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#openttd IRC Logs for 2014-11-03

---Logopened Mon Nov 03 00:00:41 2014
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03:19<supermop>playing iron horse, a little fed up with loading speed of the wagons i made a train of a 'gridiron' pulling a rake of 7 'slammers'
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06:34<Flygon>Dem integers
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08:10<George>a question about safe properties change
08:10<Jinassi>dont ask to ask, just ask
08:10<George>Would be safe to change wagon weigth depending on amount of cargo loaded
08:11<George>For example. if the wagon is empty it weigths 25t
08:11<Jinassi>weight multiplier does something of sorts
08:11<George>in case it is not, it weigths 30t
08:12<George>No, it is not weight multiplier based question
08:12<George>it is container transportation based question
08:13<George>in case there is a container on the platform, the weight of platform is increased on the weight of container
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08:20<Eddi|zuHause>just to make sure, a file called "/core" from over 3 years ago i can safely delete?
08:20<Jinassi>hilfe bitte
08:21<Eddi|zuHause>also fun: a file called "/C:\nppdf32Log\debuglog.txt"
08:25<George>Eddi|zuHause: may be you know?
08:25<George>Is it safe to change wagon weigth depending on is it empty or not
08:26<Eddi|zuHause>no, i don't know that
08:26<Eddi|zuHause>but i'd expect it should be safe
08:26<Eddi|zuHause>like changing max speed
08:27<Eddi|zuHause>if it's not safe, it should be made safe.
08:29<@planetmaker>George, sounds like a magic wagon which adjust its weight depending on the amount of cargo loaded
08:29<@planetmaker>mind that the container is considered cargo and thus has its own weight already
08:29<George>read above
08:29<@planetmaker>yes, I did. And I really don't understand what you're asking
08:29<George>no, container is not a cargo
08:30<@planetmaker>yes, it's cargo packaging
08:30<Eddi|zuHause>i don't agree with that, planetmaker.
08:30<George>there is 1 ton of food in container (1 ton loaded from plant) increases weigth by 6
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08:30<George>5 ton is container and 1 is food
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08:31<George>when I unload I unload 1 ton of food, not 6 ton of food
08:31<@planetmaker>you load a container with whatever is inside. From the train perspective
08:32<Eddi|zuHause>planetmaker: that only works if "container" is a vehicle itself (which then would get the 5t property)
08:32<@peter1138>Can you at least spell weight correctly? :S
08:34<George>peter1138: sorry, KVirc does not have build in spellchecker and chat itself does not allow fix strings like skype
08:34<Eddi|zuHause>planetmaker: the point (as far as i understand it) is: if you load 1t of fruit onto a hopper wagon, you add 1t of weight, if you load 1t of food to a flatbed wagon, you add 6t.
08:34<argoneus>good morning train friends
08:34<@peter1138>Anyway, I think it is safe, though I have not confirmed it.
08:35<@peter1138>Whether or not it is a good feature is another matter that I'm not going to get into :)
08:35<@planetmaker>Eddi|zuHause, yes, I understood that.
08:36<Eddi|zuHause>planetmaker: you can assume that a cargo measured in crates or bags has the weight of the crate or bag included, but assuming a container is included is quite a stretch
08:36<@peter1138>It shouldn't be noted that not all properties can depend on cargo count, so maybe it's not safe in general. In which case my "is it safe" code will need some... adjusting.
08:37<@peter1138>Should, not shouldn't.
08:37<@planetmaker>that were many negations peter1138 . Not sure I followed :)
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08:37<@peter1138>Only the first one was wrong.
08:38<@peter1138>If you still can't follow, I can't help you :p
08:38<@planetmaker>:) If the first is not negative, it's easier :)
08:38<Eddi|zuHause>there was a phrase recently like "tobacco without non-natural additives is not necessarily less unhealthy" or so :p
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08:43<Jinassi>That was from a true PR, a statementt so wild that not many can comprehend it, yet it can be withdrawn next day, without making any fuss.
08:43<Jinassi>Or a politician.
08:44*Jinassi vapes
08:44<Eddi|zuHause>i don't actually know the source
08:45<@peter1138>Sometimes my NAS spits out ridiculous uid/gids :S
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08:56<George>so, conclusion? It is safe to change weigHT on loading|unloading cargo
09:01<@peter1138>13:34 <@peter1138> Anyway, I think it is safe, though I have not confirmed it.
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09:29<V453000>XD George and his features
09:29<V453000>1t is 6
09:29<V453000>do you then have a wagon with 4t food capacity? but weight increasing by 24t?
09:30<V453000>and the wagon carries 4 containers?
09:31<V453000>guess you would need to force the food plant to output e.g. 1 container per 10t grain delivered because otherwise you will get a FLOOD of food trains XD
09:31<Eddi|zuHause>V453000: obvoiously, 4t food would be 9t
09:34<V453000>4t in 1 container? :D
09:36<Eddi|zuHause>if you assume that a flatbed wagon holds 2 containers, the function would be: load=0 => 20t, load <= 50% => 25t, load > 50% => 30t
09:39<V453000>still quite wtf. :)
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09:46<@peter1138>Breaks the purchase list info, certainly.
09:51<V453000>obviously :)
10:01<Eddi|zuHause>that's what the additiional purchase text is for
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10:14<@peter1138>Hrmm, this Neil Young track is... terrible :S
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11:21<Marshy>Is the Canadian Stations set available anywhere, or did it disappear when Oz did?
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11:35<@peter1138>If you have a savegame that uses it, you might be able to grab it if it was on Bananas.
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11:50<Marshy>No, I only recently started playing again, so no saved games
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12:46<@DorpsGek>Commit by translators :: r27054 /trunk/src/lang (irish.txt portuguese.txt) (2014-11-03 17:45:59 UTC)
12:46<@DorpsGek>-Update from WebTranslator v3.0:
12:46<@DorpsGek>irish - 9 changes by tem
12:46<@DorpsGek>portuguese - 40 changes by vesgo
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13:07<frosch123>@seen andythenorth
13:07<@DorpsGek>frosch123: andythenorth was last seen in #openttd 21 hours, 43 minutes, and 23 seconds ago: <andythenorth> bye
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13:34<frosch123>hmm, 26 minutes to summon
13:35<frosch123>andythenorth: is 40% speed-up on re-compile worth 20% slow-down on first compile?
13:36<andythenorth>define ‘first’ :)
13:36<andythenorth>are you implementing a cache?
13:36<frosch123>i implemented caching the parser result
13:37<andythenorth>what causes the cache to need invalidating?
13:37<frosch123>that is, the "first stage" of the parser tree without resolving any references or stuff
13:37<frosch123>so, the cache depend only on a single source file, not on other files
13:38<frosch123>in the case of cets: parsing takes 53s, writing the cache takes 17s, reading it takes 10s
13:39<frosch123>(parsing is about half of the complete compile time)
13:39<frosch123>i think i rather need to cache at some later stage
13:40<frosch123>that may depend on more sources, but the data should hopefully be more compressed
13:40<frosch123>funnily the parsed syntax tree is 10 times bigger than the original source file :p
13:41<frosch123>despite not having any comments, indenting or other things
13:44<V453000>LOL our president freely uses vulgarisms in totally inappropriate places when being in a live recorded radio show, and like most of our republic approves of it
13:44<V453000>obviously the more retarded "most of republic" but still
13:45<V453000>welcome to 21st century morale quality
13:45<andythenorth>frosch123: 40% is a big jump
13:45<V453000>hi andythesouth
13:45<andythenorth>if this could process independent source files, it might be a massive boost for vanilla nml (no nfo stuff)
13:46<andythenorth>I did try briefly to figure out if we could process independent source files and link them in nmlc
13:46<andythenorth>but I’m not good enough programmer :)
13:46<frosch123>well, i have some more days to try stuff :)
13:47<frosch123>i can't quite predict the result, but i'll keep experimenting
13:48<andythenorth>I wasn’t sure how we’d tell nmlc what to actually load
13:48<andythenorth>whether it would be @imports or #includes or whatever
13:48<andythenorth>or some manifest file
13:48<andythenorth>and preventing recursion and stuch
13:48<andythenorth>such *
13:49<frosch123>yeah, i gave that some thought. even pondered writing a blog about it :p
13:50<andythenorth>I don’t really know how it’s done in C++ either, except as much as I’ve used CPP syntax
13:50<frosch123>well, if you change english.txt in openttd, you have to recompile about everything :p
13:50<frosch123>so, that's the wrong route to take :p
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13:51<andythenorth>all my compiles, the python script explicitly knows what files are needed and in what order
13:52<andythenorth>which is reliable, but probably not very clever
13:58<andythenorth>frosch123: out of interest, what format are the cache files?
14:00<andythenorth>mmm pickles
14:00<andythenorth>always makes me hungry
14:00<andythenorth>don’t even like pickles irl :P
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14:06<Wolf01>hi o/
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14:22<syrioosh>hi, im new, is there a way to do that trucks carries goods to train station which is transported further ?
14:23<syrioosh>by train
14:23<Wolf01>use the "transfer" order
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14:30<@planetmaker>syrioosh, alternatively you could play with cargodist. Then transfers happen automatically
14:30<@planetmaker>on the other hand it means that cargo develops a will on its own :)
14:33<andythenorth>in my cdist game, cargo is going where I send it
14:33<@planetmaker>if you know how it works: yes
14:33<andythenorth>just be very carefully about creating links
14:33<andythenorth>it helps me that I treat it as a directed link graph
14:33<@planetmaker>but to the unaquainted user it is like "boah, it just wants to go places"
14:33<andythenorth>which I assume is what cdist is
14:34<andythenorth>yeah, it’s a bit distracting the idea that the cargo ‘wants’ to go somewhere
14:34<andythenorth>it only made sense once I understood there is no destination, just next hop
14:35<andythenorth>also cdist still struggles with very unbalanced routes on a cargo like supplies
14:35<andythenorth>so I just don’t build those
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14:43<syrioosh>just stick with regular version for now. Next sily question, any fast way to replace all old cars with new ones ?
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14:44<syrioosh>cloning ?
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14:44<+michi_cc> or depending on what to replace with what.
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14:50<syrioosh>great, thnaks
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15:07<andythenorth>also where is cat?
15:09*NGC3982 looks for his cats
15:28<andythenorth>oh fuck
15:28*andythenorth did a wall of text, didn’t mean to do that
15:31<@peter1138>IRC, wall of text, coming up from my server
15:32<@peter1138>etc etc
15:32<andythenorth>RoadTypes etc etc
15:32<andythenorth>don’t even know if I’m right :)
15:35<@peter1138>Nah, there's plenty of space in the map array.
15:39<andythenorth>for 16 types on one tile?
15:40<frosch123>there is enough space for one road and one tram per tile, each choosing from 16 types independently
15:41<frosch123>basically there are enough bits to choose 2 road/tram types per tile with independent road bits
15:42<frosch123>but all of that does not lead to proper dirt roads :p
15:42<frosch123>for dirt roads you need to roadtype on the edges, not on the tiles or something
15:43<frosch123>we could change the road building system, so that a roadbit implies a roadbit on a neighbouring tile
15:43<frosch123>then you can distribute the bits over two tiles, and assign a roadtype to the edge
15:44<andythenorth>I thought eddi proved we needed at least 3 types per tile?
15:45<andythenorth>so many discussions on it, /me can’t remember
15:45<andythenorth>I used to save the transcripts :)
15:45<andythenorth>I even had a branch
15:45<frosch123>once you move the type to the edges... i doubt it makes sense to have more than 1 road and 1 tram per edge
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15:47<miho>Hello there.
15:49<@peter1138>But there's 4 edges...
15:49<frosch123>yes, but every edge has 2 tiles
15:49<@planetmaker>there's how many road dir bits?
15:50<frosch123>so you only need bits for 2 edges per tile, and you can even save bits for the roaddirs, if enforcing roadbits to always connect two tiles
15:50*andythenorth looks at old transcripts
15:50<andythenorth>there’s some issue with catenary
15:50<andythenorth>if two types both provide catenary
15:51<@peter1138>And a single road tile by itself?
15:51<@peter1138>andythenorth, irrelevant
15:51<frosch123>a single roadtile wouldn't exist anymore
15:51<frosch123>no longer dead-locked trams :)
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15:57<andythenorth>“flags: catenary, tracks, town_grows_along, allow_level_crossings, use_default_depot, use_default_stops"
15:58<andythenorth>there was even a spec :o
15:58<andythenorth>how quaint
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16:07<miho>Is there something like available in the OTTD community?
16:09<@peter1138>.ovh ... wtf?
16:09<andythenorth>not that I’ve seen
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16:11<miho>peter, .ovh is one of these new top level domains.
16:11<@planetmaker>let me guess... owned by... OVH? :D
16:11<miho>yep, gave away for free to OVH vserver and dedicated owner the first weeks.
16:12<@planetmaker>funnily they didn't approach us ;)
16:12<miho>but the service linked isn't in anyway dedicated to OVH
16:13<miho>in fact it is has been developed and is activley maintained by me ;)
16:13<@planetmaker>I see
16:13<frosch123>what does that ".ovh" stand for?
16:13<frosch123>some non-english abbreviation or somethnig?
16:13<@planetmaker>frosch123, for our service provider
16:14<miho>just used .ovh because it doesn't cost anything and most other simutrans.tld already gave away
16:14<frosch123>planetmaker: that i know
16:14<frosch123>but i assume you cannot just request your own top-level domain
16:14<miho>frosch123: OVH is a France and Canadin internet service prvider.
16:14<miho>You can. Since 2014, but it costs quiet a lot of bucks.
16:15<+michi_cc>frosch123: You can:
16:15<@planetmaker>"Obwohl auf den Unternehmensnamen bezogen, ist die Domain-Endung laut einer Pressemeldung frei für jedermann registrierbar. ..."
16:15<frosch123>how much does .frog cost? :p
16:15<frosch123>.ottd ?
16:15<miho>something between hundert millions and a billion... so not possible I guess :P
16:15<@planetmaker>now, that would be fun :)
16:16<frosch123>seriously? will every big company just do that? .google, .facebook?
16:16<miho>In fact OVH has been the first internet service provider who has spend money on that. Since they made it really expensive to get such top level domains.
16:16<@planetmaker>they're europe's biggest one. So they can afford it
16:16<andythenorth>frosch123: yes they will
16:16<@peter1138>Yeah, so icann totally fucked up the domain name system...
16:17<miho>yep :P
16:17<@planetmaker>they did, yes
16:17<andythenorth>‘fucked up’ / ‘sold out’ /s
16:17<miho>but there are nice new domains like ".vienna" or ".shop" and so on too
16:17<andythenorth>I wonder what had pissed me off on this day
16:17<@planetmaker>they're totally unneeded really
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16:18<miho>You are right.
16:18<andythenorth>5 years earlier, when that thread started, it was a much nicer andythenorth
16:18<andythenorth>I think we see pre- and post- children andythenorth
16:18<@peter1138>RGB company colours: because easyjet orange...
16:19<andythenorth>RGB vehicle colours
16:19<andythenorth>because trainspotters
16:19<andythenorth>and my four year old
16:19<@peter1138>What's a train?
16:19<miho>I've seen there are quite a lot servers online. Are they used activley? Or are most of them "zombie" servers?
16:20<@planetmaker>miho, so-so. Quite a number are actively played on. But lots are also not seeing much traffic, I guess
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16:20<@planetmaker> <-- check client count
16:21<andythenorth>two lane RoadTypes?
16:21<andythenorth>does that fit your bits?
16:21<@planetmaker>andythenorth, I think that would be different. Only two lanes per tile
16:21<@peter1138>$ bin/openttd
16:21<@peter1138>Crash encountered, generating crash log...
16:21<@peter1138>Segmentation fault
16:21<@peter1138>Cool :)
16:22<frosch123>planetmaker: ask jasper :)
16:22<andythenorth>why can’t we have two lane railtypes?
16:22<andythenorth>and two lane canaltypes?
16:22<@planetmaker>hehe. But... those are no roads ;)
16:23<@planetmaker>miho, on the other hand, I do think, if you should offer a similar service for OpenTTD, you might get some customers
16:23<@planetmaker>Not sure how many, but maybe a few. Would need time to get known :)
16:23<@planetmaker>But there are time and again people in forums who aks how to host a server etc
16:23<miho>Yes, that was what I've been thinking about.
16:24<@planetmaker>main difficulty is making a web administration interface for openttd servers
16:24<@planetmaker>though it's rather work than difficulty
16:25<@peter1138> :o
16:25<@planetmaker>miho, and you could think of integration with an irc bridge
16:25<miho>I don't think it is difficult. I've wrote the whole stuff for Simutrans too. There hasn't been anything related to running Simutrans server on Debian before.
16:25<@planetmaker>peter1138, let it burn burn burn! ;)
16:26<miho>In case of OpenTTD I just needed to google a bit and already found some stuff.
16:26<miho>In case of the Simutrans Hosting it is just some kind of wrapper around my init.d script. So this would be easy to port if I would write a similar init.d script for OpenTTD.
16:27<@planetmaker>miho, the challange is the NewGRF config support :)
16:27<@planetmaker>and script config
16:27<@peter1138>Black looks a bit weird.
16:27<miho>Yeah, config in general has been the more tricky part in case of Simutrans too.
16:28<andythenorth>peter1138: stavros orange is tidy
16:28<@planetmaker>binding the admin port to a web page, that's relatively easy on the other hand, half of it is done :)
16:29<miho>I haven't played around much with OTTD network mode yet. So I can't tell what would be required.
16:30<@planetmaker>udp + tcp on ports 3977/8/9
16:30<miho>Just some "start/stop/save" panel would be ported in less then an hour.
16:30<@planetmaker>you want to mimic at least the basic new game window in a web form
16:31<frosch123>unless you just say that people shall upload a savegame :p
16:31<frosch123>then you only need to make sure to always have all bananas content
16:31<@planetmaker>and offer a way to upload custom crap
16:32*andythenorth is now obsessing on roadtypes
16:32<frosch123>though in case of custom newgrf noone would be able to join anyway
16:32<miho>this would be the cheap mans solution, but yes, it would be a first step in the right direction I guess
16:32<miho>and it would be enough for a first test if there is interest in such a service
16:33<@planetmaker>well, give it a try :)
16:33<miho>yeah, I'll give it try
16:34<andythenorth>roads, trams without catenary, trams with catenary
16:34<andythenorth>what else is needed, really?
16:34<andythenorth>needed / fun /s
16:34<andythenorth>nothing is ‘needed’ :P
16:34<@planetmaker>dirt, cobble stone, urban, country, highway
16:34<@planetmaker>and tram
16:35<andythenorth>I dunno, how do you have more fun by making those choices?
16:35<frosch123>maybe towns should claim shopping zones
16:35<@planetmaker>and monorail. and trolleycars. and ... whatever-on-can-think-of. Pipes probably
16:35<frosch123>which allow no cars :p
16:35<frosch123>or only busses, or only trams, but no trucks
16:36<@planetmaker>frosch123, is that a new disaster category? :)
16:36<andythenorth>I dunno
16:36<@planetmaker>"car free town" :P
16:36<andythenorth>bearing in mind I had a thread in 2008 requesting roadtypes, with sprites and everything
16:36<andythenorth>now I’m just not convinced
16:36<@peter1138>I dunno about choices...
16:36<andythenorth>water types has not gone brilliantly imo
16:36<@planetmaker>the water types is not dead yet, andythenorth :)
16:37<@peter1138>But the standard roads look a bit silly when you start a game in 1700...
16:37<andythenorth>ok so sprites, makes sense
16:37<andythenorth>just wondering
16:37<@peter1138>Deep water!
16:37<@planetmaker>yes ^
16:37<andythenorth>since day 0, assumption has been that RoadTypes is RailTypes, but for RVs
16:37<andythenorth>but maybe it isn't
16:37<frosch123>anyway, peter is about right that it does not need roadtypes to distinguish years
16:37<frosch123>most of the rail track sets are completely stupid
16:37<andythenorth>even the spec I have here (from 3 years ago) is just RailTypes transposed
16:37<@planetmaker>it just needs action5 :)
16:38<andythenorth>catenary on/off doesn’t need types
16:38<andythenorth>it’s just a flag
16:38<frosch123>they extend the monorail/maglev upgrade nuisance to even more track types
16:38<andythenorth>the speed limits crap…is just crap
16:38<andythenorth>vehicles already have speed limits
16:38<andythenorth>don’t complicate it
16:38<frosch123>purr is likely the most useful trackset of all
16:39<andythenorth>axle loading is the worst thing ever :P
16:39<frosch123>it lets you at least colour your tracks for overview
16:39<@planetmaker>but only in conjunction with nuts
16:39<frosch123>but all the sets with different speed limits are just bollocks
16:39<@peter1138>narrow gauge was okay
16:39<@planetmaker>yeah... I totally don't play with track types really
16:39<@peter1138>having it as a separate type beats having it replace monorail
16:39<@peter1138>but yeah, some sets are stupid
16:40<@peter1138>Action 3/2/1 for road/tram tiles
16:40<@peter1138>but not road types
16:40<andythenorth>“but stupid sets..don’t make stupid specs”
16:40<@planetmaker>frosch123, nuts/purr colour tracks give advantage to different properties of the trains, like more curve speed or more power when happy or so :P
16:40<frosch123>so, roadtypes like canals? :p
16:40<@peter1138>Variables: pseudorandomisation based on tile location, current year... that's about it :p
16:40<@peter1138>oh, and town shit
16:40<@peter1138>properties: none
16:41<andythenorth>I keep trying to think how I’d fit even ‘trails’ into an actual game
16:41<andythenorth>can’t find an answer
16:41<andythenorth>everything would end up just on ‘best’ type
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16:41<frosch123>andythenorth: sounds like rivers
16:41<andythenorth>rivers just get demolished
16:41<@planetmaker>andythenorth, trails etc would be for the landscape builders. Not for the economists
16:42<@peter1138>trails: newobjects
16:42<andythenorth>well I invented a version in 2008 to justify HEQS
16:42<andythenorth>after the fact
16:42<andythenorth>with the usual ‘gameplay’ arguments about cost, speed, limitations etc
16:42<@planetmaker>peter1138, yes... that's possible. I have some sprites somewhere...
16:42<andythenorth>yair, I have trail sprites here
16:42<@planetmaker>I wonder whether I actually released that as playable even
16:43<frosch123>i am quite sure there was a object grf with trails
16:43<@peter1138>so yeah, just allow roads/trams to have variable graphics
16:43<@peter1138>sod the roadtypes crap
16:43<andythenorth>can haz catenary on/off?
16:43<@peter1138>yes, put tramtrack down
16:43<andythenorth>no steam trams for peter1138
16:44<andythenorth>I think a ‘powered’ flag would actually be interesting to arse about with
16:44<@planetmaker>seems I didn't release trail sprites
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16:45<@peter1138>built catenary separate to road or tram?
16:45<andythenorth>like signals-es
16:45<@planetmaker>ah, but sprites are all in ogfx-landscape source :D
16:45<@peter1138>catenary is the "3rd roadtype" lol
16:45<andythenorth>CatenaryTypes :P
16:46<@peter1138>custom graphics for tram tracks
16:46<@peter1138>custom graphics for catenary
16:46<@peter1138>before date x draw blank catenary
16:47<@peter1138>appears instantly when electric trams appear
16:47<andythenorth>just match it to the RVs newgrf
16:47<andythenorth>oh we don’t like it when vehicle sets provide their infrastructure do we?
16:47<andythenorth>because it’s better when the player has to go hunting :P
16:47<andythenorth>I dunno
16:47<andythenorth>it seems too simple
16:47<andythenorth>without a ‘proper’ RoadTypes implementation
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16:47<andythenorth>how will I do
16:48<@planetmaker>it would be the state which we have bridges now
16:48<@peter1138>(yay, more openttd servers with nobody plyaying)
16:48<andythenorth>“trams, 5’ gauge”, “trams, standard gauge”, “trams, 3’ gauge”, “industrial trams 2’ gauge”
16:48<@planetmaker>customizable but no action0
16:48<@peter1138>andythenorth, get out
16:48<andythenorth>“asphalt road with 8t axle limit"
16:48<andythenorth>“snowy asphalt road with reduced grip"
16:49<andythenorth>“asphalt road with cats eyes"
16:49<@peter1138>GET OUT
16:49<@planetmaker>next you want to increase vehicle weight when loading containers
16:49<andythenorth>“concrete road with surface degradation causing tyre noise, hence imposed speed limit 45mph"
16:49<andythenorth>you see
16:49<@peter1138>andythenorth wasn't here then, right?
16:50<NGC3982>It's actually quite fascinating how manye servers are online, contra the amount of players.
16:50<@planetmaker>anyway, g'night
16:50<andythenorth>cos for all the RoadTypes, they still won’t overtake if articulated, nor use both lanes on one-way
16:50<andythenorth>why is one way anyway?
16:50<andythenorth>is it just for griefing?
16:50<frosch123>NGC3982: servers are run by those who feel like running a server
16:51<frosch123>NGC3982: clients pick the servers which have something special running
16:51<andythenorth>bye planetmaker
16:51<frosch123>like active admins, special scripts or some other community around them
16:51<NGC3982>That is why i have like .25 players per server per day.
16:53<andythenorth>hmm, so just extend newgrf, no RoadTypes, no speed limits, no tractive effort cb, no handling broken vehicle routing
16:54<@peter1138>fix overtaking separately
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16:54<@peter1138>add one-way stretch detection
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16:54<frosch123>ah right, one-way was another thing that should be applied to edges :p
16:55<frosch123>can we rewrite ottd?
16:55<@peter1138>Yeah, definitely.
16:55<@peter1138>And then signals...
16:55<frosch123>with signals on edges and such
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16:59<andythenorth>tunnels on edges
16:59<andythenorth>edges on tunnels
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16:59<andythenorth>bridges on bridges
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17:02<andythenorth>but also what was one way for?
17:02<andythenorth>does it prevent deadlocks?
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17:11<frosch123>it's also for avoiding level crossing and such
17:12<frosch123>and crowded roads
17:12<frosch123>trains only drive on your tracks, but you cannot quite control where rv drive
17:12<frosch123>that's what oneway is for
17:12<andythenorth>makes sense
17:12<andythenorth>I’ve tried to use it to control flow in and out of big stations
17:12<frosch123>though it's not per company funnily
17:12<andythenorth>with limited successs :)
17:14<andythenorth>ha :)
17:14<andythenorth>SV :P
17:15<frosch123>are they all smoking?
17:16<frosch123>they look like default rv, but they smoke
17:16<andythenorth>they were proxy sprites in Road Hog iirc
17:16<andythenorth>nicked from ogfx+
17:16<andythenorth>but yes smoking
17:17<andythenorth>this was better smoke
17:20<andythenorth>also bedtime
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18:00<argoneus>good night train friends
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21:50<andythenorth>@seen pikka
21:50<@DorpsGek>andythenorth: pikka was last seen in #openttd 5 days, 15 hours, 13 minutes, and 6 seconds ago: * Pikka bbatsomepoint
22:10<Supercheese>@seen pikkaphone
22:10<@DorpsGek>Supercheese: pikkaphone was last seen in #openttd 1 day, 16 hours, 5 minutes, and 29 seconds ago: <Pikkaphone> Psh
22:11<andythenorth>back to bed
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23:43<DanMacK>Hey all
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23:56<Supercheese>now they're both on
23:57<Pikka>but who's on first?
---Logclosed Tue Nov 04 00:00:42 2014