuHause> hence "mildly" :p
17:05:39 <Eddi|zuHause> there is a weak argument that "manager" is in the "productive" category, if it enables more people to be "productive", but a lot of times it's leaning towards "bullshit"
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17:06:04 <Eddi|zuHause> investment banking is almost completely "bullshit"
17:06:38 <Wolf01> meh the windows games recording tool can't "see" factorio
17:06:40 <Islacrusez> Wolf01, I love how the human npc seems to be giving the pair a strange look
17:06:58 <V453000> regardless, 3D art is hard work where you just construct something. In a computer, virtually? Yes.
17:07:42 <Eddi|zuHause> i did not say that "creative" is not "hard work"
17:07:57 <Eddi|zuHause> also "bullshit" can be "hard work"
17:08:07 <Wolf01> the screenhot works, why not the recording?
17:08:49 <Alberth> how physical is a thing if you need non-physical things to realize it?
17:09:11 <V453000> so, 3d printing_
17:09:13 <V453000> ?
17:09:25 <Eddi|zuHause> 3d printing is "productive"
17:09:29 <peter1138> Does Factorio use a 3D engine?
17:09:31 <V453000> computers are physical, data is physical
17:09:36 <Eddi|zuHause> normal printing is also "productive"
17:09:47 <Eddi|zuHause> putting something on a screen is "creative"
17:10:00 <peter1138> In my experience those "game recording" tools hook into the 3D rendering stuff.
17:10:10 <Islacrusez> if data is physical, why is putting it on screen not productive?
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17:10:24 <Eddi|zuHause> data is not physical.
17:10:41 <Islacrusez> apparently it depends on who you ask
17:10:44 <Islacrusez> >.>
17:10:45 <Eddi|zuHause> positioning and hooking up a screen is "productive"
17:10:45 <Islacrusez> <.<
17:10:46 <Wolf01> windows has that thing which popups every time I play (the game toolbar) but with factorio doesn't seem to work
17:10:56 <Eddi|zuHause> showing images on a screen is "creative"
17:11:30 <Eddi|zuHause> btw, printing something so another person can scan it is "bullshit"
17:12:24 <V453000> so painting on canvas is productive while making renders not_ same with statue-model_
17:12:27 <Alberth> always add a disclaimer to stuff you print "do not scan this"
17:12:30 <V453000> ?
17:12:38 <V453000> XD
17:12:59 <Eddi|zuHause> V453000: yes.
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17:13:24 <V453000> I dont get that eddi, the process is almost identical
17:13:31 <Islacrusez> hey here's a thought; if a lane splitter is simply a single tile with two belts in opposite directions and is treated exactly as such, it could be used to invert two mixed belts into two opposite mixed belts
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17:13:39 <Eddi|zuHause> V453000: that's not the point, the point is the end product.
17:13:44 <Islacrusez> how huge would your mechanism be to match that, V453000?
17:14:21 <Eddi|zuHause> V453000: coming up with what to draw on the canvas may be "creative", but the act of physically swinging the hand to put colour on is "productive"
17:14:23 <V453000> Islacrusez: how is that related?
17:14:44 <V453000> same as in computer eddi, precisely
17:15:01 <Islacrusez> I can make it related if you really want, but I'm simply asking a question
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17:15:21 <Islacrusez> wee can launch back into the argument if you *really* want, but I have no intention to do so
17:15:24 <V453000> big is answer, as you are aware
17:15:49 <Eddi|zuHause> V453000: part of the point is that "productive" tasks require raw materials, where "creative" tasks do not
17:16:19 <V453000> weird logic
17:16:22 <Samu> who worked on the last trunk change? frosh?
17:16:49 <Islacrusez> I'm not sure throwing paint at a canvas and calling it art is "productive"... then again I'd hesitate to call it "creative"...
17:17:00 <Islacrusez> can we say BS is a subset of both of those?
17:17:24 <Eddi|zuHause> V453000: the other part of the point is that the result of "creative" tasks can easily be multiplied (because more copies of it don't require more material), where "productive" cannot
17:18:06 <Samu> CluelessPlus is crashing with "excessive CPU usage in valuator function" with the recent trunk fix :(
17:18:34 <Samu> it builds the first route, then tried to build an HQ, and crashes with this error
17:18:59 <Samu> cluelessplus was one of the most stable AI I've ever tested
17:19:03 <Samu> and now this :(
17:19:38 <Eddi|zuHause> Islacrusez: a job is "bullshit" if the only result is that it creates more work for other people without making those people either more "creative" or more "productive"
17:21:15 <Islacrusez> Eddi|zuHause, what about "productive" tasks that serve only to appease one of the pure BS employees?
17:21:28 <Islacrusez> personally I'd extend the BS class to them
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17:21:51 <Samu> I see this chat is quite busy now
17:22:29 <Alberth> Samu: what do you expect us to do or say?
17:22:42 <Eddi|zuHause> yes, "bullshit" has a viral property
17:23:15 <Eddi|zuHause> if a "productive" or "creative" task is infected by a "bullshit" task, it becomes "bullshit" as well
17:23:26 <Alberth> we all die with as much money as we are born, thus all money-related things are BS ?
17:23:45 <Wolf01> Islacrusez, I'm fine with lane separators being 2 tiles like the core splitters, I don't really need to spare one tile, I just don't rely on the underground belt contraption as separator, as it even inverts the output
17:24:15 <Eddi|zuHause> Alberth: not necessary "all", because you CAN build up an inheritance for your offspring.
17:24:21 <Samu> I don't know really, but... the fix may raise the number of AIs crashing
17:24:46 <Samu> if something as simple as building an HQ triggers it to stop :(
17:24:57 <V453000> Islacrusez: 5x4 for a lane swapper it seems
17:25:20 <Eddi|zuHause> Alberth: but yes, money has a large "bullshit" element to it
17:25:39 <Samu> map wasn't even large, it was a 64x64 map
17:25:57 <Islacrusez> Wolf01, logically there's no logical reason for a lane separator to be more than one tile; its entire functionality is the equivalent of two belts facing opposite directions, except instead of two incoming belts you have to lanes of one belt
17:25:58 <Eddi|zuHause> after all, money was invented to pay for armies (which are "bullshit")
17:26:44 * andythenorth draws trucks
17:26:47 <Islacrusez> V453000, not nearly as large as I imagined, but still a significant area for something that, logically at least, could occur on a single tile
17:26:58 <V453000> anythin can occur
17:26:58 <Alberth> hi hi andy
17:27:12 <Wolf01> Islacrusez, I'm talking of the bottom right one http://i.imgur.com/bQ4oiRv.jpg
17:27:28 <Wolf01> how do you do that with 1 belt?
17:27:45 <V453000> now I fit it into 3x3, 8 tiles
17:28:42 <V453000> https://dl.dropboxusercontent.com/u/20419525/belt-swapper.png
17:28:44 <Islacrusez> Wolf01, [<>] (single tile); imagine a belt tile, but half the belt goes one way and half the belt goes the opposite direction, heading outward
17:28:51 <V453000> wait no that doesn't swap it XD
17:28:52 <V453000> nvm
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17:29:02 <V453000> how to overengineer XD
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17:29:18 <Wolf01> V, please... the train cars XD
17:29:32 <V453000> no :) patience
17:29:49 <Islacrusez> Wolf01, using the rules of how belts interact, the result is a lane splitter with one incoming belt, or a lane swapper with two belts from opposite direction
17:30:07 <Islacrusez> Wolf01, more importantly, it follows all known rules of belts
17:30:11 <Wolf01> Islacrusez, ok, I figured it out now
17:31:11 <andythenorth> ‘draws’ :P
17:31:11 * andythenorth copies and pastes trucks :P
17:31:11 <andythenorth> V453000: what’s your favourite photoshop tool? :P
17:31:13 <V453000> fixed https://dl.dropboxusercontent.com/u/20419525/belt-swapper.png
17:31:39 <V453000> andythenorth: depends :) for general work, place linked because other programs don't seem to have it
17:31:56 <V453000> what I use most, brush? :D
17:32:07 <Islacrusez> you may have misunderstood what I was asking; try four items on two belts from opposite direction; swap the pairs onto two outgoing belts
17:32:35 <V453000> part of the puzzle Islacrusez :)
17:32:43 <Islacrusez> I have no idea why this might be done, presumably for some sort of 2nd or 3rd stage manufacturing step fed from a primary bus
17:32:48 <V453000> so that MOAR isn't just adding shit, but adding problems
17:32:51 <Wolf01> V, just invert the 2 tunnels
17:33:31 <V453000> Wolf01: there are definitely many approaches to it
17:33:38 <Wolf01> http://imgur.com/bKiBvBx
17:33:42 <Islacrusez> V453000, I'm not disputing that at this point; I just want to know how big the mechanism would be to actually do it with your method
17:33:55 <V453000> nice
17:33:56 <Eddi|zuHause> V453000: so the tunnel entrances are just there to stop half of the belt?
17:34:05 <V453000> yeah Eddi|zuHause
17:34:06 <Wolf01> yes eddi
17:34:16 <V453000> ridiculous, isn't it :P
17:34:21 <Wolf01> yes
17:34:22 <Eddi|zuHause> yes. that is terrible...
17:34:59 <Wolf01> but it works...
17:35:25 <Wolf01> and it isn't even so hard to understand
17:35:28 * andythenorth quick mask
17:35:29 <Eddi|zuHause> why can't you just have a thing that splits the two lanes of a belt into two individual belts?
17:35:48 <V453000> andythenorth: :)
17:35:49 <Wolf01> you just need to figure out that a contraption like that is a lane inverter
17:35:58 <V453000> Eddi|zuHause: extra entity, same result
17:36:16 <Eddi|zuHause> see, that is "bullshit".
17:36:20 <V453000> XD gg
17:36:34 <Eddi|zuHause> you just throw more things in the way to something that should be simple.
17:36:44 <V453000> yeah, should is very debatable
17:37:14 <Islacrusez> as we very much debated earlier
17:38:00 <Wolf01> eddi, could you tell me what is this http://imgur.com/oVDReNu at first glance?
17:38:05 <Islacrusez> now we're just comparing the actual method to accomplish certain tasks with my proposed approach (single-tile) vs the current system (creative use of tunnel entrances and exits)
17:38:59 <V453000> Wolf01: obviously nobody familiar with the game would, because it isn't intuitive, as we agreed earlier :)
17:39:02 <Islacrusez> Wolf01, interestingly that actually exploits two separate mechanics in a veery creative way; even the guys who make the game had to take a while to figure out how that damn thing works xD
17:39:23 <Wolf01> and I had to copy it too
17:39:42 <Wolf01> but now I think I could expand that shit to more items
17:39:55 <Islacrusez> V453000, I think the point of that was not that it's not intuitive to someone not familiar with the game; it's not even intuitive to the people who made the game; basically anyone not familiar with that particular mechanism will have a hard time reading it
17:40:09 <Eddi|zuHause> Wolf01: "at first glance" is a non-issue
17:40:38 <V453000> which is fine that you need to learn the "symbolism of th game" first
17:40:56 <V453000> and yes, the splitter trick has been discussed, I am not sure if it is fixed in 0.13 actually
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17:41:30 <V453000> but intention is to fix it eventually
17:42:47 <andythenorth> well it’s nice that factorio keeps this community together and active :)
17:43:02 <johannes_> Hello, can please someone (of the programmers) please quickly answer question (2) from http://www.tt-forums.net/viewtopic.php?f=32&t=72741&p=1169799#p1169799 ? I need to know it to continue...
17:44:06 <V453000> andythenorth: XD
17:44:58 <V453000> soooo what is the opinion on the new stack inserteR?
17:45:32 <Islacrusez> V453000, not a huge fan, but will have to try it to see
17:45:34 <andythenorth> oops, can’t encode RGB pngs :P
17:45:52 <Islacrusez> it'll make my current train unloaders obsolete I think
17:46:18 <Wolf01> V, do you know we can use your arguments against you? but it's ok, it would help in some cases
17:46:24 <V453000> it certainly changes some things, but inside of factories it actually does make an interesting mechanic
17:46:33 <V453000> yes Wolf01 ?
17:47:11 <Islacrusez> V453000, I haven't really gone through and checked how it'd affect my builds
17:48:03 <Islacrusez> I only suspect my train unloader would probably no longer need 5 fast inserters a side to saturate a belt if stack inserters are used
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17:48:45 <andythenorth> can we have inserters in openttd? o_O
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17:49:23 <Alberth> soon :p
17:50:27 <Flygon> ....
17:50:27 <Alberth> you could perhaps make animated station tiles?
17:50:29 <Wolf01> the most waited feaure is the blueprint book
17:50:35 <Flygon> <Islacrusez> I only suspect my train unloader would probably no longer need 5 fast inserters a side to saturate a belt if stack inserters are used
17:50:43 <Flygon> I'm not sure if we're talking about OpenTTD or Factorio
17:50:46 <Flygon> I only just walked in
17:50:54 <Wolf01> and if that wouldn't be in 0.13 I won't update until 0.14
17:53:46 <Eddi|zuHause> Flygon: this channel is almost never about openttd :p
17:53:56 <Flygon> True
17:53:57 <Flygon> Hahaha
17:53:58 <Flygon> Anyway
17:54:00 <Flygon> Hyvaa yota :3
17:54:05 <andythenorth> openttd is no longer about the game :P
17:54:13 <Islacrusez> Flygon, Factorio appears to have stolen the spotlight in this channel; which is understandable, both games are very much the art of logistics
17:54:23 <Islacrusez> someone should mod TTD into Factorio
17:55:04 <Alberth> factorio already has trains, afaik
17:56:04 <Islacrusez> Alberth, I mean the type of play; imagine starting a game with pre-built factories and mines spawning on the map, and you have to connect them with only belts, trains, and pipes, unable to build new factories
17:56:39 <Islacrusez> [simplified, of course]
17:56:47 <Wolf01> Islacrusez, you did browse the mod section, you didn't?
17:57:08 <Wolf01> there is a mod where you play INSIDE a factorio train
17:57:16 <Islacrusez> Wolf01, hah xD
17:58:01 <Samu> i want to reset settings that aren't "anchored" as you put it
17:58:08 <Samu> hmm...
17:58:48 <Samu> line 136 script_config.cpp
17:58:51 <V453000> fuck it, wagon is rendering, I go play 0.13 :P
17:58:52 <V453000> hype?
17:59:04 <Wolf01> hype
17:59:26 <Samu> or rather... uhm... right, brb
18:00:38 <Eddi|zuHause> no hype
18:00:40 <Samu> https://git.openttd.org/?p=trunk.git;a=blob;f=src/ai/ai_gui.cpp;h=a0720e2ea50483529ac0aa4e56c5dfcdbecd076e;hb=HEAD#l524
18:00:46 <Samu> line 524 ai_gui.cpp
18:01:00 <Samu> it resets settings regardless if they're anchored
18:01:16 <Samu> I want to prevent anchored settings to be reset, what to do
18:03:07 <Islacrusez> Wolf01, actually not looked at the mods much; want to finish my seecond vanilla playthrough first
18:03:31 <Wolf01> I didn't even finish the tutorial
18:03:45 <V453000> nub!
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18:04:36 <Wolf01> got to the part where you have to rebuild the mining outpost and fix the defences, and started to waste time aggroing the biters
18:05:15 <Wolf01> now I'm playing survival and I'm drilling my way throught the nests
18:06:11 <Eddi|zuHause> i played through the demo a long time ago
18:06:18 <Eddi|zuHause> didn't scratch my itches
18:06:44 <supermop> games don't really scratch any itch for me
18:06:50 <Wolf01> I purchased it as soon as I started the demo
18:06:57 <supermop> except maybe go
18:07:21 <Islacrusez> my playthrough was tutorial, campaign, one playthrough on default to learn the game, and then I modified map generation to fit how I wanted to play it and start a second playthrough for pure enjoyment
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18:30:27 <Wolf01> /me is going to watch warcraft (the movie)
18:30:31 <Wolf01> so...
18:30:34 <Wolf01> 'night :D
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18:36:22 <supermop> http://www.vistametals.com/rolling_slab_ingot.php
18:37:42 <supermop> andythenorth: ^
18:38:27 <Eddi|zuHause> what the hell is a "rolling slab ingot"?
18:39:07 <andythenorth> is that what you roll from?
18:39:21 * andythenorth assumes it’s the feedstock to a rolling mill
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18:41:26 <Eddi|zuHause> also, how do you break out of a blockade? if i send my ships into battle and then retreat, they just turn back into the port they came from
18:41:57 <Islacrusez> I imagine you need to beat the shit out of the guys doing the blockading
18:42:28 <Eddi|zuHause> not enough ships for that...
18:42:53 <Eddi|zuHause> well, i have the same number of ships, but they have galleys and i have transports and light ships. so i make virtually no damage
18:43:13 <Eddi|zuHause> and the transports tank only so much...
18:43:23 <Islacrusez> what're you playing?
18:43:48 <Eddi|zuHause> does that matter? :p
18:43:48 <Samu> uhm, i'm being mislead by void ScriptConfig::AnchorUnchangeableSettings()
18:44:12 <Samu> what is this anchoring after all?
18:44:45 <Samu> i saw it anchoring a changeable setting
18:45:10 <Samu> or is my interpretation different
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18:47:05 <Samu> it's doing a "AnchorUnchangeableSettings-PlusSettingsDifferentThanDefault"
18:47:21 <Samu> it puts them both in the same "bag"
18:49:29 <Samu> when ResetSettings is called
18:49:44 <Samu> both unchangeable settings and settings different than default get reset
18:50:14 <Samu> unchangeable settings are supposed to never reset
18:50:34 <Samu> i need to examine this better
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18:54:07 <Eddi|zuHause> HA. i actually managed to beat the shit out of them, with help from my allies :)
18:55:21 <andythenorth> hmm
18:55:58 <andythenorth> the only way to make sprites good
18:56:04 <andythenorth> is to care about them more than anyone will actually notice
18:56:05 <andythenorth> :P
18:56:37 <Alberth> or just put all the pixels exactly right :p
18:59:22 <Samu> * As long as the default of a setting has not been changed, the value of * the setting is not stored. This to allow changing the difficulty setting * without having to reset the script's config. However, when a setting may * not be changed in game, we must "anchor" this value to what the setting * would be at the time of starting. Otherwise changing the difficulty * setting would change the setting's value (which isn't allowed).
19:01:47 <Islacrusez> Eddi|zuHause, there's a lot of difference between what you can do in say Stellaris to say Grepolis, so yes, it matters :P
19:02:06 <Eddi|zuHause> i'm playing Europa Universalis IV
19:02:26 <Eddi|zuHause> but the AI is terribly uncoordinated with ships
19:02:32 <Islacrusez> ah, good luck with that; EU3 still kicks my ass until I can wear it like a hat
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19:03:08 <Eddi|zuHause> like, sweden has half their ships sitting around somewhere instead of blockading denmark...
19:04:03 <Eddi|zuHause> and my measly saxon fleet is totally not up to fighting denmark on their own
19:18:54 <Eddi|zuHause> also, wtf is sweden doing anyway? its army is just moving back and forth between two provinces...
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19:28:53 <andythenorth> quak
19:32:36 <Samu> anchor unchangeable settings is fine after all, if I understood
19:32:45 <Samu> resetsettings is then... wrong
19:33:08 <Samu> resetsettings can't just reset all that is anchored
19:33:15 <Samu> must do it in some other way
19:33:54 <frosch123> hoi
19:34:25 <Alberth> hola
19:34:28 <Samu> frosch123: are you responsible for the last trunk change?
19:34:44 <Samu> I'm getting some AIs stopping quite early
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19:38:33 <Samu> i tried cluelessplus on a 64x64 map, and it couldn't build an HQ, too much CPU blabla
19:39:23 <Samu> i don't want to imagine on a 4096 map
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19:41:08 <Samu> i've tried NoCAB on the same 64x64, this one is much more heavy and it didn't trigger that CPU thing however
19:41:24 <Samu> something's quite not right
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19:53:21 <supermop> andythenorth: i just thought they looked comically large blocks of aluminum
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20:17:15 <Samu> this resetsettings deal is quite complex for me after all, time to give up
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20:35:32 <DorpsGek> Commit by frosch :: r27596 /branches/1.6 (7 files in 4 dirs) (2016-06-01 20:35:24 +0200 )
20:35:33 <DorpsGek> [1.6] -Update: Documentation
20:41:07 <DorpsGek> Commit by frosch :: r27597 /tags/1.6.1-RC1 (3 files in 3 dirs) (2016-06-01 20:41:01 +0200 )
20:41:08 <DorpsGek> -Release: 1.6.1-RC1
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21:10:11 <Samu> I wish I had a handy GS with 0 parameters
21:12:02 <Samu> double clicking a GS script: if (Game::GetInstance() != NULL && GetConfig(this->selected_slot)->GetConfigList()->size() != 0) ShowAISettingsWindow((CompanyID)this->selected_slot);
21:12:31 <Samu> to make sure if this would work
21:18:31 <Samu> there are no AIs with 0 parameters, but just in case... I'll put this test in it anyway
21:19:08 <Samu> does someone know of a GS script with 0 parameters? I need one for testing
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21:27:36 <andythenorth> truck trailers are just train wagons with wheels moved around
21:27:38 <johannes_> Any programmer here who can answer question (2) of http://www.tt-forums.net/viewtopic.php?f=32&t=72741&p=1169799#p1169799 ? I.e. can I use C++11 for a part of OpenTTD that's not needed in the core?
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21:31:34 <frosch123> why not?
21:31:56 <frosch123> ottd also uses objective c and other weird languages
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21:35:38 <frosch123> if ottd wouldn't have to compile on an arcane osx cross compiler, it would likely use c++11 als in the core
21:37:10 <supermop> andythenorth: if they are just moving the train wheels around, i hope they are paying extra road tax at least
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21:54:56 <johannes_> frosch123: thanks, I'll try C++11 then
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22:07:42 <Samu> new version of my stuff :o
22:07:52 <Samu> http://www.tt-forums.net/viewtopic.php?p=1169760#p1169760
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23:18:39 <Samu> glx: how do I create a standalone bundle of OpenTTD?
23:18:45 <Samu> so i can zip it
23:19:06 <Samu> on visual studio
23:19:36 <glx> can't be done from VS
23:19:49 <Samu> oh, :\
23:20:08 <glx> we use "make bundle"
23:20:35 <Samu> t.t
23:20:56 <Samu> I keep hearing make bundle all the time
23:21:04 <Samu> sometimes i hear make install
23:23:47 <Samu> did you ever try any of my patches? just wondering if it is causing issues
23:23:59 <Samu> I don't think anyone ever tried
23:24:08 <Samu> I don't get that much feedback
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