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#openttd IRC Logs for 2017-05-07

---Logopened Sun May 07 00:00:40 2017
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03:36<andythenorth>such industries
03:36<andythenorth>V453000 ^
03:42<@Alberth>ha, another game that I play :)
03:45<andythenorth>is it good?
03:46<@Alberth>it's veeeeery long
03:46<andythenorth>looks nice
03:46<@Alberth>it's ok-ish
03:46<@Alberth>basically a city builder, but you have war mixed in it
03:47<@Alberth>and lots of community stuff, of course
03:48<@Alberth>and being commercial, lots of opportunities to spend money, if you want
03:48<@Alberth>but it's very playable without spending money
03:48<@Alberth>I have been playing since end 2015, some people since 2012
03:49<@Alberth>innogames has a lot of such MMO games
03:50<@Alberth>all clan-vs-clan based war-ish games, as that attracts people :)
03:50<@Alberth>forge of empires is the most harmless there
03:50<@Alberth>other of their games are more focussed on that aspect
03:51<andythenorth>it’s MMO, not casual single-player?
03:51*andythenorth can’t understand the website :)
03:52<@Alberth>it's real-time, and very MMO, ie millions of users world-wide
03:53<@Alberth>but not real-time as in needing to be present and direct interaction
03:53<@Alberth>you can mostly organize it around other things in your life
03:54<@Alberth>so you log on, do some stuff, log out again
03:54<@Alberth>wikia is the non-official wikipedia on foe, it doesn't aim to explain the game :)
03:55*andythenorth should probably find a new game
03:55<andythenorth>has anyone open-sourced Warcraft 1 yet? :P
03:58<andythenorth>I looked :)
03:58<andythenorth>I considered Tropico, but reviews of Mac version are bad
03:59<andythenorth>also I have to finish FIRS v3 :P
04:00<@Alberth>too many options and not enough time :)
04:03<andythenorth>9 industries to draw
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05:10<andythenorth>hi Wolf01
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05:25*andythenorth fixed grfcodec compile
05:25<andythenorth>it’s not good enough fix though
05:25<andythenorth>isystem/opt/local/include assumes macports
05:26<andythenorth>I have added the brew location to L3, but it’s version-specific
05:26<andythenorth>might be better to set the path as a var from “libpng-config --cflags” ??
05:32<Wolf01>You should use environment variables too, it's bad to set hardcoded versions
05:36<Wolf01>I would like to try a factorio multiplayer game, but bandwidth is against my idea :|
05:45<Alkel_U3>Is it that demanding? Also what are you on, dial-up? :-)
05:47<Wolf01>No, it's just windows updating stuff
05:47<Wolf01>I must wait
05:48<Alkel_U3>oh, that explains it and also it sucks
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05:50<Wolf01>If I only had a better connection I would had to wait less time
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05:57<Wolf01>Ok, it seem the agony has come to an end... anyone for a game?
05:57<Alkel_U3>well, maybe...
05:58<Alkel_U3>give me 20 minutes :-)
06:00<Wolf01>I'm in the TTForums group on steam if you want to find me
06:06<Wolf01>Mmmh, good starting area
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06:55<Eddi|zuHause>don't the windwos updates stop if there is other demand on the bandwidth?
06:55<Eddi|zuHause>or am i missing the point of "background" and "intelligent" in BITS?
06:56<Wolf01>Windows updates do... store updates are a special kind of stupid
06:56<Alkel_U3>you're not missing the point, win. update is :-)
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07:27<@Alberth>you don't actually think you are anywhere near relevant for windows, eh?
08:01*andythenorth wonders why that doesn’t happen more often
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08:28<andythenorth>broke my savegame :P
08:41*andythenorth makes new paper mill
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10:10<supermop>andythenorth: you ever draw sacks?
10:12<andythenorth>supermop: nah
10:12<andythenorth>they’d just be blobs
10:12<supermop>coffee, mail, grain s=feels more apropriate to be in sacks in open truck
10:13<andythenorth>new paper mill
10:13<supermop>looks better
10:13<supermop>looks more like paper mills i've actually seen
10:14<supermop>tan needs noise tho
10:14<supermop>CC is on the water tank dunnage?
10:18<supermop>am i on the right track?
10:24<supermop>now need to use that switch somehow
10:31<@Alberth>andy: wood storage looks a bit silly, but otherwise looking good!
10:32<frosch123>a cargo has multiple cargoclasses, so your switch only needs to check for a masked subset of them
10:33<supermop>thanks frosch123!
10:33<frosch123>LordAro: i found my lost construction robot from a few days ago \o/
10:34<frosch123>looks like my inventory was full with wood and it dropped the robot onto the floor
10:50<quiznilo>how come one desert town needs food and goods to grow and this other does not? Is it because one is a town and one is a city?
10:51<quiznilo>or maybe one is on the coast and the other is inland
10:52<frosch123>desert is decided by the tile with the station sign
10:53<frosch123>very small towns do not need food
10:53<frosch123>to ensure that they are big enough to actually accept food
10:53<quiznilo>well, the large city says it needs food and goods, the second largest city says it does not
10:54<quiznilo>and not on the station card, on the city card
10:54<frosch123>vanilla cities never say they need goods
10:54<frosch123>so, do you have a gamescript running?
10:54<quiznilo>many I think, i actually didn't set this up... it's from gamescripts?
10:55<frosch123>hmm, or from some newgrf which has no water and substitutes it with goods
10:56<quiznilo>FIRS, no doubt
11:01<supermop>cover on grain trucks: white of CC?
11:02<frosch123>i.e. draw them as cc
11:02<supermop>is that hard?
11:02<frosch123>is the rest of the wagon 1cc or 2cc?
11:03<supermop>the grain hopper is 2cc with a thin 1cc stripe
11:03<frosch123>anyway it's easy to set either of the two cc randomly to a fixed colour
11:04<frosch123>so you can draw stuff in 2cc and then randomly set one of the colors to white or whateer
11:04<supermop>internet shows white rigid covers, grey tarp like covers, and color matched rigid covers
11:06<supermop>if i want the random color to only afftect the cover, do i need to composite sprites?
11:06<frosch123>if you want 3 colorings (2cc plus cover) then you do that by compositing sprites
11:07<frosch123>*can do
11:08<frosch123>you can use the same thing to recolor mineral piles
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11:58<supermop>how do i control the draw order of composited sprites?
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12:09<frosch123>they are drawn in the order you give them
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12:10<frosch123>there is no sorting involved
12:10<frosch123>they behave like "one sprite"
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12:56<andythenorth>hi peter1138
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13:07<@peter1138>new version eh
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13:07<morbest>Hi, is it possible to script openttd in Perl 6?
13:09<Eddi|zuHause>that depends what you're trying to do
13:10<morbest>Make some binding, than making a script that automatically upgrade train lines from eletric to maglev copying all trains running on it
13:11<Eddi|zuHause>the internal game/ai scripts are written in squirrel. the admin port you can interface with any language that you can find a library for, or you just write one
13:11<Eddi|zuHause>that kind of assisting-the-player script is not really supported
13:12<morbest>I find the game fun, but some part of it just kill it
13:12<Eddi|zuHause>(that is a deliberate choice to prevent "cheating" in multiplayer)
13:12<morbest>ok, makes sense somehow
13:13<Eddi|zuHause>in single player, you can start an AI company and then use the company cheat to move yourself to that company
13:23<@Alberth>it's simpler to use a train set that doesn't force upgrading to a different rail type
13:24<@Alberth>or play at a different year, so you never encounter the upgrade problem
13:24<morbest>If the game had option to keep train of different rail types on the same depot, it would be easy
13:25<Eddi|zuHause>there is, it's called "universal railtype" GRF
13:25<morbest>would be just recalling all to the depot, and set automatic update
13:25<@Alberth>I tend to keep the existing lines, and build new lines instead
13:26<@Alberth>needs disabling of vehicle expiration
13:26<@Alberth>mass-upgrade seems the simplest solution, but I think it's a bad one
13:28<@Alberth>with all the tools in the program, it's not a switch like the original intended it to be
13:28<@Alberth>it got reduced to just a silly steps you have to do
13:28<morbest>I think that with mass upgrade, all train ends up look the same
13:29<morbest>all train lines
13:29<@Alberth>of course, that's what mass-upgrade means
13:29<@Alberth>if you don't have that tool, you would build new lines instead
13:29<morbest>but crowding of train lines prevent differentiation in any case
13:29<@Alberth>which is an order of magnitude more fun
13:30<@Alberth>higher speeds should decrease the number of trains
13:31<andythenorth>Alberth: what was weird about the wood storage at the paper mill? o_O
13:31<@Alberth>it looks like a cattle storage, so the wood doesn't run away :)
13:31<@peter1138>yup autorenew/replace should be dropped
13:32<@Alberth>I think wood just becomes lots of big stacks without any fence around it :)
13:33<andythenorth>Dan was referencing original TTD paper mill I guess
13:33<andythenorth>but eh
13:33<@Alberth>you don't need 3 houses for the administration either, I think :)
13:33<andythenorth>^^ I think that image has a sulphur stockpile in the middle of it also
13:34<@Alberth>no fences there :p
13:35<@Alberth>fence would be fine, but it needs to be stronger to stop a wood avalanche :)
13:36<andythenorth>I’ll work on it :)
13:36<morbest>there should be a way to corrupt cities less idiotic than planting forests everywhere, is there?
13:36<frosch123>building bus stations and sending busses in circles
13:38<andythenorth>generally having a decent rating :P
13:38<@Alberth>don't bother about cities works too :p
13:39<morbest>the point is that when cities becomes big, one would like to work on them. but they dont allow
13:40<@Alberth>build infra-structure earlier, or buy the land
13:41<andythenorth>magic bulldozer :P
13:42<morbest>this is not what happens in real life: if you have billions the major dont just tell you 'the local authority refuses' hehehe
13:42<frosch123>true, usually people riot and throw over the government, or they get all shot
13:44<@Alberth>the game doesn't aim to be a simulation
13:44<@Alberth>common mistake
13:44<Alkel_U3>yep, OpenTTD is otherwise a very realistic simulation and this needs to be adressed; I'd give it priority before removing trains
13:46<@Alberth>removing trains will nicely solve this problem
13:46<andythenorth>why remove trains?
13:46<morbest>removing trains?
13:46<andythenorth>they’re the only good bit
13:46<Alkel_U3>because canals have to stay
13:47<@Alberth>I think people got upset about removing canals
13:47<andythenorth>I thought we were removing kennels
13:47<andythenorth>no more dogs?
13:47<@Alberth>we have dogs in OpenTTD?
13:48<@Alberth>must have missed something there
13:48<morbest>alaskan set ?
13:48<@Alberth>unless it's a new cargo for FIRS3
13:48<Alkel_U3>Dog-breeding economy?
13:48<@Alberth>alaskan set could work, nice roadtype :)
13:49<@Alberth>should be snow-only :)
13:51<morbest>with paths
13:51<andythenorth>so how should I fix grfcodec? o_O
13:51<andythenorth>I am way out of my depth :P
13:52<@Alberth>write grfcodec2?
13:52<andythenorth>seems extreme
13:52<andythenorth>it’s only a path issue :P
13:53<@Alberth>can't just hack makefile to make it compile?
13:53<andythenorth>already did
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14:07<@Alberth>save the patch file for the next time :)
14:23<zeroapoc>Is there a place I can find a content mod pack? Or list for good content combos?
14:24<andythenorth>not really
14:24<andythenorth>sometimes people post preferred grf lists in tt-forums
14:27<zeroapoc>thank you
14:28*andythenorth would say ‘try things made by andythenorth'
14:28<andythenorth>but that might be wrong
14:32<andythenorth>trucks got bigger eh
14:38<@Alberth>"good" very much depends on your play style
14:38<@Alberth>roads got bigger, trucks has to grow with them :p
14:41<@Alberth>zeroapoc: seems related, no idea on quality or age
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14:51<zeroapoc>I prefer a casual style of gameplay
14:52<zeroapoc>I get enough of a headache trying to learn c++. Gaming is for non challenging relaxation
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15:47<supermop_>well ive wasted a ton of time figuring out how best to make drums look in an open truck bed
15:53<supermop_>open truck holds 8 drums in _ and 6 in /
15:53<supermop_>people will just have to live with that
15:55*andythenorth concluded same
15:56<andythenorth>nobody will ever count except you
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16:03<@Alberth>: D
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---Logclosed Mon May 08 00:00:41 2017