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#openttd IRC Logs for 2015-02-25

---Logopened Wed Feb 25 00:00:28 2015
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01:09<supermop>othere than four corners, two straights, four Ts and one X, any other sprites needed for a tramway grf?
01:09<supermop>i guess four slopes
01:09<chillcore>and hello
01:11<chillcore>hmm does any of the sprites you list take into account making a U-turn?
01:13<chillcore>powerlines too ?
01:15<supermop>hmm yes will need 4 Us
01:15<supermop>how do crossings work - its part of road grf or track, or tram?
01:16<chillcore>not sure if they can make U-turns on slopes ...
01:16<chillcore>hmm good question that ...
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01:29<chillcore>you can build tram tracks in the wild (without road under it) ...
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01:53<Ketsuban>Pretty sure the trams in OpenGFX+ Road Vehicles shouldn't be making a boat noise. I've tried shuffling my GRFs around, no effect. What's going on?
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03:23<supermop>trying to make things glow
03:31<V453000>glow? :d
03:31<V453000>that is best done in postproduction :P
03:33<supermop>less fun than figuring out how to create exotic materials in flamingo
03:36<@planetmaker>moin moin
03:36<@planetmaker>Ketsuban, maybe they do make a boat noise because of a bug? (dunno) :)
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03:45<Supercheese>The boat noise usually happens when a sound is not properly defined
03:45<Supercheese>I've had it happen when writing new grfs and I forgot to choose a sound
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03:48<Supercheese>I don't know what's going on in this instance though
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04:35<supermop>one of the built in flamingo help topics gives index of refraction of plain whiskey
04:38<@planetmaker>interesting, Supercheese :)
04:38<V453000> :>
04:38<@planetmaker>I made a note on the sound in the issue tracker as I don't have time for that myself right now... but I should add your observation :)
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06:07<Eddi|zuHause>V453000: i would not have this grey block in the middle of the suspension
06:07<V453000>it has to be based somewhere? :)
06:08<Eddi|zuHause>the point of a suspension is that it's "based" on the top of the pillars, and inbetween it follows a catenary curve
06:08<V453000>true that
06:08<V453000>I have seen bridges have this kind of base too though
06:09<@planetmaker>what grey block do you mean, Eddi|zuHause ?
06:10<@planetmaker>the anchor points for the cables?
06:10<Eddi|zuHause>planetmaker: yes. anchor points at the end are fine, but in the middle they seem weird
06:11<@planetmaker>in the middle?
06:12<@planetmaker>I mean the main cable must be attached somewhere, no?
06:12<Eddi|zuHause>do i need to explain what a middle is?
06:12<Eddi|zuHause>planetmaker: yes. on top of the pillars.
06:14<V453000>still needs the second point I think
06:15<@planetmaker> seem to suggest that they often are attached only to pillars, but sometimes also end at the bridge
06:15<V453000>I do visualizations of real projects at work and some bridges totally have that
06:15<Eddi|zuHause>it's possible that some bridges have that. but it seems a bit off for me
06:16<V453000>it gives the trustworthiness to me, that it is solid and it works :D
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06:18<supermop>V453000: it works like railroad catenary
06:18<supermop>this type of anchor is more a feature of cable stayed bridges
06:19<supermop>breaking the cable to attach to the deck makes it weaker - the joints are the weakest part ideally the main cable should be as continuous as possible
06:20<Eddi|zuHause>V453000: my intuitive feeling tells me that such a construction actually reduces the possible span of a bridge
06:20<supermop>sorry to be pedantic
06:21<supermop>you of course should go by what you like the look of
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06:36<supermop>V453000: do you provide separate renders for Zoomed out sprites, or scale in PS, or just let Openttd produce in game?
06:37<@planetmaker>separate renders afaik
06:38<supermop>i guess i could do that
06:38<supermop>or just scale in PS from big render
06:46<supermop>i've learned more little things in rhino last few days than last few years
06:46<supermop>same with ps
07:06<V453000>back :D
07:06<V453000>right now, I downsize them in after effects
07:06<V453000>which is like the worst way possible, but automated
07:07<V453000>but since I can already render automatically now, I can get some rendering for x1
07:07<V453000>not doing x2
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07:07<V453000>scaling in PS would work a lot better as you can at least choose downsampling algorithm
07:07<V453000>which you cant in AE
07:08<V453000>Eddi|zuHause: idk XD
07:08<V453000>I dont think it is majorly a problem :P
07:09<V453000>supermop: actually for trains, I Sometimes provide x1 sprites, sometimes not to let OpenTTD handle it. Sometimes the OpenTTD downscaling is better than AE downscaling ... but I should set up some infrastructure to get that done as well, consistently
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07:30<supermop>V453000: yeah thats what i though
07:31<supermop>im doing each sprite at effectively 8x then scaling in PS as it looks better than just rendering 1:1
07:31<supermop>i think
07:31<supermop>i cant tell for sure
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07:31<supermop>that i mean 512px tiles instead of 256
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07:31<V453000>I understand
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07:31<V453000>weird though
07:32<V453000>perhaps increasing render quality with x4 would help instead
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07:32<supermop>weirdest is the light and contrast seems to get better up to a certain point with increasing render size
07:33<V453000>flamingo is wtf.
07:33<supermop>well i also really upped the AA in flamingo and now i dont get fuzz around edges as much
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07:34<supermop>anyway i think iive render all of the W class dieter trams
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07:35<supermop>maybe i'll make a spreadsheet of info about them? pikka has just been putting in the stats on his own before i can give them to him though
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07:44<supermop>my set up toay is about 40x faster than what ive been doing the past few weeks
07:46<@planetmaker>that's a considerable improvement :)
07:46<peter1138>Upgraded from a 386?
07:48<argoneus>how are you doing train friends
07:49<V453000>40x faster even with x8 render? XD
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07:55<supermop>less time wasted messing arounf in ps
07:56<supermop>trying to get things looking right
07:56<V453000>tis why I just dump it into after effects to automate
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09:17<@planetmaker>so... 13 people voted so far in the titlegame competition. Make your choice and vote now :)
09:20<@planetmaker>especially peter1138 should vote instead of complaining afterwards about the outcome of the vote ;)
09:35<Eddi|zuHause>mouse doesn't work well on cat
09:36<peter1138>planetmaker, nah, I saw the comment about noise.
09:37<peter1138>No doubt the noisiest busiest game will win anyway, regardless of my (lack of) vote.
09:38<V453000>well at least some people seem to mention audio in the thread I thought
09:38<V453000>progress :P
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09:42<Eddi|zuHause>soo... after 20 years i found out that in MAX you can make more than 10 savegames by pressing the arrow down button on the screen
09:43<@planetmaker>peter1138, sure... except last time it would have made a difference
09:44<peter1138>I wasn't around then, and... not really now :p
09:45<@planetmaker>cheap excuse
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11:06<@Alberth>hi hi
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11:21<samu>testing 1.5.0-beta2
11:21<samu>double gui size looks quite improved
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12:46<@DorpsGek>Commit by translators :: r27171 /trunk/src/lang (korean.txt latin.txt) (2015-02-25 17:46:35 UTC)
12:46<@DorpsGek>-Update from WebTranslator v3.0:
12:46<@DorpsGek>korean - 11 changes by telk5093
12:46<@DorpsGek>latin - 2 changes by Supercheese
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13:15<Sonny_Jim>Does transporting passengers from Oilfields increase their production?
13:15<Sonny_Jim>And if not, why not :-0
13:18<@Alberth>default industries are not that smart, I think
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13:19<@Alberth>don't know what OpenGFX+industries does here, probably the same
13:19<@Alberth>you can try yeti, which is based around moving yetis
13:20<@Alberth>or firs, if you fancy replacing persons by supplies
13:20<@Alberth>oh, and there is manpower industries, that does do something with persons
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13:34<andythenorth>cat is gone?
13:40<samu>what is •m6 bits 5..3: random triggers (NewGRF)
13:40<samu>what does it do
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13:46<andythenorth>lo Terkhen :)
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13:49<samu>what is random triggers?
13:49<andythenorth>Terkhen: can’t tempt you back to a little light coding? o_O
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13:50<@Terkhen>it would have to be very light or very tempting :P
13:51*andythenorth codes for entertainment
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13:52<@Alberth>play some busy bee Terkhen :p it helped for andy :D
13:52<V453000>andythenorth: cat
13:53<samu>nice graphics
13:53<@Alberth>I like that you're not hiding the trains behind bridge parts
13:54<@Terkhen>Alberth: I googled it, it seems very interesting :O
13:54<samu>this game isn't really 3D
13:54<samu>doesn't have depth
13:54<@Alberth>Terkhen: very casual and simple
13:55<@Terkhen>yes :)
13:55<@Alberth>I recently switched back to original map generator, it's quite different if you're used to terragenesis
13:56<samu>what are random triggers (NewGRF)?
13:56<@Alberth>lots of small hills with gaps between them
13:57<@Alberth>you get routes all over the map, very fragmented
13:57<andythenorth>things we need
13:57<andythenorth>better rivers
13:57<andythenorth>new scenario format
13:57<andythenorth>consist management
13:57<andythenorth>flat docks
13:57<andythenorth>then we’re done
13:57<andythenorth>we can all go home
13:57<samu>flat docks, what is that
13:57<@Alberth>it's a dock, but flat
13:58<andythenorth>for building by rivers
13:58<andythenorth>without requiring excessive terraforming
13:58<@Alberth>andythenorth: I don't think 'light' or 'tempting' fits any of those things :)
13:58<andythenorth>well /me has been porting newgrfs to python and making them lint correctly
13:58<samu>ah more docking points for docks
13:58<andythenorth>my idea of fun might not be yours :P
13:59<andythenorth>also I am looking forward to a 50% recode of FIRS :P
13:59<andythenorth>other people might not
13:59<andythenorth>python 3 *
13:59<@Alberth>oh, that list was for me? :)
13:59<andythenorth>it wasn’t for a specific person :P
13:59*andythenorth should go and read bedtime stories
13:59<andythenorth>this is avoidance behaviour
14:00<@Alberth>make the kids happy
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14:00<@Alberth>hi hi mr W
14:00<Wolf01>hi hi
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14:04<chillcore>hello all
14:11<andythenorth>stories done
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14:16<Wolf01>lego purchase done
14:21<frosch123>star was plays 1 billion years in the past?
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14:25<Wolf01>also, I need an idea for what applet I could develop for my new logitech g510 keyboard display
14:25<peter1138>Something which you never need to look at as it isn't going to be in your field of view.
14:27<samu>please tell me what is random triggers at industry tiles
14:27<samu>•m6 bits 5..3: random triggers (NewGRF)
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14:31<@Alberth>Wolf01: automagic spelling correction :p
14:31<Wolf01>that one would be nice
14:32<Wolf01>I was thinking about an app which tells me what to type on the keyboard :P
14:32<@Alberth>psychic auto-completion
14:34<@Alberth>Wolf01: maybe as inspiration? :)
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14:38<samu>certification revoked
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14:40<samu> certification doesn't match the address, something like that
14:41<frosch123>hmm, not sure whether the iceweasel approach of debian is the best idea
14:42<frosch123>it gradually breaks more and more with more backports
14:42<samu>sorry, the error is in portuguese: Um Web site está a utilizar um certificado que foi emitido para um endereço Web diferente. Isto pode ocorrer se uma empresa for titular de vários Web sites e utilizar o mesmo certificado para múltiplos Web sites.
14:43<chillcore>samu: allow exception? import certificate? otherwise search "newgrf random triggers"
14:45<chillcore>I had that warning for tt-forums too a few years back ... certificate was not expired as suggested
14:46<chillcore>The wraning you are getting is just about the xertificate being used for multiple websites ... nothing to worrie about in this case
14:46<chillcore>typing ... doh
14:50<@Alberth>ugh, my BB broke :(
14:52<+glx><Wolf01> also, I need an idea for what applet I could develop for my new logitech g510 keyboard display <-- an ets2 dashboard ;)
14:52<andythenorth>Alberth: what’s broken in it? o_O
14:52<Wolf01>eh, that was the idea, but what could I put in it which is not already there?
14:54<@Alberth>I changed the news message in openttd, but did not update the script, as I wanted to continue playing the game :)
14:54<@Alberth>so it wanted to post a news message about a won goal, and used the old parameters :)
14:54<samu>wondering if I can extrapolate...
14:55<samu>extrapolate the exact owners by knowing the waterclass
14:56<samu>without actually storing owners
14:57<@Alberth>in SP you're always correct
14:59<@Alberth>andythenorth: shall we reset the counter back to x years if you deliver something?
15:01<andythenorth>I think so
15:01<andythenorth>Busy Bee is kind of relaxed
15:01<andythenorth>I never feel any pressure to try and make the goal
15:01<andythenorth>there’ll always be another one :P
15:03<@planetmaker>andythenorth, Alberth it could add a secondary goal or metric: award prices for reaching certain amount of goals within a time. Or awarding a price. (Does it do that?)
15:04<andythenorth>nah :)
15:04<andythenorth>I am enjoying the ‘no goal’ goal
15:04<@planetmaker>well :)
15:04<andythenorth>there’s no prize, no end point, no level up
15:04<@Alberth>planetmaker: the biggest price for a busy bee is working to make the goal
15:04<andythenorth>later this year I want to use Busy Bee as a base for some ‘Pioneer’ GS
15:04<andythenorth>where you start on one side of the map, and connect towns across it
15:05<andythenorth>with limitations and restrictions
15:08<Eddi|zuHause>someone wanted to make a script that you start with one town and it continuously founds new towns at the edge of civilization
15:08<Eddi|zuHause>but i forgot who that was
15:08<samu>problem: I can't store 3 owners with only 4 free bits
15:09<samu>but I can store 2 owners
15:09<samu>the 3rd owner is, however... either OWNER_NONE or OWNER_WATER
15:09<samu>wondering if I can extrapolate the 3rd owner by knowing the other 2
15:09<@planetmaker>that's one bit
15:10<samu>that's when waterclass comes into this
15:10<andythenorth>Eddi|zuHause: that was me
15:10<@Alberth>planetmaker: for me, it trying to make it non-competitive, and see where it goes. We have lots of competitive scripts already
15:10<andythenorth>I never played actual Civ, how does Civ work approximately?
15:11<samu>I don't have that extra bit
15:11<samu>i have to extrapolate it
15:11<@planetmaker>Alberth, I didn't mean it competitive. But like collect awards. Gain 10% more than last goal, if you don't skip it. Otherwise start from base reward again. Or something like that
15:11<Eddi|zuHause>civ works that you build up your towns, then someone declares war and overruns you
15:12<Eddi|zuHause>or if you can stop one attacker, more people attack at the same time and overrun you
15:12<@planetmaker>awards could be funny awards. Like a free vehicle in a depot (on of those the player uses), some money maybe. Or an industry opening :)
15:12<Eddi|zuHause>or you just fall behind in tech and everyone overruns you
15:12<@Alberth>planetmaker: ah right, I included competition with yourself :p
15:12<andythenorth>war theme is not allowed :P
15:13<andythenorth>can’t copy Civ
15:13<Eddi|zuHause>i've seen a playthrough of civ4 where someone played ghandi and never built a single military unit
15:13<samu>there's 15 companies, and an unused 16th which is OWNER_TOWN, but I know OWNER_TOWN never builds sea, river or canal
15:13<@Alberth>but I can see it could be interesting, achieving goals to 'unlock' new things
15:13<Eddi|zuHause>but he hand-picked his opponents so there's no known warmonger amongst them
15:13<@Alberth>doesn't really fit in BB to me, at the moment
15:14<samu>could possibly use that 16th to store something
15:20<andythenorth>Alberth: unlocking is different
15:20<samu>build in order: sea < river < oil rig < oil rig station
15:20<andythenorth>I think a wide range of GS is beneficial to us
15:20<samu>build in order 2: sea < canal < oil rig < oil rig station
15:21<andythenorth>I have this vain hope that we can swing the focus of development (such as it is) away from core OpenTTD (mostly done) and towards GS
15:21<andythenorth>because new GSs keep refreshing the gameplay
15:21<andythenorth>at low cost
15:21<samu>sea/river owner = 10001
15:22<andythenorth>whereas changes to core Openttd increasingly seem to have costs
15:22<@Alberth>and yes, it's good to have several different types of GSes
15:22<andythenorth>also it’s really quite done
15:22<samu>build in order 3: river < canal < oil rig < oil rig station
15:23*andythenorth wonders what’s in V2 :P
15:23<@Alberth>but I think it's a different audience
15:23<Eddi|zuHause>fuel and a bit of explosive
15:24<@Alberth>ie I would not want to code GSes only, and not touch openttd itself
15:24<Eddi|zuHause>oh, you didn't mean the rocket :p
15:24<@Alberth>but maybe I am crazy :p
15:25<andythenorth>well OpenTTD is not short of ponies :P
15:26<@Alberth>no, I am short of time :)
15:26<samu>order 1 waterclass: 00 < 10 < 10 < 10
15:27<samu>order 2 waterclass: 00 < 01 < 01 < 01
15:27<samu>order 3 waterclass: 10 < 01 < 01 < 01
15:29<@Alberth>just 3 options?
15:29<@Alberth>that fits in 2 bits
15:31<samu>01 is the only waterclass that can have company owners
15:31<samu>00 and 10 owners are always the same: owner 10001
15:32<samu>01 neutral owner isn't actually OWNER_WATER, but OWNER_NONE
15:35<samu>the last 4 bits can't be stored at m1 when an oil rig takes its place
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15:37<samu>i have 1xxxx and 0xxxx
15:37<samu>+ water class
15:37-!-shadowalker is now known as shadowalkerAFK
15:38<samu>damn dinner,
15:38<samu>gotta go eat
15:40<andythenorth>so is the future then?
15:40<andythenorth>it is a nice style
15:41<@planetmaker>it is. And whether it's *a* (not the) future... depends on whether that guy continues ;)
15:42*andythenorth keeps wondering about 2x zoom pixel art
15:42<andythenorth>but eh, time
15:48<V453000>=D renderized stuf
15:48<andythenorth>needs good models
15:49<andythenorth>and good conversion to pixals
15:49*andythenorth has neither
15:50<chillcore>Those models look amazingly detailed ... delicious
15:51*chillcore licks screen ... almost
15:52<chillcore>could he up the scale easily? 3 by 3 or 4 by 4 tiles?
15:52<@planetmaker>depends on how it's created :)
15:57<chillcore>rendered models planetmaker ... see the litlte building being repeated a few times
15:58<@planetmaker>c&p can do that with pixel art, too ;)
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15:59<@planetmaker>however I believe also it's models
16:00<@Alberth>hmm, no translation for GS settings?
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16:00<chillcore>planetmaker: on closer inspection ... there is some shadow inconsistencies ... hmm
16:00<chillcore>still looks amazing though
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16:22<samu>work in progress:!727&authkey=!AGBG83CxA0fiT8A&ithint=file%2cxlsx
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16:30<chillcore>question: how do I enter a negative sign in a SC_NUMERAL queybox? safely that is I do not want to allow anything but "-" not being a number ...
16:32<frosch123>IsValidChar(WChar key, CharSetFilter afilter) does not accept negative numbers
16:33<frosch123>you would like want to check whether the "-" is in first place
16:33<frosch123>or you make some trick, so you can enter a positive number instead :p
16:34<chillcore>hmm tricks ... tickbox could be an option yes
16:34<frosch123>nah, i mean like using a different "unit"
16:35<chillcore>hmm ...
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16:35<@Alberth>make it different from SC_NUMERAL ?
16:39<chillcore>and let people enter text strings which gets converted to numeral?
16:39<chillcore>that could be fun
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16:40*chillcore checks querybox code
16:41<@Alberth>andythenorth: added some new code to BB, it needs a little testing before we make a new release imho, it's not compatible (added new options).
16:41<andythenorth>my current game is maybe coming to an end :P
16:42<@Alberth>mostly just a quick run to check there is nothing really broken, imho
16:42<@Alberth>like stupid syntax errors and such :p
16:43<@Alberth>I also took out the version information from the game name string, let's see if that works
16:43<@Alberth>the path does get printed on a crash, so it should be alright for bug reports
16:44<chillcore>Just trying to give moki the freedom he needs to fully explore the perlin noise bounderies (cause that is where the magic happens) ... all tgen params to int32 (except for seed which remains uint32)
16:44<chillcore>goodnight Alberth
16:44<@Alberth>sounds good :)
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16:49<chillcore>frosh: Stupid idea probably, I let people enter uint32 values and cast to int32?
16:50<chillcore>as if the thing is not confusing enough already :P
16:50<@Terkhen>good night
16:50<frosch123>you could also add sliders, and not have to enter exact numbers :p
16:51<chillcore>yeah maybe I could go for that first ... then add a smaller array for small maps. although I had the reverse order in mind
16:52<chillcore>makes sense. thx
16:52<chillcore>good night Terkhen you too ;)
16:53<Eddi|zuHause>do the existing settings not have negative numbers?
16:53<chillcore>in the gui no ... they are clamped to uints in setting.ini
16:53<frosch123>autorenew has
16:54<frosch123>renew x months before old
16:54<frosch123>no idea whether it supports the querybox
16:54<chillcore>in the code yes ... somewhere before sea level is applied eddi
16:55<chillcore>read: the seed not only creates bumps but dips too
16:56<chillcore>way before we get the cutout we see
16:57<Eddi|zuHause>chillcore: i meant the settings gui
16:57<frosch123>yeah, autoreplace shows "-" in the query, but if you deelte it you cannot readd it :p
16:58<frosch123>so, eddi can provide a patch to fix that :)
16:58<Eddi|zuHause>that sounds unlikely :p
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17:00<chillcore>autorenew eh ... having a looksie
17:01<Eddi|zuHause>it's weird how you sometimes read old posts of yourself and either think "yeah, that does sound like me" or "how in the world did i ever say that?!?"
17:02<chillcore>yeah ... I remember my very first post still
17:02<chillcore>I corrected myself years after :P
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17:16<chillcore>frosh: interesting ... I can has negative nrs when I enter them in the config file
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17:29<supermop>good morning
17:38<samu>question, what exactly happens in order at the last construction step of an oil rig?
17:39<samu>which comes first
17:39<samu>the last construction step, then oil rig station?
17:39<samu>or, skip last step and build oil rig station? hmm
17:39<samu>trying to figure out
17:41<samu>please look:!727&authkey=!AGBG83CxA0fiT8A&ithint=file%2cxlsx
17:41<samu>all steps in order, i am only wondering about that last step
17:45-!-oskari89 [] has quit []
17:45<chillcore>can't open that without unlocking my browser (removing all addons) samu ...
17:47<chillcore>why do you not make a new profile at tt-forums and start a thread? many more people will be able to help you ...
17:47<@planetmaker>good night
17:47<chillcore>night planetmaker ;)
17:50<samu>bah i submited an error
17:50<samu>fixed, reload excel file
17:55<chillcore>hmm I mean the page does not load at all ... because blocked. same for google+ and all other sites that require cookies and/or javascript to work properly or at all, sorry
17:57<samu>it's excel online
17:57<samu>a spreadsheet
17:57<samu>i take a screenshot
17:58<chillcore>and post it on your skydrive? same thing samu
17:58<samu>where can i psot, imgur?
17:59<chillcore>tt-forums? where everybody else is that can help you far better then me
18:00<chillcore>I mean sure there are peeps here too but they are afk, don't know, don't dig logs, whatever
18:00<chillcore>on the forums your post are seen even weeks later sometimes
18:00<samu>i don't knwo, i tried 3 times to contact orudge, and received no answer
18:01<chillcore>you will NOT get your old account back samu, you have been told multiple times
18:01<chillcore>the ticket has been closed because you were gone such a long time
18:01<samu>I did not know that
18:02<chillcore>maybe you missed it
18:02<chillcore>just create a new account. ;)
18:08<samu>should open
18:09<chillcore>it does ... does not make me wiser though.
18:09<chillcore>educated guess the station tile is added as last step
18:09<chillcore>until step 15 the industry is created
18:10<chillcore>step 16 is adding just that station tile
18:10<samu>step 15 is also the final version
18:10<chillcore>hmm sure about that?
18:11<chillcore>count ignoring nrs ;)
18:11<samu>but that oil station is placed somehow after 14
18:11<chillcore>14 is step 15
18:11<samu>like it's at the same time as 15
18:11<chillcore>it starts at ... 0
18:12<samu>ok, 0 is sea
18:13<samu>at step 1 i pave all that with canal
18:13<samu>at 2 i place an oil rig there - i notice the owner is borked
18:13<samu>doesn't matter
18:13<samu>then all those steps up till the construction end
18:14<samu>15 happens at the same time as 14, at least to my naked eye
18:14<samu>but in reality, I don't know, and I need to know
18:15<samu>step 14 is also it's constructed form - final
18:16<samu>when querying it a year laster, it's still like in step 14 for oil rig tiles, and like in step 15 for the station
18:16<samu>year later*
18:17<chillcore>wait what ... since when do we construct industries on company owned "terrain"?
18:17<samu>you can
18:17<samu>try it
18:18<samu>it currently turns the canal owner from whatever it is to NO_OWNER
18:18<chillcore>I do not see the point in trying samu ... companies should not own industries at all
18:18<samu>that's why I see that 1 at bit 4
18:18<samu>at the first step
18:18<samu>first consutrction step*
18:19<samu>it won't own the industry
18:19<samu>because it becomes a new type of tile
18:19<samu>from water, to industry
18:19<chillcore>ye ... (let's just use the nrs in your spreadsheet to avoid confusion)
18:19<+glx>consider it like an expropriation and it will be easier
18:20<+glx>then you just need to remove the tiles from the player counter
18:21<samu>what happens exactly between step 1 and step 2 in spreadsheet?
18:22<samu>in the code
18:22<+glx>the tile becomes an industry tile
18:22<samu>yes, but that 1 at bit 4 must come from somewhere
18:24<samu>i think (not sure) there's some hidden step between 1 and 2 that changes owner for that canal
18:25<samu>let me test
18:26<samu>company 1 had 163 canal tiles
18:26<samu>i started an oil rig on those canals, it lost 6 canals
18:26<samu>that means they are already transfered to NO_OWNER
18:26<samu>or OWNER_NONE
18:26<samu>it's happening between step 1 and 2, how do i find this step in code
18:27<+glx>the tiles are cleared before the conversion to industry so the ownership is removed
18:27<samu>they're not cleared, because they're still canals
18:27<samu>waterclass is canal
18:27<+glx>they are cleared
18:27<+glx>waterclass is kept but the tile is cleared
18:28<+glx>you can check the number of owned canal tiles
18:28<samu>i did, from 163 went to 157
18:28<+glx>so owner is gone
18:28<samu>owner is gone, but not the canal
18:29<+glx>it is gone too, and recreated by the industry
18:30<+glx>it's not a "real" canal as it's an industry tile
18:30<+glx>but it has the same functionality for boats
18:31<+glx>and canals can have no owner (happens when bankrupt)
18:32<samu>i swear it maintains whatever water class it was there
18:32<+glx>it does keep it yes
18:32<samu>if sea, then sea, if canal then canal, if river, then river
18:33<samu>even when oilfield disappears
18:33<+glx>but that has no importance
18:33<+glx>the ownership has been taken by government during construction
18:33<+glx>that's all
18:34<samu>let me look at makeindustry again
18:34<+glx>it's not there :)
18:34<+glx>you need to go upper (DoCreateNewIndustry)
18:37<+glx>MakeIndustry just set the tile data
18:37<samu>it takes it away, then puts back, all in the same function
18:38<samu>strange lol
18:39<+glx>because when you remove a tile it checks if it's possible to do it
18:40<+glx>that's the remove part that checks for boat presence for instance
18:42<+glx>of course it also checks that you own the tile
18:42<+glx>you can't place an oilrig on canal own by other companies
18:43<samu>i don't know, i tested on my owned canals
18:44<+glx>I read the code :)
18:44<samu>crap, that must be changed then
18:44<+glx>why ?
18:44<samu>because... that's part of the objective
18:47<samu>share canal tiles like they're roads
18:50<+glx>they are shared already
18:50<+glx>you can't remove road you don't own
18:50<+glx>same for canals
18:52<samu>i can build drive-through road stops on competitor roads
18:52<samu>or town roads
18:52<samu>oil rigs, ship depots, dock water tile, etc can't
18:52<samu>apparently oil rigs can't either, I didn't know that yet
18:53<samu>also when building drive-through road stop on OWNER_NONE roads, that road won't suddenly become mine
18:54<samu>the same doesn't happen with ship depot, dock
18:54<samu>and oil rig
18:54<samu>the canal becomes mine incorrectly
18:55<samu>or becomes part of a misterious OWNER_NONE in case of oil rig
18:55<samu>oops, mistake
18:56<samu>it's the reverse for the case of oil rigs
18:57<+glx>oil rigs have no owner
18:58<samu>yes i know, my mistake
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18:58<samu>it is taking away the owner of canals
18:58<samu>that's what I meant to say
18:59<+glx>yes but it does it cleanly
18:59<samu>what does that mean?
19:00<samu>have to figure out what's happening between step 1 and 2
19:00<+glx>when ownership is removed maintenance cost for ownersip is gone too
19:01<samu>owner founder - OWNER_NONE in case of industries
19:01<samu>which line is exactly doing that
19:01<samu>setting a new owner
19:02<+glx>the tile is cleared when the industry is created
19:02<+glx>it's like using dynamite
19:11-!-Yotson [~Yotson@2001:980:6ac8:1:6cfb:6a00:b3ba:6bec] has quit [Ping timeout: 480 seconds]
19:11<samu> OwnerByte owner; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE
19:12<samu>okay, before setting OWNER_NONE, i want to extract whatever owner it is there
19:12<samu>to... m6 somehow
19:13<samu>let me read
19:18<Eddi|zuHause>have i said today yet that i think your whole idea seems ill-conceived?
19:18<Eddi|zuHause>you want to project a logic on it that neither is there, nor would have any reason to be there
19:19<Eddi|zuHause>you are toying with a detail that has no practical application whatsoever
19:20<samu>my vision :(
19:20<Eddi|zuHause>when the industry is built, you don't own the area anymore. when the industry closes, you don't magically get it back
19:20<samu>worst case is the industry
19:20<samu>i have to find all possible cases
19:21<samu>i started with ship depot
19:21<Eddi|zuHause>after industry is disbanded, owner will be none. just like when a competitor's company bankrupts
19:21<Eddi|zuHause>no problem
19:21<Eddi|zuHause>no bits
19:21<Eddi|zuHause>case closed.
19:22<Eddi|zuHause>deal with more important matters.
19:22<samu>ship depot?
19:23<Eddi|zuHause>ship depot can only be placet on own canals. because they can block routes. case closed.
19:23<samu>my vision :(
19:23<samu>i vision much cheaper canal costs
19:24<Eddi|zuHause>what does that have to do with ship depots being built on competitors' canals?
19:24<samu>i think of canals like they're roads, i need this mindset
19:24<Eddi|zuHause>you can easily build an own canal next to it and place your ship depot there
19:25<Eddi|zuHause>you cannot build road depots on existing roads, you have to build them next to the road and connect it
19:25<Eddi|zuHause>case closed.
19:25<Eddi|zuHause>man this is easy.
19:26<samu>whoever worked on drive-through road stops disagrees with you, and so do I, lel
19:26<Eddi|zuHause>but drive through stops cannot be turned 90° to block the road
19:27<ST2>btw, watching this as a simple spectator, I think samu is losing time with so specific things that, if implemented, the game loses the fun of it, as a game
19:27<ST2>but it's me :)
19:29<Eddi|zuHause>samu: seriously, you've been at tiny little details for weeks now, that have absolutely no effect on the grand scale, and haven't made a single step forward. at some point you just have to let go. vision or not.
19:30<samu>If only I was better at coding :(
19:30<Eddi|zuHause>it has nothing to do with coding.
19:30<samu>i see what you mean, potential abuse with ship depots
19:34<Eddi|zuHause>samu: anyway, you can easily add a switch to allow competitor's docks and ship depots on canals, like there exists a switch for drive through stops. doesn't mean you have to mess with oil rigs in any way whatsoever
19:34<Eddi|zuHause>i'm sure you can look up the logs when you started talking about industries, and i immediately said you won't find enough bits there, don't bother
19:39<samu>must think
19:42<samu>so demotivational
19:42<ST2>samu: another suggestion I have is: place the patches you put in bug reports in threads on the "OpenTTD Development" forum
19:42<ST2>that way you'll get more ppl to test them and give opinions
19:43<ST2>because many ppl watch forums but not that many watch flyspray
19:43<ST2>just a suggestion :)
19:46<ST2>and even better, in ttd forums you can provide binaries and players can test what your suggestions do the gameplay
19:46<ST2>imo, that's the way to go
19:46<ST2>if you want get supporters on your "visions" :)
19:48<chillcore>don't be demotivated samu ... all of us reach some dead ends sometimes, you learned a lot so all is not wasted. ;)
19:49<ST2>and OpenTTD is full of "history" about patches to be included in trunk, at least
19:49<ST2>and ppl didn't gived up (mostly, ofc :P)
19:50<ST2>oh well, I give up... gonna play a bit
19:50<Eddi|zuHause>samu: it's not meant demotivational. but when you notice you don't move forward, you need to learn to take a few steps back and rethink your decisions. get a little perspective
19:50<samu>creating account
19:51<Eddi|zuHause>and when you're not moving forward while not noticeing it at the same time, you're in real trouble
19:52<Eddi|zuHause>in software development these situations happen fairly often, that you fiddle with some detail that you could completely avoid if you go by another approach
19:55<samu>ok i have a new name
19:55<chillcore>yep look at me ... I hate pointers, never took the time to understand them properly, and I still am not able to make a modifiable array ... I tried again for two days last week and then said balls to it untill a later time ... at least my patch is advancing again.
19:55<chillcore>I'll have to master that some day but I do not need either of them to make my code work ;)
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19:56-!-samu is now known as xarick
19:56<xarick>i'm registered to the forums now
19:58-!-ccfreak2k [] has quit [Quit: ZNC -]
19:59<ST2>btw, not related but I made a patch to allow "uint CUSTOM_SEA_LEVEL_MIN_PERCENTAGE = 0;"
19:59<ST2>maybe seems dumb but all tests (even in populated servers) dnt create issues with mapgen
19:59<ST2>nothing against sea... only to give that option on settings xD
20:00<chillcore>oilrigs ... ST2 ;)
20:01<xarick>oil rigs are mean
20:01<ST2>the idea started there, preciselly xD
20:01<xarick>but i like them at the same time
20:01<ST2>specially when server has multi industries per town
20:02<ST2>late years they spam like devils xD
20:02<xarick>i fixed their layout, but devs didn't implement the fix in the real game code
20:02<ST2>note: never siggested that in Flyspray because wanted to tested it 1st in online servers
20:03<xarick>told me to fix via NewGRF
20:03<xarick>I hate GRF's they suck
20:04-!-liq3 [] has joined #openttd
20:04<ST2>but all runs ok... only there's the option to set quantity_sea_lakes = 4 and custom_sea_level = 0
20:04-!-ccfreak2k [] has joined #openttd
20:04<xarick>ok let me start my first topic
20:05<xarick>introducing new oil rig layout as a NewGRF though :(
20:07<chillcore>I doubt "no sea" would be accepted for trunk ST2 ... for obvious reasons
20:07<ST2>well, I'm testing it 1st, for obvious reasons too :D
20:07<ST2>but was only to give that option to mapgen
20:08<ST2>default it's still 2
20:08<chillcore>does not hurt to suggest stuffs ofcourse xD
20:08<xarick>how do i link to my newgrf?
20:08<xarick>it's in that big list
20:09<chillcore>I once asked for the option to filter ex-advanced setting on values not changed from default ... frosch sais no *sniff*
20:09<ST2>and I bet most of ttd players already played on servers with the "no sea" patch applied" :D
20:09<xarick>improved oil rig layout is the name, but ... how to link to that
20:09<chillcore>yeah the code will run ST2 but are oilrigs spawned at all?
20:10<chillcore>read: breaks chain?
20:10<xarick>ok, do ppl know what's a tar.gz?
20:10<chillcore>just a zip xarick
20:10<chillcore>get 7zip
20:10<ST2>@ chillcore: start a game above 2000 with multi industries per town and big lakes
20:11<ST2>I use IZarc and does the job too... but 7zip seems easier to use :)
20:12<chillcore>lakes ... how do you make em big? also lakes at level 0 are sea ... IIRC
20:12-!-gabriel_ [] has joined #openttd
20:13<xarick>there it is
20:13<ST2>better, to see how it behaves, check this server:
20:13<chillcore>don't ask to ask gabriel ... shoot
20:14<ST2>note about oil rigs spawn xD
20:14-!-Quatroking [] has quit [Read error: Connection reset by peer]
20:14<xarick>terrible english
20:14<xarick>i see
20:15<xarick>is it better now?
20:15<xarick>the layout also introduces a bug
20:15<xarick>because NewGRFs suck j/k
20:16<xarick>now they spawn everywhere, not just at map borders
20:17<chillcore>how do I see the nr of oilrigs ST2? not feeling like messing with ports and such. I try to keep this laptop locked down a smuch as possible. ;)
20:17<ST2>sec, making a screenshot ^^
20:18<chillcore>if you tell me they spawn I do believe you ;)
20:18<ST2>tell me if can see it ^^
20:19<Eddi|zuHause>by my experience, these sites just come up blank
20:20<chillcore>i can see the screenshot ST2 ... that is sea you are showing me
20:20<Eddi|zuHause>oh, it doesn't :p
20:20<ST2>that's an unpatched server
20:20<chillcore>and what eddi said, a friend on steam simply stopped sending me links because I was like; blocked, blocked, blocked
20:20<Eddi|zuHause>but the image is scaled and you can't see anything
20:20<ST2>well, I use dropbox
20:21<ST2>worked always fine
20:21<chillcore>there is the oilrigs shadows ... eddi
20:21<ST2>but I always ask if ppl can see it xD
20:22<chillcore>I have dropbox blocked on my iPad ... not yet on this pc
20:22<xarick>this newgrf would kind of fix that oilrig blocking ships
20:22<xarick>let me do the patch version
20:23<ST2>ofc, if I had an iPad I would block Apple sources, but that's me :P
20:23<ST2>now, out of jokes
20:24<chillcore>hehe ... I block mostly them sites that have their spyware logo everywhere
20:24<ST2>in late maps, even a single lake gets lots of oil rigs
20:24<chillcore>and I indeed block apple stuffs too
20:24<chillcore>no auto updating ever
20:24<ST2>if lulti industry per town enabled
20:25-!-gabriel_ [] has quit [Remote host closed the connection]
20:26<xarick>strange error i got just now
20:27<xarick>The revision of this client doesn't match the server's revision
20:27<ST2>normal ^^
20:27<ST2>changed the source code?
20:27<xarick>then why did it let me join
20:28<ST2>"The revision of this client doesn't match the server's revision" and "did it let me join" are incompatible, from what I know of :S
20:28<xarick>i saw it listed, I joined it
20:29<xarick>then i create new company and error pops
20:29<xarick>doesn't even get me into the game
20:29<chillcore>samu what is the thing you posted? a patch or a newgrf?
20:29<xarick>a newgrf
20:29<chillcore>then it belongs in graphics development
20:30<xarick>hum... what if I post both versions
20:30<chillcore>also please upload to forums, personal storage tend to dissapear
20:30<xarick>that's banana storage
20:30<xarick>and some pastebin
20:31<xarick>i set it to forever
20:31<chillcore>megaupload anyone? lots and lots of stuffs lost there
20:31<chillcore>people had no chance to get their stuffs out in time
20:32<xarick>it's on your end
20:32<chillcore>what is on my end? you misunderstand me
20:32<chillcore>stuff uploaded to the forum will be there forever
20:32<ST2>samu: upload stuff to forum: best way
20:32<xarick> and
20:33<chillcore>ah bananas ok ...
20:33<chillcore>still nice to not link directly to it
20:34<xarick>how would I upload source, copy paste into forum?
20:34<ST2>source = tar.gz file
20:34<ST2>paste = txt file?
20:34<chillcore>zipped attachment? next to your newgrf?
20:35<ST2>many possibilities then ^^
20:36<chillcore>that way peeps will be more inclined to test too ... usually when I have to follow a link I go ... yeah later and forget ...
20:36<chillcore>^^^ not that I mean to but yeah
20:36<xarick>i dont have the .nml files anymore
20:37<xarick>i created the .grf file, then threw everything else away
20:37<chillcore>hmm ... so no bugfixes if peeps find some
20:38<chillcore>which is fine, if that's fine for you ;)
20:38<xarick>the bug is in the game
20:38<chillcore>the part about blocking other industries you mean, maybe yes
20:39<chillcore>not tested by me so I can not say
20:39<xarick>that side effect bug isn't supposed to happen with that code
20:39<ST2>well, oil rigs works as stations, right
20:39<ST2>so, have catchement area
20:39<ST2>so will get closer oil rigs cargo
20:39<ST2>solved xD
20:40<chillcore>it is about being able to dock ST2?
20:40<xarick>i don't know what's the catchment area
20:40<ST2>dock in a oil rig is any other oil rig in 4 tiles distance, cargo is catched too
20:40<chillcore>hmm checking ... to see if I can pace them that close toghether
20:40<xarick>that layout is about placement check
20:40<ST2>same as train stations
20:41<+glx><xarick> i created the .grf file, then threw everything else away <-- always keep source
20:43<xarick>let me see if i still have it
20:43<xarick>i bet i dont
20:43<xarick>but i downloaded soooo much crap this last month
20:44<xarick>i have not
20:44<xarick>i've overwrite the file with my follow up
20:44<xarick>Some Vehicles Never Expire
20:46<xarick>another NewGRF which needed a workaround to maintain vehicle list sorting the same
20:46<xarick>NewGRF always break stuff
20:47<ST2>an example: loading only in 1 oil rig:
20:47<ST2>because this is the catchement area:
20:48<ST2>1 oil rig can be used to load oil from many others
20:48<ST2>it's a known thing in OpenTTD I guess ^^
20:50<chillcore>hmm I don't think it works like that
20:50<ST2>it works
20:50<xarick>which kind of catchment area is that?
20:50<ST2>just test it ^^
20:50<chillcore>the station catchment area is to catch people and mail from buildings
20:51<xarick>ah, the area to where it can put cargo
20:51<ST2>and if Wood or a Farm in that catchement area... can load it too from oil rig station xD
20:51<chillcore>perhaps ye .... not tested
20:51<ST2>chillcore, try it
20:51<chillcore>I believe you
20:51<xarick>one is for the station, the other is for the industry
20:52<xarick>what is the catchment area for the industry itself
20:52<chillcore>I'm just not sure if it catches oil from other rigs, although it kinda makes sense
20:52<xarick>you know, max range at which oil can be loaded from
20:52<ST2>since oil rigs work as stations with catchement area, ofc it makes sense
20:53<ST2>but not many player know it ^^
20:53<xarick>it's a bug
20:53<ST2>oh damn
20:53<ST2>what have I done :S
20:53<xarick>area is 5x5 for station, what about industry catchment area?
20:53<+glx>I use train to pick oil from oilrig
20:54<chillcore>hmm I would expect it to go to the oil rig itself but there is this station rating thinghy so yeah ST2
20:54<ST2>glx, some online servers forbid that
20:54<chillcore>glx ... thx for comfirming
20:54<xarick>damn it, no one understands my question, i suck at english
20:55<chillcore>your english is fine samu you just tend to ask 8 questions in one sometimes
20:57<ST2>chillcore: I use oil rigs coverage to get other rigs many times... avoids me spend cash in more ships
20:57<chillcore>you cheaty cheater you :P
20:58<ST2>and competing with myself there xS
20:58<ST2>well, game, right?
20:58<chillcore>rules are meant to be bent
20:58<ST2>if oil rigs catch area around... use it xD
20:59<chillcore>I never thought about it ...
20:59<ST2>damn, I know this since 2007 or something
20:59<ST2>and many players use it ingame
21:00<ST2>it's ok for me, because it's smart ^^
21:00<ST2>and dnt breaks any rules of our servers
21:01<chillcore>true ... then again sometimes I wished I knew less about the mechanics, sine it breaks some of the magic; for me
21:01<ST2>sometimes I wish too :S
21:02<ST2>but better be prepared... even OpenTTD players are creative as hell
21:02<chillcore>still having fun though, but gve me 5 busses and no way am I going bankrupt ever
21:02<ST2>I learned alot with the called "noob" players
21:02<chillcore>and 5 bus stops too
21:02<ST2>because they try the unthinkable sometimes xD
21:03<chillcore>ye that is the fun part of doing patches ... people doing the unexpected
21:03<ST2>5 buses/5stops... depends on wich server
21:03<ST2>as obviously xD
21:03<chillcore>any server
21:03<chillcore>town goes BOOOOOOOOOOM
21:03<ST2>no it goes not
21:04<chillcore>I stop towns from growing in most of my games
21:04<ST2>most of the CB servers prevent that
21:04<chillcore>hmm maybe now with GSs ...
21:04<ST2>but yeah, a game without GS's... totally agree with you :)
21:04<chillcore>I do SP all the time so
21:05<chillcore>I don't see how server could stop me having 5 bustops in a town aand servicing them properly ...
21:05<ST2>if 1st demand is coal
21:05<ST2>for example
21:05<chillcore>with or without taking cargo ...
21:06<ST2>town will not grow
21:06<ST2>chillcore, check BTPro server #27
21:06<chillcore>still .. all you need is 5 well serviced stations
21:07<ST2>it's using Aphid's CB GS
21:07<ST2>a bit changed ofc to match server software (commands and stuff)
21:08<ST2>or, if you have 1.5.0-beta2 installed
21:08<ST2>check server #99
21:09<ST2>BTPro servers #XX and #99 are testing ones
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21:09<ST2>#99 is using BusyBee ^^
21:10<ST2>integrated with server software
21:10<chillcore>I do not have the correct ports open ST2 ... sorry don't feel like opening up things
21:10<chillcore>maybe later with my win8 installation that has nnothing but steam
21:11<ST2>7703 and 9981
21:12<chillcore>Yeah I know ...
21:12<ST2>you're on a Mac?
21:12<ST2>or you're a Linux master
21:13<chillcore>at the moment on linux mint debian
21:13<ST2>Mint <3
21:13<ST2>Mint is debian based, I know
21:13<chillcore>before mint ubuntu with MATE
21:13<ST2>I use it to test almost all my Linux stuff ^^
21:13<chillcore>Mint has two versions
21:14<chillcore>and before that ubuntu untill they did their unity thingy
21:14<chillcore>next will be plain debian I think
21:14<ST2>Mint 2 versions?!
21:15<chillcore>yeah ubuntu based and debian based
21:15<ST2>ubuntu isn't debian based too?!
21:15<chillcore>sure but ...
21:16<ST2>some can confuse Ubuntu with Kubuntu or XUbuntu
21:17<ST2>and many others window managers
21:17<chillcore>I tried opening the mint download page ... htp is blocked so ...
21:17<ST2>holy O.O
21:17<xarick>i found the layout
21:17<ST2>that's a trully secure computer xD
21:17<xarick>it isn't gone after all
21:17<chillcore>https only ST2
21:18<chillcore>and leechblock
21:18<chillcore>and lmore
21:18<chillcore>I am sure there is still a way in but I will not make it easy :P
21:19<ST2>yeah :S
21:19<chillcore>on win8 com+ is disabled even, haha
21:19<ST2>well, my Linux experience is on VM's
21:19<ST2>but long done... to try things well
21:20<ST2>not the same, but I'm not totally on the left, it seems :D
21:21<chillcore>cool xarick
21:21<ST2>win8?! you using that?
21:21<chillcore>8.1 and quite happy with it TBH
21:21<chillcore>I do have a start menu
21:21<ST2>hehe xD
21:22<chillcore>but the thing with windows is them blocking ccess to your data when the thing locks up so I stopped using it for anything but games
21:22<ST2>well, W9 seems promising to me... only tried it once but in a VM
21:22<chillcore>you mean 10 :P
21:22<ST2>not fully experiences the machine power
21:22<ST2>right... 10
21:22<chillcore>I did not ... not likeing the registering everything you do and SAY by default
21:23<ST2>damn M$ cointing machine :S
21:23<ST2>running in a VM you control it better
21:23<chillcore>still best win os was 98se
21:23<chillcore>for me
21:23<ST2>always good to test RC's and stuff ^^
21:24<chillcore>ye ... I'll be on 8.1 for a few years more
21:24<ST2>best windows for me: Windows server 4.0
21:24<chillcore>I took XP ofline last year
21:24<chillcore>never even tried vista
21:24<ST2>never saw a stable thing as that
21:25<ST2>at my work, all Vista licenses are now qith XP
21:25<ST2>and when they "kaput", maybe 7
21:26<chillcore>I am slow to upgrade ... I like it like that
21:26<ST2>10 haven't give proofs yet ^^
21:26<chillcore>7 will not be suported for a long time I think
21:26<chillcore>they are moving towards 1 OS for all devices
21:27<ST2>but it's stable, and user friendly - for long users, I mean ^^
21:27<raincomplex>oh my god it's openttd in real life
21:27<chillcore>ye I guess, this laptop had it when I bought it but then I upgraded
21:27<ST2>raincomplex, dnt put samu again coordinating your buses... ok?
21:28<xarick>ok i created patch version
21:29<chillcore>samu ... please pull patch and attach to forums
21:29<chillcore>all this copy pasting to test something ...
21:30<chillcore>if you want lots of feedback you need to make it easy for peeps
21:30<ST2>... to apply and test
21:31<ST2>ofc, binaries with it... will make it easier ^^
21:31<ST2>to test that specific stuff
21:32<ST2>the patch is good to ppl that want to make tests merging other things, etc etc
21:32<chillcore>there is a binary but not attached to post ... need to go somewhere else and ... sniff
21:33<xarick>how do i put an attachment?
21:34<xarick>link to the attachment in the text area?
21:34<xarick>put it inline or so
21:34<chillcore>under your post ... select file and upload?
21:34<chillcore>no inline not needed
21:34<xarick>meh, not quite the same thing, but ok
21:35<chillcore>how do you mean not the same?
21:35<chillcore>bananas content is supposed to be downloaded in game
21:35<chillcore>not directly from the servers
21:36<xarick>nevermind, i found it
21:37<xarick>how's it like now?
21:37<chillcore>much much better
21:37<ST2>chillcore: some stuff had to say it in PM - you'll know why ^^
21:37<chillcore>1 click and I can read
21:38<chillcore>ok I'll check my inbox ;)
21:38<ST2>IRC pm ^^
21:38<chillcore>haha ok
21:38<chillcore>did not see it ;)
21:39<ST2>maybe you blocked it... understandable xD
21:42<chillcore>no just not used (yet) to having text apear there ;)
21:47<xarick>mister perfectionist:
21:47<xarick>i hope i won't have to edit it any more
21:48<xarick>xx means water
21:48<xarick>forces those tiles to be water
21:49<xarick>no more ship blocking
21:51<xarick>ensures those tiles to be water
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22:31<chillcore>hmm ok xarick ... I have not yet tested if ships can or can not reach the oilrigs when close toghether
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23:04-!-ST2 is now known as ST2|off
23:04-!-ST2|off is now known as ST2
23:06<chillcore>good night all.
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---Logclosed Thu Feb 26 00:00:30 2015