IRC logs for #openttd on OFTC at 2016-12-28
            
00:00:49 <debdog> ;)
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00:54:29 <Wolf01> 'night
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02:39:00 <lorran78> strange
02:39:10 <lorran78> now it works no error
02:39:22 <lorran78> i just run the make command from shell again
02:40:04 <lorran78> just these info while compiling
02:40:06 <lorran78> ←[K nmlc info: Concurrent Action10 labels: 1/240 ("src/header.pnml", line 116) ←[K nmlc info: Concurrent spritesets: 4/255 ("src/truck_bulk.pnml", line 18) ←[K nmlc info: Concurrent spritegroups: 27/256 ("src/truck_flatbed.pnml", line 7 8) ←[K nmlc info: Concurrent ActionD registers: 17/64 ("src/truck_flatbed.pnml", li ne 78)
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02:51:12 <lorran78> all my introduction date works yes!!!!!! :p
03:32:00 <Eddi|zuHause> well, the info is just for info...
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10:11:15 <Alberth> o/
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10:13:16 <andythenorth> lo Alberth
10:27:40 <Alberth> I can help with adding NRT into the grfspecs, but maybe it should be delayed until it's officially in OpenTTD?
10:28:18 <Alberth> otherwise "spec" might become a collection of possible future extensions :)
10:28:47 <andythenorth> it needs a draft
10:28:59 <andythenorth> so that test grfs can be made
10:29:00 <Alberth> definitely
10:29:03 <andythenorth> so that we can find the bugs
10:29:23 <andythenorth> I am hoping that a few other newgrf authors might make grfs
10:29:29 <Alberth> the features :p
10:29:56 <Alberth> hmm, did you mention existence of hacked NML ?
10:30:07 <andythenorth> first post
10:30:10 <andythenorth> where no-one looks
10:30:28 <Alberth> :)
10:30:54 <Alberth> I didn't need to read what NRT is :)
10:35:37 <andythenorth> what’s not 100% clear is the cases where railtypes spec features are dropped or deviated from
10:35:43 <andythenorth> ottd code knows though
10:36:07 <andythenorth> apart from GS and AI, frosch thought it was ‘done'
10:37:28 <Alberth> great
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11:05:15 <peter1139> apt 1.0.9.8.4
11:05:21 <peter1139> and we thought our versioning was bad
11:06:41 <SpComb> tex version 3.14159265
11:19:59 <Alberth> a sign of good quality, 8 digits after so many years :)
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11:22:01 <Wolf01> Moin
11:26:53 <__ln__> moingiorno
11:28:12 <Wolf01> Meh, I need to sell another 0.04€ steam card to purchase a game
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11:35:08 <TyrHeimdal> oh, hi!
11:35:09 <TyrHeimdal> :)
11:35:35 <TyrHeimdal> Question; I'm running a game with FIRS, but can't seem to find a way to transport food or sand by train..?
11:35:57 <TyrHeimdal> any suggestions, or isn't that supposed to be possible?
11:36:02 <Wolf01> Hi, you need a compatible vehicle set too
11:36:26 <andythenorth> there are several good ones
11:39:40 <TyrHeimdal> that sounds...reasonable.. ><z
11:39:43 <TyrHeimdal> -z
11:39:57 <TyrHeimdal> Guesst I'll go grab one :) Thanks!
11:40:18 <Wolf01> Don't forget ships and aircrafts too
11:40:27 <Deactivated> As others have said, you need a train set - NARS or UKRS should be alright? Another one could be NUTS, but don't forget to look into the parameters and enable all the hoppers, etc.
11:40:27 <andythenorth> NARS 2, UKRS 2, Iron Horse, 2CC trains, OGFX+ Trains
11:40:27 <Wolf01> Maybe trams
11:43:19 <Wolf01> andythenorth, how feasible could be to provide an extension for cargo vehicles along with industries? Maybe which auto deactivates if senses other grfs, no graphics, just default vehicles extended for new cargo
11:43:50 <andythenorth> feasible
11:44:00 <andythenorth> not so easy to deactivate though
11:44:04 <Deactivated> wot
11:44:19 <Wolf01> Non my fault :P
11:44:25 <Wolf01> *Not
11:44:31 <Deactivated> xD
11:44:51 <Deactivated> Right now I'm configuring my IRC client, decided to do it finally
11:44:57 <andythenorth> Wolf01: historically, it has been frowned upon mixing vehicles with industries etc :P
11:45:26 <andythenorth> I think it would be feasible to pick a couple of baseset wagons and extend them to ‘all classes'
11:45:31 <andythenorth> from FIRS
11:45:47 <andythenorth> the other vehicle newgrfs would then deactivate the default vehicles as they see fit
11:46:10 <andythenorth> once it’s coded, it doesn’t need maintenance, as it’s just cargo classes
11:46:27 <andythenorth> maybe Eddi|zuHause will do it :D
11:46:33 <Wolf01> Sure :)
11:46:53 <andythenorth> probably Eddi will put me on ignore now for silly suggestions :(
11:47:00 <Deactivated> lol
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12:34:24 <Eddi|zuHause> <andythenorth> the other vehicle newgrfs would then deactivate the default vehicles as they see fit <-- that doesn't work, as each newgrf operates on a different copy of the original vehicles, unless it's using override
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12:35:06 <Eddi|zuHause> so if you modify the original vehicles in the industry grf, we will forever get questions about being able to disable the original vehicles...
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13:05:17 <lorran78> i am trying to make newgrf to change intro date of ships and aircrafts
13:05:35 <lorran78> but i can't find the code for original ships and aircrafts
13:06:40 <lorran78> like this example for trains : item(FEAT_TRAINS, sh30, 23) { i am looking for the code of ships and aircrafts (here it's "sh30")
13:08:30 <Eddi|zuHause> the "sh30" is irrelevant, it's only used inside your grf, you can write what you want. the "23" is the important bit
13:08:46 <lorran78> oh i see!
13:09:40 <lorran78> then if i put 1 it means the first aircrafts of the game?
13:09:50 <Eddi|zuHause> no, 0 is the first
13:09:53 <lorran78> ok :)
13:10:12 <lorran78> thx :)
13:11:25 <lorran78> this page https://wiki.openttd.org/Aircraft is in good order?
13:11:30 <lorran78> 0 to ....
13:12:35 <Eddi|zuHause> you're better off with this page https://newgrf-specs.tt-wiki.net/wiki/NML:List_of_default_vehicle_IDs
13:13:22 <lorran78> oh thx :p
13:13:30 <lorran78> i was looking for such page
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14:23:57 <andythenorth> new ship property: number of holds
14:24:55 <andythenorth> player can change them in depot (range defined by newgrf)
14:25:08 <andythenorth> default number is 1
14:25:32 <andythenorth> total capacity = ship capacity * number of holds
14:25:41 <andythenorth> newgrf sets an appropriate value for capacity
14:25:52 <andythenorth> no compatibility problems, existing sets just keep on working
14:26:20 <andythenorth> no support for multiple cargos, by design
14:32:21 <Alberth> how is that better?
14:33:01 <Alberth> same ship graphics but different capacity?
14:33:33 <andythenorth> yes
14:33:42 * andythenorth will screenshot something
14:33:49 <Alberth> sounds confusing :)
14:34:04 <V453000> hello :)
14:34:12 <Alberth> hello V
14:34:29 <V453000> hot humanz doing?
14:34:39 <V453000> how?
14:35:12 <Alberth> hacking code, waiting for the fireworks :)
14:35:30 <Alberth> much like your yetis do wrt the latter, I guess
14:35:34 <V453000> code exploding?
14:36:07 <Alberth> nah, I shuffled stuff mostly to a good spot before :)
14:36:15 <Alberth> just needs small adjustments :)
14:36:40 <andythenorth> http://dev.openttdcoop.org/attachments/download/8296/ship-refit-capacity.png
14:37:07 <andythenorth> ‘problem’ is having ships which are right-size for a route
14:37:08 <Alberth> so far, at least for 'save'. 'load' will be much messy-er
14:37:20 <andythenorth> trains can be composed; RVs are low capacity, just add more vehicles
14:37:31 <andythenorth> planes don’t seem to have this problem
14:37:46 <andythenorth> using the subtype-refits works for gameplay
14:37:47 <V453000> :) I'm trying to paint more BRIX Stuff:) it is great, not nearly as technical process as 3D work, but you see your results immediately
14:37:50 <andythenorth> but is a horrible hack
14:38:08 <V453000> which is very refreshing
14:38:20 <andythenorth> :)
14:38:53 <Alberth> the BRIX screenshot shows a huge difference, it's great
14:39:26 <V453000> Andy, what's the point of 1 ship able to refit to various capacities?
14:39:28 <Alberth> aircraft likely have the same problem, but you mostly don't use them :)
15:08:36 <andythenorth> V453000: having 3 different ships at 240 / 300 / 360t is daft
15:08:55 <andythenorth> also they’ll never ever get drawn
15:20:47 <V453000> XD
15:20:57 <andythenorth> Alberth: aircraft are just for supplies :P so only 100t needed
15:21:45 <V453000> Andy drawing air shits ?
15:24:18 <andythenorth> zellepins are done already
15:37:26 <supermop> good morning
15:39:04 <andythenorth> for ship gameplay that screenie I posted works fine
15:39:08 <andythenorth> there’s no station refit, but eh
15:39:18 <andythenorth> but the subtype string looks fricking stupid
15:40:10 <Alberth> subtypes are weird anyway :)
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15:44:27 <supermop> should i go to cuba for a weekend next week?
15:47:57 <Eddi|zuHause> any reasons why you shouldn't?
15:49:23 <supermop> $500 for 3 days a bit steep
15:49:56 <supermop> plus $50 for a visa which isnt bad
15:58:47 <__ln__> it may be your last chance for a long time
16:00:05 <__ln__> after president drumpf cancels negotiations with cuba and you'll need to travel through canada again
16:04:37 <Eddi|zuHause> or maybe he will be best friends with cuba, you never know with this guy...
16:04:57 <supermop> dont mind going through canada or mexico, but I think he'd rather quietly remove the embargo seeing as he illegally did development there in the 90s
16:05:29 <supermop> anywhere where he can bribe or get bribed for hotels he'll be friends with probably
16:06:53 <Eddi|zuHause> i don't really know many of your other guys, but he's definitely reaching for the top on "most corrupt president ever"
16:07:14 <supermop> more likely, facial recognition sees my wife at the million woman march in DC, compares that to travel records, and then administration can lean on her to prove she was in cuba for educational reasons as per visa if they want to put pressure on in the future
16:08:24 <Eddi|zuHause> well, that's what happens when you live in a police state
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16:09:00 <supermop> Eddi|zuHause: just hoping this cabinet is too moronic and petty to actually run a real police state
16:09:00 <Wolf01> <Eddi|zuHause> well, that's what happens when you live in a freedom state <- fixed
16:10:34 <supermop> seeing as most cabinet positions seem to be being filled based on how well the candidate fills trumps preconceived stereotypes of what a X Secretary should look like rather than for coherent ideology or desire to work together
16:11:20 <supermop> hence trump-ish diplomat john bolton passed over for State because his moustache looked wrong
16:12:55 <supermop> so my hope is that flynn and matthis end up fighting each other too much to ever conduct any real war
16:15:42 <Eddi|zuHause> these names mean nothing to me
16:16:39 <supermop> lucky for you
16:28:36 <supermop> hmm i do have to come up with an officially approved reason to travel to cuba
16:33:04 <Eddi|zuHause> and that's different than just stating "business or pleasure?"
16:35:52 <supermop> yeah
16:36:15 <supermop> http://www.ecfr.gov/cgi-bin/retrieveECFR?gp=&&mc=true&n=sp31.3.515.e&r=SUBPART&ty=HTML#se31.3.515_1561
16:37:31 <Wolf01> "none of the above"?
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16:41:08 <Wolf01> It's wonderful how you must have something to do in a place to visit it, because if I want to go to Cuba for pleasure is not possible
16:44:12 <andythenorth> Eddi|zuHause: "most corrupt president ever" <- he’s got a way to go yet
16:44:23 * andythenorth is reading about Clinton and Nixon currently
16:44:34 <andythenorth> Nixon is no surprise, but Cuddly Bill is not so cuddly
16:45:25 <andythenorth> supermop: I know someone who went to Cuba recently
16:45:29 <andythenorth> had a great time
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16:47:37 <andythenorth> O/T: where’s the needle on the “ottd is dying’ scale? Up or down?
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16:48:15 <Wolf01> Perpendicular on z-axis
16:48:33 <_dp_> andythenorth, it fell off
16:48:41 <Eddi|zuHause> supermop: that reads like it's for bringing cash, not necessarily just going some place
16:56:35 <Alberth> andythenorth: // in nml source code?
16:57:15 <Alberth> or, do you really want integer division? :p
16:57:24 <andythenorth> Alberth: from the fragment in my forum post?
16:57:28 <andythenorth> or somewhere else
16:57:42 <supermop> andythenorth: he's notable for being so far along and not even president yet
16:58:07 <andythenorth> supermop: I’m not excusing the man :) It’s not a game where being relatively less bad makes him good :)
16:58:10 <supermop> also people always forget about reagan
16:58:28 <Alberth> fragment in forum post
16:58:50 <andythenorth> according to a polemic by Christopher Hitchens, Nixon and Kissinger deliberately sabotaged Vietnam peace talks to get elected, prolonging the war by another 4 years
16:58:54 <Alberth> https://www.tt-forums.net/viewtopic.php?p=1180787#p1180787
16:58:55 <andythenorth> Alberth: oops :)
16:59:19 <andythenorth> changed to hashes
16:59:25 <Alberth> :)
16:59:27 <supermop> andythenorth: was always jealous when i lived in UK that people could go to cuba so easily from there
16:59:39 <andythenorth> it is actually not commented in nml source, but I tested it and it causes an assert
17:00:10 <Alberth> it wouldn't parse otherwise, I think :)
17:00:36 <peter1139> so is ottd any good in vr?
17:01:19 <andythenorth> probably awesome eh?
17:01:27 <andythenorth> immersive pixels
17:01:32 <Alberth> depends on how well you modeled the computer screen
17:01:41 <andythenorth> I wondered that
17:01:53 <andythenorth> I assume you have a simulation of your room?
17:01:54 <peter1139> https://youtu.be/sQhLk9OIcdU?t=34s
17:01:56 <peter1139> aww yeah
17:02:37 <andythenorth> he’s not using FIRS though
17:02:41 <peter1139> heresy
17:03:09 <Wolf01> It is speed limit supported? Nice, didn't know
17:03:15 <andythenorth> apparently :)
17:03:17 <andythenorth> I tested it
17:03:35 <Alberth> peter1139: :O really? wow :)
17:03:37 <supermop> peter1139: that's what i need
17:03:53 <andythenorth> did openttd just jump the shark? o_O
17:04:11 <supermop> NotSharkTypes
17:04:44 <Alberth> we need a NotFish newgrf
17:05:33 <andythenorth> I’m making it :P
17:05:46 <andythenorth> https://en.wikipedia.org/wiki/Jumping_the_shark
17:06:26 <Wolf01> <andythenorth> did openttd just jump the shark? o_O <- I don't know if we really got so much interest from people, maybe from those 3 or 4 grf artists
17:06:56 <Wolf01> People will come when they'll read "Feature: NRT"
17:07:22 <Eddi|zuHause> andythenorth: no, "jumping the shark" for openttd was definitely when 32bpp was introduced
17:08:14 <andythenorth> probably :)
17:08:41 <andythenorth> can’t be stuck in the past forever, eh?
17:08:57 <Wolf01> We have to change the UI
17:08:58 <andythenorth> look at all the high-quality new gameplay 32bpp has unlocked
17:08:59 <Wolf01> ;)
17:10:13 <andythenorth> make it have optional colour schemes
17:10:17 <andythenorth> peter1139 has a patch for that
17:10:44 <andythenorth> shame none of the redditers want to contribute
17:10:51 <andythenorth> there is quite a little community on there
17:11:03 <andythenorth> and not very toxic, by by understanding of reddit standards
17:11:08 <andythenorth> by my /s
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17:22:17 <andythenorth> ach ship loading speeds
17:22:25 <andythenorth> normalising them might be stupid
17:22:38 <andythenorth> means 40t ship would take same time to load as 500t ship
17:23:17 <andythenorth> [loading speed is normalised for trains / RVs in my other grfs)
17:32:33 <andythenorth> teddy bear says don’t normalise
17:32:33 <andythenorth> thanks
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17:36:29 <peter1139> Eddi|zuHause, 32bpp or 4x zoom
17:36:35 <peter1139> stupid coder
17:36:49 <peter1139> that was only ever feature creep
17:37:03 <peter1139> x2 zoom would be nice cos 1x is a bit small.
17:37:07 <Eddi|zuHause> peter1139: that was both the same thing for me
17:37:18 <andythenorth> 4x zoom is awesome for checking pixels
17:37:24 <peter1139> oh look how easy it is to add 2x sprites white we're at it
17:37:31 <peter1139> oh why not 4x
17:37:34 <peter1139> stupid stupid
17:37:44 <andythenorth> yes but now we have experience :)
17:37:44 <peter1139> at least 32bpp wasn't my fault
17:38:39 <peter1139> z-levels would've been useful
17:38:47 <peter1139> tunnels and shiznaz
17:42:29 <Wolf01> Wondering if town zone could be easily implemented for roadtypes
17:44:01 <Eddi|zuHause> Wolf01: needs storing in the tile, to be halfway efficient
17:44:26 <andythenorth> does town zone change over time?
17:44:27 <Eddi|zuHause> Wolf01: maybe reuse the bits that currently store pavement/lights/trees
17:44:34 <Eddi|zuHause> andythenorth: yes, when the town grows
17:44:42 <andythenorth> ach, so it can’t be checked when constructing
17:44:43 <Wolf01> Yes I read about that inefficiency for rail tiles, that's why only level crossings have that
17:44:49 <andythenorth> that would be the most efficient :P
17:46:09 <andythenorth> m6 bits 5..3?
17:47:08 <andythenorth> are pavements, trees, lights a proxy for townzone anyway?
17:49:36 <andythenorth> Wolf01: town zone is probably available already
17:50:01 <andythenorth> either it will work from parent, if roads have town as parent
17:50:16 <Wolf01> Roadtypes should be able to provide different graphics if in town or country
17:50:17 <andythenorth> or it can be read as an 80+ var from offset 14 http://marcin.ttdpatch.net/sv1codec/TTD-locations.html
17:51:03 <andythenorth> unless the roads don’t have access to those vars
17:52:22 <Wolf01> We could provide the access
17:52:58 <Wolf01> IF there isn't a sensible performance drop and we all agree
17:53:19 <andythenorth> railtypes don’t have a parent, so RATT won’t either
17:53:44 <andythenorth> bridges do, which seems bizarre
17:53:46 <andythenorth> but eh
17:54:21 <Eddi|zuHause> bridges have the other bridge head as parent?
17:54:46 <andythenorth> apprently the town https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2#Type
17:54:49 <andythenorth> or the docs are wrong
17:55:07 <andythenorth> "This seems to be some draft spec for TTDPatch support. The implementation status is unknown."
17:55:44 <Eddi|zuHause> doesn't sound very useful
17:56:22 <andythenorth> Wolf01: you need to learn nml :)
17:56:26 <andythenorth> then you could make a test grf
17:59:10 <Wolf01> I could always ask you for a test grf
17:59:11 <Wolf01> :P
18:00:13 <Wolf01> I think that with nml I'll be worse than the guy which is trying to change the introduction year XD
18:02:03 <andythenorth> it’s only declarative programming, mostly
18:02:31 <andythenorth> if that’s a thing
18:02:36 <Wolf01> But I'll need to know all that stuff in the docs
18:03:17 <andythenorth> I don’t know it
18:03:25 <andythenorth> I have to look it up 2 out of 3 times :)
18:08:39 <supermop> so nrt is on forums now
18:09:49 <Eddi|zuHause> andythenorth: it sounds close enough to being a real thing :p
18:09:54 <Wolf01> We decided so
18:10:14 <andythenorth> for better or worse :)
18:10:29 <supermop> should i play it?
18:10:37 <Wolf01> If you want
18:10:40 <Eddi|zuHause> is there going to be a feature freeze/beta this year?
18:11:14 <Eddi|zuHause> was anything actually added this year?
18:12:00 <Wolf01> Some little features were added, nothing big as NRT
18:12:00 <andythenorth> supermop: you should play it
18:12:43 <andythenorth> Eddi|zuHause: many many translation updates
18:12:46 <andythenorth> some bug fixes
18:13:06 <andythenorth> some saveload code changes are in trunk, not sure if that’s backported for next stable
18:13:22 <andythenorth> vehicle dragging in depots was improved
18:13:24 <_dp_> hm... is there any terrain setting between "completely flat" and "unplayable"?
18:14:00 <Eddi|zuHause> _dp_: try the variation setting?
18:14:10 <andythenorth> _dp_: which climate?
18:14:16 <andythenorth> it makes difference sadly
18:14:35 <_dp_> arctic.. I guess
18:14:48 <andythenorth> nah I got nothing
18:14:59 <andythenorth> I never managed to get a pleasing arctic map
18:15:06 <_dp_> variety doesn't help coz max height is too low on very flat
18:15:17 <_dp_> and just flat is already way too mountaneous
18:15:28 <Eddi|zuHause> _dp_: hilly with variation
18:15:39 <Eddi|zuHause> _dp_: should add hilly parts and flat parts
18:15:44 <andythenorth> I would turn variety distribution off
18:15:58 <andythenorth> somebody looked at the code and found it doesn’t do what it’s claimed to do iirc
18:16:01 <andythenorth> probably peter1139
18:16:27 <Wolf01> Play a heightmap?
18:16:50 <andythenorth> so many things that could be improved :D
18:16:55 <andythenorth> but eh, the forums want subways
18:16:58 <andythenorth> and more super realism
18:17:04 <andythenorth> forums is as forums does :)
18:17:08 <Wolf01> Fuck realism
18:17:41 <andythenorth> quite
18:18:14 <Wolf01> I want to please my eye, also with things which aren't realistic
18:18:49 <_dp_> Eddi|zuHause, yeah, the best I got so far is flat + some variety + very smooth
18:19:07 <andythenorth> one day V will finish BRIX
18:19:08 <andythenorth> or die trying
18:19:22 <_dp_> still too hilly to my liking
18:19:36 <_dp_> I'd like to have flat map but with decent snow
18:19:43 <andythenorth> big ask :)
18:20:05 <andythenorth> have you got low water?
18:20:13 <supermop> hmm testing non-electric trams in 1940 was maybe the wrong idea
18:20:14 <_dp_> yep
18:21:04 <andythenorth> supermop: now I have total dilemma: add diesel trams for 1960s?
18:21:08 <andythenorth> (for freight)
18:21:14 <andythenorth> :P
18:21:16 <andythenorth> such realisms
18:21:35 <supermop> there is a light rail DMU somewhere in new jersey
18:21:43 <supermop> but that would be like 1990s
18:21:54 <andythenorth> I was thinking dump trams for mines and stuff
18:21:59 <andythenorth> but eh, swap to HAUL
18:22:17 <andythenorth> also the electric trams are unrealistic and anachronistic
18:22:23 <supermop> cute 600mm diesel shunter?
18:22:44 <andythenorth> I’ve talked myself out of it
18:22:49 <_dp_> why doesn't max_height go below 15?
18:22:59 <_dp_> that could help
18:23:14 <supermop> why not add objectively shitty diesel trams in modern era
18:23:38 <supermop> in case someone is starting a game late and needs something cheap to bootstrap?
18:23:39 <andythenorth> I’ll consider it
18:23:51 <andythenorth> I think it would be another roster
18:24:00 <supermop> i mean there will be other tram new grfs eventually
18:24:15 <andythenorth> I like all these fake electric trams
18:24:23 <supermop> also trolley buses and trucks
18:25:29 <supermop> when do i get haul truc ks
18:25:44 <andythenorth> 1950s or so
18:25:58 <andythenorth> they’re limited scope currently
18:28:49 <andythenorth> I’ll add more when I get to it
18:29:00 <andythenorth> steel mill haulers, container port haulers
18:30:20 <supermop> there are a lot in heqs that seem suited
18:30:37 <supermop> the heqs steam trains too
18:31:05 <supermop> did you do NRT just for steel town eyecandy?
18:34:01 <andythenorth> err…maybe :P
18:34:04 <andythenorth> also bye
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18:34:49 * _dp_ more settings for the god of settings
18:35:24 <_dp_> citymania.mapgen.override_max_heightlevel
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19:21:45 <supermop> so for some reason i am now numbering parts to be 3d printed in base 4
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19:34:47 <Alberth> obviously, you always need 3 sides for 3d printing :p
19:34:52 <Eddi|zuHause> wouldn't base 8 be better?
19:36:04 <Alberth> or base 6, if you're worried about top and bottom sides
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19:46:48 <supermop> base 6 fits better with the number of parts i need to print
19:47:02 <supermop> 6 pairs in one print, 24 singles in another
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19:49:12 <supermop> but base 4 looks nice
19:49:26 <V453000> heyo supermop
19:49:27 <V453000> :)
19:49:34 <supermop> yo v
19:49:41 <V453000> how u doin?
19:49:51 <supermop> back at the office
19:49:57 <V453000> already?
19:50:27 <supermop> obviously wasting time thinking up the best looking numbering system for 3d printed molds tho
19:50:42 <V453000> XD
19:51:45 <_dp_> CityMania Christmas event starts in 10 minutes, everyone is welcome to join! (CityMania server #9)
19:52:19 <supermop> _dp_: whats that
19:52:33 <supermop> going to get lunch
19:52:53 <_dp_> our special city-builder event)
19:57:45 <__ln__> when will OTTD support building walls?
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19:58:16 <Wolf01> __ln__, just newobjects?
20:01:13 <__ln__> dunno what newobjects is, sounds something way too new
20:02:20 <Wolf01> https://grfcrawler.tt-forums.net/index.php?do=list&cid=7
20:07:56 <__ln__> will such a wall be functional or just decoration?
20:08:02 <Wolf01> Decoration
20:08:42 <__ln__> then it will not stop mexicans
20:09:08 <Wolf01> http://orig05.deviantart.net/fd60/f/2013/048/d/b/what_if_openttd_was_real_____by_dragracingotaku-d5vccar.png lol... could be another jump of the shark... too bad it will never be
20:11:30 <Wolf01> __ln__ for example: http://www.simuscape.net/simutalk/viewtopic.php?f=158&t=748
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20:44:14 <peter1139> let's do it
20:51:55 <lorran78> hello :p
20:52:41 <lorran78> what is the difference between model_life: vehicle_life: ?
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20:53:50 <__ln__> a wall that you can build to prevent your competitors from entering your territory. and when you build it, your competitor pays for it. how would that sound?
20:54:24 <V453000> lorran78: model_life is years how long the vehicle will be available to buy
20:54:34 <Wolf01> __ln__, Purchase land?
20:54:44 <V453000> vehicle_life is time until the vehicle becomes old and poorly serviceable
20:54:47 <V453000> something to do with breakdowns
20:55:36 <__ln__> Wolf01: similar, yes, but how do you make your competitor pay for the land you purchase
20:58:02 <Wolf01> You mean like infrastructure sharing?
20:58:34 <lorran78> okay thx
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21:00:14 <__ln__> Wolf01: maybe you should google for a word combination such as "build wall make them pay for it"
21:01:07 <Wolf01> I got the reference
21:03:15 <lorran78> i wanted to know if i use opengfx+trains and opengfx+rv and i put after my own gfx with new introduction date then the introduction date would be mine or original?
21:03:25 <Wolf01> I wonder if is possible to make cargo distribution between near non-connected stations
21:03:40 <Wolf01> Like if a station is seen as an industry from another station
21:04:24 <Wolf01> Stations must be in the catchement area to get it to work
21:08:10 <supermop> Wolf01: meaning people walk from the metro station to the bus stop
21:08:20 <Wolf01> Something like that
21:15:00 <Eddi|zuHause> Wolf01: problem with that is making sure it's not hopping transitively
21:15:17 <Eddi|zuHause> also, the usual switching between companies problem
21:19:36 <Wolf01> Why not? Enabling cargodist should switch to "line" payment and not just "source->(transfer)->request"
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21:20:19 <Wolf01> You could have a line from source to transfer and your competitor from transfer to request
21:20:49 <Wolf01> Or even multiple lines, the one with best performance should get more cargo
21:36:16 <Alberth> serving 2 identical industries from a single station already fails
21:44:09 <Wolf01> We'll address all the problems
21:51:45 <Eddi|zuHause> Wolf01: don't you already have a huge unfinished project?
21:52:07 <Wolf01> More like 3 or 4
21:52:13 <Wolf01> But I was just talking
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22:08:30 <Eddi|zuHause> Wolf01: well, solving the company payment problem by paying each leg individually will work, but it opens the exploit of sending things over the map and back for double payment, where the direct route would pay muuuuuuch less
22:09:03 <Wolf01> Enforce time->payment reduction
22:09:20 <Eddi|zuHause> how does that work?
22:09:29 <Eddi|zuHause> without destroying long connections in general?
22:10:32 <Wolf01> Mistery
22:10:44 <Wolf01> *Dramatic sound*
22:10:52 <Eddi|zuHause> keep in mind that in cargodist, an item doesn't actually know where it's going
22:11:13 <Eddi|zuHause> just each station knows "from items coming from there, push x% this way and y% that way"
22:11:41 <Eddi|zuHause> (very broadly speaking)
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22:30:50 <lorran78> eddi i made my new pnml file with new intro date of ships and aircraft
22:31:28 <lorran78> but now how can i compile it? with makefile i suppose but i don't know how to do it :(
22:31:41 <lorran78> i made a header.pnml too
22:33:13 <lorran78> Eddi|zuHause: you here? :p
22:33:49 <Eddi|zuHause> lorran78: don't make a pnml file, put everything into one nml file
22:34:09 <lorran78> okay !
22:34:16 <lorran78> you are right lol
22:35:27 <lorran78> even header?
22:37:20 <lorran78> https://paste.openttdcoop.org/pyobpafln it's my nml
22:37:25 <lorran78> is there something wrong?
22:38:03 <lorran78> i saw that grf don't use the number in the parameters afeter FEAT....
22:38:18 <lorran78> sorry not grf but other source grf
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22:49:17 <lorran78> Eddi|zuHause: ? :p
22:49:50 <Eddi|zuHause> if you don't give a number, it uses the first free one (i.e. make a new vehicle)
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22:50:19 <Eddi|zuHause> lorran78: you need to change the grfid
22:58:15 <Eddi|zuHause> for anyone whom it may interest: i found out what my last issue with steam not connecting was.
22:58:38 <Eddi|zuHause> steam for linux disconnects when i start steam through wine. and after i close that, it fails to reconnect.
23:01:49 <lorran78> i know this for the id :)
23:02:01 <lorran78> i had error corrected it but now i have it :
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23:07:17 <lorran78> ←[Knmlc ERROR: "aircrafts-ships-intro-date.nml", line 9: Item parameter 2 'name' should be an identifier
23:07:41 <lorran78> line 9 : item(FEAT_AIRCRAFT, tricariohelicopter-1957, 38) {
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23:29:09 <peter1139> hmm, ivor the engine's sprites are too long
23:29:28 <peter1139> you can see a trailer pop into existence after passing some bushes :p
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23:50:40 <Wolf01> http://bricknerd.com/home/tetley-tea-train-28-2016 holy shit
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