IRC logs for #openttd on OFTC at 2016-12-25
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02:31:18 <Flygon> TIL - Drawing a lighthouse is difficult
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13:58:10 <Eddi|zuHause> ho-ho-ho back, person closest to the north pole.
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14:26:22 <DorpsGek> Commit by frosch :: r27709 /trunk (config.lib src/saveload/saveload.cpp) (2016-12-25 14:26:15 +0100 )
14:26:23 <DorpsGek> -Fix-ish: Silence some warnings. (adf88)
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15:15:17 <andythenorth> forum post calls
15:15:34 <andythenorth> “They said it couldn’t be done, they said it wouldn’t be done, they said it shouldn’t be done"
15:47:41 <debdog> how would we set up a server which requires towns to be fed with goods for growth? is it a newgrf? if so, what'd be its name?
15:49:25 <_dp_> debdog, usually gamescript does it, look on bananas, like half of GS there are about towns.
15:50:33 <_dp_> debdog, if you're looking specifically for competitive city-builder Simple CB or Aphid's one will be a good choice
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15:57:31 <debdog> _dp_: ok, I think I've got it, thanks a lot!
15:59:58 <DorpsGek> Commit by frosch :: r27710 trunk/src/rail_gui.cpp (2016-12-25 15:59:53 +0100 )
15:59:59 <DorpsGek> -Change: Limit waypoint area by maximum station spread already when dragging. (adf88)
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17:32:33 <frosch123> do we have a screenshot?
17:33:14 <andythenorth> I can make one quickly
17:35:07 <frosch123> also add a hint: gui icons only present when using original graphics
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17:35:25 <frosch123> also add a hint: gui icons only present when using original graphics
17:41:38 <andythenorth> 6 year old is sat next to me asking how to code road-rail vehicles
17:41:45 <andythenorth> “impossible” I think
17:42:35 <frosch123> yep,all-in-one is usually too much :)
17:43:06 <frosch123> heli-ship-haul-train :)
17:44:40 <andythenorth> now back to the food :)
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18:01:36 <lorran78> hello i still can't set "introduction_date" for wagons is this normal? (it's always 1925 or so)
18:01:50 <andythenorth> there should be no problem
18:02:48 <andythenorth> from Iron Horse nml
18:02:49 <andythenorth> introduction_date: date(1950,01,01); // consist just supplies intro year - openttd randomises intro dates a bit anyway
18:03:03 <andythenorth> that code works for me
18:04:07 <lorran78> hum it seems even if i modify the pnml file and set my date
18:04:14 <lorran78> the nml result keeps old date :/
18:04:31 <lorran78> even if the nml is created
18:05:39 <andythenorth> preferably just for one wagon
18:05:48 <andythenorth> is this a fork of ogfx trains?
18:07:06 <lorran78> sorry maybe it's my fault :p
18:07:18 <lorran78> i see the introduction_date is twice
18:07:27 <lorran78> the prog takes the first i think? :p
18:08:11 <lorran78> but in the pnml there is only mine
18:08:22 <lorran78> the nml adds the old date
18:08:49 <andythenorth> is it ogfx trains?
18:08:54 <andythenorth> I can look at the template in the repo
18:09:22 <lorran78> there is no templace folder
18:09:37 <andythenorth> what type of wagon are you modifying?
18:10:34 <lorran78> one example of nml result
18:11:42 <andythenorth> all rail wagons are introduced in 1925, it’s a default from the c pre-processing
18:13:41 <lorran78> i understand better :p
18:13:56 <lorran78> i try to modify the templates_wagons and see what results
18:16:10 <lorran78> but for the original boats and planes to change the year i found no grf :( i must create it with wiki? :////
18:21:00 <lorran78> i even changed the year of rails
18:25:43 <lorran78> the rails appears when the train for it is here so even if i set 0 it's normal lol
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18:38:47 <lorran78> hum when i use directly nmlc with my nml i have no more bug :)
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18:50:35 <andythenorth> lorran78: delete the intro date from templates_wagons.pnml
18:53:35 <andythenorth> you’ll then need to set it for every wagon, or it will likely default to 0
18:53:47 <andythenorth> or 1920 or so, can’t remember which
18:55:17 <DorpsGek> Commit by frosch :: r27711 trunk/src/gfx_func.h (2016-12-25 18:55:10 +0100 )
18:55:18 <DorpsGek> -Doc: Fontsizes (adf88)
18:57:03 <DorpsGek> Commit by frosch :: r27712 trunk/src/window.cpp (2016-12-25 18:56:57 +0100 )
18:57:04 <DorpsGek> -Codechange: Reduce recursions in DrawOverlappedWindow by limiting the area to the window bounds first. (adf88)
18:57:53 <DorpsGek> Commit by frosch :: r27713 trunk/src/widget.cpp (2016-12-25 18:57:47 +0100 )
18:57:54 <DorpsGek> -Fix [FS#6527]: Setup clipping areas for individual widgets when drawing. (adf88)
19:45:47 <DorpsGek> Commit by translators :: r27714 /trunk/src/lang (catalan.txt russian.txt) (2016-12-25 19:45:37 +0100 )
19:45:49 <DorpsGek> catalan: 2 changes by juanjo
19:45:50 <DorpsGek> russian: 1 change by Lone_Wolf
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21:40:14 <Wolf01> Good as always, but I choose the classic hot peppers salame :P
21:41:36 <Wolf01> No, I changed the place, they only had chips
21:41:52 <Wolf01> The other one was closed, as expected
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21:45:06 <Wolf01> Yesterday evening I was busy with fallout 4, at 1am I decided to give a try to the last NRT, luckily I did that because I found a nice assert :P
21:46:47 <Wolf01> I found also a strange thing which I need to replicate, with tanker trucks
21:47:12 <Wolf01> They did only one trip after loading the oil and then they weren't able to load oil again
21:48:12 <andythenorth> there is something weird with tram crossings
21:48:22 <andythenorth> build an electrified and non-electrified at right angles
21:48:32 <andythenorth> then run an electric tram across it
21:48:39 <andythenorth> it deviates round the outer road bits
21:49:02 <Wolf01> As you see in the screenshot?
21:51:26 <Wolf01> Tanker truck seem to work now
21:58:07 <peter1139> did we ever get a font selection window?
21:58:28 <frosch123> there are at least 3 patches for it
22:02:58 <Wolf01> It seem to work for me, andy
22:03:31 <Wolf01> Made stupid loops in the city to test the pathfinder and it uses the right path
22:04:10 <frosch123> andythenorth: the reversing at incompatible tram-track is a bit inconsistent
22:04:40 <frosch123> but convert-road it the ingredient to make it more consistent
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22:09:08 <andythenorth> I did convert the crossing
22:09:23 <Wolf01> Uhm, I just noticed, also you have the fast forward bound to "shift"?
22:09:45 <frosch123> Wolf01: that is normal in debug builds
22:10:27 <frosch123> somewhen someone thought they would use alt+tab to switch between ottd and ide
22:10:36 <frosch123> but honestly i rather use multiple screens
22:11:00 <Wolf01> For me it switches automagically on asserts ;)
22:11:17 <Wolf01> Also I use multiple screens
22:11:29 <frosch123> obviously that feature is from the single-screen age
22:12:27 <Wolf01> But there's one thing I really hate: when you drag&drop the viewport with the right mouse button and the pointer doesn't move
22:12:29 <frosch123> which i guess is still less than half as long ago than the paper age
22:12:59 <Wolf01> I think it should move when you set the reverse panning
22:13:19 <Wolf01> Because you are "dragging the map" and not the "viewport"
22:13:22 * andythenorth needs to set the hot-key for tram :P
22:13:54 <frosch123> i used to have hotkeys for autorail and autoroad
22:14:51 <andythenorth> apparently global+ctrl+a is set already
22:15:08 <andythenorth> doesn’t work though :)
22:15:22 <frosch123> i didn't test the hotkey stuff
22:15:29 <frosch123> so may be broken :)
22:15:54 <andythenorth> is it ‘autoroad’ or ‘autotram’? o_O
22:15:57 * andythenorth could look in src
22:16:11 <frosch123> there should be two sections in the ini
22:16:46 <andythenorth> I have both [ltrailtoolbar] and [tramtoolbar]
22:16:52 <frosch123> "roadtoolbar" and "tramtoolbar" should both have a "autoread" item
22:17:19 * andythenorth removes the redundant one
22:17:22 <frosch123> no idea where you got ltrailtoolbar from
22:17:43 <andythenorth> some interim patch
22:19:29 <andythenorth> CTRL+A gets me auto-road, rather than auto-tram though
22:20:15 <frosch123> oh, that is even a default hotkey?
22:20:51 <frosch123> i thought i would not have to duplicate roadtoolbar_hotkeys
22:20:58 <frosch123> but it's actually not constant
22:22:13 <frosch123> andythenorth: pull and try again :)
22:25:33 <andythenorth> most important feature
22:26:34 <frosch123> well, i still do not know which hotkeys would be suitable for selecting orientation in pickers (like build depot)
22:27:00 <frosch123> resp, whether it should be a hotkey to select a specific orientation, or one to cycle orientations
22:27:22 <frosch123> or whether it should evalute mouse position or movement
22:27:35 <frosch123> but it is one of the few things which does not have any shortcut :/
22:27:58 <andythenorth> I wondered about cycling depot orientation on overbuild
22:28:02 <andythenorth> but I think it’s a daft idea
22:28:12 <andythenorth> also it would mess with bits of adjoining roads
22:28:33 <andythenorth> I have to lower myself to clicking :P
22:28:35 <frosch123> yeah, then autoroad-behaviour would be better
22:32:50 <frosch123> the one i miss the most :)
22:32:51 <_dp_> we have like double the amount of hotkeys vanilla have and I still want to add more :P
22:34:12 <_dp_> depot orientation is actually the one of those I want to add)
22:34:42 <_dp_> not sure if it should select or cycle, but definitely ignore terminus stations when cycling :p
22:35:21 <frosch123> drive-through stops could also behave like rail waypoints
22:35:37 <frosch123> i.e. auto-orientation if track is present
22:36:26 <_dp_> frosch123, we have auto-rotation but it's more complicated then it looks
22:36:47 <frosch123> andythenorth: nice video :)
22:36:59 <andythenorth> that’s why I patched it for windowshade :)
22:37:01 <frosch123> usually you only complain verbally
22:37:06 <andythenorth> but I keep losing the patch
22:37:08 <_dp_> if placed on road sure, but they also can be placed near and sometimes it doesn't work as I'd like it to
22:37:36 <frosch123> andythenorth: i guess modern games do it the other way around
22:37:50 <frosch123> drag area first, then popup selection window
22:38:33 <_dp_> what I think of doing is rotate if placed on road with wrong direction
22:43:39 <frosch123> hmm, no, i guess it would be a low width window at the left or right border
22:54:18 <frosch123> andythenorth: well, that mashinky thing tries to port the ttd dimensions into 3d :)
22:54:45 <Wolf01> Which, I think, is what people want
22:55:23 <frosch123> yes, i also think a fixed grid is better for networks than freeform
22:56:12 <frosch123> hmm, mashinky has junctions on sloped foundations
22:57:38 <Wolf01> But I still love TT immediateness to build tracks
22:58:48 <frosch123> anyway, all those games share the jazz music :p
22:59:11 <frosch123> genre defining music
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23:51:21 <peter1139> andythenorth needs a smaller ui
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