IRC logs for #openttd on OFTC at 2019-04-12
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00:06:41 <planetmaker> I need diagonal stations :P
00:09:34 <peter1138> I had a patch for that ;)
00:09:38 <Eddi|zuHause> i know a person who had a patch for that
00:09:43 <Eddi|zuHause> dangit, too slow :p
00:11:11 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone commented on pull request #7497: Feature: Selective demolition tool. https://git.io/fjq9z
00:23:53 <LordAro> ship cache wouldn't affect that at all
00:23:58 <LordAro> given... it wouldn't be cached
00:26:45 <Samu> deleted a grand total of 10 branches
00:35:08 *** ChanServ sets mode: +v tokai
00:47:13 <planetmaker> for the pax network I built sth like cargodist active would be better
01:18:37 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #6907: Cargo capacity should be recalculated on TRIGGER_VEHICLE_NEW_LOAD https://git.io/fjqHy
01:50:46 <Samu> Can't remember why I didn't do a PR
01:50:54 <Samu> it looks ready, it's collecting dust
02:06:31 <Samu> I'm gonna PR, and wait for the innevitable won't implement :(
02:07:04 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjqQu
02:07:25 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window https://git.io/fjqQz
02:15:15 <Samu> the invisible whitespaces :|
02:27:02 <Samu> if (!(st->facilities & FACIL_AIRPORT) != 0) return false;
02:27:10 <Samu> clang is complaining about this, why?
02:29:19 <glx> because you compare bool to 0
02:30:10 <Samu> warning: logical not is only applied to the left hand side of this comparison [-Wlogical-not-parentheses]
02:30:48 <glx> you are doing (!(xxx)) != 0
02:31:08 <glx> comparing true/false to 0
02:31:22 <Samu> i want a false to be true so i can return false
02:31:57 <glx> (st->facilities & FACIL_AIRPORT) == 0
02:36:57 <Samu> it is able to generate 3 warnings for 1 single thing
02:37:12 <glx> no it's right, your code was clearly wrong
02:37:40 <glx> doesn't mean the code was correct
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02:49:54 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjqQu
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03:35:29 <Samu> what's the point of Google Stadia
03:42:34 <Supercheese> Google trying to control yet another market
03:42:47 <Supercheese> they plan to monopolize everything eventually
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04:34:08 <Flygon> Problem: Most people don't have good enough net connections to make Stadia useful. :D
04:34:18 <Flygon> Never mind how sensitive to timing lag a lot of games are.
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10:36:00 <reldred> huh, neat little unit the 10.1" one
10:36:28 <reldred> I got a 12" one with a 1080p panel but it's packed out now
10:37:18 <LordAro> peter1138: that's very small for 4k
10:37:53 <peter1138> reldred, yeah, that might be a nice screen for an IRC window :-)
10:38:19 <LordAro> think of all the text you could fit on it
10:38:47 <peter1138> Like we used to use in the 1024x768 days.
10:39:09 <LordAro> you'd need a magnifying glass to read it, but that's beside the point
10:39:44 <reldred> I just picked up a surface go and tbh I'm actually having to use the 150% scaling like some vision deficient old geezer'
10:40:46 <peter1138> Ok, so I guess I want a 4K panel with a decent size, IPS, and freesync (as nvidia "support" that now)
10:41:09 <reldred> I thought they only whitelist a few panels?
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10:45:35 <peter1138> I'll tell you what though, 3x of those 15" screens would fit in my computer space ;)
10:56:03 <reldred> I ditched the triple screen at home and went for one of those 34" curved 21:9 aspect monitors. Don't regret it for a moment
10:58:24 <peter1138> I'm tempted. Quite a premium for that ratio though.
10:58:38 <peter1138> And 1440p only, it seems.
11:01:34 <peter1138> That's... even more :
11:01:42 <V453000> I also have 3440x1440, it's great
11:02:07 <peter1138> I have 5040x1050 so... it'd be less wide!
11:02:22 <peter1138> I should just do it, shouldn't I?
11:02:44 <V453000> it's a bit higher pixel density than normal 23" FullHD but I got used to it quite quickly. Especially things you can fullscreen are awesome.
11:03:09 <reldred> Its nice if anything just for watching movies on
11:03:18 <V453000> I know some games don't support the 21:9, one that comes to mind is Starcraft 2
11:03:28 <reldred> But yes, games is good.
11:03:37 <reldred> But some games require some bullshittery to cooperate
11:03:45 <reldred> *cough* betheseda games *cough*
11:03:52 <peter1138> "Finance available" oh fuck
11:03:54 <V453000> Also, if you use anything similar to a non-display pen tablet, the pen mapping is distorted from the 16:9 tablet to 21:9 screen which takes some getting used to :/
11:04:26 <peter1138> Can't you just run those games with borders at the sides?
11:04:31 <V453000> but other than that, ultra wide screen blender/VScode/openttd/factorio is joy
11:04:40 <reldred> Yeah you can still just letterbox it
11:04:48 <V453000> depends, I think SC2 does some really fucked up stuff
11:05:23 <peter1138> But probably feels less big due to ultrawide.
11:05:34 <reldred> Theres always workarounds, you can always just run at standard 2k res
11:05:42 <peter1138> Ultrasharps are always good.
11:06:13 <peter1138> No freesync on either of these :(
11:06:45 <V453000> BTW when looking at a flat screen I fell really weird now, the curve takes some getting used to but it's great :D
11:07:08 <peter1138> Curved becomes necessary for ultrawide, I think.
11:07:12 <V453000> when I played Factorio on the mac with 5k screen I felt like a fisheye
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12:26:46 <_Artea> planetmaker: seems you got game :D
12:41:05 <planetmaker> well, some. But last thing I did was simply spam another 6 select airports and make 3 point-to-point connections with the supersonic jets.
12:41:20 <planetmaker> That made my profits skyrocket without much effort
12:41:48 <planetmaker> hehe :P I bought you :P
12:42:02 <planetmaker> or the remaining 25% which I could buy
12:42:18 <planetmaker> the current AIAI... dunno... I bought 25% so that no-one could buy it
12:42:34 <planetmaker> kinda giving it a survival guarantee, if it can manage on its own
12:42:44 <planetmaker> ... how? I owned 25%
12:42:58 <planetmaker> yes... but 75%... so?
12:43:37 <planetmaker> sure, can be bought. I understood that you aquired it and thus made the company go. Probably I misunderstood?
12:44:07 <planetmaker> ah, ok, yes, fine
12:44:15 <planetmaker> thought it was gone
12:45:03 <planetmaker> but company doing well :P
12:45:06 <Artea> I think cant hold for 10 years on "high level"
12:45:22 <planetmaker> it probably is just a nasty mistake
12:45:33 <planetmaker> did you report the crashs to the author?
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12:45:53 <Artea> since I dont remember my TT forum login
12:46:08 <Artea> has been long time since
12:46:16 <planetmaker> but there's password reset. And there's owen
12:48:15 <Artea> used a very old password
13:02:02 <Artea> just got mail from AIAI's owners
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13:22:37 <Artea> planetmaker bought you :P
13:23:25 <Samu> must have been inflation
13:39:34 <Artea> server got laggy during the night ?
13:41:27 <Samu> simulation rate was down at 6 fps at times
13:42:11 <Artea> I get so pissed because my other game dcs
13:57:48 <planetmaker> Artea, no, it's not the ISP which makes it laggy. If you use the framerate display, it periodically drops to low framerates
13:57:59 <planetmaker> probably as it's creating saves or other periodic stuff
13:58:28 <planetmaker> but yes, my instance got disconnected over night... but then, my ISP resets my connection over night
13:59:06 <planetmaker> as samu says: it's the simulation rate which drops... nothing to do with networking
13:59:13 <Artea> lost connection to ISP box
15:16:11 <LordAro> isn't that the same error as before?
15:19:16 <LordAro> and looking at Dretfield in your screenshot, i'm not surprised it wasn't able to find somewhere to build
15:25:31 <Artea> seems I'm #2 in my server ;)
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15:35:26 <peter1138> Urgh, we need to remove block signals :(
15:35:33 <peter1138> Or at least make them hard to get to.
15:35:39 <peter1138> So many people get them wrong.
15:37:00 <Eddi|zuHause> iirc we already have settings for them to not be included in the ctrl+click cycle (who uses that anymore?), just need to also exclude them from the signal GUI
15:37:06 <planetmaker> ehm... the default *is* the path signal
15:37:17 <planetmaker> and yes, I use the ctrl+click cycle
15:38:08 <Eddi|zuHause> planetmaker: the assumption should be that almost nobody knows ctrl+click features
15:38:30 <planetmaker> it's probably a safe assumption
15:38:57 <planetmaker> and not including them in the ctrl+click cycle... isn't that default either?
15:39:03 <Eddi|zuHause> but, my prediction is even with only one signal type, people would still manage to get signals wrong. see TF :p
15:39:12 <planetmaker> of course they would
15:39:27 <planetmaker> understanding blocks is not the easiest thing to do
15:39:48 <planetmaker> factorio actually has a nice thing when placing signals: it highlights the different blocks with different colours
15:40:39 <planetmaker> so you immediately see which tracks are connected and where a train would thus interfere with the path of another when it enters a block another train also would want to use
15:40:46 <planetmaker> (factorio only knows block signals)
15:41:26 <planetmaker> and pre-signals called chain signals (which is a special form of block signal, terminated by a normal signal)
15:41:40 <Artea> just getting spammed from an ip
15:41:53 <planetmaker> but as in OpenTTD irrespective of signal type, signals cut tracks into blocks
15:42:07 <planetmaker> and even that system is not understood by many :P
15:44:23 <Samu> omg wikipedia begging for money again is so annoying
15:44:52 <Artea> about the down framerate of the server
15:45:01 <Artea> I think is due the dust in it
15:45:16 <Samu> stupid big box taking 3/4 of the screen
15:46:11 <Artea> Samu: are you idleing in my server ? ;P
15:46:40 <peter1138> Problem with pre-signals is... people think they are superior to path.
15:47:36 <Artea> I wonder how CashDrainGS would be affected with Inflation
15:47:53 <Artea> it will be my next task of DS
15:57:54 <Samu> ranks companies by value, and that's it
15:59:53 <Artea> it helps alot in small trains
16:00:22 <Artea> without I get around 2k or 5k max, with this I get like 12k
16:00:36 <Artea> it's changes the dynamic of the game
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16:08:11 <nielsm> new signal building UI that places path signals front and first
16:09:20 <planetmaker> well... expert setting which enables display of block signals. And only show path signals by default
16:11:07 <Artea> you margin of profit is good
16:11:08 <peter1138> Yeah, hide them from the UI
16:11:18 <Artea> I have a little more because I sold the shares of AIAI
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16:11:47 <peter1138> Yet another setting ;(
16:13:13 <nielsm> well it'd be a client setting not affecting simulation
16:14:26 <nielsm> git pull => "539 files changed, 5901 insertions(+), 5881 deletions(-)"
16:14:28 <LordAro> could bundle it into the ctrl+click cycle setting?
16:14:32 <nielsm> that's the nullptr patch right?
16:20:57 <Guest110> Hello guys, I'm integrating OpenTTD with external stream analytics tool (Hazelcast Jet). May I ask for your help? I want OpenTTD to stop a train if specific external condition occurs. My intention was to plug a Jet listener into OpenTTD code and call some OpenTTD API to stop the train. Does it make sense? Which API to use to stop the train?
16:22:04 <Guest110> I tried DoCommandP(v->tile, v->index, 0, CMD_START_STOP_VEHICLE, NULL) which didn't seem to have desired effect..
16:22:55 <peter1138> Calling functions directly? o_O
16:22:57 <planetmaker> Not quite clear what you're looking for. There is not exactly an API to stop trains in general... there's the user interface where you can stop trains. And AI have a command to start/stop trains, too
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16:23:11 <planetmaker> but... DoCommandP definitely is not an API but an internal function
16:23:13 <peter1138> So yeah, AI/GS have a defined API.
16:23:33 <peter1138> There is an admin API but I don't think that allows for that kinda stuff.
16:23:53 <Guest110> So is there an AI API I can call?
16:23:55 <planetmaker> gamescripts might... when imposing themselves as a player
16:24:09 <planetmaker> you can call an AI API only when you are an AI script
16:24:21 <planetmaker> and the game script API only when you're a game script
16:24:47 <Samu> inb4 super GS playing as 15 AI companies
16:26:51 <planetmaker> Guest110, I'm actually not sure what you really want to do. You mentioned a tool. And you want to stop a train. But... that's not exactly a purpose... so hard to suggest anything
16:28:45 <planetmaker> i.e. it feels to me a bit like asking about the heat and temperature to bake potatoes with - but don't give the meal you try to cook :P
16:31:53 <Guest110> I'm member of the team building an open-source stream processing solution. I want to build nice demo using OpenTTD as a long-time game fan. I want to use OpenTTD as a source of a real time data feed with transport telemetry. So that vehicle information updates are streamed into it. Analytical tool does decision making based on the observed data. Fox example stop the train if it detects potential collision.
16:32:30 <Guest110> I'm successfully streaming the vehicle updates from OpenTTD. Now I'd like to build this "stop the train if rule wants it" part.
16:35:25 <planetmaker> collision detection is done in the pathfinder internals... that's not exposed anywhere
16:36:09 <planetmaker> or maybe not path finder, but the core game loop where vehicles are moved
16:36:42 <Guest110> Collisions were just an example, I just wanted to do some visible action in OpenTTD triggered externaly.
16:37:42 <planetmaker> Visible action... that's what we have AI and game scripts for - which are both written in squirrel. But both of which directly act on the game and its entitities
16:39:22 <planetmaker> anyway, as you do not seem to want to use that, but implement another AI / game script API - hook into whereever suits you. Maybe use the script API to look where they hook into
16:39:30 <planetmaker> and duplicate that for your needs
16:39:39 <planetmaker> nielsm, pre-signals are also block signals
16:39:55 <Samu> nielsm, just hide them buttons really really hidden in some obscure openttd.cfg setting where no one would look
16:40:09 <Guest110> Thanks planetmaker, thanks guys.
16:40:12 <planetmaker> nielsm, "show block signals in signal dialogue"
16:40:42 <planetmaker> Guest110, I guess that doesn't sound satisfactorily... but yes... difficult to answer more detailed
16:41:23 <nielsm> Guest110: what tech are you using to receive the data from the game so far?
16:48:28 <Guest110> I use the Jet C++ client. With each train tick, I send the vehicle information to Jet. Client works asynchronously so game isn't affected.
16:49:21 <nielsm> I mean, are you receiving it over a network socket? is that network socket connected as a regular client or to the adminport? or are you using a modified client?
16:49:34 <nielsm> (modified game executable)
16:50:26 <Guest110> Modified game executable. I've downloaded sources from GH and recompiled it with the client of Jet added to it.
16:52:14 <nielsm> what you'd basically do then (I think) is add a block of code where you switch to the appropriate company and then perform a DoCommandP call for the "stop train" command with the train id
16:53:14 <Guest110> DoCommadP returned false, but maybe that was because I didn't switch the company..
16:55:54 <nielsm> basically just change _current_company global, but make sure to restore it afterwards
16:56:16 <nielsm> ai_core.cpp in AI::GameLoop shows how to do that with Backup<CompanyByte>
16:58:17 <nielsm> and (naturally) to act as any random company, you have to either be singleplayer mode, or server in multiplayer, or be connected as a client joined to that company
16:58:56 <planetmaker> a client will be kicked though from multiplayer if it tries to issue commands for anything not under the company's control
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17:05:25 <Guest110> Thank you very much nielsm, I'll try!
17:07:44 <_dp_> planetmaker, but server won't ;)
17:08:48 <_dp_> but yeah, only doable as a server and even though it's somewhat possible with gs+admin port doing it directly with docommandp is likely to be much easier
17:09:06 <peter1138> gs network support? :D
17:09:32 <_dp_> peter1138, network thing can talk to gs via admin port
17:09:45 <peter1138> I heard about that.
17:10:53 <planetmaker> I actually wondered whether it really would be bad to allow AI conntect to a server from extern
17:11:17 <planetmaker> Sure, allows some automated griefing options...
17:11:38 <planetmaker> but also interesting helper opportunities
17:12:24 <_dp_> o_O helper makes some sense as gs even though there are almost none currently
17:12:30 <_dp_> but ai has no place in mp imo
17:13:37 <planetmaker> I think it has its place
17:13:51 <planetmaker> not in every MP scenario / setup. But there definitely are some
17:16:22 <_dp_> idk, only use I can think of is to have some AI to make server look populated and attract more real players
17:19:47 <_dp_> automated griefing is already a thing btw
17:20:01 <_dp_> there was a bot at some point that spammed all servers with companies
17:20:10 <planetmaker> ofc... modified clients
17:20:23 <Artea> R.I.P. 128 passangers from planetmaker's Transports
17:21:56 <planetmaker> but that's what makes the trains better
17:22:29 <planetmaker> the 38 trains make approx. as much profit as the 38 planes. Or at least last night they did
17:24:16 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened pull request #7504: Feature: Hide block signal tools by default https://git.io/fjmvH
17:24:23 <nielsm> there, cheeky PR of the day
17:25:42 <Artea> foster mkII costs 10,000,000 euros
17:26:01 <Artea> put 2 road vehicles and they only give me 100k
17:26:29 <planetmaker> all my RV make negative income... all are feeder for trains
17:27:24 <peter1138> nielsm, not enough use of the words "obsolete" and "deprecated" ;-)
17:28:25 <Artea> but meh, dont sure if worth and small space
17:28:39 <nielsm> well block and pre signals do enable building train-based computers so they're not obsolete in the sense that all their functionality has been superseded
17:28:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7504: Feature: Hide block signal tools by default https://git.io/fjmvN
17:28:42 <Artea> towns are already connected
17:29:08 <peter1138> nielsm, we should seriously consider one of the programmable signal patches.
17:29:21 <peter1138> i had a patch once...
17:29:32 <peter1138> But decided it was a bit NIH-syndrome.
17:29:55 <nielsm> I think I suggested a system where you sent squirrel code over the string parameter in the commands
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17:34:26 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7504: Feature: Hide block signal tools by default https://git.io/fjmff
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17:57:17 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7504: Feature: Hide block signal tools by default https://git.io/fjmfV
18:12:11 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window https://git.io/fjmfF
18:14:49 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjmfN
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19:46:00 <glx> now using operator() in some places
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19:52:29 <andythenorth> 7504 is interesting :)
19:52:52 <glx> oups it massively fails to compile
19:54:39 <nielsm> yeah I know there's wishes to change the signal gui overall
19:55:27 <glx> next time I'll make sure to check with mingw before pushing
19:56:29 <andythenorth> signals, I could do without semaphores ever :P
19:56:42 <andythenorth> even down at the hotkey level
19:56:49 <andythenorth> signals grf? o_O
19:57:19 <andythenorth> does that actually work?
19:59:02 <Artea> auto renew needs a timer
19:59:13 <Artea> I have trains with 70 years old :S
19:59:42 <andythenorth> so I often build semaphores by accident
19:59:47 <andythenorth> because I have ctrl key pressed
19:59:50 <glx> just make sure it can reach a depot when the autorenew check happens
19:59:54 <andythenorth> in anticipation of building one way signal
20:00:07 <andythenorth> I don't see how to disable that in hotkeys.cfg
20:00:14 <glx> if it's too far it won't autorenew
20:00:18 <Artea> a very one indeed in my paradise
20:00:35 <andythenorth> semaphores are nice for realism, but total ass for gameplay
20:01:26 <nielsm> semaphores should require a signal house nearby to work (and be buildable), electric signals should require either a modernised signal house nearby, or a massively expensive signalling central
20:01:57 <andythenorth> how about a signal box auto-built by the game every n tiles :P
20:02:00 <andythenorth> for pure eye candy
20:02:01 * Artea would like to see LordAro beat planetmaker in his server
20:02:35 <LordAro> pm is a seasoned ottdc veteran
20:03:21 <Artea> went up creating a mess in my company
20:05:37 <andythenorth> someone test new FIRS Steeltown? o_O
20:05:46 <andythenorth> it works, with some rough edges
20:09:00 <andythenorth> how can I distinguish cryogenic tankers from food tankers?
20:13:11 <Eddi|zuHause> (not quite accurate, but close enough?)
20:13:33 <andythenorth> it's the most obvious solution
20:13:54 <andythenorth> or make one type white and one type silver
20:14:41 <Eddi|zuHause> silver doesn't really translate in this pixel environment
20:14:44 <milek7> kdtree crashed again ;/
20:15:01 <LordAro> someone should fix that
20:15:18 <andythenorth> silver and white are close, but not identical
20:15:30 <andythenorth> it's only a few shades different, but the refrigerated vans are white
20:15:34 <andythenorth> the tankers are silver
20:15:51 <Eddi|zuHause> the least you could do would make the cryo stripe horizontal and the edible vertical
20:16:29 <Eddi|zuHause> or the other way around, to match the refrigerated with the edibles tanker
20:16:58 <andythenorth> that's kind of snookered, by having 4 generations or so
20:17:04 <andythenorth> which need to look same-but-different
20:17:40 <andythenorth> I wonder if they don't need to be so different though
20:17:54 <andythenorth> then I could use horizontal for one type and vertical for the other, as eddi said
20:18:13 <andythenorth> these were drawn quickly because I was bored of them not being done
20:18:34 <Eddi|zuHause> the differences in generation could be more subtle
20:19:22 <andythenorth> so horizontal on the cryo tanks for realism (in Europe at least)?
20:19:34 <andythenorth> or horizontal on the edibles tanks to match the fridge vans
20:19:57 <Eddi|zuHause> i leave that up to your creative mind :p
20:29:24 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjmT0
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20:43:06 <Samu> savegame conversion is missing
20:43:34 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjmTM
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20:55:47 <Artea> someone is spamming alot
20:58:02 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjqQu
21:07:15 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjmkT
21:10:22 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjqQu
21:14:33 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjmkn
21:23:17 <Samu> actually, autoreplace needs more changes than just a gui change :(
21:35:05 * peter1138 returns from cinema
21:40:31 <andythenorth> cinema returns from peter1138
21:57:41 <Eddi|zuHause> was there anything interesting in the cinema since i last went?
21:58:08 <Eddi|zuHause> i can't even remember what it was...
21:58:20 <Eddi|zuHause> probably star wars
21:58:33 <Eddi|zuHause> which everyone thought was boring
22:01:37 <andythenorth> did we do liveries yet? :)
22:08:37 <Samu> hmm what to do about autoreplace
22:08:52 <Samu> looks like nothing has to be done
22:10:04 <Samu> i can replace a small plane with a large plane
22:10:32 <Samu> if the airports have long runways, it's fine, if they don't it's not fine
22:10:41 <Samu> but autoreplace, itself... nothing changes
22:13:08 * andythenorth should make some pixels
22:13:31 <andythenorth> also is it nap time yet?
22:15:52 <Samu> hope that's a bit clearer
22:16:27 <Samu> probably more confusing now?
22:20:38 * andythenorth moves yellow pixels around
22:22:41 <Samu> that's the only melee skill that matters
22:25:55 <Artea> road vehicles armoured should have more than 16 bags of valuables
22:26:19 <Artea> every road vehicle should have a little more in the end...
22:26:32 <nielsm> make a newgrf that changes that
22:26:56 <nielsm> the base vehicles stay as they were defined by chris sawyer in transport tycoon deluxe
22:28:18 <Artea> I need to search for them
22:28:24 <LordAro> those are called "newgrfs"
22:29:04 <Artea> seems I going have nice work on next version of OTTD
22:31:36 <Samu> heh Artea, 95% of my patch requests are rejected
22:35:20 <peter1138> Still looks very old school :p
22:35:26 <LordAro> website remove-images-for-layout
22:37:29 <andythenorth> you can usually reduce box-shadow to 0 0 1px #999 or so
22:37:35 <andythenorth> or rgba(0,0,0,0.2)
22:38:16 <andythenorth> the drop shadow borders are fuzz
22:38:32 <andythenorth> in the live site also
22:39:43 <andythenorth> navigation-bg-left.png and friends
22:40:00 <LordAro> that's the main purpose of my changes
22:40:04 <TrueBrain> LordAro keeps saying he has a patch for that :P
22:40:13 <TrueBrain> he spend too much time with peter1138 :P
22:40:21 <LordAro> TrueBrain: lemme rebase to something newer than January, and you'll have a PR
22:40:28 * andythenorth keeps saying he will rebuild the website
22:40:37 <TrueBrain> I dont believe you LordAro :P
22:40:37 <andythenorth> andythenorth hasn't got it done though
22:44:56 * peter1138 rebuilds nrt again.
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