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#openttd IRC Logs for 2016-09-13

---Logopened Tue Sep 13 00:00:14 2016
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02:34<andythenorth>is cat
02:38<argoneus>good morning train friends
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04:56<Wolf01>Finally got rid of that nasty piece of software which is NVidia GeForce Experience... It asked me to login after update
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05:36<Flygon>Oh god, I hate that thing
05:36<Flygon>And the fact they try to railroad you into it for updates
05:38<Wolf01>And not to mention the increased data mining
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06:31<goodger>believe me, it's nowhere near as bad as AMD's version
06:32<goodger>AMD has banner ads in the driver settings program
06:34<Flygon>I noticed that when I updated my drivers
06:34<Flygon>(Laptop's been unstable. Can't source the problem)
06:34<Flygon>(I've done almost everything, but it keeps randomly seizing after a bit of time turned on)
06:35<goodger>reseated the sodimm?
06:39<Flygon>As in
06:39<Flygon>It stalls
06:39<Flygon>Then it unstalls a few moments later
06:41<Flygon>And it seems like certain applications stall at a time
06:41<Flygon>And others don't
06:41<Flygon>And Explorer likes to stall too
06:41<Flygon>Dunno wtf is with that
06:42<Flygon>Doesn't seem to be... but
06:42<Flygon>I'll double check
06:43<Flygon>Usually the fan doesn't even whirr up unless it's doing something 'busy'
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06:44<Wolf01>A friend's laptop automatically shuts down in idle after 10 minutes because overheating, but the fans need replacing as just cleaning up doesn't seem to have any effect
06:45<Flygon>Kinda hope it isn't a significant hardware failure, hahaha
06:45<Flygon>I can't afford a new laptop
06:45<Flygon>CPU's hovering around 45c
06:45<Flygon>Speccy can't get either GPU's temps
06:45<Flygon>(Intel and AMD)
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09:13<Samu>i need some help
09:13<Samu>i want to build on canal of competitor
09:13<Samu>building a ship depot
09:14<Samu>ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); - this is my biggest headache
09:14<Samu>i got to work around the failure when it tries to build on a canal of competitor
09:15<Samu>it fails, but it still needs to check if the tile is valid for placement
09:15<Samu>does this code look right?
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09:19<Wolf01>CheckTileOwnership() does return Failed if the owner is different than your company?
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10:02<Samu>sorry lunch time got in between
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10:04<Samu_>Owner o1 = wc1 == WATER_CLASS_CANAL ? GetCanalOwner(tile) : _current_company;
10:04<Samu_>WaterClass wc1 = GetWaterClass(tile);
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10:06<Samu__>my internet sucks today
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10:21<Samu>sorry Wolf01 for not answering earlier
10:22<Samu>looks like the code is fine, at least for now
10:23<Samu>my main concern is that industries can have water at the ground but have no owner assigned to them
10:23<Samu>i can't use GetTileOwnership on industries, or it gives me an assert
10:24<Samu>namely referring to the oil rig
10:27<Samu>the other problem is objects
10:27<Samu>objects can have water at the ground
10:28<Samu>rocks on water that are canals
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10:30<Samu__>stupid internet
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11:48<Samu> - is this code readable? any improvement needed?
11:48<Samu>i tested it and it works
11:49<Samu>hmm i think it can be improved
11:50<Samu>let me see
11:50<Samu>ah no it can't, I need wc1 and wc2 down there
11:51<Samu>Owner oc1 = wc1 == WATER_CLASS_CANAL ? GetCanalOwner(tile) : INVALID_OWNER;
11:51<Samu>i had no way to put anything else there
11:52<Samu>when oc1 is being sent to MakeShipDepot
11:53<Samu> - this happens
11:53<Samu>better yet, with description
11:54<Samu>then there's SetCanalOwner and GetCanalOwner
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11:55<Samu> - i dont have a description for them yet
11:56<Samu>the comment mentions OWNER_WATER, got to remove it, i don't use it after all
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12:16<Samu>im not sure if i need a savegame conversion
12:16<Samu>or a afterload thingy
12:16<Samu>must think
12:19<Samu>yep, i need t.t
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13:50<Wolf01>o/, quak
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13:56<andythenorth>lo V453000
13:56<andythenorth>have you forked FIRS to 32bpp yet?
13:57<V453000>didn't even finish my SH40 yet :P
13:57<V453000>almost though
13:57<andythenorth>user hoomans are needing YETI-FIRS
13:57<andythenorth>in full technicolor
13:58<V453000>wich hooman
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14:00<V453000>well, it's not the first time this idea comes up :P
14:01<V453000>until someone actively puts effort into making graphics, I will just ignore it ;)
14:03<andythenorth>I think you are supposed to make them ;)
14:03<andythenorth>that is the idea
14:03<andythenorth>you made YETI
14:03<andythenorth>ergo you are the person to make all 32bpp sets for free
14:03<andythenorth>is how it works, no? o_O
14:03<V453000>in their minds, yes :)
14:07<V453000>honestly I would love to make shitload of newgrfs for openttd
14:08<V453000>but at the same time I would love to make a shitload of grafix for factorio, and spend shitload of time with my family
14:08<V453000>but ye
14:10<frosch123>i found the notion "av9, once it's complete" funnier :)
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14:14<andythenorth>ha ha
14:16<andythenorth>how big do you want your trams?
14:16<andythenorth>and does each generation get (a) not bigger (b) a bit bigger © much bigger
14:16<frosch123>geometric middle between bus and 4-tile train
14:17<andythenorth>4 tile train, or 4 tile Iron Horse metro? :P
14:17<Samu>question - are these explanations easy to follow? does it need more information?
14:17<Samu>at savegame conversion
14:18<frosch123>iron horse metro
14:18<Eddi|zuHause>your (c) got autoreplaced by your weird app...
14:18<andythenorth>silly app
14:19<Eddi|zuHause>i once used an icq client which replaced (c) with a coffee mug
14:19<andythenorth>I can’t find how to turn it off
14:19<andythenorth>960 pax for 4 tile IH metro
14:19<frosch123>your app needs Ⓐ and Ⓑ
14:19<andythenorth>30 pax for bus at same year
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14:20<frosch123>960 pax for 4 tile metro :o
14:20<andythenorth>it’s high capacity :P
14:20<frosch123>didn't know they were that big
14:21<frosch123>well, rule still holds, tram should be something inbetween
14:21<andythenorth>200 pax for equivalent normal train
14:21<andythenorth>120 pax for current RH tram in that year
14:21<frosch123>Eddi|zuHause: ☕
14:21<andythenorth>120 seems high, when playing
14:21<Eddi|zuHause>that is too tiny in my font
14:22<andythenorth>2 tram sizes?
14:22<andythenorth>preferably not
14:22*andythenorth tests some towns
14:22<Eddi|zuHause>i'd say 1 (full tile) tram should cover 4 (half-tile) busses
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14:24<andythenorth>unless the buses are double-decker
14:24<andythenorth>which is mostly a UK problem :P
14:27<andythenorth>120 seems to work
14:28<andythenorth>7 trams will clear the stations in a 5k pop. city, whilst making money
14:28<andythenorth>and not blocking at stations
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14:36<Eddi|zuHause>where britain uses double decker busses, most other european countries use articulated busses
14:36<Eddi|zuHause>except maybe west berlin
14:38<V453000>west berlin uses tanks?
14:39<supermop>Buses load slow
14:39<Eddi|zuHause>something like that :p
14:39<V453000>supermop: add more conveyor belts and robotic hands
14:39<supermop>double decker tanks load slower
14:40<andythenorth>buses load slow
14:44<andythenorth>meh, I should probably remove double decker buses
14:44<andythenorth>but if everything is ultra-logical, it gets boring
14:46<supermop>egrvts is interesting in its completionism, where there are separate strengths to double decker, coach, single, and bendy
14:47<supermop>i almost never use double deckers in egrvts. RH might have 'rosters', in which case you will want stereotypical britishness
14:47<andythenorth>the default roster is quite brit-ish
14:47<andythenorth>every roster has a number of quirks, I think double decker buses are one
14:48<supermop>that said, the double decker almost always loses to trams
14:48<andythenorth>unless you can’t be bothered to build trams
14:49<supermop>coach is right capacity for small towns, tram owns double deck every other case
14:49<supermop>except lay-up
14:49<andythenorth>in egrvts?
14:49<andythenorth>or in road hog?
14:51<andythenorth>I am planning to make the double-deckers slightly smaller also
14:51<andythenorth>wonder if they are valid?
14:52<V453000>I actually think double deckers are the strongest option in eGRVTS over bendy fuckers
14:52<V453000>simply because you get two of them in space of one, with more capacity and same loading speed when combined
14:52<V453000>idk about the exact numbers, but that was the idea iirc
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14:55<andythenorth>yeah, that’s the idea in RH at least
15:00<Wolf01>Fuck... a steam train passed on the station near my home today and I didn't know :(
15:05<Eddi|zuHause>sometimes i just role-play a city and don't build trams in favour of busses
15:06<Eddi|zuHause>the disadvantage of double deckers should be very slow load times
15:07<andythenorth>although load times aren’t exposed to players
15:10<Eddi|zuHause>could put them as extra text
15:14<frosch123>what about self-discharging busses?
15:16<andythenorth>I think they self-discharge more or less
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15:23<andythenorth>ha ha
15:23<andythenorth>HEQS trams are so small :o
15:24<andythenorth>but also so long :P
15:24<andythenorth>6 tiles
15:32<Eddi|zuHause>6 tiles was probably a bit exaggerated, but i think 2 tiles was fine
15:33<Eddi|zuHause>i always found the HEQS trams a bit narrow
15:33<Eddi|zuHause>in the context of other GRFs
15:33<Eddi|zuHause>not necessarily based on "realism"
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15:45<Samu>there is no Canal owner string
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15:53<Samu>what should be the description of the tile when querying a canal that was built on a river?
15:54<Samu>Canal? Canal on River? Canal with river beneath?
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15:54<Samu>something different?
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15:59<Samu>anyone knows english?
16:01<Samu>does "canal with river beneath" make sense in english language?
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16:05<Alkel_U3>something like river with levee or dike would make more sense IMHO
16:06<@Alberth>Canalised river?
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16:07<andythenorth>also ad-hoc river
16:11<Alkel_U3>it redirected me to for the first time and I was very confused because there were no trams there
16:13<Alkel_U3>I've seen such submarine tram this year, too. Strong rain clogged all drains
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16:19<Samu>canalised river?
16:19<Samu>river with levee?
16:19<goodger>canalised river
16:19<goodger>I live next to one
16:20<Samu>alright, canalised river it is
16:20<goodger>admittedly it is in the netherlands >_>
16:24<Eddi|zuHause>we have a few canalised rivers here
16:24<Eddi|zuHause>expecially near open mines
16:24<supermop>we would say 'channelized' here, at least a hydrological engineer would
16:24<supermop>but that also applies to a non navigable river
16:28<Eddi|zuHause>the words "canal" and "channel" are completely synonymous for me
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17:27<Samu>currently dealing with bankruptcy and company merge for ship depots with canal owners
17:32<Samu>awesome, got it right
17:32<Samu>infrastructure count is also being transferred correctly
17:35<Samu>can't believe I'm able to do this on my own
17:35<Samu>well, with a bit of help of course
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17:43<Samu>what happens to the road... whatever i'll check
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17:48<Samu>oh, the new owner takes it
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---Logclosed Wed Sep 14 00:00:15 2016