IRC logs for #openttd on OFTC at 2016-12-06
            
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01:03:19 <Wolf03> 'night
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13:41:10 <Wolf01> o/
13:41:15 <crem> \o
13:41:25 <crem> or rather moo/
13:52:51 <Alkel_U3> fish go moo
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14:07:50 <Nitrodev> Hi
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15:20:38 <andythenorth> well
15:21:02 <Sacro> well
15:21:09 <andythenorth> ENSP is ridiculously hard to get in this economy http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
15:21:24 <Sacro> Ooh nice
15:22:43 <andythenorth> this network results in about 50t/month of ENSP http://dev.openttdcoop.org/attachments/download/8218/steeltown_linkgraph.png
15:23:25 <andythenorth> feeding one blast furnace that produces about 700t/month of pig iron
15:23:30 <andythenorth> it’s harsh :)
15:25:03 <Wolf01> o/
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16:00:53 <supermop> yo
16:01:43 <crem> ++yo
16:03:18 <supermop> so channel working today?
16:05:18 <crem> It's open daily 8am-5pm.
16:05:35 <crem> Ah, you mean not +R..
16:06:12 <crem> Seems to be. It was for registered users only because of recent DCC spam.
16:09:43 <supermop> why bother spamming #openttd
16:12:05 <Sacro> Why not?
16:12:08 <Sacro> @seen Bjarni
16:12:08 <DorpsGek> Sacro: Bjarni was last seen in #openttd 5 years, 8 weeks, 6 days, 14 hours, 53 minutes, and 1 second ago: <Bjarni> heh
16:12:11 <Sacro> :( I miss himn
16:12:56 <supermop> that's been a while
16:13:28 <Sacro> Some of us have been here a while
16:13:38 <Sacro> I can name various people who have been gone years
16:13:42 <Sacro> @seen KUDr
16:13:42 <DorpsGek> Sacro: I have not seen KUDr.
16:13:44 <Sacro> @seen KUDr_
16:13:44 <DorpsGek> Sacro: I have not seen KUDr_.
16:13:46 <Sacro> hmmm
16:13:51 <Sacro> @seen Celestar
16:13:51 <DorpsGek> Sacro: Celestar was last seen in #openttd 1 year, 14 weeks, 5 days, 5 hours, 43 minutes, and 12 seconds ago: <Celestar> good day
16:14:00 <Sacro> @seen DarkSSH
16:14:00 <DorpsGek> Sacro: I have not seen DarkSSH.
16:14:03 <Sacro> @seen DarkVator
16:14:03 <DorpsGek> Sacro: I have not seen DarkVator.
16:14:11 <peter1139> @seen darkvater
16:14:11 <DorpsGek> peter1139: darkvater was last seen in #openttd 6 years, 33 weeks, 6 days, 3 hours, 36 minutes, and 8 seconds ago: <Darkvater> good ol' days :)
16:15:02 <Sacro> Ah yes
16:15:10 <Sacro> Silly bot is a stickler for capitalisation
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16:32:05 <supermop> @seen a donut
16:32:05 <DorpsGek> supermop: seen [<channel>] <nick>
16:32:22 <supermop> need a donut
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17:34:42 <Speedyn> ja entlich
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18:20:23 <Alberth> moin
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18:26:04 <frosch123> hoi
18:26:25 <Alberth> o/
18:32:48 <Wolf01> o/
18:33:03 <Wolf01> Quak too
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19:10:45 <frosch123> did you see me waving?
19:14:39 <Rubidium> are you in Springfield then?
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19:25:43 <argoneus> good evening train friends
19:26:39 <andythenorth> frosch123: the addition of marine supplies is gameplay genius
19:27:00 <andythenorth> the more I try to get input cargos to make marine supplies, the more marine supplies I need
19:27:10 <andythenorth> and the thresholds are high, much higher than MNSP
19:27:29 <frosch123> wow, an excited andy ! :)
19:27:37 <andythenorth> happens
19:33:10 <Alberth> :)
19:33:39 <Alberth> so the best option is not to make or need marine supplies? :p
19:34:13 <andythenorth> you kind of need them if you want to connect the main chains :)
19:34:25 <Alberth> bummer :D
19:34:35 * andythenorth wonders if some of the extra industry text could be done with text stack
19:34:42 <andythenorth> it’s a big translation burden, and often has bugs
19:36:06 <Alberth> endless "production: produces x bla per 8t bla, and y bla per 8t bla, delivering both increases production" texts aren't much fun either :)
19:37:46 <Alberth> although I am "Done" currently :)
19:38:16 <andythenorth> those are the ones I refer to :)
19:38:29 <andythenorth> seems 100% automatable, if I can figure out the text stack and the units
19:39:14 <Alberth> breaking them in smaller bits is sufficient, I think
19:39:42 <Alberth> x bla per 8t bla is not so bad, but you have them in every combination
19:40:03 <Alberth> as well as the standard suffix texts
19:41:21 <Alberth> hmm, you'd reduce that to one instance, I guess
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20:25:34 <frosch123> which planned roadtype spec intended to set different slope requirements for roadstops of certain roadtypes?
20:36:30 <__ln__> frosch123: was cloudy, but with my x-ray vision i could see you waving
20:37:46 <frosch123> oh, i expected you would travel by train accoding to this channel's protocol
20:39:30 <__ln__> as much as possible, but since albrecht duerer had built an airport at a convenient location, i used that.
20:40:44 <frosch123> sounds plausible, that guy was not from berlin
20:40:51 <__ln__> sitting on a train right now, besides
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20:58:52 <Wolf01> <frosch123> which planned roadtype spec intended to set different slope requirements for roadstops of certain roadtypes? <- you mean the ability to build sloped roadstops on slopes?
20:59:17 <frosch123> nah, i was wondering why the checkslope function for roadstops had a roadtype parameter
20:59:31 <frosch123> but the function actually also computed the cost
20:59:36 <frosch123> and did not only check the slope
21:00:01 <Wolf01> BTW, I'll introduce that feature as bonus (default disabled, new roadtypes could enable it and provide graphics)
21:00:11 <Wolf01> *I would like to
21:00:31 <frosch123> i would stick to first implementing the regular stuff :p
21:00:50 <Wolf01> Yeah, there's time for features
21:01:00 <frosch123> also we decided against providing roadstop graphics via roadtypes
21:03:18 <frosch123> hmm, i wonder how much more iterations it will take to get the build commands right ...
21:03:22 <Wolf01> Ok, we'll ned a grf extension for that
21:03:33 <Wolf01> *need
21:04:26 <__ln__> Wolf01: greetings from onboard an italian-made pendolino train
21:04:29 <frosch123> when adding railtracks with one railtype to a tile with existing track of another type, it picks the best compatible railtype to both
21:04:39 <frosch123> we need to do the same for roadtypes
21:04:49 <frosch123> and get cost and infrastructure counts right
21:05:57 <Wolf01> I tried to do it, but I reverted to "just add missing bits"
21:06:33 <frosch123> well, since i added the infrastructure counts, it became more obvious
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21:17:15 <frosch123> yay, costs differ between test and exec run :)
21:17:23 <frosch123> i didn't have that problem in a long time
21:33:00 <andythenorth> skeletons in some cupboards eh?
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21:46:54 <andythenorth> in this steeltown economy, the farms are just landscape features :P
21:51:49 <supermop> sounds about right
21:52:00 <supermop> tree growth limiters
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21:52:20 <supermop> make upper midwestern landscapes look better
21:53:00 <supermop> american farms are more grid-y though, so the sort of random overlapping looks odd
21:57:55 <andythenorth> supermop: have you tried playing it yet? o_O
21:58:04 <supermop> nott yet
21:58:45 <andythenorth> eh it’s quite janky on graphics + text right now
21:58:47 <andythenorth> but it plays ok
22:00:43 <supermop> text only?
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22:06:45 <supermop> link me the night;y real quick?
22:07:49 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/
22:08:05 <supermop> andythenorth: now thinking either lenovo tiny thin workstation or surface book
22:08:51 <andythenorth> lenovo comes with the malware preinstalled? Saving you the hassle getting it yourself? :)
22:16:09 <supermop> that's the idea
22:17:52 <V453000> man lenovo has SO much shit
22:19:02 <supermop> what's V453000 's suggestion?
22:19:09 <V453000> would like to know as well
22:19:46 <supermop> thin thing doesn't take up too much room
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22:34:36 <supermop> andythenorth: arc funace should look more sheddy
22:34:47 <supermop> similar to aluminum plant
22:35:11 <andythenorth> yeah, there’s a bunch of sprites that are just copied from other industries
22:35:28 <andythenorth> arc furnace, galv plant, coke furnace, slag mill
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22:40:30 <supermop> no idea where to start
22:41:15 <andythenorth> blast furnace is lynch pin
22:41:37 <andythenorth> you can circumvent with the arc furnace, but blast furnace is the keystone basically
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22:44:24 <joered> hi i'm looking for documentation about scenery data format. I have read some code, but now I am looking for documentation on data structures. (I hope to not be rude but I have read the topic)
22:46:12 <supermop> no coke ovens near any of my blast furnaces
22:46:27 <planetmaker> https://newgrf-specs.tt-wiki.net/wiki/Main_Page @ joered ?
22:47:46 <joered> planetmaker, thank you
22:48:14 <andythenorth> supermop: I had to go round map gen a few times :|
22:48:32 <andythenorth> I wonder about forcing the core blast furnace industries to co-locate
22:48:35 <andythenorth> but eh
22:48:41 <joered> I will look around. I am specifically looking for the .scn description
22:48:43 <supermop> unfortunately i have a ton of big mountains in the middle of this map
22:48:51 <andythenorth> yeah, you need it on hilly
22:49:02 <andythenorth> I tried mountainous, and...regret
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23:00:20 <supermop> all my slag plants have snowy roofs in temperate
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23:01:16 <andythenorth> ‘jank’ :)
23:01:28 <andythenorth> the more somebody complains, the more motivated I’ll be to fix it
23:01:42 <andythenorth> and stop using a copy of bio-refinery snow spritesheet :P
23:02:04 <Milek7> hm, "1354 new highlights in 1048 chats" in quassel
23:02:21 <Wolf01> :)
23:04:07 * andythenorth bed
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23:39:07 <joered> hi! another question, this is on heightmaps: I am readind the manual but how can import a bmp or png image in a scenario ? I am reading about mapgen.. but it is very old 2006 ... is this the right approach ?
23:45:13 <Wolf01> You can load it directly from the game
23:45:52 <Wolf01> The second button on the right "play heightmap"
23:46:59 <joered> Wolf01, I go to bed! :-)
23:47:15 <joered> It was all the time under my eyes! :-)
23:47:50 <joered> Sorry for silly question! but thank you!
23:48:28 <joered> see you soon and thanks again
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23:50:54 <Wolf01> I have an existential crisis instead.. My scenes state machine doesn't know what to do when there is no other scene on the queue...
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