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#openttd IRC Logs for 2012-02-16

---Logopened Thu Feb 16 00:00:50 2012
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02:02<Nat_as>what if there was snow plows in arctic maps
02:02<Nat_as>that were nessary above the snow line to prevent trains from slowing down.
02:02<@peter1138>there are snow plows in some newgrf sets
02:04<Nat_as>do they have a mechanical effect or is it just cosmetic?
02:04<@peter1138>cosmetic probably
02:04<Nat_as>I like it when things like cabooses have effects
02:04<Nat_as>like freight trains need them unless the cars have continuous brakes.
02:04<Nat_as>or passinger trains need an engine with a steam heat unit.
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02:29<Nat_as>I want this
02:29<Nat_as>somebody make a newgrif of it
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02:46<Nat_as>Hey andythenorth
02:46<Nat_as>you missed this
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03:11<@peter1138>it appears to be quite massive
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03:24<Nat_as>although the centennial and big boy are only .5 cars long in the original sets so your mileage may vary.
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03:25<Nat_as>I'd just make this a 4 car long engine that can only carry high capacity passenger and mail cars.
03:25<Nat_as>three front cars, and one tail car are part of the engine.
03:26<Nat_as>and you add in doublestack cars in the middle.
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04:03*dihedral scrolls through bugs. in the hope to find something to do ^^
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05:12<dihedral>TrueBrain, is there an api available to the openttd website? e.g. authentication?
05:14<TrueBrain>API for news, yes, RSS; API for WT3, yes, Frontend uses it. API for bugs, yes, RSS. And a few more of those. Authentication, of course not. We are not an Signon Broker :)
05:15<dihedral>i was wondering if i could create a thingy for the admin port that would authenticate against openttd accounts ^^
05:15<dihedral>via SOAP... via SOAP... :-P
05:15<TrueBrain>I was about to comment you can of course via the most obvious way in front of you
05:15<TrueBrain>but via SOAP: never
05:16<dihedral>sending a post request :-P
05:16<TrueBrain>just make a HTTP POST, yes :P But .. that I would not really appreciate
05:16<TrueBrain>for the obvious reasons
05:17<@peter1138>dihedral gets all our passwords
05:17<@peter1138>nice one
05:17<TrueBrain>in regards to logins on a server, I have some drafts to make a trusted chain, but .. hmm .. dont seem to have the time to implement any of it
05:17<dihedral>i would not start doing posts to the server, which is why i asked for an api ;-)
05:17<TrueBrain>peter1138: and for exactly that reason I would dsadvise anyone from using such login 'portal's :D
05:17<dihedral>else i would have just gone ahead ^^
05:18<TrueBrain>it all doesnt really matter; how ever we play broker, we cannot give any promises you (or anyone else) doesnt .. 'use' the password for other goals
05:18<Rhamphoryncus>TrueBrain: you admin the website? Does that include the wiki?
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05:18<dihedral>who says i need to send username and password? i could simply ask "is this ip authenticated" :-P
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05:18<TrueBrain>if anything, the client has to contact our server directly, get a token back, with which you can do validation
05:19<TrueBrain>dihedral: too many people are behind the same IP
05:19<TrueBrain>doesnt really give any form of trust
05:19<TrueBrain>@topic 4
05:19<@DorpsGek>TrueBrain: topic [<channel>]
05:19<TrueBrain>@topic #openttd 4
05:19<@DorpsGek>TrueBrain: topic [<channel>]
05:20<TrueBrain>how does that crappy thing work?
05:20<dihedral>@topic get 4
05:20<@DorpsGek>dihedral: 'Latest' is not a valid version, ever
05:20<TrueBrain>@topic get 3
05:20<@DorpsGek>TrueBrain: Don't ask to ask, just ask
05:20<TrueBrain>Rhamphoryncus: ^^
05:20<TrueBrain>tnx dihedral
05:20<dihedral>you're welcome
05:21<Rhamphoryncus>Yeah, turns out asking first is sometimes a good idea. Otherwise I'd just repeat the same annoying every couple hours :P
05:21<dihedral>would you (want to) implement that directly into openttd
05:21<TrueBrain>dihedral: if anything, it is required, in my opinion
05:21<dihedral>Rhamphoryncus, only untill you get the first kick :-P
05:21<TrueBrain>I dont see another way without leaving us open to a shitton of abuse :P
05:22<Rhamphoryncus>dihedral: which only makes me that much more right in asking first. Don't ask a question unless you expect someone can answer.
05:22<dihedral>no - ask once, if of interest someone will answer*
05:22<dihedral>*in due time
05:22<TrueBrain>but dont except anyone can answer, without asking the question
05:22<Rhamphoryncus>Anyway, thumbnail files are often much, much larger than the original image. Known issue?
05:23<dihedral>too much meta data
05:23<TrueBrain> , Website section? Dunno ..
05:23<Rhamphoryncus>dihedral: my experience here is to the contrary
05:23*dihedral was not being serious
05:24<dihedral>TrueBrain, what about using s/mime certs? :-P
05:24<TrueBrain>with NoGo the conversation pretty quickly ended up on servers which keep score
05:24<TrueBrain>so you can compare etc
05:24<TrueBrain>with that the reaslisation came that only works if you can uniquely identify people
05:25<TrueBrain>I once tried it with 'uniqueid' in openttd.cfg, but that was a ... huge failure :P
05:25<TrueBrain>as people copy their config WAY too much :P
05:25<TrueBrain>so only other sane solution I could think off, was a centralized authentication with validation tokens for NoGo scripts to handle (which of course gets offloaded to the admin port)
05:25<dihedral>yes, but checking back with the master server could say if 'a' client is already online with that s/mime cert
05:26<TrueBrain>too much bookkeeping
05:26<dihedral>think so?
05:26<dihedral>how so?
05:26<TrueBrain>well, I guess it depends
05:26<TrueBrain>I guess it is the same as a validation token
05:26<TrueBrain>which have to be stored either way
05:26<dihedral>but you already have a backend
05:27<TrueBrain>but if you are only interested in clients
05:27<TrueBrain>you already know that
05:27<TrueBrain>I assume you want some kind of trust based on the name of that client
05:27<dihedral>but you are interested in knowing the client ;-)
05:27<dihedral>and if you get the feedback of - this cert is being used on 2 other servers ...
05:27<dihedral>rather 1 other server, do not allow the connection
05:28<TrueBrain>and that part is a bit too much bookkeeping :P
05:28<TrueBrain>I was thinking a lot more simpler :)
05:28<dihedral>it's a mysql db entry - hash -> server
05:28<TrueBrain>as I dont care if you are logged in to 12 servers :P
05:28<@Rubidium>dihedral: maybe you can finish joan and friends to become a working replacement for AP(+)?
05:28<dihedral>but then i create an account and share it with 12 others
05:29<dihedral>Rubidium, :-)
05:29<dihedral>i am already working on that ;-)
05:29<TrueBrain>dihedral: against our TOS :P
05:29<@peter1138>is a n-bit crypto key that starts with a 0 bit an n-bit key or an (n-1)-bit key?
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05:29<dihedral>TrueBrain, but how would you check up on that without a bit of bookkeeping
05:29<TrueBrain>not. that is the point
05:30<TrueBrain>sounds like a pain in the tits if you can only be logged in to 1 server
05:30<dihedral>what if that depends on the server?
05:30<TrueBrain>of course if you know which client is connected, you can deny access to a client in a cluster of servers
05:30<TrueBrain>but that is up to an admin script; not from the centralized point of view
05:31<TrueBrain>all you as admin script want to know is: is this client really who he says he is
05:31<TrueBrain>a simple 0/1 :)
05:32<dihedral>i would accept a 0-255, 0 false, 1 - you are the first server, 2 you are the second server ...
05:32<TrueBrain>and again, that is too much bookkeeping
05:32<TrueBrain>it is not our job, as, to keep track of that
05:32<TrueBrain>that is your job, as admin script
05:32<dihedral>ok :-)
05:32<dihedral>can be done ^^
05:33<dihedral>however only if a unique id is then sent to the admin script
05:33<TrueBrain>and it ensures us that things can only go wrong on a cluster of servers, as in .. hmm .. how to say this delecate without offending any possible loggers .. :P
05:33<TrueBrain>if you decide in your cluster of servers to only allow to be logged in to 1 server
05:33<TrueBrain>that is fine
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05:33<TrueBrain>but dont fuck a client over by not allowing him to login to another cluster of servers :)
05:33<TrueBrain>that is a bit the mean idea :)
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05:36<TrueBrain>anyway, doing the validation of a client is kinda hard :)
05:36<TrueBrain>so many options and posibilities
05:36<TrueBrain>do you ask for a username / password, and change the nickname to the username?
05:36<TrueBrain>do you allow custom nicknames?
05:36<TrueBrain>does our website give you a token you use as validation of your account? (as client)
05:38<TrueBrain>or, in reverse, does the server give you a token you have to enter in our website to allow that server access to validate you?
05:38<dihedral>i would not tamper with the chosen username, but i would set a username stored in the token / cert in order for admins to see, or displayed in the clients command
05:38<dihedral>that method would be nice, but too slow
05:38<dihedral>unless openttd does that itself
05:39<dihedral>or ;-)
05:40<dihedral>client joins server, client informs ottd of the server it is joining, ottd sends ack to server
05:40<dihedral>of course only if the server is known to ottd
05:41<TrueBrain>what my optimal form is: when you go to multiplayer, you can select 2 modes: authenticated servers, and non-authenticated servers. For the first, you get a login button, where you enter your username + password, and allows you to join both authenticated and non-authenticated. The last works with a nickname only.
05:41<TrueBrain>but that is kinda a huge step for OpenTTD
05:42<TrueBrain>dihedral: how it is done on a technical level is not really in order here. The question is much more: how do you present it to the client
05:43<TrueBrain>authenticated servers can have a few perks, like a company can lock down immediatly, and that you can add usernames to a whitelist, for example
05:43<TrueBrain>which, to just talk crazy, can be configured on
05:43<TrueBrain>(I am just being silly here and thinking out loud, mind you)
05:44<dihedral>why would it be a too huge step for ottd?
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05:44<TrueBrain>gradial changes are always easier :)
05:45<dihedral>an extra login button on the main menu
05:45<@peter1138>all good fun when your auth server goes down and you can longer play
05:45<TrueBrain>what I just suggested is not only an extra button :)
05:45<dihedral>+ console commands, so it could be scripted with the autostart script
05:46<TrueBrain>peter1138: as much harm as the MSU goes down, I imagine
05:46<TrueBrain>which .. happen to be on the same server
05:46<blathijs>TrueBrain: Just implement OAuth!
05:47<dihedral>blathijs, but that does not stop people from having tons of accounts ;-)
05:47<blathijs>(though that's more web-focused..)
05:47<dihedral>this way TrueBrain has to give away the account details manually :-D
05:47<TrueBrain>and doesnt really give help to how to present it to the client, does it? :)
05:47<dihedral>why would the client be that much affected
05:48<dihedral>a login button, a popup window with username / password would be all the client gets to notice
05:48<dihedral>an extra padlock with open / closed symbol in the server list ...
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05:48<blathijs>dihedral: Not sure why you want to stop people from having a ton of accounts, couldn't find the reason in my backlog (though I didn't read supercarefully)
05:48<dihedral>i would not change anything regarding the companies in the game
05:49<dihedral>blathijs, the backlog would probably go back a few years for this topic ;-)
05:49<dihedral>it's to prevent those causing trouble to constantly join with new accounts
05:49<TrueBrain>just use a karma system for that
05:49<blathijs>Ah, it's about banning :-)
05:50<dihedral>it's about knowing who joins
05:50<blathijs>I thought it was about using your account to administrate a server
05:50<TrueBrain>well, I was more talking about statistics, but he :)
05:50<TrueBrain>blathijs: hmm, that is a nice one too :P
05:50<dihedral>user tracking ;-)
05:50<dihedral>and then selling the data to ....
05:51<dihedral>i was getting tons of ad requests to one of my webservers, where the query included the size of the img to use, etc.
05:51<dihedral>i was about to add an image of openttd
05:52<dihedral>so they all place an openttd ad banner on their pages
05:52<TrueBrain>afk a few, roommate needs help
05:52<dihedral>however i decided to go for a rewrite rule wich forwarded them to a php script which gave a 404 and added the source ip to the iptables list with -j DROP ^^
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05:54<dihedral>77 hosts gathered so far ^^
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06:00<Arafangion>dihedral: A very significant number!
06:00<dihedral>77 hosts requesting an image with every request those severs get is not a small number
06:01<dihedral>i had something like an extra 45GB of traffic in 2 days
06:01<dihedral>even though all requests ran into a 404
06:01<Rhamphoryncus>dihedral: image that says "This image is requested from the wrong site. Here's some rick astley instead."
06:01<dihedral>(before i added the script)
06:02<dihedral>that would have been even more traffic for me ^^
06:02<Rhamphoryncus>Ouch, okay, drop rule wins on that one
06:02<dihedral>not that i am concerned about the traffic, but on that server i prefer having less activity than too much
06:03<Rhamphoryncus>Could make 1% produce the image instead :D
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06:04<Rhamphoryncus>Or "This html-monkey is incompetent, got the image host wrong, and probably sleeps with their mother."
06:05<dihedral>i could just sell ad space :-P
06:06<Xaroth>return a 302 redirecting them to goatse ?
06:06<blathijs>dihedral: Or doe a 301 redirect to some big image on their own site ;-p
06:07<Arafangion>Nah, have it redirect to some large file on a *different* site!
06:07<dihedral>a 301 was not working - the script must have been quite bad as the request still ran onto my ip
06:07<dihedral>i tried to redirect them to google :-P
06:07<TrueBrain>I would never permaban such IPs, doesnt have any list of such kind, no, not at all
06:08<TrueBrain>just tearpit those IPs, just because it can be done
06:09<TrueBrain>TCP default timeout is 480 seconds, so ..
06:09<TrueBrain>accept the connection, ack it, and let it sit there
06:09<TrueBrain>(close it on your side without RST)
06:09<TrueBrain>so their side builds up a shitload of 'open' connections
06:09<TrueBrain>should teach them not to be rude
06:10<TrueBrain>that is how I deal with email spammers too
06:10<TrueBrain>abusing the nature of TCP I guess
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06:15<TrueBrain>anyway, dihedral, the best solution I can think off as a quick solution would be if the adminport gives an URL to the clients connecting to validate themself, and that on we create something to do that :P But it sounds like a lot of work for a hack :D
06:16<dihedral>you mean something like<hash>
06:17<dihedral>and they then log in to the website? and then the server gets an ack from the master server?
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06:17<TrueBrain>the first, yes, the second, no
06:17<dihedral>in which case i can imagine bugs. overflowing with 'allow copy and paste' or 'embed an html browser'
06:17<TrueBrain>the first would also be like: if you are already logged in, you press a button
06:17<Arafangion>What do you guys do when the scammers spam that<hash> site?
06:17<TrueBrain>that is why I dont like it and called it a hack :D
06:18<dihedral>i do not like it either
06:18<Arafangion>Or rather, the site that gives teh hash - or does the openttd server itself give it?
06:18<dihedral>the ottd server gives the hash
06:18<TrueBrain>nah, dont be silly :)
06:18<TrueBrain>it would be in the form of <uniqueserveridrequestedbyadminport>/<hash>
06:18<Arafangion>dihedral: It actually sounds prefectly reasonable to me, provided the openttd client allows you to click on such a link, and have it appear in a browser.
06:19<TrueBrain>where hash is md5("thingtoldtheserverbyadminport" + username)
06:19<dihedral>i quite like the idea of s/mime certs - as you have your token with that, and you can store further details in the cert
06:19<TrueBrain>keep trying :D
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06:20<TrueBrain>it is too complex for a simple: yeah, this user is valid, system :)
06:20<dihedral>all one needs to add is a setting in the config: path to cert, and send the modulus to the server, the server then talks to the master server passing the modulus and gets information such as valid/not valid, and username
06:20<TrueBrain>we are not going to store any other information than: yes, I know this user, and it is valid :)
06:21<dihedral>you do not have to - all you need to store is the token (which you must anyway) but you still have the ability to revoke them
06:21<dihedral>the other information is stored inside the token
06:22<TrueBrain>which is not what we are going to do :)
06:22<TrueBrain>that is for an adminport to do
06:22<Ammler>why is oauth bad for this?
06:22<TrueBrain>wuth? Who said that?
06:22<Ammler>because it sounds like you prefer to find a own solution :-)
06:23<TrueBrain>I guess I have to repeat myself again .. one sec :D
06:23<TrueBrain>[11:42] <TrueBrain> dihedral: how it is done on a technical level is not really in order here. The question is much more: how do you present it to the client
06:23<TrueBrain>and I guess we can add: and what information the adminport receives :P
06:24<TrueBrain>but that will only be: user is authenticated yes/no :)
06:24<dihedral>the admin port would have to receive more information than authenticated yes/no ;-)
06:24<TrueBrain>which is exactly why I dont want it; it shouldnt!
06:25<TrueBrain>any information it has, it should have gathered himself
06:25<Ammler>well, username
06:25<TrueBrain> is _not_ in the business of distributing information of users
06:25<TrueBrain>Ammler: it only tells you if a client with a username is authenticated, meaning that is his username on the site, yes :P
06:25<TrueBrain>but that is an implication of the authenticated part :)
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06:27<dihedral>TrueBrain, regarding buiding statistics across a cluster, the admin port needs a constant hash ;-)
06:27<TrueBrain>like said, it has a username
06:27<TrueBrain>it is all it needs, and should want
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06:27<dihedral>but the username can be changed
06:28<TrueBrain>a cluster on its turn can than have a site where you can give additional information for all I care, but that is not's job
06:28<TrueBrain>can you change your username on
06:28<TrueBrain>that is completely new to me
06:28<Ammler>dihedral: but then he needs to register again
06:28<Ammler>nickname != username
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06:28<dihedral>TrueBrain, ah ;-) i was not aware that you want to then force the person to also play by that username ;-)
06:28<TrueBrain>well, I tempt very much to that
06:29<TrueBrain>but tbh, I dont fucking care
06:29<dihedral>of course it is nice as that way you can reserve a nick across all servers that support the auth system
06:29<TrueBrain>as long as the login is username/password, *shrug*
06:29<Ammler>maybe that can be a server setting then
06:29<TrueBrain>if you force those two to be the same
06:29<TrueBrain>TrueBrain is always me on such servers
06:29<dihedral>true :-)
06:29<TrueBrain>personally, I am more radical, and would disallow non-authenticated servers from the normal multiplayer list
06:30<TrueBrain>but I am pretty sure many will dislike that :P
06:30<Arafangion>It'd stop people like me from playing on them entirely.
06:30<TrueBrain>a good thing I dont know you :P :D
06:30<Ammler>Arafangion: servers don't need to use the service
06:30<Arafangion>But if you could click on links and have them open, it might work. (as a user)
06:31<Arafangion>Ammler: The data has to come from somewhere, though. Just having a website keep track fo things is annoying enough.
06:31<dihedral>that wont happen either :-P
06:31<TrueBrain>I started to grown to hate servers where you dont know if mister A is really mister A, of someone pretending to be mister A ..:(
06:31<dihedral>that for sure is true
06:31<TrueBrain>Minecraft kinda solved that nicely in my book
06:32<dihedral>i have no idea how they handle that
06:33<TrueBrain>but there, as pointed out earlier, if the auth server crashes, no MC :P
06:33<TrueBrain>when you launch your game you authenticate
06:33<TrueBrain>when you join a server you tell the MC-auth that, and the server requests that again from the MC-auth
06:33<TrueBrain>in simplified terms
06:33<TrueBrain>your basic authentication
06:33<TrueBrain>but all clients NEED to be logged in, basically
06:33<TrueBrain>unless the server explicitely disables it, but meh :P
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06:34<TrueBrain>so on normal MC servers, if you see TrueBrain, it is me
06:34<TrueBrain>it is that easy :P
06:34<TrueBrain>owh, him again
06:34<dihedral>i would work the other way round - if you introduce the system at this moment, i would set all servers to NOT support the system unless they explicitly set it to do so
06:34<dihedral>but the idea is good :-)
06:35<TrueBrain>but the more we talk about this
06:35<dihedral>and servers have the ability to change the nick of a client already, in order to enforce that
06:35<TrueBrain>the more I realise you also want some kind of web access
06:35<dihedral>in order to change the password?
06:35<TrueBrain>as you might want to login to a cluster
06:35<V453000>openttd will have nickname database? or? :D
06:35<TrueBrain>and see your stats
06:35<dihedral>the stats ... is that then not up to the hoster of the openttd server and the admin port?
06:36<dihedral>as you do not want to store those details with openttd :-P
06:36<TrueBrain>but say I want to see MY stats
06:36<TrueBrain>how do I authenticate myself against YOUR website with my details?
06:36<dihedral>the same way you auth with the openttd server?
06:36<Ammler>TrueBrain: that can be done later, with the edit profile form :-P
06:36<TrueBrain>dihedral: which is much less simple :D
06:36<dihedral>but not your problem ;-)
06:37<dihedral>just as writing the bot to handle the stats from the admin port
06:37<dihedral>people will write a lib as soon as the protocol is available
06:37<TrueBrain>but like how we started this conversation
06:37<TrueBrain>I do not (!!) want to fill in my username+password on YOUR website (no offense to you of course)
06:37<dihedral>still - an s/mime cert could be implemented in the browser and remove that problem :-D
06:38*dihedral feels a burning stare from TrueBrain
06:38<Ammler>dihedral: there are 3 or 4 libs handling the admin port but still no productive app using it
06:39<TrueBrain>nah; I moved on a while ago on that idea :P
06:39<Rhamphoryncus>MC could be done much more robustly. When the client authenticates to the login server give it a signed token that lasts 1 week. Tell the client to attempt reauthentication after 5 days (means they have a 2 day grace period). Token is passed to game server when connecting, which only needs to verify that it is signed correctly and not expired.
06:39<dihedral>i get the hint ;-)
06:39<dihedral>that would also work for the website then
06:40<TrueBrain>Rhamphoryncus: you are kinda missing an important part: if you login to a server, the client tells it is going to
06:40<TrueBrain>preventing anyone from abusing my session
06:40<Rhamphoryncus>TrueBrain: hmm?
06:40<dihedral>what about working the other way round?
06:41<dihedral>a config setting which allows giving the master server a url for a webservice, which allows openttd to fetch the data
06:41<dihedral>simply by requesting data for the username
06:41<dihedral>makes it more complicated on the side of things
06:41<TrueBrain>try to rephrase that
06:41<dihedral>but stops people from passing login details to other websites
06:41<TrueBrain>as it is kinda cryptic :P
06:42<dihedral>if i host a openttd server, the master server knows ip, port, game name, type, year, etc.
06:42<dihedral>add another field for a webservice
06:42<dihedral>the webservice is only the for to fetch stats by sending a username and recieving further information
06:43<dihedral>*there for
06:43<dihedral>so the user TrueBrain logs in to a website - wants statistics, polls the server's webservice for details
06:43<TrueBrain>no, I dont want to be that
06:44<TrueBrain>it should be in the middle of a cluster of servers to help the authentication
06:44<TrueBrain>but nothing else
06:44<TrueBrain>as what you suggest is full of exploitable possibilities
06:44<dihedral>yes, i would mean you have to trust the server hosters
06:44<TrueBrain>which we dont :)
06:44<Rhamphoryncus>IMO this is way over-engineered. <TrueBrain> I once tried it with 'uniqueid' in openttd.cfg, but that was a ... huge failure :P <--- Put it in a separate file so it doesn't get copied.
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06:45<dihedral>i am not sure copying is the only issue ;-)
06:45<Rhamphoryncus>This isn't a pay-service. There's nothing to restrict someone from having 10000 accounts.
06:46<dihedral>donate and you get an account :-P
06:46<Rhamphoryncus>Even with minecraft there's shitloads of griefing.
06:47<dihedral>i am not sure if TrueBrain would make it an automated services
06:47<Rhamphoryncus>So then it's a clique.
06:48<dihedral>why is that?
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06:48<Rhamphoryncus>If it's a manual service then random-new-person has a barrier to getting in
06:48<Rhamphoryncus>So most of the userbase will not be involved
06:50<dihedral>i.e. i do not think TrueBrain and Rubidium have had a vast amount of chats with all those who are registered as translators ;-)
06:50<TrueBrain>who are they?
06:51<TrueBrain>I Do agree with the suggestion: pay to play
06:51<TrueBrain>solves it all!
06:51<TrueBrain>and I will be rich of course
06:51<dihedral>pay to play on auth servers only
06:51<TrueBrain>we just give it a buzz word
06:51<TrueBrain>and then ingame you have to buy Maglev
06:52<TrueBrain>for .. 10 EUR reasonable?
06:52<dihedral>Free 2 P(l)ay
06:52<dihedral>talking of huge changes ;-)
06:53<TrueBrain>talking about having no players in 1 month :P
06:53<Eddi|zuHause>hm... i think i broke widelands...
06:53<TrueBrain>would finally solve having the same amount of servers as clients
06:53<Eddi|zuHause>every few seconds it uses 100% CPU, and when i save it, it says "bad_alloc"
06:54<dihedral>TrueBrain, that time period has been gone for a while now
06:54<dihedral>we have way more servers :-D
06:55*Rhamphoryncus golf claps Eddi
06:56<Eddi|zuHause>_somebody_ has to stop this on-topic discussion!
06:56<TrueBrain>I am pondering a bit .. hmm .. hear me out for a sec, say what you think:
06:57<TrueBrain>when you login as user to
06:57<TrueBrain>you can grant access to 'clusters'
06:57<TrueBrain>I dont have a fancy name yet, I am sure we can think of one
06:57<TrueBrain>once given that authorization
06:57<TrueBrain>that cluster can track you on its own cluster
06:57<dihedral>who stores the data?
06:57<TrueBrain>the cluster, still
06:58<TrueBrain>that wont change in any of my bla :)
06:58<dihedral>how do you define a 'cluster'
06:58<TrueBrain>a collection of servers
06:58<TrueBrain>one that share a token, basically
06:58<TrueBrain>you as server host request a token at
06:58<dihedral>ah - so servers get a token ;-)
06:58<TrueBrain>that is your cluster token
06:59<dihedral>how else should the cluster track a user apart from on its own cluster?
06:59<dihedral>and what (other than terms of service) would stop me from sharing my login details?
07:00<TrueBrain>I dont care if you share your login information
07:00<TrueBrain>why would I
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07:00<dihedral>as user a on one server should remain server a
07:01<dihedral>... user a
07:01<TrueBrain>that is why the ToS does not allow it; what else can we do
07:01<dihedral>throughout all servers supporting the system
07:01<TrueBrain>I am not a police officer :)
07:01<dihedral>tell the cluster on how many other clusters the user is actively playing ^^
07:01*dihedral hides
07:01<TrueBrain>keep trying :)
07:02<dihedral>then the cluster may decide wheather or not to accept the connection :-P
07:02<TrueBrain> is not in the business of supplying information about users :)
07:02<dihedral>as if the user is active on one other cluster already, i do not trust it's the same user :-P
07:02<TrueBrain>I dont want to be disallowed on cluster A because I am also on cluster B
07:02<TrueBrain>it is silly, and wrong
07:02<TrueBrain>silly assumption
07:02<dihedral>but that could be up to the cluster admin ^^
07:02*appe kinda forgot about this channel
07:03<dihedral>or - a bot connected to the admin port can address another central place that keeps track of that data
07:03<dihedral>bad appe!! go to your basked!
07:04<TrueBrain>hmm .. another solution would be:
07:04<TrueBrain>you (as client) login to, say you want an auth token, and you receive a token
07:04<TrueBrain>instead of your password, you use that token on auth servers
07:04<TrueBrain>no username+password, just that token
07:04<TrueBrain>I wonder if that is easier for clients or not
07:05<dihedral>and set the token as unique id, and the token is valid for 24h
07:05<TrueBrain>I was thinking about a bit longer period of time :P
07:05<TrueBrain>else it will be frustrating
07:05<TrueBrain>although we can of course also fetch the token ingame
07:05<dihedral>and eaiserly copied
07:05<TrueBrain>but that is exactly what I Wanted to aviod ...
07:05<TrueBrain>the reason why I bring this up, as I am wondering:
07:05<TrueBrain>loging in every time you start OpentTD
07:05<TrueBrain>would be rather .. annoying
07:06<TrueBrain>but I also dont want to store the password locally
07:06<TrueBrain>as well .. that is bad
07:06<dihedral>like i said, a console command for the login and use autostart_client.scr
07:06<TrueBrain>and how does that help?
07:06<TrueBrain>it doesnt really solve the issue :P
07:06<dihedral>that when openttd starts the command is executed and does the login for me
07:06<TrueBrain>[13:06] <TrueBrain> but I also dont want to store the password locally
07:07<TrueBrain>[13:06] <TrueBrain> as well .. that is bad
07:07<appe>dihedral: your mother.
07:07<appe>dihedral: a delightful person!
07:07<dihedral>oh i missed that
07:07<TrueBrain>it is why it is an issue. your issue can be solved so much more elegant without that sillyness :D
07:07*appe re-welcomes himself to the channel by putting blunt stuff into planetmaker
07:08<dihedral>someone in need of attention? :-P
07:08<dihedral>why does the client have to tell the server it is authenticated
07:09<dihedral>why can the master server not tell the openttd server?
07:09<dihedral>a simple push
07:09<TrueBrain>the client will never tell the server it is authenticated
07:09<TrueBrain>we talk about open source here
07:09<TrueBrain>no fucking way that would work
07:09<TrueBrain>but the MS needs to know if a client is authenticated, does it not? :D
07:11<dihedral>login to the website, get token, start openttd, enter token, once token is set MS is informed of the server the client tries to join and pushes an ack to the server
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07:11<TrueBrain>yeah, but I think that is too hard on clients
07:11<TrueBrain>exploring options .... how to make this as easy as possible :D
07:12<dihedral>implement the 'login' process into openttd with a username and password promt
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07:12<dihedral>instead of username + password, use an s/mime cert :-D
07:12*dihedral chuckles
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07:12<TrueBrain>[13:05] <TrueBrain> the reason why I bring this up, as I am wondering:
07:12<TrueBrain>[13:05] <TrueBrain> loging in every time you start OpentTD
07:12<TrueBrain>[13:05] <TrueBrain> would be rather .. annoying
07:12<TrueBrain>damn, you are slow today
07:13<dihedral>so you can think of further options, other than openttd website login and ingame login?
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07:13<TrueBrain>well, store such gained token on the client for a period of time
07:13<dihedral>they already have to enter the password of a server or of their company or even both, so further login details would not hurt
07:14<TrueBrain>there you have a point
07:14<TrueBrain>and my end-goal is to avoid all those passwords
07:14<dihedral>if you make it ingame - the token counts as long as the session
07:14<TrueBrain>and replace it with: you are authenticated, so you have access to A B C and D
07:14<dihedral>your nick is the username, you are promted for one password
07:14<TrueBrain>yeah, I guess that works
07:14<dihedral>it is up to the server to move you into your company
07:15<TrueBrain>you can either click Login, or join an auth server
07:15<TrueBrain>both popup the password dialog
07:15<TrueBrain>and only once for the runtime of your client
07:15<TrueBrain>and maybe an invalidation every 24h or something
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07:15<dihedral>invalidate once the game is closed
07:16<TrueBrain>then the server, by the means of a packet to admin port, receives information about the connecting user in terms of: username, validated
07:16<dihedral>that already is good, else you have to enter the password on each connect
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07:16<dihedral>that will not work
07:16<dihedral>by means of the admin port?
07:16<dihedral>the admin port is limited to 16 connections and is password protected
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07:17<TrueBrain>I think you dont talk the same language :D
07:17<TrueBrain>what I mean is: when a client connects
07:17<TrueBrain>it goes through the auth
07:17<TrueBrain>then the adminport in the end receives a packet with the information about the auth
07:17<TrueBrain>as it is the only part of OpentTD that cares basically
07:20<Rhamphoryncus>Doh. Too much slack and my timetabling system "fails". It only skips a departure window if you were late enough to hit the next window, but it's also possible to have all your vehicles waiting at one stop while arriving late at all the others just quick enough to not trigger the skipping behaviour.
07:20<dihedral>i still do not get why it must be to the admin port... i must be missing something
07:20<TrueBrain>dihedral: yes, you are
07:20<TrueBrain>as the word "must" is misplaced
07:20<TrueBrain>what is the part of OpenTTD that cares about authentication yes/no?
07:20<TrueBrain>what is the part that makes decisions on it?
07:20<TrueBrain>the C++ part? Hell no
07:20<TrueBrain>hell no
07:21<TrueBrain>hell no
07:21<TrueBrain>it is, indeed, the admin port :P
07:21<TrueBrain>does it click now? :D
07:21<dihedral>if you accept or deny a client based on it's authentication of course it's not just the admin port
07:21<dihedral>if it is the admin port, the client connected already
07:21<dihedral>and has the map
07:22<TrueBrain>anyway ...
07:23<dihedral>any communication from the MS should be next to all other communication with the MS
07:23<TrueBrain>for the webpart we can use other techniques .. like OAuth I guess
07:23<TrueBrain>dihedral: ffs, read what I wrote :P
07:23<TrueBrain>you really still dont get it :)
07:24<dihedral>nope - then express yourself more clearly ;-)
07:24<TrueBrain>[13:16] <TrueBrain> then the server, by the means of a packet to admin port, receives information about the connecting user in terms of: username, validated
07:24<TrueBrain>the server receives information about the connecting user
07:24<TrueBrain>how does it process it? Well, it sends a packet
07:24<TrueBrain>you know, information
07:24<TrueBrain>to the admin port
07:24<TrueBrain>does it click now?
07:25<dihedral>do we have a translator in this channel?
07:25<TrueBrain>you do realise I have @kick access, right? :)
07:25<dihedral>needing a kick command just because someone does not get what you are trying to say is sad ;-)
07:25<TrueBrain>nah; I need the kick command because someone is pulling my leg by acting like he doesnt understand :P
07:27<Xaroth>even i understand it
07:28<TrueBrain>that means absolutely nothing Xaroth, as you are most likely wrong :D
07:28<dihedral>i offer time to code the network related parts ;-)
07:29<TrueBrain>anyway, now we established how it should work, from client and admin side
07:29<TrueBrain>code-wise it is very easy: make the login button, send packet to MSU in form of: gettoken(username, md5(salted-password))
07:29<TrueBrain>receive a token back
07:30<TrueBrain>when you join server which has auth, send token to MSU + server token
07:30<TrueBrain>server queries MSU with username + server token
07:30<MNIM>I'm not sure if this has been mentioned once already, but it would be nice to be able to use multiple town name GRFs at once.
07:30<TrueBrain>that part is all easy
07:30<TrueBrain>changing the MSU, that is a bitch ..
07:31<dihedral>is the MSU still in C?
07:31<TrueBrain>C++, yes
07:31<dihedral>would it make sense to port it to python?
07:32<TrueBrain>its queried so many times
07:32<dihedral>hehe - i bet :-P
07:32<TrueBrain>then again, we once already made a draft of a new MSU, to reduce the load on all sides
07:32<TrueBrain>but nobody replied on the topic Rb created about it, so he cosnidered nobody was interested :D
07:32<TrueBrain>people should motivate the developers more by cheerful comments!!
07:33<TrueBrain>not the endless bitching: WHY DOESN OPENTTD USE MULTICORES
07:33<dihedral>i did not read that thread - i did not even see it
07:34<TrueBrain>basically, it makes the MSU more useful, by allowing to send queries to it, and receive more server information than the IP:port
07:34<TrueBrain>reducing the endless UDPs you send out when you hit: Find Server, atm :P
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07:36<dihedral>would increase traffic a bit ;-)
07:36<TrueBrain>only on our side
07:36<TrueBrain>but it does allow us to grow bigger
07:36<TrueBrain>already some clients cant query all servers
07:36<TrueBrain>because they have a tarded router :P
07:44<Rhamphoryncus>TrueBrain: openttd does too use multicores! That's where all the "thread spawned; thread exited" spam in gdb is from ;)
07:44<Rhamphoryncus>(autosaving uses a background thread.)
07:44<TrueBrain>thank you dihedral for saying what I am thinking
07:45<Xaroth>but you could make a SOAP api for the MSU if it was in python :o
07:45<dihedral>the core of the game is not threaded
07:45<TrueBrain>it is also funny that he is explaining me where threading is used :P
07:45<dihedral>Xaroth, by the sound of it, python is not gonna be fast enough
07:45<TrueBrain>well, he forgets a few
07:45<TrueBrain>like genworld
07:46<Xaroth>dihedral: obvious troll was not obvious enough?
07:46<Rhamphoryncus>I know. It was a stupid pedantic response to an irrelevant offhand comment you made. That's why it's funny.
07:46<dihedral>Xaroth, oh :-P
07:46<Xaroth>I should have mentioned XML or something
07:46<Xaroth>to make it more obvious
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07:46<dihedral>port it to .not
07:46<TrueBrain>dihedral: @kick?
07:47<dihedral>me? or one of the others :-P
07:47<TrueBrain>like swearing in the church
07:47<TrueBrain>come on!
07:47<dihedral>nah - i am just quoting the 'movie' java4ever
07:47<dihedral>from the makers of javatar
07:47<TrueBrain>.... lolz
07:47<TrueBrain>go to work
07:48<dihedral>with lenny linux and monalisa harddrive ^^
07:50<dihedral>just in case someone might not have seen it yet... :
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07:56<dihedral>Rubidium, by the way - any thoughts regarding fs4990? or no time so yet
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09:18<dihedral>hale the whale
09:22<@Belugas>He sir dral :)
09:28<Rhamphoryncus>__ln__: wow, that's pretty horrible
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09:44<Eddi|zuHause>that sounds very wrong...
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09:45<krinn>i have a problem with my ai that let the VM crash, and openttd then segfault too, any hint/tips to help @ debug that, the crash log is not really of help
09:46<TrueBrain>which OS, which OpenTTD version?
09:46<krinn>tried 1.1.3 and 1.1.4
09:46<TrueBrain>can you try with 1.1.5?
09:47<Eddi|zuHause>also, logs, savegame, AI, way to reproduce
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09:47<krinn>Eddi|zuHause, i have 0 doubt it's my AI, the only problem is that openttd crash because of the VM collapse, i'll try 1.1.5
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09:48<Eddi|zuHause>krinn: an ai crash may never cause an openttd crash, as thus that is a bug in openttd
09:48<krinn>that's what i mean
09:49<krinn>the AI doesn't really crash, but the i think the AI (uninitialized variiable or something) let the VM crash and openttd collapse then
09:49<TrueBrain>I wonder how a collapse looks like :D
09:49<Eddi|zuHause>i just listed the required information for a dev to be able to look at it
09:49<TrueBrain>anyway, do you have the crash.log?
09:49<krinn>i use the console, and last thing i see in it are simple message from the AI, the AI doesn't stopped by itself
09:49<krinn>yes i have a crash.log
09:50<krinn>and i can produce as many as i wish
09:50<TrueBrain>well, I am not really interested if you have one; I am more interested what is in it
09:51<Eddi|zuHause>"can you tell me the time please?" "yes."
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09:51<TrueBrain>yeah .. polite ways of asking are often shut down with a flamethrower :P
09:51<krinn>let me check if i can send it to you there (but i think this comp is behind my firewall)
09:51<TrueBrain>I often wonder why we try to be polite; we should be rude and just ask what we want to know :D
09:52<TrueBrain>krinn: just put it on a pastebin
09:52<TrueBrain>or otherwise you can do this:
09:52<TrueBrain>1) update to 1.1.5, see if the problems happens
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09:52<TrueBrain>2) go to , and make a bug report about it
09:52<TrueBrain>attach your AI, a savegame and CLEAR INSTRUCTION to reproduce
09:53<krinn>that's the problem, clear instruction to reproduce is just letting it run with it and wait
09:54<TrueBrain>0xffffe400 <- awesome location to call
09:54<TrueBrain>how is that a problem?
09:54<TrueBrain>that sounds like a very good method
09:54<TrueBrain>so yeah, please do make a bug report, as this needs a debugger attached to diagnose
09:54<TrueBrain>one of the more rare cases Windows is better: upon crashes :D
09:54<dihedral>at least he knows pastebin ;-)
09:54<TrueBrain>when we can reproduce it, we can fix it :)
09:55<Eddi|zuHause>you sound awfully confident :p
09:55<TrueBrain>it crashes in a valuator .. meh :)
09:55<TrueBrain>Eddi|zuHause: I am
09:55<TrueBrain>Eddi|zuHause: emperical evidence :)
09:56<krinn>ah nice tips for the valuator crash
09:56<TrueBrain>but please do make a bug report, as we should fix this in OpenTTD :)
09:56<TrueBrain>(assuming the 1.2 tree hasnt already, but lets assume for a sec it hasnt :))
09:56<krinn>will do
09:57<TrueBrain>a crashing OpenTTD is an unhappy OpenTTD :D
09:58<krinn>and i'm not really happy my AI does that
09:59<TrueBrain>AI-wise: it seems you do a Valuate on an AIList, and this is breaking somehow .. if I have to guess, I think you call a Squirrel-valuator
09:59<TrueBrain>so that might give you some insight where your problem is in the AI
09:59<TrueBrain>I have no way of telling you atm if your code is valid and there is just a bug, or that you do something that is invalid, and we should just kill off your script :)
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10:00<krinn>yep, but i have very few valuators like that
10:01<krinn>hence the nice tips to point this, i might find what is doing that and a fix to avoid it
10:01<TrueBrain>if you find it, make sure to attach that to the bug report; might make our life easier :D
10:02<krinn>sure, it would be easier to find if the VM stop the AI and produce an error instead of the crash :)
10:02<TrueBrain>the ultimate goal ;)
10:03<TrueBrain>lucky enough for us it is relative rare for the AI to crash OpenTTD, unlucky for you as you found an exception :D
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10:04<krinn>ask for more files, details or anything need
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10:05<andythenorth>Eddi|zuHause: procedural sprite generator :)
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10:10<Eddi|zuHause>andythenorth: -- view is easy, the other views are interesting, with overlapping and stuff :)
10:10<andythenorth>Eddi|zuHause: limited use cases
10:10<andythenorth>trailers only at this stage
10:10<andythenorth>although I think masks can be used to comp details
10:11<andythenorth>pretty certain you could do this for passenger carriages and freight cars
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10:11<andythenorth>not locomotives, no gain
10:11<andythenorth>could also be used to generate primitives, which are then detailed by hand
10:11<Eddi|zuHause>andythenorth: well, it would be interesting to have better "generic" placeholder graphics instead of our green boxes
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10:13<andythenorth>Eddi|zuHause: you finished 'holiday' yet?
10:13<Eddi|zuHause>andythenorth: like you feed it an axle scheme and a colour and it generates a steam/diesel/electric engine
10:14<andythenorth>you feed it 'scaffolds' with magic colours imho
10:14<andythenorth>as those are easier to place accurately, rather than feeding it a big 2 dimensional array
10:14<Eddi|zuHause>andythenorth: well, we already have the green template boxes
10:14<andythenorth>each magic colour maps to a sequence of tuples with (x,y, colour)
10:14<andythenorth>x and y are offsets from current pixel
10:15<andythenorth>drawing will be in scan order from top left
10:15<andythenorth>so there are possible edge cases for overlapping being problematic
10:16<andythenorth>Eddi|zuHause: let me know if you want to play with it - the code is trivial :)
10:16*andythenorth -> back to work
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11:06<@Belugas>i guess i'm getting old. The company decided to change our screens from 20" to 24". I refused, did not like the change
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11:06<@Belugas>Finally, i reluctantly accepted.
11:06<@Belugas>Now, I have two freaking large screens taking an immense space on my desk.
11:07<@Belugas>Does it feel better?
11:07<@Belugas>i'm getting old
11:11<theholyduck>Belugas, well are they 24" higher res?
11:11<theholyduck>and if so, significantly?
11:12<theholyduck>Belugas, i' dont like using widescreens at all
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11:12<theholyduck>i run 3 19" 5:4's
11:12<@Belugas>yup they are. from 1024xsomething to 1920x1080
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11:13<@Belugas>for debugging, it's quite a charm, i have to admit
11:13<theholyduck>Belugas, i would personally have switched to small monitors with high res
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11:13<theholyduck>i mean, my next monitor upgrade is probably the 21.5" ultrasharps
11:13<@Belugas>pity for my eyes!
11:13<theholyduck>1920x1080, 21.5"
11:19<@Belugas>my glasses would not appreciate... too small for comfort, I have to admit
11:19<@Belugas>coffee time. too soon for lunch, even if my stomac says otherwise :(
11:22<Eddi|zuHause>modern screens somewhat violate moore's law...
11:23<Eddi|zuHause>resolutions practically stopped going up some 10 years ago
11:34<@Belugas>like CPUs speed, i'd say :)
11:35<SpComb>everyone got stuck at 1080p video resolutions
11:36<Eddi|zuHause>well, they increase the number of cores instead
11:40<@Belugas>does it run faster? it helps, but it's not significant enough, i'd say
11:41<@Belugas>note that transformer prime, with 4 cores, is incredibly faster than the other tablets with only two
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12:36<supermop>has anyone been watching ths guy who made the patch for coupling?
12:36<Eddi|zuHause>well, "moore's law" actually says "the number of transistors in a chip doubles every 1.5 years" [or similar]
12:37<Eddi|zuHause>supermop: he did not actually post a patch, or?
12:37<supermop>nope just videos
12:37<supermop>not sure what's going on there
12:38<Eddi|zuHause><cynical>and even if he did, it would probably fail all sanity checks on code quality</cynical>
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12:40<supermop>still looks like fun though
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12:48<__ln__>pretty cool
12:49<supermop>would be fun to have locomotives run around the train at end of line too
12:52<__ln__>yeah, the teleporting locomotive looks bad in that context
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12:55<appe>dafuq is dat
12:56<appe>i didnt know that was possible in ott
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12:56<__ln__>it isn't
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13:45<CIA-1>OpenTTD: translators * r23955 /trunk/src/lang/ (arabic_egypt.txt french.txt lithuanian.txt):
13:45<CIA-1>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-1>OpenTTD: arabic_egypt - 37 changes by kasakg
13:45<CIA-1>OpenTTD: french - 14 changes by OliTTD, glx
13:45<CIA-1>OpenTTD: lithuanian - 34 changes by Stabilitronas
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13:49<@Terkhen>hi Wolf01
13:50<CIA-1>OpenTTD: michi_cc * r23956 /trunk/src/lang/ (9 files): -Fix (r23949): Fix wrong position argument in translated timetable strings.
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14:05<@Alberth>hi ih
14:10*andythenorth procedurally generates a greeting
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14:11*andythenorth is having some design headaches with pixel genrator
14:11<andythenorth>the code isn't hard, the human interface needs a bit of thought
14:12<andythenorth>as nobody has a fricking clue what I'm doing yet, I probably have to figure it out for myself :o :P
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14:18<@Alberth>you can also explain what you've done, and ask for advice :)
14:19<Elukka>that link doesn't fit in, it makes sense :P
14:19<@Alberth> then :)
14:21<Elukka>andythenorth: what's pixel generator?
14:21<Elukka>does it make pixels so i don't have to
14:21<@Alberth>it mostly colours pixels, I think
14:27<@Alberth>andythenorth: working on mnml? (meta newgrf meta language)
14:28<andythenorth>meta nml toolset
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14:50<andythenorth>that's about 10 mins work
14:50<andythenorth>wouldn't take a lot more to make it basically sound
14:53<Eddi|zuHause>might just be me, but the proportions look off...
14:53<andythenorth>probably are
14:54<andythenorth>they rely entirely on the scaffold that's drawn with magic colour
14:54<andythenorth>this is halfway between drawing and pure procedures
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15:13<andythenorth>so many possibilities
15:15<Eddi|zuHause>oh what have i done... i taught andythenorth the value of generators :p
15:17<@Terkhen>you did not think about the consequences? :)
15:18<@Alberth>wait until he finds out about generators that generate generators :D
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15:25*andythenorth is not new to generators
15:25<andythenorth>like most people who tinker with web apps andythenorth has written an 'auto-magical form generator'
15:25<andythenorth>followed by learning why they mostly fail :P
15:26*andythenorth has also written lots of game code that generates levels, baddies, power ups etc :)
15:26<andythenorth>Eddi|zuHause: does CETS include NG?
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15:34<Elukka>that is a weird locomotive
15:34<Elukka>i believe it technically does but nothing is drawn
15:34<Elukka>Eddi|zuHause: i still have naggling concerns about the CETS palette being too muted in comparison to the rest of the game
15:35<Eddi|zuHause>andythenorth: yes, but railtype support is incomplete
15:35<andythenorth>that one looks more like HEQS trams anyway if I judge size correctly
15:37<Eddi|zuHause>andythenorth: i believe the saxon IV K is already added to the core set
15:37*andythenorth likes NG
15:42<Eddi|zuHause> <- probably slightly closer to the above picture
15:43<Elukka>heh, i didn't realize ng stuff was drawn already
15:44<CIA-1>OpenTTD: rubidium * r23957 /trunk/src/network/network_server.cpp: -Fix [FS#4990]: allow sending chat to pre-active clients as the clients start accepting once they send 'map ok' to the server, which is the same moment we change their status to pre-active
15:44<Eddi|zuHause>that's purely oberhümer's fault :p
15:44<Eddi|zuHause>he did it "just because"...
15:45<CIA-1>OpenTTD: rubidium * r23958 /trunk/src/network/network_server.cpp: -Fix: don't allow chat messages from pre-active clients. As they haven't got the savegame yet, they won't have the interface to send them either (dihedral)
15:45<Elukka>hey, eddi, if i have some minor changes to a sprite can i just throw it into the repository somehow
15:46<@Rubidium>Elukka: just start drawing 32bpp EZ sprites. Thenk you have way more colours to play with (and pixels)
15:47<Eddi|zuHause>Elukka: you can post them to the tracker
15:47<Elukka>i'd do 32bpp but EZ would wait until there's at least a good amount of normal zoom level sprites done
15:47<andythenorth>32bpp sprite generator :P
15:47*andythenorth ponders
15:48<andythenorth>I could encode the pixel sequences in dict: (tuples)
15:48<andythenorth>or I could draw them in another png and then have the generator read them
15:48<Eddi|zuHause>§somebody wanted to provide a script for automatic 32bpp->8bpp conversion
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15:49<andythenorth>I'm not sure how I'd handle non-vertical sequences if they were drawn in a png
15:49<andythenorth>I'd need some kind of control colour to say 'sequence starts here'
15:51<andythenorth>or I could just code them in...code
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15:52<andythenorth>dunno about lighting either
15:52<andythenorth>could just manually encode lighting differences
15:52<andythenorth>or I could detect which angle is being drawn (using x position), then transform all pixels
15:54*andythenorth is favouring manually encoding everything
15:54<andythenorth>magic is untrustworthy
15:55<andythenorth>procedural pixel generator is magic enough
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16:08<CIA-1>OpenTTD: rubidium * r23959 /trunk/bin/ai/regression/ -Change: make regression less faily when spurious warnings are shown
16:12<andythenorth>__ln__: I think I'm in that video
16:12<andythenorth>not the guy on the bike though
16:12<__ln__>but in the bus?
16:13<__ln__>driving it.. nah
16:13<andythenorth>not so much
16:13<andythenorth>8.30 is a bit early for me
16:14<andythenorth>but there is a cyclist crosses the frame near the end, identical bike, bag, coat to mine
16:14<andythenorth>and that use to be one of my routes to work
16:14<andythenorth>I have arguments with people at the same roundabout as the cyclist in that story
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16:17<__ln__>andythenorth: surveillance recorders' clocks are often off by who knows how many dozens of minutes
16:17<andythenorth>it would need to be about 1hr off
16:17<andythenorth>or on the wrong summer time setting
16:18<__ln__>1hr wouldn't surprise me at all.
16:19*andythenorth generates a palette
16:19<supermop>you are from bristol?
16:19<andythenorth>not from
16:20<andythenorth>spiritual home of TTD
16:20<supermop>always pictured you as a northerner
16:20<andythenorth>somewhat true
16:20<supermop>thought tt was from up north
16:20<andythenorth>chris sawyer and simon foster are from up north
16:20<andythenorth>microprose was based in frampton cotterel
16:20<andythenorth>the guy who fixed my windows used to work there
16:22<supermop>hm nice
16:22<Eddi|zuHause>a propos north... what's this talk about scottish independence?
16:22<andythenorth>chipping sodbury / frampton cotterel /s
16:22*andythenorth can't comment on that
16:22<andythenorth>working on it professionally
16:23<supermop>i can say that i think it is silly
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16:23*andythenorth hmms at PIL
16:23<supermop>that from someone with much more scottish blood than english
16:23<supermop>but i dont live there so not my issue to take issue with
16:24*andythenorth has generated a palette
16:24<andythenorth>with numbers and all
16:26<supermop>seeing the word 'micropose' makes the TTO song play in my head
16:26<Eddi|zuHause>and if scotland declares independence, what happens to northern ireland?
16:26<supermop>its not part of scottland
16:26<Eddi|zuHause>i do know that
16:26<Eddi|zuHause>but there's something called a ripple or domino effect :p
16:26<supermop>i have a feeling northern irish want to stay in the union more than the other nations would like to see them stay
16:27<Eddi|zuHause>how did that happen anyway? what made them split up ireland that way, historically speaking?
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16:30<supermop>the people in the north wanted to stay, those in the south wanted to go
16:30<supermop>north is more protestant than the south is
16:30<supermop>obviously its not quite so black and white, but thats the simple explanation
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16:47*andythenorth joins ranks of 'people who have generated palette keys'
16:48<supermop>now you just need a way for python to automate the creation of clever truck names
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16:48<andythenorth>stupid wifi
16:49<andythenorth>script needs a paletted input file:
16:49<frosch123>andythenorth: that's the wrong palette
16:49<frosch123>also use ttdviewer for such things
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16:53*andythenorth experiments with ttd viewer
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16:55<andythenorth>frosch123: how do I get TTDViewer to tell me the palette index for each colour?
16:56<frosch123>isn't there some tooltip?
16:56*andythenorth checks
16:57<frosch123>really? i cannot make it work
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17:00<andythenorth>frosch123: works in nightly, older version doesn't do it
17:00<andythenorth>both are '1.0'
17:00<frosch123>wow, how did i manage to not have an up-to-date version of ttdviwer :o
17:01<frosch123>i did not even had the save button
17:01<andythenorth>TTDViewer palette disagrees with the palette in my image
17:01<andythenorth>the indexes are completely different
17:02<frosch123>you are using the deprecated win palette
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17:02<frosch123>everything else uses the dos palette
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17:02<frosch123>also not that ttdviewer hides various colours by default
17:02<frosch123>so, make sure to uncheck the stuff in the menu
17:03<andythenorth>I thought I'd switched to the DOS palette from the ottd repo :o
17:04<andythenorth>I had to switch because nml refuses to compile the windows palette I had previously
17:04<andythenorth>perhaps I switched incorrectly :P
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17:10<andythenorth>frosch123: better? :P
17:11<andythenorth>wrong palette setting saved in photoshop
17:11*andythenorth probably has lots of wrong images out in the wild :(
17:11<frosch123>better :)
17:12<andythenorth>TTDViewer is shiny, but I need a palette with numbers on
17:12<andythenorth>I will be writing them into python a lot :P
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17:12<andythenorth>frosch123: did you see my insane project? :D
17:13<frosch123>i did not see yet any image
17:20*andythenorth -> bed
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17:22<CIA-1>OpenTTD: frosch * r23960 /trunk/src/newgrf.cpp: -Fix/Change: [NewGRF] Make the properties for always/never refittable cargo types not behave incremental, but reset them on reassignment.
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17:30<Sacro>well, don't ever /exec yes
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17:33<__ln__>Is this cover photo of University Physics actually a mirror image?
17:35<Eddi|zuHause>this cover photo of University Physics actually does not load
17:37<__ln__>it does
17:37<@Terkhen>it loads fine for me
17:38<Eddi|zuHause>it does now
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17:43<Stimrol>hello, Is there a way to enable kN (Tractive Effort) on 1.1.5 server?
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17:45<@Terkhen>hi Stimrol
17:45<@Terkhen>enable advanced settings -> vehicles -> realistic acceleration for the vehicle type you are intested in
17:46<@Terkhen>if you mean the console command required for doing that, I don't know :)
17:47<Stimrol>no i can do that, thanks
17:49<Stimrol>This worked, thanks a lot
17:49<@Terkhen>you are welcome
17:55<@Terkhen> <--- I visited this one when I was a kid... not as spectacular, but quite impressive nonetheless
17:58<@Terkhen>good night
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20:48<Nat_as>Hmm, here's a question
20:48<Nat_as>is there any way to limit the maximum framerate when in fast forward mode.
20:48<Nat_as>because on a fast computer that feature can be a problem, it goes too fast.
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20:49<Nat_as>it used to be you could sort of adjust it by turning full animation and full detail on and off, but now it does not seem to have an effect on framerate
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20:50<Nat_as>on my netbook fast forward is handy, but on my big gaming rig time progresses too fast.
20:54<+glx>fast forward uses as much cpu as it can (it removes all limits)
21:00<Nat_as>yeah, i understand that, but if there was a way to make the game go faster without going into maximum overdrive that would be cool
21:00<Nat_as>esp on modern computers
21:08<Elukka>it's not a problem for most people know as far as i can tell, but it is one that is sure to become one in the future
21:08<Elukka>would be nice to have a dropdown menu on it maybe
21:08<Elukka>with a couple different speeds and also a max speed option
21:08<Elukka>(no, i am not going to code this)
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21:18<Nat_as>it's something that will become more and more of a problem as mores law progresses
21:18<Nat_as>right now it's only a problem for people who like to play retro games on nice computers
21:18<Nat_as>on the other hand I laugh at people who have FPS issues in Dwarf fortress
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---Logclosed Fri Feb 17 00:00:50 2012