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#openttd IRC Logs for 2016-12-28

---Logopened Wed Dec 28 00:00:36 2016
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04:13<andythenorth>lo Alberth
04:27<@Alberth>I can help with adding NRT into the grfspecs, but maybe it should be delayed until it's officially in OpenTTD?
04:28<@Alberth>otherwise "spec" might become a collection of possible future extensions :)
04:28<andythenorth>it needs a draft
04:28<andythenorth>so that test grfs can be made
04:29<andythenorth>so that we can find the bugs
04:29<andythenorth>I am hoping that a few other newgrf authors might make grfs
04:29<@Alberth>the features :p
04:29<@Alberth>hmm, did you mention existence of hacked NML ?
04:30<andythenorth>first post
04:30<andythenorth>where no-one looks
04:30<@Alberth>I didn't need to read what NRT is :)
04:35<andythenorth>what’s not 100% clear is the cases where railtypes spec features are dropped or deviated from
04:35<andythenorth>ottd code knows though
04:36<andythenorth>apart from GS and AI, frosch thought it was ‘done'
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05:05<peter1139>and we thought our versioning was bad
05:06<SpComb>tex version 3.14159265
05:19<@Alberth>a sign of good quality, 8 digits after so many years :)
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05:28<Wolf01>Meh, I need to sell another 0.04€ steam card to purchase a game
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05:35<TyrHeimdal>oh, hi!
05:35<TyrHeimdal>Question; I'm running a game with FIRS, but can't seem to find a way to transport food or sand by train..?
05:35<TyrHeimdal>any suggestions, or isn't that supposed to be possible?
05:36<Wolf01>Hi, you need a compatible vehicle set too
05:36<andythenorth>there are several good ones
05:39<TyrHeimdal>that sounds...reasonable.. ><z
05:39<TyrHeimdal>Guesst I'll go grab one :) Thanks!
05:40<Wolf01>Don't forget ships and aircrafts too
05:40<Deactivated>As others have said, you need a train set - NARS or UKRS should be alright? Another one could be NUTS, but don't forget to look into the parameters and enable all the hoppers, etc.
05:40<andythenorth>NARS 2, UKRS 2, Iron Horse, 2CC trains, OGFX+ Trains
05:40<Wolf01>Maybe trams
05:43<Wolf01>andythenorth, how feasible could be to provide an extension for cargo vehicles along with industries? Maybe which auto deactivates if senses other grfs, no graphics, just default vehicles extended for new cargo
05:44<andythenorth>not so easy to deactivate though
05:44<Wolf01>Non my fault :P
05:44<Deactivated>Right now I'm configuring my IRC client, decided to do it finally
05:44<andythenorth>Wolf01: historically, it has been frowned upon mixing vehicles with industries etc :P
05:45<andythenorth>I think it would be feasible to pick a couple of baseset wagons and extend them to ‘all classes'
05:45<andythenorth>from FIRS
05:45<andythenorth>the other vehicle newgrfs would then deactivate the default vehicles as they see fit
05:46<andythenorth>once it’s coded, it doesn’t need maintenance, as it’s just cargo classes
05:46<andythenorth>maybe Eddi|zuHause will do it :D
05:46<Wolf01>Sure :)
05:46<andythenorth>probably Eddi will put me on ignore now for silly suggestions :(
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06:34<Eddi|zuHause><andythenorth> the other vehicle newgrfs would then deactivate the default vehicles as they see fit <-- that doesn't work, as each newgrf operates on a different copy of the original vehicles, unless it's using override
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06:35<Eddi|zuHause>so if you modify the original vehicles in the industry grf, we will forever get questions about being able to disable the original vehicles...
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07:05<lorran78>i am trying to make newgrf to change intro date of ships and aircrafts
07:05<lorran78>but i can't find the code for original ships and aircrafts
07:06<lorran78>like this example for trains : item(FEAT_TRAINS, sh30, 23) { i am looking for the code of ships and aircrafts (here it's "sh30")
07:08<Eddi|zuHause>the "sh30" is irrelevant, it's only used inside your grf, you can write what you want. the "23" is the important bit
07:08<lorran78>oh i see!
07:09<lorran78>then if i put 1 it means the first aircrafts of the game?
07:09<Eddi|zuHause>no, 0 is the first
07:09<lorran78>ok :)
07:10<lorran78>thx :)
07:11<lorran78>this page is in good order?
07:11<lorran78>0 to ....
07:12<Eddi|zuHause>you're better off with this page
07:13<lorran78>oh thx :p
07:13<lorran78>i was looking for such page
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08:23<andythenorth>new ship property: number of holds
08:24<andythenorth>player can change them in depot (range defined by newgrf)
08:25<andythenorth>default number is 1
08:25<andythenorth>total capacity = ship capacity * number of holds
08:25<andythenorth>newgrf sets an appropriate value for capacity
08:25<andythenorth>no compatibility problems, existing sets just keep on working
08:26<andythenorth>no support for multiple cargos, by design
08:32<@Alberth>how is that better?
08:33<@Alberth>same ship graphics but different capacity?
08:33*andythenorth will screenshot something
08:33<@Alberth>sounds confusing :)
08:34<V453000>hello :)
08:34<@Alberth>hello V
08:34<V453000>hot humanz doing?
08:35<@Alberth>hacking code, waiting for the fireworks :)
08:35<@Alberth>much like your yetis do wrt the latter, I guess
08:35<V453000>code exploding?
08:36<@Alberth>nah, I shuffled stuff mostly to a good spot before :)
08:36<@Alberth>just needs small adjustments :)
08:37<andythenorth>‘problem’ is having ships which are right-size for a route
08:37<@Alberth>so far, at least for 'save'. 'load' will be much messy-er
08:37<andythenorth>trains can be composed; RVs are low capacity, just add more vehicles
08:37<andythenorth>planes don’t seem to have this problem
08:37<andythenorth>using the subtype-refits works for gameplay
08:37<V453000>:) I'm trying to paint more BRIX Stuff:) it is great, not nearly as technical process as 3D work, but you see your results immediately
08:37<andythenorth>but is a horrible hack
08:38<V453000>which is very refreshing
08:38<@Alberth>the BRIX screenshot shows a huge difference, it's great
08:39<V453000>Andy, what's the point of 1 ship able to refit to various capacities?
08:39<@Alberth>aircraft likely have the same problem, but you mostly don't use them :)
09:08<andythenorth>V453000: having 3 different ships at 240 / 300 / 360t is daft
09:08<andythenorth>also they’ll never ever get drawn
09:20<andythenorth>Alberth: aircraft are just for supplies :P so only 100t needed
09:21<V453000>Andy drawing air shits ?
09:24<andythenorth>zellepins are done already
09:37<supermop>good morning
09:39<andythenorth>for ship gameplay that screenie I posted works fine
09:39<andythenorth>there’s no station refit, but eh
09:39<andythenorth>but the subtype string looks fricking stupid
09:40<@Alberth>subtypes are weird anyway :)
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09:44<supermop>should i go to cuba for a weekend next week?
09:47<Eddi|zuHause>any reasons why you shouldn't?
09:49<supermop>$500 for 3 days a bit steep
09:49<supermop>plus $50 for a visa which isnt bad
09:58<__ln__>it may be your last chance for a long time
10:00<__ln__>after president drumpf cancels negotiations with cuba and you'll need to travel through canada again
10:04<Eddi|zuHause>or maybe he will be best friends with cuba, you never know with this guy...
10:04<supermop>dont mind going through canada or mexico, but I think he'd rather quietly remove the embargo seeing as he illegally did development there in the 90s
10:05<supermop>anywhere where he can bribe or get bribed for hotels he'll be friends with probably
10:06<Eddi|zuHause>i don't really know many of your other guys, but he's definitely reaching for the top on "most corrupt president ever"
10:07<supermop>more likely, facial recognition sees my wife at the million woman march in DC, compares that to travel records, and then administration can lean on her to prove she was in cuba for educational reasons as per visa if they want to put pressure on in the future
10:08<Eddi|zuHause>well, that's what happens when you live in a police state
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10:09<supermop>Eddi|zuHause: just hoping this cabinet is too moronic and petty to actually run a real police state
10:09<Wolf01><Eddi|zuHause> well, that's what happens when you live in a freedom state <- fixed
10:10<supermop>seeing as most cabinet positions seem to be being filled based on how well the candidate fills trumps preconceived stereotypes of what a X Secretary should look like rather than for coherent ideology or desire to work together
10:11<supermop>hence trump-ish diplomat john bolton passed over for State because his moustache looked wrong
10:12<supermop>so my hope is that flynn and matthis end up fighting each other too much to ever conduct any real war
10:15<Eddi|zuHause>these names mean nothing to me
10:16<supermop>lucky for you
10:28<supermop>hmm i do have to come up with an officially approved reason to travel to cuba
10:33<Eddi|zuHause>and that's different than just stating "business or pleasure?"
10:37<Wolf01>"none of the above"?
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10:41<Wolf01>It's wonderful how you must have something to do in a place to visit it, because if I want to go to Cuba for pleasure is not possible
10:44<andythenorth>Eddi|zuHause: "most corrupt president ever" <- he’s got a way to go yet
10:44*andythenorth is reading about Clinton and Nixon currently
10:44<andythenorth>Nixon is no surprise, but Cuddly Bill is not so cuddly
10:45<andythenorth>supermop: I know someone who went to Cuba recently
10:45<andythenorth>had a great time
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10:47<andythenorth>O/T: where’s the needle on the “ottd is dying’ scale? Up or down?
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10:48<Wolf01>Perpendicular on z-axis
10:48<_dp_>andythenorth, it fell off
10:48<Eddi|zuHause>supermop: that reads like it's for bringing cash, not necessarily just going some place
10:56<@Alberth>andythenorth: // in nml source code?
10:57<@Alberth>or, do you really want integer division? :p
10:57<andythenorth>Alberth: from the fragment in my forum post?
10:57<andythenorth>or somewhere else
10:57<supermop>andythenorth: he's notable for being so far along and not even president yet
10:58<andythenorth>supermop: I’m not excusing the man :) It’s not a game where being relatively less bad makes him good :)
10:58<supermop>also people always forget about reagan
10:58<@Alberth>fragment in forum post
10:58<andythenorth>according to a polemic by Christopher Hitchens, Nixon and Kissinger deliberately sabotaged Vietnam peace talks to get elected, prolonging the war by another 4 years
10:58<andythenorth>Alberth: oops :)
10:59<andythenorth>changed to hashes
10:59<supermop>andythenorth: was always jealous when i lived in UK that people could go to cuba so easily from there
10:59<andythenorth>it is actually not commented in nml source, but I tested it and it causes an assert
11:00<@Alberth>it wouldn't parse otherwise, I think :)
11:00<peter1139>so is ottd any good in vr?
11:01<andythenorth>probably awesome eh?
11:01<andythenorth>immersive pixels
11:01<@Alberth>depends on how well you modeled the computer screen
11:01<andythenorth>I wondered that
11:01<andythenorth>I assume you have a simulation of your room?
11:01<peter1139>aww yeah
11:02<andythenorth>he’s not using FIRS though
11:03<Wolf01>It is speed limit supported? Nice, didn't know
11:03<andythenorth>apparently :)
11:03<andythenorth>I tested it
11:03<@Alberth>peter1139: :O really? wow :)
11:03<supermop>peter1139: that's what i need
11:03<andythenorth>did openttd just jump the shark? o_O
11:04<@Alberth>we need a NotFish newgrf
11:05<andythenorth>I’m making it :P
11:06<Wolf01> <andythenorth> did openttd just jump the shark? o_O <- I don't know if we really got so much interest from people, maybe from those 3 or 4 grf artists
11:06<Wolf01>People will come when they'll read "Feature: NRT"
11:07<Eddi|zuHause>andythenorth: no, "jumping the shark" for openttd was definitely when 32bpp was introduced
11:08<andythenorth>probably :)
11:08<andythenorth>can’t be stuck in the past forever, eh?
11:08<Wolf01>We have to change the UI
11:08<andythenorth>look at all the high-quality new gameplay 32bpp has unlocked
11:10<andythenorth>make it have optional colour schemes
11:10<andythenorth>peter1139 has a patch for that
11:10<andythenorth>shame none of the redditers want to contribute
11:10<andythenorth>there is quite a little community on there
11:11<andythenorth>and not very toxic, by by understanding of reddit standards
11:11<andythenorth>by my /s
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11:22<andythenorth>ach ship loading speeds
11:22<andythenorth>normalising them might be stupid
11:22<andythenorth>means 40t ship would take same time to load as 500t ship
11:23<andythenorth>[loading speed is normalised for trains / RVs in my other grfs)
11:32<andythenorth>teddy bear says don’t normalise
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11:36<peter1139>Eddi|zuHause, 32bpp or 4x zoom
11:36<peter1139>stupid coder
11:36<peter1139>that was only ever feature creep
11:37<peter1139>x2 zoom would be nice cos 1x is a bit small.
11:37<Eddi|zuHause>peter1139: that was both the same thing for me
11:37<andythenorth>4x zoom is awesome for checking pixels
11:37<peter1139>oh look how easy it is to add 2x sprites white we're at it
11:37<peter1139>oh why not 4x
11:37<peter1139>stupid stupid
11:37<andythenorth>yes but now we have experience :)
11:37<peter1139>at least 32bpp wasn't my fault
11:38<peter1139>z-levels would've been useful
11:38<peter1139>tunnels and shiznaz
11:42<Wolf01>Wondering if town zone could be easily implemented for roadtypes
11:44<Eddi|zuHause>Wolf01: needs storing in the tile, to be halfway efficient
11:44<andythenorth>does town zone change over time?
11:44<Eddi|zuHause>Wolf01: maybe reuse the bits that currently store pavement/lights/trees
11:44<Eddi|zuHause>andythenorth: yes, when the town grows
11:44<andythenorth>ach, so it can’t be checked when constructing
11:44<Wolf01>Yes I read about that inefficiency for rail tiles, that's why only level crossings have that
11:44<andythenorth>that would be the most efficient :P
11:46<andythenorth>m6 bits 5..3?
11:47<andythenorth>are pavements, trees, lights a proxy for townzone anyway?
11:49<andythenorth>Wolf01: town zone is probably available already
11:50<andythenorth>either it will work from parent, if roads have town as parent
11:50<Wolf01>Roadtypes should be able to provide different graphics if in town or country
11:50<andythenorth>or it can be read as an 80+ var from offset 14
11:51<andythenorth>unless the roads don’t have access to those vars
11:52<Wolf01>We could provide the access
11:52<Wolf01>IF there isn't a sensible performance drop and we all agree
11:53<andythenorth>railtypes don’t have a parent, so RATT won’t either
11:53<andythenorth>bridges do, which seems bizarre
11:53<andythenorth>but eh
11:54<Eddi|zuHause>bridges have the other bridge head as parent?
11:54<andythenorth>apprently the town
11:54<andythenorth>or the docs are wrong
11:55<andythenorth>"This seems to be some draft spec for TTDPatch support. The implementation status is unknown."
11:55<Eddi|zuHause>doesn't sound very useful
11:56<andythenorth>Wolf01: you need to learn nml :)
11:56<andythenorth>then you could make a test grf
11:59<Wolf01>I could always ask you for a test grf
12:00<Wolf01>I think that with nml I'll be worse than the guy which is trying to change the introduction year XD
12:02<andythenorth>it’s only declarative programming, mostly
12:02<andythenorth>if that’s a thing
12:02<Wolf01>But I'll need to know all that stuff in the docs
12:03<andythenorth>I don’t know it
12:03<andythenorth>I have to look it up 2 out of 3 times :)
12:08<supermop>so nrt is on forums now
12:09<Eddi|zuHause>andythenorth: it sounds close enough to being a real thing :p
12:09<Wolf01>We decided so
12:10<andythenorth>for better or worse :)
12:10<supermop>should i play it?
12:10<Wolf01>If you want
12:10<Eddi|zuHause>is there going to be a feature freeze/beta this year?
12:11<Eddi|zuHause>was anything actually added this year?
12:12<Wolf01>Some little features were added, nothing big as NRT
12:12<andythenorth>supermop: you should play it
12:12<andythenorth>Eddi|zuHause: many many translation updates
12:12<andythenorth>some bug fixes
12:13<andythenorth>some saveload code changes are in trunk, not sure if that’s backported for next stable
12:13<andythenorth>vehicle dragging in depots was improved
12:13<_dp_>hm... is there any terrain setting between "completely flat" and "unplayable"?
12:14<Eddi|zuHause>_dp_: try the variation setting?
12:14<andythenorth>_dp_: which climate?
12:14<andythenorth>it makes difference sadly
12:14<_dp_>arctic.. I guess
12:14<andythenorth>nah I got nothing
12:15<andythenorth>I never managed to get a pleasing arctic map
12:15<_dp_>variety doesn't help coz max height is too low on very flat
12:15<_dp_>and just flat is already way too mountaneous
12:15<Eddi|zuHause>_dp_: hilly with variation
12:15<Eddi|zuHause>_dp_: should add hilly parts and flat parts
12:15<andythenorth>I would turn variety distribution off
12:15<andythenorth>somebody looked at the code and found it doesn’t do what it’s claimed to do iirc
12:16<andythenorth>probably peter1139
12:16<Wolf01>Play a heightmap?
12:16<andythenorth>so many things that could be improved :D
12:16<andythenorth>but eh, the forums want subways
12:16<andythenorth>and more super realism
12:17<andythenorth>forums is as forums does :)
12:17<Wolf01>Fuck realism
12:18<Wolf01>I want to please my eye, also with things which aren't realistic
12:18<_dp_>Eddi|zuHause, yeah, the best I got so far is flat + some variety + very smooth
12:19<andythenorth>one day V will finish BRIX
12:19<andythenorth>or die trying
12:19<_dp_>still too hilly to my liking
12:19<_dp_>I'd like to have flat map but with decent snow
12:19<andythenorth>big ask :)
12:20<andythenorth>have you got low water?
12:20<supermop>hmm testing non-electric trams in 1940 was maybe the wrong idea
12:21<andythenorth>supermop: now I have total dilemma: add diesel trams for 1960s?
12:21<andythenorth>(for freight)
12:21<andythenorth>such realisms
12:21<supermop>there is a light rail DMU somewhere in new jersey
12:21<supermop>but that would be like 1990s
12:21<andythenorth>I was thinking dump trams for mines and stuff
12:21<andythenorth>but eh, swap to HAUL
12:22<andythenorth>also the electric trams are unrealistic and anachronistic
12:22<supermop>cute 600mm diesel shunter?
12:22<andythenorth>I’ve talked myself out of it
12:22<_dp_>why doesn't max_height go below 15?
12:22<_dp_>that could help
12:23<supermop>why not add objectively shitty diesel trams in modern era
12:23<supermop>in case someone is starting a game late and needs something cheap to bootstrap?
12:23<andythenorth>I’ll consider it
12:23<andythenorth>I think it would be another roster
12:24<supermop>i mean there will be other tram new grfs eventually
12:24<andythenorth>I like all these fake electric trams
12:24<supermop>also trolley buses and trucks
12:25<supermop>when do i get haul truc ks
12:25<andythenorth>1950s or so
12:25<andythenorth>they’re limited scope currently
12:28<andythenorth>I’ll add more when I get to it
12:29<andythenorth>steel mill haulers, container port haulers
12:30<supermop>there are a lot in heqs that seem suited
12:30<supermop>the heqs steam trains too
12:31<supermop>did you do NRT just for steel town eyecandy?
12:34<andythenorth>err…maybe :P
12:34<andythenorth>also bye
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12:34*_dp_ more settings for the god of settings
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13:21<supermop>so for some reason i am now numbering parts to be 3d printed in base 4
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13:34<@Alberth>obviously, you always need 3 sides for 3d printing :p
13:34<Eddi|zuHause>wouldn't base 8 be better?
13:36<@Alberth>or base 6, if you're worried about top and bottom sides
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13:46<supermop>base 6 fits better with the number of parts i need to print
13:47<supermop>6 pairs in one print, 24 singles in another
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13:49<supermop>but base 4 looks nice
13:49<V453000>heyo supermop
13:49<supermop>yo v
13:49<V453000>how u doin?
13:49<supermop>back at the office
13:50<supermop>obviously wasting time thinking up the best looking numbering system for 3d printed molds tho
13:51<_dp_>CityMania Christmas event starts in 10 minutes, everyone is welcome to join! (CityMania server #9)
13:52<supermop>_dp_: whats that
13:52<supermop>going to get lunch
13:52<_dp_>our special city-builder event)
13:57<__ln__>when will OTTD support building walls?
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13:58<Wolf01>__ln__, just newobjects?
14:01<__ln__>dunno what newobjects is, sounds something way too new
14:07<__ln__>will such a wall be functional or just decoration?
14:08<__ln__>then it will not stop mexicans
14:09<Wolf01> lol... could be another jump of the shark... too bad it will never be
14:11<Wolf01>__ln__ for example:
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14:44<peter1139>let's do it
14:51<lorran78>hello :p
14:52<lorran78>what is the difference between model_life: vehicle_life: ?
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14:53<__ln__>a wall that you can build to prevent your competitors from entering your territory. and when you build it, your competitor pays for it. how would that sound?
14:54<V453000>lorran78: model_life is years how long the vehicle will be available to buy
14:54<Wolf01>__ln__, Purchase land?
14:54<V453000>vehicle_life is time until the vehicle becomes old and poorly serviceable
14:54<V453000>something to do with breakdowns
14:55<__ln__>Wolf01: similar, yes, but how do you make your competitor pay for the land you purchase
14:58<Wolf01>You mean like infrastructure sharing?
14:58<lorran78>okay thx
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15:00<__ln__>Wolf01: maybe you should google for a word combination such as "build wall make them pay for it"
15:01<Wolf01>I got the reference
15:03<lorran78>i wanted to know if i use opengfx+trains and opengfx+rv and i put after my own gfx with new introduction date then the introduction date would be mine or original?
15:03<Wolf01>I wonder if is possible to make cargo distribution between near non-connected stations
15:03<Wolf01>Like if a station is seen as an industry from another station
15:04<Wolf01>Stations must be in the catchement area to get it to work
15:08<supermop>Wolf01: meaning people walk from the metro station to the bus stop
15:08<Wolf01>Something like that
15:15<Eddi|zuHause>Wolf01: problem with that is making sure it's not hopping transitively
15:15<Eddi|zuHause>also, the usual switching between companies problem
15:19<Wolf01>Why not? Enabling cargodist should switch to "line" payment and not just "source->(transfer)->request"
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15:20<Wolf01>You could have a line from source to transfer and your competitor from transfer to request
15:20<Wolf01>Or even multiple lines, the one with best performance should get more cargo
15:36<@Alberth>serving 2 identical industries from a single station already fails
15:44<Wolf01>We'll address all the problems
15:51<Eddi|zuHause>Wolf01: don't you already have a huge unfinished project?
15:52<Wolf01>More like 3 or 4
15:52<Wolf01>But I was just talking
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16:08<Eddi|zuHause>Wolf01: well, solving the company payment problem by paying each leg individually will work, but it opens the exploit of sending things over the map and back for double payment, where the direct route would pay muuuuuuch less
16:09<Wolf01>Enforce time->payment reduction
16:09<Eddi|zuHause>how does that work?
16:09<Eddi|zuHause>without destroying long connections in general?
16:10<Wolf01>*Dramatic sound*
16:10<Eddi|zuHause>keep in mind that in cargodist, an item doesn't actually know where it's going
16:11<Eddi|zuHause>just each station knows "from items coming from there, push x% this way and y% that way"
16:11<Eddi|zuHause>(very broadly speaking)
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16:30<lorran78>eddi i made my new pnml file with new intro date of ships and aircraft
16:31<lorran78>but now how can i compile it? with makefile i suppose but i don't know how to do it :(
16:31<lorran78>i made a header.pnml too
16:33<lorran78>Eddi|zuHause: you here? :p
16:33<Eddi|zuHause>lorran78: don't make a pnml file, put everything into one nml file
16:34<lorran78>okay !
16:34<lorran78>you are right lol
16:35<lorran78>even header?
16:37<lorran78> it's my nml
16:37<lorran78>is there something wrong?
16:38<lorran78>i saw that grf don't use the number in the parameters afeter FEAT....
16:38<lorran78>sorry not grf but other source grf
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16:49<lorran78>Eddi|zuHause: ? :p
16:49<Eddi|zuHause>if you don't give a number, it uses the first free one (i.e. make a new vehicle)
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16:50<Eddi|zuHause>lorran78: you need to change the grfid
16:58<Eddi|zuHause>for anyone whom it may interest: i found out what my last issue with steam not connecting was.
16:58<Eddi|zuHause>steam for linux disconnects when i start steam through wine. and after i close that, it fails to reconnect.
17:01<lorran78>i know this for the id :)
17:02<lorran78>i had error corrected it but now i have it :
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17:07<lorran78>←[Knmlc ERROR: "aircrafts-ships-intro-date.nml", line 9: Item parameter 2 'name' should be an identifier
17:07<lorran78>line 9 : item(FEAT_AIRCRAFT, tricariohelicopter-1957, 38) {
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17:29<peter1139>hmm, ivor the engine's sprites are too long
17:29<peter1139>you can see a trailer pop into existence after passing some bushes :p
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17:50<Wolf01> holy shit
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20:27<lorran78>how to use custom_tags in my nml?
20:27<lorran78> name: string(STR_GRF_NAME) i use it but can't define it somewhere
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20:35<FLHerne_>lorran78: english.lng ?
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21:36<lorran78>yes =)
21:36<lorran78>i found after asking :p
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---Logclosed Thu Dec 29 00:00:38 2016