IRC logs for #openttd on OFTC at 2016-12-26
            
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00:13:51 <_dp_> omg, how come I didn't ever notice fizzy drinks construction animation
00:16:09 <Eddi|zuHause> because no sane person ever played toyland for more than 3 minutes? :p
00:16:53 * _dp_ played much more...
00:17:25 <Wolf01> I like toyland
00:28:48 <Eddi|zuHause> some rumors about george michael falling victim to the 2016 curse
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01:44:51 <Wolf01> 'night
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10:29:15 <Wolf01> o/
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10:48:23 <andythenorth> lo Wolf01
10:48:58 <Wolf01> So it is then... Eddi was right
10:50:30 <andythenorth> he often is
10:50:40 <andythenorth> what was he right about?
10:50:52 <Wolf01> George Michael
10:51:13 <andythenorth> 2016 rolls on
10:51:24 <andythenorth> also, shall we fix tooltips for main toolbar? o_O
10:51:36 <andythenorth> (try them for tramtype onwards)
10:51:54 <Wolf01> Nah, I like how they are ;)
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10:59:07 <Wolf01> Done
11:00:12 <Wolf01> Uhm, it's me or the scenario editor tramway button is missing?
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11:01:41 <andythenorth> Wolf01: it’s missing :)
11:01:52 <Wolf01> I was sure I pushed it
11:02:04 <Wolf01> https://github.com/andythenorth/NotRoadTypes/commit/88b9063d942dd580f7d94da320b4ca8964db9eb0
11:02:47 <andythenorth> hmm
11:02:57 <andythenorth> is the commit just for the roadtypes?
11:03:02 <andythenorth> and not the tramtypes/
11:03:23 <andythenorth> also, mine includes ‘electrified roads’, which is curious
11:03:26 <Wolf01> Uhm, yes, it is
11:05:50 <Wolf01> Also roadtypes different from normal road can't be built on editor... I wonder why, it worked
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11:09:54 <andythenorth> ‘many eyes make shallow bugs’ etc :P
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11:26:43 <Wolf01> Mmmh, I need to hide some roadtypes from editor dropdown
11:26:48 <Wolf01> Like electric road
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12:53:51 <andythenorth> quak
12:54:46 <frosch123> moi
12:56:33 <frosch123> let's see how upgrading roads works
12:58:06 <andythenorth> probably better than this wifi
12:58:22 <andythenorth> probably better than this wifi network
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13:01:00 <frosch123> thanks for the demonstration
13:02:20 <andythenorth> it’s fantastic
13:05:23 <Alberth> congrats with the christmas present, all!
13:05:41 <andythenorth> lo Alberth :)
13:05:50 <Alberth> o/
13:18:50 * andythenorth wonders what to do next
13:20:02 <frosch123> should road and tram depots look differently?
13:20:12 * andythenorth wondered
13:20:31 <andythenorth> I dislike the electric tram depot quite a bit
13:20:41 <andythenorth> but for consistencies sake I wondered about keeping it unchanged
13:22:53 <andythenorth> the HAUL depot would make a better tram depot
13:23:03 <andythenorth> and HAUL should look more like it fits with a mine or quarry or such
13:26:59 <Eddi|zuHause> i always used a tram grf with slightly wider rails, which also came with a tram depot
13:34:53 * andythenorth looks
13:35:34 * andythenorth used Light-rail/Tramtracks grf
13:35:42 <andythenorth> which has nice catenary, but horrible depot
13:35:53 <andythenorth> default catenary is really horrible
13:50:08 <Eddi|zuHause> yes
13:59:41 <Wolf01> I was about to see how I could fix the editor roadtypes dropdown before lunch, any suggestion?
14:07:04 <frosch123> what is it supposed to show?
14:07:13 <Wolf01> Not the electric road
14:07:19 <frosch123> why?
14:07:45 <Wolf01> No loaded grf with vehicles for it
14:08:12 <frosch123> then compare GetScenRoadTypeDropDownList with GetRoadTypeDropDownList :)
14:08:40 <frosch123> also i believe HasRoadTypeAvail disallows all roadtypes but normal road
14:09:39 <Wolf01> Yes, you see them but you can't effectively build them
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14:15:51 <Wolf01> :o 2 frogs
14:17:00 <frosch> the other one was jelly of andy's wifi or so
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14:24:39 <Wolf01> Ha! Removed haul but kept elroad
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15:45:09 <andythenorth> too much WIP :P
15:45:17 <Wolf01> :D
15:45:29 <andythenorth> big broken FIRS patch, big unfinished Iron Horse change
15:45:37 <andythenorth> unfinished Road Hog
15:45:48 <andythenorth> and Unsinkable Sam is barely a prototype
15:46:03 <Wolf01> Did they already start to ask for more features on NRT?
15:46:07 <andythenorth> probably :)
15:46:10 <andythenorth> it’s a good sign
15:46:14 <andythenorth> means it’s not ‘meh'
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15:53:00 <Alberth> :)
15:58:00 <frosch> gah, i can't decide whether overbuilding roadstop/bridges/tunnels with different roadtypes should error, convert or upgrade
15:58:16 <Wolf01> Or just build
15:58:18 <frosch> and it is so inconsistent for railtypes that it does not give a good example :p
16:01:50 <Wolf01> Should we be able to build even tramways in editor?
16:05:13 <frosch> they cannot be town-owned
16:05:17 <frosch> only bankrupt-owned
16:05:32 <Wolf01> Ok, then roads only
16:06:49 <Wolf01> I wonder if one day we could have generated maps with connections, and maybe industries too with the possibility to take over single routes
16:10:02 <Wolf01> Good guy adf88 provided a temporary fix for opengfx+ missing graphics :P
16:25:01 <andythenorth> frosch: upgrade = increases compatibility, never reduces it?
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16:28:51 <Wolf01> Yes, like RAIL->ELRL
16:29:10 <Wolf01> For example you can't upgrade ROAD->HAUL
16:29:21 <Wolf01> Only convert
16:37:15 <frosch> andythenorth: in practice yes, in theory compatibilty is not transitive
16:51:03 <andythenorth> upgrade seems like the right thing to do, but is the hardest behaviour to explain
16:51:15 <andythenorth> actually no
16:51:25 <andythenorth> what’s wrong with having to explicitly convert?
16:51:31 <frosch> the best behaviour is the one that does not need explanation :)
16:51:34 <andythenorth> or choose the right type before overbuilding
16:51:45 <frosch> anyway, already pushed
16:51:50 <frosch> made it the same as for railtypes
16:51:52 * andythenorth pulls
16:52:02 <frosch> though the behaviour for bridges and tunnels is meh in for both :p
16:58:08 <andythenorth> so HAUL won’t build over ROAD, but ELRL will build over RAIL
16:58:16 <andythenorth> makes sense
16:58:59 <frosch> and building ELRL over RAIL and RAIL over ELRL both result in ELRL
17:01:18 <frosch> ok, so... roadstops...
17:01:57 <andythenorth> ah I was talking about roadstops :)
17:01:59 <frosch> the gui sprites for road and rail include sprites for build tunnel, but not for build bridge
17:02:00 <andythenorth> sorry
17:02:22 <frosch> the gui sprites for rail do not include sprites for build station and build waypoint
17:02:34 <andythenorth> ok so if road is also present on the tile, I can build RAIL stop over ELRL
17:02:39 <frosch> i think the gui sprites for road should also not include sprites for build busstation and build truckstop
17:03:04 <andythenorth> if road is not present I cannot build RAIL stop over ELRL
17:27:46 <frosch> all gui sprites are meh
17:29:24 <andythenorth> yup
17:29:37 <andythenorth> I would leave them out as far as possible
17:30:10 <andythenorth> it’s nice if they look like what you’re building, cos it’s WYSIWG
17:30:32 <andythenorth> but it’s more important that you can recognise them quickly, and they don’t change a lot between types
17:30:55 <andythenorth> they’re an icon, not a preview
17:31:01 <Eddi|zuHause> <andythenorth> if road is not present I cannot build RAIL stop over ELRL <-- why not?
17:31:12 <andythenorth> because it doesn’t work? o_O
17:31:20 <frosch> it does
17:31:37 <frosch> you can convert any station to any station by overbuilding, same as for railtypes
17:31:53 <frosch> you can only upgrade by building a station over plain track, same as for railtypes
17:32:12 <frosch> as said, it is as inconsistent as for railtypes :)
17:32:31 <frosch> but road does not have anything to do with it
17:34:16 <andythenorth> oh it’s too many variables, my report is wrong sorry :P
17:34:28 <andythenorth> testing requires a very precise set of actions, I didn’t do them :P
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17:46:54 <Wolf01> Needs a better error than "Cannot build road here", is it possible to tell at least "not compatible roadtypes"?
17:51:43 * andythenorth biab, flat battery
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17:52:21 <Eddi|zuHause> can you repair flat batteries with hotglue and tape?
17:52:33 <frosch> Wolf01: please also add a better message for railtypes :)
17:52:53 <Wolf01> Oh, they suffer from that disease too?
17:53:14 <Wolf01> I only use rail (no mono/magl) so I never noticed that :P
17:53:25 <frosch> Wolf01: i could not decide for what is the right behaviour, so i made it exactly the same as for railtypes
17:53:48 <Wolf01> It's ok for me, at least is consistent
17:53:53 <frosch> Eddi|zuHause: everything that easily burns is suitable to mess with batteries
17:55:31 <Wolf01> Bah... I'm watching a dvd rip because I'm too lazy to connect the dvd player and play my own dvd... but the overall quality makes me want to do that
17:55:56 <Eddi|zuHause> anyway, back to my original question before: what i think should happen if you build a RAIL station on a tile that has ELRL is the same as when you build a RAIL trackbit on a tile that has ELRL, so it should automatically upgrade to ELRL
17:56:15 <Eddi|zuHause> no matter if there is ROAD or not
17:56:24 <Wolf01> +1
17:56:49 <Wolf01> And you shouldn't be able to build HAUL roadstop over ROAD
17:57:05 <Wolf01> But it builds ROAD roadstop instead
17:57:33 <Wolf01> It should be changed for train too if that's the case
17:58:08 <frosch> yep, same for rail :)
17:58:35 <frosch> rail + elrail station -> elrail station; elrail + rail station -> command failed
17:58:52 <frosch> rail station + elrail station -> elrail station; elrail station + rail station -> rail station
17:59:32 <Wolf01> Which is not backwards compatible, so it will break your route
18:01:25 <Wolf01> That could be ok for non-track tiles... but meh
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18:45:16 <andythenorth> also now we can add subways
18:45:23 <andythenorth> killer feature
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18:47:04 <frosch> maybe there should be an option to assign trucks to airports, to increase the airport cargo throughput
18:48:11 <andythenorth> transferring the baggage? o_O
18:48:49 <frosch> i did not dare to suggest to add inner-airport roads :p
18:49:11 <andythenorth> faster conveyor belts
18:49:25 <andythenorth> I need that no-junctions patch, for point-to-point
18:49:33 <andythenorth> then NRT can provide conveyors and pipes :P
18:50:05 <Eddi|zuHause> it really should not do that...
18:50:27 * andythenorth thinks Eddi just says that for encouragement
18:50:34 <frosch> since when can pipes not branch?
18:50:39 <andythenorth> reverse pyschology
18:50:54 <andythenorth> if they branch, how does the milk know which branch to take? :o
18:51:35 <frosch> the new one into the branch, the old one from the branch can continue
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19:06:57 <frosch> even andy's wifi is good compared to that :)
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19:08:15 <Wolf01> <andythenorth> I need that no-junctions patch, for point-to-point <- lol
19:08:33 <Wolf01> Got to go, dinner
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19:30:09 <Frage> Hey all. Anyone who can help me get openttd working on Android?
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19:36:20 <andythenorth> Don’t leave me hanging on like a yo-yo
19:36:25 <andythenorth> Wake me up before you go-go
19:44:27 <andythenorth> ho, what smells bad about my ship size schema?
19:44:30 <andythenorth> o_O
19:44:37 <andythenorth> I have large, small, mini, micro
19:45:47 <DorpsGek> Commit by translators :: r27715 trunk/src/lang/spanish.txt (2016-12-26 19:45:38 +0100 )
19:45:48 <DorpsGek> -Update from Eints:
19:45:49 <DorpsGek> spanish: 2 changes by SilverSurferZzZ
19:47:45 <Alberth> too many sizes?
19:50:04 <Alberth> "micro" for ships doesn't make much sense?
19:50:16 <Alberth> "huge" is missing?
19:50:32 <Alberth> /me is just making random guesses
19:50:35 <Redirect_Left> Surely a 'micro' ship is just a dinghy?
19:50:50 <Redirect_Left> with a single envelope of mail on it
19:51:17 <Alberth> you send those by pigeon :)
19:51:28 <Redirect_Left> ah, of course.
19:52:09 <Alberth> hmm, aircraft set with pigeons :p
19:52:31 <Redirect_Left> Let's spice it up a bit, use owls!
19:52:37 <andythenorth> there’s no ‘medium'
19:52:38 <andythenorth> :P
19:52:39 <Redirect_Left> Pigeons are so predictable and old school!
19:52:43 <andythenorth> medium is boring
19:52:44 <Alberth> good idea :)
19:53:25 <Alberth> sounds like a nice experiment :)
19:56:51 <andythenorth> so what will the WaterTypes spec be? o_O
19:58:27 <frosch> i thought canal road is next?
20:05:26 <andythenorth> is hax? :)
20:05:34 * andythenorth needs electrified canal
20:06:06 <frosch> eels?
20:06:24 <andythenorth> yes
20:06:24 <andythenorth> exactly
20:06:25 <andythenorth> EELS would be the label
20:06:38 <frosch> :)
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20:12:14 <andythenorth> electric canals http://www.lowtechmagazine.com/2009/12/trolley-canal-boats.html
20:12:18 <andythenorth> there are some extant in france
20:12:32 * andythenorth was trolling, but as usual RL trolls back stronger
20:12:36 <Redirect_Left> wow, that's an odd idea
20:12:59 <Redirect_Left> I assume there is some sort of huge fuse so if a certain part of it falls into the canal it won't kill all the wildlife in the water within X radius of the fault...
20:23:18 <Snail> hey Andy, I was looking for the list of your FIRS cargo
20:23:23 <Snail> I was referring to this: http://bundles.openttdcoop.org/firs/releases/LATEST/docs/html/code_reference.html
20:23:42 <Snail> but I fear it’s incomplete… I read somewhere you added some new cargoes like Explosives
20:23:46 <Snail> but I can’t fing them there
20:24:26 <frosch> try replacing "releases" with "push" in the url
20:25:51 <Snail> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.htm —> 404 Not Found :(
20:26:28 <frosch> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html <- you dropped an "l"
20:27:10 <andythenorth> Snail: http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html#cargos
20:27:31 <Snail> works, thanks
20:49:25 <Snail> andythenorth: maybe a silly question… but don’t you think the Vehicles Factory could also churn out Engineering / Farm supplies?
20:49:31 <andythenorth> it could
20:49:34 <Snail> like excavators, tractors...
20:49:35 <andythenorth> but it doesn’t currently
20:49:44 <Snail> any plans to do that?
20:49:54 <andythenorth> no
20:50:07 <andythenorth> there is the Machine Shop for that
20:50:44 <andythenorth> it would be hard to decide whether to drop FMSP or ENSP
20:50:52 <andythenorth> it’s better to avoid the question
20:51:15 <Snail> ah…. because industries can only produce two products?
20:51:37 <andythenorth> yup
20:57:20 <andythenorth> not sure what to do for pax ships
20:57:32 <andythenorth> my notes say ‘probably all ideas are wrong’ :P
20:58:26 <andythenorth> last idea was
20:58:36 <andythenorth> - fast, very uncomfortable, normal loading
20:59:08 <andythenorth> - medium, +/-0 on comfort (cargo penalty), fast loading
20:59:23 <andythenorth> - slow, very comfortable (cargo payment bonus), slow loading
20:59:35 <andythenorth> and 3 sizes of each
21:01:11 <andythenorth> so hydrofoil/hovercraft; commuter ferry; pax liner
21:01:19 * andythenorth is seriously unconvinced
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21:07:26 <fleet75> helloooo
21:08:21 <fleet75> idk but for some reason or another nuts train set seems give me a less than a frame a second, but only on servers
21:13:29 <frosch> and why would you blame that onto a train set?
21:16:02 <fleet75> if i join a server without the nuts train set which is 32bpp it works as expected
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21:17:19 <frosch> try disabling "full animation" in the menu
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21:18:21 <fleet75> kk thx
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21:31:55 <fleet75> actually i have no idea that its nuts trains set but i think it might be
21:32:09 <fleet75> i have gone through all the different blitters and none of them have an affect on the framerate
21:32:58 <fleet75> the framerate dies as soon as you enter the server, going from like 2fps to 2 seconds a frame
21:34:59 <_dp_> fleet75, which server is it? Did you try any other servers with nuts?
21:35:14 <peter1139> sprite cache size?
21:37:53 <fleet75> i tried it on openttdcoop welcome server, public server, and pro zone server
21:38:23 <fleet75> the welcome server works absolutely fine, however the public and pro zone servers framerate do what i just said
21:39:10 <Eddi|zuHause> i'd also suspect the sprite cache
21:39:24 <Lejving> should mention that it worked fine offline fleet75 right?
21:40:06 <Eddi|zuHause> but make sure that it's not just their massive networks that slowing things dow
21:40:08 <Eddi|zuHause> n
21:40:39 <Eddi|zuHause> (i did type that n, but then sausage-fingered backspace when hitting enter)
21:41:05 <fleet75> yup was going to mention that at one point i downloaded the pro zone server and it run as expected, and just ran the public server offline and it worked fine
21:41:38 <Eddi|zuHause> there's also a way to force the game to run in 8bpp mode, but it involves secret config settings
21:42:06 <Eddi|zuHause> that may or may not actually improve things
21:42:22 <fleet75> tried that, no effect
21:42:30 <fleet75> might not even be the nuts train set
21:42:46 <_dp_> fleet75, check citymania #0 it has nuts also
21:42:48 <Eddi|zuHause> more likely to be the industry set
21:42:55 <_dp_> most of it is disabled though...
21:43:19 <Eddi|zuHause> YETI
21:43:50 <fleet75> prozone runs yeti, but public server doesnt
21:44:10 <Eddi|zuHause> fleet75: even if you specify 8bpp blitter on the command line, the game will still turn on 32bpp mode if a newgrf requests it, there's a separate config setting to override that
21:45:03 <fleet75> i changed the blitter setting in the openttd.cfg file if thats what you mean
21:45:13 <Eddi|zuHause> yes, that's not enough
21:46:03 <fleet75> oh wheres the second config?
21:46:34 <fleet75> i thought it was as all the buttons seemed lower quality and the trains looked like they were in 8bpp
21:49:40 <Eddi|zuHause> i think it's the "support8bpp" option
21:49:54 <Eddi|zuHause> but you need to look at what the values are
21:50:07 <Eddi|zuHause> it was something like no/software/hardware or something
21:50:43 <fleet75> oh kk
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21:51:38 <Eddi|zuHause> it might be called differently, or changed
21:51:49 <Eddi|zuHause> my info on that is very old
21:53:01 <fleet75> yh its support8bpp u=i need to change it to system
21:53:07 <fleet75> i*
21:54:09 <fleet75> it still doesnt seem to do anything
21:54:26 <fleet75> alot of other people on #openttdcoop seem to be having the same issue
21:56:46 <andythenorth> frosch: you’re away for some time now?
21:57:45 <frosch> yep, gone in an hour for 7..9 days
21:59:04 <frosch> my nrt todo list does not contain anything important, so people can play for a week :p
22:00:50 <andythenorth> happy new year :)
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22:01:51 <frosch> btw. i made the "overlay" sprites optional
22:02:17 <frosch> at least i think i did :p
22:02:19 <andythenorth> ok so I could drop those from Road Hog
22:03:07 * andythenorth learning about ship size names
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22:08:29 <peter1139> 120km today
22:09:08 <frosch> on your home trainer?
22:09:24 <peter1139> Nah, just my bicycle.
22:09:37 <peter1139> I actually leave my house these days.
22:09:55 <__ln__> sounds dangerous
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22:14:17 <peter1139> 12,650km this year
22:15:36 <frosch> so you do that trip every 3 days?
22:17:49 <frosch> did you get a job as bicycle courier?
22:18:45 <frosch> otherwise that is quite a lot
22:19:15 <Wolf01> He's the newspaper delivery kid
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22:23:28 <peter1139> Nah, 12km cycle commute to the office, plus weekend rides.
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22:35:59 * andythenorth driven away by flakey wifi
22:36:03 <andythenorth> bye :)
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23:43:44 <Supercheese> RoadTypes?!?!
23:43:46 <Supercheese> What is this madness?
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23:44:34 <Wolf01> What? Where?
23:44:44 <Supercheese> https://www.tt-forums.net/viewtopic.php?f=33&t=75637
23:44:50 <Wolf01> Really?
23:45:29 <Wolf01> Didn't ever notice that
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