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#openttd IRC Logs for 2016-09-15

---Logopened Thu Sep 15 00:00:17 2016
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03:56<Wolf01>Desktop apps converted to appx started to appear on the Windows Store, the thing I really like is that the converted apps use their own registry to store info and don't leave trash behind when uninstalled
03:58<Wolf01>The thing I don't like is that everything is installed inside your user folder (default)
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06:02<Wolf01>Isn't this like Zuu's one?
06:18<@peter1138>What's an appx?
06:18<@peter1138>When did computer software become "desktop apps"?
06:18<Wolf01>Appx are the Store apps
06:19<Wolf01>Which aren't real "desktop" apps
06:22<Wolf01>With the Desktop App Converter you can wrap a classic desktop app in a boxed environment, not so limited like the appx ones
06:23<Wolf01>For example you can move an appx from a drive to another without uninstalling it (you need to do it from a panel, not from the file explorer) and keeping all the data untouched
06:25<Wolf01>You could even make a wrapper installer for OTTD, which should work exactly as it does now
06:25<Wolf01>Just a way to distribute classic software via Windows Store
06:26<Wolf01>Also, some sort of DRM...
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06:48<Flygon>Wolf01, I have zero idea what you just said about anything
06:48<Flygon>That's how much I've avoided Win10 @_@
06:50<Wolf01>I wouldn't go back
06:52<Flygon>To 7 or 10? :P
06:52<Flygon>Though, my main concerns are the forced updates
07:03<Wolf01>To <10
07:07<Samu>im on windows 10
07:08<Samu>openttd isn't ready for windows 10, needs a compatibility thing
07:08<Eddi|zuHause><peter1138> When did computer software become "desktop apps"? <-- i don't think that development was avoidable...
07:09<Samu>then it works flawlessly
07:10<Eddi|zuHause>the main problem is that the gap between people who write software and people who use software widens, making it more difficult to cross over. computer software becomes "magic" for most people
07:12<Samu>bah nobody answered me yesterday night
07:17<Samu>i think i've dealt with buoys bankrupting
07:17<Samu>must test
07:19<Samu>only a few buoys bankrupt, right?
07:32<argoneus>good afternoon train friends
07:33<argoneus>anyone here using windows 10?
07:33<argoneus>wondering if I should upgrade from 7, the ubuntu subsystem thing looks cool
07:38<Flygon>Wolf01: Scuse the delay, been trying to fix some computer issues <_>
07:38<@peter1138>buoys bankrupt? what?
07:41<Flygon>Eddi|zuHause: I have the opposite problem. Higher level programming languages look like magic to me. And higher level dev tools.
07:41<Flygon>I look at Unity and think "HOW IS THAT CPU NOT DEAD"
07:42<Wolf01><Samu> openttd isn't ready for windows 10, needs a compatibility thing <- WTF?
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07:43<Wolf01>argoneus, yeah, some days ago I used the Ubuntu subsystem to download a repository, as the Git for Windows doesn't seem to work well
07:43<Wolf01>And SVN doesn't know about Git submodules
07:49<Wolf01>Bah, another site RSS broken
07:53<Wolf01>peter1138, Flygon:
07:54<argoneus>Wolf01: is win10 good then?
07:54<Wolf01>I really like it
07:55<Flygon>Oh man
07:55<Flygon>I forgot how popular VB6 is still
07:55<argoneus>Wolf01: can you do like
07:55<argoneus>code in VS and compile with G++?
07:55<Wolf01>Why not?
07:55<argoneus>good question
07:55<argoneus>okay you convinced me
07:57<Wolf01>You can't use GCC compiler on VS, but you can use it externally
07:57<Wolf01>But still develop on VS
07:58<Wolf01>Also, since I'm a Lumia user, I can benefit from the integration (save a login on Edge desktop and have the login available on phone) and share AppData between desktop and phone (like my RSS reader app does)
08:14<Samu>Wolf01: needs some dpi scalling stuff
08:14<Wolf01>That console thing?
08:15<Samu>else mouse scrolling is erratic
08:15<Samu>mouse positioning issues
08:15<Wolf01>You set high DPI on windows?
08:15<Wolf01>So, every other "old" game does need a fix
08:15<Wolf01>But that's even on XP
08:16<Samu>let me find
08:16<Wolf01>I had that problem on StarCraft
08:16<Samu>i made a post about it
08:18<Samu>speaking of mouse positioning
08:19<Samu>a recent patch about dragging vehicles over the selling icon on depots is kinda bugged when the vehicled is dragged
08:19<Samu>the cursor is mispositioned
08:22<Samu>i tried selling a very large ship
08:23<Samu>Squid ate fish FISH 2.0.2
08:23<Samu>it's very noticeable
08:24<Samu>unsure is it's windows issue only
08:26<Samu>peter1138: buoys bankrupt, i mean when buoys are placed on canals, and a company bankrupts, the buoy is removed is it's not being in use
08:26<Samu>the buoy is removed if* typo
08:27<Samu>tile owner of a buoy is the same as the owner of the water tile
08:27<Samu>it's some weird stuff openttd is doing
08:28<Samu>i'm trying to maintain this functionality now that I can set canal owners independently
08:29<Samu>problem i am having is that tile owner of buoys is OWNER_NONE now
08:29<Samu>a bankrupt won't remove buoys like it used to
08:30<Samu>i am trying a workaround, and so far it seems to be working
08:30<Samu>doing what it used to do
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08:38<Samu>trying this
08:38<Samu>before the if (!IsTileOwner(tile, old_owner)) return; line
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09:31<Wolf01>Eddi, in plain english TL;DR?
09:32<V453000>Pay taxes and shut the fuck up.
09:33<V453000>also how are them biterz?
09:35<Wolf01>No idea, the game has been sitting there for 2-3 days
09:37<Wolf01>Mmmh, I'm not able to parse a website... it comes with a really strange encoding which is undetectable
09:37<Wolf01>But the browser shows it without problems
09:38<Wolf01>Maybe some gzip compression, but it should be handled automatically by the library
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10:01<Wolf01>Thunderstorm. BBL
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10:15<Eddi|zuHause>i only know Thunderstruck...
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10:26<Wolf01>Mmmh, server dead again, manual action required :P
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11:03<Samu>there are two behaviours for placing water structures
11:03<Samu>dock and ship depot have different ways to check for water
11:04<Samu>docks want the the tile to really be of type water
11:04<Samu>ship depots wants the tile to have water on the ground
11:04<Samu>there are objects that can be placed on water
11:05<Samu>they can be cleared
11:05<Samu>i think has water on the ground is a better behaviour
11:31<V453000>My ass is grass.
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11:46<Samu>dock code is .. quite diversified
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11:52<@Alberth>likely, there are more such places in openttd code :)
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11:55<Samu>cost of placing a dock was not counting the price for clearing the slope tile
12:01<@Alberth>can you place a dock on anything not-clear?
12:01<@Alberth>not sure I ever tried that
12:03<Samu>can place on road bit
12:03<Samu>with foundation
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12:11<Samu>okay i think i fixed it
12:11<Samu>cost.AddCost(ret); thingy
12:14<Samu>yes, it's there now, building with medium costs on a coastal tile is £390 now, up from £350
12:20<Samu>CmdBuildDock code is now similar in behaviour to that of ship depot
12:22<Samu>CmdBuildBuoy code needs to be adjusted too
12:23<Samu>erm... maybe not
12:23<Samu>buoys can be placed on anyone's canal already
12:24<Samu>and anyone can remove the buoys
12:24<Samu>let me verify
12:37<Samu>why would you ensure no vehicle on ground on dock tiles?
12:37<Samu>there is no tracks on the dock tiles
12:37<@Alberth>there are ships
12:37<Samu>think i can safely delete this part of the code, unless im missing something
12:37<Samu>that's at the 3rd tile
12:38<Samu>but the code checks the 1st and 2nd tiles
12:38<@Alberth>well, no idea then
12:39<@Alberth>you may want to check the commit message that was given while the check was added, that might gives some clues (sometimes)
12:39<@Alberth>unless it's r1 :p
12:40<Samu>hmm station_cmd.cpp is a biiig file,
12:40<Samu>how do i check commit message stuff?
12:40<Samu>i forgot
12:41<@Alberth>yep, only newgrf.cpp is bigger in "src" (by a factor 2, even)
12:42<@Alberth>check when the lines were last changed (with "blame"), check if that commit just modified them or really added them
12:42<@Alberth>if modified, check out the parent of that commit, repeat the steps
12:43<@Alberth>if you have a nice version control gui, like thg, you can do this in the gui
12:45<Samu>i use tortoise svn, not sure if this is what u mean
12:45<@Alberth>never mind, it's not likely to work
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13:37<NGC3982>What did i just do to ECS
13:38<NGC3982>A newly created train visited a Steel Plant and it is spontaniously creating coal, without something creating coal.
13:38<NGC3982>Wait what
13:38<NGC3982>Yes, it does. What!
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14:18<Samu>is this the blame thing, Alberth ?
14:19<@Alberth>looks like it
14:20<Samu>why is it called blame?
14:21<Samu>author alberth <>
14:21<Samu>you're the guy to blame then?
14:22<Samu>13th march 2010
14:22<@Alberth>If I committed a line of code, and that line appears to be faulty, then it is said I am to blame for that line
14:22<@Alberth>line number?
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14:22<Macha>Because that's what svn called it that. SVN probably called it that because of cvs (I don't actually know if cvs blame existed). And the original one was less diplomatic with nming that command :p
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14:23<@Alberth>line number?
14:23<Macha>Because that's what svn called it that. SVN probably called it that because of cvs (I don't actually know if cvs blame existed). And the original one was less diplomatic with nming that command :p
14:23<Samu>2567, 2568, 2569
14:23<Macha>(Resending since Samu dropped)
14:25<@Alberth>It's not that simple
14:25<Samu>ships can never go into the tile1, tile2 is questionable
14:25<@Alberth>If you look at the patch of that commit, you can see I just changed the line, I didn't add it new
14:25<@Alberth>so, someone before my change added it
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14:26<@Alberth>you have to look at the parent revision, and go back further, until you find the commit that really added the line
14:26<@Alberth>o/ andy
14:29<andythenorth>@seen BADFEATURES
14:29<@DorpsGek>andythenorth: I have not seen BADFEATURES.
14:33<@Alberth>apparantly, v8 had more than just bad features :p
14:34<@Alberth>maybe add some zoomed 8bpp sprites? :)
14:34<andythenorth>ha ha
14:35<andythenorth>I should redraw everything at 2x
14:35<andythenorth>I considered teach PIL to do it
14:35<andythenorth>teaching *
14:35<@Alberth>there is a 2x transform algorithm, that'd be simpler :p
14:35<andythenorth>why take the easy route? :P
14:36<@Alberth>true :)
14:36<andythenorth>I could find some really complex rules about interpolating missing pixels
14:36<@Alberth>I am sure you could :D
14:36<andythenorth>based on the known ranges of colours in the palette (most are 8 similar shades)
14:36<andythenorth>also detecting ‘this is a brick wall’ etc
14:36<@Alberth>haha, context-aware zooming :)
14:37<V453000>U SHIT BRIX?
14:37<andythenorth>does BRIX have enough BAD FEATURES?
14:37<V453000>it doesn't have features :D
14:37<andythenorth>THAT IS BAD
14:37<@Alberth>haha :)
14:37<andythenorth>ULTIMATE BAD FEATURE
14:37<V453000>only parameters for disabling some sprites
14:38<@Alberth>could be, but it's not a bad feature, due to lack of features :)
14:38<V453000>no, it means it's the ideal newgrf
14:38<@Alberth>obviously :)
14:38<V453000>makez sense
14:38<andythenorth>ultimate newgrf is 4,500 vehicles
14:38<Samu>i went all the way back to 2007-01-10
14:39<Samu>ensurenovehicle on ground is there
14:39<andythenorth>each one an individual example of one type of engine
14:39<andythenorth>but with accurate numbers and livery
14:39<V453000>with varying rivets?
14:39<@Alberth>Samu: in r1? wow, that means most likely it was in the original program
14:39<Samu>there is no more history before 2007-01-10...
14:40<Samu>(svn r8033)
14:40<@Alberth>we lost about 900 revisions before r1, so theoretically, it could be added there, but not likely
14:40<Samu>it was the first time station_cmd.cpp was created?
14:40<Eddi|zuHause><V453000> no, it means it's the ideal newgrf <-- that's always the "solve all humanities problems by killing all humans" approach that is featured in so many science fiction movies
14:41<@Alberth>Samu: euhm, it was a .c file first, the file got renamed alomng the way
14:41<Samu>oh, there's more then
14:41<@Alberth>perhaps :)
14:42<V453000>it's valid Eddi|zuHause
14:43<V453000>make everyone happy by killing the unhappy
14:43<@Alberth>and it makes great movies :p
14:44<Samu>2004-08-09 truelight (svn r1)
14:44<Samu>this is r1?
14:44<Samu>ok lets see
14:46<supermop>andythenorth: photoshop -> image size -> 200% -> bicubic smoother -> good enough?
14:46<@Alberth>nah, too eazy :)
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14:46<Eddi|zuHause>supermop: that probably has issues with transparency
14:47<Samu>it's there on r1, what does this mean?
14:48<Samu>no one knew ships couldn't go through docks?
14:48<V453000>andythenorth: just upscale to 400% with nearest neighbour and declare it x4 zoom
14:48<Eddi|zuHause>supermop: like with road tiles you want to treat it as if the road continues on the other side, but with vehicles you need the transparent pixels treated as "not there at all"
14:48<Macha>HQ4X! :p
14:49<Eddi|zuHause>Macha: has the same issues
14:50<andythenorth>it still needs to look pixelated
14:50<Eddi|zuHause>we used to have a hq2x patch that worked on the whole screen, but that had the problem that it distorted the text a bit
14:50<andythenorth>that means drawing pixel style, but bigger
14:50<Samu>is there other vehicles that can walk into the dock pier?
14:52<supermop>V453000: are your little trains now using layers for cc?
14:52<V453000>not currently, BRIX is graphics only
14:53<V453000>via replace things
14:53<supermop>i see
14:53<V453000>but the new train set will probably
14:53<V453000>andythenorth: nearest neighbour! :P
14:53<supermop>could 'shading' be added as a layer?
14:53<V453000>well yeah but why?
14:53<supermop>crazy schemes
14:54<supermop>doesnt make sense for rendered sprites that much but..
14:54<Samu>okay let me ask in a different way
14:55<Samu>have you ever had docks not being removed from the world when a company bankrupted?
14:56<supermop>what if i draw a little train in 12 different liveries or whatever, and instead of getting the shading right on each one there is some kind of mask or layer that puts the same shading on over whatever the background colors are
14:56<Samu>if i understand the code, vehicles are removed first
14:56<Samu>then stations are removed
14:56<V453000>ah I see what you want to do
14:56<Samu>but if there are more ships, of other companies
14:57<V453000>I think you could pretty much do that with just the mask working correctly
14:57<Samu>the code is gonna try to remove the dock and check if there's a vehicle on those tiles
14:57<Samu>code isn't prepared to ignore vehicle checking on bankrupt
14:57<Samu>if you never seen docks staying behing when a company bankrupts
14:58<Samu>then these 3 lines can be removed
14:58<supermop>then you could have the insane possibility to change light via newgrf param? australian sun from north, sunset light low in the west, night time shading overall
14:58<Samu>they do nothing
14:58<V453000>supermop: the mask mostly influences only the colour, but the brighness of the sprite under it has big effect
14:58<V453000>the brightness does change a bit with different 8bpp colours used, but still
14:59<supermop>this idea popped into my head while walking home last night looking at pretty sky
14:59<V453000>probably more reasonable to just render it as separate sprites as a whole supermop :D
14:59<V453000>but yeah XD
14:59<supermop>buildings always look better between 16:00 and 20:00
14:59<supermop>not 10:30 or whatever tt is
15:00<supermop>but sometimes british trains look cuter in late morning sun
15:00<supermop>and american trains look more romantic at golden hour
15:01<supermop>also - densha de D grf with trailing light vehicle effects?
15:01<supermop>and sparks flying from wheels in turns
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15:05<V453000>I am curious to see your product supermop :P
15:06<supermop>of the bathroom hardware?
15:06<supermop>towel hooks etc
15:08<supermop>or the concrete flower pot?
15:09<@Alberth>no abstract flower pot?
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15:12<andythenorth>what shall I call my new RV set?
15:14<andythenorth>clearly it’s time to abandon Road Hog
15:14<supermop>pig in a poke?
15:15<andythenorth>good answer
15:16<supermop>although that would be a secret ship set sold as an rv set?
15:16<andythenorth>ha ha
15:16<andythenorth>RH has hit the 80:20 software problem
15:16<andythenorth>actually not
15:16<andythenorth>the remaining 20% won’t take 80% of the time
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15:17<andythenorth>but I’m bored of it
15:17<andythenorth>80% of the problems were interesting 20% are boring
15:22<@Alberth>ha, nice :)
15:24<andythenorth>bloody tramz
15:25<andythenorth>silly pax vehicles
15:25<supermop>andythenorth: i got a nice short of titanium ignots on a truck on there
15:26<andythenorth>how much is one of those worth? o_O
15:31<supermop>heavy enough that a flatbed can only carry two, not sure what market prices are today
15:31<supermop>on that day i saw over 60 cars crashed or of the road on i-70 due to ice storm
15:32<Eddi|zuHause><andythenorth> 80% of the problems were interesting 20% are boring <-- and how does starting a new set solve that?
15:32<supermop>and about 15 trucks
15:32<supermop>so pretty good chance one of those would have rolled away into the woods
15:32<andythenorth>Eddi|zuHause: easy, I get to do the 80% interesting bits
15:32<andythenorth>and the 20% gets kicked down the road
15:36<andythenorth>partly, pax is very ‘meh'
15:36<andythenorth>there’s no particular right or wrong to it
15:37<andythenorth>transporting pax is only to keep town ratings up :P
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15:38<Eddi|zuHause>solution: make separate passenger and freight sets
15:38<Eddi|zuHause>there's a distinct lack of separately usable truck sets anyway
15:41<supermop>V453000: this one's for you
15:41<Eddi|zuHause>those are not slugs
15:44<andythenorth>Eddi|zuHause: that’s a solution, but who makes the pax set? :P
15:44<@Alberth>grab random bus set?
15:44*andythenorth fears it’s ‘andythenorth ‘
15:45<Eddi|zuHause>andythenorth: does that matter?
15:45<Eddi|zuHause>there are a lot of bus and tram sets out there that lack in truck refinement
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15:46<andythenorth>I think they also lack in tram and bus refinement :P
15:47<Eddi|zuHause>sure... different problems though :p
15:48<Eddi|zuHause>solving different problems with the same software is a sign of bloatware
15:48<andythenorth>ha ha
15:48<andythenorth>I don’t think I can hide behind ‘bloatware is bad’ to defend myself from finishing the set
15:49<supermop>tram stuck on insulator, so the following one had to ram it
15:50<Eddi|zuHause>i don't think "ram" is the correct way to describe this
15:50<Eddi|zuHause>but, can't you just push the tram by hand? it's not that hard on a flat surface
15:51<Eddi|zuHause>and on a non-flat surface you could just roll
15:53<supermop>Eddi|zuHause: apparently not. they had the one behind 'tap' the stuck one at very low speed and it still made a huge noise
15:54<Eddi|zuHause>don't they have emergency-couplings at your place?
15:54<supermop>34 metric tons for that guy
15:55<Eddi|zuHause>i believe our trams have that, you remove a front bit, pull out the coupling, and can mechanically couple two trams
15:55<supermop>this was like 2 years ago when i lived in melbourne. never saw a coupler on a tram
15:55<supermop>the new ones might have it
15:55<Eddi|zuHause>(this is apparently easier than carrying a "proper" full coupling to the location)
15:56<supermop>but these 80s ones only seem to have the anti-climber bar
15:56<Eddi|zuHause>(the full coupling also has electric links)
15:56<supermop>the melbourne trams also never run in multiple
15:56<Eddi|zuHause>that's probably a difference... our trams were always meant to run in multiples
15:57<supermop>so the new trams might have couplers, because they are based on regular combino or citadis or flexity trams
15:57<supermop>but until about 1990 trams were built by a local company specifically for melbourne
15:58<andythenorth>supermop: but are they 10/8, 12/8, 14/8 or 16/8? :P
15:58<supermop>they do have heavy duty trucks there that i think can tow a tram
15:59<supermop>but in this case, traffic was quickly backing up behind the tram, it is right at a square crossing (the insulator isolated the square)
16:00<supermop>there was already 3 trams backed up behind, so they just got the cars out from between them, had all the passengers get off, then gave it a bump
16:08<supermop>does newgrf spec allow for setting beer serving capacity in litres for trams?
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16:25<andythenorth>option 1) all trams stay same length 1860-2010, and roughly same capacity
16:26<andythenorth>option 2) trams get progressively longer 1860-2010 and capacity increases more substantially
16:26<andythenorth>option 3) something else
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16:37<andythenorth>if in doubt, do a poll
16:39<frosch123>1860: 50 pax, 30 km/h; 2010: 300 pax, 80 km/h ?
16:41<andythenorth>something like that
16:41<andythenorth>large capacity increases seem to demand longer sprites also
16:43*andythenorth needs to understand the station blocking behaviour a bit more
16:43<andythenorth>there must be better and worse tram lengths
16:44<andythenorth>or is that over-thinking it?
16:44<berndj>is any of the "online content" that i can download in-game executable? i'm not a fan of downloading random arbitrary execution vectors
16:44<berndj>or is it just graphics and declarative stuff?
16:45<Alkel_U3>Afaik it can't just do arbitrary stuff
16:46<andythenorth>well it could
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16:46<andythenorth>I haven’t tried uploading anything malicious, but I don’t know how strictly bananas would check
16:47<andythenorth>otoh you’re running openttd, which is an arbitrary attack vector also
16:48<berndj>well that's at least a static threat; i'm running whatever debian offers me
16:48*andythenorth must to bed
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16:50<sim-al2>There shouldn't be anything executible, just .grf and .tar
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16:58<Eddi|zuHause>berndj: some of the content is squirrel scripts
17:00<supermop>whenever i post something on forums these days i feel like an old man
17:00-!-Rubidium_ is now known as Rubidium
17:01<Rubidium>anything that is downloadable and actually defines things to do runs that in effectively a virtual machine. Neither of those have any direct access to disk, network or other processes. I cannot guarantee that there is no way you cannot cause some buffer overflow somewhere that causes code execution, but that risk you also have with purely static data.
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17:08<Flygon>I thought Trams got more capacity through basically growing longer and gettng more space efficient
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17:09<Flygon>supermop: The Trams don't have any couplers. They basically have a bit underneath them that allows attaching a steel bar, that allows them to tow another Tram
17:09<Flygon>But it is not a true coupler
17:11<supermop>Flygon: yeah. when i saw that stuck one at gertrude and brunswick they didn't seem to have any inclination to wait for anyone come tow
17:12<Flygon>As a personal note, it does bother me there is no spec for having couplers on
17:12<Flygon>Considering Adelaide's classic Trams could always run in EMU configuation
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17:18<Samu>waiting for an oil rig spawning
17:21<Samu>0xc3 = 1100 0011
17:22<Samu>ox30 = 0011 0000
17:23<Samu>dbg: [misc] m6 = 0xc3
17:23<Samu>dbg: [misc] m1 = 0x30
17:23<Samu>dbg: [misc] type = 0x60
17:24<Samu>i wish the debugger would show these values as binary
17:26<berndj>Rubidium, ah, thanks, that's about the answer i was hoping for
17:28<+glx>Samu: I think it can
17:28<Samu>really' how?
17:29<Samu>i wouldn't have to resort to a calculator for conversion
17:29<+glx>but those messages look like debug message generated by the game :)
17:30<Samu>it's from the console window
17:30<Samu>it opens up when visual studio launches Debug x64
17:31<Samu>or win32
17:32<+glx>console window is from openttf
17:34<+glx>anyway a calculator isn't required to convert hexa to bin, it's easily doable in head
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17:35<+glx>advantage of hexa vs decimal
17:36<+glx>and the alignment when printed
17:36<Samu>omg i catched an oil rig spawn, brb
17:40<Samu>founder is OWNE_NONE
17:40<+glx>yes oilrig have no owner
17:41<+glx>the station is usable by everyone
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17:45<Flygon>As an incidental note
17:45<Flygon>I'm mildly surprised players aren't allowed to build OWNE_NONE infrastructure. On the other hand, that does kinda cheat out of Infra. Maintainence.
17:46<+glx>yeah build a full rail network with no running costs ;)
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18:05<Samu>industry_cmp.cpp code is confusing :(
18:05<Samu>if ( && (ind_behav & INDUSTRYBEH_BUILT_ONWATER) && (IsTileType(cur_tile, MP_INDUSTRY) || _current_company >= MAX_COMPANIES)) return ret;
18:06<Samu>i'm trying to understand why did I write this line
18:06<Samu>especially the part (IsTileType(cur_tile, MP_INDUSTRY)+
18:09<+glx>oilrig on canal maybe
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18:16<Samu>i can't follow this huge code
18:17<Samu>oops, not this one
18:18<Samu>this one
18:19<Samu>do...while cycle
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18:22<Samu>what I wanna know is what has been done before line 1424
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18:22<Samu>line 1425 fails for what?
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18:23<Samu>it tries to clear tiles
18:23<Samu>it fails on canals
18:23<Samu>and i want it not to fail on certain cases
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18:27<Samu> if (ret.Failed()) { if (!(ind_behav & INDUSTRYBEH_BUILT_ONWATER)) return ret;
18:28<Samu>this sets appart all land industry placement failures
18:28<Samu>below this line i'm dealing with failures of industry tiles that are built on water
18:29<Samu>what can make it fail and what cannot make it fail, that's the question
18:31<Samu>i got this there, written last year
18:32<Samu>and i wanna understand why
18:36<Samu>IsTileType(cur_tile, MP_INDUSTRY) I'm utterly confused by this
18:37<Samu>if it fails because there is an industry tile at the moment of placing the oil rig, then really fail
18:37<Samu>what about the rest?
18:39<Samu>what if the entire water is buoys or stuff like that?
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18:43<Samu>alright, i just built an oil rig on top of a buoy
18:43<Samu>this is bugged
18:51<Samu>I think I know what to do, at least I got the idea
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19:39<Samu>will this do what I want?
19:39<Samu>this is the original
19:40<Samu>lines 1423 to 1428
19:41<Samu>i guess not
19:45<Samu> what about this one?
19:48<Samu>gonna test
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20:01<Samu>it works!
20:01<Samu>i got a question, how do GS's create industries?
20:02<Samu>ST2: are you familiar with GS's creating industries?
20:03<Samu>does anyone know of GSs that creates industries at the start of a game?
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---Logclosed Fri Sep 16 00:00:18 2016