--- | Log | opened Mon Apr 27 00:00:50 2015 |
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03:04 | <kamnet> | Oh praise all the deities that OpenTTD now supports 255 height levels. The Isle of Sodor is about to get (sorta) real! |
03:04 | <Supercheese> | the Isle of Sorta |
03:05 | <kamnet> | Highest point is Culdee Falls, 2046 feet, which is roughly 42 height levels in OpenTTD. My first generation with just one height level on an 8192^2 map looks gorgeous. |
03:06 | <kamnet> | All the rivers are already roughed in, I just have to slowly work on the landscape. |
03:07 | <Eddi|zuHause> | excuse ee if i fail to get excited about a children's tv show i never watched. |
03:07 | <kamnet> | I didn't see much of it either, but it's been a challenge I've been working on for the last five years. |
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03:09 | <Supercheese> | it still amazes me that no one has ever made a Thomas et al. train set for OpenTTD... it seems like something that a large number of users would have grown up watching and thus enjoy |
03:10 | <Supercheese> | I guess trying to put faces on in 1x 8bpp was quite challenging however |
03:10 | <Supercheese> | but now with extra zoom... |
03:10 | <kamnet> | Dan MacK had one started, and a couple of users before him as well. |
03:10 | <kamnet> | Yeah I was gonna say, with both extra zoom and 32bpp, I'd think somebody would be snapping off those models. |
03:11 | <Supercheese> | Hmmm |
03:11 | <Supercheese> | 3D warehouse is chock full of free models |
03:11 | <kamnet> | I just don't like how 32bpp makes all the models squished. |
03:12 | <kamnet> | But, no such constraints with extra zoom :D |
03:12 | <Supercheese> | well, I'd imaging if you took your camera and shot photos of the actual model engines they would be rather squished as well |
03:12 | <Supercheese> | I wonder if those are even displayed at a museum somewhere |
03:12 | <Supercheese> | "original Thomas the Tank Engine model" |
03:14 | <Eddi|zuHause> | the models look squished because the people made them too tall. not because it's 32bpp |
03:17 | <V453000> | ^ |
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03:26 | <Celestar> | morning |
03:36 | <kamnet> | Good morning Celstar |
03:36 | <Supercheese> | you missed an e |
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03:40 | <Eddi|zuHause> | but Celstare sounds weird... |
03:41 | <Supercheese> | -_- |
03:41 | <Celestar> | rofl :) |
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03:45 | <@Alberth> | moin |
03:48 | <Pikka> | yeah, colour depth makes models look squished? :) |
03:50 | <Pikka> | also, 8192^2 map? |
03:53 | <Supercheese> | seems rather excessive |
03:53 | <Pikka> | for modelling a railway which canonically has a couple of dozen trains, certainly. ;) |
03:53 | <@Alberth> | nah, it's all "bigger than useful" :) |
04:12 | <argoneus> | good morning train friends |
04:15 | <supermop> | i read that as 8192*2 map |
04:21 | <kamnet> | Yes, I meant 8192x8192. It is excessive, but it allows me to work on the height levels much easier. since you can only do 4096x4096 in vanilla OpenTTD, it should scale down nicely. |
04:22 | <kamnet> | Might need a bit more tweaking for a 2048x2048 map. |
04:22 | <kamnet> | At 8k though, most of the rivers are easily navigated. :D |
04:29 | <Supercheese> | scale? Only a heightmap? |
04:45 | <kamnet> | Right now it's only a heightmap. |
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05:08 | <argoneus> | for some reason |
05:09 | <argoneus> | 8192x8192 sounds smaller than 8192^2 |
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05:22 | <@Alberth> | :) |
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07:05 | <kamnet> | well that was fun. Crashed everything BUT PaintDotNet trying to save my map |
07:30 | <argoneus> | if you guys could be any train from openttd |
07:30 | <argoneus> | what train would you be |
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08:28 | <kamnet> | I'd be the SOOOOULLLL TRAI! |
08:29 | <kamnet> | N! |
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08:58 | <kamnet> | \O |
09:01 | <@peter1138> | Hmm, so, Jessie is out. |
09:05 | <supermop> | why soul train kamnet where there is funk monorail? |
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09:30 | <kamnet> | Because you don't have to hurry on the Soul Train, supermop. |
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11:22 | <andythenorth> | o/ |
11:32 | <@Alberth> | moin |
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11:39 | <Alkel_U3> | Hello, people. Don't mind me, I'm here just to lurk for now. |
11:41 | <@Alberth> | k :) |
11:50 | <Flygon> | It just occoured to me |
11:50 | <Flygon> | The 2CC Railbuses |
11:50 | <Flygon> | Can be used as Trams inside towns |
11:50 | <Flygon> | Single track |
11:50 | <Flygon> | No LX issues... |
11:50 | <Flygon> | O_O |
12:01 | <__ln__> | *occurred |
12:02 | <Flygon> | I'm not very intelligent |
12:02 | <Flygon> | And if it were up to me |
12:02 | <Flygon> | We'd write English exactly as it's written |
12:02 | <__ln__> | ... |
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12:03 | <Flygon> | Wii'd rait inglish eksakli as it's ritn |
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12:04 | <Eddi|zuHause> | jur not veare entaellegaent, raet |
12:04 | <__ln__> | ai sii ö lödziköl problem with that |
12:05 | <Flygon> | in inglish, wi yuus wais, not jaes |
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12:27 | <kamnet> | Ai donut haf enuf brane powr tu nderstand et al. |
12:31 | <Eddi|zuHause> | hmmm donut |
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12:33 | <kamnet> | donut wut? |
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12:58 | <@Terkhen> | hello |
13:01 | <andythenorth> | o/ |
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13:21 | <kamnet> | o\ |
13:21 | <kamnet> | Good afternoon Terkhen |
13:25 | <@Alberth> | good evening is closer :) |
13:45 | <@DorpsGek> | Commit by translators :: r27257 trunk/src/lang/korean.txt (2015-04-27 19:45:15 +0200 ) |
13:45 | <@DorpsGek> | -Update from WebTranslator v3.0: |
13:45 | <@DorpsGek> | korean - 4 changes by telk5093 |
13:49 | <kamnet> | Sodor heightmap is nearly done. Just need to map the river beds |
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14:37 | <frosch123> | hmm, so scriptlist is still broken :/ |
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14:55 | <andythenorth> | is cat |
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15:03 | <Wolf01> | o/ |
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15:09 | <frosch123> | https://paste.openttdcoop.org/pvlboqrzq?/pvlboqrzq <- fs#6287 |
15:09 | <frosch123> | likely broken for years :) |
15:13 | * | Rubidium thought you were talking about FS#6289 |
15:17 | <frosch123> | i didn't see that one yet :) |
15:18 | <@Rubidium> | well, this definitely looks broken since the begin of that class |
15:18 | <@Rubidium> | and it seems sane to me |
15:23 | -!- | Plonka [~97e01ba1@188.cimarosa.openttdcoop.org] has joined #openttd |
15:24 | <Plonka> | is anyone here an expert on pathfinding? |
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15:28 | <@DorpsGek> | Commit by frosch :: r27258 trunk/src/script/api/script_list.cpp (2015-04-27 21:28:22 +0200 ) |
15:28 | <@DorpsGek> | -Fix [FS#6287]: ScriptList::RemoveList failed to remove a list from itself. |
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15:46 | <@Alberth> | Plonka: a better tactic is to just ask the question |
15:47 | <Plonka> | we have an issue where trains are ignoring a green exit signal |
15:47 | <Plonka> | even though the green exit is a valid route |
15:48 | <Plonka> | so i guess my question is |
15:48 | <Plonka> | why and is that working as intended? |
15:48 | <@Alberth> | not an expert, but valid route does not imply a train will take it |
15:48 | <@Alberth> | it has to be sufficient in length compared to the other routes |
15:49 | <@Alberth> | ie a train may decide it's faster to wait for another exit to clear than to take the detour |
15:50 | <Plonka> | well ok if that's true then that's probably what it is |
15:50 | <Plonka> | as that other route is slightly longer |
15:51 | <Plonka> | but it's not as if it's twice as long or anything |
15:51 | <Plonka> | and it's the first time i've ever seen it happen so just seem weird |
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15:52 | <@Alberth> | I don't know how penalties for the pathfinder relate to tile length (ie everything has a penalty, waiting for an exit to clear, traversing a signal, traversing a tile, etc etc) |
15:52 | <@Alberth> | it finds the path with the least penalty |
15:53 | <Plonka> | yeah i've been diggin in the cgf |
15:53 | <Plonka> | and a red exit signal is 10k instant penalty |
15:53 | <@Alberth> | what's your block length? |
15:54 | <@Alberth> | yeah, many signals reduce look ahead |
15:54 | <Plonka> | umm you mean from split to destination? |
15:54 | <@Alberth> | block length = distance between 2 consecutive signals |
15:55 | <@Alberth> | oh, coop server eh, no doubt it's 2 :) |
15:55 | <Plonka> | so just the block length at the split? |
15:55 | <Plonka> | ah yes it is :) |
15:55 | <@Alberth> | no, in general :) |
15:56 | <@Alberth> | coop also tweaks some penalties normally, I don't know which ones though |
15:57 | <Plonka> | who would know what's tweaked?.... besides v? |
15:57 | <@Alberth> | wiki? |
15:57 | <Plonka> | aha ok |
15:57 | <Plonka> | brb |
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16:18 | <_dp__> | hi |
16:18 | <_dp__> | frosch123: you introduced a mistake while merging my patch for fs#6245 |
16:18 | <_dp__> | return (target_rb & back_rb) != 0 && (target_rb & back_rb) != back_rb; |
16:19 | <_dp__> | this is obviously always false |
16:19 | <_dp__> | second part should be (target_rb & ~back_rb) != 0 |
16:20 | <_dp__> | meaning there is something except backwards roadbit |
16:21 | <@Rubidium> | _dp__: why is it always false? target_rb = 1, back_rb = 3 => 1 & 3 != 0 && (1 & 3) != 3 => 1 != 0 && 1 != 3 => true |
16:22 | <frosch123> | i think i meant (target_rb & back_rb) != 0 && target_rb != back_rb |
16:23 | <@Rubidium> | (not that this says anything about the validity of your statement about the mistake, just that it's not obvious that it always returns false as per my counter example) |
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16:24 | <_dp__> | Rubidium: back_rb has only one bit on |
16:27 | <_dp__> | frosch123: right, target_rb != back_rb will do too |
16:33 | <_dp__> | btw, it feels like some parts of code GrowTown to return true if something other than house was built |
16:34 | <_dp__> | DoCreateTown for example |
16:34 | <frosch123> | your sentence a verb? |
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16:43 | <_dp__> | what do you mean? |
16:44 | <_dp__> | actually, on second though, mb I'm wrong |
16:44 | <frosch123> | [22:33] <_dp__> btw, it feels like some parts of code GrowTown to return true if something other than house was built <- that did not parse :) |
16:44 | <_dp__> | didn't notice it multiplies amount by 4 |
16:44 | <frosch123> | it misses a verb or something |
16:45 | <frosch123> | thus i asked "(does) your sentence (miss) a verb?" :) |
16:45 | <_dp__> | ouch, sorry "... code don't expect GrowTown .. " |
16:47 | <_dp__> | now I don't understand it at all.. DoCreate town seems to call it 4 times more than amount of houses it expects, CmdExpandTown calls 10 times more.... |
16:48 | <frosch123> | i recall DoCreateTown just checks afterwards whether population is non-zero |
16:48 | <frosch123> | towns get removed again if they only spawn a church |
16:48 | <frosch123> | that happens sometimes if newgrf are broken, and provide no houses |
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16:52 | <Wolf01> | https://youtu.be/9z77oztO6UQ interesting |
16:52 | <_dp__> | irc church gives some population, fountains, statues and parks don't |
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17:11 | <V453000> | we foudn the issue Alberth :P |
17:12 | <V453000> | everything worked as it should, just too large detour :) |
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17:25 | <Eddi|zuHause> | <frosch123> towns get removed again if they only spawn a church <-- since when? i do remember seeing such towns |
17:26 | <frosch123> | it's tied to population |
17:26 | <frosch123> | so, it depends whether the church has population or not |
17:26 | <frosch123> | also. it's only spawning |
17:26 | <frosch123> | houses may be replaced later |
17:27 | <Eddi|zuHause> | <kamnet> donut wut? <-- i remember back in school, the whole class enjoyed it when we learned the word "dunno" |
17:28 | <Eddi|zuHause> | frosch123: yes, town with church and 0 population, right around game start |
17:28 | <Eddi|zuHause> | frosch123: but that was probably 5 years ago |
17:31 | <frosch123> | @commit 16147 |
17:31 | <@DorpsGek> | frosch123: Commit by rubidium :: r16147 trunk/src/town_cmd.cpp (2009-04-26 00:12:59 +0200 ) |
17:31 | <@DorpsGek> | frosch123: -Feature [FS#2635]: give the town generator a slight tendency to build towns near water by not discarding watery random tiles but by searching for near land (db48x) |
17:32 | <frosch123> | Eddi|zuHause: so, it was longer than 5 years ago :p |
17:32 | <Wolf01> | \o/ succesfully installed the printer |
17:32 | <frosch123> | 6 years, 1 day |
17:33 | <frosch123> | well, almost 2 days |
17:33 | <Eddi|zuHause> | time flies by... |
17:33 | <Wolf01> | I remember that nasty bug which caused the towns to shrink to death |
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17:40 | <@DorpsGek> | Commit by frosch :: r27259 trunk/src/town_cmd.cpp (2015-04-27 23:40:46 +0200 ) |
17:40 | <@DorpsGek> | -Fix (r27244): Incorrect merge. (_dp_) |
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17:45 | <Wolf01> | 'night |
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18:51 | <Eddi|zuHause> | hm, kerbal space program for 25% off... worth it? |
18:51 | <+glx> | you can try the demo |
18:52 | <Eddi|zuHause> | i'll probably do that |
18:56 | <supermop> | damnit have run out of coffee again |
18:57 | <supermop> | only 25gm to make coffee for two of us this morning - pretty meager |
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19:04 | <Eddi|zuHause> | 25 general motors? |
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19:09 | <supermop> | sigh |
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23:35 | <ST2> | @ports |
23:35 | <@DorpsGek> | ST2: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound) |
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--- | Log | closed Tue Apr 28 00:00:52 2015 |