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#openttd IRC Logs for 2014-10-05

---Logopened Sun Oct 05 00:00:39 2014
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00:50<SHOTbyGUN>so depending on the "days on delivery" you get payment... is there any way to see what gets delivered in time? ... I mean its quite hard to calculate distance tiles + timetable days and fit it to the cargo payment graph :/ ?
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02:45<andythenorth>such moin
02:45<andythenorth>Pikka: wogans done?
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02:46<Pikka>oh wait
02:46*Pikka scrolls up
02:46<Pikka>80%? :)
02:47<andythenorth>such wogans
02:48<V453000>that is a lot :D
02:48<andythenorth>will there be livestock cars forever?
02:48<andythenorth>is there milk tanker?
02:48<Pikka>there is a "chemical tanker"
02:48<Pikka>actually there might be more tankers, I'll decide when I get there
02:49<andythenorth>cabeese in 2 flavours!
02:49<V453000>are there batteries and yeti dudes on flatbeds?
02:49<andythenorth>you spoil us
02:49<Pikka>since magically-changing-the-wagon according to cargo is now verboten
02:49<Pikka>with station refitting
02:49<andythenorth>separate woodchip
02:50<Pikka>since magically-changing-the-wagon according to cargo is now verboten
02:50<andythenorth>if I don’t have woodchips, what goes in it
02:50<Pikka>goes in it
02:50<andythenorth>and how many woodchips can a woodchip chip?
02:50<andythenorth>if a woodchip could chip wood
02:50<V453000>universal wagon = best feature regarding wagons :P
02:50<andythenorth>V453000: your views are noted
02:50<andythenorth>and the commitee will consider them
02:50<Pikka>v, there are yeti dudes on flatbeds
02:51<Pikka>yeti dudes in boxes on flatbeds
02:51<andythenorth>yeti dudes hiding in boxcars
02:51<Pikka>there too
02:51<V453000>boring, just like other older sets, everything in boxes, covered, boxcars, inside tankers, nothing is visible
02:51<Pikka>this is other older sets
02:51<Supercheese>hoppers always had visible stuffs
02:51<Supercheese>ores grains
02:51<V453000>doesnt matter Pikka:)
02:52<V453000>ah NARS thing
02:52<V453000>asdf :D
02:52<andythenorth>V453000: when are you doing transparent pipes
02:52<V453000>dono, but will be doing track set ~soon
02:52<V453000>that could be a test
02:52<Pikka>V453000, provide me with a yeti dude and I'll put him on a flatcar for pineapple
02:55<Supercheese>some in repo innit
02:56<Pikka>is it
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02:58<Supercheese>lemme check
02:59<V453000>Pikka: there isnt any yet XD
02:59<V453000>that comes soon(tm) too :)
03:00<andythenorth>today is a not-grfing day
03:00<Pikka>how rare
03:04<V453000>Pikka: still NFO?
03:04<andythenorth>oh this big gui :)
03:04<Pikka>of course
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03:16<V453000>andythenorth: iron whores on our welcome server btw :)
03:19<andythenorth>what are they doing with it?
03:19<andythenorth>155mph coal trains everywhere?
03:20<V453000>yeti haz no coal :P
03:22<V453000>uranium felt more interesting
03:24<V453000>nyway, cyaz
03:24<andythenorth>also coffee
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04:10<argoneus>good morning, train friends
04:12<@peter1138>My friends are well trained. They've never pissed on the carpet.
04:17<Pikka>except that one time
04:27<@peter1138>@seen bjarni
04:27<@DorpsGek>peter1138: bjarni was last seen in #openttd 2 years, 52 weeks, 0 days, 8 hours, 7 minutes, and 55 seconds ago: <Bjarni> heh
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04:28<@Rubidium>that bot really needs to learn to remove insignificant "digits"
04:28<@Rubidium>bjarni was last seen in #openttd 3 years ago holds about as much useful informatie
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04:39<Taede>Xaroth|Work, does libopenttd use poll/epoll again? or something else?
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04:44<andythenorth>will I make a pipelines grf?
04:45<@Alberth>what good will it do?
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05:04<andythenorth>it will pipe
05:04<andythenorth>it will be like PIPE grf, which is good, but I would make a stripped down version
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05:08<@peter1138>Add it as a new transport type.
05:08<@peter1138>It doesn't need vehicles, just pumps.
05:09<@peter1138>Or whatever pipelines use.
05:10<andythenorth>works surprisingly well as trains
05:10*andythenorth was surprised
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05:34<Pikka>ying tong yiddle I pinge
05:34<Pikka>wogans are done...
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05:38<Pikka>andy has a pm
05:38<Pikka>and I have a date with destiny, and/or dinner. bbl.
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06:00<@peter1138>Hmm, need to fix that max-zoom/gui-zoom conflict :p
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06:18<@peter1138> 532 UpdateCursorSize();
06:18<@peter1138> 533 ReInitAllWindows();
06:18<@peter1138>Mispaste :S
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06:26<andythenorth>pm for me
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06:39<andythenorth>‘pump’ tile
06:39<andythenorth>animation for the ‘pipe’ tiles (with framerate matched to flow)
06:39<andythenorth>propogation along the tiles when flow stops / starts
06:40<andythenorth>max flow capacity
06:40<@Alberth>obivously, pipes should be vertical, as in cat channel | grep andy
06:41<andythenorth>dunno about routing / branching
06:42<andythenorth>design it for ‘pipes'
06:42<andythenorth>but could also do wires, travelators, cableways etc
06:42<@Alberth>gets a bit tricky with train-ish things doesn't it?
06:42<andythenorth>we haven’t tried it :)
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06:42<andythenorth>Pikka: EMC or EMD for the E3?
06:43<Pikka>they didn't become EMD until 1940, apparently
06:43<andythenorth>not a fat-fingers then
06:43<andythenorth>F59PH sticks out the depot row, is that just a tall sprite?
06:43<Pikka>sticks out?
06:43<Pikka>it is a tall sprite, yes
06:44<frosch123>pipes are even boring in factorio
06:45<andythenorth>Pikka: I would delete the SD9 and level the wagon speeds out, but you know, that’s me :P
06:46<andythenorth>it’s really nice to have cabbage and things separate
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06:46<Pikka>hidden things are bad features :)
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06:47<Pikka>I wonder how many olde NARS players know the aerotrain is in there?
06:47<andythenorth>there’s an aerotrain? :o
06:47<Pikka>in the current NARS, yes. you get it by putting passenger cars behind an SW1200. but who would do that if they didn't know?
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06:48<Pikka>in the new NARS it's there as its own thing. :P
06:48<argoneus>did anyone say BAD FEATURE
06:48<Wolf01>hello o/
06:48<andythenorth>oh someone showed me that SW1200 thing once
06:48<andythenorth>because it’s the same running gear underneath, or something?
06:48<andythenorth>mystery meat navigation ;)
06:48<andythenorth>acela with bi-levels!
06:49<andythenorth>I like that the pax cars still randomise
06:49<andythenorth>livery over-ride for high speed cars
06:49<andythenorth>fancy *
06:49<Pikka>for the acela? yes.
06:50<Pikka>and the turbos
06:50<andythenorth>all kinds of magic
06:50<andythenorth>I think that’s the right kind of magic
06:50<andythenorth>what pulls the talgos?
06:50<andythenorth>some kind of engine I guess
06:51<Pikka>anything which doesn't have an override
06:51<Pikka>"realistically" they shouldn't be talgos so early, but I wanted the high speed cars there for the turbo.
06:52<Pikka>so unless someone wants to draw me some alternative high-speed car graphics... :)
06:52<andythenorth>I’d leave it
06:52<andythenorth>only negative on the pax over-rides: I keep getting bi-level and superliner confused when they’re both grey
06:53<Pikka>when are they both grey?
06:53<andythenorth>when in the emu (for example)
06:53<Pikka>yeah, the EMU has an override for the bilevel, which is its "proper" carriage.
06:54<andythenorth>that’s the only one I could find
06:54<Pikka>but there's no harm to putting superliners in there...
06:54<andythenorth>enough difference between superline and bi-level stats?
06:54<andythenorth>seems close
06:54<Pikka>superliner is faster but lower capacit
06:55<Pikka>in olde nars they were the same wagon, just different player liveries
06:56<andythenorth>I’d probably just build the lightweight car if I cared about speed
06:56<andythenorth>25mph faster, only 10pax fewer
06:57<Pikka>but if the loco doesn't do 125... :)
06:57<andythenorth>yeah, I was just looking at that
06:57<andythenorth>so with F40 it makes sense
06:57<andythenorth>heh autoracks
06:58<Pikka>it's NARS, anyway. it's all about choices. That's why there's the GP9 and SD9 :P
06:58<andythenorth>I nearly added autoracks to Iron Horse
06:58<andythenorth>but decided they are faff to draw, and pointless for gameplay
06:58<Pikka>and the FA, and the RS3, and the Shark... all essentially the same
06:58<andythenorth>but at least you can have realistic FEMA trains with NARS
06:58<frosch123>andythenorth: i am reading the forums
06:58<frosch123>i checked less than 5 topics, and two of them already confused me :)
06:59<andythenorth>can we translate for you? o_O
06:59<frosch123>"P.S., the TTD graphics don't really suit OpenTTD" <- how about that?
06:59<andythenorth>he’s about 12 years old
06:59<andythenorth>it’s quite easy to guess for a native english speaker :)
07:00<andythenorth>I nearly replied
07:00<andythenorth>but I don’t want to pick on 12 year olds
07:01<@peter1138>frosch123, huh?
07:01<andythenorth>what shall I call this pipeline grf?
07:02<frosch123>"Tried replacing "unique_ptr" with "shared_ptr", but that didn't solve the compilation problem on the Mac." <- on to the 4th topic
07:02<andythenorth>that’s about a patch pack?
07:02<andythenorth>I ignore everything to do with patch packs
07:02<andythenorth>which is interesting
07:03<andythenorth>patch packs might be where the interesting new stuff gets worked out
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07:05<@peter1138>TTD graphics don't suit OpenTTD? Really? :S
07:06<frosch123>peter1138: i am just trying to prove, that forums have no interesting content, but can provide some wtf lines
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07:20<@DorpsGek>Commit by peter1138 :: r26960 /trunk/src (12 files in 2 dirs) (2014-10-05 11:20:02 UTC)
07:20<@DorpsGek>-Codechange: Draw sort button symbols as sprites, and pad sort buttons with non-static width.
07:21<andythenorth>pipeline grf. Snake?
07:21<@peter1138>sort buttons are no longer tiny
07:21<Pikka>why not?
07:21*Pikka bedtime, goodnight.
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07:23<@peter1138>Need to figure out how to handle the vehicle type icons, which are drawn as text.
07:23<@peter1138>And the close box.
07:23<@peter1138>Could just do them all as new sprites, which would allow... colours.
07:24<@peter1138>Oh, and the tick
07:24<andythenorth>close box is a special symbol, or just an X?
07:24<@peter1138>✓ thing
07:24<@peter1138>It's a separate symbol.
07:26<andythenorth>a few of the gui sprites could use a tweak
07:26<andythenorth>I like them plain block
07:26<andythenorth>black *
07:26<@peter1138>Sure that's not the real reason to change them.
07:27<@peter1138>As they're drawn as text, they don't get doubled up, as you can see.
07:27<andythenorth>you can’t just double font size?
07:27*andythenorth has no idea about the UI implementation
07:28<@peter1138>Possibly. There's special code to explicitly not scale font sprites.
07:29<andythenorth>I can likely draw missing UI sprites if that’s better
07:29<@peter1138>Hmm, I suppose it would save needing to use freetype fonts, heh
07:29<@peter1138>I can draw them as sprites, but I'd need to emulate the font-sprite recolouring.
07:30<@peter1138>Might just try doubling the font completely.
07:31<frosch123>how many strings are there which use these symbols?
07:31<frosch123>can we somehow deprecate them? and draw those strings differently?
07:31<@peter1138>I don't there are any static strings.
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07:32<frosch123>STR_JUST_CHECKMARK and {CHECKMARK} could be deleted
07:33<@peter1138>The station features are magic code inside strings.cpp
07:33<frosch123>hmm, so mostly station window and station list
07:33<@peter1138>Which can easily be replaced by icon buttons.
07:34<frosch123>those windows could also be drawn differently
07:34<frosch123>e.g. the station list would be better anyway, if those symbols would be aligned in columns
07:36<frosch123>vehicle indicators would be tricky
07:37<frosch123>loading percentage arrows are obv. drawn as strings
07:37<@peter1138>Hmm, forgot about them.
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07:37<frosch123>haha, {COPYRIGHT}... the most important sign
07:37<@peter1138>I don't think that matters.
07:37<frosch123>well, but that is provided by real fonts
07:38<frosch123>so yes, does not matter
07:39<@peter1138>Thing is, if you are still using default font and double ui (for some reason) some of those small icons might be appropriate
07:40<frosch123>huh? i do not mean to remove them, i just mean to not include them in strings, but draw them separate
07:41<b_jonas>it's used in lots of texts and provided by real fonts because it happens to be in iso-8859-1
07:41<andythenorth>if you do want any drawn, make a list and let me know ;)
07:42<@peter1138>b_jonas, not talking about ©
07:43<b_jonas>what then? arrows? station vehicle type icons?
07:43<frosch123>b_jonas: the problem is to scale font and icons independently
07:44<frosch123>icons not provided by fonts have less sizeing options
07:44<@peter1138>Hmm, that's an idea...
07:44<frosch123>peter1138: alternatively, arrows also have unicode code points
07:44<frosch123>so, if we are lucky, most fonts provide them
07:45<b_jonas>my monospaced font happens to provide the arrows
07:46<b_jonas>yep, I have the last four
07:46<frosch123>27F5 27F6 2190-2193
07:47<b_jonas>←↑→↓ plus also ↔↕↨⇐⇒⇔
07:47<frosch123>hmm, SMALL_LEFT_ARROW is just the font size?
07:49<argoneus>I've been wondering, do you guys actually play this game
07:49<b_jonas>what? there's a game we can play?
07:50<frosch123>unicode has a symbol for "icy road", but none for train, road or similar
07:51<frosch123>argoneus: this channel is the game
07:51<frosch123>no idea what you are talking about
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08:16<andythenorth>frosch123: who’s winning though?
08:16<andythenorth>do we have a leaderboard?
08:17<frosch123>it's a cooperative game
08:19<frosch123>the score is 'stuff created' or so
08:19*andythenorth remembers coop doom
08:19<frosch123>+amount of
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08:19<andythenorth>it was always better to turn off ‘same team damage’
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08:45<andythenorth>he fixed the cheat menu :)
08:46<andythenorth>so is the minimap font size a setting already?
08:46<andythenorth>I never looked into font settings
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09:04<Eddi|zuHause>yes, but cfg-only
09:05<@peter1138>Fixed the cheat menu?
09:06<andythenorth>it was borked yesterday
09:06<andythenorth>today it is pretty
09:07<andythenorth>Eddi|zuHause: monosize?
09:07<Eddi|zuHause>no, small font
09:07<Eddi|zuHause><andythenorth> if year >= variant.intro_date and year < variant.end_date: <-- btw. in python you can write that as "intro <= year < end"
09:08<Eddi|zuHause>this will NOT work in C(++)
09:08<Eddi|zuHause>or most other languages
09:09<@peter1138>andythenorth, well I've not touched that bit since when you tried... unless you weren't using the current revision at that point...
09:09<andythenorth>I pulled today
09:09<andythenorth>Eddi|zuHause: thanks, neat
09:09<@peter1138>Didn't you update yesterday?
09:10<andythenorth>anyway, it’s fixed \o/
09:10<andythenorth>Eddi|zuHause: that is better syntax imho
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09:13<Eddi|zuHause>andythenorth: well, it's probably written by a disgruntled maths person who always wrote these expressions on paper, but never could put them into code :p
09:21<andythenorth>where is DanMacK when I need him? :)
09:22<Eddi|zuHause>maybe it is physically impossible that you two can occupy the same IRC channel at the same time :p
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09:23<andythenorth>maybe it’s a fight club scenario
09:49<@peter1138>Amazon Prime weirdness: it's cheaper to order something on Saturday and have it arrive Sunday (when traditionally nothing is delivered), than to order on Saturday and have it turn up during the week.
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10:01<@DorpsGek>Commit by peter1138 :: r26961 trunk/src/terraform_gui.cpp (2014-10-05 14:01:44 UTC)
10:01<@DorpsGek>-Codechange: GUI-scale for landscape editor terraform window.
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10:17<andythenorth>torpedo wagons for Iron Horse? o_O
10:18<Flygon>Is that Australian????
10:18<andythenorth>looks it
10:18<Flygon>I have ZERO idea what those are
10:19<Flygon>And I'm a bit of a gunzel *blinkblink* ._.
10:19<Flygon>I'll refer them to my friends
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10:19<Flygon><Flygon> James, halp
10:19<andythenorth>carries liquid steel
10:20<Flygon>Okay, it's New South Welsh
10:20<Flygon>Definitely James's territory
10:20<Flygon>(I'm Victorian)
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10:20<Flygon>(QLD lacks much of an SG network, and WA is the only other place I can think with a smelter and an SG network)
10:21<Flygon><James> That looks like near Wollongon/Port Kembla
10:21<Flygon><James> Bluescope Steel industrial park or near there
10:21<Flygon><James> *Wollongong
10:21<Flygon><James> Mostly because I've driven past there quite a few times
10:21<Flygon><James> It funking stinks near there
10:21<Flygon><Flygon> ....
10:21<Flygon><Flygon> I'll also copypasta that to #openttd
10:21<Flygon>c changed to n @_@
10:21<liq3>well, app to calculate train accel.
10:22<Flygon>I'm just astounded to see something Australian pop up in #openttd. Night, y'all. And have fun!
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10:25<frosch123>Flygon: you can find those in any steel mill
10:25<@peter1138>andythenorth, SLAG
10:25<andythenorth>bit harsh
10:26<andythenorth>what did I do to offend you :(
10:26<@Alberth>torpedo wagons look great
10:27<andythenorth>I am a bit tempted to add things to Iron Horse brit roster
10:27<andythenorth>might be better to make a special roster
10:27<andythenorth>like HEQS, but for trains
10:27<@Alberth>australian roster, it seems :p
10:29<andythenorth>maybe if I play a game, I’ll be inspired to fix Road Hog some more
10:30<andythenorth>I need a new GS though :P
10:31<frosch123>andythenorth: set max station spread to 5 :p
10:32<frosch123>then you will find road vehicle use cases :)
10:33<argoneus>64 or go home
10:33<andythenorth>openttd on 1680x1050 13” screen :P
10:33<argoneus>why does it say 64 might cause performance problems anywya?
10:33<argoneus>how is that related
10:33<andythenorth>frosch123: I have cases :)
10:33<andythenorth>I don’t have goals :)
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10:44<andythenorth>SV again then :)
10:51<andythenorth>or maybe NCG
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10:59<andythenorth>ho ho
10:59<andythenorth>NCG with milk and alcohol
10:59<andythenorth>there’s an incentive to finish the edibles tanker ship o_O
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11:02<@peter1138>andythenorth, is that classed as rentina?
11:04<andythenorth>rentina indeed
11:04<andythenorth>I don’t use that resolution
11:04<andythenorth>stupid on the eyes
11:07<@peter1138>1680x1050 is not its native res?
11:07<@peter1138>2x gui should help though?
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11:08<andythenorth>if I played that resolution, 2x gui would be ideal
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11:13<andythenorth>FIRS is way too many industries
11:13<andythenorth>whose idea was that?
11:15<frosch123>andythenorth: when did you play a different industry set the last time?
11:16<frosch123>or is that like asking me when i played simutrans last? :p
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11:22<@peter1138>Hmm, I used to play Simutrans, before I found OpenTTD.
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11:24<frosch123>i wonder... is the small map still 45° rotated compared to the main view
11:24<frosch123>that was hell confusing when i played it, 10 years ago?
11:27<@peter1138>I just remember it used to be really slow at scrolling the screen.
11:27<@peter1138>Well, until tron got involved.
11:28<andythenorth>frosch123: sometimes on a coop game there are default industries
11:29<andythenorth>I should play PBI again
11:29<frosch123>play ogfx+industries
11:29<frosch123>pbi has too many BAD FEATURES
11:29<andythenorth>jeux sans frontiers
11:29<frosch123>stockpile limits, fixed deliver ratios, depleting mines and such
11:30<andythenorth>stockpile limit bad
11:31<frosch123>hmm, at least in version 101 the small map is still weirdly rotated
11:31<frosch123>simutrans always confused me :)
11:33<frosch123>some things look so wrong to me, but it looks as if they were intentionally made like that
11:33<@peter1138>There's a lot more 'basesets'
11:33<frosch123>iirc there are "only" basesets
11:33<frosch123>no compatibilty bollocks and such :)
11:33<@peter1138>Lucky thing.
11:33<@peter1138>Lucky them.
11:34<@peter1138>They have lovely steep slopes too, so bridges and tunnels aren't a problem.
11:35<@peter1138>If only I could draw... :(
11:38<frosch123>some versions seem to have diagonal bridges, resp elevated track
11:38<frosch123>seems to be popular in japan
11:41<@peter1138>Ew it's all German.
11:41<@peter1138>simwerkz-dialogs.h CODE: use karte_ptr_t in werkzeug_t 11 months ago
11:42<frosch123>less symbol conlicts with external libs :)
11:46<andythenorth>big FIRS with industries on ‘normal’ instead of ‘high'
11:46<andythenorth>doesn’t work
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11:51<frosch123>peter1138: <- quite heated discussion
11:54<andythenorth>steam trams with wires :(
11:57<@peter1138>They suffer from using the _t suffix, which is recommended against.
11:59<@peter1138>"Simutrans is not that badly commented. Try out OpenTTD for a change ... (maybe the had improved meanwhile, but the last time I checked it was rather pages without comments at all.)"
12:00<andythenorth>what are comments?
12:00<@peter1138>8/32bpp <train icon> Trains 2CC
12:00<@peter1138>Hmm, yes...
12:00<frosch123>ignore them :p
12:01<frosch123>break all weird icon usages
12:02<andythenorth>will I use a canal?
12:02<andythenorth>or will I lower land to sea level?
12:03<@peter1138>Need to finish this GUI scale stuff, so I can work on the next thing... HAH
12:03<andythenorth>GUI scale ftw
12:03<@peter1138>I think the vehicle type icons are not that important, even. Just the close box.
12:04<@peter1138>Does the newspaper really need a silver close box?
12:09<@peter1138>I was going to add a couple of palettes to that new palette section, but it turns out need to fuck around with editing grfcodec too :(
12:10<frosch123>yes, adding newgrf stuff is tedious these days :p half a dozen of tools to update as well
12:11<frosch123>anyway, what does black X look like?
12:11<frosch123>i cannot remember ever pressing the grey one
12:11<andythenorth>the newspaper does not need a grey one
12:12<@peter1138>Well, it's a black X.
12:12<@peter1138>With a shadow, so that the grey one is visible, because it's ... on a white background.
12:12<andythenorth>cdist doesn’t set industries as destinations, right?
12:12<andythenorth>just stations?
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12:19<@planetmaker>good evening
12:20<@Alberth>causes confusion I think
12:20<@planetmaker>as it still works on all vehicles, right?
12:20<@Alberth>players would think you only replace fromthe station
12:20<andythenorth>I have wished for auto-group on stations before
12:20<andythenorth>wishes are not horses
12:21<@peter1138>Hmm, on-the-fly gui zoom changing isn't quite there
12:21<@Alberth>planetmaker: although arguably, you'd need a different label for station-specific replacements
12:21<@peter1138>(i.e. some things are broked)
12:21<andythenorth>cargo icons scale….interestingly with gui zoom
12:22<@peter1138>they overlap if your font isn't tall enough
12:22<frosch123>i think you would have a decent chance to implement the autoreplace for the vehicle-sharing-orders list
12:22<@peter1138>can be fixed
12:22<andythenorth>yeah I’m using ttd font
12:22<andythenorth>a classic
12:22<frosch123>but replacing by station is contradicting like hell :)
12:22<andythenorth>also, maybe cargo icons should have an option for larger icon
12:23<@planetmaker>yeah. But I also found it always confusing that I couldn't access any replace dialogue from a station. So it definitely has merrit to go from there to some dialogue of that sort
12:23<@peter1138>You mean more detailed?
12:24<andythenorth>most of the gui scales ok
12:24<@peter1138>andythenorth, well, make 2x or 4x sprites then!
12:24<andythenorth>but cargo icons are so teeny tiny
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12:24<andythenorth>is the support already there?
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12:25<@peter1138>Sure. that has been for years.
12:25<andythenorth>I never explored :)
12:25*andythenorth is stuck on 1x zoom
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12:25<@peter1138>Check out 10cc with 2x gui, although ignore the fact that pikka put double-size sprites on the 1x level :S
12:26<andythenorth>oh yeah, the gianty trains
12:27<@peter1138>Yeah, but in depot views, you get the regular 2x sprite.
12:27<@peter1138>I think pikka will remove the double-size purchase menu sprites once the gui size is user-settable.
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12:29<andythenorth>cdist + station refit + FIRS supply boost
12:29<andythenorth>is hard to manage :)
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12:31<andythenorth>such bunching ships
12:32<andythenorth>they really do look stupid
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12:34<andythenorth>‘refit any available’ really isn’t going to work with cdist I guess
12:42<andythenorth>how would cdist even build a linkgraph with that order type?
12:42<andythenorth>does it try a predictive heuristic?
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12:43<@DorpsGek>Commit by peter1138 :: r26962 trunk/src/widget.cpp (2014-10-05 16:43:44 UTC)
12:43<@DorpsGek>-Fix: Set up scrollbar size at the correct time (where it can be changed). Also ensure scrollbar is long enough to at least contain its buttons.
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12:49*andythenorth pulls
12:50<andythenorth>stupid xcode update broke my compile
12:51<andythenorth>never update *anything* :P
12:54<andythenorth>well that’s tedious
12:54<andythenorth>it was a fun game too
12:58<andythenorth>ld: symbol(s) not found for architecture x86_64
12:58<andythenorth>clang: error: linker command failed with exit code 1 (use -v to see invocation)
12:59<@planetmaker>which symbols?
13:00<andythenorth>might be the freetype known issue
13:00<andythenorth>just trying again
13:01<SHOTbyGUN>is there any way to know if my cargo deliveries are on time?
13:02<andythenorth>SHOTbyGUN: on time?
13:03<SHOTbyGUN>you know the payment graph, faster delivery = better price, depending on the cargo type
13:03<@planetmaker>andythenorth, did you just update and compile or did you try to make clean && make ?
13:03<andythenorth>update, configure, make
13:03<andythenorth>I’ll run clean
13:03<andythenorth>bloody Apple
13:04<@Alberth>SHOTbyGUN: if you get more money than the running cost of the engine, it should be fine?
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13:06<SHOTbyGUN>Alberth, but I think it would be great to know if I am missing some oppurtunities to optimize the delivery, or maybe its way too fast and maybe I could switch to slower lane etc... So I wonder if there is any way to know?
13:06<andythenorth>there is no optimum
13:06<andythenorth>planetmaker: same issue after clean
13:06<andythenorth>I need to try some of the alternative ./configure flags
13:06<@planetmaker>hm, sucks
13:07<@Alberth>SHOTbyGUN: faster is normally better, but I wouldn't worry about it too much
13:07<SHOTbyGUN>so its 99% of time faster = better ?
13:07<andythenorth>so using this, squirrel fails to build
13:07<andythenorth>./configure --enable-static --without-liblzo2 --without-freetype --without-osx-sysroot CFLAGS="-isysroot /Applications/" LDFLAGS="-stdlib=libstdc++"
13:07<@Alberth>SHOTbyGUN: probably even 100%
13:07<andythenorth>that’s the recommended version on the wiki
13:08<SHOTbyGUN>oh :O
13:08<andythenorth>oh there’s no 10.8 SDK
13:08<@peter1138>Really? I just do "./configure"
13:08<@peter1138>Why does it have to be so complicated on macs? :S
13:08<andythenorth>because Apple
13:08<andythenorth>it’s the tax
13:08<@planetmaker>andythenorth, what sdk *do* you have? try one which you do?
13:09<@planetmaker>but then... should just detect one
13:10<@peter1138>Remember I used to go "hmm" all the time?
13:10<@Alberth>SHOTbyGUN: micro-optimizing profit is probably not worth the time, it's easier to find more cargo to transport
13:10<andythenorth>it was catching somewhat
13:11<@planetmaker>hm @ peter1138 ;)
13:11<@peter1138>So what's the sprite ID for the X? 143 or somesuch?
13:12<frosch123>use the sprite picker :p
13:13<@peter1138>Oh god.
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13:20<andythenorth>“Mac OS 10.9 has removed the method declarations related to palettes and 8-bit graphics from the CoreGraphics header files. You may either #if 0 those blocks out (in or compile against the Mac OS 10.8 SDK.”
13:20<andythenorth>from our wiki
13:20<andythenorth>I have open
13:20<andythenorth>dunno what if #if 0 though
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13:25<andythenorth>works with the 10.9 SDK and enough flags
13:25<@planetmaker>amend wiki :P
13:26<andythenorth>doing it now
13:26<andythenorth>for the record: ./configure --enable-static --without-liblzo2 --without-freetype --without-osx-sysroot LDFLAGS="-stdlib=libstdc++"
13:26<andythenorth>full screen etc still seems to work
13:26<@peter1138>Wot no freetype?
13:26<andythenorth>some of those flags may be redundant
13:26<andythenorth>let’s see
13:27<andythenorth>3 min compile :P
13:27<@planetmaker>andythenorth, are you sure you need --enable-static, if you compile only for your own machine and use?
13:27<andythenorth>not sure
13:27<andythenorth>going to remove them one at a time
13:27<andythenorth>need a faster computer
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13:34<andythenorth>—without-freetype is needed
13:34<andythenorth>linker failure otherwise, as per wiki
13:34<andythenorth>I could fuck with my freetype to try and fix it
13:34<andythenorth>but I want to leave it alone
13:35<andythenorth>last time I tried to ‘fix’ freetype, I broke stuff my day job needs badly
13:35<andythenorth>what doese —enable-static actually do?
13:36<@Alberth>probably build a static binary, which basically means copy all libraries-stuff into the binary
13:37<@Alberth>thereby reducing the number of libraries to need to reference when starting the program
13:37<@peter1138>frosch123, sprite picker doesn't work for text ;(
13:39<andythenorth>down to ./configure --without-liblzo2 --without-freetype --without-osx-sysroot LDFLAGS="-stdlib=libstdc++"
13:40<@peter1138>Heh, sprite 142 has a bug :D
13:41<andythenorth>one of the sprites is a bug
13:41<@peter1138>I wonder...
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13:43<@peter1138>Ah, probably why it's not used :p
13:43<@peter1138>Coo, nice bug.
13:45<@DorpsGek>Commit by translators :: r26963 /trunk/src/lang (3 files) (2014-10-05 17:45:47 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>english_US - 3 changes by Supercheese
13:45<@DorpsGek>hebrew - 10 changes by oofnik
13:46<@DorpsGek>norwegian_bokmal - 39 changes by cuthbert
13:46<frosch123>ouch, when did you open the settings toolbar menu last?
13:46<@peter1138>What about it?
13:47<frosch123>i'll update my checkout first
13:47<frosch123>yeah, looks better now :)
13:47<@peter1138>Well, I've not touched that menu...
13:47<andythenorth>ok down to ./configure --without-freetype LDFLAGS="-stdlib=libstdc++"
13:48<frosch123>hmm, now i cannot select sprite 142 anymore
13:48<frosch123>maybe that had to do with the menu
13:48<@peter1138>That's the nice bug I was talking about.
13:48<@peter1138>Well, I didn't get past "nice bug"
13:49<@peter1138>If you view it in the sprite picker before it's been drawn as text, you get the 4x zoom version when it is drawn.
13:49<@peter1138>If it's drawn as text before, well the sprite picker ignores ST_FONT sprites.
13:50<andythenorth>planetmaker: updated ;)
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13:51<andythenorth>did someone fix the OS X bug, where ottd crashed whilst trying to change resolution in full screen mode
13:51<andythenorth>can’t trigger it
13:51<@planetmaker>andythenorth, I wanted to say 'nice'. Then I saw the rest of that fuggly 'compiling on os x' page :P
13:52<@planetmaker>not blaming that on you, though :)
13:52<andythenorth>oh yeah, it mentions fink
13:52<andythenorth>wtf :)
13:52<andythenorth>notably, today I didn’t have to use —without-liblzo2, which I have needed for last several years
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13:59<andythenorth>where did I ever find the time to draw all those FIRS pixels? :o
14:01<@planetmaker>the last 5 years?
14:01<@planetmaker>they're long
14:01<@planetmaker>public [1:070a02b6b6db default] 2009-04-11 21:15 -0000 FooBar <>
14:01<@planetmaker> Initial code: nfo header, text definitions, first cargo code
14:03<andythenorth>oh yes
14:03<andythenorth>a lot else happened in that time :O
14:10<@DorpsGek>Commit by peter1138 :: r26964 trunk/src/widget.cpp (2014-10-05 18:10:01 UTC)
14:10<@DorpsGek>-Codechange: Allow editbox size to change.
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14:41<andythenorth>playing the game inspires sprites!
14:43<@peter1138>Playing the game inspired me to finish off this GUI stuff. I was originally doing it with BigGUI...
14:43<andythenorth>ugh :)
14:45<andythenorth>beer tram
14:45<andythenorth>highly realisms
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14:49<andythenorth>looking sharp
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15:09<@peter1138>Hmm, this feels nasty :S
15:11<@peter1138>Added a bit to the palette field to specify if pal is actually a textcolour...
15:11<@peter1138>And then use SetColourRemap() if it is.
15:11<@peter1138>It works...
15:12<andythenorth>beer tram
15:12<@peter1138>Probably better off with making a standard palette for each TextColour, and dropping SetColourRemap() completely.
15:14<@Alberth>looks good andy
15:15<@peter1138>hmm, how did i inject palettes in the rgb recolour stuff... hah
15:16<@peter1138>Hmm, crikey, that had a special blitter mode...
15:18<Sylf>This looks far more yummy than the endless same all pax trams of 2cc... It must be just me.
15:19<andythenorth>2CC has different aims
15:20<andythenorth>and voyager is a sprite machine :)
15:22<Sylf>it's ok. 2cc fills the nice niche of too many vehicles BAD FEATURE
15:24<andythenorth>I don’t know how voyager goes so fast
15:24<andythenorth>it takes me hours to draw a thing
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15:32<@peter1138>Oh, except I can't as there's more to it than just TextColour :S
15:40<frosch123>what's special with them? adding recolour sprites for the text colours sounds like a sound plan to me
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15:40<@peter1138>There's extra flags.
15:41<frosch123>so it would need two sets?
15:41<@peter1138>And there's a flag which means the text colour is a palette index.
15:41<@peter1138>So it would still need the hack...
15:41<frosch123>oh, right
15:42<@peter1138>Or (256 + 17) * 2 palettes, for a all combinations, except most will never be used.
15:42<frosch123>ok, and the other way around?
15:42<frosch123>creating a recolour sprite for normal sprites on the fly?
15:43<frosch123>i guess that comes down to your special palette flag, right?
15:43<@peter1138>I can do that. In fact I did that and reverted it because I thought this way was going to be better... o_O
15:45<@peter1138>Hmm, weird, an audio CD that causes the CD drive to just... stop working.
15:46<@peter1138>These enum names are confusing...
15:46<@peter1138>There's SPRITE_MODIFIER_ and PALETTE_MODIFIER_, but they're both applied to the *sprite id*
15:47<frosch123>well, sprite and palette were once one value, until someone split them :p
15:47<@peter1138>Hmm, who was that?
15:47<frosch123>someone felt 16k sprites are not enough for everyone
15:48<@peter1138>Apparently they weren't!
15:48<frosch123>it was someone with p, not pikka
15:50<@peter1138>Thing is, they're src/table/water_land.h: TILE_SEQ_LINE( 0, 15, 0, 16, 1, 0x14, 0xFE8 | (1 << PALETTE_MODIFIER_COLOUR))
15:50<@peter1138>err, excuse that...
15:50<@peter1138>0xFE8... numeric sprite ids? crazy!
15:51<@peter1138>so PALETTE_MODIFIER_COLOUR actually means apply a special palette, heh.
15:51<frosch123>take a look at SpriteLayoutPaletteTransform
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15:51<frosch123>the palette is usually the company colour or something, and the sprite says whether it actually uses company colour
15:53<@peter1138>Ah right, it's used in ... a header file.
15:53<@peter1138>So anyway, I can ignore that, as it's not important :po
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16:01<andythenorth>beer tram realisms
16:01<@peter1138>OH GOD
16:02<@peter1138>Ok it worked, but... the news window X was double the size it should be :p
16:03<andythenorth>these trams are clipping catenary
16:03<andythenorth>how odd
16:03-!-Yotson [~Yotson@2001:980:6ac8:1:ed96:fcbc:95ac:6ba2] has quit [Quit: .]
16:04<@peter1138>(Because it's not actually a close box. Sigh.)
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16:04<frosch123>andythenorth: it that a tram that drives around town and sells beer to bypassers?
16:04<andythenorth>strictly it’s a water tram :(
16:05<frosch123>oh, it's labeled in german
16:05<frosch123>clearly i need something like that in my garden for the grass
16:05<Pinkbeast>Given Leipzig's very extensive tram network and giant annual goth festival, I spy a business opportunity.
16:08<frosch123>I am not sure, whether V would approve a beer sprinkler
16:10<@peter1138>God. Damn. It.
16:10<@peter1138>So I need to manually draw these :S
16:10<@peter1138>Or... Make them closeboxes but then they get a frame.
16:11<@peter1138>Although I can make the frame conditional, of course. Hmm.
16:14<@peter1138>Phew, that works.
16:16<andythenorth>beer metro train
16:26<andythenorth>can’t change NCG goals during game
16:26<andythenorth>oh well
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16:30<Pikka>what ho(rse)
16:31<andythenorth>it’s a narsty horse
16:31<andythenorth>oddly enough, IH and NARS fit together
16:32<andythenorth>not on costs, but the sprites work
16:32<Pikka>that shouldn't be too surprising, should it? :)
16:32<andythenorth>on the whole, no
16:32<andythenorth>seeing as IH is mostly stolen pikka sprites
16:32<@peter1138>That modifies DrawSprite to test for the flag...
16:32<Pikka>expect a letter from my lawyer
16:33<__ln__>Pikka: is there something we northeners were not told of:
16:33<andythenorth>is your lawyer DanMacK?
16:33<Pikka>could be
16:34<andythenorth>Such beer tram (bottlebrook)
16:34<Pikka>I haven't heard back from him yet about the missing locos. I guess I'll draw the RTL and the electroswitchee.
16:34<andythenorth>Dan has gone quiet
16:34<andythenorth>he’s reading the messages though
16:35<andythenorth>might do some well wagons for IH
16:35<andythenorth>or I might not
16:35<andythenorth>also steel torpedo cars
16:35<Pikka>nice huuge buy menu too
16:35<andythenorth>or again, bot
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16:35<andythenorth>what’s the engine / wogan ratio?
16:35<Pikka>in nars?
16:35<Pikka>there are about 40 wogans I think
16:36<Pikka>yeah. 42, including 2 cabeesen.
16:36<@peter1138>frosch123, it's either ingenious or a horrible hack, depending on how you look at it :p
16:36<Pikka>and 70 locos
16:36<@peter1138>Terry Wogan?
16:36<Pikka>yes peter1138
16:37<@peter1138>Pikka, selected GUI size will be soon :-)
16:37<andythenorth>Pikka: it’s a bit over-dieseled for my taste, but then I’m not the audience any more :)
16:38<andythenorth>I’ve played NARS to death, didn’t play anything else for years until UKRS 2 came out
16:38<Pikka>I shall de-embiggen the buy menu sprites for pineapple forthwith.
16:38<@peter1138>quad size is amusing with 10cc :D
16:38<frosch123>peter1138: if the drawclosebox has the special case for white to not draw the box, it can as well set the textcolour
16:38<frosch123>no need for a special data
16:38<frosch123>i don't mind the flag
16:38<andythenorth>also there’s some diesel that’s ‘optimum’ for NARS for ages, can’t remember which, probably GP38-2
16:39<Pikka>I wouldn't be surprised.
16:39<frosch123>finally we can support 24 bit text colour
16:39<Pikka>some of it's about choices and "realism" though
16:39<andythenorth>and it looks nice
16:39<andythenorth>so happy days
16:39<Pikka>and I already had the sprites so why not :)
16:39<andythenorth>I’d probably just bundle in a crapload more wagons tbh
16:39<@peter1138>frosch123, eh, not with that patch we can't.
16:39<andythenorth>in for a penny, in for 12ozs, etc
16:39<frosch123>SetColourRemap((TextColour)GB(pal, 0, PALETTE_WIDTH)); <- 24 bit of text colour :p
16:39<Pikka>I think I've put in all, or at least most, of the ones that already exist in NARS
16:40<Pikka>adding new ones means doing actual work
16:40<@peter1138>Well, TC_NO_SHADE is 0x200 iirc
16:40<andythenorth>there is that
16:41<@peter1138>frosch123, and yeah, the special case for white was the last thing I did, after I'd done all the data stuff... and then discovered that the news windows doesn't even using CLOSEBOX :S
16:42<@peter1138>But the data is there anyway, so...
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16:42<andythenorth>also time for some PIPE
16:43<Pikka>a series of tubas
16:43<@planetmaker>good night
16:43<Pikka>goodnight planetmaker
16:43<@peter1138>I suppose there's less to go wrong if I take that out.
16:46<@peter1138>Hmm, of course, the SetDataTip() can be completely removed.
16:48*andythenorth needs zellepins
16:48<andythenorth>for suppliepins
16:49<@peter1138>frosch123, < with your suggestiojn
16:50-!-Myhorta [] has joined #openttd
16:50<Pikka>use aeroplins.
16:50<@peter1138>Hmm, still doesn't solve the other icons though.
16:51<frosch123>ah, now i know why i do not remember having used the closebox in the newspaper
16:51<andythenorth>canal or lower to sea level?
16:51<andythenorth>lower :P
16:51<frosch123>it had no tooltip, so i did not know what it did
16:51<Pikka>always, andythenorth
16:52<@peter1138>Hmm... should it? heh
16:52<frosch123>peter1138: it has a dead @param in DrawCloseBox, and SpriteSetup could benefit from two comments which flags are for sprite and which for palette
16:52<frosch123>otherwise i like it
16:52<@peter1138>Oh, it defaults to the close window tool tip, that's ok.
16:53<@peter1138>STR_BLACK_CROSS/STR_SILVER_CROSS can be deleted
16:53<andythenorth>there catenaries are *ugly*
16:53<andythenorth>are there decent tram track grfs?
16:53<frosch123>yay, more sed jobs :)
16:54<@peter1138>What's the magic invocation for that? :p
16:54<Pikka>andythenorth, plenty of room in the market for tram track grfs :)
16:54<andythenorth>I’m trying Foobar’s
16:54<frosch123>sed -i '/STR_[A-Z]*_CROSS/ D' lang/*.txt
16:55<Pikka>nothing can possibly be as hideous as the originals though
16:55<andythenorth>what with all this catenary, steam trams look daft
16:55<andythenorth>the originals are shocking eh?
16:55<Pikka>they are
16:56<frosch123>oh, also lang/unfinished/*.txt
16:56<frosch123>i always forgot them :)
16:56-!-Celestar [] has quit [Ping timeout: 480 seconds]
16:56<@peter1138>I recommend a space after CROSS ;)
16:57<frosch123>more matches? :p
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16:57<andythenorth>100t foundry trams
16:57<andythenorth>delivering supplies
16:57<andythenorth>is stupid
16:57<Pikka> brilliant?
16:57<Pikka>or just stupid?
16:58<@peter1138>Hmm, I wonder about even removing the {CROSS} stuff...
16:58<@peter1138>It'll break if it's used.
16:59<@peter1138> 545 case 0xAD: d += Utf8Encode(d, SCC_CROSS); break;
16:59<@peter1138>cool, supported in newgrf text...
17:00<andythenorth>Pikka: just stupid, supplies need delivering often in small amounts :)
17:00<frosch123>i think the minigame game script uses all those weird string codes
17:00<frosch123>i forgot what it was called, by krinn
17:01*andythenorth makes adjustments
17:01<frosch123>anyway, all usage of it will look weird
17:01<frosch123>so, in the best case: keep it, make it look weird by default, let them remove it, and then we can remove it :p
17:01<@peter1138>Fair enough.
17:01<@peter1138>If it's really needed, I think we can DupSprite()
17:02<@peter1138>Though that might not work.
17:05<@peter1138>Heh, my RGB recolour patch...
17:05<@peter1138>Does horrible things to the sprite cache :)
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17:17<@peter1138>Hmm, feels like I should split this up, even though it's tiny :(
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17:18<andythenorth>game is addictive :{
17:18<andythenorth>should go to bed
17:18<andythenorth>Pikka: also no takers on favourite BAD FEATURES :(
17:18-!-TomyLobo [~foo@] has quit [Quit: Standby mode...]
17:18<Pikka>I was thinking about it :P
17:18<@DorpsGek>Commit by peter1138 :: r26965 /trunk/src (4 files in 2 dirs) (2014-10-05 21:18:37 UTC)
17:18<@peter1138>But I'm not going to.
17:18<@DorpsGek>-Codechange: Add palette bit to indicate that palette is actually a text colour remap, and draw closebox as a sprite, using said bit. Change news popup to use closebox widget for its closebox.
17:20<andythenorth>cabeese are not the best BAD FEATURE
17:20<Pikka>cabeese are fine
17:20<andythenorth>maybe ‘buy menu is a bit too long’ is best BAD FEATURE
17:21<Pikka>realism is still the worst feature
17:21<andythenorth>hard to avoid though
17:21<@DorpsGek>Commit by peter1138 :: r26966 /trunk/src/lang (62 files in 2 dirs) (2014-10-05 21:21:24 UTC)
17:21<@DorpsGek>-Codechange: Remove two strings made obsolete in r26965.
17:21<andythenorth>nearly everything I add, I spend an hour on google first :P
17:21<Pikka>realism isn't bad
17:21-!-oskari89 [] has quit []
17:21<Pikka>"realism", ie having no other justification for a decision other than it's "realistic", is bad.
17:22<Pikka>or, alternatively, discarding sensible options because they're "not realistic"
17:23<andythenorth>wagon speed limits, high on my list of favourites
17:26<@peter1138>wagon speed limits are awesome.
17:30*andythenorth is unreasonably pleased with Iron Horse
17:30<andythenorth>so nice to not have to draw ~85% of it
17:30<Pikka>your lovely horse
17:30<andythenorth>Dan’s, yours
17:30<andythenorth>I just made pythons
17:32<@peter1138>Hmm, CDs with read errors on my DVD drive... reading better with a CD drive.
17:32<@peter1138>Except the CD drive needs to be reset sometimes :S
17:32<andythenorth>loads of weird towns in this game
17:32<@peter1138>I should try adapting civilai
17:33<Pikka>adapting it to do what?
17:33<@peter1138>Can a gamescript places roads with with no owner or town owner?
17:33<Pikka>yes, it can
17:33<@peter1138>Then I'd make it more agressively link up downs. And dual-cabbageways!
17:34<@peter1138>dbg: [sprite] Tried to load character sprite #180 as a normal sprite. Probable cause: NewGRF interference
17:34<@peter1138>Maybe :)
17:35<@peter1138>They're still drawn as text on the viewport ;(
17:35-!-gelignite [] has quit [Quit:]
17:37<@peter1138>Probable cause: peter1138 interference
17:40<@peter1138>Well, at least the giant question mark is bigger.
17:42<andythenorth>bah, flat docs
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17:48<andythenorth>full FIRS is too volatile on supplies
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17:52<Pikka>these are some amazingly half-assed turbos I'm drawing. hooray for pixel sprites. :D
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17:55<FLHerne>Not the diesel Networkers, I assume? That would be awesome :-)
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17:55<Pikka> FLHerne
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18:00<andythenorth>Pikka: looks half-assed in realisms too
18:02<andythenorth>also bed
18:02-!-andythenorth [] has quit [Quit: andythenorth]
18:09<FLHerne>Pikka: Those look quite nice too, rather like some old French railcars I liked
18:10<FLHerne>Oh, right, French company. :P
18:10<Pikka>the early ones were the french ones
18:12<FLHerne>I think it's X2800s that I'm thinking of. Very stylish things :-)
18:12<@peter1138>Hurr, double size sprite font :S
18:12<Pikka> is what they were
18:13<@peter1138>Hmm, yesh, double size fonts are not as nice as truetype fonts.
18:17<FLHerne>Pikka: From the wiki they certainly seem more related, but I haven't heard of those before :P
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18:28<FLHerne>Hrm, is 15 years since Ladbroke Grove today. Probably best that you haven't drawn any Turbos, that way I can't accidentally recreate it in some way :-/
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19:06<@peter1138>Track 4: rip accurate (max confidence 133) [dcc3f34c], DB [dcc3f34c]
19:06<@peter1138>That's... surprising.
19:07<@peter1138>What with the hole in the middle of the disc...
19:11-!-FLHerne [] has quit [Quit: There's a real world out here!]
19:13<Supercheese>Well, sounds like the disc was already successfully ripped, what with the hole :P
19:14<Supercheese>just rippin' it again
19:21<@peter1138>Ha ha ha
19:23*peter1138 syncs it all from the NAS to a backup drive.
19:23<@peter1138>Cos I don't really want to lose it again, hah.
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19:56<@peter1138>224GB :(
19:56<@peter1138>Stupid flac...
20:09<@peter1138>Well, NAS is 3TB, so no big deal really.
20:11<@peter1138>Not much point in having storage if you don't use it? :)
20:59<@peter1138>Hmm, now... palettes in widgets :S
21:04<Pikka>my favourite kind of palette
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21:52<Supercheese>I love how extensive the Latin article on Beer Pong is:
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22:19<Flygon>Annnd I got highlighted long ago enough for my scrollback to kill it x.x
22:39<Supercheese>there are logs y'know
22:39<Supercheese>Maybe even....
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---Logclosed Mon Oct 06 00:00:41 2014