IRC logs for #openttd on OFTC at 2017-05-31
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05:38:20 <Deactivated> supermop what you talking about?
05:39:21 <ST2> [01:53:41] <supermop> try my trucks <<-- try his trucks, plain simple english xD
05:41:28 <Deactivated> your monster truck? ok
05:44:22 <Deactivated> plain simple english
05:45:09 <ST2> yup, supermop made some releases on bananas, where can I find yours?
05:45:13 <Deactivated> alright hold on, stay tuned to english
05:45:19 <Deactivated> wtf I meant reddit
05:46:32 <Deactivated> Reddit (stylized as reddit, /ˈrɛdɪt/) is an American social news aggregation, web content rating, and discussion website. Reddit's registered community members can submit content such as text posts or direct links. Registered users can then vote submissions up or down that determines their position on the page.
05:46:38 <ST2> that sounds like a redo stuff, like old couple trying to have sex over the 60's
05:48:15 <ST2> Deactivated: I'm installing SW on a desktop I mounted... not free time
05:48:54 <ST2> but, about that reddit page, is it related to some porn thing?! because it seems so ^^
05:49:22 <Deactivated> crap I forgot how to start my own thread rip
05:50:32 <Deactivated> ahh found the button
05:57:16 <Deactivated> alright now lemme check out supermop's stuff
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15:38:23 <supermop> ST2: trucks not on bananas yet because the need NRT
15:39:29 <supermop> you can find some old station grfs of mine on bananas though
15:42:46 <V453000> I thought NRT was in stable already?
15:43:47 <supermop> although it's probably close
15:43:57 <supermop> there is nothing that causes crases in it
15:44:13 <supermop> only remaining work is really a matter of taste
15:44:47 <supermop> like, should you be allowed to upgrade a town road? that's kind of a philosophical question
15:44:53 <Wolf01> NRT is far from complete
15:45:08 <Wolf01> You still find bugs :P
15:45:21 <Wolf01> I should fix that convert thing
15:45:52 <supermop> Wolf01: i've never seen a bug - the convert thing is not so much a bug as just the way it is, though i'd like to see it changed
15:46:23 <supermop> i'd also like to see variety of town road types, and road that cannot spawn houses
15:46:56 <supermop> but between gaining those features and just seeing NRT as is in trunk, i'll take the trunk path
15:48:58 <supermop> V453000: the only reason i made a road set and a trolley truck set is to prod either development or inclusion of nrt
15:49:44 <supermop> though i guess now i can reuse my code to make a set out of those rendered melbourne streets i modeled two years ago
15:51:00 <Wolf01> There's the whole gamescript stuff to finish
15:51:28 <supermop> surely that can be done later?
15:52:01 <Wolf01> Also the HasAvailableInfrastructure() I'm working on, which needs some tweaking
15:52:05 <supermop> V453000: when compositing sprites, is there any like z-ordering to determine what ovelaps what?
15:54:41 <supermop> like if i have a container on a flatbed truck, when truck is driving north, i want the container drawn in front of the cab, but when it is driving south i want the cab drawn in front of the container
15:57:28 <V453000> I think there is some order yeah but I haven't even gotten to that
15:57:40 <V453000> I know frosch told me I can even define different ordering per rotation
15:57:56 <V453000> which is important so that your cabin doesn't draw over cargo when facing away
15:58:11 <V453000> well yeah then that's all I know, I didn't actually try it though
15:58:28 <supermop> otherwise i need to draw like a container with notch cut out when facing forward,
15:58:45 <supermop> ill ask frosch when i get to that point
15:59:31 <supermop> currently all my cargo is part of trailer or truck sprite, which causes huge amount of sprites
16:00:05 <supermop> not a problem as they are all tiny files, but if i render 32bpp versions...
16:00:11 <V453000> shit I had so many dreams about nuts cargo layering
16:00:40 <V453000> factorio + family = all time
16:01:12 <supermop> last few weeks my design job has been taking between 70-80 hrs per week
16:01:36 <supermop> which took up all the time i wanted to spend on looking for a new job that wouldn't take up so much time
16:02:36 <supermop> luckily had this past weekend off to crank out trucks, but was a bit annoying for my wife
16:03:08 <supermop> mostly because she hates messy code
16:03:31 <supermop> she'd walk by my computer and see my messy indentations
16:03:44 <supermop> and be like 'why are you coding in notepad!?"
16:08:08 <V453000> oh jeez programmer wife
16:09:26 <LordAro> scientists don't care about code quality
16:12:29 <supermop> hmm code bendy buses first and just use two regular bus sprites, or draw sprites first and get stuck in several days of tweaking bus pixels?
16:13:06 <supermop> kind of want them to be 8+2+6 rather than 8+8
16:13:30 <supermop> make the bendy accordian part its own segment
16:17:48 <supermop> here is an idea: bendy part is part of rear segment, but you draw it flexing one way or the other based on cb checking "curv_info_prev_cur"
16:19:12 <supermop> for semi trucks, you could do the same thing for the hitch of the cab that goes under the trailer
16:30:13 <supermop> can i concact strings?
16:31:17 <supermop> like have STR_MANUFACTURER + STR_MODEL_NAME + STR_TRUCK TYPE ?
16:32:42 <supermop> so i could make Mop X1 Flatbed Truck, but it randomly choose the "mop" name and the "x1"
16:38:41 <supermop> not sure this solves any problem
16:43:22 <Wolf01> andy did something like that IIRC
16:45:58 <supermop> even with no random, it might make it easier for me to name all these damn trucks
16:47:11 <supermop> though if the names of trucks could be different each play though that could be a neat illusion
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16:49:31 <planetmaker> LordAro, that depends on what kind of scientist ;)
16:50:29 <planetmaker> supermop, you can upload to bananas also NewGRFs which need special OpenTTD versions. You can query the versions and disable the NewGRF when the proper one is not found. And even restrict visibility to certain OpenTTD versions on the bananas side
16:50:38 <planetmaker> Not sure how NRT deals with the versions though
16:51:47 <supermop> planetmaker: mabe once I add busses i'll consider that
16:51:49 <LordAro> planetmaker: very true :)
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16:55:20 <planetmaker> supermop, openttd_version and probably NRT could define a variable that NRT is enabled in the ttdpatch flags maybe
16:55:28 <planetmaker> not sure it's worth the trouble, though
17:11:41 <Taede> looks perfectly normal to me
17:11:45 <Wolf01> The game does not have roundabouts :(
18:01:18 <supermop> hmm does an articulated bus hold more or less than twice the passengers of a regular bus?
18:01:47 <supermop> twice the length in game for 1.5 the capacity makes no gameplay sense
18:02:26 <supermop> twice the capacity for twice the length works if there is a noticeable running cost savings
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18:10:11 <Eddi|zuHause> articulated busses are not twice the length...
18:10:27 <Eddi|zuHause> the articulated extension is shorter than the base part
18:10:40 <Eddi|zuHause> so you get 1.5 the size for 1.5 the capacity
18:11:48 <Eddi|zuHause> regular bus is 12m, articulated bus is 18.75m
18:12:41 <supermop> Eddi|zuHause: shouldn't the capacity be a bit higher, as people can stand in the bendy part, and there is no drivers area?
18:13:08 <supermop> like 1.8 capacity for 1.5 length
18:13:35 <Eddi|zuHause> that depends a lot on the configuration of the bus (city busses tend to have fewer seats than long distance busses) and whether you count standing places at all
18:14:22 <supermop> also - in game costs are an afterthought, so there must be a bonus in density of seats per tile to justify the constrained granularity
18:14:46 <Eddi|zuHause> also, trading number of doors for quicker entry/exit for fewer seating places
18:16:18 <supermop> yes well you could have multiple bus types that trade off capacity/cargo age/load speed
18:17:54 <supermop> for now this bus will be 8/8 + 8/8 because i can test it without drawing new sprites
18:19:29 <Eddi|zuHause> i suggest making the bus 7+5
18:29:26 <supermop> Eddi|zuHause: chopping 4px off the back of a regular bus to get a 7/8 front part looks pretty good
18:29:41 <supermop> name: string(STR_MRR_TB + STR_TBUS_2);
18:29:55 <supermop> want to take bets on if that will work
18:31:53 <Eddi|zuHause> you likely want something like "string(STR_CONCAT, string(STR_1), string(STR_2))"
18:32:18 <Eddi|zuHause> where "STR_CONCAT:{STRING}{STRING}"
18:35:23 <Eddi|zuHause> why, for the past like 5 months or so, i have been looking at games and said to myself "hey, that looks nice, i would pay X for it", and then i look at the price and it's 2*X?
18:39:43 <supermop> it doesnt seem to recognize that
18:40:13 <supermop> "Unknown string "STR_CONCAT""
18:41:07 <supermop> is there a way i can just define a string as a combination of two strings elsewhere?
18:41:40 <Eddi|zuHause> yes, you need to define STR_CONCAT in your lang file
18:41:51 <Eddi|zuHause> with the line i posted above
18:42:18 <supermop> STR_CONCAT:{STRING}{STRING}
18:44:17 <supermop> now i wonder if i can get more exotic and have a switch
18:44:36 <Eddi|zuHause> no, vehicle names cannot have switches
18:48:21 <supermop> this still saves me a lot of strings
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18:53:23 <supermop> what soundds better, 'flatbed trolley truck' or 'trolley flatbed truck'
18:53:58 <supermop> 'articulated trolley bus' or 'electric articulated bus'
18:55:03 <Eddi|zuHause> first one for both
18:55:05 <Alberth> flatbed trolley truck, imho
18:55:26 <Alberth> is "articulated" of any importance?
18:56:21 <Alberth> ie, would it be comparable to "steel bus"?
18:56:39 <Alberth> (as in, it's made of steel)
18:58:55 <supermop> Alberth: only to differentiate long and short buses in buy menu
19:00:29 <Alberth> and articulated is the common term for that?
19:00:49 <Alberth> I'd expect "long bus" or so
19:00:57 <Alberth> or maybe the suggestion by Eddi
19:01:12 <Alberth> although still quite techy
19:01:34 <supermop> articulated is what we'd typically call it, though colloquially i've heard them called bendy buses in the uk
19:02:04 <supermop> in new york, i never hear anyone talk about them colloquially
19:02:18 <Alberth> ok, that's fine, I was just wondering if it's more than a name in OpenTTD NewGRF
19:03:07 <supermop> most major routes are all articulated anyway so they do not seem notable, people who think about transit a lot call them articulated, everyone else just calls them buses
19:03:37 <Alberth> I have that same problem with the "2ccset" which suggests that its most important feature is being 2cc, rather than a set of vehicles for some purpose
19:03:53 <Eddi|zuHause> debdog: well, colloquial names include "Schlenkerbus" or "Schlenki" :p
19:04:42 <Eddi|zuHause> (these might be regional)
19:04:49 <debdog> yeah, never heard them
19:05:50 <planetmaker> Eddi|zuHause, definitely regional ;) (never heard that)
19:06:48 <supermop> maybe that will be a model name
19:06:49 <planetmaker> but definitely a funny word :)
19:07:19 <planetmaker> to German ears that sounds like to an English-speaking person maybe wiggly sounds
19:08:36 <planetmaker> Ziehharmonikabus is what we call(ed) it
19:09:35 <Alberth> supermop: I'd expect the "e" to be pronounced like the "e" in egg
19:09:40 <Eddi|zuHause> unrelated, but colloquial names for "Zieharmonika" include "Quetschkommode" :p
19:10:05 <Eddi|zuHause> i've never heard "Quetschkommodenbus" though :p
19:10:16 <supermop> Alberth: it still has the same feeling of sound
19:10:42 <Alberth> oh sure, it's just a little less "i"-ish
19:11:05 <Alberth> you can use all the different names for this type of bus as names :p
19:11:26 <Eddi|zuHause> supermop: the words are likely related (have the same root), but not directly connected
19:12:55 <Eddi|zuHause> supermop: the dictionary defines "Schlenker" as "sudden turn in a straight movement" or "detour"
19:13:48 <Eddi|zuHause> the verb "schlenkern" has a few more meanings
19:14:02 <Eddi|zuHause> like arms swinging back and forth
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20:23:58 <frosch123> RSVP? since when do english people use french abbreviations?
20:24:14 <andythenorth> also latin ones :P
20:26:46 <andythenorth> frosch123: can haz FIRS question?
20:26:49 <andythenorth> got a recent build of it?
20:27:01 <frosch123> it's from this year
20:27:26 <andythenorth> secondary industries now show ‘supplied’ on a per-cargo basis
20:27:31 <andythenorth> which works great
20:27:36 <andythenorth> not sure what to do with primaries
20:29:01 <andythenorth> ‘supplied’ might not be enough information, you need to know if it’s enough for ‘enhanced’ or ‘gung-ho'
20:29:10 <andythenorth> which is show separately
20:29:12 <supermop> frosch123: since 1066CE
20:29:17 <andythenorth> port industries have it worse even :)
20:30:09 <frosch123> supermop: poor welsh people
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20:37:27 <frosch123> andythenorth: you want to display "(5 crates in past 3 months)"?
20:47:34 <andythenorth> not sure what looks best to player
20:48:22 <frosch123> i think the text at the bottom is fine
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20:53:52 <andythenorth> shall I just omit the ‘supplied’?
20:53:58 <andythenorth> it’s the least work :)
20:58:15 <frosch123> you could also just add 3 numbers
20:58:36 <frosch123> "farm supplies (30, 10, 20)"
20:58:48 <frosch123> so you can also see how long ago the delivery was
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21:21:54 <frosch123> just tell people in the readme to use the newgrf inspect window
21:26:41 <andythenorth> primaries are really just ok as they are
21:28:20 <andythenorth> port-type industries aren’t quite so good, because they have 2 or 3 input cargos
21:28:31 <andythenorth> and you want to know which ones are delivered recently
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21:34:36 <andythenorth> eh the cargos don’t combine though, so maybe it doesn’t matter
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21:37:20 * andythenorth ducks a big chunk of work for FIRS v3
21:37:52 <frosch123> what distinguishes firs3 from firs2?
21:41:50 <andythenorth> Steeltown economy, reworked Arctic Basic economy
21:41:57 <andythenorth> improved lots of graphics
21:42:11 <andythenorth> removed most of the industry ‘extra info’ text
21:43:25 <frosch123> i thought all of that was already released :o
21:44:48 <andythenorth> still got 3 industries to draw
21:45:18 <andythenorth> I’m going to give it a new grfid I think, because there will be haters of v3
21:45:24 <andythenorth> they can keep v2 :P
21:46:26 <supermop> release as collectors 3 DVD set
21:46:39 <supermop> is FIRS 10 years old yet?
21:47:19 <frosch123> unlikely, newindustries was only implenented to ottd 10 years ago
21:47:50 <supermop> ok you have some time for the special 10th aniversary edition andythenorth
21:48:43 <andythenorth> FIRS started in Nov. 2008
21:49:38 <andythenorth> the date stuck because I was in Mumbai at the time, and it was attacked
21:55:27 <planetmaker> :-O nearly 10 years FIRS?
21:55:35 <planetmaker> Will we have a 10-years-firs party? :)
21:57:47 <Eddi|zuHause> we didn't have a party for quite a while now
21:59:01 <Eddi|zuHause> and it's not like we reach r30k anytime soon :p
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22:22:22 <andythenorth> we could have had a FIRS 5k party :P
22:29:29 <supermop> for some reason, nmlc complains that line 214 has no :
22:29:34 <supermop> when it clearly does
22:31:02 <supermop> haven't changed that line since this morning when it worked fine
22:32:20 <andythenorth> something like that is usually an error elswhere, tripping up the parser
22:32:28 <andythenorth> I am checking the lines before
22:33:20 <andythenorth> can’t see anything there
22:35:09 <supermop> i deleted all those livestock trolley truck strings bc they are not used yet, and it gives the error for the last diesel livestock truck
22:36:39 <supermop> maybe its the following // comment?
22:36:46 <supermop> are comments not allowed?
22:37:32 <supermop> deleted all comments and it worked
22:37:54 <Alberth> // is not a comment at least
22:40:14 <Alberth> hmm, I am not even sure it has comment at all
22:41:25 <Eddi|zuHause> well, the first few lines of that file look like comments to me
22:49:29 <supermop> yeah i forgot and used // instead of #
22:51:54 <Alberth> always so nice if different files of the same program use different syntax :p
22:53:49 <andythenorth> that never trips me up, ever :P
22:53:52 <andythenorth> except sometimes
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23:20:40 <supermop> bellows part of bendy bus looks too big
23:24:26 <supermop> i guess its ok. looks stupid in corners
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23:40:54 <supermop> I think making the bendy part a separate segment of the vehicle might make corners better
23:52:06 <Eddi|zuHause> corners are tricky with small parts
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