IRC logs for #openttd on OFTC at 2017-01-07
            
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08:34:48 <andythenorth> o/
08:49:17 <Alberth> moin
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11:04:11 <V453000> dem rails
11:04:13 <V453000> thanks LordAro
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11:51:31 * andythenorth placates pyflakes
11:51:31 <andythenorth> again
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12:01:15 <andythenorth> ach
12:03:35 <andythenorth> pyflakes hates this import http://dev.openttdcoop.org/projects/road-hog/repository/revisions/e0b78fde3d96/entry/src/pixa/__init__.py
12:03:39 <andythenorth> ‘unused'
12:05:52 <LordAro> is it wrong? looks unused to me :p
12:06:07 <LordAro> or is __init__ doing something magical?
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12:06:54 <andythenorth> later, elsewhere, I do ‘from pixa import Spritesheet’
12:07:10 <andythenorth> basically my module design sucks
12:07:28 <andythenorth> I could just put all the code in the __init__ :P
12:10:31 <andythenorth> now I have happy pyflakes
12:10:42 <andythenorth> but my imports elsewhere look like ‘from pixa.pixa import Spritesheet, pixascan’
12:10:45 <andythenorth> which is dumb :)
12:10:47 <andythenorth> but eh
12:12:43 <LordAro> ah, i see
12:12:50 <andythenorth> ach pixa doesn’t even need to be a module
12:13:54 * andythenorth simplifies
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12:29:40 <andythenorth> fricking transmitter bollocks
12:29:51 * andythenorth is all happy to help players, but some players can’t help themselves
12:30:18 <andythenorth> “I want a way to circumvent the game rules, but using the cheat menu makes me feel bad”
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13:00:08 <Wolf01> o/
13:01:48 <Wolf01> Bah, I can't talk today... throat ache
13:02:02 <Wolf01> Every day I'm ill in a new way
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13:05:59 <Wolf01> Quak
13:06:27 <frosch123> hoi
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13:15:48 <andythenorth> I looked at the GS proposals again
13:16:00 <andythenorth> https://wiki.openttd.org/Frosch/GS_Area_Control
13:16:11 <andythenorth> ^ seems like it might have most interesting gameplay potential
13:16:39 <Wolf01> It has a lot of potential
13:16:52 <andythenorth> some of the other proposals, like controlling individual industries in detail
13:16:59 <andythenorth> are probably too specific to work well in ottd
13:17:05 <Wolf01> I would really like the "Disallow destruction of rivers on the whole map."
13:17:37 <andythenorth> multiple regions? o_O
13:17:51 <andythenorth> some regions cover whole map, some less than whole map
13:17:56 <Wolf01> Why not?
13:17:57 <andythenorth> might be daft
13:17:59 <andythenorth> dunno
13:18:06 <andythenorth> like layers for different gameplay concerns
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13:27:37 <andythenorth> ha ha
13:27:42 * andythenorth loves graphics generation
13:28:23 <andythenorth> it’s fiddly to set up, but boom http://dev.openttdcoop.org/attachments/download/8323/tanker_large_0.png
13:28:30 <andythenorth> 5 colours of tanker :P
13:32:18 <andythenorth> frosch123: are the layered vehicle sprites documented? o_O I can’t find them in the obvious places :)
13:36:47 <frosch123> https://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Composing_vehicles_from_multiple_sprites
13:39:16 <andythenorth> thanks
13:39:21 <andythenorth> going to use it for wake sprites
13:39:34 <frosch123> found some copy&paste
13:39:46 <frosch123> it's SHIP_FLAG_SPRITE_STACK :)
13:39:55 <andythenorth> you beat me to it :)
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13:49:57 <andythenorth> it works :o
13:50:00 <andythenorth> ha ha
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13:54:28 <andythenorth> http://dev.openttdcoop.org/attachments/download/8324/wakes_poc_sam.png
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13:55:00 <Flygon> Why do I feel irrationally angry at OpenTTD having such a flexible palette...
13:55:07 <Flygon> I've been digging too deep into EGA palette <_>
13:55:50 <frosch123> which 16 of the 64 colours did you pick?
13:58:03 <andythenorth> frosch123: using the sprite stack will cut out 30 or so sprites for some ships
13:58:07 <andythenorth> not bad eh
13:58:13 <andythenorth> and I can animate the wakes, bonus
13:58:31 <andythenorth> animated wakes on my non-animated water :P
13:58:35 <frosch123> :)
14:02:45 <andythenorth> using a layer as a bool mask isn’t supported I guess? (to knockout pixels lower down the stack)
14:03:17 <frosch123> no, no image processing in ottd yet
14:03:20 <frosch123> except for recoloring
14:04:02 <frosch123> you can put the lower pixels into a separate sprite
14:04:34 <frosch123> though that may hit the stack size limit
14:05:40 <andythenorth> I can mask at the compilation stage :)
14:05:43 <andythenorth> it’s fine
14:18:59 <andythenorth> frosch123: is my use of registers correct? https://paste.openttdcoop.org/pouurpwrj/zcdxem/raw
14:19:32 <andythenorth> works in game
14:20:51 <frosch123> looks fine to me
14:23:32 <andythenorth> ta
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14:33:22 <andythenorth> 2 waterline states (empty = high, loaded = full) are enough?
14:33:38 <andythenorth> I could add an intermediate, but eh, overkill?
14:33:46 <andythenorth> loaded = low *
14:34:24 <andythenorth> maybe it should match the number of cargo load states, makes the most sense :P
14:35:49 <Eddi|zuHause> yes, definitely
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16:19:10 <andythenorth> ‘return 16’
16:19:16 <andythenorth> that’s a useful method eh?
16:22:12 <Wolf01> Usually is return 4
16:22:30 <Wolf01> With a // chosen from a fair dice roll
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17:19:40 <Alberth> right, more code than _tar_filelist makes assumptions on unique grf filenames :)
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17:29:31 <LordAro> Alberth: what are you trying to do?
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17:32:56 <Alberth> loading two g/g.grf files, each in a g.tar file, in a newgrf/a and a newgrf/b directory, each with unique grfid
17:33:25 <Alberth> I thought that would worj after removing the _tar_filelist map, but it doesn't :)
17:33:42 <Alberth> *work
17:34:18 <Alberth> both grfs are found, so the drop is after file scanning
17:34:49 <Alberth> probably while creating a list of available grfs
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18:40:40 <Democedes> How long should it take The NewGRF server to get to 2160? I might go eat some lunch and join in on thestart if the next game
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18:57:14 <andythenorth> half the work is code
18:57:32 <andythenorth> half the work is drawing
18:57:42 <andythenorth> half the work is where to keep things and how to name them :P
18:57:58 <frosch123> half the work is talking about it
18:58:19 <frosch123> rude :)
18:58:48 <andythenorth> that’s more than half
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19:10:13 <Alberth> oh, how nice, GrfFileScanner doesn't use the supplied tar filename :)
19:13:44 <ephja> are there any maps that have individual islands for each players? so that you can play competitively without having to rely on rules that disallow sabotage
19:14:23 <Eddi|zuHause> there once was a patch where the map is copied X times so X players each have individual areas to build in
19:15:21 <Alberth> should be pretty simple to construct in the scenario editor, or with a height map, even
19:15:27 <frosch123> it's called head2head, it's ancient, but still available here: https://www.openttd.org/download-h2h
19:15:37 <ephja> can this be augmented with the help of scripting? I dunno what new functions (if any) have been added since then
19:15:40 <ephja> oh ok. thanks
19:16:00 <frosch123> just make sure to not use any particulary new newgrf
19:16:05 <frosch123> they won't work in that ancient version
19:16:19 <Alberth> there are also scenarios with mountain ranges between players, afaik
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19:30:32 <ephja> neat
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19:45:46 <DorpsGek> Commit by translators :: r27720 trunk/src/lang/turkish.txt (2017-01-07 19:45:37 +0100 )
19:45:47 <DorpsGek> -Update from Eints:
19:45:48 <DorpsGek> turkish: 25 changes by barisdemirdelen
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20:34:43 <Ox4> hello guys. Could somebody help me with cargo income formula?
20:37:01 <Ox4> according to the wiki the amount of money earned when delivering a cargo is determined by four factors: cargo, amount, distance, and days in transit. So what is the "days in transit": when a train leaves the station or when a cargo is placed to the goods van?
20:37:25 <Eddi|zuHause> it's complicated (tm)
20:37:27 <frosch123> waiting time at station does not count
20:37:32 <frosch123> waiting time in vehicle does count
20:37:46 <frosch123> otherwise you are paid by average travel speed
20:37:52 <Eddi|zuHause> if a cargo is loaded into a vehicle, a counter is increased every 185 ticks (2.5 days)
20:38:05 <frosch123> where waiting in a loading vehicle counts as speed 0
20:38:07 <Eddi|zuHause> (the counter may be changed by the vehicle grf)
20:38:34 <Eddi|zuHause> this counter is used as "travel time" in the final formula
20:39:36 <Eddi|zuHause> so when the formula says "days", it actually means "2.5 days"
20:43:17 <Ox4> wow, I didn't know about 185 ticks :)
20:43:59 <Ox4> thank you guys
20:45:21 <Ox4> one more question about cargo amount generation. Is there a formula?
20:45:43 <Lejving> usr RV and call it formula 1
20:50:01 <Ox4> RV?
20:53:39 <Eddi|zuHause> cargo generation (short version): every primary industry has a "production level", and produces that amount every 256 ticks (8 or 9 times per month), and it randomly halves or doubles its production. secondary industries (usually) produce 1 output cargo for each input cargo. both of these values are multiplied by your station rating
20:54:47 <Lejving> rv = road vehicle :P
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20:57:33 <glx> "(usually)" means classic industries, not newgrf ones :)
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21:09:28 <andythenorth> meh
21:09:35 <andythenorth> now I have to do ship offsets for 4 different lengths
21:09:39 <andythenorth> yak shaving
21:10:00 <andythenorth> Eddi|zuHause: if a ship is 128px long in the – view, what should the offsets be :P
21:10:21 <andythenorth> for a given length, it should be a calculation, not alignment by eye? o_O
21:12:28 <frosch123> depend on in which point does it turn
21:12:39 <frosch123> i think somewhere between middle and back
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21:16:05 <Eddi|zuHause> i honestly have no clue
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21:20:13 <andythenorth> I’ll do it by eye :P
21:21:07 <andythenorth> one day I’ll look up the offsets in ottd, and calculate them for all vehicle lengths :P
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22:18:23 <DorpsGek> Commit by frosch :: r27721 trunk/src/newgrf_config.cpp (2017-01-07 22:18:17 +0100 )
22:18:24 <DorpsGek> -Fix: Testing GRFs for static-safety (when reloading the config) invalidated file slot 62, which may be in use by an active GRF.
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22:20:08 <DorpsGek> Commit by frosch :: r27722 trunk/src/newgrf.cpp (2017-01-07 22:20:02 +0100 )
22:20:09 <DorpsGek> -Fix (r7490): GCF_SYSTEM was never set correctly.
22:22:32 <DorpsGek> Commit by frosch :: r27723 trunk/src/newgrf_config.cpp (2017-01-07 22:22:26 +0100 )
22:22:33 <DorpsGek> -Codechange: Simplify tests by using GCF_SYSTEM.
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22:28:10 <DorpsGek> Commit by frosch :: r27724 trunk/src/newgrf_gui.cpp (2017-01-07 22:28:03 +0100 )
22:28:11 <DorpsGek> -Cleanup: Remove pointless usage of IsOpenTTDBaseGRF. System GRFs are never listed in the NewGRF GUI.
22:31:06 <SpComb> why is there no infrastructure sharing in OpenTTD 1.6.1 :(
22:34:07 <ephja> does the train-stations-around-a-town growth trick work well still?
22:34:16 <ephja> maybe I just chose a crappy city
22:34:38 <frosch123> is does not need to be train stations
22:34:47 <frosch123> it must be 5 stations, and they must be services
22:34:52 <frosch123> easiest are bus stops
22:35:12 <frosch123> and 2 busses running in circle
22:35:57 <ephja> doesn't the wiki show a screenshot with 4 train stations? is it up-to-date?
22:36:26 <Wolf01> Any number of stations is good, 5 is better for starting
22:36:31 <DorpsGek> Commit by frosch :: r27725 /trunk/src (4 files) (2017-01-07 22:36:25 +0100 )
22:36:32 <DorpsGek> -Codechange: Remove IsOpenTTDBaseGRF and test for GCF_CONFIG instead, which does the same in all use-cases.
22:36:35 <ephja> I see. thanks
22:37:50 <frosch123> 5 serviced stations give the maximum bonus
22:38:09 <Wolf01> If the city is too small it could be difficult to cram 5 stations in it, so 2 are good too, while the city expands you can add more stations
22:38:56 <ephja> indeed
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23:10:24 <andythenorth> ho
23:11:44 <andythenorth> http://dev.openttdcoop.org/attachments/download/8325/false-colour-hulls-sam.png
23:12:34 <andythenorth> nice eh? :D
23:12:54 <frosch123> looks false
23:13:27 <frosch123> is the upper one new? or do i just not recognise it?
23:13:56 <andythenorth> it’s a tanker
23:14:15 <andythenorth> this is over-engineering, but I will draw each hull type only once this way
23:14:21 <andythenorth> and then replace the green with the hull
23:14:35 <andythenorth> it wouldn’t be necessary, except that some of the hull shapes suck currently
23:14:56 <andythenorth> the green is the old/current/crappy hulls, as a drawing guide
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23:17:46 <ephja> oh, right. useless road construction -.-
23:18:08 <ephja> well, if you apply it to an area occupied primarily by yourself atm
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23:34:01 <__ln__> wait a minute
23:35:04 <__ln__> ok, one minute is up. continue what you were doing.
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23:41:55 <SpComb> bah, you can't even buy 100% of shares in a multiplayer game?
23:42:28 <SpComb> multiplayer games with cargodist is a bit :( because you can't transfer passengers between companies, or merge companies
23:50:28 <ephja> is there a convenient way of finding the towns that have the best growth conditions? if it even matters that much in the end
23:51:55 <Eddi|zuHause> no, only the largest towns
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