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#openttd IRC Logs for 2015-09-06

---Logopened Sun Sep 06 00:00:34 2015
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01:25<@Alberth>moin
02:29-!-andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd
02:30<andythenorth>o/
02:46<andythenorth>eb
02:46<andythenorth>default power plant is teeny tiny
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03:03<@Alberth>it is?
03:05<andythenorth>to my eyes yes :)
03:05-!-Progman [~progman@p57A182AD.dip0.t-ipconnect.de] has joined #openttd
03:09*andythenorth removes the gap from the quarry
03:12<V453000>:)
03:13<@Alberth>power plant needs more smoke then? :)
03:13*V453000 is rendering some serious smoke atm
03:14<andythenorth>https://dev.openttdcoop.org/attachments/download/7436/clay_pit_no_gap.png
03:14<andythenorth>looks daft ^
03:14<andythenorth>nvm
03:14<andythenorth>previous gap https://dev.openttdcoop.org/attachments/download/7430/clay_pit_improved_3.png
03:14<V453000>the bottom road looks a bit separate but yeah
03:16<@Alberth>with gap look much nicer
03:16<V453000>I would make it without gap, but the pit road connected to the other part
03:17<V453000>or gap but with connecting road between
03:17<@Alberth>can't build bridge over industry :)
03:18<V453000>doesnt matter :)
03:18<@Alberth>other option is to make a entry/exit at both sides, and have people that mind, add a road between them
03:19<V453000>laym, most road sets wont look good with it :P if any
03:19<V453000>OMG ANDYTHENORTH HAS NOT MADE A ROAD SET YET?
03:25<andythenorth>I’m probably going to remove the entrance to the pit anyway
03:25<andythenorth>and continue the fence all round
03:26<andythenorth>I dunno, this industry is a mess :)
03:27<andythenorth>delete it?
03:28<V453000>if you just connect it the road is a perfectly nice detail :)
03:33<andythenorth>connect which to what? o_O
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03:47<V453000>the building part to the pit part
03:47<andythenorth>dunno how, without drawing
03:49-!-Wolf01 [~wolf01@host15-216-dynamic.48-82-r.retail.telecomitalia.it] has joined #openttd
03:49<Wolf01>hi hi
03:49<V453000> oh that is the problem :P
03:49<V453000>hihi
03:52<andythenorth>ho
03:52<andythenorth>what if I delete the pit part, and just have the buildings?
03:52<andythenorth>everyone hates the pit anyway
03:53<@Alberth>/me is not part of everyone!
03:54<V453000>im done
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03:58<@Alberth>:O
04:01<andythenorth>done smoke?
04:04<V453000>no that will render for a while :)
04:05<V453000>blender cant render smoke with gpu for some reason yet
04:05<V453000>-> slow
04:05<V453000>cause my cpu aint the best
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04:09<@Alberth>gpu is enjoying lazy sunday :)
04:35<@planetmaker>moin
04:43*andythenorth has partial solution for clay pit :P
04:43<andythenorth>but must to shops and so on
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05:50<Wolf01>pfff nintendo and its shitty wallet, why must i charge 10€ when i only need to use 7.99€?
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07:58<@Alberth>o/
07:59<frosch123>moin
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08:31<@Alberth>:o there is already a "Awards" game script
08:34<frosch123>yes, krinns thing
08:34<frosch123>but it is not about bees
08:36<@Alberth>:)
08:37<supermop>whoa aud so cheap
08:37<supermop>time to buy a 40' container of australian beer
08:37<@Alberth>:)
08:37<supermop>good morning Alberth and frosch123
08:38<frosch123>i think something about the F cargo flow is wrong :p water -> salt, water+salt->saltwater
08:39<Eddi|zuHause>sounds logical :p
08:40<Eddi|zuHause>however, my company produces saltwater (CaCl2) by mixing HCl and CaCO3
08:41<@Alberth>more dangerous game :)
08:43<Eddi|zuHause>this is used as an addendum in winter to make the salt resolve better on the roads (although services are switching to MgCl2, which is cheaper, but not as effective) and also in foods
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10:52<Eddi|zuHause>so, where did you put my screwdriver?
10:54<frosch123>you would still be screwed with only 1 screwdriver
10:57<@Alberth>right next to the black screw, in the dark carpet?
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11:13<Eddi|zuHause>well, having more than one screwdriver doesn't actually help, because they just get lost one by one, until only one (or none) is left
11:13-!-alluke [~3e4eedab@188.cimarosa.openttdcoop.org] has joined #openttd
11:14<alluke>planetmaker?
11:17<@Alberth>it's much more useful to ask a question to all
11:19<alluke>well does anyone have idea why ottd compiled with homebrew on osx 10.10 doesnt work on 10.6?
11:20<andythenorth>could be
11:20<andythenorth>- homebrew
11:20<andythenorth>- the SDK
11:20<andythenorth>- who knows, it’s Apple
11:20<Eddi|zuHause>because apple doesn't give a shit about backwards compatibility?
11:21<alluke>true
11:21<andythenorth>the plausible answer is that 10.10 compiles using things that don’t exist in 10.6
11:21<@Alberth>a program from the future running at an old machine?
11:21<andythenorth>and what Eddi|zuHause said
11:21<alluke>but i guess default ottd is compiled on newer osx too?
11:21<andythenorth>but really, 10.6?
11:21<alluke>yep
11:21<andythenorth>my advice, to run it on 10.6, compile it on 10.6
11:21<@Alberth>alluke: yes, but you normally use the oldest version that you support to build
11:22<@Alberth>although with Apple ...... good luck, you'll need it
11:26<alluke>https://dl.dropboxusercontent.com/u/1004368/errorreport.txt
11:26<alluke>theres the report
11:28<@Alberth>running anything on a machine that older than what you used for building is not going to fly in general
11:28<@Alberth>just like you're not going to run anything Windows8 on W95
11:29<+michi_cc>alluke: You have to build everything for a min macosx version of 10.6. No idea how to do that with homebrew and if the SDK shipped with 10.10 can still do it.
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13:31<andythenorth>hmm
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18:22<Wolf01>'night
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19:19<Supercheese> ugggh, friggin' biters... in OTTD at least nothing tries to kill you
19:19<Supercheese>except, well, the occasional UFO
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19:28<FLHerne>Supercheese: L4D2? Walking Dead?
19:28<Supercheese>fACTORIO
19:28<Supercheese>derp
19:28<Supercheese>Factorio
19:28<FLHerne>Oh, that thing
19:28<Supercheese>capslock fail
19:28<FLHerne>I should try that, people keep playing it
19:30<Supercheese>yes, you should
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20:23<Supercheese>I am not very good at it :\
21:04<supermop>should have gone out to look at that real world like flherne did?
21:06<Eddi|zuHause>sounds like a terrible idea
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---Logclosed Mon Sep 07 00:00:36 2015