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#openttd IRC Logs for 2011-08-30

---Logopened Tue Aug 30 00:00:16 2011
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03:20<@planetmaker>h(e)i di(h)
03:23<Pinkbeast>H(o) d(i) h(o)
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03:39<dihedral>granted :-P
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03:41<Pinkbeast>Good morning.
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03:44<xahodo>In order_cmd there is a documentation error at lines 584 and 585.
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05:02<lugo>ah well, new firs implicitly needs a non-patchpack version :(
05:03<Pinkbeast>Which is awkward because we all play Chill's or YACD?
05:03<lugo>those rivers are georgeous btw :)
05:04<@planetmaker>lugo, it doesn't ask for a non-PP version. But it requires r22780 or newer
05:04<@planetmaker>just update your PP ;-)
05:04<@planetmaker>and no, the only PP I currently play - if patched at all - is YACD ;-)
05:05<Pinkbeast>I can't do without autoseperation for pax/mail
05:05<Pinkbeast>... it's a pity no-one has quite made it work
05:06<@planetmaker>auto-separation is not that much important really... even though might be nice
05:07<Pinkbeast>It is _quite_ hard to do a pax service in any kind of cargo distribution world without it.
05:09<@planetmaker>I must have missed the hard part there.
05:09<@planetmaker>Just setup routes and you're done
05:09<@planetmaker>especially with cargod*st
05:10<Pinkbeast>Whichever vehicle has the largest gap in front of it spends the most time loading. Soon they are all bunched together.
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05:13<@planetmaker>allow for full load time at each station
05:13<@planetmaker>and use time tables
05:13<Pinkbeast>Er... so construct a timetable by hand?
05:14<Pinkbeast>There's a reason I like autoseperation
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05:26<@planetmaker>hi fjb
05:26<fjb>Hi planetmaker
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05:29<@planetmaker>yeah... chill hasn't been much active lately
05:30<fjb>Maybe he is chilling. :)
05:30<Pinkbeast>I fear patchpatch makers tend to get burned out
05:30<@planetmaker>it's tedious work
05:31*fjb is fighting with YADP and current trunk.
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05:32<Pinkbeast>fjp> Is that a typo for Y oh never mind
05:32<fjb>It is a typo any way.
05:36<@Terkhen>good morning
05:45<fjb>Moin Terkhen
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06:36<Eddi|zuHause>i don't suppose there's an 80+ or 40+ variable for "position in articulated vehicle chain"?
06:36<@planetmaker>not that I know. But for consist vs. whole train
06:37<@planetmaker>i.e. 40 and 41
06:37<@planetmaker>but you knew that :-)
06:41<Eddi|zuHause>it would be... helpful...
06:42<@Yexo>eddi: if the first part has a different id from the rest of the parts than you could use var 41
06:43<@Yexo>if all articulated vehicles using the same ID are always the same length you can use (var 41 mod vehicle_length)
06:44<@Yexo>that should cover almost all use cases
06:44<Eddi|zuHause>Yexo: yes, but if i want to code an articulated vehicle with 4 (visual) wagons and 3 logical vehicles per wagon, i might want to have a consist AxxBxxBxxCxx
06:44<Eddi|zuHause>then var 41 won't be helpful
06:45<@Yexo>so each wagon is articulated with 3 parts?
06:45<@planetmaker>unless from another set
06:45<Eddi|zuHause>no, the whole consist is articulated
06:45<@Yexo>so the consistent consist of 12 parts?
06:46<@planetmaker>uh hm, but... if it's articulated... then you know the vehicle IDs
06:46<@planetmaker>and numbering
06:46<@Yexo>so why is var 41 not helpful?
06:46<@Yexo>position in chain of consecutive vehicles with same ID
06:46<@Yexo>ie 0 for A, 3 for B, 6 for second B and 9 for C
06:46<Eddi|zuHause>Yexo: i can't determine wether it is the first or second B in the consist
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06:47<@planetmaker>Where does that matter, if it's the same wagon?
06:47<@planetmaker>if you know vehicleID and pos % 3
06:47<Eddi|zuHause>planetmaker: refits of 2/3/4 wagons
06:47<@Yexo>Eddi|zuHause: but refits can't change the amount of wagons
06:47<Eddi|zuHause>lots of magic that i haven't quite worked out yet
06:47<@Yexo>visually they can, but not the actual amount of wagons
06:47<Eddi|zuHause>Yexo: yes
06:48<@Yexo>so if all those parts have the same ID you can check for position 3 or 6 with var 41
06:48<Eddi|zuHause>Yexo: basically it's the same concept as HEQS trams... only much larger scope
06:48<Eddi|zuHause>i need a bit more flexibility
06:49<Eddi|zuHause>planetmaker: now imagine i have two articulated chains in one train, possibly of slightly different layout
06:49<Pinkbeast>Oh, the crazy refittable HEQS trams?
06:50<Eddi|zuHause>planetmaker: then neither var 40 nor var 41 can reliably tell me the proper location
06:50<@Yexo>Eddi|zuHause: the layout doesn't matter if they all have the same amount of parts
06:50<@Yexo>where number of parts are logical parts, not visible ones
06:50<Eddi|zuHause>Yexo: yes, but i can't possibly be sure that assumption always holds
06:50<@planetmaker>Eddi|zuHause, so, concatenating two arbitrary articulated vehicles?
06:50<Eddi|zuHause>planetmaker: yes
06:51<@Yexo>why not? you're writing the newgrf, you can chose the number of articulated parts
06:51<@planetmaker>AxxBxxBxxAxx - CxxCxxCxxDxx ?
06:51<@planetmaker>if they all have three parts... it still would work to know which of the single sub-vehicle you deal with
06:51<Eddi|zuHause>planetmaker: maybe AxxBxCxx + DxxExxFxx
06:51<@planetmaker>yes, what then?
06:52<@Yexo>Eddi|zuHause: var 41 counts vehicles with the same ID
06:52<Eddi|zuHause>Bx is only 2 parts
06:52<Eddi|zuHause>Yexo: yes, 41 counts the x'es
06:52<@Yexo>so as long as the AxxBxCxx one has a different ID from the DxxExxFxx one there is no problem
06:53<@planetmaker>hm... we need to make sure to talk of the same...
06:53<@planetmaker>I considered Axx to be vehicles of one ID
06:53<@planetmaker>right? wrong?
06:53<Eddi|zuHause>A,B,C,x are each vehicles with different ID
06:53<@Yexo>oh, I misunderstood that too
06:54<@planetmaker>indeed :-)
06:54<@Yexo>but if AxxBxxBxxAxx is one articulated vehicle, why don't you code it as AAAAAAAAAAAA?
06:55<@planetmaker>or AAABBBBBBAAA
06:56<V453000>looks sane :D
06:56<Eddi|zuHause>currently all (visually) non-articulated vehicles are coded as Axx, where A is a vehicle-ID > 128, and x is one <128, shared between multiple vehicles
06:56<@planetmaker>maybe... what's the aim, Eddi|zuHause ?
06:56<@Yexo>Eddi|zuHause: and in which part is the problem, the x or the A / B / C vehicles?
06:57<Eddi|zuHause>so the vehicle-ID "A" can be used for distinguishing the visualisation, length and stuff from the "x" vehicles
06:57<Eddi|zuHause>A then has capacity, weight, power, etc. while x are just dummy-vehicles
06:57<@planetmaker>I guess the real issue is that articulatedID <128 is a requirement and it'd be gone if that was lifted, right?
06:58<Eddi|zuHause>now with articulated vehicles like AxxBxxBxxCxx, B and C also need capacity
06:58<Eddi|zuHause>which makes them logically different to the "x"es
06:58<Eddi|zuHause>and stuffing all this logic into A is... troublesome
07:00<@Yexo>so does x need to know whether it's attached to A or B ?
07:00<@Yexo>and is that possible?
07:00<Eddi|zuHause>i have a patch for that
07:01<Eddi|zuHause>a 60+ variable that gives me the vehicle-id of the Nth wagon before/after this vehicle
07:01<Eddi|zuHause>(logical wagon)
07:02<@Yexo>hmm, with that problem would also be solved
07:02<@Yexo>4th related object for vehicles: first articulated part
07:02<@planetmaker>hm, quite so
07:05<@Yexo>Eddi|zuHause: but if you can get the vehicle-id of the Nth wagon before/after, you could just check the id of -3 and see if that's A or another B
07:05<@Yexo>^^ to distinguish whether you are the first or second B
07:06<Eddi|zuHause>that sounds like something to put into a procedure...
07:06<Eddi|zuHause>and i need to keep a table somewhere which vehicle-IDs have 1/2/3/4 logical parts
07:07<Eddi|zuHause>hm, no, maybe i don't need that, because i already have different dummy-vehicles for those
07:08<Eddi|zuHause>the other problem i still have not solved is that when every articulated vehicle has IDs for B and C, i quickly run out of vehicle-IDs < 128
07:09<@Yexo>another reason to code them as AAAAAAAAAAAA
07:09<@Yexo>might be a bit more work in the code, but you avoid the ID problems
07:10<@Yexo>and you won't need your patch for checking the vehicle-id
07:10<@planetmaker>not if you have more thatn 128 engines
07:10<@planetmaker>which CETS easily has
07:11<Eddi|zuHause>or we need a "long" articulated callback, that allows IDs > 7F
07:11<@Yexo>or a new nfo version that changes the existing callback
07:11<@planetmaker>the proper solution IMHO is to allow any ID to be used as articulated
07:12<@Yexo>if the problem is only bit 7, why can't IDs 0x100..0x17F, 0x200..0x27F etc. be used already?
07:12<Eddi|zuHause>that's problematic as you have 16-bit vehicle IDs, but only 15-bit callback results, and then you need 1 bit for "flipped", so you only have 14 bits left
07:12<Eddi|zuHause>Yexo: no idea, didn't work when i tested it
07:12<@Yexo>I don't think anyone will care if it's limited to 14-bit vehicleIDs
07:13<@planetmaker>sure it won't bite us (again)?
07:13<peter1139>well it probably just gets the lowest 7 bits
07:13<Eddi|zuHause>planetmaker: i'm pretty sure it will :p
07:13<@Yexo>sure, my question was more like: why can't the spec be changed to allow that? since it wouldn't break existing newgrfs (at least I hope not)
07:15<Eddi|zuHause>there's the magic value "FF" that stops articulation (instead of attaching the vehicle 7F flipped)
07:17<Lakie>planetmaker: I know its a daft question but is OpenGFX-Landscape 2.2 compatible with openTTD 1.0.2?
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07:17<Eddi|zuHause>Lakie: probably not
07:18<@planetmaker>Lakie, I'd wonder if it were
07:18<@planetmaker>It uses advanced sprite layouts
07:18<Lakie>I see.
07:19<Eddi|zuHause>is there an example for using recolour tables in NML?
07:19<@Yexo> this?
07:21<@planetmaker> <-- you mean something more elaborate?
07:22<@Yexo>Eddi|zuHause: do you want to write your own recolour sprites or use some existing ones?
07:22<Eddi|zuHause>i think i need my own
07:23<@planetmaker>for the different company liveries?
07:23<@Yexo> <- better example
07:23<Eddi|zuHause>for debug purposes, for front/back vehicle lights, for liveries, for possibly other stuff
07:23<@planetmaker>sounds more like something better not done by re-colouring
07:25<@planetmaker>I'm not sure liveries via re-colouring is the best thing to do. It's rather limiting
07:25<@planetmaker>changing lights... maybe
07:25<Eddi|zuHause>e.g. the german tram set uses recolouring for (bulk) cargo graphics
07:25<@Yexo>it might be limited, but it's also a lot easier than changing the sprites manually for every livery
07:26<@planetmaker>also true.
07:26<@planetmaker>But it requires to follow some strict colouring rules during drawing
07:26<@planetmaker>whatever they may be in detail
07:26<@planetmaker>or you'd end up with a special re-colour sprite for each engine or so
07:27<@planetmaker>it might be a lot easier for wagons
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08:28<@planetmaker>you save your newgrfs by the game, Eddi|zuHause ?
08:29<Eddi|zuHause>only for this particular one, because someone needed to open it because of a bug report
08:30<@planetmaker>newgrf/newstatsw.grf <-- what is that?
08:30<@planetmaker>new stations... sure :-)
08:31<Eddi|zuHause>seriously, how long have you been playing this game? :p
08:31<@planetmaker>8-letter filenames are not always descriptive :-)
08:31<Eddi|zuHause>those are 9 letters, anyway :p
08:32<@planetmaker>then it could have been the 6 more to make it really clear as well
08:32<@planetmaker>anyway, I don't know each newgrf by filename ;-)
08:32<@planetmaker>And I found out one can have at least 400 NewGRFs more than I have :-P
08:33<@planetmaker>(i.e. 50% more - though newstatw.grf is on my hdds, too
08:34<Eddi|zuHause>last_newgrf_count = 527
08:34<@planetmaker>i have a count like 783 or so
08:34<Eddi|zuHause>but i don't have a lot of grfs from bananas
08:34<@planetmaker>many pointless ones, yes
08:34<@planetmaker>I find those which trigger the debug messages especially annoying ;-)
08:35<@planetmaker>but well... sometimes they're needed. So I keep them
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08:56<krinn>noai api lack semaphore or i miss them ?
09:01<__ln__>not flexing the verb in the third person, missing auxiliary verb, unnecessary space in front of a questionmark.
09:03<krinn>no that space is need before and after a ?
09:04<__ln__>not before in english ortography.
09:04<krinn>well, i'm not english and we do use a space before it
09:04<__ln__>or most other languages either. french is an exception.
09:04<krinn>eheh never do like others
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09:20<@Belugas>mister krinn :)
09:22<krinn>i'm a girl belugas
09:22<krinn>no i'm not, was to bug you :)
09:24<@Belugas>so with my usual lagging, i'm not gugged at all ;)
09:26<krinn>your belgium Belugas right ?
09:26<krinn> /syour/you're
09:26<@Belugas>i am due to the place i'
09:26<@Belugas>ve been born
09:27<@Belugas>but not to the place where i now live :)
09:27<krinn>where did you moved ?
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09:34<@Belugas>my parents moved in quebec when i was 4
09:35<krinn>nice move, great place to live
09:39<@Belugas>i guess :) my dad had to choose between Guadeloup and Montreal. I'm not totally sure he picked the right place, but all in all, it's ok :)
09:42<Eddi|zuHause>who would choose a tropical island over a snowy place...
09:43<@Belugas>yeah...who?... and more important: WHY?????????
09:44<krinn>i prefer snow and nice place to live than tropical poor place
09:45<Eddi|zuHause>there are tropical richt places :)
09:45<krinn>but not the guadeloup
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10:36<@planetmaker>hm... down or veeeery slow?
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10:37<krinn>down for me
10:39<TWerkhoven>just very slow for me
10:40<krinn>forum is down too
10:41<krinn>ah no, everything just came
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13:09<LordAro> <-- rather rude, dontcha think? :)
13:12<@Belugas>i would not say
13:12<@Yexo>not really, no
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13:15*planetmaker doesn't think it's rude either. Maybe slightly demanding, but...
13:17<@Belugas>LordAro: "This is very annoying" <-- Stating the prolem
13:17<@Belugas>LordAro: "could it please be fixed?" <-- he said please
13:18<@Terkhen>I checked that issue once, it only happened on network games with huge maps for me
13:18<@Belugas>and he gave a good description of the problem. so it's not like throwing frustration ;)
13:18<LordAro>true, but considering it hasn't been reported before... (i certainly haven't noticed it)
13:18<LordAro>ok, i guess demanding would be a better word than rude :)
13:19<@Belugas>i don't recall seeing Emperor Jake here, by the way
13:20<krinn>never saw that problem, but i don't play network game
13:21<Eddi|zuHause>i'm not quite sure if Belugas is the right expert in moderation-questions :p
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13:24<LordAro>hai Alberth
13:25<@Alberth>hi LordAro
13:25<@Alberth>just found your PM :)
13:25<LordAro>its out of date, i was going to send you another, but... youtube :)
13:26<krinn>while you're here guys: noai doesn't handle semaphore right ?
13:26<@Alberth>you mean there are more important things than a openttd patch? :p
13:26<@Alberth>should I look at a newer version, or can go ahead with my current comments?
13:27<LordAro>i don't have a newer version on me, but:
13:27<LordAro>- i think i fixed the scrolling issues (for me anyway)
13:28<LordAro>- i have looked at (read: copied) some functions todo with removing whitespace and stripping characters in general
13:28<LordAro>but have yet todo anything with them
13:29<@Alberth>so it seems best that you do that first, right?
13:29<@Alberth>just let me know when you need help in some way
13:29<LordAro>:) will do
13:29<LordAro>... or i'll just pester someone else :L
13:30<@Yexo>krinn: not handle right in what way?
13:30<@Alberth>fine too :p
13:32*Belugas lols at Eddi|zuHause
13:33<@Yexo>krinn: if you mean "never built semaphore signals" than you're right :)
13:33<Eddi|zuHause>Yexo: i think he forgot a comma... "does not handle semaphores, right?"
13:34<@Yexo>ah, in that case: yes, it doesn't
13:38<krinn>Yexo yep, i've look at signaltype, can't find a semaphore bit
13:38<@Yexo>it's not in signaltype, it's bit 4 of p1 in the call to CMD_BUILD_SIGNALS
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13:38<Lord_Aro>again? seriously? >.<
13:39*Alberth thinks one lord is sufficient :)
13:39<krinn>Lord_Aro, the channel set autokick if you say the word lord
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13:41<LordAro>happy? :)
13:42<krinn>hmmm EnforcePrecondition(false, ::IsValidSignalType(signal)); i don't think i could bypass the preconditions to force them
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13:42<@Yexo>no, you'll need to patch openttd
13:42<Ammler>Alberth: I remember the ticket again ;-)
13:42<krinn>what i was thinking yep
13:43<@Alberth>bummer ;)
13:43<krinn>lol Lord_aro rename and paf
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13:44<Eddi|zuHause>what's wrong with making the AI adhere to the "place semaphores before <year>" setting?
13:45<@Yexo>nothing, it's simply not yet implemented
13:45<@Alberth>Ammler: ah, it's a feature request
13:45<@Alberth>I'll look into it
13:45<CIA-2>OpenTTD: translators * r22856 /trunk/src/lang/ (belarusian.txt french.txt italian.txt turkish.txt):
13:45<CIA-2>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-2>OpenTTD: belarusian - 3 changes by KorneySan
13:45<CIA-2>OpenTTD: french - 2 changes by Snail_
13:45<CIA-2>OpenTTD: italian - 6 changes by Snail_, lorenzodv
13:45<CIA-2>OpenTTD: turkish - 40 changes by niw3
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13:47<Eddi|zuHause>get a bouncer
13:47<Eddi|zuHause>just avoid openttdcoop :p
13:47<LordAro>(yes, i did just run my finger along the top of the keyboard :) )
13:48<LordAro>Eddi|zuHause: according to Amml3r, it has been fixed
13:48<Eddi|zuHause>what "it"?
13:49<LordAro>the bouncer
13:49<@Yexo>it was not just the bouncer that went down
13:49<LordAro>or whatever :)
13:49<@Yexo>the rest of the openttdcoop websites went down too
13:50<LordAro>'hypervisor' wasn't it?
13:51<^Spike^>ammler says so and he said he fixed it... :)
13:51*^Spike^ still has to see that ;)
13:52<krinn>bye all
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13:53<LordAro>well, the 'daily openttdcoop ping timeout' hasn't occured, has it?
13:53<^Spike^>not that i've seen in our graphs either...
13:53<LordAro>__ln__: shh!
13:55*^Spike^ goes back to learning the backup system for coop...
13:56<Ammler>Eddi|zuHause: it is fixed :-P
13:57*^Spike^ tries not to comment... :)
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14:08<LordAro>given up on kvirc
14:10*Terkhen is using x-chat now
14:10<@Terkhen>but I don't remember what made me change from kvirc to something else
14:11<@planetmaker>x-chat is quite nice
14:11<@Terkhen>I only miss the coloured nicknames
14:12*LordAro looks into it :)
14:12<LordAro>as Terkhen is the reason i'm using kvirc anyway :)
14:12<@planetmaker>Terkhen: aren't they coloured for you?
14:12<@planetmaker>they use random colours for me... but maybe that can be changed
14:12*Yexo doesn't have coloured nicknames in x-chat either
14:13<@planetmaker>hm... I might check tomorrow
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14:13<LordAro>as Terkhen is the reason i'm using kvirc anyway :)
14:13<@Yexo>ah, there is an option for it
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14:14<@Terkhen>I have them, but the colours don't have a lot of variety
14:14<@Terkhen>with kvirc, I had only two or four nicks with the same colours
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14:19<LordAro>hm, xcht doesn't appear to be portable, and that is one of my main requirements
14:20<@planetmaker>it's not very portable. There's y-chat on windows, though
14:20<@planetmaker>and there's a(n unusable) port to OSX
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14:21<@Terkhen>on windows I use a unofficial build
14:21<@Terkhen>the official one has... strange terms of use
14:36<pjpe>does anyone happen to have a newest chilli's power pack version for mac os x that they can give me
14:36<pjpe>lzma just does not want to make itself visible for ./configure
14:36<@planetmaker>then it's possibly installed in the wrong place
14:37<pjpe>i've used brew and ports to install
14:37<pjpe>lzma, xz, liblzma
14:37<pjpe>maybe a few more things in there
14:37<pjpe>i've tried the binary of xz
14:38<pjpe>always gives me that same can't find lzma error
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14:38<@planetmaker>can you paste config.log?
14:40<@planetmaker>and where actually are liblzma.*, namely liblzma.a and liblzma.dylib ?
14:40<@planetmaker>in your filesystem?
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14:42<pjpe>this is after i specify where liblzma is
14:42<pjpe>and it is there
14:42<pjpe>i can see it
14:43<@planetmaker>.a is the static library. The dynamic one is .dylib
14:43<@planetmaker>and openttd links dynamically by default...
14:44<pjpe>configure -h told me to use the .a
14:44<pjpe>hang on
14:44<pjpe>i'll try dylib
14:45<pjpe>alright same thing except replace .a with .dylib
14:45<@planetmaker>pjpe: is /opl/local/bin in your path?
14:45<@planetmaker> /opt/local/bin
14:45<LordAro>hmm. what text editor do you people use? personally i'm quite fond of gedit, but i'm open to other suggestions :)
14:46<@Yexo>I find the tabs for multiple open windows in gedit too limiting, so I use kate
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14:47<@planetmaker>pjpe: and the result w/o explicitly stating that lib's whereabouts?
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14:51<Zuu>Hi, I'm not sure if you have already confirmed the crash on online content. I can report that I got this crash as well (have already reported to the bug tracker with the crash.* files)
14:53<@planetmaker>pjpe: and what does "pkg-config liblzma --modversion" give you?
14:54<@planetmaker>it's actually easily reproduced, Zuu. Thanks
14:55<Zuu>It looks like it takes the NewGRFs from my NewGRF list.
14:55<Zuu>Oh, good to hear
14:55<@planetmaker>so it seems
14:55<Zuu>I only saw that the bug report was "new" and not "confirmed" and lacked some detials (all crash files).
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14:56<@planetmaker>yes, I didn't until now try to reproduce it
14:56<@planetmaker>I just linked the posting where it was reported so that it's not forgotten
14:56<Zuu>he, I couldn't find the forum post again when I got the same issue, but finding it on the bug report on the tracker was easy. :-)
14:57<Zuu>I was actually going to try the new OpenGFX+ Landscape release :-)
14:57<@planetmaker>oh :-)
14:58<@planetmaker>well, get it from the bundle's server of the DevZone
14:58<@planetmaker>it's been in that state actually for quite some while...
14:58<@planetmaker>but I got annoyed at saying "check out the nightly" :-P
14:58<@planetmaker>thus I just tagged it ;-)
14:59<@planetmaker>and wondered how much I changed and didn't yet release ;-)
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15:01<@planetmaker>that's a truncated config.lib, pjpe
15:02<pjpe>i kinda got lazy copying all of it
15:02<pjpe>hang on
15:02<@planetmaker>right. I guess I'll lazily go shopping now then
15:02*andythenorth will lazily code
15:03<pjpe>i set PKG_CONFIG_PATH to the one containing liblzma.pc and i get the exact same error from --modversion too
15:03<andythenorth>anyone managed to beak FIRS 0.7.0-beta1 yet?
15:05<pjpe>dammit forgot to export the path though
15:06<pjpe>dammit that fixed it too
15:06<pjpe>this was an exercise in frustration
15:06<pjpe>thanks planemaker
15:16<@Alberth>oh, snowy industries!
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15:29<@planetmaker>lol :-) you're welcome
15:29<@planetmaker>sweet if it works now
15:29<@planetmaker>and I won't starve tomorrow morning either ;-)
15:40<frosch123>[21:16] <Alberth> oh, snowy industries! <- belugas will regret he ever coded new industries :p
15:42<@Alberth>he hates snow? :)
15:42<@Yexo>at least now the industries are properly snow-aware and they're not statically snow via actionA or so
15:43<@planetmaker>forest has best snow-awareness next to builder's yard
15:44<andythenorth>does forest still have insane partial-snow-tile awareness?
15:45<@planetmaker>insane? Excellent!
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15:56<frosch123>for the native english: do engines have a "lifetime" or a "life time" ?
15:57-!-Wolf01 [] has joined #openttd
15:57<MNIM>depends on the context.
15:58<MNIM>for an example, are we talking about the time of the engine's life, or are we talking about the duration of the engine's life?
15:58<pjpe>probably an engine lifetime
15:58<frosch123>take the purchase list: sort engines by lifetime or by life time
15:58<frosch123>i think it is a duration
15:58<MNIM>the latter.
15:59<andythenorth>it's lifetime in common UK / US useage
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16:00<Eddi|zuHause><Alberth> he hates snow? :) <-- i think he mentioned it a couple times :p
16:00<frosch123>and an older engine then has a "remaining lifetime" or a "remaining life time"? :)
16:00<andythenorth>it's one word
16:00<frosch123>ok, thanks :)
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16:03<CIA-2>OpenTTD: frosch * r22857 /trunk/src/lang/ (english.txt english_US.txt): -Fix: Spelling of lifetime. (monoid)
16:04<andythenorth>frosch123: someone might disagree - but my dictionary was very clear :)
16:04<@Belugas>frosch123, Alberth: no, i do not exactly hate snow as such... rather the piling, the shuffling, the cold... the effects of the snow ;)
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16:04<@Belugas>i do love the sceneries, tough
16:04<@Belugas>very much!
16:04<@Alberth>then you love FIRS 0.7 :p
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16:05<@Belugas>then i WOULD ;)
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16:17<frosch123>coop has been fixed :p
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16:21<CIA-2>OpenTTD: frosch * r22858 /trunk/src/ (lang/english.txt order_cmd.cpp order_gui.cpp order_type.h): -Feature: Conditional order depending on remaining lifetime of a vehicle. (monoid)
16:24<appe>helicopters suck.
16:24<Prof_Frink>Only if you're on top of them.
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17:04<robotx>openttd on Touchpad - legendary!! thanks to the guys who did it! :)
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17:14<Eddi|zuHause>so... fixed... eh? :p
17:14<^Spike^>don't look at me :)
17:14<^Spike^>i tried to recover it as my ssh was still up..
17:14<^Spike^>but hopeless :)
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17:15<appe>best maps evar.
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17:16<@planetmaker>seems like an uber-boring track layout, though
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17:17<appe>well yeah, im no pro. :)
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17:17<@planetmaker>it'd look better, if tracks were somewhat shared. you could cut back on the width of the main station
17:18<@planetmaker>the current way you need no single signal... which is... well. not the point of rail
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17:18<appe>im just learning signals
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17:33<Zuu>appe: Looks like a good start, but there is indeed lot to learn :-)
17:33<Zuu>Once you've learned signals, OpenTTD will become much more fun.
17:35*^Spike^ points to V453000
17:35<^Spike^>something with signals and ottd fun :)
17:35<V453000>I am innocent
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18:02<Zuu>r22858 misses changes to the NoAI API to allow usage of the new conditional order.
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18:03<@Yexo>Zuu: care to provide a patch?
18:03<@Yexo>if not, remind me tomorrow and i'll write one
18:03<Zuu>Not tonight as I'm off to sleep now.
18:03<@Yexo>good night :)
18:03<Zuu>you too :-)
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19:47<Keiya>Is it possible for a GRF to add a new climate, or only overwrite an existing one?
19:47<pjpe>there's a toy land to mars conversion grf
19:47<pjpe>that's pretty much the best you can do
19:48<pjpe>making it look different
19:48<pjpe>and i guess play different
19:48<pjpe>and i guess be different
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---Logclosed Wed Aug 31 00:00:19 2011