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#openttd IRC Logs for 2016-07-04

---Logopened Mon Jul 04 00:00:41 2016
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00:46<Rook>Hey yall
00:46<Rook>Anyone alive around these parts?
01:05<Eddi|zuHause>not at this hour, certainly
01:11<Rook>Certainly... I'm sure the date has something to do with it as well
01:11<Eddi|zuHause>unlikely, as most people here are european
01:12<Rook>My mistake
01:15<Rook>Just thought I'd poke my head in. Starting my first OpenTTD game. Was thinking about beginning in 1850, hoping a veteran might provide some insight. Good starting point for a new player? Any particular NewGRFs you'd recommend?
01:16<Eddi|zuHause>i'd not recommend starting that early
01:16<Eddi|zuHause>most of the newgrfs out there start around 1920
01:17<Eddi|zuHause>with the default vehicles i'd not start before 1930
01:17<sim-al2>NARS 2 and UKRS2 do have some options for that early
01:17<Rook>What year do you recommend?
01:17<Rook>As a starting point
01:18<Rook>*do yall recommend?
01:20<sim-al2>I tend to start somewhat latter, like 1950 or even later, but that's because I prefer to build diesels or electrics
01:23<Rook>1950 it is
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06:05<NGC3982>I downloaded 1.6.1 generic and a graphics set. I used hg to clone the graphics set to the current directory, but also to ~/.openttd/baseset (since that is actually what the readme say). I still can not start due to it not finding my graphics set.
06:06<Eddi|zuHause>you downloaded the opengfx source, not the binary
06:07<Eddi|zuHause>you still have to "make" the source
06:08<NGC3982>That was easy. I should have seen that :).
06:08<NGC3982>Thanks Eddi.
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07:02<argoneus>good morning train friends
07:04<Eddi|zuHause>it's still so wrong every single time.
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10:04<Xaroth|Work>o/ Alberth
10:56<Eddi|zuHause>can anyone tell me what i have 30 vassals for when they're never where i need them to be?
10:58<@Alberth>spreading them, increasing the chance they are where you want them?
10:58<@Alberth>s/chance/odds/ probably
11:10<@Alberth>Wikipedia doesn't seem to agree with you
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11:15<V453000>you don't write niggerr either
11:15<V453000> /racism off
11:16<debdog>oops, misread the dic
11:36<Samu>3 more years for another ship ai reaching 2051
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12:54<Samu>last year for DictatorAI NPF Ships
12:55<Samu>i'm gonna have to wait for all other servers to reach 2051, i want to update everything to 1.6.1
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14:35<Milek7> GSTile::GetDistanceSquareToTile
14:36<Milek7>why somebody would want distance square?
14:36<Milek7>it couldn't return just distance?
14:38*andythenorth wants to paste into a paletted image, ignoring a colour
14:38<andythenorth>options seem to be (1) convert to rgba, use alpha channel (2) modify each pixel directly
14:38<andythenorth>or (3) mask
14:39<andythenorth>but I think the mask only masks the destination
14:39<andythenorth>I need to mask the source
14:39*andythenorth must test :P
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14:54<@Alberth>distance square is much cheaper to compute
14:56<@Alberth>gimp is probably the better tool for such things :p
14:56<@Alberth>that said, I'd probably build a map of the palette to convert the new colours
14:57<@Alberth>unless your pasted colours are outside the palette, in which case you'd end up with rgba I think
14:58<andythenorth>I wondered about mapping the palette
14:59<Milek7>most cpus have fpu which can square root
14:59<Milek7>unless you want to avoid floats
15:00<@Alberth>no sqrt is always faster than a hardware sqrt :)
15:00<@Alberth>and yes, openttd generally avoids floats, although for GS it doesn't matter much
15:00<frosch123>it does
15:01<@Alberth>if you know the value you compare your distance against, it's simpler just to take the square and compare with that
15:01<frosch123>for example you cannot put a float into an ailist
15:01<frosch123>which means you cannot use the valuator stuff
15:01<frosch123>which means you cannot sort stuff by distance
15:01<frosch123>in other words: all usecase for distance i can think of, are better off with distancesquare
15:01<frosch123>what use is in the non-squared distance?
15:02<@Alberth>thanks for the update
15:02<frosch123>ottd also uses distancesquare in all its computation
15:03<frosch123>the non-square distance is just never needed
15:04<Milek7>it shouldn't be named distancesquareD?
15:06<@planetmaker>how are folks?
15:07<andythenorth>lo planetmaker :)
15:08<@Alberth>hi hi
15:11<@Alberth>how are you? haven't seen you in a long time
15:18<@planetmaker>yeah, been pretty busy recently, and was 2.5 weeks abroad in the US - and very much preparation to do before going onto that business trip
15:19<@planetmaker>but the rocket did fly... so success, I guess ;)
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15:19<@Alberth>:o exciting :)
15:20<@planetmaker>quite :)
15:22<@planetmaker>anything significant I did miss in the meantime?
15:25<@Alberth>green grass in ogfx+landscape? :)
15:25<@planetmaker>hm, that looks less tiled
15:26<@planetmaker>which is a good thing, I guess
15:26<@Alberth>difference is quite hard to tell, especially with the bottom one, 2 posts down
15:27<@planetmaker>yeah... not sure that shows both kinds. It only shows new, does it?
15:27<@Alberth>could be, I don't see any difference between tiles
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16:23<FLHerne>orudge: Can we have the meetup in the channel topic?
16:24<FLHerne>There must be _someone_ who hasn't heard about it yet :P
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18:18<Eddi|zuHause><debdog> *vasall <-- different languages seem to handle that differently...
18:18<debdog>hatte erst 'nen typo vermutet. "vessel", da auch von schiffen die rede war
18:19<debdog>so much vor different languages ;)
18:20<debdog>and the ships in ottd are not where one needs them either
18:20<Wolf01>still arguing about that?
18:22<debdog>nahh, just explaining myslef. no talk about that while you've been gone :)
18:22<Eddi|zuHause>i just came back
18:22<Eddi|zuHause>so i picked up where i left off
18:23<Eddi|zuHause>and nobody cares about the on-topic discussion inbetween :p
18:23<debdog>which discussion?
18:24<Wolf01>just came back too :P
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23:14<owen_>hello, is there an open ttd mod where distance are realistic relative to vehicle size?
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---Logclosed Tue Jul 05 00:00:43 2016