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#openttd IRC Logs for 2015-05-14

---Logopened Thu May 14 00:00:46 2015
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03:10<TartarusMkII>Hey guys, I have a question about Cargo Dist with Passengers. If I load up a train at Point A with people who want to go to B and C, and stop at B, will the people who want to go to C get off, or stay on?..
03:13-!-Rubidium_ is now known as Rubidium
03:13<Rubidium>generally they'd stay on, except maybe when there is another less saturated route from B to C
03:16<TartarusMkII>So if there is two stations in one city, and they want to go to station B in the city, but station A is the one wit hthe train, they'll still stay on until station A to automatically transfer over to B from some far off destination? (provided it's the only way to get there?)
03:17<Rubidium>yes, if they want to go somewhere they'll get there whatever way is possible
03:18<TartarusMkII>awesome, thanks!
03:20<TartarusMkII>So does that mean with cargo dist enabled cargo types, I should never bother to specifically transfer order?
03:20<Rubidium>yup
03:21<TartarusMkII>cool.
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04:12<andythenorth>o/
04:13<TartarusMkII>o/
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04:19<TartarusMkII>Ahhh!
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04:22<TartarusMkII>Q_Q so scary
04:22<TartarusMkII>thought I lost everyone 4ever
04:33<Supercheese>was quite the split
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04:34<TartarusMkII>Hold me, mister cheese.
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06:03<supermop_>quite humbling - it has taken me 3 days to figure out how to get a non parallel projection in this rendering engine
06:05<V453000>hi? :)
06:05<TartarusMkII>o/
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07:07<V453000>I am thinking voxels
07:09<supermop_>voxels?
07:11<V453000>read as I am fucking clueless what to do :P
07:20<@Alberth>do nothing for a while
07:22<V453000>I am doing something, but it is so many projects and none finished
07:23<V453000>last release ages ago
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07:37<@Alberth>doing too many things at once thus. Perhaps decide on what to do first and what to do later?
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07:38<V453000>no that isnt the thing, I just do not think the solutions I am applying are good
07:38<V453000>rawr is so stupidly complicated and looks very bad
07:58<Flygon__>V453000: Voxels fix everything!
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08:22<supermop_>ok ive learned that importing into sketch up is not viable
08:22<V453000>just finish the model and I can render it for you :)
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09:55<sim642>Company HQ seems to be hidden using the structures and antennas transparency option but when that is selected this happens: http://i.imgur.com/AlPyOdC.png
09:56<sim642>That shouldn't look weird like that, right?
09:56<sim642>Completely hiding it just makes the darkened area disappear while the base still remains
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10:13<@peter1138>So?
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10:21<__ln__>it's not realistic. doesn't work that way when you make buildings invisible in real life.
10:22<@peter1138>Ah, of course.
10:23<@Alberth>__ln__: how would you know, I haven't yet seen an invisible building
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11:16<__ln__>Alberth: of course you didn't _see_ it as it was invisible.
11:16<@Alberth>:)
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11:31<sim642>peter1138, it doesn't behave how other buildings behave when made transparent or invisible because those will have foundations shown but this is just plain image masking
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11:51<@Alberth>sim642: you'd have to check if the HQ has a ground tile. If not, you can't do better than this, unless you never want to see the bottom
11:54<sim642>I assume it doesn't if it's not getting shown
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12:54<@peter1138>sim642, there's no universal rule on how the graphics were drawn.
12:54<@peter1138>Some buildings show foundations, others don't.
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13:57<V453000>hm https://dl.dropboxusercontent.com/u/20419525/RAWR/voxelzzzzz.png
13:58<V453000>I actually enjoy making this :D
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14:04<Eddi|zuHause>cubicles!
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14:38<LordAro>how old is the cubicles injoke now? :L
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14:41<V453000>idk, old
14:41<V453000>but I am somewhat decided I will make it work :D
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14:44<andythenorth>plz send me the codes
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14:46<Eddi|zuHause>[Sonntag, 23. Oktober 2011] [19:08:33] <Dany0> SAY CUBICLE ONE MORE F*CKING TIME
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14:47<andythenorth>VOXEL
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14:54<Eddi|zuHause>of course it was V453000 who actually escalated the cubicle situation to that point.
14:54<V453000>XD
14:54<andythenorth>bloody V453000
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14:56<V453000>I believe andythenorth had even more involvement
14:56<andythenorth> I wasn’t even there
14:56<andythenorth>I was on holiday
14:57<Eddi|zuHause>standard excuse in your workplace? :p
14:57<andythenorth>surprisingly, yes
14:59*andythenorth wonders why FIRS ports and such have a tile check that allows building on normal slopes
14:59<andythenorth>seems odd
15:01<andythenorth>https://paste.openttdcoop.org/pyry0pdns
15:02<andythenorth>oh it’s XOR?
15:02<Eddi|zuHause>maybe there were corner cases?
15:02<andythenorth>tries to avoid river / sea
15:02<andythenorth>by exclusion, I assume
15:02<andythenorth>seems to work, probably best left alone :P
15:02<andythenorth>standard refactoring conclusion
15:03<andythenorth>I think it’s simply to avoid checking both WATER_CLASS_RIVER and WATER_CLASS_CANAL
15:03<andythenorth>as exclusions
15:05<Eddi|zuHause>style: why put "== WATER_CLASS_SEA" into the check, and not "WATER_CLASS_SEA: blah" into the switch options?
15:06<Eddi|zuHause>switch(water_class(0,0)) {
15:06<Eddi|zuHause> WATER_CLASS_SEA: blah
15:06<Eddi|zuHause> WATER_CLASS_NONE: blah
15:06<Eddi|zuHause> disallow
15:06<Eddi|zuHause>}
15:08<andythenorth>I wondered that
15:08<andythenorth>why two switches?
15:08<V453000>I agree
15:08<andythenorth>more future proof against new tile classes?
15:08<V453000>with everything
15:08<Eddi|zuHause>andythenorth: i don't think that is a valid argument
15:09*andythenorth considers one switch
15:09<andythenorth>having to read both made it harder for me to understand the logic
15:09<andythenorth>and there are two CPP macros generating them
15:09<andythenorth>which is faff
15:10<Eddi|zuHause>andythenorth: i think it's a case of "i undersand this "1: blah; default;" pattern, just reuse it
15:10<Eddi|zuHause>"
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15:10<andythenorth>I’ll refactor
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15:57<Wolf01>hi hi
16:01<andythenorth>lo Wolf01
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17:18<Eddi|zuHause>"US Army gets lost on the way to poland through brandenburg"... man are we glad that they didn't have to go that far during WWII. imagine what would have happened
17:21<Wolf01>maybe they didn't have a plan
17:21<Eddi|zuHause>worse. they had GPS
17:21<Eddi|zuHause>apparently their Navi gave them a route that was only suitible for cars (<3.5t)
17:23<Wolf01>eh, happens, at least they didn't use google maps "new york to paris by swim"
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17:25<Rubidium>America has cars of < 3.5t?
17:26<+glx>germany has
17:26<Eddi|zuHause>how is that relevant for a bridge between germany and poland?
17:27<Wolf01>'night
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17:27<Rubidium>well, I find it odd that people from a country that has a fairly high percentage of cars weighing more than 3.5t buys a navigation system for cars less than 3.5t
17:28<+glx>maybe it's just they didn't know a road could have a weight limit
17:29<Eddi|zuHause>i'll assume it was a data error. but it's not unheard of that companies are too cheap to buy the truck version of the map data, and get the cheaper car version
17:32<Eddi|zuHause>but that's what happens when people rely on computers too much. 70 years ago a human would have plotted the path on a map, and that map would have had weight limits of bridges and stuff
17:33<Eddi|zuHause>or probably even 10 years ago
17:34<jaydodge1975>Hi, can anyone tell me where I can get ahold of the old copy's of stolentrees I have what I think is the new updated ver. however I would like to open some save games that I downloaded to view how stuff works the ID's I'm looking for are GRF ID: 52453C00 and 5245F0F0 ? and all the links I find are dead ends
17:35<Eddi|zuHause>have you checked the GRF Pack on the openttdcoop site?
17:36<jaydodge1975>all I can find is the Ver 8 and I have it would like to know if there is a way to get the old copies as they removed a lot of stuff that could help
17:36<Eddi|zuHause>well, if it's gone, it's gone...
17:37<Eddi|zuHause>you'll probably have better luck just disabling the GRFs from the savegame through non-sanctioned methods
17:37<jaydodge1975>lol, ya I was afair of that guess I have to wait and see if Simuscape will update the link as that's where almost every search ends
17:38<Eddi|zuHause>i'd not hold my breath for that
17:38<jaydodge1975>hmmm never thought about giving that a go didn't think it could work
17:39<jaydodge1975>:) ya that's what I was thinking I might turn very blue I bet
17:39<jaydodge1975>plus not one to wait
17:40<Eddi|zuHause>stolentrees should not make any trouble if ripped out of a savegame by force. but you never know...
17:41<jaydodge1975>this non-sanctioned method you speak of is that kind of like or one in the same as making the game go back and let you changed the GRF's in game
17:41<jaydodge1975>is there a way or would it would to make it look for the updated copy I have the testw instead of newtrees etc...
17:45<Eddi|zuHause>yes. remove the old one, and add the new one.
17:46<Eddi|zuHause>better: put the new one in [newgrf-static] in your openttd.cfg, it will be active on all old and new savegames, even online games. and it will not affect loading of savegames when the file is not there anymore
17:47<Eddi|zuHause>hm, this jeb bush seems to have read the chapter on political strategy where it says "say both 'A' and 'not A', and hope that by the time election comes, people only remember the statement that they viewed as positive"
17:51<jaydodge1975>okay been away from games like this for many many years how would I go about adding a newgrf-static line as I checked the cfg file and the only thing I see is the persets I have been trying to set up really
17:53<Eddi|zuHause>if there is no line that says "[newgrf-static]", you can add it at the end, and then move the treesw line from one of your presets to that new section.
17:55<jaydodge1975>okay yes I found a bit of info sorry I have really really bad internet right now shouldn't really have any at all takes like 5 min to load a page, ;)
18:00<jaydodge1975>okay do I need all this line not sure but looks like the line that is set for my perset goes something like GRF ID and maybe a MD5sum and then pathway and then a = if there is a parameter set maybe
18:01<jaydodge1975>little bit of info I got from a wiki is [newgrf-static] opengfx_biggui-2.0.0/ogfx-biggui.grf = 1, so not sure if I need all that info or it I use it the game or cfg would be set up better and how do I get the info like I have for my persets for the savegame files do you know
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18:07<Eddi|zuHause>the format for these entries changed recently. info on the wiki might work, or might be outdated. who knows.
18:08<jaydodge1975>ya I'm thinking the same just like the map seed info I found for ver 1.4.4 that I belive doesn't work for 1.5
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---Logclosed Fri May 15 00:00:47 2015