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#openttd IRC Logs for 2016-11-13

---Logopened Sun Nov 13 00:00:42 2016
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06:28<Wolf01>How do I create a patch with git CLI? There are 3297686876 ways
06:28<Wolf01>I already staged the changes
06:29<Wolf01>I always get an empty .patch file
06:36<@Alberth>I think git diff --staged
06:39<@Alberth>committed revisions are displayed with git show <revision>
06:39<@Alberth>Wolf01: ^
06:49<@Alberth>I wonder whether you can reliably reconstruct the industries at a map when loading from a Terkhen scenario format ( ) file. Couldn't a newgrf for example check for surrounding industries, and refuse to build as it misses an industry that is listed later in the file, or so?
06:50<@Alberth>In theory similar problems could exist in houses etc, I guess
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06:54<Wolf01>If I don't stage a change, why does it commit it anyway?
06:55<Wolf01>Oh, no, it switched panel automatically
06:55<Wolf01>Mmmh, now I might need to reapply the patch
06:56<@Alberth>mixing CLI and a smart Gui is generally a bad idea
06:57<Wolf01>Eh, CLI for git is shit, GUI for git is shit, with both I was able at least to do what I do with a single command in SVN
06:58<Wolf01>If only SVN wasn't so attached to it's revision numbers...
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07:12<Wolf01>Mmmh, generic functions with uint arguments.. I need to cast shit out of them
07:12<Wolf01>Or conversion functions
07:13<Wolf01>Another Pack-Unpack... but for 2 identifiers this time
07:19<Wolf01>2 * 5 bits, but 1st bit is shared between both, so it must be grouped apart as 2-4-4, which allows to be used as TransportType/RoadTypes
07:20<Wolf01>Well, it will be funny
07:20<Eddi|zuHause>maybe you can use templates instead of uint?
07:21<Wolf01>I need to rewrite the rail functions, or write new ones for road only
07:21<Wolf01>tunnelbridge is shared between transport types
07:21<Wolf01>And uses uint for everything
07:23<Wolf01>BTW, the worst problem is just in the MakeBridgeRamp function which is used by road, rail, aqueduct
07:23<Wolf01>I think I'll do one for road only
07:23<Wolf01>After lunch
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08:01<Wolf01>Wtf changes my m4 value for road bridges? I'm setting that at last
08:07<@Alberth>set a watchpoint at it?
08:08<Wolf01>I think it already comes malformed, must debug
08:12<Wolf01>Eh... missing 3 bits...
08:17<Wolf01>Now, tunnel
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09:02<Wolf01>Mmmh, no NRT teammates today
09:06<@Alberth>seems that way
09:07<Wolf01>Depots, bridges and tunnels seem to work
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09:21<V453000>it's alive
09:21<V453000>deploying slugs
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09:33<Wolf01>I wanted to watch a DVD I purchased it 2 days ago... but it's not arrived yet :(
09:39<Wolf01>I might need frosch for the build station command... or somebody else which could be able to find some space for 8 bits in the array for road stops
09:40<Wolf01>m4 is used for station graphics (rail), it could be used for roadtypes, but not sure if it will be needed in future even if we decided to not change station graphics with roadtype
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09:54<Wolf01>Fixed bridges, tunnels and depots
09:54<Wolf01>Need help for roadstops
10:09<andythenorth>what’s the go? o_O
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10:11<Wolf01>Do you get highlighted on "cat"?
10:14<andythenorth>no :)
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10:18<V453000>SLUG POWER
10:19*andythenorth afk, watching Outback Truckers
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10:42<supermop_>yo andy
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11:05<supermop_>this seems a bit of an overreaction:
11:16<andythenorth>wtf has shutil gone?
11:17<@Alberth> :)
11:23*andythenorth triggered some code designed to handle an edge case, which hadn’t been tested
11:23<andythenorth>because edge case
11:24<V453000>andythenorth: what is the highest capacity/speed truck in roadhog?
11:25<andythenorth>for truck is about 40t, 80mph
11:25<andythenorth>for tram is 72t, 45mph
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11:26<V453000>some nerd is asking :) thanks
11:27<andythenorth>iz docs
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11:39<andythenorth>can’t use @property decorator outside a class?
11:39<andythenorth>getting weird results
11:40<andythenorth>it was a wrong thing to do in that case anyway
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12:03<Eddi|zuHause>@property outside a class doesn't sound like a sane thing to do
12:07<andythenorth>it was wrong
12:07<andythenorth>I was just being lazy in a one-time migration script I’m writing
12:09*andythenorth compiles
12:09*andythenorth needs a faster mac
12:11<Wolf01>Buy a PC
12:13<andythenorth>I need a faster pc or mac that runs OS X, and ships in a 3lb metal enclosure with > 10 hours battery life :P
12:14<andythenorth>but will an i5 run nmlc as fast as an i7? :|
12:14<andythenorth>nmlc is probably single-core, so the hyper-threading thing might be irrelevant?
12:16<@Alberth>project is at ssd?
12:17<@Alberth>hmm, may not make that much difference for nml
12:18<andythenorth>mine is ssd
12:18<andythenorth>new ssd will be about 4x faster though
12:18<andythenorth>when I unlock my wallet :P
12:23<andythenorth>98 spritesheets migrated to a new format
12:23<andythenorth>time to run the script: about 3s
12:25<@Alberth>text processing and building objects is likely more significant for nmlc
12:27<@Alberth>together with making too many copies of the objects, but it's horribly hard to find where you can safely eliminate that
12:28<andythenorth>nmlc speed is mostly acceptable
12:28<andythenorth>but not when my anti-virus scan is running :P
12:30<digdug>hello guys, I have a question: is there any plan to implement autopresigs of ttdpatch to openttd ? It was a feature that I used really a lot and year after year I tried to start playing openttd, but always felt that missing.
12:33<V453000>what does it do?
12:33<digdug>it automatically converts signals to presigs when a train enters the signal block
12:34<V453000>what :D
12:34<digdug>(and if certain requirements are met)
12:35<Wolf01><V453000> what :D <-
12:35<digdug>it you never have to manually place presigs, you just place normal signals all the time and they get converted
12:35<digdug>if you build the network correctly :D
12:35<Wolf01>We just use PBS
12:36<digdug>it is compatible with pbs
12:36<digdug>i used to have both on in ttdpatch
12:36<Lejving>why can't you just place presignals?
12:37<digdug>of course I can, but it's fun to see a signal block autoconverting when a train enters it, and it makes the game more accessible to newbies
12:38<V453000>we don't use PBS all the time, but when I want something work in a very specific way, the game has no way of knowing when to place presignals
12:39<digdug>fair enough :)
12:39<Lejving>digdug, nitrous oxide is pretty funny too but you don't see me using that!... often
12:41<digdug>well, I don't know :( I mean, it's a feature that made ttdpatch so accessible and easy to use, I was just wondering if anybody thought about implementing it in openttd at some point
12:42<V453000>having signals automatically convert themselves sounds to me like a newbie-friendly thing, but for anybody who wants to build something in a specific way it is more harm than anything
12:43<digdug>yes, totally agree with that
12:44<digdug>in ttdpatch it works if there is a block with at least 1 1way entry signal and 2 2way exit signals, it doesnt convert everywhere all the time
12:45<digdug>basically it makes it trivial to build a multiplatform station entry junction
12:45*andythenorth just builds PBS :)
12:46<andythenorth>aren’t presignals dead, except for coop stuff?
12:46<digdug>i'm confused, how do you use pbs without presigs ?
12:47<andythenorth>just build PBS signals
12:47<andythenorth>I know there are people who love using presignals, but eh, I don’t miss them :)
12:47<Alkel_U3>ttdpatch's pbs signals are by default just presignals which also allow to reaerve a path through the block; openttd's pbs signals are a bit different
12:47<andythenorth>although depot routing is easier with presignals, with PBS trains can’t find depots
12:47<Lejving>presignals are faster than pbs
12:48<V453000>Alkel_U3: that is exactly the signal that openttd could use, would be nice
12:48<V453000>andythenorth: any routing, in depots it is just easiest visible due to large penalty differences
12:49<Alkel_U3>V453000: rarely I would use that. I guess programable signals would cover that
12:49<digdug>Alkel_U3, i see
12:49<supermop_>Lejving: how faster?
12:49<V453000>programmable signals are utter shit, I dont want to click each signal to see what they do
12:50<andythenorth>where’s the need also?
12:50<andythenorth>people have trains that don’t go where they want?
12:50<Alkel_U3>yeah, it doesn't fulfill the dream of perfect UX :-)
12:50<supermop_>play testing yaam patch has made me spend hours reading about historic signalling practices
12:51<digdug>i used programmable signals for high slopes and very heavy slow trains (with multiplier x200 or more), rerouting fast trains in a specific line and slow trains on another
12:51<Lejving>supermop_, it forces the choice at the split rather than at first signal as with pbs
12:51<@Alberth>no need, all signals of the universe are at the OpenTTD wiki :p
12:51<V453000>often andythenorth
12:52<V453000>digdug: that is a very specific thing
12:52<digdug>but i agree, programmable signals are not very useful
12:52<Alkel_U3>digdug: that sounds like routing restrictions, which is different from programale signals
12:52<V453000>you can do pretty much anything with the current signals already
12:52<andythenorth>just build waypoint on the hill, route slow trains through it
12:52<supermop_>karn did not have a concept for how to treat non-pbs signals in his patch, so i tried reading up on other signalling regimes
12:52<digdug>Alkel_U3, yes, you are right
12:52*andythenorth is a low-tech man in a hi-tech world :P
12:53<supermop_>there are railways on this earth that have used 2-aspect signals without trains flying through and crashing, so there must be a way
12:55<andythenorth>excavate mountain, build tunnel
12:55<andythenorth>proper TTD style
12:55<Eddi|zuHause><andythenorth> people have trains that don’t go where they want? <-- there are two different things here. people have trains that don't go WHERE they want (=> could use restricted signals) and people have trains that don't go WHEN they want (=> could use programmable signals)
12:55<Wolf01><V453000> programmable signals are utter shit, I dont want to click each signal to see what they do <- just put a floating sign above it
12:56<Supercheese>sign clutter
12:56<andythenorth>80 char wide, black and white
12:56<andythenorth>with all the script
12:56<andythenorth>they’re programmed in squirrel or something?
12:56<Eddi|zuHause>you mean black and green or black and amber?
12:56<andythenorth>black and green
12:56<andythenorth>I do apologise
12:57<Wolf01>Green phosphorus displays
12:57<Wolf01>I have one
12:57<Eddi|zuHause>i think i have seen one black-and-amber screen in my life
12:57<andythenorth>I used to work on them
12:58<andythenorth>for 3 months
12:58<andythenorth>data entry
12:58<Eddi|zuHause>that was 20 years ago, on a system that was at least 10 years outdated by that time
12:58<Eddi|zuHause>i wonder if they still use that system today :p
12:59<Wolf01> i even have one of these
13:00*andythenorth looks for text-based train simulators
13:00<andythenorth>there were some in the 1980s
13:00<Supercheese>Dwarf Fortress minecarts
13:00<andythenorth>they might be just what some OpenTTD players need
13:00<andythenorth>V453000: done with BRIX? o_O
13:01*andythenorth needs to redo FIRS again :(
13:01<andythenorth>Arctic Basic sucks
13:01<V453000>no, done with how did signals get to calculator "D
13:01<andythenorth>I have one vocal player who hates it
13:02<andythenorth>but most of his suggestions are unworkable, because he’s looking for 1700-1900 or so
13:02<V453000>XD one vocal player is always big deal
13:02<andythenorth>and I’m starting around 1860 ;P
13:02<V453000>that's unfortunate
13:02<andythenorth>he’s correct in his diagnosis
13:02<andythenorth>but most of the suggestions aren’t ones I can implement
13:02<supermop_>andythenorth: im playing arctic basic in sub-tropic right now
13:02<V453000>fucking heretic
13:02<andythenorth>because I’m not making a historical Norwegian economy simulator
13:03<Supercheese>he's crossed the streams!
13:03<andythenorth>supermop_: while you’re there, you can redesign it :P
13:03<supermop_>making paper out of palm trees
13:03<supermop_>checks out
13:03<andythenorth>he wants fruit, fish, alcohol, iron ore
13:03<Wolf01><V453000> no, done with how did signals get to calculator "D <- I like to explore new ways to get off topic
13:03<andythenorth>which starts to look quite close to
13:04<Wolf01>BTW, roadstops, now
13:04<supermop_>tbh honest most of scandinavia is pretty temperate
13:04<andythenorth>the current economy is quite definitely Finland
13:04<andythenorth>Kyoske helped design it
13:05<andythenorth>Kyosuke *
13:05<andythenorth>Wolf01: nicely played
13:05<andythenorth>a Basic economy that only works after 1950 is lame
13:06<andythenorth>do they have sawmills in scandinavia?
13:06<Wolf01>PlaceRoadStop() function receives p2 with some bits set which are documented, but inside more bits are set, I think they should all be documented to avoid passing some bit and then guessing why you get another value
13:07<andythenorth>basic economies don’t have primaries with multiple secondaries
13:07<andythenorth>it’s not relaxing :P
13:08<andythenorth>so forest -> paper mill and forest -> sawmill doesn’t work
13:08<andythenorth>unless I add a distinction between logs and pulpwood
13:08<Wolf01>Is primary economy just reduced cargo variations and byproducts?
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13:08<Wolf01>Or you even reduce number of industries?
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13:10<andythenorth>about 20 cargos and 20 industrites
13:10<andythenorth>and most cargos have one source and one endpoint, with some exceptions
13:11<Supercheese>and more import/export industries
13:11<andythenorth>not more, but same, they’re important to shortcut chains
13:11<Supercheese>proportionally more
13:11<Supercheese>they get diluted in the extreme
13:11<andythenorth>oil rigs are a PITA, because they limit viable start date of game
13:12<digdug>mmhh, how hard is to customize cargo and industries ?
13:12<andythenorth>not hard
13:12*andythenorth has been doing it since 2008, YMMV :)
13:12<digdug>nice :) is there a tutorial for it ?
13:13<andythenorth>not sure
13:13<andythenorth>looks not
13:13<digdug>do I need some form of programming knowledge ?
13:14<digdug>aww :(
13:14<andythenorth>industries run code for many things
13:15<digdug>so,how does it work, do you have to make a patch and compile the game with your modifications ?
13:16<@Alberth>you make a firs-like newgrf, and load it
13:16*andythenorth wonders what the theme is for Arctic
13:17<andythenorth>theme for Temperate Basic is basically ‘where andythenorth lives’
13:17<andythenorth>theme for Tropic Basic is ‘export food’
13:19<andythenorth>theme for Arctic was ‘high value engineering’…i.e. vehicles
13:20<andythenorth>which works for modern scandinavian economies, but quite limited
13:20<andythenorth>only works after 1950, and nearly all cargo goes to vehicles chain
13:21<@Alberth>wood processing?
13:22<@Alberth>or snow holidays :p
13:22<andythenorth>frosty the snowman
13:22<andythenorth>pine forests
13:22<andythenorth>reindeer farm
13:22<digdug>are these nice newgrf available or are you make them only for you ?
13:23<andythenorth>they’re on bananas (in-game content service)
13:23<@Alberth>ever heard of FIRS ?
13:23<@Alberth>santa claus
13:24*andythenorth bbl, dinner
13:24<@Alberth>enjoy :)
13:24*andythenorth needs a theme :)
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13:33<digdug>never heard of firs
13:40<@Alberth>download it, and install it together with a vehicle set :)
13:41<@Alberth>if you get firs 1, select a different economy in the parameters, as "extreme" will get you very much lost
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13:58<Wolf01>Mmmh, it seem I can place roadstops on existing roadtypes, now I should check why it doesn't build the right roadtype when there's no road
14:00<Wolf01>I call MakeStation then SetRoadTypes, I think I missed something around
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14:01<Wolf01>Right, no road on tile, no roadtype extracted
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14:03<Wolf01>Well, shit, 2 road roadtypes made a tramtype
14:03<Wolf01>Dinner time
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14:33<Wolf01> I'm not sure if it's right, but without this is impossible to build roadstops
14:34<Wolf01>Maybe I should move up even the last 2 lines
14:44<Wolf01>Ok, the last 2 lines are useless
15:00<Wolf01>Alberth, do you remember your thoughts about drag&drop roadstops over road segments in wrong direction? Heh, now I have the same problem with different road types XD
15:00<@Alberth>ha :)
15:01<Wolf01>I managed to overwrite the roadtype when building the roadstop, which is not what I want
15:04<@Alberth>hmm, good luck with that, gtg now
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15:05<andythenorth>Wolf01: should I pull NRT?
15:06<Wolf01>If you just want bridges and tunnels yes, or you could wait until I make a pull request
15:06<Wolf01>Roadstops are the evil
15:07<V453000>I knew it
15:08<Wolf01>But I'm not less stupid, I used the *only* function I made to create the structure for roadtypes which doesn't do any control
15:09<Wolf01>How does it work for rails?
15:10<Wolf01>Can you build stations over rails? And over different rails at the same time?
15:10*andythenorth exploring Scandinavia
15:10<andythenorth>Wolf01: I will test
15:10<andythenorth>you can definitely build over rails
15:11<andythenorth>the NG rails in Termite have different widths for \ /
15:11<andythenorth>oh maybe I did that as a test :P
15:12<andythenorth>Wolf01: railtypes - can’t build a station over other railtypes, only the currently selected one
15:12<andythenorth>when overbuilding an existing station, can overbuild other types
15:13<andythenorth>consistent eh :D
15:13<V453000>not mirroring / \ ?
15:13<andythenorth>I tried making NG narrower :P
15:13<andythenorth>and I was using my test grf
15:14<andythenorth>hmm economy of sweden
15:14<andythenorth>hydropower is not a good ottd cargo
15:14<andythenorth>nor is pharmaceuticals
15:14<andythenorth>nor telco services
15:15<V453000>there goes realism
15:15<Wolf01>Heh, nice, to make it consistent then I'll leave it as is now: if there is already a road don't give a fuck and make it the type of the roadstop, if there is a roadstop and you build another roadtype one over it, convert that one to tram in a weird way XD
15:16<andythenorth>Wolf01: just ship it, and we’ll see if it’s weird in game :)
15:16<Wolf01>It is really weird, trust me
15:16<Wolf01>Road A + Road B = tram C
15:17<Wolf01>With one of the two initial roads underlay
15:19<Wolf01>Also if I remove a roadstop from normal road I get... road, if I try to remove a roadstop from another roadtype I get an assert :P
15:19<andythenorth>it’s trying to restore road?
15:20<Wolf01>No, it just seem that it tries to get the roadtype and there's no road
15:23<Wolf01>Oh, that's how you use a function before it's definition... you just spam the declaration everywhere
15:27<Wolf01>Roadstops seem to not do any magic with roadtypes
15:28<andythenorth>meh no wonder the Norway suggestions are limited
15:28<andythenorth>1% of the economy is bulldozers
15:29<andythenorth>most of it is oil
15:30<Wolf01>c->infrastructure.road[rt] -= 2; <_<
15:31<andythenorth>sweden is much more diverse
15:31<Wolf01>Ok, that's the trackbit count for infrastructure, nothing related to roadtypes
15:31<andythenorth>but telecoms and medicines are not useful
15:33<V453000>jesus fucking christ
15:33<V453000>realism foxhole
15:33<V453000>rabbit hole?
15:34<andythenorth>to be crude about it
15:35<andythenorth>but FIRS temperate basic is 100% realism
15:36<andythenorth>V453000: give me a theme for Arctic
15:36<andythenorth>other than reindeer
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15:41<V453000>idk, deer?
15:42<V453000>idk, focus around heavy industry and wood? for arctic?
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15:42<andythenorth>stuck on wood
15:43<andythenorth>wood -> papermill (current version)
15:43<andythenorth>or wood -> sawmill?
15:43<V453000>that's what she said?
15:43<V453000>why not both?
15:43<andythenorth>if I do realism, there is logs and pulpwood
15:43<andythenorth>moar cargos?
15:43<andythenorth>moar cargos never seems to go wrong tbh
15:43<V453000>do you have no use for goods / lumber?
15:43<andythenorth>there is use yes
15:44<andythenorth>iz Basic though, don’t want one primary -> two secondary
15:44<andythenorth>Basic is discipline
15:44<V453000>lumber goes to tyre plant
15:44<V453000>tada solved
15:44<andythenorth>winner is you
15:44<andythenorth>get theme, make set
15:44<V453000>idk, one primary -> secondary is interesting
15:44<andythenorth>no theme, no good
15:45<V453000>-> 2 secondary I mean obv
15:45<andythenorth>it is in Extreme and such
15:45<V453000>but it has no place here yes
15:45<V453000>doesn't fit
15:45<andythenorth>extremely interesting much
15:45<andythenorth>such discipline :P
15:45<V453000>what's wrong with the current one?!
15:45<andythenorth>I used to just make industries I thought were cool
15:45<andythenorth>current one
15:46<andythenorth>1 player doesn’t like it
15:46<andythenorth>also, it’s weird
15:46<andythenorth>1 player hates it actually
15:46<andythenorth>but still weird
15:46<andythenorth>too much chemicals
15:46<andythenorth>and only works after 1950 or so really
15:46<V453000>inform player about fucking to specific direction? :)
15:47<V453000>chemicals are nice
15:47<V453000>yes, I am looking there :)
15:47<andythenorth>look at all places for chemicals :P
15:47<andythenorth>I thought it would be cool
15:47*andythenorth wrong
15:47<V453000>that's great
15:47<V453000>I like it
15:48<V453000>many straight forward cargoes A->B->C and one which spices it up which makes you deliver to all other secondaries
15:48<V453000>I find that good
15:48<Wolf01>Could you add more goods types accepted by city?
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15:49<andythenorth>vehicles -> city? o_O
15:49*andythenorth won’t change it without some better theme
15:49<andythenorth>at least this one has a concept
15:49<frosch123>andythenorth: i am sure vikings already had steam engines
15:49<andythenorth>and not just realisms
15:49<frosch123>viking economy :p
15:50<Wolf01>Pax, mail, food, goods, vehicles, construction materials
15:50<V453000>I would say this is pretty damn good andythenorth
15:50<frosch123>bears, dragons, sailing cloth
15:50<andythenorth>it’s pretty good as long as you want everything to be vehicles
15:50<andythenorth>and not balanced with much food or anything like that
15:50<V453000>that's fine
15:51<V453000>isn't that what arctic should feel like?
15:51<andythenorth>it plays ok
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15:51<Wolf01>You could even deliver only vehicles for what does concerns me
15:51<andythenorth>frosch123: dragons, ok. But bears? :o
15:52<Wolf01>Mmmmh, now I trigger an assert even when removing a roadstop on normal road
15:53<frosch123>something for the kids, dragon food and stuff
15:54<V453000>slug farm
15:54<V453000>or gtfo
15:54<andythenorth>Wolf01: do the asserts give you much useful? o_O
15:54<Wolf01>Yes.. that it's not road
15:54<andythenorth>for the kids, would need to deliver ipads
15:54<andythenorth>and youtube stars
15:55<andythenorth>minecraft economy :P
15:55<Wolf01>Because it's a station, that's why
15:55<Wolf01>But wtf
15:55<Wolf01>assert(IsTileType(t, MP_ROAD)); <-
15:56<Wolf01>Oh, now I understand... maybe trying to get roadbits from a station is not a good idea
15:59<andythenorth>wood -> sawmill -> lumber, pulp
15:59<andythenorth>pulp -> papermill?
15:59<andythenorth>can’t take wood there directly?
16:00<frosch123>Wolf01: there is GetAnyRoadBits or something like htat
16:00<V453000>andythenorth: don't touch it. :D
16:00<V453000>just go draw some roads :P
16:01<frosch123>tram tracks and catenary :)
16:01<frosch123>drive-in roadstop overlays
16:01<Wolf01>Wonderful, now I managed to crash with "Datatype misalignment"
16:01<V453000>OH BTW
16:01<V453000>frosch123: is it possible that some recent-ish openttd version broke a part of YETI?
16:02<frosch123>no idea
16:02<V453000>spefically the part of consuming building materials by worker yards
16:02<V453000>fuckers found some weird behaviour today and Sylf has no clue where it's coming from sofar
16:02<Wolf01>Yeah, infinite recursion!
16:05<Wolf01>Uhm, tt-forums blocked by firefox because contains malware
16:05<Wolf01>At least the attachments download
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16:06<V453000>because it does!
16:06<andythenorth>we need NRT graphics eh? :P
16:07<Wolf01>We need to make NRT work
16:07<frosch123>green catenary or something
16:07<Wolf01>Hand me the fixed grf with no catenary tram, plz
16:08<andythenorth>won’t happen tonight, but I can do that soon
16:09*andythenorth has given up on FIRS
16:09<andythenorth>headache I don’t need
16:09<Wolf01>frosch123 fixed it, but I was unable to find it
16:12<Wolf01>It is the green tram without catenary?
16:13<Wolf01>Oh, I expected the other one :P
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16:18<Wolf01>Ok, removing the roadstop now leaves tram over the normal road
16:18<Wolf01>There was no tram before
16:20<Wolf01>That's because it's always valid
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16:24<Wolf01>Now I managed to remove even the road and leaving tran rails without catenary... which aren't even defined O_o
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---Logclosed Mon Nov 14 00:00:35 2016