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#openttd IRC Logs for 2017-09-28

---Logopened Thu Sep 28 00:00:16 2017
00:02<supermop_home>can't decide if a 60s-70s two part tram should be an articulated tram, or two trams/tram+trailer working as a pair
00:02<supermop_home>like in eastern European trams
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02:01<andythenorth>o/
02:04<andythenorth>supermop_: yo
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03:39<andythenorth>V453000: yo
03:39<V453000>heyo
03:39<V453000>I was lazy as fuck yesterday
03:39<V453000>just played starcraft2 instead of making trees
03:39<V453000>._.
03:40*andythenorth day off
03:40<andythenorth>sick
03:40<V453000>:0
03:40<andythenorth>except for some work to do :P
03:41<V453000>-> horse? :P
03:42<andythenorth>maybe
03:42<andythenorth>stuck, might do some FIRS instead
03:42<andythenorth>or shipses
03:42<V453000>:D
03:42<andythenorth>horse stuck on cars for bulk cargos
03:42<andythenorth>I want…moar types
03:42<V453000>I'm trying to finish brix so I could really focus on just 1 project only
03:42<V453000>well just draw moar types? :D
03:42<andythenorth>got to name them and crap
03:43<V453000>omg so complicated :D
03:43<andythenorth>isn’t it
03:43<andythenorth>Hopper Car Type 1
03:43<andythenorth>Hopper Car Type 2
03:43<andythenorth>Hopper Car Type 9000
03:43<V453000>easyt
03:43<andythenorth>solved then?
03:44<Eddi|zuHause>but it's not over 9000
03:44<V453000>I'm sure you can invent some nicer names but for now it can do
03:44<V453000>do you have them drawn?
03:44<andythenorth>not exactly
03:44<andythenorth>but it’s pretty easy to do variations
03:44<V453000>then draw them and invent names after :D
03:44<andythenorth>smooth / rugged
03:44<andythenorth>tall / low
03:44<andythenorth>maybe colours, dunno
03:45<andythenorth>the grey ones I did looked shit
03:45<Eddi|zuHause>those should probably all be random variations instead of new types
03:45<andythenorth>http://dev.openttdcoop.org/attachments/download/8642/horse_such.png
03:45<V453000>the grey ones are quite fine, there is just some difference between the shiny inside and the outside of the wagon
03:45<andythenorth>Eddi|zuHause: I dislike random variation like that, I prefer unit train look
03:45<V453000>the inside is fucking awesome I wouldn't touch that
03:45<V453000>and the outside has barely any problems too
03:46<V453000>definitely keep
03:46<andythenorth>deleted this morning :P
03:46<V453000>omfg
03:46<Eddi|zuHause>andythenorth: that's easy to solve, you just buy more wagons and sell the ones that don't look right
03:46<andythenorth>Eddi|zuHause: yes, but it gets to be yak-shaving after a while
03:46<andythenorth>and with clone
03:47<Eddi|zuHause>andythenorth: or you make the random based on PARENT
03:47<Eddi|zuHause>then all wagons are the same in a train
03:47<andythenorth>then all clones look same :)
03:47<Eddi|zuHause>just vary between trains
03:47<andythenorth>all wagons same in train
03:47<andythenorth>hmm
03:47<andythenorth>might be viable
03:47<andythenorth>clones would vary
03:47<andythenorth>ok
03:47<andythenorth>possible valid argument
03:48<andythenorth>V453000: like Steeltown has 9 different bulk cargos, same wagons everywhere is boring
03:48<V453000>yes
03:48<andythenorth>but I can’t add 1 wagon per cargo type
03:48<V453000>I agree that more variety always helps
03:48<andythenorth>not with 6 generations adn 2 lengths anyway :P
03:48<V453000>well you can have it change graphics on refit like my universal wagons :P
03:48<V453000>it only happens in depot anyway
03:48*andythenorth considers one-type-per-cargo route
03:49<V453000>would be glorious
03:49<andythenorth>but there aren’t 30 ways to draw hopper wagons
03:49<andythenorth>also…life
03:49<Eddi|zuHause>andythenorth: you can also make variation based on refitted cargo
03:49<andythenorth>Eddi|zuHause: also a valid route imho
03:49<Eddi|zuHause>so if you refit to coal the wagon looks like a coal hopper
03:49<andythenorth>tank wagons recolour to cargo
03:49<V453000>give shape and colours and there are way more than 30 ways :)
03:49<V453000>nuts just uses colours
03:49<Eddi|zuHause>and if you refit to iron ore the wagon looks like an iron hopper
03:49<V453000>so if you add a few shapes you already have differences
03:49<Eddi|zuHause>just autorefit will look odd
03:50<V453000>oh yeah fucking autorefit
03:50<andythenorth>autorefit looks odd for tank cars
03:50<andythenorth>but eh
03:50<andythenorth>I stopped caring
03:50<V453000>well bad feature :P
03:50<andythenorth>it’s a game
03:50<andythenorth>hmm
03:51<andythenorth>so bulk cars already show cargo as load
03:51<Alkel_U3>dump oil, fill with milk?
03:51<Eddi|zuHause>so, why is train #13 not integer length? :p
03:51<andythenorth>Eddi|zuHause: user error ;)
03:51<andythenorth>I’m not convinced that integer length means anything
03:51<andythenorth>it’s just an arbitrary goal I’ve set myself
03:51<V453000>:0
03:51<andythenorth>V453000 disagrees clearly
03:52<andythenorth>so coal cargo is black, car shouldn’t be black
03:52<V453000>well when you start caring about precise signal gaps and places where trains wait, integer lengths are very helpful
03:52<andythenorth>V453000: you have that scheme for cargo + wagon colour crap?
03:52<V453000>yes andythenorth that's what I do
03:52<V453000>colour of wagon always different to cargo
03:52<andythenorth>so cargo colour + wagon colour + CC
03:52<V453000>I had it on dropbox until dropbox removed public links
03:52<Eddi|zuHause>aw man, i can't figure out how to get these last two cards in Kindergarten :/
03:52<andythenorth>probably have to make that work eh
03:53<andythenorth>more python
03:53<V453000>but I didn't have it ready for FIRS3, need to revisit
03:53<andythenorth>such brainfuck
03:53<Eddi|zuHause>and i don't want to look up a solution/guide
04:00*andythenorth looks at IRL stuff
04:09<andythenorth>V453000: valid differences? Or bollocks?
04:09<andythenorth>http://modell-express.su/Catalog-PS/Gruzvagon/Hopper-Dumpcar/15294-1.jpg
04:09<andythenorth>http://www.trenesymas.com/WebRoot/StoreES3/Shops/64100264/53BF/BE96/B7E3/837B/4C55/C0A8/2BB9/37A0/MARKLIN_48100.jpg
04:12*andythenorth considers ‘pointy hopper car’
04:12<andythenorth>and ‘boxy hopper car'
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04:16<Eddi|zuHause>they use the first type around here
04:19<andythenorth>extra pointy http://www.aandhmodels.co.uk/ekmps/shops/aandhmodels/images/nw-030-sncf-hopper-wagons-set-of-three-[3]-27707-p.jpg
04:20<andythenorth>slopes are bad at TTD scale though eh :P
04:25<andythenorth>fuck it, just one type
04:25<andythenorth>but three lengths
04:25<andythenorth>job done
04:25<andythenorth>visually different
04:37<andythenorth>nah, stupid idea
04:37*andythenorth tested it
05:04<andythenorth>http://dev.openttdcoop.org/attachments/download/8643/horse_such_2.png
05:05<andythenorth>2 generations of hopper car shown, 1 generation of dump car shown
05:05<Eddi|zuHause>what's the difference?
05:05<andythenorth>between hopper and dump?
05:06<andythenorth>or between generations?
05:06<Eddi|zuHause>yes
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05:07<andythenorth>hopper and dump is visual difference only, most Horse wagon types differ only in pixels and/or refittable cargos
05:07<andythenorth>generations -> newer is faster, possibly higher capacity
05:07<andythenorth>not sure on capacities yet
05:07<andythenorth>for auto-replace, keeping capacities same has some benefits
05:08<andythenorth>but lacks progression
05:08<Eddi|zuHause>make it so that in the next generation the capacity of the short wagon is the same as the capacity of the previous long wagon :p
05:09<andythenorth>yes, that’s possible
05:09<andythenorth>likely even
05:09<andythenorth>capacity is somewhat related directly to length
05:12<Eddi|zuHause>i mean: for autoreplace you can then decide whether to keep capacity the same or length the same
05:12<andythenorth>yes
05:13<andythenorth>oh I see your progression point
05:13<andythenorth>ok
05:13<andythenorth>that might be nice
05:15<andythenorth>at some point 4/8 gets dropped, so that complicates it
05:15<Eddi|zuHause>yes
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05:41<V453000>andythenorth: probably some valid difference here and there
05:44<andythenorth>I am pushing towards ‘not moar wagon types’ currently
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05:45<andythenorth>kind of hard to resist though :P
05:45<andythenorth>especially steeltown with so many raw cargos
05:45<V453000>especially with 8bpp it's just good idea
05:45<V453000>with 32bpp it can get into filesize problems
05:46<V453000>moar wagon graphics is better
05:49<andythenorth>http://dev.openttdcoop.org/attachments/download/8644/horse_such_3.png
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06:11<Wolf01>o/
06:11<andythenorth>hi Wolf01
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06:14<crem>\o
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06:52<andythenorth>synonyms for ‘short’ and ‘long'
06:52<andythenorth>that put ‘short’ before ‘long’ in lexical sort
06:52<andythenorth>stupid problem :P
06:54<Wolf01>http://www.wordreference.com/synonyms/short ?
06:54<Wolf01>I would go for "not long" and "not short"
06:55<andythenorth>doesn’t help the lexical sort :P
06:55<Wolf01>Yes, it does, short = not long < long = not short
06:56<andythenorth>oic :P
06:56<andythenorth>but ‘not long’ < ‘not short’ is the problem :)
06:56<andythenorth>stubby, shrunk, small are all uselss
06:57<andythenorth>I will end up at ‘A’ and ‘B’ which is crap :P
06:57<__ln__>'a stub'
06:58<Wolf01>"compact" and "extended" (or just "long")
06:59<Wolf01>http://www.wordreference.com/synonyms/long doesn't seem to have enough synonyms
06:59<andythenorth>compact could work
07:00<andythenorth>‘mini’ and ‘maxi’ are so close :P
07:00<Wolf01>Also, it's a nonsense since if you also allow translations you might be fucked
07:00<andythenorth>but no cigar
07:00<andythenorth>it’s just a filesystem issue
07:00<Wolf01>Oh then fine
07:00<andythenorth>pngs for ‘long’ come before the ones for 'short'
07:00<andythenorth>which trips me up every time
07:00<__ln__>a filesystem, in general, doesn't guarantee any particular order for files
07:01<andythenorth>no, but the view I use in the file browser does ;)
07:19<Eddi|zuHause>andythenorth: if you want arbitrarily descriptive filenames but also ensure a sort order, you might want to start filenames with numbers (e.g. their vehicle id) and then their descriptive names
07:19<andythenorth>could work
07:19<andythenorth>I could just live with ‘short’ being after 'long'
07:19<Eddi|zuHause>"xlong"
07:20<andythenorth>ha
07:27<Wolf01>Cool, with "xlong" they even have the same filename length
07:29<Wolf01>What do you say to VS updates? "Not today"
07:43<andythenorth>nah
07:53<Eddi|zuHause>did anyone ever tell you that there's not enough game of thrones in this world?
07:55<Wolf01>I think they copied this from windows users reaction to updates
07:56<Wolf01>Mmmh well, filesystem operations are all async
07:58<Wolf01>This function is an await-party
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08:54<Wolf01>Anyone which knows how to serialize to json in c# without using the newtonsoft.json?
09:24<Wolf01>With a bit of work with the DataContract serializer it seem I managed to do it, I hope it works for everything I need to do
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10:09*andythenorth such refactoring
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10:30<@Alberth>o/
10:31<crem>\o
10:31<Wolf01>o/
10:31<andythenorth>lo Alberth
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11:15<andythenorth>Alberth: is there a way to pass a class to a function, then construct an instance with it?
11:15<andythenorth>I thought it was simple assignment, but I get ‘not callable'
11:17<andythenorth>maybe it’s EBKC
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11:25<@Alberth>class X: ... f(X) def f(kl): k = kl()
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11:35<andythenorth>quak
11:35<frosch123>moo
11:36<Wolf01>Quak
11:41<andythenorth>such refactoring
11:41<andythenorth>I should learn sed or something
11:41<Wolf01>https://gist.github.com/Wolfolo/d2d90f89624ad6908139da3ebf808358 ????????????? I'm going mad
11:44<Wolf01>But it does that only in a particular occurrence: when I load some classes from a file, those use the ServiceLocator.Get<CategoryManager>();
11:49<Wolf01>https://imgur.com/a/SfuCX
11:50<Wolf01>Even the imgus hash says "fuck"
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11:58<yorick_>Wolf01: maybe you want GetType instead of typeof
11:58<Wolf01>It's not an instance
11:59<Wolf01>T is a System.Type
11:59<yorick_>so typeof(T) will be System.Type?
11:59<Wolf01>Yes
12:00<yorick_>you want System.Type to always be your key?
12:00<Wolf01>Yes
12:00<yorick_>I don't really see the point of a dictionary with a single key
12:00<Wolf01>No
12:00<Wolf01>The key is the type of CategoryManager
12:00<Wolf01>Which is a subclass of system type, not an instance
12:02*andythenorth discovers autopep8
12:02<andythenorth>winner
12:02<supermop_>so i drew z class cab ends
12:02<supermop_>but i only have two trams of that generation
12:03<Wolf01>My only assumption is that another thread is adding the same item in the same exact moment
12:03<supermop_>now i am trying to make up additional uses
12:03<yorick_>Wolf01: does it happen consistently?
12:03<milek7_>uh, "smooth viewport scrolling"
12:03<milek7_>why this isn't enabled by default
12:03<yorick_>milek7_: because it can be cpu-intensive
12:04<andythenorth>supermop_: why short ore cars?
12:04<Wolf01>yorick_, yes, but only after I added a code which uses ILGenerator (deseralizes an object)
12:04<supermop_>andythenorth: look nice
12:05<andythenorth>supermop_: current state of horse http://dev.openttdcoop.org/attachments/download/8644/horse_such_3.png
12:05<andythenorth>I considered more hopper car types, but nahj
12:05<andythenorth>also more gondola types
12:05<andythenorth>but nah
12:06<supermop_>i mean its not like horse is a wagon simulator
12:06<yorick_>Wolf01: that sounds like it's doing stuff at runtime that's breaking your typeof or templates?
12:06<Wolf01>But it loads fine
12:06<Wolf01>And it works fine
12:06<andythenorth>supermop_: Steeltown requires a wagon simulator :P
12:07<yorick_>Wolf01: first try a mutex, maybe
12:07<Wolf01>If I add the loaded classes to a collection it starts doing that
12:07<supermop_>the oxygen furnaces always end up far from the blast furnaces
12:07<supermop_>how good is the insulation on the molten metal cars?
12:07<supermop_>also
12:08<andythenorth>the insulation is awesome
12:08<supermop_>in a recent on going steeltown game, there is too much scrap and not enough places to put it
12:08<andythenorth>good for a 512 map
12:08<supermop_>but i think you may have changed steeltown since i started that game
12:08<andythenorth>I tried locating oxygen furnace near blast furnace
12:08<andythenorth>but there’s a bit of a race condition with it
12:08<supermop_>also it was a ukrs game so i need huge rakes to take scrap from bulk terminal
12:09<andythenorth>newgrf needs a ‘type to build next’ option when building industries :P
12:09<supermop_>patch it in
12:09<andythenorth>_probably_ could be forced with the probability callback
12:11<Wolf01>Mmmh, I think I found why it does that... it's a bit recursive with dependencies, but only if I load the same exact objects from file instead of wget
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12:13<supermop_>this particular game was also kind of light on limestone
12:15<andythenorth>mine too
12:15<andythenorth>I increased the amounts at quarry
12:15<andythenorth>I need to play a test game
12:15<Wolf01>yorick_: it seem to be solved with lazy initialization
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12:56<andythenorth>SUCH HORSE
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13:04*andythenorth got rid of lots of wrong smells
13:05<andythenorth>when a vehicle requires 3 subclasses for the container
13:05<andythenorth>and another 3 subclasses for each unit
13:05<andythenorth>that’s not good :P
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13:16<andythenorth>26 variants of each wagon then?
13:16*andythenorth added alphabetical codes :P
13:16<frosch123>scrabble?
13:17<andythenorth>boggle
13:17<andythenorth>https://www.google.co.uk/search?q=boggle&source=lnms&tbm=isch
13:17<andythenorth>all this learning
13:18<andythenorth>then I die :)
13:28<supermop_>which bernd and hella book did you get andy?
13:29<andythenorth>https://mitpress.mit.edu/books/industrial-landscapes
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13:31<supermop_>shouldn't lime be somewhat local?
13:31<supermop_>its not a super rare rock
13:32<supermop_>went to NY art book fair last weekend and didn't see any of their stuff
13:32<supermop_>not even at the aperture or MIT press booths
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13:45<@DorpsGek>Commit by translators :: r27922 trunk/src/lang/polish.txt (2017-09-28 19:45:40 +0200 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>polish: 12 changes by McZapkie
13:48<andythenorth>ach
13:48<andythenorth>high speed crap
13:49<andythenorth>mail cars > 125mph, just mail, or also the other express cargos in Horse (supplies, valuables, food etc)
13:49<andythenorth>??
13:54<supermop_>idk im sure its reasonable to send valuable sin the mail, maybe not tractors
13:55<andythenorth>on the one hand realism
13:55<andythenorth>on the other...fun?
13:55<frosch123>express cargo should have a steep decline in payment
13:56<frosch123>i.e. make the express cargo unprofitable when not transported as express
13:56<supermop_>yeah i mean, i can shovel coal into the cargo hold of a concorde if someone really needs that coal in couple hours, but not really needed
13:57<supermop_>someone might buy me a concorde ticket to hand carry a bunch of diamonds though
14:02<andythenorth>could make the high speed super expensive
14:02<andythenorth>but eh
14:13*andythenorth such busy http://dev.openttdcoop.org/projects/iron-horse/repository/revisions
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14:53<supermop_>so, two part 60s-70s tram
14:53<supermop_>idk if its going to be articulated or like two units in multiple
14:53<supermop_>but i wonder if instead of having sprite for front and rear part,
14:54<supermop_>would it be worth it to simply used a different template for rear that re-orders the front sprites, and then recolor the headlights to red?
14:55*andythenorth wonders that for pax coaches in horse
14:55<andythenorth>adding a rear light automatically with recolour
14:55<supermop_>benefit is save one row in my photoshop template, dont need to re draw 2nd part again if making a new livery etc
14:56<andythenorth>same here
14:56<supermop_>drawback is, 1) i currently use only one sprite template, complicates code
14:56<supermop_>and i dont know how to do the recolor
14:56<supermop_>and if I composite on the lights, i use up 1/4 of my greeble slots
14:59<supermop_>i guess i also reduce the file size of the total grf slightly
15:00<andythenorth>I would do the lights in v2 ;)
15:00<andythenorth>unless you want to learn how now
15:00<supermop_>but i feel like i'd need to composite the lights if doing 32bpp later anyway, so file size issue is moot
15:00<supermop_>everything else has light already -
15:01<supermop_>if head and taillights disappear from articulated trams, the huge user base of just me will complain
15:02<supermop_>if i can recolor strictly in nml, with no pre compiling magic, i'm down
15:02<supermop_>otherwise maybe someday in the future
15:03<andythenorth>you can do it in nml
15:03<andythenorth>remap colours
15:03<supermop_>i need that for open bed trucks/wagons too
15:04<supermop_>currently the open bed is always 2cc, which looks best, but a random chance of it being 1cc or grey would be nice
15:04<supermop_>also bus liveries would be a lot easier
15:12<V453000>for wagons I just remove 2cc often, replace with code-remapped colousr
15:12<V453000>iz great
15:15<supermop_>ive seen stuff in nml docs that seems to make it look like i can have switches based on CC
15:16<supermop_>which i guess one could abuse to force certain 2cc
15:16<supermop_>like if you select green as 1cc and red as 2cc it remaps the red to yellow, because fuck you for trying to make a red and green tram?
15:17<V453000>:D what
15:18<V453000>I haven't seen that but that doesn't say anything
15:18<Wolf01>V, whan iz new graphic for F?
15:18<Wolf01>*when
15:18<frosch123>you can remap cc as you like, and yes imho there should be more of "2nd cc is remapped randomly"
15:19<supermop_>V453000: not sure if actually possible, but i kind of want to try
15:20<V453000>Wolf01: ?
15:20<supermop_>some possible color schemes are pretty ugly, but also there are lots of other color schemes that might look good that a player can't necessarily easily set
15:20<Wolf01>HD graphics
15:20<V453000>you mean 100% everything? Because a big part is already there
15:20<Wolf01>Also the ones seen in FFF?
15:20<frosch123>Wolf01: kovarex said "this year" at the party, which will ofc not happen :p
15:21<V453000>well 0.15 already has many high resolution things, and the ones seen in FFF since 0.15 are obviously coming in 0.16 :D
15:21<V453000>what question is this :D
15:21<supermop_>like the pallet has some decent tans, that to me look better a 'cream' than the CC cream
15:21<supermop_>at least look better if a green or blue is 1st cc,
15:22<supermop_>so what if i set 1cc to dark blue, and 2cc to 'cream' it remaps the pink-ish cream to the better tan
15:22<frosch123>you can do that if you want
15:22<frosch123>but sounds like a lot of work :)
15:23<V453000>can vehicles detect their "cc" setting?
15:23<supermop_>V453000: yes
15:23<V453000>ok nice :)
15:23<supermop_>thats how pikka did pineapple
15:23<V453000>right
15:23<frosch123>V453000: i am pretty sure we used that in the slug
15:23<V453000>really
15:24<V453000>I don't think so
15:24<V453000>slug is just full on random, no?
15:24<V453000>+ 2cc masks
15:24<supermop_>rather than a cc mask, he had prerendered livery sprites, and vehicle selects based on color
15:24<frosch123>isn't it random whether it is random?
15:24<supermop_>but he didn't use 2cc at all
15:24<frosch123>like some are, but not all?
15:24<V453000>yeah that's cute but massive waste of filesize supermop_ ... for small sets it works
15:25<V453000>some of them might ignore recolours frosch, but I don't believe it's based on the "actual cc"
15:25<frosch123>supermop_: you can also use spitestacking to apply little differences
15:25<V453000>it just works as normal vehicles without recolour mapping
15:25<supermop_>V453000: its not a bad idea if you can acheive most of it with recoloring - some liveries willl look best in certain colors
15:25<supermop_>frosch123: i run out of my 4 sprites to stack very fast
15:25<V453000>of course
15:25<V453000>XD
15:25<V453000>what do you want to stack?
15:26<supermop_>like if you choose older boring colors, pinapple gives you more moring looking liveries, where the brighter colors come with more modern looking stripes etc
15:26<supermop_>V453000: everything
15:26<V453000>well I get that but more specifically?
15:26<V453000>I use quite dumb shit and 4 is fine
15:27<V453000>3 for wagon, 1 layer for cargo
15:27<frosch123>when we finally have a set which uses stacks, we can analyse the performance and then see whether we can increase the limit, or shoot the grfs down :p
15:27<supermop_>all the greeble, air conditioners, pantographs, destination signs
15:27<V453000>oh
15:27<supermop_>advertisements on side
15:27<V453000>well that's kind of extreme :P
15:27<supermop_>doors
15:27<supermop_>people visible through open door
15:27<supermop_>extra stripes for different liveries
15:28<supermop_>but currently i only do the pantographs
15:28<V453000>yeah that's kind of over the top :P
15:28<V453000>BTW my new computer seems to be much worse at handling openttd than the old one :0
15:28<supermop_>for the trucks i do cab/body/cargo/pantograph or exhaust pipe
15:28<V453000>not sure if 32bpp related
15:30<supermop_>which reduces my sprites by roughly 8x
15:30<supermop_>for trams so far its not as necessary
15:30*andythenorth bans some industry colours in FIRS
15:30<andythenorth>some lack taste
15:31<supermop_>i just use it to change trams from trolley poles to pantographs based on date
15:31<andythenorth>V453000: you have a newer graphics card probably
15:31<andythenorth>they are worse
15:31<supermop_>andythenorth: if i fund my own blast furnace it is my right to paint it pink
15:32<andythenorth>I think pink is allowed
15:32<andythenorth>I think yellow and purple are banned
15:33<V453000>the graphics card matters at all?
15:33<V453000>also the graphics card is almost no different, 980Ti to 1080Ti
15:33<V453000>the cpu is a big difference though
15:33<andythenorth>such CPU
15:33<supermop_>TT orange is so superior to TT yellow in every way
15:33<supermop_>maybe i will use remapping to just make the yellow orange
15:33<andythenorth>V453000: for last 2 macs I bought, OpenTTD got worse :)
15:33<supermop_>tt orange is not every really orange
15:33<V453000>blabla macs
15:33<V453000>blabla
15:34<andythenorth>still just silicon innit
15:34<V453000>:D
15:34<frosch123>supermop_: just blame the player for picking yellow. fighting the player is silly
15:35<frosch123>V453000: what's your single core speed?
15:36<V453000>more than before, 4GHz
15:36<V453000>was 3.2 previously
15:36<frosch123>intel or amd?
15:37<supermop_>remap all yellow to pink
15:37<frosch123>all the benchmarks say that intel is better for single core
15:37<V453000>blue team fags
15:37<supermop_>and all pink to green
15:37<V453000>17-7820X
15:37<V453000>i7*
15:37<andythenorth>lame
15:37<frosch123>sounds expensive :p
15:38<V453000>was expensive as fuck
15:38<V453000>if I didn't require 64+ GB of RAM, I would have went with ryzen7
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15:38<V453000>and threadripper is even more expensive
15:38*andythenorth having CPU envy now
15:39<frosch123>V453000: but it has slow single core speed, which is bad for ottd :)
15:39<andythenorth>V453000 can haz compiled OpenTTD?
15:39<V453000>andythenorth: why do you think I multithreaded the python rgb->8bpp converter to 16 threads :P
15:39<V453000>yeah frosch123
15:39<V453000>I was considering the 7700k but kind of wanted the 8 cores for other than openttd/factorio playing things
15:39<frosch123>but well, i guess we need to expand on the graphics front to make use of more cores
15:40<andythenorth>V453000: try compiling with this patch https://bugs.openttd.org/task/6469
15:40<V453000>idk I am now loading our public server game 228 with 8bpp blitter
15:40<V453000>and the game basically freezes
15:40<V453000>I'm pretty sure I Could open it earlier
15:40<V453000>andythenorth: do you seriously think I compile openttd? :D
15:41<frosch123>andythenorth: that patch is only for amd cpu
15:41<frosch123>we already have a sse4 blitter
15:45<V453000>well as I said, I'm not even sure if it's 32bpp related
15:45<V453000>removing brix and reducing window size doesn't quite help either
15:45<supermop_>still not happy with / and \ views of z class tram
15:46<V453000>http://www.openttdcoop.org/files/publicserver_archive/PublicServerGame_228_Final.sav
15:46<V453000>if you want to try
15:46<frosch123>andythenorth: actually, it's just for old cpu. amd also supprots sse4 since 2011
15:46<V453000>I'm on r2789 idk if that makes any difference
15:46<V453000>r27892*
15:48<frosch123>V453000: try 1.7.1. releases are faster, though i have no idea how much
15:48<andythenorth>hmm
15:48*andythenorth wonders if the r6469 speed up is confirmation bias
15:48<andythenorth>given that I have i7, not AMD :P
15:49<V453000>it seems a little bit better ,the game starts playing sounds at me frosch123 :D so it's not frozen at least
15:49<V453000>but insanely slow
15:49<V453000>and uncontrollable
15:50<V453000>cursor doesn't even show
15:50<V453000>ok now I see it XD
15:50<andythenorth>wiggle it a bit
15:50<V453000>hmm, keep old pc for openttd? :D
15:50<andythenorth>disappearing cursor is pretty standard :)
15:52<milek7_>ryzens support "only" 64GiB of ram?
15:52<V453000>from what I read, yes
15:52<frosch123>most consumer cpus only support 64gib
15:53<V453000>well 64gb is still great until you start using adobe retardation
15:54<V453000>on a retarded scale
15:54<V453000>BRIX after effects scene can easily peak to 40GB or something
15:55<frosch123>andythenorth: ottd has weird rules for picking the blitter automatically
15:55<V453000>assuming some future proofing, might want to keep the ability to expand to 128gb
15:55<frosch123>sse4 is only used when the baseset is 32bpp, while that sse2 patch sets it also for 8bpp
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15:56<andythenorth>hmm
15:58<supermop_>V453000: messing around in acad with indesign and photoshop open is miserable on this workstation
15:58<supermop_>which for some reason only has 8gb
15:58<supermop_>because my boss doesn't understand what a computer is
15:59<supermop_>also this job is the first time since 2002 that i have used autocad with only one monitor in a professional capacity
16:00<V453000>he
16:00<V453000>I convereted to single monitor setup recently
16:00<V453000>34inch ultrawide though :P
16:01<V453000>iz glorious
16:01<V453000>I can see like quarter of openttd map at x1 :D or something stupid like that
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16:02<ST2>hmmm, that with F and longreach mod - no need to move yourself xD
16:02<frosch123>V453000: maybe you should switch to professional hardware like https://www.asus.com/Commercial-Servers-Workstations/Z9PED162L/overview/
16:03<V453000>yeah we had server motherboards in our last job
16:03<frosch123>ST2: there is also a default god-mode
16:03<V453000>turned out there was a massive shitload of driver problems
16:03<frosch123>but it is actually weird to play
16:03<V453000>yeah openttd's god mode is better
16:04<Wolf01>When will be possible to shot from tanks in F - god mode, that day it will be the coolest game ever
16:05<V453000>:D
16:05<V453000>you can't do that?
16:05<Wolf01>Nope
16:05<V453000>k
16:05<V453000>will check tomorrow
16:05<ST2>OpenTTD God's mode it's something like this?
16:05<ST2>[21:04:15] <+ttd-srv7> Available commands: 7help, 7name, 7version, 7resetinfo, 7resetme, 7server, 7companies, 7players, 7say, 7alogin, 7alogout, 7seed, 7limits, 7status, 7account, 7debug, 7move, 7kick, 7rcon, 7ailag, 7suspend, 7unsuspend, 7aireconnect, 7exit, 7shutdown, 7cancelshutdown, 7restartserver, 7cancelrestartserver, 7restart, 7restartgame, 7reload, 7listplugins, 7pauseplugin, 7unpauseplugin
16:05<ST2>, 7reloadplugins, 7load, 7save, 7emptycompany, 7lockcompany, 7unlockcompany, 7resetcompany, 7resetcompanyspec, 7resetcompanykick, 7resetcompanyban, 7resetcompanytimer, 7cancelresetcompany, 7reconnectirc, 7installupdate, 7updateplugins, 7news, 7whowas, 7selftest, 7punishcompany, 7ban, 7banlist, 7unban, 7tempban, 7modban, 7rules, 7arules, 7url, 7goal, 7goalreached, 7progress, 7admin, 7ack, 7solve, 7d
16:05<ST2>uty, 7onduty, 7offduty, 7invite, 7login, 7logout, 7watch, 7known, 7resetknown, 7me, 7whois, 7saveme, 7notes, 7inviteme, 7voterestartgame, 7voterestart, 7votekick, 7voteban, 7cancelvote, 7vote, 7votestatus, 7away, 7screenshot, 7townstats, 7claimed, 7awarning, 7setsign, 7removesign, 7playerinfo, 7rank, 7landscape, 7vipstatus, 7vipmembership, 7sponsor, 7addvip, 7extendvip
16:05<ST2>xD
16:06<Wolf01>Nah, OTTD god mode is some years after you established a profitable route
16:10<ST2>sidenote: not seeing Samu around and he seems quiet, but he's playing OpenTTD now ^^
16:11<V453000>...
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16:27<V453000>I'm trying to apply giant hacks to the brix postproduction to just be able to output a proper next version
16:27<V453000>I'll have to redo this whenever I return to working on BRIX after release XD
16:28<V453000>for today, gnight
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17:16<supermop_>andythenorth: https://imgur.com/a/s5ZWd
17:16<supermop_>Z sides
17:17<supermop_>drawing 1cc as green and 2cc as yellow for increased z-ness
17:19<andythenorth>you might be able to notch out the wheel arches http://www.gunzelgallery.hobbiesplus.com.au/Rail0678.JPG
17:19<andythenorth>with shading
17:19<supermop_>going to
17:19<supermop_>have yet to decide where to space wheels
17:20<supermop_>bc i put a door where wheel should go
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17:21*andythenorth bed
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17:22<Wolf01>So I need to register to azure to continue to translate my app by myself
17:27<Wolf01>Oh, they want a credit card.. I don't have one anymore...
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22:21<supermop_home>should a 16m tram be 8/8
22:21<supermop_home>?
22:22<supermop_home>i know this set isn't supposed to be true to any real prototype
22:22<supermop_home>but
22:22<supermop_home>my ps template has a maximum length of 7/8
22:23<supermop_home>but I planned this 70s tram to be conspicuously long
22:23<supermop_home>and stupid mistake on my part led to me not realizing I had built everything up around 7/8 as my maximum length
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22:30<supermop_home>https://imgur.com/a/XVXw3
22:31<Eddi|zuHause>supermop_home: CETS uses 2m=1/8 scale
22:33<Eddi|zuHause>but i think more important than a real-to-game length scale is that length-to-capacity ratio is consistent
22:33<Eddi|zuHause>GermanRV has huge problems with that
22:34<supermop_home>the tram i am trying to base this on had a pretty huge real capacity
22:34<supermop_home>like 70+ seats in original configuration i thing
22:34<supermop_home>think
22:36<supermop_home>my capacity is actually slightly less than the next tram, which is only 7/8
22:36<supermop_home>8/8 does at least let the wheels get a less awkward spacing
22:37<Eddi|zuHause>anyway, trams work best when they are a full tile long
22:37<Eddi|zuHause>(or around that)
22:38<supermop_home>16/8 rigid trams are kind of odd, but yeah I agree
22:38<Eddi|zuHause>articulated, usually
22:38<Eddi|zuHause>or simply two wagons
22:38<supermop_home>it's simpler to space them out if they are >16/8
22:39<Eddi|zuHause>halftile trams always get stuck behind another tram
22:39<Eddi|zuHause>because they don't separate at stations
22:39<supermop_home>my articulated trams are generally 16 or longer
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23:33<supermop_home>hmm when it was just green and yellow, Melbourne tram livery was easy to parse into 2cc
23:34<supermop_home>under older yarra trams I guess i'd say it was green 1cc, blue 2cc?
23:35<supermop_home>or would it be white 1cc and green 2cc? hard to say
23:36<supermop_home>later yarra trams livery, and current PTV livery, green seems to be the 1cc, but is the yellow/hi-vis the 2cc? or is that just an accident
23:36<supermop_home>*accent
23:37<supermop_home>I guess you could say it is green 1cc, dark green 2cc, and the white and yellow are just part of the tram body, and would be there regardless of branding
---Logclosed Fri Sep 29 00:00:17 2017