IRC logs for #openttd on OFTC at 2017-05-17
            
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00:02:50 <nekomaster> So I'm redoing my NARS ADD-ON SET to use 2cc Trains code, but I'm running into a stupid issue
00:03:08 <nekomaster> https://www.dropbox.com/s/b25ky1zhd3kor3u/compiler.png?raw=1
00:03:21 <nekomaster> I dunno why its throwing me that issue
00:15:19 <nekomaster> Ok so my project compiles but my EMD Model 40 isn't showing up
00:17:55 <nekomaster> >_>
00:18:04 <nekomaster> I forgot to add the climate availablity line
00:23:11 <nekomaster> So now I have an EMD Model 40 in game :)
00:27:06 <Wolf01> 'night
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10:27:22 <Alkel_U3> @logs
10:27:22 <DorpsGek> Alkel_U3: https://webster.openttdcoop.org/index.php?channel=openttd
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10:36:12 <Wolf01> o/
10:44:17 <Alkel_U3> o/
10:45:22 <crem> \o
10:46:24 <Alkel_U3> question - is it possible to code dual-gauge track so I can have a shared track for narrow-gauge and standard one? I want this because of reasons (Iron Horse actually).
10:47:08 <Alkel_U3> I couldn't find whether I asked already :-)
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10:50:18 <Wolf01> I think it is possible, look at the compatible railtypes section
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11:23:25 <Alkel_U3> so, one railtype would have multiple labels?
11:26:10 <Alkel_U3> the 'compatible railtypes' affects rolling stock of this particular railtype, it doesn't say what other types can run on it
11:27:12 <Wolf01> Then is the powered railtypes, or both
11:28:30 <Alkel_U3> that's also 'Provide a list of rail types that trains of this type are powered on.'
11:30:29 <Wolf01> Then you should make a XYZ railtype and change both RAIL and NG to have power on XYZ
11:32:35 <Alkel_U3> oh, right, I took RAIL for something untouchable but it probably is overridable...
11:33:42 <Wolf01> I always find this way not intuitive, it should be the current railtype to define what it can run on it, not the others
11:35:05 <Wolf01> But I think it was made this way to not lookup continuously the tile railtype from a vehicle
11:35:58 <__ln___> https://i.imgur.com/jaU0iTI.jpg
11:36:13 <Wolf01> :D
11:37:06 <Alkel_U3> I'd like to see them encrypt punch cards :-)
11:37:48 <Arveen> aes256 encryption sure is fast on that box
11:38:10 <Alkel_U3> well, thanks for adwice Wolf01, I hope I'll actually amount to make use of it
11:40:31 <Wolf01> Luckily on NRT is easier as there isn't the "compatible" stuff
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12:43:33 <EnraBahn> hi all.. just wondering if there is a 32bpp build available since i can't seem to find it on the site
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12:44:57 <Wolf01> You need to download a 32bpp baseset from the content download within the game
12:47:54 <EnraBahn> ahh, the turorial i found must be a bit outdated then lol
12:48:01 <EnraBahn> thanks for that Wolf01
12:54:40 <FLHerne> Are there any such basesets yet that aren't zBase?
12:55:36 <planetmaker> there's only zBase as a complete 32bpp baseset
12:55:53 <planetmaker> iirc. Unless something changed
12:56:38 <Wolf01> There's aBase (derived from zBase) and the one from V, which might take some time to be finished
12:56:41 <peter1138> heh yeah, all builds for years are 32bpp :p
12:56:41 <planetmaker> Alkel_U3, one railtype can only have one label. but it can have compatible railtypes. thus you could make one which is compatible to two others
12:58:20 <Wolf01> planetmaker, I think there's a bit of confusion, we should make a drawing XD
12:58:41 <planetmaker> :)
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13:12:58 <Alkel_U3> planetmaker: yes, but if I understand the issue correctly I can't just make DUAL and declare "RAIL vehicle type can use this", only that DUAL vehicle can go on RAIL track. So if there isn't a way of altering/overriding RAIL (and possibly ELRL) I'd have to make a new arbitrary regular railtype in place of RAIL and have the trainset use that railtype as default. Right?
13:15:26 <Alkel_U3> or just that all RAIL vehicles would become DUAL vehicles. DUAL vehicles can also go on RAIL and NRGL can also go on DUAL.
13:16:12 <Alkel_U3> tl;dr: is it possible to bend the default railtype to allow the compatibility?
13:19:19 <planetmaker> Alkel_U3, yes, you can change the meaning of RAIL. And you can define a tracktype which is compatible with RAIL, so that RAIL vehicles can drive on it, too (e.g. like RAIL vehicles can use ELRL by default)
13:19:48 <planetmaker> it should suffice to define for an arbitrary type to be compatible with RAIL so that RAIL vehicles can drive on it
13:21:03 <Wolf01> You have to make the vehicles as DUAL and RAIL.powered -> DUAL, NG.powered -> DUAL as far as I remember
13:22:08 <planetmaker> so yes... you probably want to modify RAIL with the property compatible_railtype_list and add your DUAL to that
13:22:28 <planetmaker> and define a new NRGL which is also compatible with DUAL
13:22:38 <Alkel_U3> ok, thanks for clarifying
13:22:48 <planetmaker> then any vehicle powered for RAIL *or* NRGL can drive on DUAL
13:23:19 <Alkel_U3> yeah, that's the way I hoped would be possible :-)
13:23:24 <planetmaker> (you might additionally need to define them also in the powered_railtype_list property
13:24:37 <planetmaker> there is another way: define all your own track labels. And make use of the alternative_railtype_list; add RAIL to the railtype which shall replace RAIL.
13:25:12 <planetmaker> then it works in an environment where RAIL is not available - or re-defined by some other NewGRF to something else
13:25:45 <planetmaker> but that seems to be thought around too many corners :)
13:30:16 <Alkel_U3> I think I'll stick with just bending the defaults :-)
13:46:55 <planetmaker> good choice, I think
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16:02:03 <Wolf01> o/
16:02:08 <Alberth> hi hi
16:02:13 <supermop> yo
16:03:34 <Wolf01> supermop, I agree with your post about unspooled, but it would be really cool to have some road connections between cities pre-generated too
16:03:41 <Wolf01> I should look into that
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16:19:38 <supermop> Wolf01: i think a GS that builds some would be nice
16:19:52 <supermop> or let cities build more types of roads
16:20:51 <supermop> obviously, like i real life, a trucking company will be more profitable when the state builds nice roads it can use
16:27:30 <Wolf01> A gamescript which runs on map generation
16:35:13 <supermop> if a freight company build's it's own roads, they usually are dirt or gravel, or some other lower speed type
16:36:00 <supermop> that may not be fun for those players who like to play the role of a public transit company shaping an urban area
16:36:16 <Alberth> they favour safe driving of their employees :)
16:38:41 <Wolf01> I think a gamescript or such, configurable to [try to connect major cities|try to connect all cities|try to connect cities and industries] could be a good approach
16:39:02 <Wolf01> Maybe with NRT support too
16:39:47 <Wolf01> IIRC there was something already on some gamescript tutorial
16:42:21 <FLHerne> There's an AI that tries to do it in-game
16:42:21 <FLHerne> But it's too slow
16:42:21 <FLHerne> WMDoT, IIRC
16:54:45 <Alberth> CityConnector may also work, it seems https://wiki.openttd.org/Comparison_of_AIs#Other_AIs
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17:07:26 <Alberth> o/
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17:10:57 <andythenorth> hi
17:10:58 <andythenorth> bye
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17:11:28 <LordAro> short visist
17:11:35 <LordAro> visit*
17:34:16 <quiznilo> since when was ottd 1.7 released?
17:34:37 <quiznilo> hell, I didn't even notice 1.6 was in my package system and installed
17:35:06 <Alberth> it's old anyway :p
17:35:12 <Alkel_U3> since 1st april as tradition dictates
17:35:47 <quiznilo> perhaps I'm getting my versions mixed up
17:36:18 <Alkel_U3> what system / repo are you using?
17:38:26 <quiznilo> gentoo portage, but I was doing out of band downloading from the repo
17:38:36 <quiznilo> compiling
17:39:00 <Alberth> as long as you don't install in system-space, it should be alright
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17:53:29 <supermop> Wolf01: i don''t think it should build fast highways at game start though
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18:25:30 <supermop> maybe dirt trails to small villages
18:39:22 <supermop> planetmaker: is there any apetite, if i output my trolleybi sprites with 1st CC cabs and no trolleypoles, use those in ogfx+?
18:39:29 <supermop> to use?
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18:46:15 <supermop> i don't know if i really want a separate, non-trolleybi truck set as weel, seeing as the intent was to match the stats and function of ogfx+ RVs
18:46:42 <supermop> and the truck cabs/bus bodies are still same as ogfx
18:47:14 <supermop> just the truck bodies are a bit more 'improved', and 2cc is added
18:55:34 <quiznilo> don't have to open no browser to get train radio scanner now: mplayer -cache 256 http://relay.broadcastify.com/569957272.mp3
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20:04:57 <frosch123> how many stations does isr have?
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20:06:35 <LordAro> Bhootrk_: you need a better internet connection
20:06:37 <andythenorth> o/
20:06:51 <frosch123> andythenorth: how many station does isr have? :)
20:06:58 <andythenorth> ‘lots’
20:07:02 <andythenorth> want me to count?
20:07:14 <frosch123> more than 200?
20:07:21 <andythenorth> tiles?
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20:08:08 <frosch123> things to select from the build menu
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20:09:35 <andythenorth> I count about 168 buildable things
20:09:37 <andythenorth> approx
20:10:06 <andythenorth> it’s quite hard in my station gui as I have 2x zoom, and it’s hard to use :D
20:10:19 <frosch123> some unknown (to me) guy submitted a patch to increase the limit of stations per newgrf from 255 to 65535
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20:10:51 <andythenorth> that’s….useful?
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20:11:08 <andythenorth> probably useful for AIs
20:11:10 <frosch123> @ban Bhootrk_
20:11:46 <andythenorth> I think the game doesn’t need any more patches :)
20:11:48 <andythenorth> it’s done
20:11:48 <frosch123> @mode +b Bhootrk_
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20:12:32 <andythenorth> is it a good patch?
20:13:08 <frosch123> it bumps the grf version to 9
20:13:32 <frosch123> i would rather modify grf version 8 retroactively
20:14:01 <andythenorth> seems like it’s worthy-but-useless
20:14:07 <andythenorth> how many station tiles does Michael need?
20:14:13 <andythenorth> maybe he has a case for it
20:14:20 <frosch123> and modify some related things in a similar way
20:14:42 <andythenorth> are there 65536 name strings?
20:15:34 <frosch123> only the recently added 8k
20:16:37 <frosch123> but i guess 8k is also enough for the gui :p
20:17:59 <FLHerne> frosch123: Dutch Stations Addition is another one with an insane number of buildable types
20:18:01 <FLHerne> (counts)
20:20:06 <FLHerne> frosch123: Dutch Stations Addition has 248 buildable types
20:20:41 <frosch123> ok, so people really reach the 256 limit
20:20:43 <frosch123> thanks :)
20:21:04 <frosch123> i wanted to know whether it's one of the "i can easily make a savegame with 5k trains" guys
20:21:31 <FLHerne> Well...I've hit 5000 RVs before
20:21:48 <andythenorth> they shouldn’t be making so many station tiles :P
20:21:54 <andythenorth> but nobody put andythenorth in charge
20:22:20 <FLHerne> andythenorth: It has, like, ten different kinds of lineside cabinet ;-)
20:22:26 <andythenorth> right
20:22:30 <FLHerne> All of which are about six pixels of tiny box
20:22:36 <andythenorth> but the realism
20:22:42 <frosch123> andythenorth: you only have not reached that amount with cargos/industries, because you remove them at about the same speed as you add them
20:23:14 <andythenorth> it’s important to cull the weakest
20:31:49 <Alberth> think of all the evolutionary buildings you could have throughout the ages! :p
20:37:42 <supermop> i honestly could see myself doing that
20:49:44 <andythenorth> is FIRS done yet?
20:49:51 * andythenorth keeps finding new bugs :P
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20:50:16 <Alberth> I agree with andy, it's simple to throw everything at one big heap and dump the selection problem onto the user, as author of set however, it's very nice if you save that work for your users
20:50:35 <Alberth> bugs in new stuff, or also in old? :)
20:50:42 <andythenorth> newly found old bugs
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20:50:51 <andythenorth> or genuine refactoring needed
20:50:58 <andythenorth> also…station names need work
20:50:59 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html#industries
20:51:07 <andythenorth> (sort by ‘station name’)
20:51:26 <andythenorth> ideally there would be more variety, or all unique
20:51:34 * andythenorth is out of ideas right now
20:51:57 <andythenorth> mines particularly could use more
20:52:48 <FLHerne> andythenorth: I tend to rename them to "North Shaft" or so
20:52:56 <FLHerne> Er, coal
20:53:33 <Alberth> I mostly disable station names, so I don't see them at all :p
20:54:07 <andythenorth> ha
20:54:08 <Alberth> but I'd remove the bad ones, and leave it at that
20:54:17 <FLHerne> Of course, in multiplayer it's just <Foo> Coal Mine #n :P
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20:54:36 <andythenorth> it’s tempting to remove them all and use the industry name :P
20:54:52 <andythenorth> but that might be in the same direction as making all cargo units 'tonnes'
20:54:57 <Alberth> hmm, I'd think the ones with the industry names are bad :p
20:55:00 <andythenorth> logical, but less interesting
20:55:32 <Alberth> as well as "power plant", but ymmv
20:55:56 <andythenorth> it appeals to me to use quirky UK-specific things
20:56:07 <andythenorth> just to test the will of translators :)
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20:57:00 <Alberth> UK-specific things add flavor, imho
21:00:22 * andythenorth googles
21:02:08 <Alberth> google is not a UK company :p
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21:04:33 <andythenorth> they have a UK campus :P
21:04:38 <andythenorth> I saw it today
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21:45:48 <Alberth> :)
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