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#openttd IRC Logs for 2017-02-12

---Logopened Sun Feb 12 00:00:06 2017
---Daychanged Sun Feb 12 2017
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03:29<andythenorth>hi Alberth
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03:59<@Alberth>kerbal space openttd :)
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04:05<smoke_fumus>guys. is there a ttf version of stock openttd font?
04:05<andythenorth>assemble your own vehicles Alberth
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04:20<@Alberth>stock openttd font is a bitmap font, which has less functionality than a ttf font has
04:23<@Alberth>I wondered about the vehicles and the steel industries a bit. I kind of like the big heavy industries, so having to spend time on them is good. Some of the buildings don't look much like heavy industry to me, not sure what to think of that.
04:24<andythenorth>any industries in particular?
04:24<@Alberth>Vehicles are currently sort of "something to do next if I ever have enough of the steel chain" :p
04:25*andythenorth hopes the ‘not heavy’ industries are the ones that haven’t been drawn yet :P
04:25<@Alberth>euhm, from the top of my head, "blast furnace" or "electric furnace" or so, which looks like a normal building
04:26<andythenorth>electric arc furnace = 1 point
04:26<andythenorth>see if you can get bingo :P
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04:26<@Alberth>and the grinder thing, which doesn't look like it processes slag
04:26<andythenorth>and the coke oven
04:26<andythenorth>and the shipyard
04:26<@Alberth>coke oven if off on just about every offset :p
04:26<andythenorth>it’s totally broken ;)
04:27<@Alberth>haven't done anything with shipyards yet
04:27<andythenorth>also the pipe mil
04:27<@Alberth>I have seen the name, that's about it
04:27<andythenorth>looks like I have 5 to draw
04:27<andythenorth>also basic oxygen furnace
04:28<andythenorth>well that’s something to do in 2017 :)
04:28<@Alberth>using black colour to find coal mines fails, as tyres factories are also black :p
04:29<andythenorth>yes that was annoying
04:29<andythenorth>I fixed the map colours
04:29<@Alberth>but flashing rescues that problem
04:30<@Alberth>:o even better
04:30<andythenorth>I’ve reworked the chains now, but I need to play a test game :P
04:30<andythenorth>got distracted by quarry
04:30<andythenorth>limestone really doesn’t come from flooded gravel pits
04:30<@Alberth>no doubt for good reason
04:30<@Alberth>GarryG has non-flooded pits, iirc
04:31<@Alberth>lot darker though, I seem to remember, and not much detail
04:32<@Alberth>the longer I see him busy, the more amazed I am how many variations you can create of the same kind of stuff :)
04:33<andythenorth>he is fun
04:33<@Alberth>he is
04:33<andythenorth>this is interesting,-80.5498834,1365m/data=!3m1!1e3
04:33<andythenorth>underground limestone mine
04:33<andythenorth>can see the conveyors in the middle
04:35<@Alberth>and the circles of storing products
04:36<andythenorth>could be done by modifying about 4 tiles of this
04:36<andythenorth>there’s already a steep conveyor, could just push the water back from north side of the pit
04:37<Dakkus>Has the control on what to autoreplace into been removed in OTTD? Or have I just forgotten where it is?
04:37<andythenorth>it’s still there
04:37<Dakkus>Where, then? :D
04:38*andythenorth looks in wiki
04:38<andythenorth>easier to link than describe
04:38<andythenorth>oh that’s not auto-renew
04:38<andythenorth>auto-renew always renews to same vehicle
04:38<andythenorth>dunno which you were looking for
04:39<@Alberth>OP asked for autoreplace :p
04:39<@Alberth>I was thinking to have a conveyor across the lake to the SE side
04:40<andythenorth>maybe I am over-thinking realism :)
04:40<andythenorth>quarry has been redrawn so many times :P
04:40<andythenorth>meanwhile Iron Ore mine is still default sprites with broken grass in non-temperate :P
04:42<@Alberth>quarry is just practice before the "real" thing :p
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04:48<@Alberth>it's your free time, if this makes you most happy, nothing wrong with that :)
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04:48<@Alberth>and now we hope real TB is still here
04:48<andythenorth>I always suspected TB was a bot
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04:49<TrueBrain-Bot>to bot or not to bot, that is the question
04:49<smoke_fumus>Alberth: yes i know it is a bitmap font. hence why i am asking, what's the original font i's been derived from?
04:49<@Alberth>smoke_fumus: bitmap font of the original game
04:50<@Alberth>which originates from white and non-white pixels, back in '94, before we had ttf stuff
04:51<TrueBrain-Bot>I am attempting to write a Discord <-> IRC bridge, which also handles PMs etc .. seems to work nicely .. Python 3.5, 200 lines of code .. I love easy programming 😃
04:51<TrueBrain-Bot>only the smilies are a bit weird 😛
04:52<@Alberth>200 lines is very doable :)
04:52<TrueBrain-Bot>asyncio makes life so much better 😃
04:52<@Alberth>smileys are weird anyway :p
04:53<@Alberth>I have them switched off, but you're sending weird code points to me :)
04:54<TrueBrain-Bot>they are UTF-8 smilies
04:54<TrueBrain-Bot>which you might or might not support 😉
04:54<@Alberth>oh, I see them properly, linuces come with a decent unicode font nowadays
04:55<@Alberth>my client just doesn't translate ":" ")" etc sequences to such characters
04:57<TrueBrain-Bot>smilies are overrated anyway
04:57<@Alberth>mostly they invade pieces of code I am discussing :p
04:58<TrueBrain-Bot>ghehehe 😄 Smilies are not made for code snippets, no 😉
04:58<TrueBrain-Bot>hmm .. Slack allows you to talk (with a bot) as a fictive user .. Discord doesn't .. the small differences 😃
05:00<@Alberth>so they caught up on the fact that allowing random user names is not always a good idea :)
05:09<smoke_fumus>Alberth: except that most of the ttf fonts originate from the physical world metal sets which got digitized. You can still find that some of the fonts have copyright dating '81, '72 etc
05:09<smoke_fumus>*most of the original ttf fonts that is
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05:11<andythenorth>TrueBrain-Bot: unicode showoff
05:11<andythenorth>try that in python 2 :P
05:12<TrueBrain-Bot>I hear self-hurting is overrated anyway 😛
05:13<@Alberth>smoke_fumus: fair enough, but TTDx never existed as newspaper :D
05:13<smoke_fumus>not only newspapers, any printed media :D
05:13<smoke_fumus>back in the day at least
05:13<@Alberth>yep :)
05:14<smoke_fumus>or maybe it actually did, they digitized it and changed few pixels around.
05:15<smoke_fumus>that's how hellbender's font came to fruition to example. they took MLB-Diamondbacks font and added a few strokes here and there.
05:15<@Alberth>unlikely, dpi is not comparable, and high quality fonts are specifically designed for dpi and size
05:16<@Alberth>but write a program that tries to find a match. There is an insane number of fonts out there, maybe you're lucky
05:17<@Alberth>it's likely simpler to find a font that works for you at the size you want, though :)
05:17<smoke_fumus>speaking of - you totally can convert an ex-pixel font to vector and it will look 100% like the original when resized back to original pts. Nouveau IBM is a great example
05:18<smoke_fumus>they took IBM console font and basically changed lines to straight lineart, rather than pixel
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05:18<smoke_fumus>still look like original one, only you can scale it however the fuck you want :V
05:18<@Alberth>sure, that's the easy part :p
05:18<@Alberth>making it look good at other sizes is where the shit hits the fan :p
05:18<smoke_fumus>easy - eh. more like tedious.
05:19<smoke_fumus>But it does :D
05:20<@Alberth>seems quite useless to restrict yourself to some fixed result at some fixed size when designing for a range of scales or a range of densities
05:20<@Alberth>just makes life more complicated
05:21<smoke_fumus>It's too bad back in the vga era it was easier.
05:21<@Alberth>likely with resulting loss in overall quality
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05:22<smoke_fumus>speaking of pixel fonts - lately i've been having a homicidal thoughts when i see yet another crappy indie game using joystix font. >_<
05:22<smoke_fumus>like holy. hell. Not only you cannot read it for shit, it also looks like ass
05:22<@Alberth>haha :)
05:23<@Alberth>perhaps not playing crappy indie games is better for your health :)
05:23<smoke_fumus>Except that i should, because gamedev calls to evalute where competition fails.
05:24<@Alberth>hmm. Item 0: "Used font" [X] fail
05:24<@Alberth>and done
05:24<andythenorth>sea fort industry? o_O
05:25<@Alberth>looks like something for MB
05:26<smoke_fumus>marine biology more like
05:26<smoke_fumus>these limiters create natural enclosure
05:26<smoke_fumus>while still keeping composition of water identical to the wilderness.
05:26<smoke_fumus>sampled study
05:27<smoke_fumus>also this looks goddamn amazing.
05:27<@Alberth>andy, you know the world copied itself, right?
05:27<smoke_fumus>Someone should defragment this shit
05:27<andythenorth>yes :)
05:28<@Alberth>but sea-based feeder station would be nice :)
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05:30<andythenorth>what would it feed? o_O
05:30<andythenorth>some kind of transfer-only industry?
05:31<@Alberth>I do use fishing grounds as transfer point :)
05:32<andythenorth>me too
05:32*andythenorth starts a SV game
05:32<andythenorth>“you have a secret weakness for slag” is unfortunate in UK english
05:32<andythenorth>as is “you have a secret weakness for coke"
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05:39<@Alberth>finding new personal preferences by playing openttd
05:40<@Alberth>hmm, could we make a "hate" script, where you have to avoid something?
05:40<@Alberth>it's probably too simple to do
05:40<andythenorth>maybe :)
05:40<andythenorth>interesting idea
05:40<andythenorth>probably more appropriate to have ‘quota'
05:40<andythenorth>transport no more than 10k pax per year
05:40<andythenorth>or something
05:41<@Alberth>yes, we need payment control from scripts
05:41<@Alberth>I didn't consider delivery count or amount, but that would be possible
05:42<andythenorth>make £x per year, but across multiple cargo types
05:42<andythenorth>inverse SV :P
05:42<@Alberth>sort of nocargoal, but on money
05:43<@Alberth>and then we need an industry that can deliver one of two cargoes only, that you need :p
05:44<@Alberth>so you can't re-use the same industry for multiple purposes :p
05:44<andythenorth>we could ‘close all industries of type x’ if you breach a quota
05:44<andythenorth>quite harsh
05:45<@Alberth>haha :)
05:45<@Alberth>horribly breaking cargo chains if the player isn't careful
05:45<andythenorth>quite punitive :)
05:46<andythenorth>probably game over if we deleted all instances of type x :)
05:47<@Alberth>if you tell people upfront, it's expected game play
05:47<andythenorth>it would be nice to have a new GS in 2017
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05:47*andythenorth thinks in years now, instead of weeks
05:47<@Alberth>and if you resurrect the industry after the deadline at the same spot, it's not so bad
05:47<andythenorth>must be some age-related thing
05:48<@Alberth>unless $user used the space for other purposes :p
05:48<andythenorth>so we rebuild them all? o_O
05:49<@Alberth>ok, if you make some sort of spec what it should do, I can try to make it
05:50<@Alberth>ie I am still very happy with BB
05:50<andythenorth>I like BB, especially with big FIRS economies
05:51<andythenorth>alternate GS are a nice way to explore gameplay though
05:51<@Alberth>I have it mostly by default running, just in case I get bored :)
05:51<@Alberth>but at some point the industry need takes over from BB :)
05:51*andythenorth saves the notes from above
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05:54<Dakkus>andythenorth: Thank you. The menu seems to be missing indeed. Which is a rather big problem for me...
05:55<Dakkus>andythenorth: I'm playing with settings that increase the realism and taking full advantage of cargodist especially in PAX traffix. But now, if I cannot autoreplace my fleet of 900 trams, how am I going to play this?
05:56<Dakkus>In the TTO times I simply never used any road vehicles because the game turned into a neverending game of manual vehicle replacement.
05:56<Dakkus>Am I now supposed to go back into using trains only?
05:57<Dakkus>This could be achieved by cheating the way AIAI does: Just ctrl+adding bus stops in cities so that the catchment area of the train station covers the whole city. But that's also stupid. I actually like planning the bus and tram lines of metropole to bring most efficiency!
05:57<andythenorth>it’s odd that autoreplace would be missing
05:57<andythenorth>is it a patched ottd?
05:58<Wolf01>Meh, "be the first to try the new outlook feature": your flagged emails in the default tab, new emails on a secondary tab... meh...
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05:58<Wolf01>I already said "meh"?
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05:59<andythenorth>so 2018 Openttd feature: reworked water transport? o_O
05:59<andythenorth>1 feature per year? o_O
06:00<Dakkus>andythenorth: Yup. I'm playing with the Reddit patch, because OTTD is simply unpayable without the daylength patch.
06:00<@Alberth>first feature is likely "replace A* by JPS" or so, to improve performance
06:00<Dakkus>But this is a problem as well.
06:00<Wolf01>I really appreciate the effort, but I really don't like the flagged emails as default, I flagged them to find them easily in future, not to have only them visible each time I open the client :( ... disabled the feature as soon as I found where it was the setting
06:00<andythenorth>Dakkus: all bets are off :) Dunno what the Reddit patch does
06:00<Dakkus>Mainly it adds daylengtfactor.
06:01<Dakkus>And apparently in the current rev removes the autoreplace feature... :(
06:01<@Alberth>or at least the dropdown :)
06:01<Dakkus>True, the feature might be there.
06:01<Dakkus>Hmm, maybe somehow with console? :)
06:02<@Alberth>perhaps the dropdown was moved
06:02<@Alberth>but you'd have to check the patch
06:02<Wolf01>andythenorth, something I could do? I'm not touching VS since last try for tram underlay
06:02<andythenorth>Wolf01: for reworked water transport?
06:02<andythenorth>needs a bunch of experimental patches
06:03<@Alberth>inverse VS?
06:03<andythenorth>that will be deleted :P
06:03<andythenorth>flat docks, multistop docks, newgrf docks, 2-tile locks, ships on rivers, replaced pathfinder
06:03<andythenorth>the idea about limiting number of ships per bouy is really interesting
06:03<Wolf01>After all the bad I've done on fallout 4 I'm bored again
06:04<andythenorth>there’s no ‘one big feature’ thing for water transport, it needs a bunch of changes, which need testing to see if they are fun or not
06:05<Wolf01>Yeah, water transport needs to be revolutionized
06:05<@Alberth>several depths of water?
06:05<andythenorth>it’s not like NRT, where I could write a spec
06:05<@Alberth>although "near coast" probably suffices
06:05<andythenorth>and actually that was the 3rd time I wrote an NRT spec, trying to find something that was both interesting and would get ‘approval’ :P
06:06<andythenorth>2 things I want to look at: ‘irritations’ and ‘more fun’
06:06<Wolf01>We can't write a spec but we need to write a common agreement, for example I would like max 1 ship for tile
06:06<andythenorth>irritations for me:
06:07<andythenorth>- docks must be on slopes; this is crappy for rivers and canals
06:07<Wolf01>So you are forced to build 2 tile-wide canals
06:07<andythenorth>have to usually raise land and build an inland harbour
06:07<Wolf01>Flat docks is really easy
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06:08<andythenorth>oh devzone is 502
06:09<andythenorth>river docks
06:09<andythenorth>are also Bad
06:10<Wolf01>They should be parallel, state machine needs tuning
06:10<andythenorth>3rd irritation: can’t have multi-stop docks
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06:11<Wolf01> andythenorth
06:12<andythenorth>so many interesting ideas for water transport
06:12<andythenorth>so actually there are 3 things not 2
06:12<andythenorth>- irritations, yak-shaving in the game play
06:12<andythenorth>- more fun
06:12<andythenorth>- ships are OP, which ironically makes them boring
06:13<Wolf01>I would like to figure out if is possible to have a ferry transfer service for RVs, like using something depot-alike to store vehicles and move them to the other side when the ferry reaches it
06:14<andythenorth>peter1138 had a patch for that Wolf01
06:14<Wolf01>peter had patches for everything :D
06:15<andythenorth>but imho ferries are just animated bridges
06:15<Wolf01>The problem is when you have a diagonal sea and you can't make a bridge
06:15<andythenorth>probably some flaws with my idea :P
06:15<andythenorth>also animating loading the vehicles into the ferry correctly
06:16<andythenorth>ok, ferries are moving depots :P
06:16<Wolf01>Mmmh, moving depots
06:19<@Alberth>some peter patches may be legend :p
06:21<__ln__>Wolf01: also for trains, please
06:22<Wolf01>Once done for one, done for all, trains could be a little difficult, if the ferry can transport max 20 vehicles you can't split a 21-cars train
06:22<andythenorth>no max :)
06:22<andythenorth>it’s like a depot
06:23<Wolf01>It will become too much overpowered
06:23<__ln__>@seen Belugas
06:23<@DorpsGek>__ln__: Belugas was last seen in #openttd 35 weeks, 5 days, 15 hours, 4 minutes, and 19 seconds ago: <Belugas> break's over. love you guys. see you in sometimes ^^
06:23<Wolf01>Store a mammoth train into a ferry
06:24<__ln__>the regular train depot too must be like doctor who's phone box
06:26<Wolf01>Yeah, a train depot can store more trains than the map itself
06:28<@DorpsGek>TrueBrain-Bot: I don't recognize you.
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06:33<Wolf01><Wolf01> Flat docks is really easy <- only when you figure out if is easier to add a direction in the UI or try to find automagically the best direction while placing the dock... as the slope is used as helper for the direction
06:34<andythenorth>isn’t it
06:34<andythenorth>single tile docks :P
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06:39<TrueBrain-Bot>there we go .. color-per-nick support, topic support, join/part support, multi-channel support .. I am happy 😄
06:39<frosch123>Wolf01: i think the idea is that people do not want to block the water (in particular rivers) with the dock
06:40<frosch123>so you would build it on land in all cases, and it serves all directions
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06:47<TrueBrain-Bot>frosch123: yup!
06:47<Wolf01>You eould build it on land, but it must face water
06:48<TrueBrain-Bot>you get it right one day Wolf01 😃
06:50<frosch123>Wolf01: not connecting it to water would be equivalent to not completing the tracks
06:51<frosch123>you can, but it is useless then
06:53<Wolf01>I'm trying to figure out how to check if the ship reaches a station tile
06:53<frosch123>imho the default-ttd dock is weird. though i do not live near the coast, i believe that kind of pontoon is only uses for small ships
06:54<frosch123>not any of the type you build in ottd
06:54<andythenorth>I would rather build them like stations
06:54<andythenorth>with equivalent track and non-track tiles maybe
06:54<andythenorth>even though that can be janky
06:55<frosch123>Wolf01: docks have a specific tile a ship heads to, but buoys othoh are considered reached within 3 tiles distance or so
06:55<Wolf01>Yes, I found a comment stating that
06:55<frosch123> <- so i would prefer land-only docks
06:56<frosch123>for stuff like in the background you would first fill some land via landscaping
06:56<Wolf01>if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations <- HA! I bet that removing the ugly workaround makes ships unload to train station joined with the dock
07:01<@DorpsGek>Commit by frosch :: r27745 /trunk/bin/baseset (4 files) (2017-02-12 13:01:03 +0100 )
07:01<@DorpsGek>-Update: Baseset translations
07:03<@DorpsGek>Commit by frosch :: r27746 trunk/src/road_cmd.cpp (2017-02-12 13:03:07 +0100 )
07:03<@DorpsGek>-Fix [FS#6538]: PR_CLEAR_ROAD refers to cost per roadbit. Removing secondary roadtypes from bridges was too cheap. (JGR)
07:03<andythenorth>frosch123: I am +1 to land-only docks :P
07:04<frosch123>andythenorth: remains the question about the height level :)
07:04<frosch123>currently the dock is one height level about the water level
07:05<frosch123>to unload ships at rivers you would need some staircase :p
07:05<Wolf01>Only because you have a slope
07:06<andythenorth>make it newgrf-able
07:06<andythenorth>let author specify foundations or not
07:06<andythenorth>or just draw with offsets
07:08<frosch123>oh, there wasn't even a conflict to resolve for nrt
07:13<andythenorth>explosives by plane
07:13*andythenorth will then
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07:33<Wolf01> started some work :P
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08:02<Wolf01>Yuppy \o/ docks on land
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08:05<Wolf01>I butchered the CmdBuildDock :P
08:05<andythenorth>nicely played
08:06<Wolf01>I left all the TileArea for station, but it's hardcoded to 1x1, it should be used for multi tile docks
08:09<Wolf01> <-
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08:26<@peter1138>i also have a patch for multistop docks...
08:26<Wolf01>Too bad no ship can enter the dock now.. :P
08:27<@peter1138>they never do
08:27<@peter1138>they always stop 1 tile short
08:28<Wolf01>The problem is that I removed the dock_offset
08:28<@peter1138>i seem to rememeber having to do something similar
08:29<Wolf01>I'm looking to replace it with station tile axis to diagdir pointing towards water... if there's water nearby
08:31<@peter1138>should be any water tile adjacent to dock
08:31<@peter1138>or something similar
08:32<Wolf01>Vanilla is the water tile at the end of the dock DDW <-
08:32<@peter1138>and then if you allow arbitrary tiles like stations
08:32<@peter1138>then my patch is pointless
08:32<@peter1138>good job Wolf01, doing it better than me :D
08:32<Wolf01>Lol, I'm not even near to the solution
08:33<@peter1138>i abused the multistop struct but didn't use any of its reservation stuff
08:34<Wolf01>That would be nice, one ship per tile
08:34<Wolf01>As now, if it works, any ship would use only the nearest dock tile
08:34<@peter1138>you could do that differently without multistop
08:35<@peter1138>just make the pathfinder require that a destination tile be empty
08:35<@peter1138>someone(tm) needs to do it :D
08:35<@peter1138>damn, maybe i should get visual studio out
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08:46*andythenorth should patch AV9
08:46<andythenorth>so all planes are small
08:46<andythenorth>I want grass airports for supplies
08:48<andythenorth>planes keep crashing :P
08:50<frosch123>there is a cheat to disable size-based crashes
08:51<frosch123>will you whine about having to use cheats for how the game should be by default? :p
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08:54<andythenorth>I am happy with that cheat
08:54<andythenorth>I will probably forget it exists though :)
08:55<andythenorth>2017: NRT
08:55<andythenorth>2018: water stuff
08:55<andythenorth>2019: airport stuff
08:55<andythenorth>2020: fin
08:55<andythenorth>game is done at that point
08:55<frosch123>who is going to finish nrt?
08:56<andythenorth>what’s left to do?
08:56<frosch123>script api
08:56<andythenorth>you have a to-do list somewhere?
08:56<andythenorth>I could have a go
08:57<frosch123>i guess since there is currently no interest in a real script api, we would just have to make sure that the compaibility layer works
08:57<frosch123>andythenorth: the todo list is in the source :)
08:57<frosch123>git diff trunk/master HEAD | grep TODO
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08:58<frosch123>two main items: script api, behaviour of roads wrt. town growth
08:58<frosch123>connectivity and stuff
08:59<andythenorth>is there some idea that default town roadtype can be specified?
08:59<andythenorth>and by who / what?
08:59<frosch123>i think it will always be the first roadtype
09:00<frosch123>town growths along some roads (no idea whether wolf added that flag)
09:00<andythenorth>seems straightforward
09:00<frosch123>but town itself builds only first type
09:01<Wolf01>I made a branch for that, but I'm not sure if what I've done is right, as the flag only works for roadtype_road since roadtype_tram is already excluded from town growth
09:02<frosch123>scenario editor seems to unfinished as well
09:03<Wolf01>I could finish the SE, but I'm not sure how to handle the roadtypes
09:03<frosch123>can you compose a list of questions?
09:03<Wolf01>Yes, I think I could do it
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12:17<supermop>is there a way to send beer to andy wolf and frosch via internet
12:24<frosch123>i think beer is not the first choice for cultural exchange
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12:24<frosch123>while belgium<->germany<->czechrep are happy with each others beer
12:24<frosch123>opinions become strong when you continue to uk or even us
12:24<Wolf01>Specially when the wolf can't drink alcoholics
12:25<frosch123>does it trigger the full moon effect?
12:26<frosch123>no idea about cheese. usually cheese is not produced where it is named after
12:27<frosch123>didn't i read in this channel abuot the biggest swiss cheese producer being in some us state?
12:29<@Alberth>yes, andy needed a new industry :)
12:38<supermop>the idea was not particularly to send US beer
12:54<andythenorth>my SV goals might be ambitious :P
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13:03<__ln__>frosch123: nowadays it can be called 'czechia' to keep it short
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15:02<Snail>hey guys
15:02<Snail>anyone here knows what railtype labels are supported by NuTracks? it seems to me it doesn’t support NG 3rd rail
15:04<andythenorth>I think I ran into this recently
15:04<frosch123>we only know that the list on the wiki refers to the version by djnekkid
15:04<andythenorth>are there 2 versions of nutracks?
15:04<frosch123>but oberhümer changed stuff later
15:04<andythenorth>and the wiki labels are no guide, as frosch123 said
15:09<Snail>they don’t include NG
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15:09<Snail>my guess is that they forgot to support NG 3rd rail
15:09<Snail>because all of my trains seem to run fine, except for those
15:13<andythenorth>plausible *
15:13<andythenorth>frustrating isn’t it :)
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15:43<jamesawgner3>I'm on Linux, without pulseaudio, and the music volume slider has absolutely no effect. I took a look at flyspray, and I see someone submitted a patch in 2013 on #5499 for modifying Timidity volume. Is this still an issue? Is the suggestion to pass `-m extmidi` from #6051 to openttd on startup a valid workaround?
15:51<@Alberth>if the issue is not closed, it's not done, afaik
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15:57<jamesawgner3>Interesting. I haven't tried, but does that slider work in Windows or OS X? Is Linux the only platform where Timidity is used play the music?
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16:23<supermop>assuming there will never be continuous bulk handling systems like pipes, belts, bucket lines etc in game,
16:24<supermop>I wonder if a belt is more like a road or a rail
16:25<supermop>a chairlift or gondola seems slightly more roadlike
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18:54<Eddi|zuHause>i'm sure you're the very first person who ever had that thought.
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