| --- | Log | opened Sun Jan 20 00:00:14 2008 |
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| 02:18 | <madis[LA]> | hello |
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| 02:57 | <yorick> | hylje? |
| 02:58 | <yorick> | Eddi|zuHause? |
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| 03:08 | <yorick> | hylje, Eddi|zuHause? any progress on the new rivers? |
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| 03:39 | <yorick> | hylje, Eddi|zuHause? any progress on the new rivers? |
| 03:42 | <hylje> | i was sleeping |
| 03:50 | <yorick> | yesterday? |
| 03:51 | <hylje> | http://dpaste.com/31702/ |
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| 03:59 | <yorick> | use pastie, that can be edited |
| 04:01 | <TinoDidriksen> | Or the wiki. |
| 04:03 | * | peter1138 was writing some stuff for it last night |
| 04:03 | <@peter1138> | but had to scarper |
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| 04:03 | <yorick> | there we go: http://pastie.caboo.se/141124 |
| 04:03 | <hylje> | slooooooow |
| 04:03 | -!- | yorick is now known as Yorick|AFK |
| 04:03 | <Yorick|AFK> | be back soon |
| 04:04 | <hylje> | peter1138: any thoughts left, then? |
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| 04:44 | <Sacro> | morning wolf |
| 04:44 | <Sacro> | err |
| 04:45 | <Sacro> | morning Wolf01 |
| 04:45 | <Wolf01> | we |
| 04:45 | -!- | Yorick|AFK is now known as Yorick |
| 04:46 | <Yorick> | hello Sacro |
| 04:46 | <Sacro> | alas poor Yorick! :D |
| 04:48 | <hylje> | arrrr |
| 04:48 | <Yorick> | :S |
| 04:49 | <Sacro> | Yorick: you should read some shakespear |
| 04:49 | <Yorick> | "te be or not to be"? |
| 04:49 | <Sacro> | yes... that is the question |
| 04:50 | <Gekz> | sqrt(4b^2? |
| 04:50 | <Yorick> | Sacro: http://pastie.caboo.se/141124 , looked at? |
| 04:50 | <Gekz> | sqrt(4b^2)? |
| 04:50 | <Wolf01> | i always thought that the only speaking skull was Murray |
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| 04:51 | <Yorick> | thinking skull |
| 04:51 | <Gekz> | hugs. |
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| 04:55 | <wnight> | I can't buy more engines, is there a max number of trains? I've got about 10. |
| 04:55 | <Yorick> | http://pastie.caboo.se/141124 , looked at? |
| 04:55 | <Yorick> | wnight: look in patches |
| 04:55 | <hylje> | there is a max, but it isn't usually that low |
| 04:56 | <@peter1138> | ran out of money? heh |
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| 04:57 | <Wolf01> | i just noticed that Tyrian source code was donated to a group of developers which have rewrite it in c and made openTyrian :O |
| 04:57 | <Wolf01> | the best arcade game ever |
| 04:58 | <Wolf01> | i have it original |
| 05:01 | * | Sacro hugs Wolf01 for posting that |
| 05:04 | * | Yorick does too |
| 05:04 | <hylje> | grouphug |
| 05:05 | <Yorick> | :D |
| 05:20 | <wnight> | max trains is set to 500... I saw 'never_expire_vehicles' which might explain this... I'm running steam trains far after other types are released. |
| 05:21 | <wnight> | On that subject, when I try to upgrade to newer track I get "can't convert railtype here", even on lone pieces of track. Is there a trick? |
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| 05:58 | <LittleMikey> | Hey channel |
| 05:58 | <hylje> | hi |
| 05:59 | <LittleMikey> | Whats up ^__^; |
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| 05:59 | <Sacro> | scotland! |
| 05:59 | <LittleMikey> | Cool :) |
| 06:00 | <hylje> | Canada: America's Hat |
| 06:00 | <LittleMikey> | lol |
| 06:02 | <LittleMikey> | So what does that make Australia :P |
| 06:04 | <Gekz> | America's bush. |
| 06:04 | <lolman> | Tasmania's giant comedy hat? |
| 06:05 | <LittleMikey> | XD |
| 06:07 | <LittleMikey> | Oh, and as some general announcement, can everyone who made an entry in the title page competition please check this thread: http://tt-forums.net/viewtopic.php?f=29&t=35845 |
| 06:07 | <Gekz> | no. |
| 06:10 | <LittleMikey> | Well, clearly not you :P |
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| 06:14 | <Sacro> | bean_xp: nice to see another Hull guy |
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| 06:20 | <SmatZ> | hello |
| 06:25 | <Yorick> | hello |
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| 06:33 | <LittleMikey> | Howdy howdy hi |
| 06:33 | <Gekz> | shhh |
| 06:33 | <Yorick> | hi hi howdy |
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| 07:42 | <Alberth> | hello all |
| 07:42 | <Alberth> | should trains loading at a station continue loading when they break down? |
| 07:42 | <Alberth> | I just witnessed this and it looks kind of strange |
| 07:43 | <reto> | Alberth: was it perhaps just arriving or leaving? not yet loading? |
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| 07:43 | <Alberth> | nope, it arrived, loaded to 12%, then broke down, the next batch was however still loaded |
| 07:43 | <reto> | :) |
| 07:44 | <reto> | well, i've turned off break downs anyway :) can't help |
| 07:44 | <Alberth> | well, in favor off the event, the train didn't move :) |
| 07:48 | <@peter1138> | no reason why it can't load while stuck in a station |
| 07:53 | <Yorick> | peter1138: last river draft: http://pastie.caboo.se/141124 |
| 07:56 | <@peter1138> | last? very last? |
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| 08:00 | <Forked> | I wonder what I borked with my "fix" of the daylength patch.. I hope I never find out |
| 08:01 | <Yorick> | dunno |
| 08:01 | <Yorick> | ask hylje |
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| 08:02 | <hylje> | it's the latest, yes |
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| 08:10 | <dih> | hello |
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| 08:47 | <Yorick|AFK> | not very busy... |
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| 08:55 | <wnight> | How do I switch rail types? |
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| 08:55 | <Chrill> | click the rail button and they should simply appear below? |
| 08:55 | <Eddi|zuHause> | yay! |
| 08:55 | <Chrill> | click and keep pressed, wnight |
| 08:56 | <wnight> | Gotcha. |
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| 09:23 | <hylje> | http://pastie.caboo.se/141168 |
| 09:23 | <Chrill> | .se eh? |
| 09:25 | <Chrill> | the site hurt my vision, hylje :P |
| 09:25 | <hylje> | tell that to yorick, he wanted me to use that |
| 09:25 | <hylje> | because it apparently lets me edit the paste |
| 09:25 | <Chrill> | Yorick|AFK <-- AFK |
| 09:26 | <Chrill> | Anyway BRB |
| 09:26 | <hylje> | O RLY? |
| 09:26 | <Chrill> | Yarly |
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| 09:27 | <Gonozal_VIII> | will be fun to watch lots of water sources pouring towards the coast, merging to streams, flooding valleys and so on :-) |
| 09:27 | <Sacro> | hylje: wiki? |
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| 09:30 | <hylje> | i rather have just plaintext |
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| 09:33 | -!- | Frostregen_ is now known as Frostregen |
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| 09:35 | <Yorick> | back |
| 09:38 | <Yorick> | hmm... wher's the other paste site |
| 09:39 | <hylje> | i used dpaste in the past |
| 09:40 | <Yorick> | ah, pastebin.com |
| 09:40 | <Yorick> | that's the one |
| 09:42 | <Yorick> | that lets you edit things |
| 09:42 | <Yorick> | http://pastebin.com/f491f8abc |
| 09:45 | <Yorick> | hylje, Gonozal_VIII, Eddi|zuHause and Prof_Frinkand: changed draft, http://pastebin.com/f491f8abc |
| 09:46 | <Sacro> | Yorick: why not put it in the wiki? |
| 09:46 | <Yorick> | [15:30][15:30] <hylje> i rather have just plaintext |
| 09:46 | <Gonozal_VIII> | what changed now? |
| 09:46 | <Sacro> | pfft |
| 09:46 | <Eddi|zuHause> | wiki is not that far from plain text |
| 09:46 | <Sacro> | Gonozal_VIII: yes, that's the problem |
| 09:46 | <Eddi|zuHause> | plus, you can view changes |
| 09:46 | <Sacro> | wiki would give you revisions |
| 09:46 | <Yorick> | yes, I think it would be a good idea too |
| 09:46 | <Sacro> | ask me nicely and i'll even wikify it nicely |
| 09:47 | * | Sacro does so |
| 09:47 | * | Yorick asks nicely |
| 09:47 | <Yorick> | NOW WIKIFY IT! |
| 09:47 | <Yorick> | ;) |
| 09:48 | <Sacro> | heh |
| 09:48 | <Yorick> | the pastebin allows you to view followups |
| 09:49 | <Yorick> | with .diff :) |
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| 09:50 | <Gonozal_VIII> | a diff for text^^ |
| 09:50 | <Yorick> | yes :) |
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| 09:54 | <Sacro> | http://wiki.openttd.org/index.php/Lively_Rivers |
| 09:56 | <Yorick> | call a source a spring :) |
| 09:56 | <Gonozal_VIII> | you know that you can edit it too?^^ |
| 09:57 | <Eddi|zuHause> | - If there are less than X/2 flow units of water in a wide river, it shrinks in width, starting from the source lake. <- hm, i think you should view a water level of -4 as "dry", in case you have seasonally varying springs (snow melt etc.), you have an indication how far the river grows in those cases, if you then want to build infrastructure near the river, you can do appropriate counter-measures. e.g.: just build next to the river |
| 09:57 | <Eddi|zuHause> | (may flood if water level gets above 0), strengthen the riverbank [=build canal] (protect up to water level 4) or raise terrain |
| 09:59 | <Yorick> | !translate |
| 10:00 | <Eddi|zuHause> | water level -4 == dry river bed, former river |
| 10:00 | <Yorick> | anyone editing it now? |
| 10:00 | <Eddi|zuHause> | water level -3 == small stream |
| 10:01 | <Eddi|zuHause> | water level -2..0 == bigger streams |
| 10:01 | <Yorick> | I'm saving it now |
| 10:01 | <Eddi|zuHause> | water level > 0 == big river, potentially lake |
| 10:02 | <Yorick> | so refresh |
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| 10:02 | <Eddi|zuHause> | water level +4 == overfull lake/blocked river, next "water level +1" will result in raising terrain and water level -3 |
| 10:03 | <Gonozal_VIII> | hmmm |
| 10:03 | <Gonozal_VIII> | that's 9 levels |
| 10:03 | <Gonozal_VIII> | bad with bits |
| 10:03 | <Eddi|zuHause> | yeah, could remove one or so ;) |
| 10:03 | <Eddi|zuHause> | you should just avoid going from +4 to -4 |
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| 10:04 | <Yorick> | why the terraforming, wouldn't that that look strange? |
| 10:04 | <Eddi|zuHause> | like, go from +3 to -3 instead, remove level +4 alltogether, and skip level -4 |
| 10:04 | <Yorick> | can't we just have higher water |
| 10:04 | <Yorick> | as with deepwateer |
| 10:05 | <Eddi|zuHause> | Yorick: much bigger problem |
| 10:05 | <Gonozal_VIII> | and how would that help with the levels? |
| 10:06 | <Yorick> | water level >3 == increase water height |
| 10:06 | <Eddi|zuHause> | yes |
| 10:06 | <Eddi|zuHause> | but you need to store that height somewhere |
| 10:07 | <Yorick> | how much bits are free? |
| 10:08 | <Yorick> | btw, what if the lake terraforming reaches max height |
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| 10:08 | <Gonozal_VIII> | can't be blocked up there |
| 10:09 | <Yorick> | hmm... that 's a point |
| 10:09 | <Yorick> | what if someone blocks a spring |
| 10:10 | <Gonozal_VIII> | then it should raise too |
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| 10:10 | <Yorick> | what if the spring is on max height |
| 10:10 | <Gonozal_VIII> | can't be blocked |
| 10:10 | <Yorick> | if its on max-height-1 |
| 10:10 | <Gonozal_VIII> | raise^^ |
| 10:10 | <Yorick> | can't it be blocked with a canal? |
| 10:11 | <Gonozal_VIII> | not to the point where it wants to raise |
| 10:11 | <Yorick> | can it raise if its blocked with a canal? |
| 10:11 | <Alberth> | alternative solution maybe, a maximal level for the spring? (ie its internal forces are finite) |
| 10:12 | <Yorick> | good plan |
| 10:12 | <Yorick> | but still, what if the raising is blocked |
| 10:12 | <Yorick> | by a surrounding |
| 10:13 | <Gonozal_VIII> | hmmm unmovable stuff |
| 10:14 | <Yorick> | a lake has the same problem |
| 10:14 | <Gonozal_VIII> | what happens to that? can you flood away lighthouses and such? |
| 10:14 | <Eddi|zuHause> | canals flood right before the tile would raise |
| 10:14 | <Yorick> | it needs to raise 4 dots to raise a tile |
| 10:15 | <Eddi|zuHause> | yes, and canals flood right before reaching that level |
| 10:15 | <Yorick> | what happens to the tiles surrounding the river tile if its raised |
| 10:16 | <Eddi|zuHause> | so the order is -4 [dry] .. 0 [stay in river bed, standard float direction] -> 1 [flood open plain] -> 2 [ flood canals] -> 3 [raise tile, flood upwards slopes] |
| 10:17 | <Eddi|zuHause> | Yorick: they will be raised at subsequent flood calculations |
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| 10:18 | <Yorick> | and anything with draining? |
| 10:18 | <Eddi|zuHause> | suppose you have 4 tiles lower than the surrounding, tile 1 gets flooded from 0 to 1, it spreads to a neighbouring tile, resets to level 0, then that neighbouring tile floods up to level 0 |
| 10:18 | <Yorick> | each tile will lose X amount of water |
| 10:18 | <Yorick> | every X ticks |
| 10:18 | <Eddi|zuHause> | if both tiles are full, first tile will flood to 1 again |
| 10:18 | <Eddi|zuHause> | fill other tile |
| 10:18 | <Eddi|zuHause> | continue with the fourth tile, now all 4 tiles have level 0 |
| 10:19 | <Eddi|zuHause> | next water level will put the first tile to 1 |
| 10:19 | <Gonozal_VIII> | nothing to flood, noting happens, next tile level 1 |
| 10:19 | <Eddi|zuHause> | but it can't flood anymore, so it passes the next water level to the other tiles, until all have level 1 |
| 10:19 | <Eddi|zuHause> | same with level 2 and 3 |
| 10:19 | <Yorick> | but if the river makes a lake that is big enough, it can stay there without flooding because of the draining |
| 10:19 | <Eddi|zuHause> | now first tile gets to level 4 |
| 10:20 | <Eddi|zuHause> | means it is set to level -3 |
| 10:20 | <Eddi|zuHause> | and raised |
| 10:20 | <Eddi|zuHause> | now all subsequent water levels get passed on to the neighbouring tiles, since they are in main float direction (downwards) |
| 10:20 | <Eddi|zuHause> | they will also reach level 4, and get raised |
| 10:21 | <Yorick> | flow* |
| 10:21 | <Eddi|zuHause> | now all tiles are raised to the surrounding plain territory, river searches a new float direction and goes on |
| 10:21 | <Gonozal_VIII> | then up to level 1, there's floodable area again, it floods on |
| 10:22 | <Gonozal_VIII> | hmm random direction then? |
| 10:22 | <Gonozal_VIII> | ah.. direction of first tile to reach level 1 |
| 10:23 | <Yorick> | Lakes that become large enough without a way out become sinks for incoming water. <-- that means they have to drain water |
| 10:23 | <Gonozal_VIII> | i think that part should wait until the rest works |
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| 10:24 | <Yorick> | we need a list with ideas sorted by order |
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| 10:26 | <Yorick> | of implementation |
| 10:27 | <Yorick> | springs need to act like some kind of industry with economy adaptions |
| 10:27 | <Yorick> | in scenario editor, you can set amount of water it generates |
| 10:27 | <Yorick> | ingame, it will change like if it was an industrie |
| 10:28 | <Yorick> | industry* |
| 10:28 | <Gonozal_VIII> | you can't really service it.. |
| 10:28 | <Yorick> | so changes will be random |
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| 10:28 | <Yorick> | as a player, you can install a meter on top of the spring to see how much water it generates =) |
| 10:29 | <Yorick> | ok, bad idea ;) |
| 10:29 | <Eddi|zuHause> | springs might be locations of interest for tourists |
| 10:29 | <Yorick> | if newindustries grf's are present |
| 10:30 | <Eddi|zuHause> | (looooooong way down the list of implementations :)) |
| 10:30 | <Yorick> | the grf may place industries that only occur near a spring |
| 10:30 | <Eddi|zuHause> | only near a river would sound more realistic |
| 10:30 | <Gonozal_VIII> | right, the grf can do that by itself |
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| 10:31 | <Gonozal_VIII> | no need to implement anything for that except the tile type |
| 10:31 | <Yorick> | the grf may increase watergeneration-amount if the industrry is serviced well |
| 10:31 | <Yorick> | like giving salt |
| 10:32 | <Eddi|zuHause> | that is totally useless... |
| 10:32 | <Gonozal_VIII> | i don't think springs care about how many tourists are watching them^^ |
| 10:32 | <Yorick> | "but it's fun" |
| 10:32 | <Yorick> | they do care about other things |
| 10:32 | <Eddi|zuHause> | you can't create water from nothing |
| 10:32 | <Yorick> | maybe in tropical, you can transport water to the industrie |
| 10:32 | <Yorick> | y* |
| 10:32 | <Yorick> | that pumps it down the spring |
| 10:33 | <Yorick> | =P |
| 10:33 | <Eddi|zuHause> | i won't discuss this idiocy any further |
| 10:33 | <Vikthor> | that's crazy :p |
| 10:33 | <Gonozal_VIII> | sure... you put water in a train, transport it through the desert to a spring and poor it in all the time^^ |
| 10:33 | <Yorick> | :D |
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| 10:34 | <Alberth> | make swimming pools for the rich :) |
| 10:34 | <Vikthor> | Only think I can think of would be some bottling industry near spring |
| 10:34 | <Eddi|zuHause> | anyway: tropical -> green areas appear near rivers, water supplies are more likely to appear near rivers, you can then transport water from the water supplies to the desert areas |
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| 10:34 | <Yorick> | that would be a goof idea |
| 10:35 | <Yorick> | Alberth: that would decrease water-generation-amount |
| 10:35 | <Yorick> | good* |
| 10:36 | <Yorick> | :) |
| 10:36 | * | Yorick switches back to normal mode |
| 10:36 | <Vikthor> | Yeah, some possibility to dry lakes like Aral sea by using too much water, but that's really too down on priorities list |
| 10:38 | <Yorick> | k, back to the normal idea |
| 10:39 | <Yorick> | anyone has some thoughts about it? |
| 10:39 | <Yorick> | Vikthor? |
| 10:40 | <Gonozal_VIII> | so... it floods empty plains at level 1 and canals on level 2... other used land like buildings, rails and so? |
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| 10:41 | <Yorick> | but it won't flood plains? |
| 10:41 | <Yorick> | and industries? |
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| 10:42 | * | Yorick barries Gonozal_VIII |
| 10:43 | -!- | Gonozal_VIII [~Gonozal_V@N910P008.adsl.highway.telekom.at] has joined #openttd |
| 10:44 | * | Yorick quickly excavates him again |
| 10:44 | <Yorick> | [16:42][16:42] * Yorick barries Gonozal_VIII |
| 10:45 | <Gonozal_VIII> | you barried me? :O |
| 10:45 | <Gonozal_VIII> | oh noes, i got barried! |
| 10:45 | <Gonozal_VIII> | wtf is that? |
| 10:47 | <Alberth> | can't you go around industries? |
| 10:47 | <Eddi|zuHause> | not always |
| 10:47 | <Gonozal_VIII> | it does that if there is room |
| 10:48 | <Gonozal_VIII> | but if not, everything gets flooded |
| 10:48 | <Alberth> | a industry surrounded by water seems like a good candidate for closing to me |
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| 10:49 | <Alberth> | so what's the problem exactly, that water expands over the entire map, or that you have to flood something unmovable? |
| 10:50 | <Yorick> | [16:44][16:44] * Yorick quickly excavates him again <-- must be digg's him out |
| 10:51 | <Yorick> | river's won't expand over the whole map |
| 10:52 | <Gonozal_VIII> | hmmm what happens to bridges with horizontal ramps if the valley they are bridging over gets flooded and raised |
| 10:52 | <Alberth> | ok, so you are thinking about flooding a tile with something on it |
| 10:53 | <Gonozal_VIII> | do they just change to bridges with sloped ramps? |
| 10:53 | <Eddi|zuHause> | Gonozal_VIII: rather destroyed |
| 10:53 | <Gonozal_VIII> | ok |
| 10:55 | <Gonozal_VIII> | hmmm tunnels... just destroyed when water touches them or does it flow through them? |
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| 10:56 | <Alberth> | Taking a big leap now: Wouldn't it be better to have a water level on top of the ground, eg as in RCT? |
| 10:57 | <Yorick[1]> | said that |
| 10:57 | <Alberth> | sorry, missed that |
| 10:57 | <Gonozal_VIII> | no idea how water in rct works |
| 10:57 | <Yorick[1]> | can someone kick the other Yorick, I disconnected |
| 10:57 | <Gonozal_VIII> | kicking doesn't help to speed up the ping timeout |
| 10:58 | <Yorick[1]> | no? |
| 10:58 | <Gonozal_VIII> | nope |
| 10:58 | <Gonozal_VIII> | except kicking from the server i guess... |
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| 10:59 | <Gonozal_VIII> | if your nick is registered you can use regain... /nickserv help regain for details ;-) |
| 10:59 | <Eddi|zuHause> | Gonozal_VIII: water doesn't go through tunnels currently either... |
| 11:00 | <Gonozal_VIII> | i know, i tested that with deepwater |
| 11:00 | <Gonozal_VIII> | tunnel on level -1 just gets destroyed... |
| 11:00 | <Alberth> | water in rct is a transparent sprite at the water level when waterlevel is above ground level, so you can see the bottom below the water |
| 11:00 | <Gonozal_VIII> | no transparency |
| 11:01 | <Alberth> | (and optional non-transparent :) ) |
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| 11:02 | <Gonozal_VIII> | deepwater in chrisin causes a lot of problems... |
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| 11:02 | -!- | Yorick[1] is now known as Yorick |
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| 11:06 | <Gonozal_VIII> | i wonder if one could raise the water level pixel by pixel even over multiple height levels through sprite offset... |
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| 11:07 | <Alberth> | a wall of water... |
| 11:07 | <Gonozal_VIII> | of course same height on neighbouring tiles^^ |
| 11:08 | <Yorick> | said that yesterday |
| 11:08 | <Yorick> | hylje still listening? |
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| 11:15 | <Yorick> | silent in here |
| 11:16 | <Gonozal_VIII> | all your fault |
| 11:17 | <Yorick> | :O |
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| 11:18 | -!- | mode/#openttd [+o peter1138] by ChanServ |
| 11:18 | <Yorick> | peter1138! |
| 11:18 | <@peter1138> | Yorick! |
| 11:18 | <Yorick> | http://wiki.openttd.org/index.php/Lively_Rivers |
| 11:19 | <Yorick> | now you have to give a link in response! |
| 11:19 | <Yorick> | }) |
| 11:19 | <Yorick> | Sacro made it for us |
| 11:19 | <Sacro> | did he? |
| 11:20 | <Yorick> | yes |
| 11:20 | <Yorick> | he wikified it |
| 11:20 | <Yorick> | [15:46][15:46] <Sacro> ask me nicely and i'll even wikify it nicely |
| 11:20 | <@peter1138> | http://goatse.cx/ ? |
| 11:21 | <Sacro> | peter1138: why did i right click and open that >< |
| 11:21 | <@peter1138> | because you were hoping it was back? |
| 11:21 | <Sacro> | CX7800 Ink Cartridges <-- ooh nice |
| 11:21 | <Yorick> | :D |
| 11:22 | <Prof_Frink> | Mmm, goats |
| 11:22 | <Yorick> | :D |
| 11:24 | <hylje> | okay |
| 11:24 | <hylje> | some things i stumbled upon |
| 11:25 | <Yorick> | go on |
| 11:25 | <hylje> | 1. rivers and lakes are entities. rivers are unlike anything, lakes have some parallels to cities |
| 11:26 | <hylje> | rivers can start and end at lakes and river junctions |
| 11:26 | <Yorick> | put it on the wiki |
| 11:26 | <hylje> | not yet |
| 11:26 | <hylje> | river tiles know the related river and flow direction |
| 11:27 | <hylje> | lake tiles know the related lake. the lake knows its water level, the incoming water flow and the outgoing water flow (unless it's a sink) |
| 11:27 | <Eddi|zuHause> | you mean store the river ID like a town ID or something |
| 11:27 | <hylje> | yes |
| 11:27 | <hylje> | this makes sense because rivers have the same water volume in all points |
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| 11:28 | <Eddi|zuHause> | yeah, that should be improvable upon |
| 11:28 | <hylje> | and it should allow rivers to decide to become wider when volume increases, become more narrow when volume decreases |
| 11:28 | <Yorick> | like town growth |
| 11:29 | <hylje> | a lake grows in size when its water level reaches a certain threshold |
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| 11:31 | <Yorick> | Ammler! |
| 11:31 | <Ammler> | heya Yorick |
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| 11:35 | <Yorick> | have you seen our "Lively rivers" |
| 11:37 | <hylje> | nothing to be seen yet ;) |
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| 11:39 | <Yorick> | The amount of flow may influence ship speed. <--added by me |
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| 11:44 | <Eddi|zuHause> | the amount of flow does not really matter |
| 11:44 | <Eddi|zuHause> | flow only indirectly has something to do with speed |
| 11:44 | <Eddi|zuHause> | flow = speed*area |
| 11:44 | <Yorick> | same thing |
| 11:45 | <Yorick> | there's being talked about "Flow units" |
| 11:46 | <Eddi|zuHause> | yes. but there is no direct correlation between flow and speed |
| 11:46 | <Yorick> | The amount of flow units may influence ship speed. |
| 11:46 | <Yorick> | better? |
| 11:46 | <Eddi|zuHause> | no. you completely missed the point |
| 11:47 | <Gonozal_VIII> | well.. indirectly through a formula with river width and depth... but that goes much too far for now |
| 11:48 | <Yorick> | The flow may influence ship speed. |
| 11:48 | <Yorick> | I think I missed it |
| 11:49 | <hylje> | no concept of depth yet, maybe with rivers3 |
| 11:49 | <Gonozal_VIII> | oh right... flowing tiles all have the same depth |
| 11:50 | -!- | Brianetta [~brian@77-103-231-158.cable.ubr05.benw.blueyonder.co.uk] has joined #openttd |
| 11:51 | -!- | divo [~asd@0x4dd443c6.adsl.cybercity.dk] has joined #openttd |
| 11:54 | <Yorick> | tiles with water level 0 are 10 meters deep |
| 11:54 | <Gonozal_VIII> | ? |
| 11:54 | <Yorick> | I think |
| 11:55 | <Gonozal_VIII> | random number? |
| 11:55 | <Yorick> | flowing tiles |
| 11:55 | <Yorick> | yes |
| 11:55 | <Yorick> | 10 meters seems a nice number |
| 11:55 | <Gonozal_VIII> | shouldn't fix it to any real units... |
| 11:55 | <Yorick> | k, 1 tile |
| 11:55 | <Yorick> | but that would be comparable to 50 meters |
| 11:55 | <Eddi|zuHause> | 10m? that is almost an astronomic number |
| 11:56 | <@peter1138> | 10 metres is a very high for a river, heh |
| 11:56 | <hylje> | ottd is not to scale |
| 11:56 | <hylje> | but lets indeed say something less |
| 11:56 | <Eddi|zuHause> | small streams have depth of like 10-50cm |
| 11:56 | <Eddi|zuHause> | bigger rivers can have something around 5m |
| 11:57 | <Yorick> | and canals? |
| 11:57 | <Eddi|zuHause> | if a river reaches 10m, they usually flood all cities around them... |
| 11:58 | <Eddi|zuHause> | canals are just as deep as the biggest ships need them to be |
| 11:58 | * | Yorick lives in a houseboat |
| 11:58 | <Eddi|zuHause> | i don't think they are often much deeper than 2m |
| 11:58 | <Yorick> | depth there is 7m |
| 12:00 | <hylje> | also |
| 12:00 | <hylje> | keep in mind the concept of flow units is very arbitrary |
| 12:00 | <hylje> | we dont need to think about measurements |
| 12:01 | <Yorick> | we do need to think about flow influencing speed |
| 12:02 | <Eddi|zuHause> | no we don't |
| 12:02 | <Yorick> | later |
| 12:02 | <Eddi|zuHause> | that can be decided upon much later |
| 12:02 | <ln-> | http://regmedia.co.uk/2008/01/19/macbookcommodorecompare.jpg |
| 12:02 | <SmatZ> | :D |
| 12:03 | <Gonozal_VIII> | backlit keyboard :S |
| 12:03 | * | SpComb has no need for a backlit keyboard, for he has a ThinkLight! |
| 12:03 | <Gonozal_VIII> | why oh why? |
| 12:03 | <Prof_Frink> | Yay ThinkLight! |
| 12:03 | <Gonozal_VIII> | truelight? |
| 12:03 | * | Yorick gotta eat |
| 12:03 | <Yorick> | bye |
| 12:04 | -!- | Yorick is now known as Yorick|AFK |
| 12:04 | <Gonozal_VIII> | the screen is light enough |
| 12:06 | <SpComb> | no, it isn't |
| 12:06 | <Gonozal_VIII> | it is! |
| 12:06 | <SpComb> | it's hard to use a keyboard in the dark with just the light of the screen |
| 12:07 | <Prof_Frink> | not if you set it to 35% or so brightness |
| 12:07 | <SpComb> | a thinklight/backlit keyboard is really useful |
| 12:07 | <Gonozal_VIII> | i do that all the tieme |
| 12:07 | <Gonozal_VIII> | -e |
| 12:07 | <hylje> | you don't/shouldn't look at the keyboard anyway |
| 12:07 | <Prof_Frink> | Of course, if you have a das keyboard it's a moot point |
| 12:08 | <Gonozal_VIII> | gamma 0,75, no other light source in the room except some leds and i can see the keyboard perfectly well |
| 12:14 | <Eddi|zuHause> | i never use the computer in a dark room |
| 12:14 | <Gonozal_VIII> | maybe you should |
| 12:14 | <Eddi|zuHause> | if the screen is light, the background (wall) must be light, too |
| 12:15 | <Gonozal_VIII> | why? |
| 12:15 | <Eddi|zuHause> | because! |
| 12:15 | <Gonozal_VIII> | i can't even see where the screen ends and the wall begins |
| 12:15 | <Eddi|zuHause> | it is just not comfortable to watch the screen on a dark background |
| 12:15 | <SpComb> | hylje: unless you need to hit the { key or something |
| 12:16 | <Eddi|zuHause> | i know where the { key is |
| 12:16 | <Gonozal_VIII> | { |
| 12:16 | <Eddi|zuHause> | {[]} AltGr+{7,8,9,0} |
| 12:17 | <SpComb> | indeed, but it might be a bit difficult to hit that key when typing in a password in the dark on a laptop keyboard that's at a weird angle |
| 12:17 | <Gonozal_VIII> | hehe, you password includes {? |
| 12:17 | <SpComb> | no |
| 12:17 | <Eddi|zuHause> | and the really odd keys like ¬⅝¤£ are not on the keyboard anyway |
| 12:17 | <Prof_Frink> | How is £ odd? |
| 12:18 | <Prof_Frink> | It's s-3 for fsm's sake! |
| 12:18 | <Eddi|zuHause> | it's on AltGr+Shift+3 |
| 12:18 | <SpComb> | ³ |
| 12:18 | <Eddi|zuHause> | shift+3 is § |
| 12:18 | <Gonozal_VIII> | i have € and $ keys |
| 12:19 | <Prof_Frink> | You crazy forners |
| 12:19 | <Eddi|zuHause> | altgr+3 is ³ |
| 12:19 | <ln-> | shift+3 is # |
| 12:19 | <Gonozal_VIII> | # is # |
| 12:19 | <Eddi|zuHause> | # is next to enter |
| 12:19 | <Prof_Frink> | s-# is ~ |
| 12:19 | <Eddi|zuHause> | ' is shift+# |
| 12:19 | <ln-> | ' is next to enter |
| 12:19 | <Gonozal_VIII> | indeed |
| 12:19 | <Prof_Frink> | ' is ' |
| 12:19 | <Gonozal_VIII> | shift # is ' |
| 12:20 | <Prof_Frink> | s-' is @ |
| 12:20 | <Gonozal_VIII> | @ is altgr q |
| 12:20 | <Eddi|zuHause> | @ is AltGr+Q |
| 12:20 | <ln-> | @ is altgr+2 |
| 12:20 | <Eddi|zuHause> | ² is altgr+2 |
| 12:20 | <Gonozal_VIII> | ³ is altgr 3 :-) |
| 12:21 | <Eddi|zuHause> | ¹ is altgr+1 |
| 12:21 | <Gonozal_VIII> | huh? |
| 12:21 | <Eddi|zuHause> | i knew that was coming :p |
| 12:21 | <hylje> | . |
| 12:21 | <Gonozal_VIII> | me wantey! |
| 12:21 | <Eddi|zuHause> | get a real OS ;) |
| 12:21 | <ln-> | actually, altgr+e=€ is the only altgr combination with a letter. (on the normal dos/windows layout anyway, linux has a lot more) |
| 12:22 | <Gonozal_VIII> | altgr m is µ |
| 12:22 | * | SpComb has a " |
| 12:22 | <Eddi|zuHause> | µ, @ and € are the ones printed on the keyboard |
| 12:22 | * | SpComb has a umlaut key that doesn't actually work in ubuntu |
| 12:22 | <SpComb> | ¨" |
| 12:23 | <Eddi|zuHause> | SpComb: you can choose a keyboard layout "with dead keys" |
| 12:23 | <SpComb> | it actually does work, if you press it twice |
| 12:23 | <Eddi|zuHause> | |