IRC logs for #openttd on OFTC at 2017-03-03
            
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00:01:06 <Samu> from what I see, the gaming benchmarks are quite bad
00:02:49 <Samu> it's not a faildozer, but it's wrong to say that these ryzen 7 are for gamers
00:02:58 <__ln__> from what i read, they aren't targeted for gaming
00:06:25 <Wolf01> Ahaha, and I've read of gamers ready to trash their i7 and buy ryzen... It's like the ones who buy nvidia quadro and find out it isn't for gaming at all
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00:09:16 <Samu> productivity, rendering and multi-tasking, and such, they're good
00:09:28 <Samu> really good actually
00:10:06 <Samu> but between a core i7-7700K and a R7 1700, for gaming... nah... disappoints
00:10:51 <Samu> time to wait for the R5 1600X
00:14:42 <__ln__> but the real question is: how suitable are they for running openttd
00:15:40 <Samu> you mean to act as a server?
00:15:46 <Samu> i'd say really good
00:16:20 <Samu> power consumption is actually looking good
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00:26:23 <Wolf01> 'night
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01:08:12 <Samu> uhm... okay, I concede
01:08:43 <Samu> it's not possible to balance trains by just putting running costs on wagons
01:08:51 <Samu> the vanilla trains
01:10:03 <Samu> but at least they would get running costs
01:10:49 <Samu> i might go on with the patch
01:11:09 <Samu> but give up on the intention to try to balance
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09:40:16 <Samu> hi
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10:31:53 <Wolf01> o/
10:37:10 <crem> \o
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10:46:13 <Wolf01> Meh, some users in the forum are like my father, and I already would like to leave home...
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11:35:12 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=75982&p=1183536#p1183536 - just posted something explaining why running costs alone won't do it
11:35:25 <Samu> that might demotivate SimYouLater
11:35:59 <peter1138> NewGRFs.
11:36:04 <Wolf01> ^
11:37:09 <Wolf01> Also, you can almost always make an addon for a grf which only changes some values if the newgrf values don't fit your needs
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12:34:49 <Samu> Wolf01: running cost per wagon isn't possible if the wagons used are of varied length, or i don't see what you mean
12:37:55 <Samu> perhaps I see what u mean
12:38:51 <Samu> yeah, looks like it's possible, but it will be even harder to reach that piece of information
12:39:00 <Samu> click train
12:39:03 <Samu> click details
12:39:06 <Samu> click information
12:39:23 <Samu> and there, each wagon would have it's name, it's value and there would be it's running cost
12:39:54 <Samu> it's possible, just a bit harder to get to, though
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12:42:38 <Wolf01> It's far more easy than guessing the cost of the entire consist
12:43:16 <Wolf01> And calculating the cost of the consist from variables which mean nothing
12:43:45 <Wolf01> You can calculate the cost of a plywood based on its length, not the cost of a car based on its length
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13:18:38 <Samu> uh oh... actually not as easy as I first thought
13:19:01 <Samu> it must retrieve the running cost from the vehicle itself, not the engine type
13:19:15 <Samu> even though they're the same, they're not the same
13:19:55 <Wolf01> Why, for the god of wolves sake, you are still trying to get a wagon running cost depending on the engine to which is attached?
13:20:59 <Samu> GetVehicleProperty
13:21:12 <Samu> this function really wants a running_cost_class
13:21:17 <Samu> which I don't have
13:22:52 <Samu> to display the running cost of a wagon that doesn't have a running_cost_class, that is on a vehicle, I really need to use GetVehicleProperty, instead of GetRunningCost
13:23:23 <Samu> I'm screwed
13:23:31 <Samu> unless I simulate a running_cost_class
13:23:43 <Samu> something i've been avoiding all this time
13:25:26 <Samu> let me look at engines.h
13:25:27 <Samu> brb
13:26:13 <Samu> INVALID_PRICE
13:26:16 <Samu> bah
13:26:30 <Samu> #define RC_S PR_RUNNING_TRAIN_STEAM
13:26:35 <Samu> #define RC_D PR_RUNNING_TRAIN_DIESEL
13:26:41 <Samu> #define RC_E PR_RUNNING_TRAIN_ELECTRIC
13:26:46 <Samu> #define RC_W INVALID_PRICE
13:26:51 <Samu> RC_W is for wagons
13:28:19 <Samu> if I create a PR_RUNNING_TRAIN_WAGON, i bet i'll be destroying all NewGRFs
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13:28:50 <Samu> what would be the BasePrice
13:28:57 <Samu> heh... so screwed
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13:37:25 <Wolf01> if (e->u.rail.running_cost_class == INVALID_PRICE) cost_factor = GetVehicleProperty(v, PROP_TRAIN_COST_FACTOR, e->u.rail.cost_factor) * something;
13:37:45 <peter1138> ini files
13:37:50 <peter1138> xmL!
13:41:38 <Wolf01> Also, you should calculate the running costs of a wagon when starting the game and caching them
13:42:39 <Samu> CAN'T CACHE THAT
13:42:41 <Samu> oops caps
13:42:51 <Samu> it must be retrieved from the vehicle itself
13:43:05 <Wolf01> Make it possible, don't whine
13:43:29 <Samu> a game doesn't start with vehicles already built
13:43:40 <Samu> it must look at "your" vehicle
13:43:43 <Wolf01> But the game starts with vehicle definitions
13:44:41 <Samu> nars, uses a different running cost for trains that are stopped
13:44:51 <Samu> the train must exist
13:44:55 <Samu> be in the map
13:45:03 <Wolf01> Wtf cares about nars, you are changing vanilla wagons
13:45:28 <Samu> yes, but i don't want to break other things
13:45:31 <Wolf01> If you break newgrf details it's your fault
13:48:08 <Wolf01> Also you want to add running costs to wagons? Go to engine.h line 400 and below
13:48:59 <Samu> i could do that, but then the cost would become a fixed value, no longer dependant on the engine
13:49:15 <Wolf01> Still with this bad idea...
13:49:45 <Wolf01> The cost must be fixed
13:52:52 <Samu> SetDParam(2, GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, v->GetEngine()->u.rail.running_cost));
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13:53:08 <Samu> let's see what happens
13:54:06 <Wolf01> Sticks screwdriver in power plug: "let's see what happens"
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13:54:56 <Samu> oopsie
13:55:07 <Samu> i need a GetPrice too
13:55:22 <Samu> that means, a cost_factor, oh boy, i think it's time to give up
13:55:39 <Wolf01> Look at what you need and do a plan
13:57:53 <Samu> SetDParam(2, GetPrice(v->GetEngine()->u.rail.running_cost_class, GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, v->GetEngine()->u.rail.running_cost), v->GetEngine()->GetGRF()));
13:58:00 <Samu> rip readability
13:58:35 <Wolf01> What if you add a prop for wagons?
13:59:26 <Samu> also wrong, i need something else over GetPrice, i am so bad
14:03:16 <Samu> GetDisplayRunningCost
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14:03:55 <Samu> nevermind, i give up
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14:06:32 <Wolf01> I changed 4 lines of code and I have running costs
14:06:55 <Wolf01> http://imgur.com/a/Qmq3q
14:07:27 <Samu> Wolf01: the magician
14:07:45 <Wolf01> Maybe I even messed up grfs, but it works and it is consistent
14:09:08 <Samu> that wasn't where I was putting the running costs
14:09:18 <Samu> it was on vehicle detail / information tab
14:09:27 <Wolf01> https://paste.openttdcoop.org/pvn1rcd5d
14:13:18 <Samu> heh, I really wonder what happens with a newgrf mixed up with that
14:13:26 <Samu> probably "bad stuff"
14:13:47 <Wolf01> Try
14:14:02 <Samu> ok.
14:16:31 <Wolf01> Meh, why 3 hours for a branch merge?
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14:21:59 <Samu> Severity Code Description Project File Line Suppression State Error C2118 negative subscript openttd D:\OpenTTD\trunk\src\engine.cpp 67
14:22:05 <Samu> can't compile what u did
14:22:55 <Wolf01> Make a patch and compare, so you can see where the error is
14:24:56 <Samu> retrying
14:25:06 <Samu> brb
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14:27:36 <Samu> nop
14:27:39 <Samu> negative subscript
14:28:30 <Wolf01> With grfs?
14:29:44 <Samu> no, with compiling
14:30:28 <Wolf01> I think you missed something, like a comma or even an enum item
14:31:22 <Samu> no, i just copy pasted your diff
14:31:26 <Samu> then applied
14:31:29 <Samu> to trunk
14:31:33 <Samu> doesn't work
14:31:49 <Samu> assert_compile(lengthof(_price_base_specs) == PR_END);
14:31:55 <Samu> this is where it errors
14:32:32 <Wolf01> Then it didn't apply correctly, also I didn't made it against trunk, it was only to show you the changes
14:33:21 <Samu> Severity Code Description Project File Line Suppression State Error (active) the size of an array must be greater than zero openttd d:\OpenTTD\trunk\src\table\pricebase.h 85
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14:33:25 <Samu> Severity Code Description Project File Line Suppression State Error C2118 negative subscript openttd d:\openttd\trunk\src\table\pricebase.h 85
14:37:23 <Samu> lengthof(_price_base_specs) == PR_END);
14:37:29 <Samu> i'm getting a 71 == 72
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14:37:41 <Wolf01> It mean you miss a PR_DOMETHING
14:37:51 <Wolf01> s/D/S
14:38:07 <Wolf01> Or even more than 1
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14:42:15 <Samu> ah, tortoise svn removed some line
14:42:18 <Samu> about ships
14:42:22 <Samu> damn tortoise
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14:43:47 <Samu> i got it
14:43:53 <Samu> let's try again
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14:44:39 <Samu> ///< PR_RUNNING_SHIP {1000000, PCAT_CON.... was on the same line
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14:44:50 <Samu> dunno why tortoise patched it like that
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14:45:09 <Samu> didn't register the end of line
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14:46:21 <Samu> it werks!
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15:01:10 <Samu> intersting, nothing bad is happening
15:02:43 <Samu> any newgrf that happens to have invalid_price before, is now displaying a running cost
15:02:51 <Samu> £0
15:03:02 <Samu> which is... "okay"
15:05:04 <Samu> newgrfs had the option to display either £0 or just not displaying it at all
15:05:19 <Samu> not displaying it at all = INVALID_PRICE
15:05:48 <Samu> must investigate this further, b rb
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15:31:42 <supermop> yo
15:33:32 <Samu> i swear i've seen newgrfs with running costs of £0 being displayed before
15:33:35 <Samu> grr
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16:56:11 <Samu> is this good coding etiquete
16:56:22 <Samu> If (abc) do {
16:56:33 <Samu> code here
16:56:44 <Samu> } while (whtever);
16:59:20 <Samu> if (unc_len != 0) do { bla; } while(bleh);
17:07:18 <Wolf01> if (x) do {} while(); => while() {}
17:07:43 <Wolf01> *while(x && other while condition)
17:19:21 <Samu> got it
17:19:41 <Samu> also got a math problem
17:20:28 <Samu> 1000/4 = 250
17:20:53 <Samu> 250/4 = 62.5
17:21:08 <Samu> hmmm it's wrong that i divide it a second time
17:21:34 <Samu> trying to get the individual running cost of a wagon is tough
17:21:50 <Samu> in the vehicle detail information tab
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17:22:07 <Samu> openttd doesn't do it
17:22:29 <Samu> it does for the entire train, but not for individual parts
17:22:43 <supermop> can't decide if i want to just make rough tram all brown dirt and not bother changing ground sprites
17:23:24 <supermop> rough tram is for andy things to drive on, so i'll wait to ask him
17:24:08 <supermop> how fast should a mine cart go?
17:24:11 <supermop> 100 mph?
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17:37:46 <Wolf01> <supermop> how fast should a mine cart go? <- google says 25kmh
17:38:22 <Wolf01> Minecraft ones go up 28.8kmh
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17:48:11 <Samu> working with integer math is so limited
17:49:10 <Samu> @calc 75600 >> 15
17:49:10 <DorpsGek> Samu: Error: Something in there wasn't a valid number.
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17:49:49 <Samu> 2
17:49:55 <Samu> rip decimals
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17:53:32 <Alberth> o/
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17:57:09 <Wolf01> o/
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18:26:24 <Samu> BaseCosts Mod 5.0 cannot modify the running costs of wagons
18:27:41 <Samu> unless.... oh nevermind, it can
18:28:11 <Samu> if the wagons actually have a running cost class, it can
18:29:14 <Samu> i'm treating them as Steam
18:29:21 <Samu> PR_RUNNING_TRAIN_STEAM
18:30:30 <Wolf01> You should add PR_RUNNING_TRAIN_WAGON and support it on grfs
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19:04:45 <zuzak> Hi there, is there a way to mirror the content server locally? We're wanting to host a LAN party, but our network has a restrictive firewall
19:05:02 <zuzak> or can players download content from the game-server directly?
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19:05:07 <Samu> a
19:05:10 <Samu> unc_cost += GetPrice(PR_RUNNING_TRAIN_STEAM, cost_factor, e->GetGRF()) / _price[PR_RUNNING_TRAIN_STEAM];
19:05:54 <Samu> there's so much code that seems redundant, but it actually matters, just to get a price
19:06:30 <Samu> i can now get the running cost of an individual wagon
19:07:04 <Samu> make it go through the newgrf filter, like nars do for stopped vehicles
19:07:48 <Samu> make it go through another one which is basecosts mod which can adjust running costs
19:08:39 <Samu> i got a value of 63000 going around 2 filters, only to return 63000
19:09:04 <Samu> newgrfs could change it, but at least I'm happy to keep this functionality
19:13:33 <Samu> there's still something not quite right, grrr
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19:18:14 <Alberth> zuzak: simplest is to download the required grfs beforehand, and distribute them locally
19:18:18 <Rubidium> zuzak: I assume that restrictive firewall also implies not being able to change the DNS resolution in the network, so making a mirror would be pointless. And no, the game servers will not serve the content
19:18:55 <Alberth> you can just drop the files into the right directory of openttd, and it will be found
19:18:57 <Rubidium> having said that, it's technically achievable with some effort
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19:55:30 <Samu> hmm Wolf01, after checking out how NewGRFs are dealing with running costs for wagons right now, adding a PR_RUNNING_TRAIN_WAGON wouldn't work as one would expect
19:55:57 <Samu> they already set their wagons to one of the other 3
19:56:02 <Samu> diesel, steam or electric
19:56:44 <Samu> if then you change the cost multiplier on a hipotetically basecost mod that does support it, it wouldn't change the wagon running costs
20:06:10 <Wolf01> As I said before, leave existing grfs working as they do
20:06:32 <Wolf01> New grfs use the new feature
20:07:08 <Wolf01> If you need to change old grfs you make another grf which overrides their feature in the same exact way they did
20:07:46 <Wolf01> Maybe is even possible to change the class to "wagon" instead of the other 3
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20:48:07 <Samu> im gonna need help
20:48:18 <Samu> how do i make a 2-pass function
20:48:20 <Wolf01> I need sleep
20:48:23 <Samu> t.t
20:48:38 <Samu> https://paste.openttdcoop.org/paxapdugj
20:48:41 <Samu> i got this
20:49:25 <Samu> lines 30 to 53 is the 2nd pass
20:49:51 <Samu> lines 14 to 28 is the 1st pass
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20:52:26 <Wolf01> Quak
20:53:54 <Samu> as you see, i'm calculating the parts individually now
20:54:56 <Samu> for that, I need to know in advance the running cost of the parts that assigned a running cost (1st pass)
21:00:23 <frosch123> poor guy, mailing openttd.org about not being able to login to tt-forums.net using their nice.org credentials
21:00:41 <frosch123> hoi
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21:07:58 <Alberth> o/
21:10:58 <Samu> anyone can help me?
21:13:52 <supermop_> i can't find any good gpl NG tracks
21:14:42 <frosch123> did you not find any gpl ng tracks, or did yout not find and good ng tracks?
21:15:03 <frosch123> s/and/any/
21:18:53 <supermop_> well no tram tracks that look what i want
21:19:07 <frosch123> one fish two fish red fish blue fish
21:19:40 <frosch123> weird that starcraft told me about english children's books
21:20:27 <supermop_> for ng i dont know any that look like what i want
21:21:51 <supermop_> tiny tracks that look like regular tracks
21:22:46 <Eddi|zuHause> is that the book which results in the craziest tongue twisters?
21:23:35 <Eddi|zuHause> supermop_: i think i usually used the tram/lightrail tracks grf
21:24:03 <supermop_> Eddi|zuHause: does it have ties/sleepers?
21:24:23 <Eddi|zuHause> i really don't remember
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21:31:13 <frosch123> https://www.tt-forums.net/viewtopic.php?f=29&t=75992 <- please vote for a definitive result :)
21:35:17 <Samu> only 2 submissions? why not wait for more?
21:36:24 <SpComb> why does that post render super-wide on mobile
21:37:48 <supermop_> less than a month left to vote etc
21:38:23 <Wolf01> Uhm, I'm playing with unspooled, I find a bit interesting that you can build roads of different kind but not the stations/depots, but you can convert them after and still have access to all vehicles
21:38:39 <supermop_> huh
21:38:54 <supermop_> how do you mean
21:39:27 <Wolf01> I mean that my patch might not work at all
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21:39:42 <supermop_> i don't intend any weird depot or station behavior
21:40:29 <Wolf01> http://imgur.com/a/AoZns
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21:41:34 <SpComb> wait, people still use pre-signals
21:41:43 <Wolf01> Seem so
21:42:20 <SpComb> also, what about tue 4k view :(
21:42:47 <supermop_> wait you can't build depots for each road type?
21:42:58 <Wolf01> Only for the first one
21:43:02 <frosch123> Wolf01: strings swapped in the grf?
21:44:08 <supermop_> now i am really confused
21:44:19 <Wolf01> I think it's the ICanHazInfrastructure() function I was working to
21:46:20 <Wolf01> But it should have disabled the toolbars too
21:47:23 <Wolf01> Also one should not be allowed to convert stations and depots to a roadtype which has no available vehicles, for consistency
21:47:40 <Wolf01> But then you can't make roadtypes without vehicles
21:48:52 <Wolf01> Branch needs a lot of work
21:49:21 <SpComb> someone should implement infrastructure sharing for 1.7, and then it woulf be totally awesome
21:50:13 <SpComb> I tried playing a solo game of OpenTTD... got boring after a 4h or so
21:50:14 <supermop_> SpComb: lot of work to fit into 30 days
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21:53:56 <SpComb> spent over and hour fiddling around with NewGRFs and then played for a couple hours longer :(
21:56:07 <Wolf01> OTTD will get really boring if you don't have a plan
21:56:19 <SpComb> heh... do the modern patch-packs still include my silly Town Cargo Generation Factor patch
21:56:39 <supermop_> everytime i play i find something i want to change or add
21:56:50 <supermop_> so at least i am adding new things now
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21:57:28 <andythenorth> o/
21:58:08 <supermop_> termite seem to me the only one on devzone
21:58:22 <supermop_> for some reason i had thought pikka made some too
21:58:26 <SpComb> whaat, does JGR's patchpack actually include IS with a modern OpenTTD?
22:00:11 <supermop_> whenever i play an infrastructure sharing game, my company goes bankrupt
22:00:49 <supermop_> because i dont end up getting the delivery of any of the most profitable passengers
22:01:54 <SpComb> wow, and JGR's pp is against the latest svn head
22:02:15 <Alberth> o/ andy
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22:03:22 <andythenorth> JGR appears to be pretty clued in on actual development
22:03:24 <andythenorth> afaict
22:03:44 <planetmaker> o/
22:03:54 <andythenorth> hi planetmaker
22:04:01 <andythenorth> Alberth also
22:04:15 <frosch123> hoi pm
22:04:26 <supermop_> planetmaker: would an articulated trolleybus or tram be against the spirit of ogfx+?
22:04:34 <frosch123> can you close https://www.tt-forums.net/viewtopic.php?f=29&t=75752 , eventually people will post in both topics, and then it gets confusing
22:04:50 <frosch123> supermop_: ogfx+ has articulated buses
22:05:06 <frosch123> and trams
22:05:19 <frosch123> and trucks
22:05:22 <supermop_> surely it does not
22:06:09 <supermop_> hmm termite NG still 2x the size of tramtracks
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22:08:10 <andythenorth> supermop_: termite NG needs redrawing
22:08:13 <andythenorth> it’s not NG enough
22:08:24 <supermop_> i shouldn't have spoken up
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22:08:27 * andythenorth too much to-do list
22:09:01 <frosch123> hmm, what did i confuse ogfx+rv with?
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22:10:21 <supermop_> frosch123: egrvts?
22:12:44 <supermop_> andythenorth: for rough, slow mineral tramway, ballast? dirt? sleepers?
22:13:26 <Wolf01> o/ andy
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22:16:00 <andythenorth> brown cinder dirt
22:16:05 <andythenorth> no sleepers
22:18:24 <supermop_> need 3 visually distinct, with best being a nice new light rail with concrete sleeper slab track
22:18:38 <supermop_> grass between the tracks
22:18:39 <supermop_> ?
22:21:22 <SpComb> how does JGR's infra sharing work with cargodist? can pax transfer between different companies?
22:22:43 <supermop_> SpComb: of course
22:23:28 <supermop_> but as with the infrastructure sharing patch in general there is no resolution to how to share payments
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22:23:47 <supermop_> so only the company making final delivery makes any money
22:24:16 <SpComb> last MP game we played ended up with me sending all the other players money so that they would keep playing and not give up or go bankrupt
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22:24:37 <supermop_> so certain types of large rail networks will always fail without manual transfers of money
22:24:57 <Wolf01> That's why you should be paid at any leg
22:25:37 <supermop_> there is no way to share the passenger fare, nor a way to set a contract for payment to use track or provide feeder service
22:26:22 <Wolf01> Mmmh, I'm making big money with 9 trucks
22:26:33 <supermop_> Wolf01: yeah, but whoever wrote the IS patch never implemented that or solved the free money for endless circular routes problem
22:27:05 <SpComb> some financial imbalances are fine when playing a peaceful co-op
22:27:40 <SpComb> as long as it's not completely broken... but not getting any transfer payments does sound a bit problematic
22:27:43 <supermop_> not really fine for vanilla trunk though
22:27:47 <Wolf01> Also endless circular routes are solvable by making the cargo following the cdist graph, if you don't follow it the payment drops towards 0 really fast
22:28:41 <Eddi|zuHause> i'm not 100% sure cargodist actually manages to prevent cargo travelling in circles
22:28:52 <Eddi|zuHause> especially on congested networks you have weird effects
22:29:59 <SpComb> supermop_: well... that's a choice of how complete you want features to be before merging, vs taking something that works and fixing it up
22:30:22 <SpComb> ofc you do want to avoid fundamental desogn conflicts
22:31:18 <SpComb> need to give JGRs pp a try... cargodist + IS sounds like it would be an interesting multiplayer game
22:31:48 <SpComb> lets each company bootstrap itself, and then later interact in meaningful ways
22:31:52 <supermop_> Wolf01: if the only route from M to N goes "M, L, K, J ... C, B, A, Z, Y, X ... Q, P, O, N"
22:32:36 <supermop_> then cdist wont know that any route M->N direct exists, and will reward the path that goes to opposite ends of the earth
22:32:36 <Wolf01> If you take a year to deliver cargo, you won't get pais much
22:32:46 <Wolf01> *paid
22:33:04 <Wolf01> For other cases, airplanes
22:33:54 <supermop_> i think a solution exists, just haven't seen many explored in the IS discussion
22:34:16 <Wolf01> Also the total amount should be based both on leg station distance from destination and start-destination bird fly distance
22:34:57 <andythenorth> why is Infrastructure Sharing?
22:35:17 <supermop_> andythenorth: so we can have different colors
22:35:26 <andythenorth> it’s bollocks
22:35:38 <andythenorth> it was implemented in Railroad Tycoon 3, and it was bollocks there to
22:35:40 <andythenorth> too *
22:35:41 <Wolf01> Assign player different colors in the same coop company and you solve it
22:35:46 <supermop_> that's the only reason i can tell to use IS and not just co-op on the same company
22:35:50 * andythenorth hasn’t played IS game, so is talking out of his arse
22:36:01 <andythenorth> but it’s one of the ‘must must must have’ features that get mentioned
22:36:03 <supermop_> Wolf01: i would welcome patch for colors by groups etc
22:36:13 <andythenorth> I have never ever played a game where I wished for it
22:36:42 <SpComb> co-op isn't necessarily better... early game is very slow, and people have vastly differing styles for railways in particular
22:37:09 <supermop_> separate companies only makes sense if there is some gameplay angle for money differences between companies
22:37:54 <andythenorth> still, trackage rights are super-realism, eh :P
22:37:57 <supermop_> so unless IS addresses that there is not really a gameplay reason to use IS instead of coop
22:37:57 <Wolf01> More I play with unspooled, more I want to add new flags to roadtypes
22:38:14 <supermop_> Wolf01: thats the idea of making a proof of concept grf
22:38:23 <supermop_> to see how the concept we have actually works
22:38:25 <Wolf01> frosch123 will kill me :D
22:39:08 <andythenorth> does L33-35 resolve to a simpler sum? http://dev.openttdcoop.org/projects/firs/repository/entry/src/templates/produce_secondary.pypnml#L33
22:39:27 <andythenorth> it’s all over the same divisor?
22:40:02 <andythenorth> maths such :P
22:40:05 <supermop_> i immediately found myself wanting custom sidewalks per roadtype
22:40:46 <Wolf01> Btw, current ponies: tramway which doesn't allow road at all, tramway which only allows road crossing and not same roadbits, priority for vehicle merging on intersections (for different roadtypes)
22:41:35 <Wolf01> The last one is useful when you have a caterpillar trying to merge just before your shiny new 150kph bus
22:43:21 <supermop_> haha
22:43:46 <supermop_> id say road which allows no tramway is also important for highway
22:44:00 <Samu> what does this mean? Converts a const Vehicle to const SpecializedVehicle with type checking.
22:44:09 <supermop_> no idea
22:44:18 <Samu> return (const T *)v;
22:44:27 <Samu> what is a SpecializedVehicle?
22:44:29 <__ln__> eww, explicit cast
22:44:55 <Samu> okay, i better expose my issue
22:45:02 <supermop_> also modify TE by roadtype?
22:45:23 <Samu> i got a train that consists of an engine and a wagon
22:45:26 <Wolf01> Also a flag to forbit towns to grow some roadtypes, you don't want plenty of intersections in the highway passing through a city
22:45:36 <supermop_> regular RV has worse TE on dirt, 4wd RV has less worse TE
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22:46:16 <Wolf01> And a bit of blending through roadtypes, if possible
22:47:07 <supermop_> i guess RV sets can be hardcoded to switch TE based on current roadtype
22:47:35 <Samu> i want to retrieve the running cost of each individual part of the consist
22:47:37 <supermop_> but a roadtype flag for traction coefficient would be more universal
22:47:49 <Samu> but I'm not sure how to do it
22:47:58 <supermop_> default at 1, can set to 0.1 - 1.0
22:48:21 <Samu> want to retrieve it in real-time, to get the current value
22:48:48 <Wolf01> GetPrice(...)?
22:48:56 <supermop_> then RV can have a flag to reduce the effect of this if they are tracked or 4wd or whatever
22:48:59 <Samu> no, bah i'm not making myself clear
22:49:17 <Wolf01> Nice idea supermop_
22:49:41 <Wolf01> Caterpillars should have max TE no matter the roadtype
22:49:43 <supermop_> then my subaru imprezas can still run fast on dirt while bus and trucks struggle
22:50:29 <Samu> i wanna display under vehicle details, info tab, the running cost, for each individual part of the train
22:50:33 <supermop_> maybe can abuse so cable hauled trams or funiculars then have 1/0 TE
22:50:53 <supermop_> as they never need to worry about wheel traction
22:51:40 <Wolf01> Meh, 6 years and 12 trucks I can already repay the loan
22:51:54 <supermop_> Wolf01: dirt too cheap?
22:52:03 <Wolf01> Nah
22:52:09 <Wolf01> Maybe too fast
22:52:32 <supermop_> hmm
22:52:34 <Samu> when listing each part, it appears that the wagons have been detached from all other parts, it's no longer part of a consist, it's only self
22:53:06 <supermop_> id like to allow at least certain vehicles to go sort of fast on dirt, but maybe now it is too similar to gravel
22:53:45 <Wolf01> Also early vehicles are too slow to get malus from travelling on dirt/gravel
22:54:09 <supermop_> i envisioned players would only really build dirt in 1700s with horse wagons, and that most would use gravel for their cheap roads in modern era
22:54:11 <Wolf01> Nerf them a bit, like 30 and 45
22:54:19 <supermop_> Wolf01: makes sense
22:54:42 <Samu> I'm too slow today, it's hard to explain
22:54:43 <Samu> sorry
22:55:21 <supermop_> there is no way to really model the other malus effects of unpaved road, like hazard in wet weather, wear and tear on vehicle
22:55:23 <Wolf01> I started in 1950, I also built an asphalt road between cities, but I connected all the factories with dirt
22:55:42 <supermop_> highway too expensive?
22:55:52 <Wolf01> No, no need to
22:55:56 <Wolf01> I'll build it late
22:56:01 <Wolf01> *later
22:56:22 <supermop_> also cannot model that dirt is cheap to maintain if only light vehicles drive on it
22:56:41 <supermop_> as tno way to count how many tons pass over road bit per year
22:57:27 <Wolf01> That old rusty track patch could have been really useful hjere
22:57:39 <supermop_> could set RVs to have higher running cost on dirt, but that needs every grf to have same idea of what is dirt
22:58:09 <supermop_> other idea: buses cannot go on dirt at all, but same problem as above?
22:58:42 <supermop_> eg make dirt more like off-road
23:02:35 <andythenorth> I find I edit out a lot of my ideas
23:02:47 <andythenorth> :)
23:03:12 <Wolf01> Ha, added a single tram now, income has boosted
23:03:20 * andythenorth bed
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23:04:13 <supermop_> on rough tramway?
23:04:32 <Wolf01> No, basic electric tramway
23:05:07 <supermop_> hmm should make that more expensive
23:05:25 <supermop_> also come up with a better name for it
23:05:38 <Wolf01> I think a way to partially solve the problem of roads which don't allow crossing is to introduce vehicle waypoints in the same fashion of toll points, the highway ends at waypoints which have a nice graphic and you continue with road
23:06:52 <Wolf01> Too bad OTTD lets you manage every aspect of the transport with the same company, you can't pay yourself :P
23:07:49 <Wolf01> I think infra-sharing was bor for this, one will focus on infrastructure, others on vehicles
23:07:56 <Wolf01> *born
23:08:35 <zuzak> hm, is there a way to make the show-reserved-paths-of-trains more visible? the black's hard to see. but I figure someone would've made it by now, and I can't find anything on the content server
23:09:11 <supermop_> zuzak: not that i know of
23:09:31 <supermop_> i think it is something that newgrf can change
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23:21:58 <supermop_> drawing tram sleepers
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23:25:40 <Wolf01> Another thing I just stumbled on, the possibility to disable some bridges for a roadtype
23:26:28 <Wolf01> It would need some mapping
23:27:09 <Wolf01> Or we just let it as is and is player choice to not build highway with wooden bridges
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23:37:32 <Samu> HALP! http://imgur.com/a/sMiR8
23:38:10 <Samu> i'm trying to display running cost per piece, but uh... it's doing something weird
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23:53:43 <supermop_> Wolf01: id rather have different bridge types for different types
23:54:04 <supermop_> in the spirit of the TTO monorail
23:54:21 <Wolf01> Even better
23:54:42 <supermop_> even if it is still a global limit of 15
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23:56:08 <supermop_> other or additionally: a same bridge type has different sprites based on type
23:56:35 <Wolf01> Still the problem of wooden highway :P
23:56:41 <supermop_> wood train bridge and wood road bridge might look different
23:57:01 <supermop_> flag to disable wood would be helpful
23:57:35 <supermop_> adding ties:
23:57:37 <supermop_> http://imgur.com/a/0fmbk
23:58:56 <supermop_> they don't show up on the brown dirt tho
23:59:20 <Wolf01> Better than nothing