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#openttd IRC Logs for 2017-09-05

---Logopened Tue Sep 05 00:00:43 2017
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04:06<andythenorth>so does anyone ever place specific tree types in game?
04:07<andythenorth>or just ‘random trees'?
04:09<V453000>I think mostly random
04:10<V453000>I think that menu is quite pointless in fact, for scenario editor sure
04:10<V453000>but for normal playing you don't care which type it is
04:10<V453000>and random is nicest
04:10<andythenorth>$someone probably cares
04:10<andythenorth>but my NoTrees spec doesn’t support it
04:11<andythenorth>shitload more random or deterministic, but newgrf decides
04:11<andythenorth>not player
04:11*andythenorth thinks 256 possible combinations or so per tile
04:11<andythenorth>not going to look good in a menu
04:18*FLHerne has never, ever even considered building specific tree types
04:18<FLHerne>It's pointless anyway, because they grow extra ones
04:21<andythenorth>you know that somewhre, someone’s game will be ruined forever if that menu went away
04:21<V453000>I would say this really is no big deal
04:24<andythenorth>imagine removing a feature and *nobody* complained
04:24<@peter1138>i do it
04:25<@peter1138>plant specific trees, that is
04:25<andythenorth>somehow it’s worse to have a feature nobody used
04:25<andythenorth>peter1138: which one is your favourite?
04:25<andythenorth>and are they in minecraft? o_O
04:25<@peter1138>depends what else is around!
04:25<@peter1138>oak, silver birch, JUNGLE
04:25<V453000>XD gg\
04:26<andythenorth>Jungle is Massive
04:30<andythenorth>why doesn’t the tree palette work?
04:31<andythenorth>the first drag builds the tree I want
04:31<andythenorth>any over-dragging is random
04:33<V453000>it's not random
04:33<V453000>I have a table which ID goes where
04:33<andythenorth>iz rules?
04:33<andythenorth>but it’s anti-player
04:33<andythenorth>I chose the nice green pointy tree
04:33<V453000>hm I have it only for arctic trees
04:34<andythenorth>cba to make screenshot
04:34<andythenorth>seems random though
04:34<andythenorth>in temperate
04:34<V453000>well there is some randomness
04:34<V453000>but there are some rules
04:36<V453000>the IDs are numbers of tree sprite locally, not in whole openttd
04:36<andythenorth>new rule #1 for making spec
04:36<andythenorth>- know how game actually works :P
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05:34<_dp_>andythenorth, I place birch trees sometimes, it's and easy way to detect rainforest tiles in tropic
05:34<_dp_>and you need rainforest for lumber mills
05:35*andythenorth wondering trees are just objects
05:35<_dp_>though it probably was before I made industry placing overlay
05:35<andythenorth>industry placing overlay? o_O
05:36<_dp_>andythenorth, in citymania client when funding industry you can enable overlay that shows where it's allowed to be
05:37<_dp_>and it skips terrain check since that's usually easily fixable
05:39<_dp_>or should I say terrain height check, coz it keeps some other like water and rainforest
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05:56<andythenorth>new bug eh? :)
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06:17<longrin>hi , is there a way to create new player images ?
06:20<longrin>you know , the manager picture "company information" tab
06:22<andythenorth>only from the available combinations
06:22<andythenorth>not new ones
06:22<andythenorth>there’s a forum thread about it somewhere
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06:24<longrin>would be great if could find the link. i've searched the net but got just foo
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06:26<longrin>i'm not afraid to build my own binary as i had to do this anyway for my solaris workstation
06:27<longrin>andythenorth: this side has a database error right now. i'll have a look at it later. thanks.
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07:31<Wolf01>Mmmh, DO_FULL_DETAIL is used *ONLY* for railway fence
07:35<Wolf01>No, street lamps/trees too
07:52<Wolf01>Why is _display_opt reset when loading newgrfs?
07:52<andythenorth>Wolf01: looks like frosch pushed some NRT
07:53<Wolf01>In NRT or trunk?
07:53<andythenorth>in NRT
07:53<Wolf01>Good, maybe he fixed the problem
07:55<Wolf01>newgrf.cpp L:9175 LoadNewGRF() it resets _display_opt and restores it back after, I think the only option really required to reset is the full animation
07:58<Wolf01>But even that... why?
08:00<Wolf01>andythenorth: I think he started to work on NRTBGT
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08:43<@peter1138> o_O
08:43<@peter1138>fix it
08:44<Wolf01>Yeah, I read it this morning
08:44<Wolf01>It's all my fault, I'm not buying lego
09:01<andythenorth>I have stopped mostly
09:02<andythenorth>I think Lego had a massive boost from AHOLs buying a lot
09:02<andythenorth>and then there was too much
09:02<andythenorth>who buys a £200 Lego set, seriously
09:02<Wolf01>I was used to
09:03<__ln__>Wolf01: that's a pound sign, not lira
09:03<Wolf01>Still 240€
09:03<andythenorth>no fricking way
09:03<andythenorth>and then it takes up space in my house
09:04<Wolf01>Yay, the new transparency toolbar is nice
09:04<Wolf01>Also, it works
09:04<andythenorth>just no
09:05<andythenorth>and very very very no
09:05<Wolf01>I stole it from UK with 20% discount
09:05<Wolf01>The day after it was 35% -_-'''
09:06<Wolf01>Porsche is a no
09:06<Wolf01>I purchased it at half the price because I needed to use the VIP points
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09:19<Wolf01>I moved all the display options to _transparency_opt and got rid of _display_opt, full animation is on it's own variable
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09:20<Wolf01>I also noticed that full animation does not stop newgrf industries smoke and other animations, but that's a vanilla problem
09:22<andythenorth>yeah, it’s just the blitter
09:22<andythenorth>it’s misleadingly titled
09:23<andythenorth>it means ‘frame based animation AND blitter animation’
09:23<andythenorth>the opposite of ‘full animation’ is partial animation
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09:30<Wolf01>I don't know if I really want to change the toolbar caption and the dropdown item label which opens the transparency UI
09:31<Wolf01>BTW, if you want to try it and see if it's more comfortable than the old dropdown:
09:33<andythenorth>might try tonight :)
09:39<Wolf01>You can use it in your patchpack ;)
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10:23<_3298><Wolf01> I moved all the display options to _transparency_opt and got rid of _display_opt, full animation is on it's own variable <-- you could've had that for free, I have a four-year-old patch for that
10:24<Wolf01>I was bored anyway
10:31<_3298>somewhat old version attached here: - maybe I should upload a more up-to-date one, I'm still keeping it current in my local repo
10:32<_3298>feel free to grab inspiration and/or code from it
10:33<Wolf01>I've already done it, no more work needed
10:33<_3298>okay, that's fine too :)
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10:38<_3298>btw, i moved the track reservation overlay into the transparency window too
10:39<_3298>that position makes more sense than somewhere in the advanced settings
10:40<Wolf01>That could be interesting
10:46<_3298>I also found the interaction between the signs transparency option and the signs/station names/town names display options confusing, so I distributed the transp.option's functions onto the display options while moving them into the transparency window
10:53<_3298>compared to my (slightly eccentric) vision for the transparency window, yours seems rather tame
10:53<_3298>let's hope that it makes it into trunk, unlike mine
10:54<_3298>anyway, bbl
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11:22<@peter1138>nothing ever does
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11:48<frosch123>wow, first time in weeks to not "wake up" to fs spam
11:49<@peter1138>andythenorth, work harder
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12:39<andythenorth>frosch123: lies
12:39<andythenorth>there is a new FS :P
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12:45<frosch123> <- Wolf01: if you keep that in mind, is there still a problem with loading savegames?
12:49<andythenorth>peter1138: I ran out of tickets to close
12:49<andythenorth>game over
12:49<andythenorth>insert coins to continue
12:50<Wolf01>frosch123: I don't think it's a version problem, the problem is to load even the savegame made with NRT, you start the game, lay down a tram, start it, save, load, crash
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13:29<Wolf01> true that
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14:15<Wolf01>You want some trees?
14:17<frosch123>Wolf01: it still does not crash for me
14:17<andythenorth>I am experimenting with putting ‘BGT’ in front of things
14:17<andythenorth>to see how it sounds
14:17<andythenorth>what crashes? Trams?
14:17<Wolf01>ButGroundTypesTree doesn't make sene
14:17<frosch123>andythenorth: V will be happy if you put "But" in front of word starting with "T" like "Trees"
14:18<andythenorth>then we can make Also Sea Stations
14:18<Wolf01>Spec is: - I'm a tree; - I can grow from x to y; - I have n stages of growth; - I can grow in desert? - I can grow in snow?
14:18<andythenorth>which is enhanced buoys
14:18<andythenorth>Wolf01: NRT crashes for you?
14:19<andythenorth>what’s the repro step?
14:19<Wolf01>"start the game, lay down a tram, start it, save, load, crash"
14:19<Wolf01>Electric trams better
14:20<Wolf01>Let me check which grf
14:22<Wolf01>Meh, compiled master instead of ratt
14:22<andythenorth>no crash here
14:22<Wolf01>Did you sync ratt?
14:23<Wolf01>BTW still crashes even with old version
14:23<andythenorth>tip is commit bd698b9186ded2c669e53f0543b63afa0d08def5
14:23<andythenorth>Merge: ed96c9fe3 bad02122a
14:23<andythenorth>Date: Tue Sep 5 13:44:11 2017 +0200
14:23<Wolf01>Is that dev branch?
14:24<andythenorth>got any failed merge artefacts?
14:24<Wolf01>No, update cleanly
14:25<Wolf01>Maybe is the grf, could be, I've never saved a game when using those
14:25<andythenorth>can’t repro with road hog
14:26<Wolf01>road hog r 1187m, unspooled, dual mode generic rvs 0.21
14:28<Wolf01>I'll send you savegame and grfs
14:29<andythenorth>raise a FS ticket :P
14:29<andythenorth>no don’t
14:45<andythenorth>Wolf01: asserts for me
14:46<andythenorth> Signal: Floating point exception: 8 (8)
14:46<Wolf01>That's a division by 0 crash, not an assert :P
14:46<+glx>he's not a dev ;)
14:46<Wolf01>BTW, try to repro it with those grfs
14:46<andythenorth>potato / potato :)
14:47<Wolf01>New game, create tram, start it, save, load
14:47<Wolf01>It must be the grf then, but why only on load?
14:49<+glx>something not stored in saved when it should maybe
14:49<+glx>or the grf using values it shouldn't
14:52<andythenorth>Wolf01: I can’t repro
14:53<andythenorth>which tram? :|
14:53<Wolf01>An electric one
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15:06<Wolf01>BTW for me it crashes with every kind of stuff, diesel vehicles stop after loading a game but they can be restarted, steam ones crash like electric ones
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15:07<Wolf01>The cause is always "max_speed" = 0
15:07<andythenorth>oh :)
15:08<andythenorth>I’d better try with exact grf setup :|
15:09<Wolf01>9787EAFE|5C21FA28967281813B38593A8B56F78C|road-hog\road-hog.grf = 1 0 0
15:09<Wolf01>44450601|672F213ED5C0A850FEE748E86A915F14|spool.grf =
15:09<Wolf01>44450602|D1EB522C1DA7ED3D54C815DCDAF110D0|moprv.grf = 2 2 0 0
15:15<andythenorth>moprv not showing me any vehicles
15:15<andythenorth>or no trams
15:16<andythenorth>I had this issue before :|
15:16<andythenorth>tarpit :)
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16:24<Eddi|zuHause>dangit, still stuck in deponia...
16:24<Eddi|zuHause>the walkthrough says i need to try to take the hooks, but nothing happens
16:25<Wolf01>On the starting city store?
16:26<Eddi|zuHause>"Take a look at jar with Hooks and try to take one. Rufus will be hurt but will also get Key of First Aid Kit."
16:26<Eddi|zuHause>that does not happen
16:26<Eddi|zuHause>she just says "hands off my stuff"
16:26<Wolf01>Soon or later you'll get Rufus hurt himself
16:27<Eddi|zuHause>i don't understand
16:30<Eddi|zuHause>oh, by "one" they don't mean a hook, but a coupon... silly
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16:42<V453000>I might proceed ignoring tropic and toyland trees for now
16:42<V453000>it's just too much
16:42<V453000>might attempt to make one and just clone the fuck out of it
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17:30<Eddi|zuHause>"Postbot"... so that's a joke that only works in german? :p
17:32<Wolf01>I'm stuck at finding a pipe for the dart
17:34<Eddi|zuHause>i found that while i was stuck with the other thing :p
17:37<Eddi|zuHause>"Ersatzpostkatzenkastenputzmittelersatzsack" :p
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18:26<Wolf01>Ok, for today I give up at the emergency office
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18:37<Eddi|zuHause>oh i found the trick there pretty quickly, but i got lucky i guess
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18:50<Eddi|zuHause>dangit, i think i missed an achievement option there
18:50<Eddi|zuHause>in the post office
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19:10<+glx>this game is full of stupid achievements ;)
19:13<+glx>I just got 66/105 on my first run (without walktrough, except when blocked)
19:15<Wolf01>I used a walkthrough once only on the 3rd episode because it was really weird
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---Logclosed Wed Sep 06 00:00:45 2017