IRC logs for #openttd on OFTC at 2016-09-27
            
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00:05:16 <Eddi|zuHause> no opinion so far
00:05:54 <Wolf01> I have a 32MB screenshot of a whole map if you wany
00:06:00 <Wolf01> *wnat
00:06:02 <Wolf01> *want
00:06:43 <Wolf01> It is really cool
00:07:25 *** Progman has quit IRC
00:08:06 <Eddi|zuHause> a before/after comparison would be nice
00:08:26 <Wolf01> Last image is original
00:08:37 <Wolf01> There's a title
00:09:28 <Eddi|zuHause> then the page layout is weird
00:09:43 <Wolf01> Yup, I'll rearrange the images now
00:10:50 <Eddi|zuHause> anyway, i think i like the 8 tile version best
00:11:50 <Wolf01> Refresh the page
00:12:01 <Wolf01> I loaded some images of a generated map
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00:18:10 <Wolf01> Added a 16 tiles radius image
00:18:27 <Wolf01> There you can really see the patches of trees
00:19:24 <supermop> Wolf01: cool
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00:30:46 <supermop> is the effect just to have trees prefer to grow with their same species?
00:30:53 <Wolf01> Yes
00:31:40 <supermop> but there isn't anything to saw make oaks not grow on high mountains
00:31:40 <Wolf01> Manual planting is not affected
00:31:57 <Wolf01> There is that too, but the height is low
00:32:12 <supermop> with pines at high elevation and deciduous trees at low elevation
00:32:38 <Wolf01> Yes, it's there
00:35:42 <Wolf01> With a 32x radius is wonderful, but it can really slow down a bit
00:36:20 <supermop> cool
00:36:28 <supermop> ok off to home
00:39:41 <Wolf01> Made it customizable from settings
00:40:21 <Wolf01> 0 (original) up to 32
00:40:43 <Wolf01> By steps of 4, maybe 8 fits it best?
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00:43:05 <Eddi|zuHause> the distinction between tree types for heghts might get tricky with newgrf trees
00:43:38 <Wolf01> As now I just loaded temperate tree below evergreen height and arctic trees above
00:44:10 <Eddi|zuHause> that might work
00:44:51 <Eddi|zuHause> but you might give newgrfs more control
00:45:59 <Wolf01> I might... but I don't know how to do
00:46:16 <Wolf01> I like to do patches like this one, the "one day patches"
00:55:56 <Wolf01> There's just a little problem with temperate trees on arctic, they won't be covered in snow
00:56:12 <Wolf01> So I think I'll clamp the values to the snowline
00:56:26 <Eddi|zuHause> hehe :)
00:56:51 <Eddi|zuHause> i wouldn't mess with the snow line
00:57:06 <Wolf01> Nah, I won't touch it, just read the value
00:58:12 <Eddi|zuHause> i mean, the snowline should have no effect in temperate whatsoever
00:58:21 <Samu> gonana try a case/switch
00:58:31 <Eddi|zuHause> snowline and treeline should be completely independent things
00:59:00 <Eddi|zuHause> (especially with the snowline varying through the seasons)
00:59:21 <Wolf01> And if you load the "snow on temperate" grf?
00:59:34 <Wolf01> Or that's arctic only?
00:59:35 <Eddi|zuHause> that does nothing in openttd
01:00:18 <Wolf01> Really?
01:00:21 <Eddi|zuHause> the closest you get to "snow in temperate" is loading the temperate grass in snowy climate
01:00:33 <Wolf01> Ok, maybe I did that
01:01:12 <Wolf01> Yup, totally dis that
01:01:16 <Wolf01> *did
01:02:41 <Wolf01> https://paste.openttdcoop.org/pqo1srqxj I did this, but I get strange results for the variable snow line... like "now it's 5... now it's 251"
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01:03:33 <Wolf01> The no_trees_height could be as is and not related to the snowlone
01:03:43 <Samu> darn, locks are already so limiting, are you sure you want bridge height raised?
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01:03:47 <Samu> Wolf01:
01:03:56 <Wolf01> Yup
01:03:59 <Eddi|zuHause> you could use the max snow line instead of the current snow line
01:04:24 <Wolf01> Not the min snow line?
01:04:35 <Eddi|zuHause> no.
01:04:36 <Wolf01> Wait, min is in summer?
01:04:44 <Samu> that yup is for me?
01:04:44 <Eddi|zuHause> min is summer, max is winter
01:04:48 <Wolf01> Ok
01:04:52 <Samu> sorry for interrupting
01:04:52 <Wolf01> Yes Sacro
01:04:54 <Eddi|zuHause> err no
01:04:56 <Wolf01> *samu
01:04:57 <Eddi|zuHause> other way around
01:05:03 <Eddi|zuHause> min is winter, max is summer
01:05:06 <Samu> alright then
01:05:11 <Wolf01> Ok, then it's min
01:05:18 <Eddi|zuHause> if it's still snowy in the summer, no trees will grow there
01:05:49 <Eddi|zuHause> (btw this will conflict with the rather silly forest limitation for arctic climate)
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01:07:04 <Wolf01> Bah, just don't configure the "no trees" too low
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01:11:21 <Wolf01> Oh, shit, my 2 patches conflict, raising the radius make the no trees ineffective
01:13:14 <Wolf01> Meh... PantTreesOnTile doesn't use the GetRandomTreeType
01:13:36 <Wolf01> I should move the checks there
01:14:05 <Wolf01> Or in CanPlantTreesOnTile for the no trees height
01:14:26 <Wolf01> No, that will assert
01:16:07 <Wolf01> But I don't want to limit the manual placement
01:16:38 <Eddi|zuHause> i'm assuming you're teddy-bear-programming and don't actually expect me to answer you
01:17:12 <Wolf01> No, but now yes: should I limit also the manual planting?
01:18:42 <Eddi|zuHause> yes, except in the scenario editor
01:19:13 <Wolf01> Ok, I need to put down a lot of notes on what to do
01:19:16 <Eddi|zuHause> also, you should probably extend the tree gui to show which trees can be planted where
01:19:27 <Wolf01> Yes
01:19:58 <Wolf01> And grf trees support
01:22:10 <Wolf01> Ok, there's only one assert, I could split that in 2 functions, one for the assert and one for the height
01:23:33 <Samu> Wolf01: http://imgur.com/a/YIzY8 - really limits the options on hilly terrain
01:23:53 <Wolf01> Looks right now
01:24:25 <Wolf01> Test if it glitches with ships
01:24:49 <Samu> ok
01:29:25 <Samu> yes
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01:32:04 <Samu> it's less prevalent but still happens
01:32:12 <Samu> those lamp posts
01:34:18 <Samu> bridge pilars
01:34:34 <Wolf01> Those would glitch even without the lock
01:34:42 <Samu> even the lock structure
01:36:47 <Samu> what can be done about it?
01:37:19 <Samu> part of the lock structure and lamp posts resurfaces over the bridge
01:37:37 <glx> you can't do anything about it
01:38:33 <Samu> but at least the ship below does not show anymore
01:38:41 <Samu> at least in this test
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01:39:38 <Wolf01> That's really good
01:40:50 <Samu> gonna try with road vehicles or trains now
01:47:18 <Samu> only the lower tile is glitch-free apparently
01:48:41 <Wolf01> No problem, at least the ship does not pass through bridges now
01:49:09 <Wolf01> And I think I'll go to bed
01:49:12 <Wolf01> 'night
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01:51:38 <Samu> hmm I dunno, I wanted it to be glitch free, but not at the cost of raising the bridge height. I don't like the limitation it imposes for water construction
01:59:00 <Samu> anyway I'm gonna post it
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02:18:48 <Vikhenzo> If I'm hosting a server in the same computer as I play
02:19:01 <Vikhenzo> can I make it so they don't share client names?
02:19:28 <Vikhenzo> cause I change it in openttd.cfg to "Server" and then I change it ingame and it works fine
02:19:31 <Vikhenzo> but it's a pain
02:20:24 <glx> use a different cfg for client and server
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02:23:48 <glx> you can start one openttd using "-c <file>" in command line
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02:31:19 <Vikhenzo> great thanks!
02:48:09 <Fujk> is there a fast way to find industry routes, like draw a line between coal and steel mill on the map? before you build anything
02:50:09 <Eddi|zuHause> you can enable and disable industries on the minimap
02:51:03 <Eddi|zuHause> by clicking on them in the list
02:51:20 <Eddi|zuHause> there might even be a blinking mode
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03:02:17 <Fujk> will trucks driving a really long way lose profit eventually?
03:05:30 <Eddi|zuHause> you can find profit calculation stuff in the wiki
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04:45:57 <Fujk> can you copy orders from one vehicle to another?
04:47:32 <Fujk> ah you just had to click a vehicle, nice
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05:26:22 <supermop_> that was depressing
05:28:09 <goodger> supermop_: terminator prototype rejected for insufficient empathy meets baby's first hitler parody?
05:28:54 <sim-al2> I don't know about parody
05:29:11 <supermop_> i dont have any complaints about clinton (not current complaints)
05:29:43 <supermop_> never strongly supported her before but she is a consummate professional - i dont have a problem with that
05:30:09 <supermop_> but i'd managed to largely avoid having to listen to trump speak for the past 2 years
05:30:17 <sim-al2> Maybe more like eyeballing a certain Italian
05:30:29 <supermop_> just reading about the latestwas bad enough
05:30:49 <sim-al2> I wish I could have avoided listening him for the last two years
05:30:57 <sim-al2> It would help the sanity greatly
05:31:11 <supermop_> but listening to him string together nonsensical strings of words was worse than i imagined
05:31:19 <supermop_> sim-al2: i dont own a tv
05:31:25 <supermop_> watched debate at a bar
05:31:38 <sim-al2> I listen to podcasts and radio
05:31:48 <sim-al2> Still ended up hearing far too much
05:31:53 <sim-al2> At first it was kinda funny
05:31:55 <sim-al2> kinda
05:32:01 <sim-al2> But then it wasn't
05:32:14 <goodger> I more or less ignored it and I bet I know just as much about the candidates' suitability to rule the free world as you guys :P
05:32:28 <sim-al2> I don't really watch much TV anymore
05:32:31 <supermop_> also he seemed to both admit that he did refuse to rent apartments to black people, and that he had no idea what nuclear first use means
05:32:43 <sim-al2> Among other things
05:32:58 <goodger> mutually assured destruction is gonna be huge
05:33:01 <goodger> nighto
05:33:26 <sim-al2> I waiting for the morning to see what the Fox News spin will be
05:33:32 <sim-al2> Should be hilarious
05:33:34 <supermop_> i mean i feel like at least go into a debate without admitting to committing several federal crimes and bragging about getting away with it...
05:33:41 <supermop_> breitbart will be worse
05:33:54 <sim-al2> I literally don't care what Breitbart thinks
05:34:18 <supermop_> but ill have to wait to see what someone sensible reports on what breibart spins
05:34:24 <sim-al2> Supposedly 1/3 of their online poll thinks Trump lost though
05:34:37 <sim-al2> Which is actually kinda mindblowing coming from that site
05:35:03 <supermop_> also - if you are going to be coked up for a tv appearance, make sure you can handle it
05:35:13 <supermop_> so you arent sniffing the whole time
05:35:32 <sim-al2> The spin they put could be hilarious, but I imagine it will just be a giant whine-fest
05:36:12 <supermop_> moderator could have done with some more detailed questions
05:36:46 <sim-al2> Yeah, he should have been firmer too
05:37:13 <supermop_> but not like we would have gotten any better of answers
05:37:26 <sim-al2> True
05:38:14 <supermop_> also his response to the question of police shootings and protests basically refused to acknowledge the question
05:38:46 <sim-al2> https://twitter.com/mic/moments/780592242805407744
05:39:01 <sim-al2> Pretty relevant to how he responded
05:39:19 <supermop_> look i get that this guy isnt going to be at black lives matter protests, but if someone asks you about them, at least mention that they exist
05:39:52 <supermop_> instead of calling for the type of unconstitutional police action that people are protesting
05:40:17 <sim-al2> And failing to ackowledge that it was unconstiutional!
05:40:22 <sim-al2> Like, what
05:40:54 <sim-al2> And he threw in a "the judge was against police" too
05:41:42 <supermop_> even nypd has admitted, now that its been gone for years, that things are going better now without it
05:42:28 <supermop_> actually at lunch today an older black nypd detective was sitting next to me, talking to a younger guy
05:42:51 <supermop_> about how he now works on a community outreach team
05:43:37 <supermop_> and about the difficulties of fighting a lot of the FOP mentality from within the NYPD, but how that now they are starting to make progress
05:44:35 <supermop_> even though some of the unions are against it, the police leadership in ny is looking at how to avoid many of the issues that PDs are having in other cities
05:44:59 <sim-al2> Yeah, nuance in "law and order" politics is kinda rare, but this year is really quite astonishing
05:45:11 <supermop_> i doubt you'd find many, or any senior NYPD people today who would fight to bring stop and frisk back
05:45:31 <sim-al2> I think it shows how disconnected Trump is from where he lives
05:46:15 <supermop_> no one here acccepts that guy as a new yorker
05:46:45 <sim-al2> Oh I understand that
05:47:06 <sim-al2> It's just hilarious that he has literally no clue
05:47:49 <Fujk> I have a train with 2 cargo types, metal and iron ore, how can I use one station to transfer the metal and load the ore, not transfer the metal and load the metal I just unloaded?
05:48:10 <supermop_> in every city with a big trump building or hotel, its a joke - everyone think it is the tackiest building in town
05:48:28 <supermop_> Fujk: its difficult
05:48:48 <supermop_> you need cargodist for all cargoes
05:49:08 <sim-al2> Wouldn't the metal stay if only ore is accepted at the station?
05:49:22 <supermop_> and even then it usually ill not work unless you have already set up a link,
05:49:36 <supermop_> then use refit to any available cargo order
05:50:44 <supermop_> but first you will need some way to establish the cargo paths, either a small train or trucks that carry only metal and only ore, and make the same journey that you want your train to make
05:51:28 <supermop_> sim-al2: sounds like nothing is accepted at station - metal is transfered
05:52:16 <supermop_> Fujk: the first thing you need is a vehicle to carry the transfered metal away to it's destination, so cargodist can 'see' that link
05:52:19 <sim-al2> Oh, I see
05:52:59 <supermop_> then transfered metal will naturally get off the train and wait to get taken away
05:52:59 <sim-al2> So if I understand, the train is loaded with both ore and metal already?
05:53:38 <sim-al2> But only the ore needs to be transferred
05:53:56 <Fujk> also I think I found a bug. when I build a vehicle station that is not inline with the road, but on the side. I get "cant go there" when I try to do an order for a vehicle
05:54:11 <supermop_> then you need to establish a link for the ore, so train will refit to and load the ore (assuming the same wagons carry both ore and metal)
05:54:56 <supermop_> Fujk: road vehicles that bend - have a trailer, cannot use the dead-end stops
05:55:32 <supermop_> only rigid vehicles, like a regular bus, or short rigid truck
05:55:44 <Fujk> oh
05:56:50 <supermop_> the bendy vehicles cannot turn around in such a small space - think of driving a car with a trailor, it is too difficult to reverse into a small space
05:59:56 <sim-al2> Yeah, those dead-end stops involve some incredible flip action
06:00:29 <sim-al2> Like a bus doing a 180 turn without moving forward
06:05:50 <supermop_> Fujk: i made a save game with the type of transfer i talked about
06:05:58 <supermop_> are you on tt-forums?
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06:20:15 <supermop_> Fujk: https://www.tt-forums.net/viewtopic.php?p=1177146#p1177146
06:20:18 <supermop_> good night
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11:25:12 <Wolf01> Moin
11:43:14 <Wolf01> If I want to get Random() 0 to 3, what should I do? GB(Random(), 0, 3)?
11:43:37 <Wolf01> *0, 2
11:44:23 <Eddi|zuHause> yes, 0,2
11:49:09 <Wolf01> if (_settings_game.game_creation.landscape == LT_TROPIC && (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) && CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) {
11:49:15 <Wolf01> This condition makes me sick
12:01:24 <Wolf01> Nice... the tree placing algorithm only places more or less trees, it does not "improve" anything
12:02:16 <Eddi|zuHause> i don't think i ever cared about that, because the map will be swamped with trees anyway after a while
12:02:46 <Wolf01> Yes, but at least I'm trying to give it a good looking
12:03:15 <Wolf01> I could hijack the tree placing algorithm setting
12:03:41 <Wolf01> If you set "improved" it really improves the placement, not just the number
12:04:28 <Wolf01> So I could avoid the "0" value to disable the CircularTileSearch
12:06:33 <Wolf01> * Place a number of trees based on the tile height.
12:06:33 <Wolf01> * This gives a cool effect of multiple trees close together.
12:06:33 <Wolf01> * It is almost real life ;)
12:06:34 <Wolf01> Lol
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12:22:01 <Wolf01> PlaceTree(cur_tile, GetNearestTreeType(cur_tile, r), r); this looks bad :(
12:22:38 <Wolf01> I should make a wrapper "PlaceRandomTree(tile, r)"
12:26:37 <Eddi|zuHause> why do both functions need r?
12:27:40 <Wolf01> Because the GetNearestTreeType returns a random type if no tree was found nearby
12:27:58 <Wolf01> Shoult it return "invalid tree" instead?
12:29:09 <Eddi|zuHause> but why does PlaceTree need r then?
12:29:25 <Eddi|zuHause> if GetNearest already looped around?
12:29:36 <Wolf01> Randomizes the terrain and tree counter
12:30:11 <Eddi|zuHause> i don't understand
12:30:20 <Wolf01> Thats vanilla
12:30:31 <Wolf01> PlaceTree does 3 things
12:31:01 <Wolf01> Random tree, random terrain (if not shore or snow) and random tree counter on the tile
12:33:21 <Wolf01> I wanted to remove the "random tree" and pass it from outside, as I don't need everytime a random tree
12:33:47 <Wolf01> As I always want the nearest tree
12:34:07 <Wolf01> *always*, only with improved placement
12:34:43 <Eddi|zuHause> ok, then i suggest to skip the random tree in GetNearest and just return invalid, then in PlaceTree randomize the tree type if parameter is invalid
12:34:59 <Wolf01> Ok
12:38:40 <Wolf01> I think I should add a TREE_RANDOM in the enum
12:39:12 <Wolf01> PlaceTree(tile, TREE_INVALID, r); <- if I want a real random tree this is comfusing
12:39:45 <Eddi|zuHause> change the parmaeter order, so the tree type is optional
12:40:18 <Eddi|zuHause> PlaceTree(Tile tile, uint r, Type type = TYPE_INVALID)
12:40:44 <Eddi|zuHause> then you can run PlaceTree(tile, r)
12:41:32 <Eddi|zuHause> or PlaceTree(tile, r, GetNearest(tile))
12:41:39 <Wolf01> Yep
12:44:42 <Wolf01> Lets check what I have broken
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12:46:14 <Samu> hi
12:46:21 <Wolf01> hi
12:52:27 <Wolf01> Strange... I planted a tree on a tile, but GetTreeGround asserts there's not a tree
12:52:46 <Samu> :)
12:55:06 <Wolf01> Ops, my fault
12:55:32 <Wolf01> It's a tile above no trees height
13:09:04 <Wolf01> http://imgur.com/a/mjykH search radius of 16, tree height limit of 24(+/-4) and evergreen line of 16 (+/-4)
13:10:32 <Wolf01> With high search radius the evergreen trees could "walk" even below their line, not much I can do there without double checking and picking another random tree
13:10:56 <Wolf01> And deciduous trees can "walk" up too
13:11:53 <Wolf01> But the height for both is preferred on planting with clean map, so you have more and bigger evergreen forests on high terrain
13:13:24 <Wolf01> If you make a flat, sea level map, you shouldn't have any evergreen tree, provided you change all the trees from temperate to be deciduous ;)
13:17:28 <peter1138> hmm, i should never restart that ntp server. it's managed to get a stratum 1 connection, heh.
13:18:20 <^Spike^> lol
13:21:49 <Wolf01> Mmh, I think I should really check for which tree I can plant on a tile after the CircularTileSearch... Baobabs in the middle of a desert are not cool
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13:30:37 <Wolf01> Eddi|zuHause, is there a "InRange(x, lower, upper)" function somewhere?
13:34:38 <Eddi|zuHause> i have no idea
13:34:45 <Eddi|zuHause> in math_func.h(pp)?
13:35:37 <Eddi|zuHause> there is Clamp
13:35:39 <Wolf01> IsInsideBS could be used
13:35:47 <Wolf01> Clamp limits a value
13:36:23 <Wolf01> Even IsInsideMM
13:37:05 <Wolf01> I'll go for IsInsideBS, as I have start and size
13:37:15 <Wolf01> *base and size
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13:38:10 <Wolf01> return IsInsideBS(tree, TREE_TEMPERATE, TREE_COUNT_TEMPERATE); should do it
13:39:41 <Wolf01> Lets see how many cycles I'll waste with no trees planted
13:40:18 <Wolf01> At least I fixed desert now
13:44:18 <Wolf01> And forests don't "walk" anymore outside their height
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13:49:39 <Wolf01> "The TreeType to check the tile for suitability" is this english?
14:00:35 <Samu> i found a bug with dock placement
14:00:45 <Samu> on my version, that is
14:01:04 <Samu> on the edge of the map, the 3rd tile must not be void tile
14:01:16 <Samu> ships could never dock
14:01:47 <Wolf01> Just add a "IsValidTile()" check
14:14:03 <Samu> if (!IsValidTile(tile_cur)) return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
14:17:53 <Samu> now moving on to ship depot terraform decision, yet again
14:18:01 <Samu> the code i have there blows
14:18:24 <Samu> for readability purposes, it's horribad
14:18:42 <Samu> i need a strategy :(
14:20:27 <Samu> and i need to be consistent with the rules
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14:37:01 <Wolf01> /* 2x as expensive to add more trees to an existing tile */ <- wait, what?
14:39:35 <Wolf01> I can't understand why I get the desert filled with cactus... maybe it's the TREE_INVALID => TREE_CACTUS conversion
14:41:39 <Samu> cactus spawn on newgame, but not on scenario editor
14:41:50 <Samu> do they need a town?
14:42:45 <Wolf01> They spawn here, and in the right number...
14:43:06 <Wolf01> But on new game I get the desert filled with cactus
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14:45:13 <Wolf01> Mmmh, no, it works now
14:45:18 <Wolf01> Maybe I missed a check
14:46:24 <Samu> when the last cactus die, no more cactus spawn on the map
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14:49:56 <Wolf01> Industry placement in sub arctic should be reworked
14:50:11 <Wolf01> Oil wells in the top of a mountain
14:50:18 <Wolf01> Even factories
14:51:49 <Samu> do you have a way to count trees?
14:52:20 <Samu> total number of trees of type A, B or C, in the world
14:52:32 <Wolf01> No
14:52:43 <Wolf01> Only in tropic
14:53:04 <Samu> i'd like to see the trend
14:53:19 <Samu> what's planted more, how it changes past some time, etc
14:53:44 <Samu> to find out "issues"
14:55:08 <Samu> can't find any more cactus
14:55:29 <Samu> rip last cactus, they lasted for about ~53 years
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15:14:51 <Wolf01> You know you can plant them?
15:32:23 <Wolf01> I had to disable the GetNearestTreeType for cactus
15:32:29 <Wolf01> Or better.. for desert
15:34:59 <Wolf01> I think that's because it raises a lot the possibility to get a cactus instead of a tree
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15:56:46 <supermop> cactus?
16:00:35 <supermop> V453000: what style of buildings are you considering for brix?
16:06:49 <Wolf01> Yes, cactus
16:08:43 <supermop> agave?
16:08:56 <supermop> tequila?
16:08:57 <Wolf01> I don't know, there's only one cactus type in OTTD
16:09:22 <supermop> patch: NewCacti
16:09:40 <Wolf01> CactiTypes
16:09:55 <Wolf01> Btw, TreeTypes would be cool
16:10:07 <Wolf01> But I have enough work with NotRoadTypes
16:12:04 <Samu> i give up
16:12:12 <Samu> can't come up with a strategy
16:12:19 <Samu> a coding style
16:13:14 <Samu> what I have works
16:13:27 <Samu> it just sucks to read it
16:16:29 <supermop> Wolf01: CacTypes
16:16:37 <supermop> CacTipes?
16:16:55 <Samu> https://paste.openttdcoop.org/pprhioggd SCARY!!!
16:18:04 <Samu> lines 65-154 is the scary part :O
16:18:40 <Samu> @calc 173-154-65
16:18:40 <DorpsGek> Samu: -46
16:18:48 <Samu> erm, math expert
16:19:06 <Samu> @calc 173-(154-65)
16:19:06 <DorpsGek> Samu: 84
16:19:19 <Samu> @calc 154-65
16:19:19 <DorpsGek> Samu: 89
16:19:43 <Samu> there's more lines for the terraform decision than the rest of the ship depot code
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16:21:26 <Samu> okay, gonna work on something else
16:21:34 <supermop> Wolf01: what are your goals with this batch of tree work?
16:21:48 <Wolf01> Better looking maps
16:22:51 <supermop> sounds good
16:30:39 <Samu> ah, docking point
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16:39:48 <Fujk> why are the shores so pointy?
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16:44:57 <supermop> what do you mean Fujk
16:45:42 <supermop> also, did you look at the game i posted?
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16:52:41 <Wolf01> _settings_newgame.game_creation.tree_placer_radius = Clamp(_settings_newgame.game_creation.tree_placer_radius + widget - WID_GL_TREE_RADIUS_TEXT, 1, MAX_MAX_HEIGHTLEVEL);
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16:52:50 <Wolf01> I need to use steps of 4
16:52:58 <Wolf01> How could I change this?
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16:54:34 <supermop> Fujk: i realized i made an error in my train orders. Corrected save game is here: https://www.tt-forums.net/viewtopic.php?p=1177146#p1177146
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17:01:48 <Samu> what would be the best .h file to get a function of this kind: EnsureNoDockingTile
17:02:07 <Samu> there's a DockOffset at station_map.h
17:02:33 <Samu> i currently got it at station_cmd.cpp
17:02:44 <Samu> i need to use it on water_cmd.cpp
17:02:47 <Samu> and i can't
17:02:48 <Samu> what can i do
17:03:17 <Fujk> supermop: no what is it?
17:03:35 <Samu> it's a CommandCost
17:03:42 <Samu> static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR)
17:03:55 <Wolf01> Samu, include station_map.h in water_cmd.cpp
17:04:03 <Samu> oki, thx
17:04:21 <supermop> Fujk: at the link i posted - the save game shows a train that transfers metal, then loads scrap metal and coal (instead of ore)
17:05:08 <Fujk> two cargo types on same train?
17:06:58 <supermop> yes
17:07:03 <Samu> Severity Code Description Project File Line Suppression State Error (active) identifier "EnsureNoDockingTile" is undefined openttd d:\OpenTTD\trunk\src\water_cmd.cpp 734
17:07:10 <Samu> i suck
17:07:18 <supermop> coal and scrap metal go one way, then metal comes back the other way
17:09:44 <supermop> the metal gets transfered and taken away while the coal and scrap get loaded
17:10:16 <Fujk> oh you refit at the station every time
17:10:27 <supermop> in the orders
17:10:28 <Fujk> Interesting
17:12:13 <Samu> i can't put EnsureNoDockingTile on station_map.h, it requires station code stuff :(
17:12:26 <Samu> must be on station_cmd.cpp
17:12:42 <Samu> im confused
17:14:18 <Wolf01> You can define the function in .h and implement it in .cpp
17:15:04 <Samu> water.h?
17:15:14 <Samu> i see water.h is common for both
17:15:35 <Wolf01> If is a station, then belongs to station_map.h
17:15:51 <Wolf01> Doesn't matter if water, grass, desert...
17:16:07 <Eddi|zuHause> <Wolf01> I need to use steps of 4 <-- you could add a callback function to the setting that makes sure it's always a multiple of 4
17:16:27 <Samu> it's not really a station, but it needs to find a station nearby
17:16:32 <Samu> a dock nearby
17:16:36 <Eddi|zuHause> no idea if there's a stepping system built already to avoid that
17:16:42 <Samu> sec, i got the code
17:16:47 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=75237
17:17:08 <Samu> i'm trying to use it on clearing a water tile, which is at water_cmd.cpp, but says identifier not found
17:17:59 <Samu> so when trying to clear a water tile, i want it to check if there's a dock nearby, but to check for dock stuff, i need station code
17:19:12 <Samu> i'm probably gonna use it on tunnelbridge code as well
17:20:06 <Samu> demolishing aqueduct will have to EnsureNoDockingTile
17:22:11 <supermop> ok now that i opened that save up to fix it, I can't help built build out a passenger network
17:29:58 <supermop> Fujk: the next step is to timetable those trains so that they run more effectively
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17:31:52 <Samu> declared but not defined
17:31:59 <Samu> i have no idea what these errors mean
17:32:56 <Samu> Severity Code Description Project File Line Suppression State Error C2129 static function 'CommandCost EnsureNoDockingTile(TileIndex,DiagDirection)' declared but not defined openttd D:\OpenTTD\trunk\src\water_cmd.cpp 1641
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17:34:03 <Wolf01> o/
17:38:56 <Samu> Severity Code Description Project File Line Suppression State Error LNK2019 unresolved external symbol "class CommandCost __cdecl EnsureNoDockingTile(unsigned int,enum DiagDirection)" (?EnsureNoDockingTile@@YA?AVCommandCost@@IW4DiagDirection@@@Z) referenced in function "class CommandCost __cdecl ClearTile_Water(unsigned int,enum DoCommandFlag)" (?ClearTile_Water@@YA?AVCommandCost@@IW4DoCommandFlag@@@Z) openttd D:\OpenTTD\trunk\projects - Có
17:39:08 <Samu> i hate chinese errors
17:39:55 <Samu> Error LNK1120 1 unresolved externals openttd D:\OpenTTD\trunk\objs\x64\Debug\openttd.exe 1
17:41:15 <Samu> sorry, i can't do this
17:41:32 <Samu> i dunno where i got to put this code
17:42:24 <peter1138> It means you declared it but didn't define it.
17:44:02 <Alberth> lots of english characters for a chinese error :)
17:44:24 <Wolf01> Chinese errors XD
17:44:58 <Wolf01> Btw... anyone wants to help me on the "steps of 4" thing? I'm not that good on math
17:46:21 <Samu> i created the whole function and it says it's not defined?
17:46:27 <Alberth> think in steps of 1, and multiply the result by 4 ?
17:46:28 <Samu> i don't get these errors
17:46:55 <Wolf01> Could be, Alberth, but then I need to limit it to "8"
17:47:10 <Wolf01> 0 to 32 step 4
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17:49:25 <Samu> https://paste.openttdcoop.org/pw0td0crh
17:49:28 <Wolf01> Seem to work
17:49:46 <Samu> i want to use it at water_cmd.cpp
17:49:58 <Wolf01> As it reads the calculated value
17:50:13 <Samu> it says identifier Severity Code Description Project File Line Suppression State Error C3861 'EnsureNoDockingTile': identifier not found openttd D:\OpenTTD\trunk\src\water_cmd.cpp 733
17:50:46 <Samu> how to make water_cmd.cpp access that function, at station_cmd.cpp
17:51:12 <Wolf01> Samu, put "static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR);" in station_map.h?
17:51:27 <Samu> ok gonna try
17:52:03 <Wolf01> And include station_map.h in water_cmd.cpp
17:52:55 <Samu> hmm it's worse
17:53:12 <Samu> 588 errors
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17:53:24 <Wolf01> Maybe you missed something?
17:53:25 <Wolf01> o/
17:53:39 <Wolf01> Like the ";" at the end of the function declaration?
17:54:52 <supermop> andythenorth: i started up a tiny IH game to show how to transfer multiple cargoes using cargo dist, and now i cant stop going ahead and building out a passenger network
17:55:00 <andythenorth> :P
17:55:03 <supermop> chinooks and vulcans too cute
17:56:30 <Samu> there's # include "station_map.h" at water_cmd.cpp, there's a ; at the end of the line
17:56:38 <Samu> it does not like it
17:56:42 <Samu> 588 errors
17:57:09 <Wolf01> Don't put a ; at the end of "#include..."
17:57:15 <Samu> Severity Code Description Project File Line Suppression State Error (active) cannot overload functions distinguished by return type alone openttd d:\OpenTTD\trunk\src\station_cmd.cpp 2459
17:57:28 <Samu> english plz
17:58:23 <Samu> this is line 2459 static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR)
17:59:05 <Wolf01> line 2459 static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR) <---- ;
17:59:29 <Wolf01> And #include "statioon_map.h" <---- no ;
18:00:21 <Samu> #include "station_map.h"
18:01:13 <Wolf01> Samu, you should learn at least the syntax, at least look at the surrounding lines how they are written
18:01:34 <Samu> doesn't work, still 588 errors
18:03:23 <Samu> expected a declaration now that I put the ";"
18:04:50 <Wolf01> Wait
18:04:58 <Samu> syntax errors everywhere and missing type everywhere, assumed int
18:05:36 <Wolf01> In "station_map.h"
18:05:36 <Wolf01> static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR);
18:05:36 <Wolf01> In "station_cmd.cpp"
18:05:36 <Wolf01> static CommandCost EnsureNoDockingTile(TileIndex tile, DiagDirection diagdir = INVALID_DIAGDIR) { .. the code .. }
18:12:26 <Samu> sorry, it doesn't work
18:17:40 <Rubidium> static implies that it is in the same file. Remove them from the declaration and definition and try again
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18:23:00 <Wolf01> http://imgur.com/a/bVCbi Ok, I'm happy now, I put the settings also in the new game/load heightmap window
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18:25:12 <andythenorth> Wolf01: are you making plantations? o_O
18:26:20 <Wolf01> I made trees grouped by type, max tree height, evergreen trees line
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18:26:49 <andythenorth> shame I always turn trees off :P
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18:27:05 * andythenorth turns trees visible in current game
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18:27:21 <Alberth> help, all tracks are gone!
18:29:12 <Eddi|zuHause> i like trees
18:29:22 <Eddi|zuHause> i try to avoid turning them invisible
18:29:46 <Eddi|zuHause> i hit X when necessary
18:29:52 <andythenorth> I find I can’t see enough with them visible
18:30:06 <Wolf01> You will enjoy the look with this patch
18:30:07 <andythenorth> this map has not too many though
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18:32:35 <Eddi|zuHause> i remember conversations like "why are all the local authorities hating me?" - "have you tried making trees visible?" - "HOLY FUCK THE WHOLE MAP IS COVERED"
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18:41:09 <supermop> andythenorth: the problem is that you can't see topography at all with trees on
18:41:25 <supermop> its like perfect camouflage
18:41:38 <andythenorth> yeah
18:42:03 <supermop> if trees varied strongly by height that would help on the macro scale but less usefull for route planning
18:42:32 <supermop> if trees were shaded by slope, to match the shading of hills, that would help more
18:42:45 <Eddi|zuHause> how would that work?
18:43:06 <Eddi|zuHause> both from a "realism" and from a game internals point of view
18:43:26 <Alberth> sun only shines on sunny hills
18:43:48 <Eddi|zuHause> there isn't actually a "sun" that makes the shading differences
18:43:53 <supermop> Eddi|zuHause: tree would have to to be aware of either the slope of its tile, or the relative heights of its 8 neighbors
18:44:09 <Eddi|zuHause> the shading is built into the sprite itself
18:44:22 <supermop> and then darken tree by appropriate amount, like with the glass roof effect
18:44:52 <Eddi|zuHause> that's a palette recolouring
18:45:09 <Eddi|zuHause> which is not very flexible
18:45:29 <supermop> no reason a tree low on the north face of a mountain would be same brightness as a tree high on the south face, from a 'realism' view
18:45:44 <supermop> Eddi|zuHause: its the simplest way i can conceive
18:46:12 <supermop> i just hate that i cant see any relief at all in a landscape with trees on
18:46:13 <Wolf01> https://www.tt-forums.net/viewtopic.php?f=33&t=75305
18:46:23 <Eddi|zuHause> supermop: well, go ahead and implement applying a recolour map on each tree depending on the slope they stand on
18:46:34 <Eddi|zuHause> it shouldn't be impossibly hard
18:46:45 <supermop> map should look prettier with trees, not more like uniform noise
18:46:46 <Eddi|zuHause> maybe a bit performance draining
18:47:09 <Eddi|zuHause> but you probably need to come up with a few recolour maps
18:47:22 <Eddi|zuHause> to get the effect you desire
18:47:54 <Eddi|zuHause> but that's a few steps down the road
18:48:20 <andythenorth> remap once, cache it :P
18:48:36 <andythenorth> or just paint more trees
18:53:19 <supermop> Eddi|zuHause: of the 9 possible slope directions, (incl. flat) you caould have the 4 'dark' slops all the same recolor, and the 4 light slopes plus flat could be normal
18:53:57 <supermop> would probably make enough difference with just two 'shades'
18:55:24 <supermop> i guess relative heights of neighbors is better than actual slop, as idk if map actually stores the slope of each tile - just the north corner height?
18:56:06 <supermop> also, then thin flat steps on the north of a hill don't return to full brightness
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19:22:18 <Wolf01> Oh, somebody downloaded my trees patch :D
19:23:45 <andythenorth> also cat patch
19:23:48 <andythenorth> moar cats
19:24:07 * andythenorth considers a base sprite replacement set
19:24:11 <andythenorth> trees -> cats
19:24:54 <andythenorth> local authority hates you -> plant cats
19:25:02 <andythenorth> StolenCats.grf
19:25:09 <Alberth> :D
19:25:14 <Wolf01> Why not just make a cat statue?
19:25:18 <andythenorth> dunno why cats are funny
19:25:20 <andythenorth> they just are
19:25:30 * andythenorth is not a cat owner or anything
19:25:51 <Wolf01> I was, I can confirm they are funny
19:30:17 <andythenorth> https://medium.com/@martinbelam/how-no-manss-sky-exposes-the-gaming-generation-gap-for-80-s-kids-ede6e736eea2#.shl7fewsw
19:32:15 <andythenorth> douglas adams quote is fun
19:32:20 <andythenorth> has anyone played NMS?
19:32:55 <Wolf01> Nope, but I play Minecraft
19:36:14 *** Arveen has joined #openttd
19:37:08 <Alberth> "... Watching your 3 year old pilot your precious starship and cargo through an onrushing storm of asteroids is, I can tell you, an experience. ..." :)
19:39:12 <Wolf01> I reached the point ofview of the guy at least 20 years ago, I play games for fun and not for win
19:39:31 <andythenorth> I think he reached it 20 years ago too :)
19:39:35 <andythenorth> we are old now
19:39:36 <andythenorth> some of us
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19:40:07 <Samu> ppl are actually interested in 240 companies patch
19:40:17 <Samu> i can't imagine 240 AIs
19:40:43 <Samu> it slows down so much already with 15 AIs
19:40:46 <Alberth> anything with a bigger number is automatically better, no questions asked
19:41:02 <Wolf01> Also because I don't want to put effort in something not so useful (at least for me), and so I always get blamed on online play... that's why I usually play only coop and totally non-competitive games
19:41:54 <Samu> AI is limited to 4 GB mem each
19:41:58 <andythenorth> we should play a coop
19:42:01 <Samu> @calc 4x15
19:42:01 <DorpsGek> Samu: Error: invalid syntax (<string>, line 1)
19:42:03 <andythenorth> not played for ages
19:42:09 <Samu> @calc 4*15
19:42:09 <DorpsGek> Samu: 60
19:42:13 <Samu> @calc 4*240
19:42:13 <DorpsGek> Samu: 960
19:42:17 <Samu> hmm ... :(
19:42:25 <andythenorth> NoCarGoal was really fun for coop
19:42:37 <Samu> i need more ram
19:42:54 <andythenorth> me too
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19:43:49 <Samu> there's an AI with "memory leak", it's BorkAI if I recall
19:43:56 <supermop> andyland coop
19:44:38 <Samu> it's not exactly a memory leak, just that he needs more than 4 GB
19:44:41 <andythenorth> who plays coop these days?
19:44:42 <andythenorth> anyone?
19:44:44 <Samu> can't use it on large maps
19:46:05 <supermop> i'll play
19:46:43 <andythenorth> we need a server
19:46:51 <Samu> if AIs could start their own cpu-thread or something like that, 15 AIs wouldn't slow down as much... in theory.
19:46:55 <andythenorth> and a map, and some newgrfs
19:47:09 <andythenorth> unusually, I could actually play tonight and tomorrow
19:47:19 <andythenorth> which is long enough to do a NCG 7-year game or so
19:47:38 <andythenorth> frosch was keeping a record of MP games somewhere
19:51:09 <Alberth> https://wiki.openttd.org/NoCarGoal
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19:52:16 <andythenorth> yay
19:52:25 <andythenorth> setting the goals too high makes the MP game boring
19:52:34 <andythenorth> unwinnable is no fun
19:54:12 <Alberth> it doesn't say what is winnable
19:54:36 <supermop> andythenorth: i think you've got a decent set of newgrfs to roll with
19:54:58 <supermop> for map, use some heightmap of some island?
19:57:40 <andythenorth> looks like 512x512 is the best
19:57:57 <andythenorth> Alberth: no it doesn’t :P
19:58:20 <andythenorth> but I think we usually had 50k as the goal
19:59:03 <Alberth> just make it longer, then we always win :)
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20:02:29 <andythenorth> supermop: are you making a map?
20:02:48 <andythenorth> we’ll need $someone to put it on a coop server
20:02:59 <andythenorth> also about 5 players or so are needed
20:03:52 <Samu> gonna try 240 AIs with that patch, see what happens :p
20:07:59 <supermop> i dont have access to a server
20:08:20 <supermop> but i could make a map if you dont want to just go with some generated whatever
20:13:12 <Samu> does not compile
20:13:21 <Samu> can't mix his patch with mine :(
20:14:54 <supermop> hawaii?
20:14:59 <supermop> mexico DF?
20:16:17 <Samu> tons of weird warnings
20:16:21 <Samu> but it compiles
20:16:57 <Samu> assertion on openttd launch ... bah, i fail
20:18:12 <Samu> saveload error stuff
20:18:29 <Samu> invalid chunck bla bla
20:18:32 <andythenorth> supermop: have to make a map for newgrfs and settings and stuff
20:18:39 <andythenorth> then copy it to a coop server
20:18:42 <andythenorth> dunno which one
20:19:00 <andythenorth> we probably all have to have same OpenTTD
20:19:03 <andythenorth> or so
20:19:09 <supermop> do you care what type of terrain?
20:19:13 <andythenorth> no
20:19:14 <supermop> 1.6.1?
20:19:19 <andythenorth> seems fine
20:19:29 <andythenorth> FIRS 2, anything but extreme
20:19:34 <andythenorth> also Road Hog
20:20:04 * andythenorth remembers that setting up a game is faff
20:20:07 <Samu> how did his patch work for him?
20:21:04 <Samu> bugfix in loading unpatched savegames . lies!
20:21:08 <supermop> give me 1 sec
20:21:11 <Samu> that's exactly where it fail
20:23:15 <Alberth> maybe it failed twice before :p
20:25:29 <Samu> what trunk version would this patch work with?
20:25:48 <Samu> he does not mention it :(
20:26:06 <Samu> and there were recent changes to saveload stuff
20:26:11 <Samu> maybe it worked before
20:27:54 <Samu> nevermind, he says Patch based on 1.6.1
20:28:22 <Samu> how am i doing this trunk version to be the same as 1.6.1?
20:28:56 <andythenorth> hmm
20:30:03 <Alberth> svn switch iirc, but I would need to look it up
20:31:16 <Samu> 27609?
20:31:45 <Samu> let's try
20:31:45 * andythenorth can’t remember how to use coop servers
20:32:05 <Alberth> Samu: revision is not relevant, the path is
20:33:49 <Alberth> svn /tags/1.6.1 seems to be the path
20:34:15 <Alberth> instead of /trunk what you have now
20:35:17 <Samu> svn://svn.openttd.org/trunk i change this?
20:35:34 <Samu> svn://svn.openttd.org/tags/1.6.1 ?
20:36:05 <Samu> i rather make a new folder brb
20:36:11 <Alberth> yep, usuallu with svn switch, but a new checkout works too
20:36:27 <Samu> ah, switch i found that
20:36:56 <Alberth> it's used for changing the path, and changing the url
20:37:14 <Alberth> quite tricky difference
20:37:25 <supermop> andythenorth: what size?
20:37:33 <Alberth> 512^2
20:37:46 <Alberth> Samu: new checkout is much safer
20:38:10 <supermop> what rail set?
20:39:21 <Samu> ok
20:40:14 <supermop> swedish houses?
20:41:38 <supermop> japanese?
20:43:30 <andythenorth> Iron Horse? :P
20:43:34 <andythenorth> NARS 2?
20:43:39 <supermop> IH
20:43:43 <supermop> termite
20:43:45 <supermop> RH
20:44:02 <supermop> in a hot country?
20:44:22 <supermop> tropic basic?
20:44:31 <andythenorth> either
20:45:43 <supermop> GS?
20:46:18 <supermop> bee reward?
20:46:21 <andythenorth> NoCarGoal
20:46:23 <supermop> nocar goal
20:46:25 <andythenorth> 50k
20:46:25 <supermop> ok
20:46:41 <andythenorth> you might have to generate a few times to get 3 interesting cargos
20:48:41 <andythenorth> we used to play on the coop dev server or such
20:48:42 <andythenorth> ach
20:48:47 <andythenorth> dunno
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20:49:10 <Samu> it is building upon tags/1.6.1 now
20:49:14 <Samu> let's see...
20:49:26 * andythenorth doesn’t have enough upstream bandwidth, nor reliable enough connection to host
20:50:45 <Samu> oh, nice it gets to main menu :)
20:51:54 <Samu> bah, can't configure more than 14 ais
20:54:09 <Samu> i don't get it, how am i starting 240 companies? I missed something
20:54:36 <Samu> nevermind, i'm stupid
20:54:41 <Samu> didn't apply his patch at all
20:57:14 <supermop> year?
20:57:29 <andythenorth> 1950s or later
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20:57:36 <andythenorth> NCG is no fun with slow trains
20:57:53 <andythenorth> V453000 how to play an MP game? Not many coop people here :P
20:58:08 <andythenorth> 1.6.1
20:59:13 <Samu> maximum no competitors 239. hmmm :))) `_`
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20:59:23 <Samu> time to RIP my machine
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21:03:59 <Samu> the config file is ugly to watch at, now
21:06:36 <Samu> looking at ram usage
21:06:38 <Samu> omg now
21:06:40 <V453000> u wot
21:07:29 <andythenorth> V453000: need some kind of server
21:07:30 <andythenorth> or something
21:07:50 <V453000> probably
21:07:54 <V453000> or public ip
21:08:29 <Samu> 250000 opcodes for 239 ais, this is a bad idea
21:08:30 * andythenorth has only ever played on coop server
21:08:38 <V453000> I never really hosted a game either
21:08:44 <V453000> and the technical stuff is done by our tech guys, not me
21:08:53 <V453000> I only know how to play the game and how to make people enjoy it
21:08:54 <andythenorth> is coop getting kind of dead? The blog is way outdated
21:09:09 <andythenorth> and I stopped going in the irc channels, nothing there
21:09:17 <V453000> not really, there is just nobody to write blogs
21:09:26 <V453000> games are still being played, especially recently
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21:15:52 <supermop> ok i made a 512^2 map
21:17:33 <Samu> this is bad....
21:17:57 <Samu> http://imgur.com/a/XxCjc - lol
21:18:12 <andythenorth> supermop: now we just need a server :D
21:18:13 <Samu> do ppl really want 240 companies?
21:18:41 <supermop> im at work, pretty sure i cant host from here
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21:19:41 <andythenorth> there was an openttdcoop.nightly or something http://www.openttdcoop.org/?page=servers
21:19:50 <andythenorth> not currently there
21:21:08 <andythenorth> planetmaker is there a way to host a 1.6.1 game on coop (not the welcome server)?
21:22:07 <V453000> andythenorth: we can upload your map to the welcome server, of if you dont mind using nightly, use prozone
21:22:18 <andythenorth> someone is playing on welcome I think
21:22:24 <andythenorth> but prozone might work
21:22:41 <andythenorth> supermop: put the save somewhere?
21:24:35 <V453000> or just send me the save, or put it on devzone
21:24:37 <V453000> I will do the resgtf
21:24:39 <supermop> https://www.tt-forums.net/viewtopic.php?f=60&t=75306
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21:27:21 <Fujk> Samu: I rather want bigger depots
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21:28:23 <V453000> have to check the newgrfs
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21:33:51 <supermop> IH, Firs, RH, termite, .se houses
21:33:55 <supermop> i think thats it
21:34:04 <supermop> squid
21:34:12 <supermop> and chips
21:35:48 <andythenorth> all bananaed
21:37:56 <supermop> yep
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21:38:18 <supermop> towns and industries randomly placed
21:39:01 <andythenorth> moar players needed
21:39:09 <supermop> need PW
21:39:17 <supermop> also says wrong version?
21:39:21 <V453000> join the channel supermop
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21:39:43 <supermop> not 1.6.1?
21:40:05 <V453000> no
21:40:23 <V453000> is that absolutely necessary?
21:40:25 <andythenorth> nightly
21:40:35 <V453000> the PW changes all the time so you need ot be in IRC to get it
21:40:58 <supermop> current nightly?
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22:17:45 <Samu> @calc 240*4
22:17:45 <DorpsGek> Samu: 960
22:17:55 <Samu> @calc 64*64
22:17:55 <DorpsGek> Samu: 4096
22:18:03 <Samu> heh
22:18:18 <Samu> 1/4 of the map for the company HQ
22:20:15 <Samu> nevertheless, i'm impressed by the patch
22:20:48 <Samu> tons of gui issues though
22:21:00 <Samu> it's not prepared to handle this many companies
22:21:31 <Samu> damn, each town with 1 statue
22:21:36 <Samu> imagine 240 statues, heh
22:21:41 <Samu> per town
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22:25:09 <Samu> too bad it uses too many bits
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22:45:46 <Samu> Milek7_: hey, did u make the 240 companies patch? :o
22:46:20 <Milek7_> yes
22:47:29 <Samu> how do you deal with 3 owners :o
22:47:46 <Samu> tram+road+rail crossing
22:49:22 <Milek7_> there is updated docs in patch, you can look at it
22:49:42 <Milek7_> docs/landscape.html and docs/landscape_grid.html
22:50:26 <Samu> i'm looking at it, but can't understand how you managed 3 owners for a single tile
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22:53:07 <Milek7_> m4 bits 3..0 and m3 bits 7..4: owner of road type 1 (tram)
22:53:20 <Milek7_> m1 bit 7 and m6 bits 1..0 and m1 bits 4..0: owner of the railway track
22:53:27 <Milek7_> m4 bits 7..5 and m7 bits 4..0: owner of the road type 0 (normal road)
22:54:43 <Samu> 8+8+8
22:54:47 <Samu> yay 24 bits
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22:56:01 <Samu> this is at tile type road? or rail?
22:56:45 <Samu> impressive :)
22:57:32 <Samu> i recently added canal owners and i struggled to fit 5 bits in 4
22:57:59 <Samu> mainly due to industry tiles
22:58:39 <Samu> how would you store a canal owner if you need 8 bits for the owner
22:58:49 <Samu> and there's only 5 bits free at industry tiles...
22:59:13 <Samu> and i used the other for canal on river, damn... i think i'm not efficient
23:01:06 <Samu> 8 industry XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX XXXX
23:01:10 <Samu> i used them all
23:05:48 <Samu> Milek7_: I kinda like it, but there's tons of gui issues, it's simply not prepared to handle this many companies
23:06:03 <Samu> did you look at it? http://imgur.com/a/XxCjc
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23:07:08 <Samu> and 960 GB of RAM to use 240 AIs, nearly 1 TB of mem just for that, maybe in the next 10 years, this is possible :p
23:07:50 <Samu> for multiplayer, i know that I can't have more than 64 clients connected, i guess this is OS dependent
23:08:54 <Milek7_> have you found any gui issues others than that huge windows don't fit on screen?
23:09:17 <Samu> well, accessing the list of vehicles for companies
23:09:44 <Samu> must scroll with the left click button pressed down and moving the cursor, it's really not good
23:11:24 <Samu> not just vehicle list, like, anthing, story book, finances, etc
23:13:12 <Samu> some windows don't have scrollbars
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23:24:00 <Milek7_> ok, i will need to look into ottd gui system and add scrollbars
23:24:43 <Milek7_> btw. i never thought that somebody would want to start 240 ai
23:25:02 <Milek7_> or even 16 active players is already too much
23:25:04 <Samu> well i have that weird nerd dream
23:25:19 <Samu> to run 15 ais in 4096x4096
23:25:25 <Samu> but 240 is better :p
23:25:56 <Samu> some AIs really like ram
23:26:01 <Samu> some are lighter
23:26:04 <Milek7_> but on multiplayer some players buy 1 train and go away
23:26:53 <Milek7_> and i don't want to delete these companies because i don't know if they will come back or not
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23:27:21 <Milek7_> but, with 240 companies available there is no need to delete small companies ;p
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