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#openttd IRC Logs for 2012-06-02

---Logopened Sat Jun 02 00:00:00 2012
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01:29<HootzMcToke>Hello anyone home?
01:50<HootzMcToke>not to much just trying setup a CityBuilder server
01:50<HootzMcToke>But not really sure where to start
01:50<NataS>explain good sir
01:51<HootzMcToke>Well i see all the city builder server listed
01:51<HootzMcToke>And i enjoy playing on them so do my friends
01:51<HootzMcToke>brb buzzer is going off
01:52<HootzMcToke>Ok back, yea i want to get one going but i'm not sure how they differ from normal ones or if theres any GRF's i need for it
01:53<HootzMcToke>I noticed there were 2 listed on the online search but not really sure how they work
01:54<NataS>i don't know
01:54<NataS>I was hoping you could tell me about them
01:54<HootzMcToke>Ah ok
01:54<HootzMcToke>Thanks anyways
01:54<HootzMcToke>Ill probably just play with settings
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03:04-!-mode/#openttd [+o Alberth] by ChanServ
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03:23<andythenorth> bonjour
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04:12<andythenorth>would it be acceptable to decouple BANDIT newgrf compile from BANDIT graphics generation?
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04:13<andythenorth>currently, the requirement to generate the graphics at compile time is blocking any progress on the set
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04:21*FLHerne fails to see why generating graphics at compile time would be necessary or useful
04:22<FLHerne>Surely you'd just end up generating lots of unchanged graphics anyway, or do you have a fancy script to stop it doing that?
04:23<@Alberth>andythenorth: what would you gain if you have a separate generation step?
04:23<@Alberth>moin LordAro
04:24<LordAro>hai Alberth :)
04:25<LordAro>you'll be pleased to know that i'm currently trying to reproduce a segfault in freerct
04:26<@Alberth>if you're bored, issue 5 looks like one for you :)
04:27<LordAro>i shall have a look - i think i've re-setup my dev environment again :)
04:27<LordAro>(i changed my OS again :) )
04:27<LordAro>shall i append the segfault to issue 4?
04:29<@Alberth>depends on the cause
04:30<@Alberth>if you are sure is related to not loading RCD files, sure, else make a new issue (merging is always possible ;) )
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04:31<LordAro>i'll make a new one
04:31<LordAro>nice youtube username btw ;)
04:31<andythenorth>Alberth: the generation fails on the compile farm
04:32<@Alberth>andythenorth: I know, but how does a separate step solve that?
04:32<@Alberth>LordAro: there are suprisingly many free user names available when you type randomly on the keyboard :)
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04:33<LordAro>You should get an 'official' account, for videos like that
04:34<@Alberth>right, just like my gmail name :)
04:36<LordAro>issue is submitted, btw
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04:39<@Alberth>LordAro: still have the core dump (or the debug session?
04:40<@Alberth>type 'bt' (backtrace) to get a full stack dump
04:41<@Alberth>Hmm, the program needs a 'save', 'load', and a 'pause' button :p
04:42<LordAro>....i'll reproduce :)
04:44<@Alberth>do you have a rcd/people_animation.rcd file?
04:45<LordAro>i'm at r363, so i would assume so
04:46<LordAro>however, i don't :)
04:46<@Alberth>it's generated with 'make rcd'
04:46<LordAro>that may well be why it's segfaulting :)
04:46<@Alberth>yeah, I am trying that atm
04:47<LordAro>i expected 'make' to update both :)
04:47<LordAro>yeah, there's guests now
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04:48<@Alberth>I agree, make needs to work better
04:49<strontium>moin y'all
04:50<strontium>eham is quite boring when one has to wait quite long ;)
04:50<LordAro>morning person-who-is-trying-to-one-up-rubidium :)
04:51<@Alberth>yeah, I was wondering whether it is safe to have them together
04:52<strontium>rather person-who-only-has-http-internet
04:53<LordAro>Alberth: guests can escape the path when going on up-paths
04:53<strontium>h2o and rb do not mingle nicely
04:54<andythenorth>Alberth: the graphics generation could be treated as equivalent to drawing graphics
04:54<@Alberth>LordAro: heh, I have not tested that at all :)
04:54<andythenorth>and the results could be committed to the repo as png
04:54<andythenorth>then nobody else needs the generator, inc. compile farm
04:55<@Alberth>andythenorth: but how does that fix the generation step? you still need the magic filenames at some point, no?
04:55<andythenorth>that works fine
04:55<@Alberth>interesting :) how does that happen
04:56<andythenorth>can't remember
04:56<andythenorth>it all works locally
04:56<andythenorth>but not on the CF
04:56<strontium>i will probably time out in a bit when free internet runs out
04:57<@Alberth>strontium: :(
04:57<andythenorth>I can't debug the cf, I only have error messages
04:57<andythenorth>so I can't fix it
04:57<andythenorth>so BANDIT is stuck :)
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04:58<strontium>and i seriously hope my next internet connection is near yyc
04:59<@Alberth>andythenorth: I need to get it to run, then I can have a look
05:00<strontium>andy: ammler wanted help with the server, so that might be a way in (iirc)
05:03<strontium>see you at the other side!
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05:07<andythenorth>Alberth: I'm afk for about 2 hrs
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05:09<LordAro>brb, restarting
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05:13<@planetmaker>oh, strontium was here
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05:17<@Alberth>hello Wolf01, planetmaker
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06:03<@planetmaker>hi Alberth , frosch123 :-)
06:07<Ammler>devzone should be up
06:07<Ammler>bundles will need more time, me eating first
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06:25<@Terkhen>hello :)
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06:27<Wolf01>hello Terkhen
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07:19<andythenorth>Alberth: hi hi, did you try BANDIT compile yet? :)
07:20<@Alberth>not yet, I am afraid
07:23*andythenorth has been thinking about FIRS farms more
07:24<@planetmaker>what about them?
07:24<andythenorth>been playing a game, they still don't work for me
07:24<andythenorth>partly I should go back and fix the clustering
07:25<@planetmaker>btw, the clustering was ported to NML... might be buggy, but I remember also testing it at some stage
07:25<andythenorth>it misses some things
07:25<andythenorth>it's fine, stuff got missed, it can be fixed
07:25<@planetmaker>:-) what is it missing?
07:25<andythenorth>map scaling
07:26<andythenorth>I'd need to read the nfo to see if anything else is MIA
07:28<@planetmaker>isn't the better approach to go and look at the existing code to see what might be missing?
07:29<andythenorth>I'm not sure what's supposed to be there
07:29<andythenorth>all I remember is the weekend I spent generating maps to test cluster ;)
07:30<andythenorth>not the actual code that solved it
07:30*andythenorth used to have weekends
07:36<andythenorth>Yexo: hi hi, got a CHIPS nfo question if you have any time
07:36<andythenorth>it's a 4-line question, so I won't just ask :P
07:37<frosch123>@seen yexo
07:37<@DorpsGek>frosch123: yexo was last seen in #openttd 1 week, 6 days, 14 hours, 51 minutes, and 36 seconds ago: <Yexo> hey Alberth
07:37<@Alberth>hi frosch123
07:37<frosch123>sorry albert :)
07:38<Zuu>Alberth + LordAro: So you make FreeRCT from scratch? Eg. there is no RCT code that has been opened up for open source?
07:38<@Alberth>Zuu: try #freerct :p
07:45<andythenorth>drawing a good copy of the concrete tile from original ttd is hard
07:46*andythenorth may not have sufficient attention span
07:46<@Terkhen>ask them to change the original tile license
07:46<@Terkhen>might be simpler :)
07:46*andythenorth is tempted towards a GPL infringement :P
07:47<andythenorth>I have been pretty scrupulous about not stealing original graphics so far :|
07:47<@Terkhen>and that has been a great idea IMO :)
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08:29<andythenorth>what would cause a reference to a base set tile to fail in a station action 0 layout?
08:29<andythenorth>I am trying to use tile 1420, which works in one context, but not another
08:30<frosch123>you forgot bit 31
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08:30<frosch123>you forgot bit 31, it's inverted compared to industry tiles
08:33<andythenorth>the second action 0 is pre-existing and works fine
08:34<andythenorth>the first one is new and fails
08:34<andythenorth>is bit 31 is set for second case? I can't see it
08:41<andythenorth>it appears to be taking sprites from the newgrf, not the base set
08:42<andythenorth>perhaps I need to know what GRM is
08:44<frosch123>i think the only usecase left for grm is vehicle recolouring
08:46<andythenorth>it's used in CHIPS
08:46<andythenorth>for the tile I am having trouble with
08:46<frosch123>i do not see any problem
08:47<frosch123>is your cb 14 correct?
08:47<andythenorth>^^ is the template for this tile
08:48<andythenorth>I have THIS_GROUND as \d1420
08:48<andythenorth>but the value is being shifted somehow
08:48<andythenorth>it is \d1420 in the compiled nfo, so it's not a CPP issue
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09:00<@Alberth>andythenorth: what 'make' command should work?
09:00<@Alberth>trunk seems to break on not having PageTemplateLoader
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10:18<andythenorth>Alberth: do you have Chameleon?
10:19<@Alberth>yep, afaik
10:22<@Alberth> andythenorth
10:23<andythenorth>can you get the chameleon version
10:23<andythenorth>frosch had similar issue iirc, older chameleon supplied by package manager
10:23<andythenorth>I can't currently test either, I had to install python 2.4 for work purposes
10:24<Eddi|zuHause>you can have multiple python versions installed
10:24<andythenorth>I know, I just have to persuade macports to switch version
10:24<andythenorth>I'm looking up the command :P
10:25<Eddi|zuHause>if you have multiple python versions installed, just call python24 <file> or python27 <file>
10:25<andythenorth>so I'm told :P
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10:25<Eddi|zuHause>no need to "switch" anything
10:25<@Alberth>zpt/ version = 3
10:25<@Alberth>core/ version = 8
10:25<andythenorth>good luck with 'python26 make'
10:26<andythenorth>or python26
10:26<@Alberth>you shouldn't .sh for .py files :)
10:26<@planetmaker>add a variable to those where you can path the python binary
10:27<Eddi|zuHause>"alias python=python24"
10:27<@Alberth>Eddi|zuHause: only works for the current shell
10:27<andythenorth>all of this sounds nice, but is wonderfully impractical
10:28<andythenorth>when you want to run production web frameworks made up of 200k python and C files, you don't do it this way
10:28<Eddi|zuHause>it's not "impractical" if you need it often enough
10:29<andythenorth>well let me put it another way
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10:29<Eddi|zuHause>or: you run these frameworks in a virtual machine
10:29<andythenorth>next time I'll do what your supposed to do, and use a virtualenv
10:29<andythenorth>you're /s
10:29<andythenorth>then the issue would be a non-issue :P
10:30<andythenorth>the failing is mine
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10:31<andythenorth>this ISP is ridiculously poor
10:31<andythenorth>never get BT
10:34<LordAro>mine is fine :P
10:34<andythenorth>also my python is fucked
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10:35<andythenorth>setuptools has disappeared for all versions
10:35<andythenorth>Chameleon is installed for one version, but that version can't see it
10:35*andythenorth was having a nap. Perhaps going back to sleep will cure this
10:35*andythenorth hates daytime naps, they are confusing
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10:37<hackalittlebit>hello, anybody willing to help me pls. I am totally puzzled why TrainCheckIfLineEnds proc is called twice every tick (except slowing down). It was introduced second time in r1198
10:39<hackalittlebit>to me it looks as if truebrain forgot to eliminate the one in TrainLocoHandler
10:40<hackalittlebit>to me it looks as a lot of overhead.
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10:42<hackalittlebit>sorry slowing down I mean handeling broken down veh
10:46<hackalittlebit>taking it out will affect handling of broken down vehicles
10:47<Eddi|zuHause>why do broken down trains need to care about end of line?
10:50<andythenorth>Alberth: I have chameleon 2.8.0
10:51<hackalittlebit>eddi forget about the broken down veh for now, TrainCheckIfLineEnds is called twice and the question is why?
10:51<andythenorth>I also have a non-compiling BANDIT right now, but meh
10:51<hackalittlebit>I don't get it
10:52<hackalittlebit>first time called in TrainLocoHandler second time in TrainController
10:53<@Alberth>I have python-chameleon-1.2.12-5.fc15.noarch and chameleon-0.2-3.fc15.noarch, it seems
10:53<andythenorth>did you get them with your package manager?
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10:55<andythenorth>Alberth: what does 'easy_install Chameleon' get you?
10:58<@Alberth>easy install trying to be smart, must fix that first :p
11:01<andythenorth>did anyone mention the state of python packaging recently? :P
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11:04<@Alberth>find a properly working cross-OS solution, and we talk again :p
11:05<andythenorth>apparently distribute solves all this
11:07<@Alberth>did anyone mention the ambiguity around chameleons recently??? :D
11:07<andythenorth> :P
11:09<@Alberth>he, it's removing python-pyramid-1.0-1.fc16.noarch too??
11:10<andythenorth>setuptools is a mysterious beast
11:11<andythenorth>Chameleon is the default templater for pyramid, written by same team
11:12<hackalittlebit>Eddi: Should I report the above question in FS? to give more time to investigate?
11:13<@Alberth>hackalittlebit: it is very possible nobody knows
11:14<hackalittlebit>truebrain made the change.
11:14<@Alberth>asking questions in FS does not seem the right way to me
11:14<@Alberth>and he likely does not know any more
11:14<hackalittlebit>so I will wait :)
11:14<TrueBrain>hackalittlebit: 7 years ago; so what Alberth says still holds :)
11:15<TrueBrain>like asking what you had for breakfast 7 years ago
11:15*andythenorth doesn't remember what he did this morning :P
11:15<@Alberth>hackalittlebit: I don't know all the ins and outs of the GUI system any more and that was only a few years back
11:16<hackalittlebit>ok I will investigate more and submit patch
11:16<@Alberth>sounds like a good plan to me
11:17<@Alberth>andythenorth: ok, it gave me 2.9.1
11:17<andythenorth>if I add 'hotel' station tile to CHIPS is that confusing wrt 'hotel' industry in FIrS?
11:17<andythenorth>Alberth: sounds better
11:17*Alberth makes again :)
11:17<Knogle>Hm, you can't make diamonds a cargogoal in a sub tropic game :/
11:17<andythenorth>Alberth: you'll still get errors, but they should match mine
11:18<@planetmaker>andythenorth: there are also 'hotel' houses iirc. It's IMHO clear that it's a difference, so go ahead
11:18<andythenorth>'Station hotel' ?
11:18<@Alberth>andythenorth: "ImportError: No module named pixa" ?? :)
11:18<andythenorth>Alberth: you can solve that one :P
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11:20<@Alberth>so what should I rename to pixa?
11:20<@Alberth>and why doesn't the repo have that? :)
11:20<andythenorth>why doesn't the BANDIT repo have it?
11:22<andythenorth>incidentally I would much rather provide a buildout that handles all this deps crap
11:22<andythenorth>but I don't know how to write a buildout from scratch
11:25<@Alberth>better stay as far as possible away from all build and dependency mess imho, it's way to complicated
11:25<@Alberth>ok, I seem to have something along the lines of what the CF does currently
11:27<@Alberth>how do you get it to work now?
11:29<andythenorth>I run make in repo root
11:29<andythenorth>and then get failures :P
11:30<andythenorth>as long as you're error is something like
11:30<andythenorth>make[1]: *** No rule to make target `src/pixel_generator/output/trailer-0_2-body_flat-cc1-7_8-cargo_coils-white.png', needed by `bandit.grf'.
11:30<andythenorth>then we're at the same place
11:31<@Alberth>you guessed the error exactly right :p
11:32<andythenorth>I'll fix that in a bit
11:32<andythenorth>I had it working before, this is most likely a silly minor issue
11:32*andythenorth is drawing CHIPS right now
11:34<@Alberth>k, will have some dinner then
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11:51<Eddi|zuHause> <-- why does this engine have 4 different numbering schemes written on it?
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11:53<telanus1>could be a nubering scheme for each country it travels thru?
11:55<andythenorth>also 'railaways' ?
11:55<Eddi|zuHause>andythenorth: that's a meta-joke :)
11:56<andythenorth>I see
11:56<andythenorth>or not :P
11:56<Eddi|zuHause>andythenorth: there's a famous german comedian who had a joke where he translated "Englisch für fortgeschrittene" [english for advanced] as "English for runaways"
11:57<andythenorth>in soviet russia, jokes translate you
12:04<andythenorth>new CHIPS
12:05<Eddi|zuHause>andythenorth: it won't be funny if you don't know german very well:
12:05<andythenorth>would anyone build it to confirm I didn't screw up?
12:05<andythenorth>my German is not good :)
12:06<andythenorth>requires nfo tools only
12:09<andythenorth>or I just release :P
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12:09*telanus1 wonders if this colour scheme would work in openTTD:
12:11<andythenorth>should do
12:12<andythenorth>only 3 open tickets for CHIPS
12:12<Chris_Booth>ooh I like Chips they are tasty
12:13<andythenorth>you could still be in the 1st 10 downloaders in that case ;)
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12:25<Eddi|zuHause>telanus1: why do they put a pole in the middle of the rail? kinda defeats the point, i suppose
12:28<andythenorth>Eddi|zuHause: does that rail look like it's missing clips?
12:28<andythenorth>it has baseplates, but no spring clips afaict
12:28<Eddi|zuHause>a bit hard to decipher on this resolution
12:29<andythenorth>put your eye closer to the screen ;)
12:29<andythenorth>I suppose next I should make this BANDIT thingy work
12:29<Eddi|zuHause>but yes, it looks "better" on the rails behind the train
12:34<telanus1>Eddi|zuHause: They plant poles to "stop" trains from running ot the track
12:35<telanus1>our "very clever" transnet "gurus" think the trains won't use it, it if there is poles in the way
12:35<Eddi|zuHause>if obelix ever visited, he'd say "they are silly, these south africans" :p
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12:37<FLHerne>How long do recessions last? Wiki doesn't say.
12:37<FLHerne>Is it randomisedish?
12:37<Eddi|zuHause>a year-ish, i think
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12:38<FLHerne>My entire network just collapsed because of one :-(
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12:38<Eddi|zuHause>play with stable economy :)
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12:43<FLHerne>I have been, I decided to see what it did
12:43<FLHerne>But then I got backlogs of trains waiting to load, and then those obstructed other trains...
12:43<Zuu>Knogle: Only if a NewGRF makes it so that Diamonds provide a town effect. But year you are right.
12:44<FLHerne>Eventually I ended up with a 150-train jam, all of which were waiting for each other :-(
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12:55*frosch123 wonders what he is doing
12:56<frosch123>i fail to install a c++ compiler in wheezy
12:56<@Alberth>nothing of everything?
12:56<frosch123>maybe i first need to install a proper package manager
12:56<@Alberth>that helps :)
12:56<frosch123>the default one seems to be quite a backstep from the squeeze one
12:57<Knogle>Zuu: ew :P
12:57<frosch123>ok, let's try with restarting it
12:58<Zuu>Knogle: s/But year/But yea/
13:04<frosch123>yeah, installing a different package manager did the trick :)
13:04<frosch123>wow, it's even faster
13:05<frosch123>i blamed the vm for being slow before
13:05<frosch123>but apparently the default package manager is crap in every aspect
13:07<@Alberth>could be, I have seen such software take forever, while a different implementation is ready in seconds
13:09<andythenorth>farms farms farms
13:10<andythenorth>why do they suck so much?
13:10<@Alberth>as long as they manage packages, it should be fine
13:11<andythenorth>maybe farm supplies is a silly idea
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13:13<FLHerne>What's wrong with farm supplies?
13:13*FLHerne is shipping hundreds of them about the place
13:13<Eddi|zuHause>andythenorth: farms are fine.
13:13<Eddi|zuHause>andythenorth: just implement the "stockpiling" of supplies
13:14<andythenorth>problems I have:
13:14<andythenorth>- I never use Fertiliser Plant (never appears in my games)
13:14<andythenorth>- I never use Sugar Mill
13:14<andythenorth>- farms end up surrounded by infrastructure
13:14<FLHerne>Autorefit makes them much easier to deal with, because I can send the supplies back by the livestock/grain/beet etc trains
13:14<frosch123>the latter is completely fine for a transport game
13:15<FLHerne>That removes the need for megainfrastructure
13:15<FLHerne>A bit of stockpiling would be nice though
13:16<andythenorth>- farm production is annoyingly low
13:16<andythenorth>- building infrastructure for farms is annoyingly tedious
13:17<andythenorth>I might be able to collapse some of those issues if a good idea can be found :P
13:17<FLHerne>High clustering on map generation fixes both of those :D
13:17<FLHerne>Just use a few trams into a hub
13:18<Eddi|zuHause>andythenorth: if the supplies are stored properly, and the distribuiton is less of an issue, production grows rather fast
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13:20<FLHerne>The sole problem with supplies is the 'every month' bit. Some level of averaging would make them perfect :D
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13:28<andythenorth>autorefit somewhat relies on supplies being available at the location of the secondary industry
13:28<Eddi|zuHause>that is no problem with cargodist
13:28<Eddi|zuHause>or other transfers
13:29<andythenorth>autorefit is also limited as large vehicles will lift all available supplies
13:29<andythenorth>e.g. in my current game I have 300t wood trains which refit to supplies
13:29<andythenorth>they lift all available supplies in one pass :P
13:29<Eddi|zuHause>make a manual refit, and limit it to one wagon?
13:30<andythenorth>can't do that
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13:30<andythenorth>autorefit is all or nothing
13:30*andythenorth checks that assertion
13:36<andythenorth>yup, all or nothing
13:36<andythenorth>the same gui appears as for partial refit, with no visual hints that it works differently btw
13:37<andythenorth>I assume partial auto-refit is very hard? Has to deal with possible change of consist?
13:38<FLHerne>Cargodist is the answer to all such problems. How come it hasn't been trunked yet? :-(
13:39<andythenorth>because YACD is the answer instead
13:39<FLHerne>I've been using it for a year or two now, and I've seen no major bugs/slowdowns
13:39<andythenorth>is it fun?
13:40<FLHerne>YACD is annoying. I want choose where my network goes, not have it dictated by my computer :P
13:40<FLHerne>CDist is, yes
13:40<andythenorth>I am exactly the opposite
13:40<andythenorth>choosing where to route things is a very boring game
13:40<FLHerne>It makes tiny branchlines profitable, for one thing
13:41<FLHerne>"choosing where to route things is a very boring game" Eh? That [i]is[/i] the game, for me :D
13:41<andythenorth>iirc fonso did show a proof of concept of YACDist
13:43<andythenorth>maybe I should make secondary industries for farm cargos locate near to farms
13:43<frosch123>how to install pixa?
13:44<andythenorth>frosch123: have you downloaded it?
13:44<frosch123>i have a checkout
13:45<andythenorth>(iirc): python install
13:45<andythenorth>let me check
13:45<CIA-1>OpenTTD: translators * r24320 /trunk/src/lang/ (5 files):
13:45<CIA-1>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-1>OpenTTD: belarusian - 3 changes by Wowanxm
13:45<CIA-1>OpenTTD: german - 7 changes by Jogio, planetmaker
13:45<CIA-1>OpenTTD: latvian - 1 changes by Parastais
13:45<CIA-1>OpenTTD: lithuanian - 53 changes by RunisLabs
13:45<CIA-1>OpenTTD: swedish - 4 changes by Joel_A
13:46<frosch123>ok, that needs root (kinda obvious)
13:46<andythenorth>I hate that it needs root
13:46<frosch123>do i have to install it, to be able to compile bandit?
13:46<andythenorth>I refused to install nml for weeks because it required root
13:46<frosch123>i never had to install nml
13:46<andythenorth>you have to install PIL though
13:46<frosch123>just made a link to nmlc in /usr/local/bin
13:47<andythenorth>PIL installs to sitewide packages which requires root
13:47<frosch123>pil is a standard library
13:47*andythenorth is irrationally paranoid
13:47<andythenorth>anyway, yes you need pixa for BANDIT
13:47<@Alberth>frosch123: I just added the directory with 'pixa' to the PYTHONPATH
13:47<andythenorth>it won't actually compile yet
13:47<andythenorth>hopefully you get the same error as me
13:48<frosch123>Alberth: shall i just define that as an environtment variable?
13:48<andythenorth>I should learn buildout
13:48<andythenorth>then this would all go away
13:49<frosch123>ah, that seems to work
13:49<andythenorth>(one-time) "easy_install"
13:49<@Alberth>the env var PYTHONPATH is used by Python as a sequences of root directories to look for further installed modules/packages
13:49<andythenorth>then "bin/buildout"
13:49<andythenorth>would be easy
13:50<andythenorth>could fetch PIL, Chameleon, pixa, etc, maybe even nml
13:51<andythenorth>another day :P
13:53<frosch123>now i miss intermediates/cargo_coils-white-7_8.png
13:54<frosch123>hmm, though it said just before that it would create it
13:56<andythenorth>that's good
13:56<andythenorth>same error
13:56<andythenorth>I'll try fixing it once I've bathed the toddler
13:56<andythenorth>likely just a configuration issue
13:56<andythenorth>feel free to try for yourselves if you like ;)
13:57<andythenorth>so farms
13:57<andythenorth>- mostly leave alone
13:57<andythenorth>- change supplies behaviour
13:57<andythenorth>- clustering is crappy on smaller maps, doesn't work
13:57<andythenorth>- fix clustering
13:57<andythenorth>- make more vehicle sets that can auto-refit
13:57<andythenorth>is my plan :P
13:59<andythenorth>don't auto-refit with HEQS btw, it's explodey
14:01<FLHerne>Perhaps separate vehicles for short/medium/long would cause less refitting bugs?
14:01<FLHerne>Also confuse AIs less... :P
14:02<andythenorth>ask the crowd here
14:02<andythenorth>I don't really care; 'buy menu spam' ~= 'refitting is annoying'
14:03<andythenorth>I could change it when I recode HEQS
14:03<FLHerne>parameter? :-)
14:03<andythenorth>no, make choices
14:03<andythenorth>parameters are the hobgoblin of tiny minds
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14:34<andythenorth>Alberth frosch123: pull BANDIT
14:34<andythenorth>cargo graphic generation was commented out
14:37<andythenorth>I should try converting it to planetmaker's new makefile
14:38<frosch123>it spams quite a lot of info to the console, but it builds :)
14:38<andythenorth>'spams' :)
14:38<andythenorth>useful debug output :P
14:38<andythenorth>perhaps not
14:39<andythenorth>I'll suppress some of that now
14:46<andythenorth>if you want to build it much faster than nml, use
14:48<andythenorth>~19s vs ~54s
14:56<andythenorth> will try and install the grf to my computer btw :m
14:59<frosch123>he, most trucks are blinking :o
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15:52<@Alberth>it's a very flashy set :)
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15:53<andythenorth>I should do something about that
15:54<andythenorth>I have to figure out scale before I draw more trucks :)
15:57<andythenorth>when will newgrf docks be done?
15:59<@Terkhen>no idea
16:00<andythenorth>docks don't match my new pax station tiles in CHIPS :P
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16:35*andythenorth has small epiphany
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16:46*FLHerne wonders what andythenorth's small epiphany was
16:46*Alberth thinks it is not "A GNOME web browser based on the Webkit rendering engine."
16:47<@Alberth>good night :)
16:48*frosch123 had the same thought abot epiphany like albert :)
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17:11<@Terkhen>good night
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17:28<xQR>anyone has the 1.2.1 x64 debian package?
17:35<Sacro>not on the website?
17:37<+glx>seems dead for me
17:38<xQR>website is down
17:38<xQR>that's why i am asking
17:39<xQR>504 Gateway Time-out
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17:50<LordAro>Truebrain's broken stuff again
17:52<Zuu>Try if you just want to get your binary.
17:53<Zuu>In the 'releases' folder you'll find 1.2.1
17:57<Eddi|zuHause><frosch123> just made a link to nmlc in /usr/local/bin <- i use ~/bin for such things
17:59<xQR>thx Zuu
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18:47<LordAro>night all
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20:39<Wolf01>'night all
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---Logclosed Sun Jun 03 00:00:02 2012