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#openttd IRC Logs for 2015-03-15

---Logopened Sun Mar 15 00:00:17 2015
---Daychanged Sun Mar 15 2015
00:00<supermop>someone would need to write a patch for it
00:07<chillcore>hmm there is code for decorations ... but I really sux at bit manipulation
00:11<supermop>decorations?
00:14<chillcore>trees and streetlights on pavement
00:15<chillcore>there are eight roadside types in total
00:15<chillcore>you've got a source checkout?
00:17<chillcore>https://docs.openttd.org/road__map_8h_source.html line 447
00:19<chillcore>not sure which sprites they are ... most lkely it is seperate trees and streetlights which get pasted in dependant on zone
00:20<chillcore>emphasis on most likely ... NewGRF is not my strong point ;)
00:21<supermop>yeah there are streetlights in base set
00:21<supermop>but they are very basic
00:22<supermop>i dont think they could be used to modify the sidewalk by overlays
00:22<supermop>as if you drew a flat piece of sidewalk for the streetlamp sprite it would still be flat on a slope
00:23<supermop>i think you would need a patch to along for a road new grf to specify additional possible sprites to use? i have no idea about how the actual game code works
00:24<supermop>anyway
00:24<supermop>do the little lane drivewways look best with cobblestones or asphalt?
00:26<chillcore>cobble ;) just the tile on the right side, the bottom driveway is a tad too bright? or the white 'lines' seem to go in the wrong direction?
00:28<chillcore>nitpicking details ^^^ my eyes are rather tired and might see it differntly tomorrow ;)
00:29<chillcore>the gutters look great
00:29<chillcore>also there will be vehicles wizzing around and peeps should be busy playing
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00:31<supermop>the cobbles do run along the length of that that drive rather that the width
00:31<supermop>your eyes do not lie
00:32<supermop>here in the laneways, cobbles run in courses parallel to the lane for most of the length, but sometimes at a crossing or junction they then run perpendicular
00:32<supermop>so once i noticed my texture mapping error, I could not decide how to resolve it
00:33<supermop>as the driveways are crossing sidewalks, i think the cobbles should be perpendicular to the lane, parallel to the sidewalk, as in the big driveway
00:34<supermop>however, showing them the otherway could hint at the normal lengthwise character
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00:36<supermop>now i just need to do the non-sidewalk road dead end
00:36<chillcore>k ... here the cobble in the gutter and the driveways does not flow in one another, most of the times
00:37<supermop>maybe i will have the road die into gravel
00:38<chillcore>hmm I get what you mean but you can not predict what will be on the other side of the gravel, again
00:40<supermop>hmm
00:40<chillcore>could be anything really ... the side of a depot or station, grass, trees, monument, whatevs except for road as then it would connect
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00:42<chillcore>correction ... two halftile roads facing eachother do not connect
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00:45<chillcore>as long as you do layered stuffs you can experiment as much as you want and maybe code options in your NewGRF later on even
00:50<chillcore>but as a general rule ... don't worry too much about what could be there, usually if your newGRF is uniform in style (and complete) it comes out pretty good
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01:32<chillcore>hmm ... nappy time. good night o/
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04:20<andythenorth>o/
04:21<Pikka>yikes
04:25<supermop>yo
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04:28*andythenorth plays OpenTTD
04:30<supermop>whoa whoa whoa
04:30<supermop>actually playing a game
04:31<Pikka>you should a server, andythenorth
04:31<supermop>andy should a server
04:32<supermop>i'd play an all andy server
04:32<andythenorth>I should
04:32<andythenorth>but also lots of unreleased newgrfs in my games
04:32<andythenorth>makes server tricky
04:32<andythenorth>also much parenting to do
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04:33<Pikka>when are we getting the new hogs? ;)
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04:34<andythenorth>working on it
04:34<Pikka>when is supermop getting his new trams?
04:34<supermop>getting them?
04:34<supermop>am i getting a tram?
04:34<Pikka>when am I coding them?
04:34<supermop>ah
04:34<Pikka>the ones you sent a while back... I should get on those. :)
04:35<supermop>well i'm more focused on drawing and rendering this road set now
04:35<supermop>i've self-imposed a design freeze now
04:35<supermop>so no more modelling until after a first release
04:36<supermop>now just render etc
04:36<supermop>brb noodles
04:37<@Terkhen>good morning
04:37<supermop>hi terken
04:37<supermop>Terkhen:
04:37<supermop>sorry
04:38<andythenorth>ok can haz alpha-10 road hog now
04:38<andythenorth>on bananas
04:38<andythenorth>moar
04:39<Pikka>danke
04:39<andythenorth>especially moar translations
04:39<andythenorth>rest is just a few sprites and stuff
04:43<andythenorth>so eh 13k downloads of Squid, and no feedback / suggestions in forums
04:43<andythenorth>this is a good thing, yes/no?
04:49<andythenorth>also, is a translations release 2.1.0 or 2.0.1?
04:57<supermop>no feedback is good feedback
04:58<__ln__>http://www.buzzfeed.com/alanwhite/this-sage-of-a-broken-german-door-that-became-a-wall-of-meme#.icrNnyOnA
04:59<andythenorth>can haz Squid 2.0.1
04:59<andythenorth>of very little interest to you unless you’re Polish or Italian or German
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05:06<andythenorth>or your
05:07*andythenorth too early for the comma rules
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05:13<supermop>i guess i need to draw a little concrete saw and hole for roadworks sprite
05:14<supermop>bollard for do not enter?
05:17<supermop>already violating design freeze
05:19<supermop>should a zebra crossing have a stop line behind it, or no need to bother?
05:19<supermop>i'm thinking to make a zebra crossing across the terminating road on a T junction
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06:24<Wolf01>hi hi
06:27<supermop>hi
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08:13<@DorpsGek>Commit by frosch :: r27187 /trunk/src (3 files in 2 dirs) (2015-03-15 13:19:58 +0100 )
08:13<@DorpsGek>-Fix: Code style.
08:13<@Alberth>moin
08:13<frosch123>hai :)
08:15<Taede>morning
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09:01<chillcore>hello all
09:08<@Alberth>o/
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09:38<@Alberth>\o
09:39<andythenorth>o/
09:40<chillcore>|o
09:43<chillcore>193.4 kb of patches so far ... not done yet and still need to shorten code
09:45*andythenorth needs some new BB goals
09:45*andythenorth wonders about a ‘roll the dice’ button :P
09:50*chillcore mentions a certain Aiai Caramba connects stuffs by road ... at random
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09:54<@Alberth>andy, as in, you don't want to wait for completion? :)
09:55<andythenorth>as in, 5 out of 7 goals are currently unstarted
09:55<andythenorth>with 2 years to run
09:55<andythenorth>and not very interesting also
09:55<andythenorth>hmm
09:55<andythenorth>maybe I should have 10 goals
09:55<@Alberth>newer BBs allow finishing at an arbitrary rate, mostly
09:56<andythenorth>this is latest from bananaramas
09:56<andythenorth>so if I start a 2 year goal, I don’t have to complete within 2 years?
09:56<@Alberth>if you deliver something every 7 years, the goal will stick
09:57<@Alberth>2 years from now, or it's expired :)
09:57<@Alberth>it's fine to deliver at a higher rate too :p
10:00<andythenorth>make sense
10:00<andythenorth>makes *
10:00<@Alberth>every time you deliver a non-zero amount, the timer starts again
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12:12<andythenorth>Baldy’s Boss
12:14<frosch123>are you baldy?
12:16<andythenorth>wondering if I am
12:16<andythenorth>or his Boss
12:17<andythenorth>my alter ego
12:18<andythenorth>like fight club
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12:40<DanMacK>@seen Andythenorth
12:40<@DorpsGek>DanMacK: Andythenorth was last seen in #openttd 22 minutes and 26 seconds ago: <andythenorth> like fight club
12:40<DanMacK>Doh... lol
12:40<frosch123>3 minutes :p
12:41<DanMacK>of course, lol
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13:45<@DorpsGek>Commit by michi_cc :: r27186 trunk/src/road_cmd.cpp (2015-03-14 15:27:07 +0100 )
13:45<@DorpsGek>-Codechange: Rename AlwaysDrawUnpavedRoads() to better reflect what it does.
13:46<frosch123>what?
13:47<frosch123>that's not the translator commit :p
13:47<@Alberth>:p
13:47<frosch123>there was actually no translator commit
13:48<@Alberth>dorpsgek goes back in time :)
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13:52<andythenorth>DanMacK: hi
13:52<DanMacK>Hey!
13:52<andythenorth>felt like a DanMacK time of day
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15:41<juzza1>how can i edit issue description in devzone?
15:42<juzza1>found it
15:42<@Alberth>k
15:47<Eddi|zuHause>i always found these buttons extremely hidden
15:48<@Alberth>somewhat, although github is much better at hiding possibilities :)
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16:10<@Terkhen>good night
16:11<V453000>bai
16:20<@DorpsGek>Commit by translators :: r27188 trunk/src/lang/korean.txt (2015-03-15 21:20:16 +0100 )
16:20<@DorpsGek>-Update from WebTranslator v3.0:
16:20<@DorpsGek>korean - 2 changes by telk5093
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19:21<OldManPopo>Hello!
19:22<OldManPopo>Quickie Question: Trains set to full load seem to cap out produced items around 70%, I thought (And I may have thought wrong) I remembered that if you get away from Full Load and just let them run free that production levels will increase? Is this true? It's been a while since I tried really hard at the mechanics. Wiki doesn't seem to have this information anywhere
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19:24<ST2>maybe this helps: https://wiki.openttd.org/Game_mechanics#Station_rating
19:30<Wolf01>'night
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19:36<OldManPopo>I'm guessing my brain isn't processing that correctly, it looks very confusing. I have Very Good and Excellent ratings from my station, but transported levels aren't going above 76%.. Perhaps I'm confusing some numbers somewhere?
19:37<OldManPopo>There's virtually no delay on trains arriving at the station to take the goods away
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19:42<OldManPopo>So if I'm reading this right, on a standard 256x256 map, there's a 16.7% chance that any given industry will boost it's production.... If that 16.7% chance succeeds, my station, with it's Very Good and Excellent ratings, has a 67% chance to increase it's production levels, if it fails the 67% chance of increase, it will decrease production levels... Am I getting that right? :)
19:45<OldManPopo>Ugh... hold on.. I'm using Smooth Economy... That changes the rules even further..
19:46<_dp_>ye on smooth economy there is extra bonus for > 80% rating, but you got the idea
19:47<OldManPopo>So since I can't seem to get my ratings above "Very Good" with Full Loads on (there's like a few months out of the year it seems to hold onto Excellent), the production holds steady around 70-75%
19:47<_dp_>try building statue or renewing engines
19:48<_dp_>advertising also helps if within range
19:49<OldManPopo>Engines are the best Diesels available currently, so it's running as fast a train as I can for the now. I may have to try the statue thing, see if that helps. I'm making good money as it is, but I'm greedy and want more ;)
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19:51<OldManPopo>So the numbers I should be monitoring isn't the production percentage, but rather my rating from the station.... The Production level is the end result of my rating
19:52<OldManPopo>And my rating is determined by how quickly in and out my trains take the items from the station
19:55<_dp_>yeah, you got it
19:56<_dp_>on that page you can also see full list of factors that determine rating
19:56<_dp_>like not only speed, but an age of engine matters too. there is no easy way to renew same engine tho(
19:57<_dp_>but statue is the easiest one, so definitely build it if you haven't done it yet
19:58<OldManPopo>I know there's a setting in there somewhere for what time to renew it (I think it defaults to 6 months past due date, or something like that). I suppose that could be tweaked
19:58<OldManPopo>AFK a few minutes
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20:47<luaduck>is there an easy way to hide the GUI elements? (console command or something?)
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20:54<Geoff_AK>I always found that if you have more than one vehicle loading at a station that the rating never went above a certain point. I have been away from the game for a long time though but getting the urge again ;)
20:54<Geoff_AK>thats if they were waiting for cargo btw not if cargo was available to take
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21:04<Eddi|zuHause>luaduck: hide from what?
21:04<Eddi|zuHause>luaduck: close all windows with the "del" key
21:05<Eddi|zuHause>luaduck: or make screenshots without gui elements with the "normal zoom screenshot" or "maximum zoom screenshot" features in the ? menu
21:05<luaduck>sorry, should have been more specific
21:05<luaduck>the top button bar and the bottom stats bar
21:05<luaduck>I could screenshot but I plan on taking video sooo
21:05<Eddi|zuHause>no, they cannot be hidden from the game
21:05<luaduck>nngh
21:06<Eddi|zuHause>you can make a video from exporting a screenshot every tick
21:06<Eddi|zuHause>(but this will also hide your mouse cursor)
21:07<Eddi|zuHause>i suppose you could patch it to hide the menu bar...
21:08<Eddi|zuHause>the screenshot console command has parameters
21:08<Eddi|zuHause>but i still don't quite know what you're trying to do
21:09<Eddi|zuHause>you can also have two screens, and align the menu left or right, to have it only show up on the screen you're not recording
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21:28<supermop>hi
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21:43<OldManPopo>Well that took longer then expected....
21:43<OldManPopo>That was decidedly more then a few minutes
21:43<OldManPopo>Coming back to the repeated sounds of trains breaking down is not a good thing....
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22:08<OldManPopo>Just saw my first 100% transported notification :)
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22:15<GriffinOneTwo>!info
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22:49<OldManPopo>!info
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---Logclosed Mon Mar 16 00:00:54 2015