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#openttd IRC Logs for 2016-06-21

---Logopened Tue Jun 21 00:00:22 2016
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05:31<@peter1138>Hmm, I just remembered I have a Wii...
05:31<Wolf01>really? you too?
05:31<Wolf01>I think I have one too
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08:08<Wolf01>6 days
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08:12<V453000> peter1138
08:17<Eddi|zuHause>V453000: must be neon green, otherwise it doesn't count :p
08:19<V453000>well yeah but why
08:19<Eddi|zuHause>because that's what peter1138 used in his infamous screenshot :p
08:20<Eddi|zuHause>also, it's a so-bad-it's-good colour :p
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09:06<Wolf01>V453000 such a huge spoiler?
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09:12<Wolf01>now I couldn't contain my hype XD
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09:29<@peter1138>V453000, haha
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09:55-!-mode/#openttd [+o Alberth] by ChanServ
09:55<@Alberth>hi hi
09:56<@peter1138>i wish i could complete these tiny bit of code to make openttd fully 3d
09:57<V453000>isn't it just one switch?
09:57<V453000>be_3D: true
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10:00<@peter1138>yes that's it
10:00<V453000>just as I thought
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10:03<supermop_>infamous screen shot?
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11:18<@Alberth>hi hi
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11:23<stefino_cz>hey Alberth :)
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11:57<stefino_cz>Alberth: Do you know if it is any answer here for my question from yesterday? Can't see history :/
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12:03<Samu>i got a couple of AIs reachin 2051 in an hour
12:05<@Alberth>stefino_cz: @logs
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12:05<stefino_cz>thanks :)
12:06<@Alberth>the Internet knows everything :p
12:10<stefino_cz>mmm, nothink new in history :D :/ d'oh!
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12:37<Wolf01> win
12:42<@Alberth>sort of BusyBee? :)
12:43<Wolf01>at least they are honest ;)
12:55<Eddi|zuHause>every bug you fix creates two new ones
12:55<Eddi|zuHause>(that's from a book about murphy's law from the 90s)
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13:09<supermop_>yo andy
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13:15<Wolf01>o/ & quak
13:16<andythenorth>is forums?
13:16*andythenorth looks
13:17<stefino_cz>I have a "problem" with grfcodec. If I wanna to write a code for 32bpp sprites I need NFO version 32?
13:18<andythenorth>seems there is forums
13:18<andythenorth>not interestingly today though
13:19<andythenorth>the britnerds are busy with sprites eh :)
13:20<andythenorth>GarryG is using the increased industry limit to good effect :D
13:20<@Alberth>auzind is moving too :)
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13:31<stefino_cz>and grfcodec contain NFO version? I have 6.0.5 it container 2 what can make NFO version 32?
13:33<frosch123> <- nfo version has nothing to do with container version
13:38<stefino_cz>okey...I have a problem with insufficient meta-data and haveno idea what is wrong. Have this code - base code from last grf only rewrite into 32bit cause I'm making 32bit etxrazoom graphics and this is endeavor to replace trafficligt's patch graphic to new
13:40<andythenorth>steam lorries / steam tractors just didn’t haul livestock
13:40<andythenorth>according to google images :P
13:40<andythenorth>reality is not suiting gameplay here
13:41<frosch123>stefino_cz: the header still says "info version 7"
13:41<Eddi|zuHause>you need a guy with a stick that herds lifestock down the road
13:42<frosch123>stefino_cz: no idea where your code originates from. if it originates from decoding a grf, newer grfcodec should default to version 32
13:42<frosch123>stefino_cz: also mind, that the order of "ysize" and "xsize" are swapped between 7 and 32
13:42<frosch123>so converting is not just changing the header
13:43<frosch123>andythenorth: chicken!
13:43<frosch123>i have not heard about or seen a guy who herds chicken down the road
13:44<Eddi|zuHause>frosch123: there was a guy in china who herded geese through the streets
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13:57*andythenorth underwhelmed by own work
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14:10<Wolf01>what, the cdist problem or the "I use some grf's that can't be found ingame in "online content", if u don't have them I think I can turn them off with no crashings"?
14:13<Eddi|zuHause>andythenorth: it's the same cdist problem that was there since forever
14:14<Eddi|zuHause>destinations are on a per-cargopacket-basis, so all cargo produced at the same time gets the same destination. that means at some point you have more destinations than production steps, and destinations will run empty
14:16<andythenorth>I’ve seen the result, but not that explanation of it before
14:16<andythenorth>this is cargo produced, or cargo moved to station?
14:17<Eddi|zuHause>moved to station
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14:18<Eddi|zuHause>you can maybe get around it by making intermediate stations
14:18<andythenorth>I have been getting around it by using multiple pickup stations
14:18<andythenorth>but not understanding clearly why that works
14:18<Eddi|zuHause>that works, yes.
14:19<Eddi|zuHause>but it doesn't scale
14:19<andythenorth>the threshold seems to be adding a third or fourth route to the station
14:19<andythenorth>(can’t remember which)
14:19<andythenorth>after that, vehicles on some routes sit permanently waiting
14:19<andythenorth>which can also block the station
14:36<stefino_cz>frosch123 - problem solved...partly. I generated new grf by las version grfcodec and it gave me nfo 32. But If I rewrite it, grf is succesfuly converted but without 32 bit grf...there is only 8bpp png file and 32bit file is empty :/
14:38<stefino_cz>do you have any idea what's wrong?
14:39<frosch123>did you pass "-g 2" to grfcodec?
14:40<frosch123>then do :)
14:41<stefino_cz>oki :)
14:47<stefino_cz>nice, it works :) thanks a lot frosch :)
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14:56<stefino_cz>and one question in the end...32bpp doesn't have somethink like "refreshable" grf? trafficlights are draw like 4 the same pictures with different colour in lights. and in 8bpp it refresh good but in 32bpp it is "freeze". I have to scroll or move in map to refresh graphics
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15:01<Samu>Sea Level: High for terragenesis creates too little water than original generator on High
15:01<Samu>i'm trying to prepare a generated terrain for AIs to test ships
15:02<stefino_cz>so if I write it 8bpp was graphic automaticly refreshed but now I have to make some movement in view to refresh graphic
15:02<Samu>but terragenesis isn't impressing me, i might go with original
15:04<Samu>original with High, however, is quite extreme!
15:05<Samu>from Medium to High, the difference is huge, needs a preset in-between both
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15:06<Samu>think i'll go with High and original generator
15:06<andythenorth>terragenesis has…issues
15:07<Samu>High for terragenesis feels like Low for Oringal
15:09<Samu>from what i see, there's only 6 AIs that use ships
15:11<andythenorth>Hog is Livestock
15:11<andythenorth>they’re done afaict
15:12<andythenorth>give or take some beautifying of sprites
15:12<Samu>everything looks nice on lightblue
15:12<V453000>Hog is Nice
15:12<Wolf01>andythenorth, I tried to create some layouts for the sbricks I purchased, I have to control 6 motors at the same moment, what do you suggest?
15:13<V453000>sbricks = ass brix = shitbrix
15:14<Wolf01>I have a stewart platform, 3 joysticks are the less complicate solution I found, but I'm not very happy with it
15:14<Eddi|zuHause>is that still english which you are speaking?
15:15<Eddi|zuHause>because i did not understand a single word
15:15<Wolf01>he knows
15:18<Wolf01>I'll have to try with the sequence feature, but I have no clue about it :P
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15:20<Samu>hey Wormnest didn't notice you entering chat
15:20<Samu>wormai finished without crashing
15:21<Samu>there's only 2 train AIs running now
15:21<Samu>NoCAB and SimpleAI
15:21<Samu>i'm testing ships soon
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15:24<Wormnest>glad it didn´t crash Samu
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15:39<andythenorth>Wolf01: I have no idea with sbrick, haven’t seen one :)
15:39<andythenorth>hmm some of those trams are steam
15:39<andythenorth>but they get wires in game :P
15:39<andythenorth>$someone should fix that
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15:40<Wolf01>didn't you have one for the articulated truck?
15:40<andythenorth>nah :)
15:40<andythenorth>loads of PF receivers
15:41<andythenorth>considered one, but eh, too much money
15:41<Wolf01>I purchased 2 some days ago and got them sunday from a friend :P
15:47<Wolf01>now I need to find a good way to put tracks on the 42029
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15:55<andythenorth>Wolf01 do it Arctic Truck style?
15:55<Wolf01>I'm not sure if that or unrealistic style like this
15:56<andythenorth>seen Sariel’s mini on tracks?
15:56<Wolf01>yeah, nice :D
15:59<Wolf01>I think I'll go for an half track style, I'll double the rear axis and make the body longer
16:00<Wolf01> something like this... then I'll replace the wheels with tracks
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16:02<Samu>hmm dictatorai has trouble with rivers
16:02*andythenorth -> bed
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16:03<Samu>i dont know if it's fair to create a scenario without rivers so that dictator can actually do something
16:04<Samu>meh whatever, disabling river generation
16:04<Samu>doesn't hurt
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16:26<Samu>just started the 6 ship AIs
16:26<Samu>erm nop, i made a mistake grr
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16:28<Eddi|zuHause>guys. did you know we're all just bad programmers?
16:28<Eddi|zuHause> has some infallible logic.
16:30<Eddi|zuHause>also fun how he complains about "long dismissive responses", when the short dismissive responses were apparently not working...
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16:36<Samu>devs don't care is the general message you're transmiting, I've been there.
16:36<Samu>i rather remain silent than reply
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16:53<@Rubidium>well... that kind of attitudes have definitely reduces the joy I get from working on this game
16:56<@Rubidium>also the whole whining about devs not accepting most things directly, and the annoyed reactions when you give people constructive feedback on their stuff trying to get it ready (i.e. stable and maintainable) for trunk
17:01<Samu>restarted 6 ship AIs, properly set this time
17:03<Eddi|zuHause>well, all you need is a BIG project manager.
17:04<frosch123>ask for food donations?
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17:14<Samu>hmm i might try a giant empty 4kx4k map without trees, now that i read that
17:15<Samu>(and without water)
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17:29<Samu>an area i think could be improved regarding multi-threading, is saving games, the act of compressing could use more threads
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17:42<Samu>it's strange, 4kx4k world without trees, only 1 town, without industries, without ais, without water... doesn't fast forward faster
17:45<Samu>trees are being planted even when i said no trees
17:50<Samu>let me try again
17:53<Samu>ah, no trees being planted now
17:54<Samu>I expected fast forwarding an empty 4kx4k map to be faster
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17:54<Samu>i don't notice any difference
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18:07<Samu>woah, otvi is putting a good show with ships
18:07<Samu>but nocab is still doing better
18:07<Samu>nothing stops nocab, except trains?
18:08<Samu>i have yet to test aircraft
18:09<Samu>hmm, dictatorai is also doing nicely
18:09<Samu>i really have no idea how this will end, never really tested ships only before
18:10<Samu>i've tested ships in combinations with other vehicle types, but this is different
18:10<Samu>let's see what the AIs are capable of
18:22<Samu>hmm otvi does have some ship depot placement issues
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18:23<Samu>ships can't leave depot, blocked by terrain in either exit
18:24<Samu>and simultaneously, the depot is also blocking passage to other ships
18:24<Samu>the water course is blocked
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18:52<Samu>nocab crashed... too long to save :(
18:55<Samu>restarted nocab without autosaves
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---Logclosed Wed Jun 22 00:00:23 2016