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#openttd IRC Logs for 2015-12-21

---Logopened Mon Dec 21 00:00:28 2015
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02:50<@Alberth>moin
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02:59<@Rubidium>moimoi
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06:22<V453000>iz official nao
06:23<V453000>no pictures tho, so doomed to unsuccess
06:23<Eddi|zuHause>"and it all went downhill from there"
06:24<Eddi|zuHause>need to update your signature
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06:27<V453000>meh
06:27<V453000>not until 0.0.1 :P
06:35<V453000>if every unfinished project would be in my signature then the signature would need considerably more spaces :P
06:41<@Alberth>maybe divide space based on finished percentage?
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06:44*andythenorth likes the fallen tree
06:45<V453000>xd
06:51<andythenorth>https://dev.openttdcoop.org/attachments/download/7574/copper_refinery_4.png
06:52<andythenorth>previous https://dev.openttdcoop.org/attachments/download/7573/copper_refinery_3.png
06:58<andythenorth>next I draw these square things http://www.sulphuric-acid.com/sulphuric-acid-on-the-web/acid%20plants/Codelco%20-%20El%20Teniente%202.JPG
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07:07<Wolf01>ho o/
07:27<@Alberth>o/
07:27<Wolf01>wow: http://www.eurobricks.com/forum/index.php?showtopic=113124&st=25#entry2312461
07:28<andythenorth>he went big
07:29<Wolf01>tidied up the room this morning, i was able to fit the crane and the arocs in a box
07:30*andythenorth must tidy up
07:31<Wolf01>and i moved in the ceiling the old racing wheel, now i have at least 343000cm3 of free space (70x70x70) in the room
07:31<@Alberth>just enough for a chair :)
07:32<@Alberth>andy, maybe move the low flat round tanks to the front, leaving a path between all the tanks etc?
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07:32<andythenorth>maybe yes
07:32<andythenorth>there can be more layouts also
07:32<andythenorth>I have a few tiles to add still
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07:33<andythenorth>there’s probably enough of the big grey pipes now?
07:33<Wolf01>what's the grey ball near the chimney?
07:34<andythenorth>the chimney on the left?
07:34<Wolf01>yes
07:35<andythenorth>most likely a pipe that doesn’t look right
07:35<Wolf01>at the top
07:38<V453000>andythenorth: pipes are nicer but still need details, tank-things with water still too flat :P
07:44<andythenorth>Wolf01: oh that’s the wrong smoke :D
07:44<andythenorth>I fixed that
07:44<andythenorth>V453000: too flat in | dimension?
07:44<Wolf01>:D
07:44<V453000>-
07:44<andythenorth>nah
07:44<V453000>could be just me idk
07:45<andythenorth>if I reduce height any more in y dimension, they’ll just look like sausages
07:45<andythenorth>or melons :P
07:45<V453000>I mean increase height
07:45<V453000>it looks to me like if the camera is a bit too low in that projection
07:45<V453000>pixel art camera = GG
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07:55<andythenorth>better, but now the sides are too flat https://dev.openttdcoop.org/attachments/download/7575/copper_refinery_6.png
07:55<andythenorth>nvm
07:58<V453000>just make darker pixels in the corners there and you are fine
07:58<V453000>bright pixels define the shape
08:00<Wolf01>i can't even understand what changed XD
08:00<Wolf01>except the size of the image
08:00<andythenorth>the big open tank
08:00<V453000>the round tanks are different a little bit
08:01<Wolf01>ok, they look more round now
08:02<V453000>^^
08:03<Wolf01>i didn't even noticed they were distorted before, i had to compare the 2 pictures
08:04<V453000>duh :D
08:04<Wolf01>and that's why i shouldn't be allowed to draw
08:05<V453000>OR why you should? :P
08:06<Wolf01>no, believe me, i'm not able, i'm trying with all my efforts but i don't even understand the prospective... maybe i could be a new Picasso or Dalì of pixel art
08:07<V453000>OCD like this just comes with practice
08:09<V453000>also, I am starting to question that making sprites for OpenTTD in 3D takes less time than drawing them by hand even in x4 zoom
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08:09<V453000>because the amount of shit to deal with when making train tracks is just off the scale
08:10<V453000>my trello board is all track problems
08:13<V453000>differences of overlay/underlay, diagonals fitting to straight tracks, junction underlays fitting to each other, overlays in junctions being weird when stacked on top of each other, tunnels are a whole category on their own, sleepers not being cut in half in any of the direction, ............................
08:13<andythenorth>V453000: if I used CGI I’d fall in a hole
08:13<V453000>why?
08:15<andythenorth>because all hax needed
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08:16<andythenorth>I’d probably want to script the CGI :P
08:16<V453000>haha
08:16-!-alluke [~3e4eedab@188.cimarosa.openttdcoop.org] has quit []
08:16<V453000>well yeah hax are just insane
08:16<andythenorth>I’d _probably_ end up representing the entire world in code
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08:16<andythenorth>then it might as well be a 3D game :P
08:16<V453000>my fav is the fake height of tunnels/bridge supports
08:16<alluke>is there any autoconnect command for the url bar
08:17<andythenorth>I love fake height stuff
08:17<andythenorth>hax you can do in pixels
08:17<alluke>i already have ?channels= and &nick= there
08:17<alluke>still need one click to join
08:17<V453000>yeah in pixels you dont even notice
08:17<V453000>well you do but easy to fix
08:18<V453000>not even mentioning train distortion, said that enough already
08:19<V453000>also
08:19<V453000>when I made tracks by making actual 3D model of them - not textured plane
08:19<V453000>then the lower-in-Z-axis or higher-in-Z-axis ends really reward for a great amount of bullshit as well XD
08:19<V453000>was fine with pixels :(
08:20*andythenorth has pixel drawing bug again :P
08:20<andythenorth>but only buildingses
08:20<V453000>?
08:20<alluke>i dont know anymore what to do in ottd
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08:21<@Rubidium>have you managed to connect everything and have a 100% rating on all stations and a 100% rating overall?
08:21<alluke>no because thats impossible
08:22<@Rubidium>it isn't impossible
08:22<V453000>Rubidium: declare it impossible and you won =D
08:22<@Rubidium>I was fairly close with my 128x128 map
08:22<alluke>and i like to build pretty things
08:23<andythenorth>V453000: much regrets that I have to also draw trucks and boats
08:23<andythenorth>trains aren’t too bad, mostly
08:24<V453000>xd
08:24<V453000>why would trucks be that much worse than trains?
08:24<V453000>boats are big as fuck, I get that
08:24<andythenorth>trains mostly symetrical
08:24<andythenorth>specially wagons
08:24<andythenorth>only 4 views
08:24<andythenorth>half the work
08:24<V453000>well it is a LOT nicer if you draw all 8
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08:26<V453000>I would think RVs are less work than trains but then I never actually drew RVs
08:27<V453000>all the various cargoes stack up I guess
08:29<Hiddenfunstuff>I need a new way to play TTD..
08:30<andythenorth>use a GS
08:30<Hiddenfunstuff>which one?
08:30<V453000>produce more than 200 000 goods on 512x512 in a single month
08:30<Hiddenfunstuff>I tried couple already but it became too easy
08:30<andythenorth>Busy Bee, Silicon Valley or NoCarGoal
08:30<V453000>doesnt get easy :)
08:30<andythenorth>V453000: ‘all the various cargos stack up’
08:30<andythenorth>^ ha ha ha ha
08:30<Hiddenfunstuff>Busy Bee i played 1 game with.. Whats the silicon valley?
08:31<andythenorth>I don’t have hardly any cargo support yet :P
08:31<V453000>not commenting on that andy, shame :(
08:31<andythenorth>Silicon Valley is industry construction
08:31<andythenorth>build n industries all in one town, with transport goal also
08:31<andythenorth>can be very hard, depends on the settings
08:31<Hiddenfunstuff>supports FIRS?
08:31<andythenorth>yup
08:31<Hiddenfunstuff>Goooooooood
08:31<andythenorth>you end up with one town stuffed with industries
08:32<andythenorth>best with FIRS basic economies imho
08:32<V453000>Hiddenfunstuff: have you tried YETI? a different approach to "wait till industries grow to give you traffic"
08:32<alluke>andy why dont you move the station part to the long side on firs sand pits?
08:32<Hiddenfunstuff>I didnt like the look of YETI
08:32<@Rubidium>aren't most new-ish trains symetrical? RVs usually aren't, although... there are exceptions: http://www.ezakwantu.com/DAF%201984%20TurboTwinII%20.jpg
08:32<Hiddenfunstuff>it was close to a toyland scheme
08:33<alluke>wasier to build bigger stations and faster loading too
08:33<alluke>easier*
08:33<V453000>well then if you take looks > how it works, then it is hard to find new ways to play :P
08:33<andythenorth>http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#quarry
08:33<andythenorth>so much unreleased FIRS 2 :P
08:33<alluke>nice
08:33<Hiddenfunstuff>I kinda fallen for the FIRS..
08:34<alluke>i think it needs more dirt in the corners
08:34<alluke>to make bigger stations fit in better
08:35<Hiddenfunstuff>FIRS with the "FIRS" economy and the USSR train set..
08:35<andythenorth>well there are many opionions about the quarry
08:35<andythenorth>and no way to satisfy them all
08:35<andythenorth>so eh ;)
08:35<V453000>quarry is nice
08:35<alluke>riiight
08:36<V453000>definitely not a place that needs improvements
08:36<andythenorth>mostly it looks better than FIRS 1 and builds in more locations
08:36<andythenorth>so WIN
08:36<alluke>whats the difference between flood loader silo and tipple
08:36<alluke>is other for grain and other for minerals or what
08:36<andythenorth>whichever you like
08:36<andythenorth>one is more old, one is more modern
08:36<alluke>ok
08:37<andythenorth>use CHIPS however you like :)
08:37<V453000>:)
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08:38*andythenorth should do a USSR economy in FIRS
08:38<Hiddenfunstuff>YES!
08:38<andythenorth>too many bad jokes
08:38<Hiddenfunstuff>I dont know but i like the ussr trainset
08:38<andythenorth>in Soviet Economy, FIRS plays you
08:38<V453000>XD
08:38<Hiddenfunstuff>due to the AC and DC electrification
08:38<V453000>I like how xUSSR desyncs in multiplayer
08:38<Hiddenfunstuff>it does?
08:39<V453000>yes
08:39<Hiddenfunstuff>lol
08:39<andythenorth>next wtf industry: pyrite smelter
08:39<V453000>XD
08:39<andythenorth>but first, chores
08:39<V453000>excellent
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08:40<Hiddenfunstuff>are you gonna make an "WTF" economy for FIRS aswell?
08:40<V453000>andythenorth: please no more pointless cargoes or I quit supporting every single cargo inthe game in my sets :P
08:40<V453000>the main FIRS economy is WTF :P
08:40<alluke>the tipples should unite when dragging over several tracks
08:40<andythenorth>BUT THEY’RE ALL REALLY IMPORTANT CARGOS
08:40<V453000>OH OK THEN
08:40<V453000>XD
08:40<Hiddenfunstuff>the FIRS?
08:40<andythenorth>WITH AT LEAT 9000 GAMEPLAY BENEFITS
08:41<Hiddenfunstuff>Started a new game in 1024x4096 Alpine, Rough and hilly terrain.. with height level of 250..
08:41<alluke>year?
08:41<V453000>4096 ._.
08:41<Hiddenfunstuff>And ofc theres a mountain range in middle of the strip of map going all the way from oth ends
08:41<Hiddenfunstuff>1900
08:41<alluke>hah
08:41<alluke>ukko-pekka will have rough times there :P
08:42<Hiddenfunstuff>No finnish trainset this time.. russian
08:42<V453000>I will never understand how anybody expects to utilize a map bigger than 512x512
08:42<alluke>same
08:42<alluke>in mp they make bit more sense
08:42<Hiddenfunstuff>Well when you got like 800 tile wide mountain in the middle..
08:42<Hiddenfunstuff>and water on both sides
08:43*alluke wishes for signaled tunnels and bridges into stable
08:43<Hiddenfunstuff>oh yes
08:43<andythenorth>FIRS quarrry, Russia style http://www.railpictures.net/images/d1/6/1/9/6619.1378929221.jpg
08:43<V453000>yeah so that they might behave exactly the same as normal tracks. Build normal tracks instead? :D
08:43<Hiddenfunstuff>Seems approapriate
08:43<alluke>atm my looooooooong recyclable trains clutter because of tunnel in their route
08:43<Hiddenfunstuff>level terrain: Plough through a mountain
08:44<alluke>XD
08:44<alluke>i dont want to
08:44<Hiddenfunstuff>I played 1 multiplayer game with guy who was insane with the level terrain tool
08:44<Hiddenfunstuff>Literally when he was building an expansion to his mainline.. it was 0 level difference.. straight line for like 800 tiles
08:44<alluke>lmao
08:45<alluke>did the game have original acceleration model?
08:45<Hiddenfunstuff>after like year 6000 i had so much money i started to turn the whole map into waterworld
08:45<Hiddenfunstuff>I dont remember
08:45<V453000>which brings up a question why in the hell is original acceleration still default
08:45<alluke>it should be removed from the game permanently
08:46<Hiddenfunstuff>Indeed
08:46<V453000>for savegame compatibility no, but having it default for beginners is super retarded
08:46<Hiddenfunstuff>Indeed
08:47<Hiddenfunstuff>Oh heck yes.. playing the silicon valley GS.. I must make an alcohol valley! onto a 65 pop town..
08:47<V453000>XD
08:48<Hiddenfunstuff>Brilliant
08:48<Hiddenfunstuff>Also doesnt help that the village is in bottom of a pit surrounded by mountains on all 4 sides
08:48<V453000>you wanted it hard didnt you
08:48<Hiddenfunstuff>Yeah.. This game isnt going to end in 50 years
08:48<alluke>long and hard
08:49<Hiddenfunstuff>Its gonna be costly.. not the terrain modification but bribing the village continiously so i can make space for it to grow
08:49<alluke>magic bulldozer is friend
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08:50<Hiddenfunstuff>But you know the towns love it when you level out their only hill in sight
08:50<V453000>with magic dozer authority does not decrease
08:50<Hiddenfunstuff>you need to bribe them back up so you can drop a damn bus stop in their streets etc
08:51<Hiddenfunstuff>Since this village is in a bottom of a pit.. I need to level terrain around it to make space for it grow.. and for my stations
08:52<alluke>bridges over stations would be useful too
08:52<Hiddenfunstuff>Oh yes that.. and over depots
08:52<Hiddenfunstuff>infact.. bridge over any buildings below
08:53<alluke>yes
08:53<Hiddenfunstuff>It seems quite stupid to having to bulldoze a line of buildings under your bridge through a town
08:53<V453000>does it make more sense to make a bridge above skyscrapers? :P
08:54<Hiddenfunstuff>no, you could demolish the city centre and run your 6 rail mainline through it
08:54<Hiddenfunstuff>it would be cheaper and you could place signals on it
08:54<V453000>._.
08:55<alluke>god how i hate ecs coal mines
08:55<alluke>they cant keep up production any way
08:56<alluke>level drops always low with constant demand
08:56<Hiddenfunstuff>I like long trains.. But i hate how 1 train can empty an mine for a month
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09:21<alluke>is ottd 64-bit
09:26<Eddi|zuHause>yes
09:31<@Alberth>it can be
09:31<Eddi|zuHause>depends on what binary you downloaded
09:33<alluke>mac
09:36<@planetmaker>hi orudge
09:37<@planetmaker>and hi all :)
09:37<__ln__>@seen orudge
09:37<@DorpsGek>__ln__: orudge was last seen in #openttd 17 weeks, 4 days, 0 hours, 54 minutes, and 0 seconds ago: <orudge> Eddi|zuHause: hmm, odd
09:37<V453000>heyo
09:37<Eddi|zuHause>now you're making me look up what was odd?
09:39<@Alberth>3
09:40<V453000>4
09:45<@Alberth>that's not odd :p
09:45<@Alberth>or maybe it was odd that it wasn't odd?
09:49<V453000>xd
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11:42<@Alberth>hola
11:43<Wolf01>o/
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11:44<@planetmaker>\o
11:46<frosch123>hoin
11:47<@Alberth>I looked into the eints puzzle 5789, pushed a small fix to avoid a crash on missing plural, and think https://paste.openttdcoop.org/psrs4lgpl would fix the "last upload" information
11:47<@Alberth>the deeper issue is howver more complicated
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11:48<@Alberth>much of the code assumes newer changes are better, but that should be done only for the same base string text
11:49<@Alberth>in the issue you switch back to an earlier base text, and at least the language download code doesn't handle filtering on base text string
11:52-!-andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd
11:52<@Alberth>so you get the newest string, but with the wrong base text
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11:54<frosch123>it's funny how various permutations of the digits in 5789 result in valid eints task
11:55<frosch123>7589 7859 at least
11:55<@Alberth>:p
11:56<@Alberth>right, 7859 thus (says the paper on my desk :) )
11:58<V453000>666
12:00*andythenorth wonders
12:00<andythenorth>are these the same guys that made the MiniMetro game?
12:00<andythenorth>http://www.tt-forums.net/viewtopic.php?f=26&t=58526
12:00<andythenorth>both in NZ
12:01<andythenorth>http://dinopoloclub.com/minimetro/
12:02<V453000>aint got unity
12:03<andythenorth>sad times
12:03*andythenorth should learn unity
12:03<andythenorth>unity is the new flash
12:03<V453000>yeah probably :D
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12:08<frosch123>V453000: i am quite sure any photoshop from 2006 counts as old
12:08<V453000>for 8bpp it is probably fine, but for normal work I would not be able to work with stuff below CS6 nowadays
12:10<frosch123>hmm, i think there wasn't even the experimental 32bpp thingie in 2006 :p
12:11<V453000>:D
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12:14<frosch123>Alberth: i think the "newer string is better" is not that wrong
12:14<frosch123>assuming you change the baselanguage from A to B, then the translation is marked outdated
12:14<frosch123>if you change back from B to A, does the translation remain outdated?
12:14<frosch123>what if it was updated inbetween?
12:15<frosch123>you cannot tell whether someone only updated it to match the new baselanguage
12:15<frosch123>or whether someone also improved other things
12:17<@Alberth>you are still thinking in a single base string right?
12:17<@Alberth>what I am trying to tell is that when you switch to a previous base text, the translation switches (or rather should switch) along, and pick the newest translation of the new base text
12:17<@Alberth>if you switch back, the translation also switches back
12:18<@Alberth>at least that was the intention, but it's not working currently
12:18<@Alberth>ie each unique base text has a number of translations, and the newest counts
12:19<@Alberth>rather than merging all translation texts, and then picking the newest one
12:20<@Alberth>maybe having separate streams for each unique base text was a wrong idea
12:21<@Alberth>you cannot tell whether someone only updated it to match the new baselanguage <--- this is always the case when you change the base language
12:21<@Alberth>switching back and forth doesn't change that
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12:24<frosch123>https://paste.openttdcoop.org/pvb2dqbxg <- i mean this scenario
12:27<andythenorth>meh, small things are too small to draw
12:27<@Alberth>27 + chg.stamp = stamp <-- that marks the base string new, so translation is older
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12:31<frosch123>ok
12:31<@Alberth>but my patch just fixes base language updating to a previous string without "override" and update of the translation wrt the last upload flag
12:33<@Alberth>at least the upload-language code doesn't select translation based on base text, so it's still wrong
12:35<@Alberth>so as I see it, either we fix the code to filter on proper base text strings everywhere, or just have a single stream where newest is best
12:36<@Alberth>s/proper/matching/
12:42<frosch123>i think for normal usage there is no difference between them
12:42<frosch123>but for the unnormal usage, the latter option looks less magic to the user
12:43<frosch123>so, single stream?
12:43<@Alberth>I agree on that
12:43<@Alberth>unfortunately, I won't have much time until next week-ish
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13:00<@planetmaker>sad... new http error code: 451
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13:01<@planetmaker>https://datatracker.ietf.org/doc/draft-ietf-httpbis-legally-restricted-status/?include_text=1
13:03<Eddi|zuHause>is that for things like "pornos are illegal in your country" or "GEMA and youtube still not agreed on payments"?
13:04<@planetmaker>for the first one yes. For the latter one probably not
13:05<@Alberth>you rather have 404?
13:06<Eddi|zuHause>well, copyright is certainly a "legal reason"
13:06<frosch123>it's for "this page insults our prime minister"
13:08<Eddi|zuHause>or "this page contains instructions for bomb making"?
13:09<Eddi|zuHause>how many years ago was it that uschi demanded that stop sign?
13:09<Eddi|zuHause>2011?
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13:24<frosch123>Eddi|zuHause: 2009
13:40<V453000>I think I just figured out how do I solve the trains getting longer on diagonals issue
13:40<V453000>basic answer is 2 models, more elaborate answer is a TRANSFORMER model =D
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13:42<frosch123>you cannot animate trains in turns
13:42<frosch123>so you cannot annimate the transfomers
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13:50<V453000>the animation happens in the 8 views not as an actual animation
13:50<V453000>the transformation is subtle, nothing insanely major
13:51-!-iceshade [~iceshade@107.191.36.4] has joined #openttd
13:51<V453000>point being, if it transforms as an animation based on movement, it is not scaled, and thus not distorted
13:51<V453000>so round etc shapes still look just fine
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14:03<__ln__>https://git.kernel.org/cgit/linux/kernel/git/torvalds/linux.git/commit/?id=f076ef44a44d02ed91543f820c14c2c7dff53716
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14:12<andythenorth>so what, you rig every model, with 2 states?
14:12<andythenorth>and then change dimensions of some non-round components?
14:13<V453000>yeah
14:13<V453000>whatever works, very general solution
14:14<V453000>also I think I found a new solution how to do track junctions in 3D while defecating
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14:14<V453000>because regardless how nice tracks you make, in junctions the overlays combined are going to kill it
14:15<V453000>solution could be to render the whole combined junction, and then cut pieces of it, and use those as sprites
14:15<V453000>hacky but nice
14:16<V453000>goes to the trello
14:16<V453000>XD
14:17<@planetmaker>might work, but there are some bear traps with that
14:18<V453000>there is a shitload of traps, but they are just "is it done well enough"
14:18<@planetmaker>too many combinations so that I fear cutting it won't look well in many cases
14:18<@planetmaker>due to being combined in a way they were not meant to be combined
14:18<V453000>ah that
14:18<V453000>well
14:18<V453000>if you have them overlap then it is no issue
14:19<V453000>the overlapping just isnt visible because the two parts are the same there
14:19<V453000>PURR kind of does that
14:19<@planetmaker>the T-junctions, they're entirely made from overlayes, whether it's just a branch-off or a triangle
14:19<V453000>and the junctions look really sophisticated
14:19<V453000>yes
14:19<@planetmaker>the X iirc is a separate sprite
14:19<V453000>aye
14:20<@planetmaker>but when it comes to adding more to the X then it again adds the single sprites
14:20<V453000>yes
14:21<V453000>you would just create the single sprites the same way, but you start from the junction obviously
14:21<alluke>i wanna run, chase the moon and sun
14:21<V453000>of course it is not really doable for normal rails
14:21<alluke>whats the point of having multicolored rails
14:21<V453000>PURR style tracks with one track in the middle, work nicely
14:22<V453000>alluke: orientation, making it nice, and some trains even react to them performance-wise, which is not only fun but also allows for some conditional order magic that you cannot do with anything else
14:22<alluke>haha
14:27<Sylf>I tried to do that conditional magic with bridge speed limit, but didn't work
14:27<Sylf>I was bummed
14:28<V453000>XD
14:28<V453000>nice idea
14:28<V453000>I am fairly sure I actually tried that as well at some point in the past
14:29<V453000>but not sure
14:29<V453000>lets assume nope :)
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14:48<argoneus>uh
14:48<argoneus>how do I update the newgrfs on a dediserver
14:48<argoneus>?
14:48<argoneus>do I need to manually select them?
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14:52<argoneus>oh, it updated them automatically
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14:55<frosch123>you use the "content" console command
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14:55<argoneus>I did content upgrade
14:55<argoneus>didn't do anything
14:56<argoneus>that is
14:56<argoneus>content upgrade and content download
14:56<argoneus>oh I didn't do content update first
14:56<argoneus>now it works thanks frosch123 friend
15:00<alluke>why was heart of darkness renamed?
15:03<frosch123>for the same reason "die toten hosen" no longer sing "eva"
15:03<frosch123>s/same/similar/
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15:04<alluke>farm cant just produce food directly
15:05<V453000>why not?
15:06<frosch123>fuck
15:06<frosch123>s/toten hosen/ärzte/
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15:09<andythenorth>farm does just produce food directly
15:09<andythenorth>in some FIRS
15:10<alluke>arctic basic
15:11<alluke>but why
15:11<alluke>it just sounds wrong
15:11<V453000>farms can produce things like cheese or fruit at the spot?
15:11<V453000>in openttd terms it is uncommon, but generally I dont see why not
15:11<alluke>isnt there any factory that could process it
15:11<alluke>fruits not in arctic
15:11<alluke>cheese maybe
15:11<V453000>potatoes
15:11<V453000>whatever
15:12<andythenorth>what is goal of basic economies?
15:13<alluke>replace default ones without being too complicated
15:13<alluke>or small maps that dont have space for full firs
15:13<@Rubidium>most dairy farms won't make any end-user products, but some do... so maybe a random chance that the dairy farm delivers "goods" instead of "milk"?
15:13<V453000>XD
15:13<V453000>yeah more random cargoes for industrie
15:13<V453000>s
15:14<V453000>looks perfectly reasonable for the waste yard or however it is called :P
15:14<@Rubidium>or... if the production goes over X, then it will go from goods to milk
15:14<V453000>haha
15:14<alluke>potatoes sounds the best variant tho
15:14<V453000>that is a lot more WTF, I like it
15:17<frosch123>good point, make a forrest produce wood, and at some point burn down all the trees and produce soya instead
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15:18<frosch123>andythenorth: you definitely need unlock mechanics
15:18<frosch123>you have to unlock soja production by over-harvesting forests
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15:25<andythenorth>frosch123: needs a GS :P
15:25<andythenorth>and GS->newgrf
15:25<andythenorth>it could be done in just a newgrf, but why make it easy?
15:28<V453000>that would actually be quite an interesting mechanic frosch123
15:28<V453000>:D
15:28<frosch123>unfortunately people always complain about things being unrealistic, if the game screws them over
15:29<V453000>people are idiots, we know that already
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15:33*andythenorth makes sprites
15:37<andythenorth>filled out another tile https://dev.openttdcoop.org/attachments/download/7576/copper_refinery_7.png
15:37<V453000>very nice
15:37<V453000>I like it a lot
15:38<andythenorth>is it done?
15:38<andythenorth>or one more tile?
15:38<V453000>I would leave it as that, not to overcrowd it
15:38<andythenorth>swap the steel for copper
15:38<V453000>meh ok
15:38<andythenorth>cargos :P
15:39<V453000>:)
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15:41<andythenorth>this is why 1 tile industry sprites are best :P
15:42<andythenorth>more wtf
15:42<V453000>:)
15:42<andythenorth>no stupid massive buildings
15:42<V453000>good point
15:42*andythenorth should redraw the stock yard
15:42<V453000>but mom, yeti
15:42<andythenorth>yeti is special case
15:42<andythenorth>in all ways
15:42<V453000>:P
15:43<andythenorth>it’s nice pixels, but not very ‘here are the cows and pigs being rendered into edible form’ http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#stockyard
15:43-!-sim-al2 [~sim-al2@108-221-158-76.lightspeed.mmphtn.sbcglobal.net] has joined #openttd
15:43<V453000>yeah needs some slaughtering mechanisms and a lot of blood
15:43-!-day [~day@101.165.99.116] has joined #openttd
15:43*andythenorth considers animated river of blood
15:43*V453000 approves
15:45<andythenorth>it is very super-realisms-for-your-scale-model-trains right now https://www.walthers.com/prodimage/0933/09330000003048.jpg
15:46<V453000>maybe just adding details like cargo lying on the currently empty areas would help a ton
15:46<andythenorth>I want to break it up to smaller buildings
15:46<andythenorth>RL, they’re one massive building, but eh
15:47<V453000>there should be 2 connecting parts, one conveyor belt with cows and second going back with crates
15:47<andythenorth>ha
15:47*andythenorth has cow sprites
15:47<V453000>me knows
15:47<andythenorth>see, this https://upload.wikimedia.org/wikipedia/commons/4/42/Chicago_stockyards_1901_Sanborn_general_view_combined_downscaled.png
15:47<andythenorth>there must be wtf in there I can steal
15:48<V453000>grayscale?
15:48<V453000>:D
15:50<andythenorth>at least livestock pens
15:50<andythenorth>although you could build your own with CHIPS
15:50<V453000>point
15:51<V453000>well having one as part of the industry is nice
15:51<V453000>sure, player can add but that is a great integration between the two objects
15:54<frosch123>planetmaker: any idea how to get around "Adding local repositories was denied by administrator"?
15:54<frosch123>i mean, i am administrator :/
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16:03<alluke>i think the new builders yeard should have dirt base too
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16:08<alluke>and paper mill shouldnt accept clay at all
16:11<@Alberth>make your own industry set, and you can make all dreams come true
16:12<andythenorth>paper mill accepts clay because, why not?
16:15<V453000>Alberth: wtf do you dare to suggest
16:15<andythenorth>V453000: I should animate the water turning in the big open tank thing?
16:15<V453000>andythenorth: it is a bonus but I dont see it as a super important thing
16:16<V453000>feel free to steal water from NUTS canal rails if you want
16:16<andythenorth>nah me neither
16:16<V453000>I even have some water full tile at home if you like
16:16<andythenorth>dunno about the colour of water in that tank
16:16<@Alberth>V: just suggesting to alluke a way to make his dreams come true
16:16<andythenorth>I picked a window colour, seems to work
16:16<V453000>Alberth: unheard of, creating stuff
16:16<@Alberth>great copper refinery andy
16:17<andythenorth>BAD FEATURE, creating stuff
16:17<@Alberth>it's less annoying than throwing random suggestions into the channel, imho
16:17<V453000>considerably :)
16:18<alluke>im not pointing gun to anyone
16:18<andythenorth>I don’t mind suggestions tbh
16:18<andythenorth>demands, meh
16:18<alluke>nor demanding
16:21<@Alberth>fyi "should" has a very demanding nature
16:21<oskari89>!seen DanMacK
16:22<@Alberth>try a @ :)
16:22<oskari89>@seen DanMacK
16:22<@DorpsGek>oskari89: DanMacK was last seen in #openttd 9 weeks, 0 days, 0 hours, 14 minutes, and 52 seconds ago: <DanMacK> @seen andythenorth
16:22<andythenorth>not for days
16:22<andythenorth>or weeks
16:22<andythenorth>he updated FB recently I think
16:22<andythenorth>so he’s out there somewhere :)
16:22<andythenorth>bloody forums :(
16:22<alluke>is that big blue vehicle at supply yard supposed to flash?
16:22<andythenorth>keep eating my auth
16:22<andythenorth>no, is it painted with the sea colour by any chance?
16:23<alluke>thought so
16:23*andythenorth can’t use animation any more, so doesn’t see flashing pixels
16:23<alluke>right
16:23<alluke>i like that tire industry :P
16:24<alluke>just requires drawing tire cargo for train wagons
16:25<andythenorth>grey, super-minimalist http://www.tt-forums.net/download/file.php?id=188655
16:25<andythenorth>:P
16:26<andythenorth>you’re playing Arctic Basic then?
16:26<alluke>not playing
16:26<alluke>just checking things out for curiosirt
16:26<alluke>curiosity
16:27*andythenorth needs someone to play it
16:27<V453000>the water might be a bit on the dark side
16:27<andythenorth>it’s my new favourite economy, but I’m biased
16:27<andythenorth>V453000: it’s copper sludge :D
16:27<andythenorth>we don’t know what colour copper is in TTD :(
16:27<V453000>still, copper sludge does have reflections at the surface
16:27<V453000>etc
16:27<andythenorth>CHIPS thinks it’s bright pink, like candy flooss
16:27<andythenorth>FIRS thinks it’s green-orange colour :P
16:28<alluke>isnt copper like brown steel
16:28<@planetmaker>frosch123, what does tell you that it was denied?
16:28<alluke>at least db set and isr has it that way
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16:29<@planetmaker>frosch123, if you mean in kallithea: reason is that 'grfmaker' already exists
16:29<frosch123>i am trying to add it to redmine
16:30<@planetmaker>grfmaker project exists there, too? Or you mean the repo there? Hm... let's see
16:30<frosch123>the repository existed for 4 years, but was not linked to the project
16:30<frosch123>and i mean "grf2html" :p
16:30<alluke>does pyrite replace iore
16:30<frosch123>planetmaker: https://dev.openttdcoop.org/projects/grf2html/settings
16:31<andythenorth>pyrite is just pyrite
16:31<@planetmaker>and you mean there exists a grf2html on devzone which you want to link, yes?
16:31<frosch123>yes, /home/hg/grf2html exists for ages :p
16:32<@planetmaker>ok, I see what you mean. I get the same message when I try to add that :)
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16:33<alluke>i mean is it new cargo class
16:34<@planetmaker>frosch123, no changesets yet in the grf2html repo?
16:35<@planetmaker>hm yes
16:35<frosch123>i pushed earlier today
16:35<frosch123>the repo was created in 2010, but was empty till today
16:36<frosch123>someone started something and did not finish it :p
16:36<andythenorth>pyrite is a new cargo
16:37<andythenorth>it’s an unusual compound ore that can be roasted to produce metal and chemicals
16:38<alluke>ok
16:38*andythenorth fixed the supply yard
16:39<alluke>does 1.4.4M have updated translations
16:39<frosch123>"M" mean unofficial, so no idea
16:40<andythenorth>can’t remember
16:40<@planetmaker>hm, I don't see any obvious reason for that behaviour, frosch123
16:41<V453000>1.4.4 alone sounds kind of wtf old
16:41<frosch123>planetmaker: delete and create new? :p
16:42<andythenorth>$someone should make a white-tiles baseset, so I can make FIRS docs images easier
16:42<frosch123>V453000: on second though, he might have meant firs, not ottd :)
16:42<andythenorth>currently have to screenshot, then cut out the industry
16:42<frosch123>andythenorth: already done
16:42<andythenorth>??
16:42<V453000>oooo
16:42<@planetmaker>frosch123, going to try that now, yes
16:42<frosch123>andythenorth: https://devs.openttd.org/~frosch/barewhite.grf
16:43<frosch123>replaces the bulldozed mud tile with plain white
16:43<V453000>well there is 2.0? :D
16:43<frosch123>it was used to create the airport previews
16:43<V453000>and wtf is M for newGRFs
16:43<frosch123>andythenorth: though it does not have that grid-thingie
16:44<andythenorth>how do I make it work?
16:44<andythenorth>is base set?
16:44<frosch123>no, add newgrf
16:44<frosch123>fund industry
16:44<frosch123>terraform flat land around it
16:44<frosch123>bulldoze all tiles
16:44<frosch123>screenshot
16:45<andythenorth>ha ha
16:45<andythenorth>why I didn’t know about this before? o_O
16:45<andythenorth>super awesome
16:45<frosch123>as said, it was only created for a single purpose :p
16:46<frosch123>airport previews
16:46<V453000>XD
16:46<frosch123>which were a 2010(?) thingie
16:47<andythenorth>very useful
16:47<andythenorth>saves lots of time :)
16:48*andythenorth must to bed
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16:50<V453000>im off as well
16:50<V453000>gnight
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17:02<@planetmaker>hm, I don't see any project, active, closed or archived which uses grf2html either, frosch123
17:03<@planetmaker>which would (IMHO) be no reason to deny using it, but sometimes things are weired, so...
17:03<@planetmaker>but it's even more weired :)
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17:21-!-Pineapple [~oftc-webi@a83-160-96-40.adsl.xs4all.nl] has joined #openttd
17:21<Pineapple>Hello
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17:22<NGC3982>Oh hai
17:22<NGC3982>http://skarmdump.henjoh.se/255710_2015-12-21_00009.png
17:22<NGC3982>Mmmmmmmmm.
17:24<Pineapple>Are there newgrfs/mods that makes local authorities infinitely more lenient? Is it possible to adjust this at all?
17:24<Pineapple>My friends and I want to play a more sandbox-y game together and it's really annoying the authorities get upset after destroying a handful of buildings when you want to completely restructure the town.
17:25<alluke>just use magic bulldozer
17:25<Pineapple>In multiplayer?
17:25<alluke>yep
17:25<NGC3982>Does that exist?
17:25<Pineapple>I didn't know that was possible.
17:26<alluke>the host opens the game in sp, turns it on, saves, and hosts again
17:26<Pineapple>Oh. That's super clever Alluke. Thanks!
17:26<alluke>np
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17:31<+glx>but magic bulldozer has side effects
17:32<alluke>what are those
17:32<alluke>ive never had any
17:32<+glx>towns destroying stuff
17:38<@planetmaker>frosch123, the repo is added now. The reason both of us failed was an error or oversight of mine when I added the scm_manager plug-in some time ago which disallowed adding local repos manually
17:46<frosch123>planetmaker: \o/
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17:50<@planetmaker>I already formulated a superuser-question and only then it hit me, that it was most likely related to that plugin as the error messages was tied to it
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19:06<Wolf01>'night
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---Logclosed Tue Dec 22 00:00:30 2015