IRC logs for #openttd on OFTC at 2017-11-05
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00:02:37 <Samu> if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
00:03:26 <Samu> cargo waiting must be higher than the minimal_cargo
00:03:34 <Samu> which is 5 for all industries
00:03:53 <Samu> sometimes the cargo waiting was less
00:13:54 <Samu> Run Tile Loop versus Call Landscape Tick
00:14:56 <Samu> so my implementation isn't bugged, it's just the way it works
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07:47:06 * Pressure_Line wonders what version of OpenTTD he is actually running
07:47:41 <Pressure_Line> wonder of wonders, it is atually 1.7.1 stable
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10:47:49 <PressureLine> xUSSR looks pretty good with UKRS2 wagons
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11:08:29 <PressureLine> other than not using it, is there an esy way to make fast-forwards not actually change the game speed?
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11:51:00 <Wolf01> <PressureLine> other than not using it, is there an esy way to make fast-forwards not actually change the game speed? <- wat?!
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11:58:08 <Pressure_Line> to remove the temptation to use FF
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12:03:51 <Eddi|zuHause> that makes no sense whatsoever
12:04:19 <Eddi|zuHause> anyway, you can start your game as a (local) multiplayer game, that disables FF
12:05:55 <Wolf01> Which mean one with most CPU cores possible and lower clock, because a Pentium 2 might run better OTTD than a core i7
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13:06:34 <Samu> I got a question about cargo monitor again
13:07:00 <Samu> if a script tells me to deliver passengers to an Oil Rig
13:07:13 <Samu> how should the cargo monitor behave?
13:07:36 <Samu> technically, the Oil Rig as Industry, does not require passengers, but one of its tiles accepts passengers
13:08:46 <Samu> can a script actually do this?
13:23:12 <Samu> i'm actually confused, oil rigs are such a difficult specimen
13:32:53 <Samu> alright, oil rigs aren't added
13:42:35 <Samu> cargo is still monitorized, as being delivered to a town, even though I'm clearly delivering at the oil rig
13:43:00 <Samu> i'm surprised everything works
13:59:37 <Samu> what if an industry does normally accept passengers but is temporarily not accepting them, and yet there's still an industry tile that accepts passengers?
14:00:03 <Samu> it accepts 50 passengers but not more, and i deliver 60
14:00:45 <Samu> 50 goes to industry, the other 10 goes to industry tile
14:01:06 <Samu> how would cargo monitor deal with such a situation?
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14:05:56 <V453000> \o/ new purr released =+D
14:07:53 <Samu> i figured out yesterday's problem
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14:09:16 <Samu> technically, the cargo isn't processed, but it's still there, waiting to be processed
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14:11:27 <Samu> if the cargo to be processed is not higher than 5, the sawmill refuses to produce goods
14:12:17 <Samu> since I was delivering wood piece by piece, at the end of some function cycle, some industries were being delivered only 2, or 3, or 4 etc...
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14:13:27 <Samu> today I'm onto something else
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14:36:15 <Alberth> somewhat, reading another site
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16:37:19 <V453000> bananas iz enhanced for moar today
16:38:19 <V453000> yeah what's that all about
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19:04:09 <Samu> /* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
19:04:21 <Samu> what is this FIXME about?
19:06:41 <Samu> i'm doing some changes in this function, but was wondering what was this comment about
19:31:36 <andythenorth> child is asking what happens if YouTube runs out of video IDs
19:31:54 <andythenorth> he seems to think they'll switch to unicode code points
19:32:04 <supermop_home> close up shop and go home?
19:32:20 * andythenorth suspects he's been watching videos and is repeating them
19:33:12 <frosch123> andythenorth: compute how many ids there are per earth inhabitant
19:37:27 <Eddi|zuHause> andythenorth: youtube IDs are base64, if they run out, they can just make them longer
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19:41:09 <Wolf01> <andythenorth> he seems to think they'll switch to unicode code points <- emojis
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19:53:20 <Wolf01> And the best part with lego is that (almost) everything "works", even an AA20 4-14-4 on curves
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20:07:19 <andythenorth> someone try new Steeltown in FIRS?
20:08:17 <andythenorth> cargo chart is annoyingly small :)
20:09:31 <frosch123> or did i miss irony?
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20:10:16 <frosch123> oh, you changed everything again :p
20:10:46 <andythenorth> I play-tested it
20:10:59 <andythenorth> making the chart look pretty was a false move :P
20:11:12 <andythenorth> that is one of my remaining questions
20:11:24 <andythenorth> the ports need to take a wide range of inputs
20:11:41 <andythenorth> because otherwise the only source might be the other side of the map
20:11:46 <andythenorth> which makes playing dull
20:12:18 <frosch123> food goes to two ports
20:12:33 <andythenorth> yeah, it's a free boost
20:13:00 <andythenorth> in my test game, electrical machines stuck out as a bit useless
20:13:22 <andythenorth> I thought they were cheap source of supplies / wharf boost with copper loop
20:13:48 <andythenorth> maybe the metal workshops were just in wrong place on map, dunno
20:13:52 <andythenorth> didn't use any though
20:14:36 <andythenorth> hmm, game has only 2 wharves, on edge of map, so that's probably why
20:21:38 <andythenorth> can't figure out how to tell dot how wide columns should be
20:22:02 <andythenorth> now I understand the layout algorithm a bit, wondering if I can tweak it
20:22:40 <V453000> I read mental workshops ._. tells you things
20:22:40 <Eddi|zuHause> probably a fruitless endeavour
20:23:23 <Eddi|zuHause> mentar workshops? on the homeworld of the psilons?
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20:44:53 <andythenorth> dot is interesting
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21:27:23 <Samu> flags & ~DC_EXEC is & ~ the same as saying "and not"
21:29:00 <Samu> if ((st->airport.GetFTA()->flags & ~AirportFTAClass::SHORT_STRIP) && (AircraftVehInfo(v->engine_type)->subtype & AIR_FAST))
21:29:23 <Samu> if the airport is not with a short strip and the aircraft is fast?
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21:43:45 <frosch123> it seems to have 2 less crossings
21:44:32 <frosch123> well, it doesn't, but they are in more convient places now
22:12:19 <Samu> what I should look for to avoid desync
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23:11:13 <Samu> i take it no one knows what that FIXME was for
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23:42:31 <Samu> i always wanted this setting
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