--- | Log | opened Thu Jan 29 00:00:48 2015 |
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02:32 | <Supercheese> | anyone else getting 504 errors on devzone? |
02:35 | <V453000> | yes |
02:36 | <Supercheese> | :( |
02:36 | <Supercheese> | It's dead, Jim |
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02:45 | <@planetmaker> | moin |
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02:48 | <V453000> | hi pm, devzone is being evil again :) |
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02:51 | <Supercheese> | Now it's 502... |
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02:56 | <andythenorth> | bah |
02:57 | <@planetmaker> | yes, yes, I know |
02:57 | <andythenorth> | nah |
02:57 | <andythenorth> | not devzone keys |
02:57 | <andythenorth> | I have unexpected problems in FIRS :D |
02:57 | <andythenorth> | which are hard to fix properly |
02:58 | <andythenorth> | although lack of hg gives me an excuse ;) |
03:01 | <Supercheese> | ah, pages are loading now |
03:10 | <andythenorth> | hg and devzone working for me |
03:14 | <^Spike^> | they should |
03:14 | <^Spike^> | should anything be missing/not working highlght me or pm about it |
03:14 | <andythenorth> | will do |
03:14 | <^Spike^> | sry for the downtime i caused :) |
03:14 | <andythenorth> | eh np |
03:14 | <andythenorth> | what is our SLA anyway? |
03:14 | <^Spike^> | but hopefully improves performance |
03:14 | <^Spike^> | Best Effort at all times ;) |
03:14 | <andythenorth> | do I get a service credit? o_O |
03:14 | <^Spike^> | :) |
03:15 | <andythenorth> | 1% of fees per hour downtime? |
03:15 | <^Spike^> | if you first pay my hourly rate we can consider something ;) |
03:16 | <andythenorth> | I’ll get back to you |
03:17 | <andythenorth> | so lesson from FIRS, you can’t easily have an industry set with more than 64 industries, using nml |
03:17 | <^Spike^> | hehe :) |
03:17 | * | andythenorth now trying to figure out if there’s a cheat |
03:21 | <Supercheese> | Oh, eints is down though |
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03:21 | <^Spike^> | still? |
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03:22 | <^Spike^> | should be running |
03:22 | <andythenorth> | 503 |
03:22 | <@planetmaker> | I get e-mails about eints exceptions. probably db connection or so |
03:22 | <^Spike^> | hmmm |
03:22 | <^Spike^> | which is weird.... considering db was up before eints |
03:24 | <@planetmaker> | trying reboot there? |
03:25 | <@planetmaker> | hm, no |
03:26 | <@planetmaker> | there |
03:26 | <@planetmaker> | dunno if ^Spike^ did anything concurrently, too, though ;) |
03:28 | <^Spike^> | nop |
03:28 | <^Spike^> | fixing a mysql cluster atm :) |
03:28 | <^Spike^> | i still also have to work my friend :D |
03:28 | <@planetmaker> | un-be-liev-able |
03:29 | <^Spike^> | considering dev works makes me believe that pgsql works :) |
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03:29 | <@planetmaker> | eints now works |
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03:29 | <@planetmaker> | windows-y behaviour. restart fixed it :P |
03:29 | <^Spike^> | lol |
03:30 | <^Spike^> | blame frosch/alberth ;) |
03:30 | * | andythenorth side steps FIRS problem, in similar fashion :P |
03:35 | <andythenorth> | sticking plaster applied |
03:35 | <andythenorth> | am *not* looking forward to the proper fix :| |
03:36 | * | V453000 is considering redoing everything in RAWR except models and textures |
03:36 | <V453000> | rendering / postproduction |
03:37 | <andythenorth> | this happens |
03:37 | <andythenorth> | the separate-grf-per-economy route is looking increasingly attractive for FIRS |
03:37 | <V453000> | =D |
03:37 | <andythenorth> | :( |
03:38 | <V453000> | well why not really |
03:38 | <andythenorth> | because also, what’s good about it? |
03:38 | <V453000> | having to manage 4 different files because wtf? :D |
03:38 | <V453000> | good about it is if you find it more feasible /attractive :D |
03:38 | <andythenorth> | seems lame |
03:39 | <V453000> | I considered separater RAWRs too |
03:39 | <V453000> | it already works that way basically |
03:39 | <V453000> | minus farms, those are (currently) the same for all climates |
03:39 | <andythenorth> | Cold RAWR, Hot RAWR, Goldilocks RAWR |
03:39 | <V453000> | each would have 100MB, not 300 |
03:40 | <V453000> | the only thing it would miss is the automatic climate detection feature, but every dumass monkey can select the climate they want simply by adding that grf to the list |
03:41 | <andythenorth> | I would need a range of grfids |
03:41 | <andythenorth> | for my own use |
03:41 | <andythenorth> | reserved |
03:42 | <V453000> | XD |
03:45 | <andythenorth> | hmm |
03:45 | <andythenorth> | this all sucks |
03:45 | <andythenorth> | maybe I should go shopping or something |
03:47 | <V453000> | I am king of in the middle of wtf and wtf place |
03:47 | <V453000> | kind of* |
03:48 | <V453000> | the renders I make are then cut sprites from, as always |
03:48 | <V453000> | BUT to prevent alpha on the edges, the tile models have some extra bits around them, about 10% added |
03:48 | <V453000> | -> they are not precise pixel-wise in the results to be cut from anymore |
03:49 | <V453000> | so when tracks and everything aligns back, there are few-px differences |
03:49 | <V453000> | few-px being 2-subpixel |
03:49 | <V453000> | which is ass |
03:49 | <V453000> | could be "easily" solved by rendering 1 tile in 1 frame |
03:49 | <V453000> | but the amount of frames ._. |
03:50 | <V453000> | even that is not end of the world, but the postproduction then gets basically manual insanity |
03:50 | <andythenorth> | yeah no |
03:50 | <andythenorth> | don’t do that |
03:50 | <V453000> | well actually if I write a couple expressions :) |
03:50 | <V453000> | javascript powa |
03:50 | <andythenorth> | remind me, why do we do this? |
03:54 | <V453000> | many reasons |
03:54 | <andythenorth> | I think they’re bogus :| |
03:54 | <andythenorth> | we could just make simple little sets without pushing any boundaries |
03:54 | <V453000> | I enjoy creating it, I love the game, I learn a lot of interesting things, I do something that nobody else is doing, I get appreciation from some people, I spend my time productively, |
03:56 | <andythenorth> | he |
03:56 | <V453000> | with the aim to make it truly PROPER, I think it makes sense for me to go ultra insane on the postproduction ... though it will be more of slave labour than insane as in good idea |
03:56 | <V453000> | separate grfs are another matter, that is just a detail |
03:58 | <andythenorth> | first quote http://en.wikipedia.org/wiki/Hearts_of_Darkness:_A_Filmmaker's_Apocalypse#Cultural_references |
03:58 | <V453000> | :) |
04:00 | <andythenorth> | does FIRS really need more than 64 industry types? |
04:00 | <andythenorth> | 54 of them are stupid farms |
04:00 | <V453000> | if used sensibly, it can utilize them |
04:00 | <V453000> | does it need them to be good? no |
04:01 | <@planetmaker> | 54 farms? |
04:01 | * | andythenorth exagerates |
04:01 | <@planetmaker> | the other 48 are mines :P |
04:01 | <andythenorth> | 14 are farms |
04:01 | <andythenorth> | 13 * |
04:02 | <@planetmaker> | nitrate, coal, iore, core, bauxite... :P |
04:02 | <andythenorth> | 'mine' |
04:02 | <andythenorth> | single industry :P |
04:02 | <@planetmaker> | stuff digger, stuff grower, stuff user |
04:02 | <andythenorth> | trying to work out if I have to do this ‘properly’ (insane hard) |
04:02 | <@planetmaker> | 3 industries, done |
04:02 | <andythenorth> | or if I can cheat for long enough to get away with it |
04:03 | <andythenorth> | ‘proper’ means every cb chain has to have a switch checking which industry in which economy |
04:03 | <andythenorth> | and then route appropriately |
04:04 | <V453000> | I dont understand what are you aiming to do but I am afraid I do not want to? :D |
04:04 | <V453000> | izitsafe? |
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04:05 | <andythenorth> | I think it’s silly |
04:05 | <andythenorth> | I am questioning how many more industries FIRS might grow to |
04:06 | <andythenorth> | I was thinking quite a few more, maybe 15 or so |
04:06 | <andythenorth> | tyre factory, rice farm, olive farm, cheesemaker |
04:06 | <andythenorth> | maybe a ‘wtf’ economy of stupid things |
04:06 | <V453000> | XD |
04:07 | <andythenorth> | but eh, I’m fighting limits of game |
04:07 | <andythenorth> | or rather limits of nml |
04:07 | <V453000> | you can have SHITLOAD of industries really, and they can work well, just need some idea how to make them all useful |
04:07 | <andythenorth> | this is one thing that would be trivial in nfo |
04:07 | <andythenorth> | unusually |
04:07 | <V453000> | :) |
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04:07 | <andythenorth> | nfo I’d just put all the code for an economy into a single block |
04:08 | <andythenorth> | the varact 2 chains would just work |
04:08 | <V453000> | go code for SAC ::> |
04:08 | <andythenorth> | nice sprites |
04:08 | <andythenorth> | I’ve been watching them |
04:08 | <andythenorth> | they’re in the place you’re banned from |
04:08 | <V453000> | yes they look nice |
04:08 | <V453000> | yes |
04:08 | <V453000> | I see them for some reason though |
04:08 | <andythenorth> | she has pretty much nailed drawing trains |
04:09 | <V453000> | she draws nicely about everything, there is no doubt about that |
04:09 | <V453000> | but "help me create my own test.grf I will not share" is kind of silly :) |
04:09 | <V453000> | silly is politically correct expression of what I am thinking |
04:10 | <andythenorth> | cheating looks more and more the better route |
04:10 | <andythenorth> | unless we want to increase number of industries? |
04:10 | <andythenorth> | 64 -> 255 |
04:10 | <andythenorth> | or so |
04:10 | <V453000> | make a proper system to utilize all 64 first :) |
04:11 | <V453000> | the 64 are ever loaded at the same time in the game? |
04:11 | <andythenorth> | no |
04:11 | <andythenorth> | that would be silly |
04:11 | <V453000> | perhaps it would be nice to unify climates |
04:11 | <andythenorth> | politically correct ‘silly' |
04:11 | <andythenorth> | FIRS has 51 already |
04:11 | <V453000> | I dont think it is necessary for a newgrf to work differently in various climates |
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04:11 | <andythenorth> | and that is way the fuck too many |
04:11 | <V453000> | climate is just a cosmetic thing |
04:11 | <andythenorth> | climates are unified in FIRS |
04:12 | <V453000> | ah economiez arent |
04:12 | <andythenorth> | only change is Sugar Beet / Sugar Cane |
04:12 | <V453000> | rightr |
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04:12 | <andythenorth> | ugh, I thought I could unify all farms |
04:12 | <andythenorth> | because I thought they had same cb chain |
04:13 | <andythenorth> | but meh |
04:13 | <andythenorth> | different location rules |
04:14 | <andythenorth> | sometimes code is trying to tell you to stop doing what you’re doing |
04:14 | <V453000> | that is not code that is voices from the inside :P |
04:14 | <andythenorth> | voices |
04:15 | <V453000> | you need to inform them about shutting the fuck up and do it anyway |
04:16 | * | andythenorth wonders how much a Japanese economy is needed anyway |
04:16 | <andythenorth> | same for mediterranean |
04:30 | * | andythenorth wonders how much persistent storage is free |
04:31 | <andythenorth> | inventing fragile hax |
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04:38 | <andythenorth> | bad hax are bad |
04:42 | <supermop> | yo |
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04:50 | <supermop> | id rather have Japanese and Mediterranean than 4 more permutations of sort of central sort of western sort of northern europe |
04:50 | <supermop> | really SE asian would be better though |
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04:55 | <andythenorth> | ho |
04:55 | <andythenorth> | well with hax I can probably get about another 10 industry types |
04:56 | <andythenorth> | which isn’t enough to be worth it imho |
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05:05 | <V453000> | what do you need them for even |
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05:32 | <andythenorth> | variety between economies |
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05:55 | <supermop> | called to get a quote on a hexagonal prism of victorian bluestone today |
05:56 | <supermop> | cheaper to have a chunk of balsalt cut and shipped from china rather than from the quarry just outside the city unsurprisingly |
05:57 | <andythenorth> | you must be in Australia |
05:57 | <supermop> | everything is expensive here, so yes |
05:58 | <supermop> | i don't recall much flood basalts in england to be honest |
05:58 | <supermop> | although i do recall old volcanic plugs in yorkshire |
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05:59 | <supermop> | looking at just buying an old stone lintel from a demolished building and try to cut it myself |
06:01 | <supermop> | the odd projects i invent for myself to procrastinate are getting more exotic |
06:02 | <supermop> | what about a quarry that produces cut stone (bldg materials) and gravel (stone)? |
06:02 | <andythenorth> | valid, if there’s no cement plant |
06:02 | <andythenorth> | otherwise stone -> bldg materials is weird |
06:03 | <supermop> | only seems to make sense as an odd niche or a pre-modern thing |
06:03 | <V453000> | bdmt! :P |
06:04 | <supermop> | and even then only if you are using a GS that requires bldgmt and are before the advent of brickyards etc |
06:05 | <supermop> | is the fine stone quarry or my desire to take a prism of basalt home with me as a souvenir more weird |
06:07 | <supermop> | i think i am close to done with this busy bee game |
06:08 | <andythenorth> | any good? |
06:08 | <supermop> | yes, small map |
06:09 | <supermop> | 1930-48 |
06:09 | <supermop> | firs, sbb set, pipe, road hog |
06:09 | <supermop> | interesting cascading trains and ships down to different routes as network adjusts to new goals |
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06:25 | <andythenorth> | hmm |
06:25 | <andythenorth> | might have solved it all |
06:25 | <andythenorth> | all of it |
06:25 | <andythenorth> | ever |
06:36 | <supermop> | sounds about right |
06:37 | * | andythenorth wonders if 6 varact 2 chains will compile any faster than 66 varact 2 chains |
06:37 | <andythenorth> | the 6 will be moderately more complex than the 66, but probably a lot fewer total LOC |
06:37 | <andythenorth> | and much smaller total switch count |
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07:01 | <supermop> | http://www.ebay.com.au/itm/bluestones-/111583137356?pt=AU_Building_Materials&hash=item19fadf8e4c |
07:05 | <andythenorth> | I’d like 10 |
07:05 | <andythenorth> | shipped to UK |
07:05 | <andythenorth> | thanks |
07:06 | <supermop> | no problem |
07:06 | <supermop> | i only ship via personal courier, first class airfare |
07:06 | <andythenorth> | :P |
07:07 | <supermop> | ticket+baggage for those probably cheaper than shipping |
07:07 | <supermop> | my flight to aus plus oversize fee for my bike in a box was cheaper than just shipping the bike on its own |
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07:09 | <andythenorth> | you should have gone somewhere closer |
07:09 | <andythenorth> | it makes no economic sense to pay more for travelling further |
07:09 | <andythenorth> | according to forums, nearly daily |
07:10 | <supermop> | nah, just need to make sure the plane goes slow enough that your airfare is cheap by the time you land |
07:11 | <supermop> | as they come around handing out cash refunds if they are delayed but demanding premium payment if they land early |
07:11 | <andythenorth> | what if your bike has aged though? |
07:11 | <andythenorth> | tyres might be flat |
07:11 | <andythenorth> | or it might just be uncool now |
07:11 | <supermop> | the industry doesnt mind |
07:12 | <supermop> | produces one unit smug satisfaction per unit bike delivered |
07:12 | <supermop> | production jumps up if craft beer is delivered within month |
07:15 | * | andythenorth trying to not start total rewrite of FIRS |
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07:22 | <dreck> | hi |
07:27 | <argoneus> | hi dreck |
07:27 | <argoneus> | how are you doing today |
07:27 | <argoneus> | my train friend |
07:27 | <argoneus> | RAWR |
07:28 | <dreck> | ? |
07:28 | <V453000> | RAWR |
07:30 | <andythenorth> | V453000 is my train enemy, not my train friend |
07:30 | <V453000> | FOE |
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07:30 | <andythenorth> | yeah that |
07:30 | * | andythenorth will now rewite all of FIRS |
07:30 | <andythenorth> | oh no, wait |
07:30 | * | andythenorth will finish current release :| |
07:32 | <dreck> | anyway meant to ask this here seeing theres some people from europe too...generally what was the largest tank steam locomotive in operation? (non-mallet that is) |
07:32 | <V453000> | steam was run by slugs mainly |
07:33 | <andythenorth> | eh, nobody here knows much about trains |
07:33 | <andythenorth> | try wikipedia? |
07:33 | <V453000> | especially since 1935 when hitler started mass-taming of giant slugs |
07:33 | <V453000> | but since many people believed the slugs would be the doom of mankind, some evil countries fought against them and a world war became out of it |
07:34 | <V453000> | after that, giant slug population was eliminated and we only know it in memories, books and newgrfs now |
07:34 | <V453000> | the slug was a giant steam engine, it even had its own power unit - 1sp, slug power |
07:34 | <V453000> | 1 slug power is about 3000hp |
07:35 | <Eddi|zuHause> | were there woolly slug remains found in sibiria? |
07:35 | <andythenorth> | V453000 I think you’re just being silly |
07:35 | <andythenorth> | wikipedia has nothing about this |
07:35 | <V453000> | but then some slugs in further development in the 1940s had up to 2,16sp (65k hp) |
07:35 | <V453000> | wikipedia has some missing parts yes |
07:35 | <V453000> | XD yes Eddi, furry slugs were in the northern lands |
07:36 | <V453000> | dreck was asking retarded question, I replied appropriately. |
07:37 | <Eddi|zuHause> | dreck: i don't know about "largest", but the german BR 61 was a high speed tank steam engine (only two were ever built) |
07:37 | <andythenorth> | it’s not a retarded question in rec.trains.foamers or something |
07:37 | <dreck> | eddi oh, I keep almost forgetting about that one..thanks I'll recheck it again |
07:38 | <dreck> | that was the one in purple/cream (purple/white? I forgot heh) to match its short distance express trainset right :) |
07:38 | <Eddi|zuHause> | yes, purple/cream(-ish) was the livery of express trains of that era |
07:39 | <Eddi|zuHause> | this particular one operated between Berlin and Dresden |
07:39 | <Eddi|zuHause> | most of the rest of the network was operated by diesel MUs |
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07:42 | <andythenorth> | Eddi|zuHause: can you think of any theoretical reason why industries can’t share switch chains where the behaviour is common (and industry-specific results can be written out by code generator)? |
07:43 | <andythenorth> | long q, sorry |
07:43 | <Eddi|zuHause> | i can think of loads of things... |
07:43 | <Eddi|zuHause> | but mostly of the type "things you could do wrong" |
07:44 | <dreck> | ah dmu .. that reminds me also of that almost-all-purple triangularish-shaped-front unit ..SVT1-something .. but anyway thanks for the BR61 tho .. back to more crunching now here :) |
07:44 | <Eddi|zuHause> | not "things that will utterly prevent this from existing" |
07:44 | <andythenorth> | can’t read any industry properties directly |
07:44 | <andythenorth> | everything that you want to read has to be stuffed into temp storage at start of chain afaict |
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07:45 | <andythenorth> | not even sure that holds though |
07:45 | <Eddi|zuHause> | why would you even need that? you already have the economy parameter to read |
07:45 | <andythenorth> | I don’t, and it’s nonsense |
07:45 | <andythenorth> | cb chain can be scoped to current industry anyway |
07:46 | <andythenorth> | confusing myself with how nml presents things, and how nfo actually works |
07:47 | <andythenorth> | nmlc is the wildcard here, doing this in nfo would be quite easy to work out |
07:47 | <andythenorth> | I don’t know what magic nmlc does to resolve varact 2 chains and ids |
07:47 | <andythenorth> | probably I just try it |
07:48 | <Eddi|zuHause> | try to keep industries that share varaction2 chains close together in the code, otherwise nmlc might run out of IDs |
07:49 | <andythenorth> | that is my primary concern |
07:49 | <andythenorth> | not enough varact 2 IDs |
07:49 | <Eddi|zuHause> | it's usually not a problem |
07:49 | <andythenorth> | I already hit that in the spritelayout switches |
07:50 | <andythenorth> | teach nmlc to handle it :P |
07:51 | <Eddi|zuHause> | add to the grfv9 specs that action2-ids are 16bit :p |
07:51 | <Eddi|zuHause> | or 32bit :) |
07:51 | <andythenorth> | or add an algorithm for reuse |
07:52 | <andythenorth> | must just be some kind of graph solver? |
07:52 | * | andythenorth can say words he doesn’t really understand |
07:52 | <Eddi|zuHause> | it's similar to "register pressure" |
07:52 | <andythenorth> | nfo we just reused IDs |
07:52 | <Eddi|zuHause> | nmlc does this as well |
07:53 | <andythenorth> | what is limit, if you recall? |
07:53 | <Eddi|zuHause> | but some IDs must stay valid because they are used later again |
07:53 | <Eddi|zuHause> | then you must reorder stuff |
07:54 | <andythenorth> | I could probably have the code generator arrange code correctly |
07:54 | <andythenorth> | would rather not, but eh |
07:54 | <Eddi|zuHause> | 256 IDs can be "alive" at any time |
07:54 | <Eddi|zuHause> | if you have a linear chain, the whole chain uses 1 ID over and over again |
07:54 | <andythenorth> | that’s worth knowing |
07:54 | <Eddi|zuHause> | each branch adds an additional ID |
07:55 | <andythenorth> | also wondering how nmlc handles split action 0 blocks |
07:55 | <Eddi|zuHause> | action0 is irrelevant |
07:55 | <andythenorth> | ah this would be action 3 |
07:55 | * | andythenorth translating nml -> nfo |
07:55 | <andythenorth> | whether splitting cb and graphics handling helps with ID consumption |
07:56 | <andythenorth> | it must consolidate them to a single action 3, surely? |
07:56 | <Eddi|zuHause> | action3 is the combination of all "graphics" block |
07:56 | <andythenorth> | one and only one action 3 per industry aiui |
07:56 | <Eddi|zuHause> | yes |
07:56 | <andythenorth> | still easier to think in nfo |
07:56 | <andythenorth> | horrible syntax, easy structure & concepts |
07:56 | <Eddi|zuHause> | although in theory, you could action7 several action3 |
07:57 | <andythenorth> | for industry ID reuse, action 7-ed action 3s are inevitable |
07:57 | <Eddi|zuHause> | but i don't think nmlc does this |
07:58 | <andythenorth> | if I’ve counted correctly, I currently have ~66 sets of varact 2 chains |
07:58 | <andythenorth> | which can be reduced to 6 sets |
07:59 | <Eddi|zuHause> | but also i'm not really sure how nmlc generates action3 |
07:59 | <andythenorth> | because nearly all behaviour is common, only the specific results need to change for most cbs |
07:59 | <andythenorth> | the results are either static and can be written at compile time |
07:59 | <Eddi|zuHause> | andythenorth: that sounds like you need "procedures", but afair, nmlc didn't implement those |
08:00 | <andythenorth> | I’ll just shared switch chains |
08:00 | <andythenorth> | share * |
08:00 | <andythenorth> | hopefully nmlc permits that |
08:00 | <supermop> | night |
08:00 | <andythenorth> | think it’s done already in some places in FIRS |
08:00 | <Eddi|zuHause> | andythenorth: yes, nmlc should allow that |
08:00 | <andythenorth> | construction states use it currently I think |
08:01 | <Eddi|zuHause> | andythenorth: CETS does something like this with the capacity callback |
08:01 | <andythenorth> | if I do this, it’s a lot of boring work |
08:01 | <andythenorth> | but conceptually quite simple |
08:01 | <andythenorth> | FIRS code in repo gets a lot smaller |
08:01 | <andythenorth> | FIRS nml gets a lot smaller |
08:01 | <Eddi|zuHause> | andythenorth: "boring" work is the job for the code generator |
08:01 | <andythenorth> | well $somebody has to remove all the current manual code per industry |
08:01 | <V453000> | so Eddi when is CETS coming out? :P |
08:02 | <andythenorth> | and copy the values to a place where generator can read them :) |
08:02 | <andythenorth> | $someone = andythenorth |
08:02 | <Eddi|zuHause> | V453000: when... err... *hides* |
08:02 | <andythenorth> | the CPP defines & macros approach to grfs was a nice party trick |
08:02 | <andythenorth> | but ugh, scales horribly |
08:05 | <andythenorth> | all of this http://dev.openttdcoop.org/projects/firs/repository/entry/src/industries/aluminium_plant.pypnml |
08:06 | <andythenorth> | gets moved to some python properties or just deleted |
08:07 | <andythenorth> | and repeat for 65 other industries |
08:08 | <Eddi|zuHause> | use a tracking table that contains all data... |
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08:09 | <andythenorth> | considered it |
08:09 | <andythenorth> | a tracking table is 2 dimensional, so in some ways is the perfect format |
08:10 | <andythenorth> | you can read per industry, or per economy |
08:10 | <andythenorth> | but eh I dunno, I tried that route with FISH and removed it, something weird about it |
08:11 | <andythenorth> | there’s always some case that needs ugly magic-character string handling |
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08:13 | <Eddi|zuHause> | maybe that's because you see complex structures differently than i do... |
08:15 | <andythenorth> | think so |
08:16 | <andythenorth> | seems probable that you trust the code you write |
08:16 | <andythenorth> | whereas I don’t trust the code I write |
08:16 | <andythenorth> | so anything like building a list from string splits…makes me itch |
08:16 | <andythenorth> | although every csv and json parser must do the same |
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08:28 | <dreck> | hmm got a silly wording question .. would "express" and "fast express" be able to possibly mean different thing or its just really dictionary-style word duplicating? |
08:29 | <andythenorth> | tautology |
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08:29 | <andythenorth> | express implies fast |
08:30 | <andythenorth> | “very fast express” would be absolutely fine |
08:30 | <andythenorth> | English ‘rules’ are…special |
08:31 | <dreck> | heh, thanks..I'll have to rethink of some wording |
08:35 | <dreck> | local/domestic express .. international express ... hmm nah that doesn't sound good .. heh |
08:37 | <andythenorth> | what is it? |
08:37 | <andythenorth> | what does it do? |
08:39 | <dreck> | oh..sorry lacked a bit context .. just thinking if there was a simple word to differ the 120kph set from the 200kph set without having to bother with numbers .. but I'm thinking at a look now so ar that its probably not so simple to try do it that way |
08:39 | <dreck> | ar=far* |
08:39 | <andythenorth> | these are trains, or railtypes? |
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08:40 | <dreck> | trains |
08:41 | <andythenorth> | dunno, just give them names? |
08:41 | <andythenorth> | player can read speed in the buy menu |
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08:46 | <dreck> | yep going that way :) |
08:47 | <andythenorth> | bbl |
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09:03 | <Eddi|zuHause> | dreck: speed designations heavily depend on the timeframe. |
09:05 | <Eddi|zuHause> | dreck: in 2000's DB speak, "regional express" is a sped up local train (about 160km/h, no on board service, usable with local train tickets etc.), and "inter city express" is a very fast long distance train (>200km/h, on board service, only usable with special long distance tickets) |
09:05 | <Eddi|zuHause> | but these definitions are fuzzy at best |
09:07 | <Eddi|zuHause> | these are complemented by "regional train" (usually up to 120km/h, with some faster exceptions, stops at any station), and "inter city" (up to 200km/h) |
09:08 | <Eddi|zuHause> | but all these are rather bad categories for the game. |
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09:23 | <dreck> | yeah theres no 'real' passengers in openttd even if some grfs do try to make some cosmetic differences (such as a pullman coach with lower seat capacity than the standard coach in buy list) |
09:33 | <argoneus> | I wish I understood how simcity worked |
09:33 | <argoneus> | 4 |
09:34 | <dreck> | I think I might have figured it out..'generation I express' vs 'generation II express' .. seem to work .. I'll see what the list looks like later |
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09:38 | <dreck> | argoneus maybe try a simplier simcity version? not the best kind of answer I guess but heh |
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09:38 | <argoneus> | heh |
09:39 | <dreck> | tbh I still have my 2000 Collection cd+papers here :) |
09:41 | <dreck> | mind you I know its silly to thinka bout it but all these years I've known that on the back of the jewel case it clearly says "powermacintosh" at least two times but the one single window screenshot they used is from dos instead |
09:42 | <dreck> | anyway argoneus theres also always towns in openttd too..just not the kind you can manage as a mayor tho :P |
09:42 | * | dreck hehs |
09:43 | <argoneus> | I just don't understand |
09:43 | <argoneus> | the point of density zones |
09:44 | <argoneus> | but this isn't #opensimcity so yeah |
09:44 | <dreck> | density? how many does sc4 have? |
09:44 | <argoneus> | it has 3 types for each res, com, ind |
09:44 | <argoneus> | and different density things require different density things |
09:44 | <argoneus> | like low density residents require medium density commercial or some shit |
09:44 | <dreck> | argoneus I'm guessing at least 3+ densities for each types? |
09:47 | <argoneus> | yeah, 3 densities for each |
09:47 | <dreck> | mm I guess they wanted to go overboard with the population micro-management idea :/ |
09:48 | <dreck> | does it nitpick you a lot on water supply? |
09:48 | <argoneus> | not really |
09:48 | <argoneus> | I didn't even get that far |
09:48 | <argoneus> | they only want electricity |
09:48 | <dreck> | argoneus mm mind if I ask what os you using? |
09:48 | <argoneus> | win7 |
09:49 | <dreck> | ok |
09:49 | <dreck> | well argoneus just if you wanted to know..I've never really tried 3000 (although I recall the artworks suggested that was when farm fields were introduced) ... but 2000 is pretty simple that its easy to get the hang of... |
09:50 | <argoneus> | what about 4? |
09:51 | <dreck> | you only got low/high density which means low density only has houses or low-squat buildings while high density has a mix of lowdensity and tower-alike buildings altogether .. and water can be put off for the first few hundred people but electricity is always wanted early on |
09:53 | <dreck> | the only one small fault I do sometimes have with the design of things in 2000 was the slight lack of actual public street transport (you only get given a 2x2 bus station tile to build next to the road and thats it) |
09:53 | <dreck> | at least with simutrans and ttdxp/openttd you can actually build a real public transit system :) |
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10:22 | <@Belugas> | good day |
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10:29 | <dreck> | wb andy :) |
10:30 | <V453000> | hy Belugas |
10:30 | <andythenorth> | hmm FISH 2 seems to have high download count |
10:30 | <andythenorth> | I guess there are only 2 good ship sets |
10:30 | <andythenorth> | and that’s one of them |
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10:32 | <V453000> | XD he came to deliver this message. |
10:32 | <V453000> | I didnt even manage to respond quickly enough |
10:32 | <dreck> | sometimes some people seem to be like that on irc :) |
10:34 | * | dreck picks up phone, dial number, demands a burger, hangs up |
10:34 | <dreck> | :p |
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10:54 | <andythenorth> | food processor |
10:54 | <andythenorth> | https://dev.openttdcoop.org/attachments/download/7041/food_processor_2.png |
10:54 | <andythenorth> | V453000: moar contrast, moar company colour? |
10:57 | <V453000> | bit more dark on the pipes on the right I think |
10:57 | <V453000> | and some very bright on the silos on the left |
10:57 | <V453000> | other than that looks amazing |
10:57 | <andythenorth> | Dan made it from bits we already had |
10:58 | <V453000> | :) |
10:58 | <andythenorth> | layout is exact copy of TTD food processor |
10:58 | <andythenorth> | for reasons |
10:58 | <andythenorth> | usually copy-paste from other industries requires unifying palette |
10:58 | <andythenorth> | I think this is same |
10:58 | <V453000> | XD |
10:59 | <V453000> | anyway, I gtfo homew |
10:59 | <V453000> | bai |
10:59 | <andythenorth> | k thanks bai |
10:59 | <andythenorth> | etc |
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11:16 | <andythenorth> | oops |
11:18 | <andythenorth> | http://dev.openttdcoop.org/attachments/download/7042/oops.png |
11:18 | <Eddi|zuHause> | i don't see the problem. |
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11:19 | <andythenorth> | waves will put the fire out |
11:19 | <andythenorth> | fortunately there are no waves in TTD |
11:19 | <andythenorth> | although….there is wind :o |
11:19 | <andythenorth> | inconsistent physics :P |
11:19 | <Eddi|zuHause> | there are waves |
11:20 | <Eddi|zuHause> | it's what changes the colour of water |
11:20 | <andythenorth> | not in my ottd |
11:20 | <andythenorth> | I have to disable animation these days |
11:21 | <andythenorth> | otherwise the game chugs |
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11:24 | <andythenorth> | also the smoke is wrong? o_O |
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11:28 | <andythenorth> | better? http://dev.openttdcoop.org/attachments/download/7043/nitrate_mine_3.png |
11:28 | * | andythenorth feels like some props might be set wrong... |
11:28 | <andythenorth> | also they’re mining nitrate from sea water directly, it seems |
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11:42 | <Eddi|zuHause> | maybe there are so many people peeeing into the ocean |
11:45 | <andythenorth> | fish |
11:45 | <andythenorth> | piss in it |
11:45 | * | andythenorth has to check the fish tank levels |
11:45 | <andythenorth> | not even a fan of fish |
11:46 | <andythenorth> | ammonia, nitrite, nitrate, ph |
11:46 | <andythenorth> | nitrite spike = upside down floating fish |
11:46 | * | andythenorth has learnt about chemistry |
11:46 | <andythenorth> | my wife wanted fish |
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11:52 | <Samu> | hi! could we build a bridge over a lock in a future version? |
11:55 | <@Alberth> | wait until the future arrives, and you'll know |
11:56 | <@Alberth> | o/ all |
11:57 | <Taede> | ello |
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11:59 | <andythenorth> | FIRS translations anyone? |
11:59 | <andythenorth> | probably release at the weekend, unless bugs |
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12:01 | <Eddi|zuHause> | there are always bugs. |
12:02 | <andythenorth> | big bugs |
12:02 | <andythenorth> | like wrong cb handling :P |
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12:16 | <@Alberth> | dutch translation done |
12:16 | <@Alberth> | he! he left :( |
12:16 | <@planetmaker> | he's very volatile today :) |
12:17 | <@Alberth> | ah well, he'll be back then :) |
12:18 | <@Alberth> | time to worry about evenink food |
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12:32 | <Propliner> | Howdy. Is this the right place to ask a question about pathfinding? |
12:38 | <@Alberth> | you can try :) |
12:45 | <Propliner> | http://f.666kb.com/i/cvo6g05585ed3wwfp.png What's going on here, the pathfinder shouldn't penalize regular path signals that much, right? |
12:45 | <@DorpsGek> | Commit by translators :: r27128 trunk/src/lang/afrikaans.txt (2015-01-29 17:45:32 UTC) |
12:45 | <@DorpsGek> | -Update from WebTranslator v3.0: |
12:45 | <@DorpsGek> | afrikaans - 2 changes by kdzar |
12:47 | <@Alberth> | something coming from the other side? |
12:48 | <@Alberth> | you can enable display of path reservations, which makes it easier to see what tracks are reserved |
12:50 | <Eddi|zuHause> | that would also be my guess, something from the other side already reserved the platform |
12:50 | <Propliner> | There's another train on the other side, but it's past the signal and not heading for this platform |
12:51 | <Eddi|zuHause> | oh, you use waypoints, that's a problem, because the train will not add penalties beyond the waypoint, so it cannot distinguish full or empty platforms |
12:52 | <Eddi|zuHause> | i think i reported that years ago, but i don't think anyone ever adressed this |
12:52 | <@Alberth> | good spot eddi |
12:52 | <Propliner> | Oh, I see. Thanks for the tip |
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13:02 | <@Alberth> | hi hi |
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13:09 | <Eddi|zuHause> | Propliner: instead of sorting by waypoint you might want to try sorting by platform length |
13:10 | <Propliner> | Hm. Is it guaranteed that the steamers wouldn't use the terminus platform, ever? |
13:11 | <Eddi|zuHause> | penalties for too short platform must be higher than for full platform |
13:12 | <Propliner> | Could set up a quick test game for that, yeah |
13:12 | <Propliner> | Don't wanna risk messing up my timetables |
13:12 | <@Alberth> | you can always reload an old save game :) |
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13:17 | <@Alberth> | dutch done andy |
13:20 | <andythenorth> | yay |
13:20 | <andythenorth> | planetmaker: when you add the new open / closing stuff to opengfx+, you can add it to FIRS o_O :P |
13:20 | <andythenorth> | he just really wants somebody to do it |
13:20 | <andythenorth> | somewhere |
13:20 | <andythenorth> | he doesn’t really care where |
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13:25 | <andythenorth> | http://dev.openttdcoop.org/attachments/download/7044/nitrate_mine_4.png |
13:25 | <andythenorth> | progress |
13:26 | <Propliner> | Eddi|zuHause: The platform length alone isn't, strangely enough |
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13:26 | <Propliner> | It does seem to work though if you also add the penalty of a regular path signal |
13:27 | <Eddi|zuHause> | Propliner: you can tweak the penalties |
13:27 | <Eddi|zuHause> | Propliner: there are absolute penalties (platform is too short or too long) and relative penalties (platform is X tiles too short or too long) |
13:29 | <Propliner> | Ah, in OpenTTD.cfg? |
13:30 | <V453000> | andythenorth: getting lost a bit in the ground at the moment :) |
13:30 | <V453000> | needz moar |
13:30 | <V453000> | but other than that, looks great |
13:30 | <andythenorth> | brown CC, on brown ground, with brown non-CC |
13:30 | <andythenorth> | :P |
13:31 | <andythenorth> | too many empty tiles, eh? |
13:31 | <V453000> | :) |
13:31 | <Supercheese> | better hire some professional Greeble Yetis |
13:31 | <V453000> | yeah kind of I think |
13:31 | <V453000> | put there some Nitrate heaps :P |
13:31 | <Supercheese> | they'll Greeble it what for |
13:32 | <andythenorth> | bloody nitrate heaps |
13:32 | <andythenorth> | I’m not drawing those |
13:32 | <Supercheese> | sounds explosive |
13:32 | <V453000> | ps prepare for your death as I will have to add you dumass caroges to NUTS :P |
13:32 | <V453000> | pff |
13:32 | <V453000> | if not drawing then enw cargoes are boring |
13:32 | <Supercheese> | just put giant block-letter N-O_3 on flat wagons |
13:32 | <V453000> | humanz want to see them |
13:32 | <Supercheese> | Nitrates |
13:33 | <Eddi|zuHause> | Propliner: openttd.cfg won't help your current game, you have to tweak them on the console for that |
13:33 | <andythenorth> | what do the nitrates look like? |
13:33 | <andythenorth> | :P |
13:34 | <@Alberth> | looks nice andy, open space makes clear the action is underground |
13:34 | <V453000> | exactly, leaving it just as a word and transporting it in coal wagons is just boring |
13:34 | <V453000> | it can look like anything, but make it look somehow |
13:34 | <andythenorth> | searching for pictures, nitrates are mostly…explodey |
13:34 | <andythenorth> | in an unwanted way |
13:35 | <Supercheese> | unless you're a terrorist |
13:35 | <Supercheese> | although even then they have accidents |
13:35 | <@Alberth> | also, you should add an crane builder industry :p |
13:35 | <Eddi|zuHause> | anything containing nitrogen is explosey |
13:35 | <Eddi|zuHause> | because molecular nitrogen is one of the most stable compounds on this earth |
13:36 | <andythenorth> | clearly it’s white http://mikes.railhistory.railfan.net/imfile/15622.jpg |
13:36 | <Supercheese> | except Nitrogen gas |
13:36 | <Supercheese> | pretty darn inert |
13:36 | <Eddi|zuHause> | there is this huge gap between nitrogen compounds and molecular nitrogen that is great for explodey stuff |
13:37 | <andythenorth> | V453000: covered or bagged… http://nick86235.smugmug.com/keyword/fctt/1689461686_3wjr4qm |
13:37 | <V453000> | covered is not visible :P |
13:37 | <V453000> | bagged at least :) |
13:37 | <Eddi|zuHause> | andythenorth: black and white pictures are notoriously inaccurate for guessing colours of things :p |
13:37 | <@Alberth> | just big white blocks? |
13:37 | <V453000> | nuts will have it on hoppers anyway :) |
13:37 | <Supercheese> | well, when the B&W is pure white.... |
13:37 | <V453000> | it is a MINE -> it outputs HEAPS |
13:38 | <Supercheese> | Cargo production: 14 Spoonfulls |
13:39 | <Propliner> | Eddi|zuHause: Cheers, I'll tinker with the values when I've more time |
13:39 | <Supercheese> | most appropriate for toyland sugar mine |
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13:39 | <Eddi|zuHause> | tablespoons or teaspoons? |
13:40 | <Supercheese> | Yes. |
13:43 | <andythenorth> | nitrate looks pure white |
13:44 | <andythenorth> | I hate heaps |
13:45 | <andythenorth> | they always look bad |
13:45 | <Eddi|zuHause> | just reuse an existing heap, potentially recoloured |
13:45 | <Eddi|zuHause> | like from ISR |
13:45 | <andythenorth> | I cheat, and get them from baseset currently |
13:45 | <andythenorth> | I guess I have to use a CHIPS one |
13:45 | <andythenorth> | they suck |
13:45 | <andythenorth> | does baseset have sugar pile? o_O |
13:46 | <andythenorth> | toyland broke map gen :o |
13:46 | <Eddi|zuHause> | i don't know... |
13:46 | <andythenorth> | no town locations :) |
13:47 | <andythenorth> | ach come on |
13:47 | <andythenorth> | if I can’t have ‘normal’ towns then don’t provide the option :D |
13:48 | <andythenorth> | this is ridiculous :) |
13:49 | <andythenorth> | very flat, seal level medium, towns normal, industry high, height level 16, smoothness smooth |
13:49 | <andythenorth> | seal level? o_O |
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13:51 | <Eddi|zuHause> | is that involved with klum level? |
13:51 | <andythenorth> | plausible |
13:51 | <andythenorth> | industries now minimal, seal level 0, variety distribution none |
13:51 | <andythenorth> | still failing |
13:51 | <Eddi|zuHause> | you have no town names? |
13:52 | <andythenorth> | using ‘silly' |
13:52 | <andythenorth> | typically gets to 113 out of 116 industries, then ties up my cpu for a bit |
13:52 | <andythenorth> | then bails |
13:53 | <andythenorth> | “map generation aborted…no suitable town locations" |
13:53 | <Eddi|zuHause> | but industries are after towns? |
13:53 | <andythenorth> | gee it’s slow |
13:53 | <andythenorth> | since when was it this slow |
13:54 | * | andythenorth never normally uses toyland |
13:55 | <andythenorth> | same settings in tropic are near-instant |
13:55 | <andythenorth> | ditto sub-arctic, temperate |
13:56 | <andythenorth> | yeah toyland is just borked for me |
13:56 | <andythenorth> | no loss eh |
13:59 | <frosch123> | no houses available? |
13:59 | <frosch123> | or something like that |
13:59 | <andythenorth> | ho |
13:59 | <andythenorth> | maybe it’s TAI |
13:59 | <andythenorth> | blame pikka |
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14:00 | <Wolf01> | hello |
14:01 | <andythenorth> | 4783 |
14:01 | <andythenorth> | sugar |
14:08 | <Wolf01> | milk |
14:09 | <@Alberth> | tea |
14:09 | <Eddi|zuHause> | but E-numbers are usually 3 digits :p |
14:10 | <Wolf01> | in a cake? |
14:10 | <andythenorth> | base set sprite numbers are climate specific, eh? |
14:11 | <Eddi|zuHause> | andythenorth: there are sprites that are only used in certain climates |
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14:11 | <Eddi|zuHause> | andythenorth: the original base set puts them in different files |
14:11 | <andythenorth> | sugar mine sugar being one I think |
14:11 | <andythenorth> | nvm |
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14:31 | <andythenorth> | http://dev.openttdcoop.org/attachments/download/7045/nitrate_piles.png |
14:32 | * | andythenorth adding more processors |
14:32 | <Wolf01> | andythenorth, did you see the LEGO SHIELD helicarrier? I say it does have too much black, but it's really nice and well done |
14:32 | <andythenorth> | it’s interesting |
14:32 | <andythenorth> | I know nothing about these comics sets :) |
14:32 | <Wolf01> | also, nice industry |
14:37 | <andythenorth> | better http://dev.openttdcoop.org/attachments/download/7046/nitrate_mine_5.png |
14:39 | <Eddi|zuHause> | i've never in my life really followed superhero comics. i knew of batman, spiderman and superman, and suddenly there are hundreds of them everywhere |
14:40 | <Wolf01> | me too |
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14:59 | <andythenorth> | hmm |
14:59 | <andythenorth> | I want to locate nitrate mines in desert |
14:59 | <andythenorth> | but not break other climates |
14:59 | <andythenorth> | disallow rainforest? |
15:00 | <frosch123> | there is also normal land in tropic |
15:00 | <frosch123> | just check the climate as well :) |
15:01 | <frosch123> | climate != TROPIC || tropic_zone == DESERT |
15:01 | <andythenorth> | eh, I don’t know how the FIRS templates do that :) |
15:01 | <andythenorth> | I didn’t write them, not inclined to touch them |
15:01 | <frosch123> | i though you would know how to check for rainforest |
15:02 | <frosch123> | isn't there some location check somewhere? |
15:02 | <andythenorth> | I was just going to pass TILETYPE_RAIN_FOREST to the macro |
15:02 | <andythenorth> | and see what happened |
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15:03 | <andythenorth> | although…I’ve enforced flat land, mostly building in desert anyway |
15:03 | <andythenorth> | maybe I leave it be |
15:05 | <Eddi|zuHause> | "i randomly type letters until some combination shows an effect" sounds like a terrible approach |
15:05 | <andythenorth> | I dunno |
15:06 | <andythenorth> | apparently has results |
15:06 | <andythenorth> | correlation != causation |
15:30 | <andythenorth> | eh these mines don’t cluster |
15:30 | <andythenorth> | which looks better |
15:30 | <andythenorth> | maybe clustering is wrong |
15:30 | <andythenorth> | going to set them to cluster anyway, for consistent internal API |
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15:52 | <andythenorth> | oh |
15:52 | <andythenorth> | there’s a vehicle factory |
15:52 | <andythenorth> | they’re going to ask me if it can produce trains and provide them to depots :| |
15:54 | <Wolf01> | purchase trains from industries! You first need to set up a route to provide the raw materials... wheelbarrows? |
15:56 | <andythenorth> | “haters gonna hate" |
15:56 | <andythenorth> | “idiots gonna id" |
15:59 | <@Alberth> | vehicle != train |
16:00 | <@Alberth> | you need a wheelbarrow factory first |
16:00 | <@Alberth> | not to mention a factory factory |
16:01 | <Wolf01> | we could start with sticks and rocks |
16:02 | <Wolf01> | then tame some horses |
16:03 | <andythenorth> | lugs |
16:03 | <andythenorth> | slugs even |
16:03 | <andythenorth> | when compiling FIRS, my keyboard lags |
16:03 | <andythenorth> | which is odd because it’s only single threaded |
16:03 | <andythenorth> | and the other 3 thread units are doing bugger all |
16:04 | <Wolf01> | pfff when I use PHPStorm I type so fast I fill the buffer, so I need to switch the usb port to be able to type again |
16:04 | <@Alberth> | storm isn't that big thus :p |
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16:05 | <Wolf01> | tbh, I don't know why that does happen, it could be a problem with the keyboard, but it happen only when PHPStorm autocompletes stuff |
16:06 | <Wolf01> | and it blocks the keyboard system wise |
16:07 | <@Alberth> | sounds like it's doing real low level access |
16:08 | <Wolf01> | it could be the keyboard going stupid, it's a microsoft cordless one, works well while works |
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16:18 | <andythenorth> | eh, I think it’s probably done |
16:18 | <andythenorth> | more translations? |
16:18 | <andythenorth> | testing? |
16:19 | <@Alberth> | sleep |
16:19 | <Wolf01> | lego |
16:19 | <andythenorth> | both |
16:25 | <@Alberth> | dreaming about lego |
16:26 | <andythenorth> | :P |
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16:48 | <andythenorth> | eh changelog done |
16:50 | <FLHerne> | andythenorth: Any chance of this thing in SQUID? http://gcaptain.com/x-bow-carrier-concept-maritime/ |
16:50 | <FLHerne> | Very futuristic-looking |
16:54 | <andythenorth> | it was planned as a fast coaster |
16:54 | <andythenorth> | but I can’t draw it |
16:54 | <andythenorth> | or cba |
16:54 | <andythenorth> | also, irl, not fast, just efficient and good at seaholding |
16:56 | <FLHerne> | Lower running costs? |
16:56 | <FLHerne> | Except no-one cares about those for ships anyway |
16:57 | <FLHerne> | Wasn't the Kwangtung tug one of those X-Bow thingies? |
16:59 | <FLHerne> | No, my memory is broken |
17:00 | <andythenorth> | if someone drew it, there would be X-Bow |
17:00 | <andythenorth> | or renderised |
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17:49 | <Wolf01> | 'night |
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18:37 | <@peter1138> | Hmm, forgot how hard Episode 3 of Doom is... |
18:43 | <Eddi|zuHause> | i didn't even know doom had "episodes" |
18:45 | <@peter1138> | Er, yeah... Episode 1 was the shareware part. |
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19:17 | <Eddi|zuHause> | so basically it's "DLC" before there was "DL"? |
19:31 | <@peter1138> | Not really, you didn't pay for Episode 1... |
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19:36 | <dreck> | hi |
19:37 | <Eddi|zuHause> | so it was also "F2P" |
19:47 | <dreck> | whats the topic atm? |
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20:09 | <Eddi|zuHause> | it says the topic when you join |
20:10 | <Eddi|zuHause> | (also, there are logs) |
20:33 | <dreck> | I don't see a f2p-something in the topic? and mm ... logs? |
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21:07 | * | dreck almost want to whack the wagon list into a pile of rubbish :-s |
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21:18 | <dreck> | oh well the loco list seem to be coming out nicely |
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22:08 | <berndj> | how do i read the cargo dist map? i have lines but how do i know which direction is which? i want to reinforce overloaded routes with more buses |
22:11 | <Sylf> | You set your distribution asymmetric? |
22:14 | <berndj> | yes, looks like it |
22:22 | <Sylf> | I really have no idea how to tell which line is which direction |
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--- | Log | closed Fri Jan 30 00:00:50 2015 |