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#openttd IRC Logs for 2012-07-03

---Logopened Tue Jul 03 00:00:55 2012
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01:52<NGC3982>morning
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02:33<@Terkhen>good morning
02:39<andythenorth>bonjour
02:40<Supercheese>Good night (time zones, lol)
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03:04<@planetmaker>moin
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03:21<@Terkhen>good morning planetmaker
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04:14<@planetmaker>hi Terkhen :-)
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04:51<@planetmaker>right... so what's the preferred way to install a python module, if I can't install it with my package manager?
04:52<@planetmaker>andy's chameleon is not in macports :S
04:57<@planetmaker>nvm
04:57<@planetmaker>setup.py works wonders
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05:55<@peter1138>herpderp
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06:05*FLHerne can't remember if townsets can be used simultaneously
06:05<FLHerne>I assume not?
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06:15<V453000>hello, whta could "No more space for orders" error message mean? My train has no orders yet I get this error when giving order :z
06:16<Eddi|zuHause>V453000: there's a limit for all orders on all vehicles
06:16<V453000>oh
06:16<V453000>and implicit orders count into that I assume
06:17<Eddi|zuHause>hm, not quite sure
06:18<V453000>I guess they do, we have a network with self regulating trains so most of them have 255 orders
06:18<V453000>there arent many real orders
06:18<Eddi|zuHause>V453000: then try to make shared orders
06:18<V453000>removing some of the implicit orders helped
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07:11*andythenorth has SSD :P
07:11<andythenorth>but I'm sure it will get better
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07:24*NGC3982 went from IDE to SSD
07:24<NGC3982>the revelation.
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07:36*peter1138 once had an IDE drive that peaked at 390KB/s
07:36<@Terkhen>I'm currently waiting for my new SSD laptop
07:37<@peter1138>(The ISA bus was never particularly fast anyway)
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07:41<NGC3982>peter1138: sweet jesus, that's nearly the speed of light.
07:41<NGC3982>..projected in the head of a slug.
07:42<NGC3982>atm, im using an ultrabook with a hybrid ssd>sata drive
07:42<NGC3982>and i cant say im dissapointed
07:42<NGC3982>i guess
07:55<dihedral>hello :-)
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08:10<andythenorth>cloning my drive is so slow :[
08:10<andythenorth>50GB of 240GB done :(
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08:56<@Belugas>hello
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09:52<__ln__>https://www.yuri.org.uk/~murble/hetzner-power.txt
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09:55<CornishPasty>__ln__: oh dear
09:55<CornishPasty>Wait, 1 Megawatt?
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10:06<@peter1138>CornishPasty, why not?
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10:12<__ln__>one thousandth of a jigowatt
10:12<@peter1138>Doesn't appear to have affected any of my stuff...
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10:21<Eddi|zuHause>it did affect some of my stuff
10:21<Eddi|zuHause>most notably mysqld and kaffeine-xbu. but also java (which wasn't even running at that time)
10:27<dihedral>i see nothing on any of my servers
10:27<CornishPasty>Eddi|zuHause: and Java
10:27<CornishPasty>Java got hit hard apparently :P
10:27<Eddi|zuHause>i said that
10:27<dihedral>my Java services are running fine also
10:28<@peter1138>Indeed.
10:28<Eddi|zuHause>dihedral: maybe the leap second wasn't automatically applied then?
10:30<dihedral>not even among about 100 servers i get to take care of? :-P
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10:57<andythenorth>is there a 'european train wagons' set?
10:57<andythenorth>forums make me think there should be
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11:00<hylian>my ships like to group together, especially the passenger ships. I separate them, but after restarting the game, often I find them all together running to the next port. I want them to show up in an even method, not al arriving at the same time... anyone else get this strange error, and any way to fix this?
11:02<Eddi|zuHause>use timetables
11:03<Eddi|zuHause>let one ship measure a round trip, then make the stop times slightly longer, and assign start dates in more or less even distances
11:05<Eddi|zuHause>since ships don't block each other you might get away with just timetabling the stops, not the travel times. then the ships should stay roughly separated in the order you sent them
11:06<NGC3982>i do that all the time, and it works great.
11:06<Eddi|zuHause>"the problem" is that the first ship will almost always load more passengers than the second ship, thus the stop time will be shorter, and it will get closer and closer together
11:06<NGC3982>and yes, there is no need to timetable the actual trips.
11:07<hylian>ok, but how do i do that effectively, or maybe the word I want to use is "easily"
11:08<hylian>i know how to time table, but I have always used the autofill, because i don't know how to manually adjust/set it
11:08<Eddi|zuHause>hylian: assuming you assigned shared orders, it's a matter of putting in two numbers
11:08<Eddi|zuHause>hylian: there's a "set time" button next to the autofill button
11:08<hylian>i don't know how to assign shared orders. I know how to copy the orders from another ship...??
11:09<Eddi|zuHause>hylian: shared orders you do by ctrl+click
11:09<hylian>so then shared orders are for the entire group?
11:09<Eddi|zuHause>yes
11:10<Eddi|zuHause>hylian: either hold ctrl while cloning the vehicle, or hold ctrl while assigning the timetable
11:11<hylian>i think i get what you are saying now... good to know. I ove OpenTTD. I wish they would allow you to continue to use heliports, and have some other chopper or vtol aircraft for it, but other than that it is pretty cool. :)
11:12<hylian>I'd love to have an osprey going from heliport to heliport! LOL
11:12<Eddi|zuHause>you should check out some newgrfs like Av8
11:12<hylian>I looked that up but the website was down.
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11:13<Eddi|zuHause>you can get it from the ingame download
11:13<hylian>well, thank you for your time, Eddi|zuHause!
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11:13<hylian>Eddi|zuHause: you can download stuff from inside the game?
11:13<Eddi|zuHause>yes
11:14<Eddi|zuHause>in the main menu, click on "online content"
11:14<hylian>I have OpenTTD for Ubuntu... never seen that. I think I will have to to some digging.
11:15<hylian>ok, and thanks for asnwering my questions!
11:15<Eddi|zuHause>you should check whether it's the newest version (1.2.1)
11:15<hylian>I will.
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11:27<@Terkhen>that's one of the best "last sentences"
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13:03<@Alberth>moin
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13:21<@Alberth>o/ andy
13:21<andythenorth>ssd ftw
13:22*andythenorth did the scary laptop disassembly thing :P
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13:26<andythenorth>SSD raw performance is ~5x better for write and ~14x better for read
13:26<andythenorth>compared to the 5400 spinny drive I had before
13:27<@Alberth>you don't have enough RAM ?
13:27<andythenorth>would that make a difference?
13:28<@Alberth>disk cache :p
13:28<eQualizer>I doubt it.
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13:29<@Alberth>the first time you wait on the disk, all next times you load from the cache instead of the disk
13:29<eQualizer>It still would take longer to boot with "normal" disk than with SSD, even if you had 4 times the ram.
13:29<@Alberth>oh, yeah, and you boot every 5 minutes?
13:29<andythenorth>this was a 5GB sustained speed test
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13:30<@Alberth>yeah, you need to do large data transfers if you want to have use of a fast disk :p
13:30<andythenorth>I'm not sure if the tool reads / writes one file, or a range
13:31<andythenorth>it's designed to test if your disk will handle various kinds of video editing
13:31<@Alberth>ie sound or video editing stuff
13:31<andythenorth>which always involves multiple file seeks, so probably they read write multiple files
13:31<andythenorth>anyway, it's faster
13:32<@Alberth>just write raw at the disk, who needs a file system, it just slows you down :p
13:33<andythenorth>Alberth: did you consider anymore on setx / buy menu thing?
13:33<andythenorth>I could just make FISH buy sprites same as default
13:33<andythenorth>I think bigger sprites smell
13:33<@Alberth>yep, but you may not like the outcome
13:36<@Alberth>I came to the conclusion there is little I can do, for two reasons.
13:36<@Alberth>The first reason is that openttd already assumes fixed size sprites of about 70 pixels, exactly like you proposed. It is just not enforced.
13:36<@Alberth>The second reason is that even if I wanted to change it, I could not do that without breaking every vehicle newgrf, except the default (and perhaps the opengfx one(s)), which seems like a too big price to pay to me
13:38<andythenorth>nah that's fine by me
13:39<andythenorth>I'll just make 70px sprites
13:39<@Alberth>should I check the size?
13:39<andythenorth>please :)
13:43<andythenorth>umm
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13:43<andythenorth>the openttd-in-js thing actually works
13:43<andythenorth>:o
13:44<andythenorth>although, don't hit 'back' in your browser :(
13:45<andythenorth>no newgrfs :P
13:45<CIA-4>OpenTTD: translators * r24372 /trunk/src/lang/greek.txt:
13:45<CIA-4>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-4>OpenTTD: greek - 23 changes by kyrm
13:45<@Alberth>build_vehicle_gui.cpp, line 874 says that the text starts at position 76 relative from the edge
13:45<@Alberth>so 70 px should work
13:46<@Terkhen>andythenorth: try to change resolution
13:46<andythenorth>it lags severely with a few vehicles
13:46<andythenorth>resolution change works for me
13:47<@Alberth>shall I try while having my Internet connection full with an ISO download? :p
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13:47<@Alberth>moin Wolf01 !
13:47<@Terkhen>hi Wolf01
13:47<Wolf01>hello o/
13:47*Alberth sets up a chair for Wolf01, and offers a drink
13:48<Wolf01>thank you, Alberth :)
13:48<Wolf01>is this a meeting?
13:48<@Alberth>not that I am aware of, but we can make it one :)
13:48<@Alberth>any particular topic you may want to discuss?
13:49<Wolf01>let me check the last 10 commits
13:49<@Alberth>too many translator changes :p
13:49<@Alberth>it's a busy guy :)
13:51<Wolf01>nice, customisable signals for railtypes, does this mean that for example I can have a nu-tracks style railset with one railtype with duth signals and another one with us signals?
13:52<Wolf01>brb
13:52*FLHerne wonders if that was promted by cablecars?
13:55<@Alberth>Wolf01: it sounds that way at least, I wonder how useful it is, as I'd get crazy with more than one signal set at a time
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13:58<frosch123>but now you can make maglev signals match the tracks, i.e. such that you cannot tell the type and direction they are facing
13:58<frosch123>:p
14:02<andythenorth>the good news is, js openttd blocks 100% of one of my cores :P
14:02<andythenorth>"can I haz my battery back please"
14:02<frosch123>what a waste? why port ottd when not adding multicore support? :p
14:10*Alberth had the weird idea that train tracks are bi-directional by nature
14:11<@Alberth>hmm, can you make uni-directional tracks at all (without using signals)? could be fun :)
14:12<@Alberth>no junctions/crossing unless they match in direction :p
14:15<frosch123>if you disable breakdowns you can keep all trains running in a circle without ever hitting each other
14:17<@Alberth>:)
14:18<@Alberth>transporting pax becomes somewhat of a challenge then :p
14:19<frosch123>you can also use timetables
14:20<frosch123>if you add waypoints to every platform, you can even have multi-platform stations
14:20<frosch123>with trains entering and leaving all the time
14:21*andythenorth is baffled ^
14:21<andythenorth>picture? :P
14:22<@Alberth>that's easy, setup a nice set of trains, stop all, remove the signals, and take a screen shot :p
14:23<frosch123>better use ignore signal and pause the game
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14:23<frosch123>then you also have visual effects
14:39<Beul>frosch123 that would be like having a programmed model railway in OpenTTD :p
14:41<frosch123>i guess the problem with it is, that once there is a single crash, everything breaks :p
14:42<Beul>well it would certainly look verry nice if you program it well. But it will be an awful lot of work and calculations
14:42<@Alberth>you had an autosave before the crash, hopefully :)
14:42<Beul>if it takes long enough before it all goes Alberth :p
15:01-!-Jame334 [~kvirc@93-185-247-86.stowns.stv.ee] has joined #openttd
15:01<Jame334>Hey
15:02-!-|Jeroen| [~jeroen@d5153E8CC.access.telenet.be] has quit [Quit: oO]
15:02<Jame334>I'm using AIAI as an AI, but it keeps crashing into year 2
15:03<@Alberth>does not sound good :)
15:03<Jame334>It isn't
15:03<Jame334>Just got a sweet train network going
15:04<@Alberth>the best thing you can do is report it to the AIAI author in the thread about the AI
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15:09<andythenorth>oh you players
15:09<Zuu>Include a screenshot of the AI debug window that displays the details about the crash.
15:09<andythenorth>and your meddlesome industry placement requests
15:09<andythenorth>riddle me this: if FIRS already has trouble placing complete chains on numerous maps
15:09<andythenorth>...why add more restrictive placement rules?
15:10<andythenorth>"industries must cluster"
15:10<andythenorth>"industries must locate near roads"
15:10<andythenorth>"industries must locate near towns"
15:10<andythenorth>"industries must not locate near towns"
15:10<Zuu>Can an industry prefere something over something else?
15:12<@Alberth>andythenorth: I was surprised you gave in to moving the fish thingie out of the city
15:12<Zuu>Eg. like some rail AIs prefere to bridge road, but still accept solutions that involve level crossings if the situation is tight.
15:12<andythenorth>Alberth: it's a valid request that one
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15:12<andythenorth>it's overly restrictive and hard to build right now
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15:13<@Alberth>I think players don't miss parts of the chains
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15:13<hackalittlebit>frosch123: I did World gen, SE later. see fs5147, hackalittlebit is wondering who is most patient developer here.
15:13<@Alberth>there are so many industries, nobody connects everything
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15:14<CIA-4>OpenTTD: frosch * r24373 /trunk/src/ (strings.cpp table/strgen_tables.h): -Codechange: Improve descriptions of plural forms.
15:16<@Alberth>hackalittlebit: sorry, I don't get that developer reference
15:17<frosch123>222 KiB ?
15:17<frosch123>oh, it's a zip, no diff :p
15:17<@Alberth> 1296910 07-03-2012 10:09 19440_gui_wg.patch
15:17<@Alberth>slightly bigger :D
15:17<hackalittlebit>:)
15:18<frosch123>something is broken about your diff generator
15:18<Zuu>Are nested ? statements allowed in OpenTTD?
15:18<frosch123>i think it diffed dos vs. unix end-of-lines
15:18<@Alberth>it appended \r after all lines
15:19<@Alberth>Zuu: ?
15:19<Zuu>Eg: colour = dead? COLOUR_RED : (paused? COLOUR_YELLOW : COLOUR_GREY);
15:19<@Alberth>sure
15:19<frosch123>Zuu: add a linebreak after the first :
15:19<frosch123>then you might find multiple occurences in ottd
15:19<hackalittlebit>Alberth: I will check my settings
15:20<Zuu>hmm and a space before ?
15:20<frosch123>yeah
15:21<@Alberth>hackalittlebit: I don't seem to have such a setting in my config file
15:22<hackalittlebit>I'll read instructions again :(
15:23<hackalittlebit>are you able to apply patch?
15:23<hackalittlebit>using hg
15:25<frosch123>Hirundo: Yexo: are you using hg on windows?
15:26<@Alberth>hackalittlebit: yep
15:27<@Alberth>actually I use 'patch'
15:28<@Alberth>hackalittlebit: does http://paste.openttdcoop.org/show/1513/ look ok to you at first sight?
15:29<@Alberth>diff has no \r any more, so that's good :)
15:29<hackalittlebit>those are the files I changed
15:30<hackalittlebit>forget music
15:30<hackalittlebit>dmusic
15:30<@Alberth>it is a bit empty now :)
15:31<hackalittlebit>ok ok I'll try again
15:31<hackalittlebit>:)
15:33<@Alberth>you should try to limit the amount of lines that you touch while making changes
15:33<@Alberth>lines that only change in amount of white space also end up here, and get mixed with real changes
15:34<hackalittlebit>so maybe better to hold on and I will do some cleaning.
15:34<@Alberth>it would be great if you can separate these two from each other as much as possible, that is, make a patch that only changes white space, or make a patch that only changes code
15:35<@Alberth>the former can then very easily skipped reading
15:35<hackalittlebit>ok
15:36<@Alberth>the down-side is that you get a sequence of patches
15:36<hackalittlebit>I can't read that patch, it is just for testing alberth
15:37<@Alberth>do you want the cleaned up patch back?
15:37<hackalittlebit>no I will do it here
15:37<hackalittlebit>thanks
15:37<@Alberth>ok :)
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15:38<hackalittlebit>but if you can apply , please tell me if I am going in the right direction.
15:39*Alberth tries building a binary
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15:39<@Alberth>you broke all languages :)
15:40<frosch123>surprise :p
15:42<hackalittlebit>:) don't know chineese
15:42<@Alberth>I mean you removed some strings in the english.txt file, but not in all other languages
15:42<@Alberth>so strgen complains about that :)
15:43<Chris_Booth>lol
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15:44<@Alberth>Oh, you also changed doc strings in trivial ways, many of the changes in src/script/api/script_window.hpp do not seem to be any more than a "." at the end of the comment
15:44<frosch123>hackalittlebit: but don't remove them, unless you know sed or simliar :)
15:45<@Alberth>such changes should also be grouped away from "real" changes, as they clutter the patch
15:45<hackalittlebit>hu
15:46<hackalittlebit>alberth but did it compile?
15:46<@Alberth>hackalittlebit: with sed, you can change all language files in a minute, by hand it takes you a lot more time :)
15:46<@Alberth>so if you don't know sed, we can do that :)
15:46<@Alberth>it compiled!
15:47<hackalittlebit>hurray!!
15:47<hackalittlebit>sed? notepad++
15:49<@Alberth>that can automatically change 50+ files in one go?
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15:50<@Alberth> http://devs.openttd.org/~alberth/world_gen.png pretty picture :)
15:50<Zuu>Alberth: Nice
15:50<@Alberth>the "random game" was confusing to me at the top-left, I tried clicking it, and it did nothing
15:51<@Alberth>Zuu: not my work, all done by hackalittlebit
15:51<Zuu>Shoud the "random game" be depressed like a tab?
15:51<hackalittlebit>here it opens option screen
15:51<frosch123>Zuu: fs#5147
15:52<hackalittlebit>zuu: one of the thing I wan't to talk about
15:52<hackalittlebit>That button is not nescessary
15:53<hackalittlebit>just give the four corner buttons
15:53<@Alberth>http://devs.openttd.org/~alberth/world_gen_advanced.png and it has hidden extras too, I found :D
15:54<@Alberth>so it seems to be mostly working
15:55<Zuu>Hmm, the CargoMonitorTestGS is useful to test my patch for FS#n+1 :-)
15:55<@Alberth>he, I was not done with that yet :)
15:56<Zuu>I'm adding scipt dead status to the gs button in the AI debug window
15:56<Zuu>So that I in FS#5206 can add paused status to it too.
15:57<hackalittlebit>Albert: if all 4 buttons are freeform in fact that means boders are random no?
15:58<fuzxl>Is it possible to start a game where all companies are controlled by AIs
15:59<Rubidium>hackalittlebit: no, freeform means there's no ocean, the order means there is. With freeform there might be some water, but it's not quite the same
15:59<hackalittlebit>thanks
16:00<Zuu>Is the comma correct in this sentence:
16:00<Zuu>* @param paused true if the scirpt is paused, otherwise false
16:00<Zuu>?
16:00<andythenorth>ho ho ho
16:00*andythenorth ponders writing some newgrf
16:00<Rubidium>andythenorth: H0H 0H0! ;)
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16:01<@Alberth>fuzxl: probably not, but a single line running coal is not getting noticed much, or else cheat yourself some money
16:02<Rubidium>actually, dedicated server + enough start_ai calls would do the trick
16:04<@Alberth>Zuu: comma seems fine by me, if s/scirpt/script/
16:05<@Alberth>I was pondering about "Whether or not the script is pasued" but that seems more ambigious
16:05<Zuu>Thanksfully the "scirpt" was just a typo in IRC so no patch needs updating :-)
16:05<@Alberth>*paused, even
16:05<Zuu>Some AI/GS docs say "if and only if ... "
16:05<@Alberth>iff, for short :)
16:06<Supercheese>Reminds me of that xkcd, "Honk IFF you love formal logic." (or some such)
16:06<fuzxl>Alberth: Thank you!
16:07<@Alberth>that's because "if" is one direction only "A if B" says that A holds if B holds, but it does not say anything about A when B does not hold
16:07<fuzxl>Forth love if honk then
16:09<@Alberth>fuzxl: you noted Rubidium said the opposite of me right? and he is about 99.9% likely tobe correct
16:09*andythenorth plots cropping of ships
16:09*Alberth sharpens an axe
16:10*Rubidium then returns to his shell ;)
16:10<@Alberth>good point, splitting pixels is dirty business
16:14<hackalittlebit>Alberth: I did not find proc to hide widget (invisible), does it exist?
16:14<fuzxl>Are there any eastereggs in OpenTTD?
16:15<@Alberth>hackalittlebit: somewhat depends on the context where you want to do it
16:15<@Alberth>the simplest approach but expensive approach is to ReInit() the window, and make some widgets 0 size horizontally or vertically
16:16<fuzxl>Alberth: Thank you for the information. I am not very into OpenTTD yet...
16:16<hackalittlebit>ok I will play with that
16:17<@Alberth>another approach is a tab-book(?) like approach, where you have several equally sized planes of widgets, and you can switch between these planes very cheaply
16:17<@Alberth>I'd have to search for an example but they do exist in the current windows
16:19<@Alberth>fuzxl: that's ok :) nice thing is that you can still enjoy playing with the game :)
16:19<@Alberth>I played the game too often :)
16:20<@Alberth>hackalittlebit: NWidgetStacked is the tab-thingie
16:21<fuzxl>Alberth: OpenTTD is totally fun!
16:21<hackalittlebit>Alberth: tnks :)
16:21<fuzxl>BTW, are there any other (free) sprite sets that replace the basic sprites?
16:22<@Alberth>fuzxl: lol, do you have any idea how much work that is?
16:22<fuzxl>Well... a little bit
16:22*andythenorth ship cropped
16:23<fuzxl>I think there are about 1000 sprites to replace
16:23<@Alberth>fuzxl: people are working on a 32bpp version, and they can use a lot of help :)
16:23<andythenorth>requirement for setx chopped
16:23<@Alberth>fuzxl: more like 10,000 per climate
16:23<@Alberth>but some stuff is shared
16:24<hackalittlebit>Alberth: random map button works after loading height map.(returns to normal map gen window)
16:24<@Alberth>many sprites that you see actually consist of many smaller sprites
16:24<@Alberth>hackalittlebit: ah, didn't try that, perhaps disable it at first then?
16:31<andythenorth>planetmaker: hi hi
16:32<+michi_cc>Random map should started depressed then I guess.
16:33<@Alberth>good point
16:35*Zuu have now added FS#5230 that fixes a trunk problem and updated is FS#5206 patch to depend on it.
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16:37<hackalittlebit>Alberth: I would like to use (combine) same strings and code for SE and WG, is that a good plan?
16:37<Zuu>s/is/his/
16:37<frosch123>anyone can make any sense of fs#5229 ?
16:37<@Alberth>combine?
16:38<hackalittlebit>most of the strings are equal
16:38<@Alberth>hackalittlebit: in general, if you can re-use strings that's fine
16:38<@Alberth>in particular if you use them for the same purpose, so translations still hold
16:38<hackalittlebit>ok
16:38<andythenorth>time for the bed
16:39<andythenorth>bye
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16:39<Zuu>frosch123: The user want to forbid towns to build roads that are parallell with the bridge above it?
16:39<@Alberth>hackalittlebit: if it messes up translations, we can always duplicate them afterwards
16:39<frosch123>Zuu: you mean a personal subjective reasoning?
16:39<Zuu>Not sure if he want to have a general rule against it or only in dead-end situations.
16:39<frosch123>i see no reason to forbid that
16:40<frosch123>it would also forbid building bridges over roads
16:40<Zuu>In his particular case, that road doesn't make any sense. But there are situations when a road bellow and parallell to the bridge makes sense.
16:40<+michi_cc>Can look ugly though, check the bridge at the right: http://www.icosahedron.de/openttd/patches/junction.png
16:40<hackalittlebit>Alberth that means patch will grow bigger :)
16:40<Zuu>I think his suggestion was only to forbid towns to build like that, not to remove the 0.7 feature to have roads like that.
16:41<Zuu>(or was that in 0.6?)
16:41<@Alberth>hackalittlebit: "afterwards" was intended as "after your patch is finished"
16:41<frosch123>Zuu: i thought 0.5 :p
16:41<Zuu>Maybe even back then. :-)
16:42<frosch123>ok, there are no houses under bridges,
16:42<frosch123>so towns are indeed more likely to build roads there
16:42*Zuu kind of like that we now have the patern 1.0 in 2010, 1.1 in 2011 and 1.2 in 2012.
16:42<frosch123>might indeed make sense then
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16:43<frosch123>he, i did not notice that pattern :o
16:43<Zuu>I'm surprised that it took me untill this year to realize it.
16:44<TrueBrain>really guys? really? :P
16:44<@Alberth>I just realized it 1 minute ago :)
16:44<Zuu>Hello TrueBrain
16:45<TrueBrain>hello Zuu
16:45<hackalittlebit>Hello TrueBrain
16:45<TrueBrain>"NYUFGA-WLESSAUTHCLIENTS-01.NATPOOL.NYU.EDU" <- lol @ agressive naming in PTR records :D
16:46<hackalittlebit>:)
16:46<hackalittlebit>night all
16:46<TrueBrain>night hackalittlebit
16:46<TrueBrain>sleep tight
16:46<TrueBrain>don't let the bed bugs bite
16:46<__ln__>quite CAPSLOCKDAYISH
16:46<TrueBrain>__ln__: it's new york .. they are IMPORTANT
16:47<@Alberth>night hackalittlebit
16:47<@Alberth>good night all
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16:47<TrueBrain>(no offense kkimlabs_, just saying how I see it :D)
16:47<TrueBrain>night Alberth
16:47<kkimlabs_>hahaha
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16:48<TrueBrain>(for those unaware, it is his hostname I copied)
16:57<Zuu>TrueBrain: It appears that you have saved your hat (regarding a JS OpenTTD if that play-ttd.com is what it claims to be)
16:58<TrueBrain>I am unfamilair with that saying?
16:58<Zuu>http://www.tt-forums.net/viewtopic.php?p=1032276#p1032276
16:59<TrueBrain>I don't know what: "saved your hat" means :P
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17:00<Zuu>Maybe it was in a different thread when you proclaimed that you soudn't say that something is impossible.
17:00<Zuu>At least here it is a common thing to say "I will eat my hat if <something impossible> happens"
17:01<TrueBrain>ah
17:01<TrueBrain>yes
17:01<TrueBrain>I got quiet annoyed by all people saying: IT CANT BE DONE
17:01<TrueBrain>it is so incredibly stupid to say about anything regarding computers: it is impossible
17:01<TrueBrain>so so so so stupid
17:02<Zuu>Here is your post (in a different OpenTTD JS thread): http://www.tt-forums.net/viewtopic.php?p=1030597#p1030597
17:02<TrueBrain>and it was in the other thread indeed
17:02<Zuu>I didn't realize there was two of them.
17:02<TrueBrain>what I didn't know when I wrote that post, that people are working for a few years now on a process to make Javascript code from LLVM-bitcode
17:02<TrueBrain>(which is what makes play-ttd.com btw)
17:02<TrueBrain>it is incredible
17:03<TrueBrain>it strictly means you can compile any C/C++ application to Javascript
17:03<Zuu>Although you would probably need to do something about the rendering?
17:03<TrueBrain>They 'ported' libSDL
17:03<Zuu>oh
17:04<TrueBrain>clearly it has some visual bugs
17:04<TrueBrain>but ... it works
17:04<TrueBrain>which is like ... wow :P
17:04<Zuu>yep
17:04<TrueBrain>and from what I understand, he only needed to patch 2 files
17:04<TrueBrain>(sdl and gfxinit or something?)
17:07<Zuu>while I haven't downloaded his sources and verified it, it appears that he have included both the patched source files and build scripts at GitHub.
17:07<frosch123>time to abandon the osx port, and only offer javascript :p
17:08<TrueBrain>lol @ frosch123
17:08<TrueBrain>Zuu: I did see a link earlier today to a github, I guess that is it. It just doesn't contain a patch, just a patched file
17:08<TrueBrain>which is slightly annoying to read :P
17:08<TrueBrain>but the project he used is very impressive; never imagined Javascript to be powerful enough to compile into
17:09<TrueBrain>always assumed some restriction would keep that from it
17:09<TrueBrain>but, clearly ... it is possible, and it is done :)
17:09<TrueBrain>ha @ the nay sayers :P
17:09<frosch123>we should restrict the maximum map size to 512x512 in the next release
17:09<TrueBrain>frosch123: 256x256!
17:10<frosch123>nah, we need to keep a challenge for the porters
17:10<NGC3982>the neat situation that arrises when the total output of brazzers stock give 600 to 1.
17:10<NGC3982>..
17:10<TrueBrain>right, off to bed for me; night
17:11<Zuu>night
17:13<frosch123>night as well
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18:07<Wolf01>'night
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18:12<@Terkhen>good night
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18:22<Reecer6>I've got 2 armored trucks in each three main cities bringing a single plane valuables. Is this a good thing? Y/N
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18:31<@planetmaker>wow. play-ttd.com is impressive in what they made...
18:32<@planetmaker>Reecer6: what is good, what is bad? Do you have fun doing so? Then it's good, I'd say
18:32<Reecer6>Am I supposed to make money?
18:32<Reecer6>Not that it matters, I have like 2 mil.
18:33<TomyLobo>2 million is leveling 2 pieces of lake for me :)
18:33<TomyLobo>inflation ftw
18:34<Eddi|zuHause>2 mil is two thousand.
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18:34<TomyLobo>i'm willing to assume he did not mean 2000
18:36<Reecer6>Huh, it just crashed because I put an immiter on the edge of a map.
18:36<Reecer6>Strange.
18:36<TomyLobo>immiter?
18:36<Reecer6>In the scenario maker.
18:37<TomyLobo>what's an immiter?
18:37<Reecer6>emitter
18:37<TomyLobo>ah
18:39<Reecer6>I am now playing on a 64x64 map, this is a stupid idea.
18:39<Reecer6>There's a single coal mine and a single power plant on the map!
18:42<Eddi|zuHause>you have 3 cities and an airplane on a 64^2 map?
18:43<Reecer6>That was a different map.
18:43<Reecer6>hence 'now.'
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18:50<TomyLobo>64x64 is good for pan-cities :)
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---Logclosed Wed Jul 04 00:00:56 2012