IRC logs for #openttd on OFTC at 2023-03-22
        
        
        
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01:07:46  <audigexJon> wyndbain: Olionkey looks like you guys are online, maybe?
 
01:08:48  <audigexJon> 10/10 service, would be moderated by again
 
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08:13:24  <petern> God damn it, stupid off-road routing :/
 
08:17:40  <andythenorth> what's the elevation change? 😛
 
09:37:46  <pickpacket> Hmmm. How do I make a NewGRF that changes the HQ sprites?
 
09:38:00  <pickpacket> I can't find it in the NML wiki
 
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09:38:35  <Brickblock1> you just replace the baseset sprites
 
09:40:40  <petern> Yup, just sprite replacement.
 
09:44:47  <pickpacket> errrrhh... I'll have to dig to see if I can find a list of different sprites
 
09:45:22  <pickpacket> the "list of realsprites" link is self-referencing O.o
 
09:47:06  <Brickblock1> the best way I know of finding the sprite numbers is to look at the sprite aligner ingame
 
09:48:33  <petern> It's openttdcoop, of course it's not working.
 
09:53:53  <andythenorth> that could be fixed, but eh
 
09:54:10  <andythenorth> or it could be shuttered
 
10:00:21  <pickpacket> yeah, and a lot of sprites for each stage
 
10:00:25  <petern> "very tiny piece of wall" is a strange comment to add.
 
10:01:01  <pickpacket> plus the weird ones like SPR_MEDIUMHQ_EAST_WALL
 
10:01:19  <Brickblock1> it isn't that weird
 
10:01:21  <pickpacket> maybe they'll be hidden? 🤷
 
10:01:38  <Brickblock1> it is the east tile's wall
 
10:02:54  <pickpacket> yeah, but does that mean 6 tiles per stage need to be replaced? And why does the wall have it's own sprite? :P
 
10:03:39  <pickpacket> 29 sprites all in all for the HQ
 
10:04:01  <pickpacket> for 4 squares in 4 stages each, which in my head should be 16 sprites :P
 
10:04:30  <Brickblock1> you can probably ignore the wall sprites and just replace them with something transparent
 
10:04:55  <Brickblock1> the building sprites are separate to hide them I guess
 
10:16:22  <petern> Ground and building need to be separate, yeah.
 
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12:42:06  <petern> andythenorth: salad time?
 
12:56:03  <Eddi|zuHause> daily "where the hell did i put my phone" time
 
12:58:30  <petern> Left it in the bathroom
 
12:59:31  <andythenorth> petern: cheese on toast
 
12:59:36  <andythenorth> maybe some salad
 
12:59:43  <andythenorth> had curly kale last night for tea
 
12:59:53  <andythenorth> tea?  supper?  dinner?
 
13:00:22  <andythenorth> I grew up lower middle class in the north, and now live upper middle class in the south, but went to a firmly upper class university
 
13:00:29  <andythenorth> meal names are very confusing
 
13:17:50  <petern> Not our fault Northerners make up words and get things wrong.
 
13:44:35  <dP> guess it's time to dust off my desync debugging tools...
 
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18:38:10  <andythenorth> no chart, but maybe GS should have drawing tools added
 
18:38:28  <andythenorth> on a large map it would bloat memory use
 
18:38:49  <andythenorth> and it would be dog slow in GS
 
18:40:14  <andythenorth> I'm going to track some town stats in story book for FIRS GS
 
19:37:36  <frosch> i noticed a shift in the meta recently. people used to call newgrf "mods". now people refer to all modifications including patches as "newgrf"
 
19:40:16  <frosch> now i wonder whether kids will ask on other games' forums, whether there are any newgrf for them
 
19:43:27  <Brickblock1> But I guess it would be 100 companies not players
 
19:43:50  <frosch> yes, they patched the game to up the company limit
 
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19:44:05  <TrueBrain> very curious what suffered because of that patch 😄
 
19:44:11  <frosch> next challenge is to explain their users how to install a custom version
 
19:44:34  <TrueBrain> and poor network stack .. 😄
 
19:44:45  <frosch> 255 clients is vanilla
 
19:46:33  <TrueBrain> let's just hope they have an open-server .. not one that requires STUN / TURN 😄
 
19:46:53  <dP> is the patch published anywhere?
 
19:47:19  <dP> hm, wonder how fast can I merge it with cmclient
 
19:47:24  <dP> playing vanilla is a pain :p
 
19:48:01  <Brickblock1> would that not break compatibility?
 
19:49:09  <dP> but I don't plan on releasing it like that, just for myself to play the event
 
19:49:39  <dP> someone needs to show brit how perfectly balanced openttd really is :P
 
19:50:13  <frosch> i think they already did two videos about balance in ottd :p
 
19:51:12  <nielsm> he did a video some years ago demonstrating one of the ways to exploit company shares trading to create money from thin air (skipping any mention of that feature being default disabled in multiplayer)
 
19:52:16  <dP> yeah, what he showed doesn't even count as exploits in my book :p
 
19:54:45  <dP> though I'd reckon that game is gonna die pretty quick
 
19:54:58  <dP> they'll just get to like 3k vehicles and everyone drops
 
19:55:04  <dP> especially if they do 4k map
 
19:57:37  <andythenorth> Spiffing Brit is in the channel so we can just ask 🙂
 
19:59:38  <frosch> or just dp's general concern about "will the game die within 1 hours"?
 
20:01:03  <Brickblock1> some people will probably still be able to play
 
20:01:16  <dP> those faster than the server xD
 
20:01:52  <frosch> how many trains did that coop game have?
 
20:02:19  <dP> 5k but that was finished offline iirc
 
20:03:56  <frosch> that would be 50 trains per company. i don't think anyone from yogscast built that many in any of their streams
 
20:08:35  <dP> well, mh event survived like 8 hours or smth with less than 25 clients
 
20:10:30  <dP> though 4k water map didn't help either
 
20:11:36  <frosch> how annoying is pausing due to players joining and leaving? :p
 
20:11:56  <dP> yeah, that would be total lolz if they leave it on
 
20:13:27  <JGR> Not having it on with a 4K map will likely mean some players not being able to join at all
 
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20:22:34  <frosch> the factorio stream took 2 hours. not sure whether the average player builds 50 trains in that time
 
20:23:23  <frosch> but yes, joining may turn it into a shit show. either pausing all the time, or noone able to download and catch up
 
20:23:35  <dP> don't have to be just trains, rvs or ships would lag it out much faster :p
 
20:24:33  <dP> without pausing joining may be ok
 
20:24:36  <frosch> maybe it's better if dp does not join the game 🙂
 
20:25:24  <frosch> anyway, i don't think openttd will work as well as factorio
 
20:25:49  <dP> frosch: I'm not gonna lag it, I have better ways of lagging openttd :p
 
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20:26:30  <frosch> i don't think ottd would stay up that long
 
20:27:15  <dP> yeah, I'd give it 2 hours most
 
20:27:33  <dP> providing something doesn't break sooner
 
20:27:59  <dP> so many things that can go wrong...
 
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21:36:43  <andythenorth> ok so GPT thinks it can play battleships
 
21:36:49  <andythenorth> and it resists cheating
 
21:37:21  <andythenorth> but it doesn't resist printing out a json example showing the location of its ships
 
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21:59:14  <dP> 5523144 bytes TownSetText count=62441 avg=88.45380439134543
 
21:59:14  <dP> 5338563 bytes SetGoalText count=119444 avg=44.69511235390643
 
21:59:14  <dP> 56463 bytes UpdateStoryPageElement count=1201 avg=47.01332223147377
 
21:59:14  <dP> 7784 bytes TownGrowthRate count=1946 avg=4.0
 
21:59:16  <dP> 6084 bytes BuildRailroadTrack count=507 avg=12.0
 
21:59:16  <dP> 3987 bytes MoveRailVehicle count=443 avg=9.0
 
21:59:18  <dP> 3794 bytes BuildLongRoad count=271 avg=14.0
 
21:59:18  <dP> 3576 bytes BuildVehicle count=298 avg=12.0
 
22:07:27  <dP> managed to make them readable at last:
 
22:07:27  <dP> 776816/21 BuildSingleRail(2) res=1 seed=99 company=2 client=29 tile=316992 {'railtype': 64, 'track': 214, 'auto_remove_signals': 4}
 
22:07:27  <dP> 776817/57 BuildSingleSignal(8) res=1 seed=45 company=2 client=29 tile=316992 {'track': 64, 'sigtype': 214, 'sigvar': 4, 'convert_signal': 0, 'skip_existing_signals': 0, 'ctrl_pressed': 5, 'cycle_start': 0, 'cycle_stop': 0, 'num_dir_cycle': 0, 'signals_copy': 0}
 
22:07:27  <dP> 776825/35 BuildRailroadTrack(0) res=1 seed=60 company=2 client=29 tile=338457 {'start_tile': 422184192, 'railtype': 18, 'track': 42, 'auto_remove_signals': 5, 'fail_on_obstacle': 0}
 
22:07:27  <dP> 776827/19 BuildSingleSignal(8) res=1 seed=228 company=2 client=29 tile=338451 {'track': 19, 'sigtype': 42, 'sigvar': 5, 'convert_signal': 0, 'skip_existing_signals': 0, 'ctrl_pressed': 5, 'cycle_start': 0, 'cycle_stop': 0, 'num_dir_cycle': 0, 'signals_copy': 0}
 
22:08:35  <dP> `'ctrl_pressed': 5` hmm....
 
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