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#openttd IRC Logs for 2012-08-24

---Logopened Fri Aug 24 00:00:45 2012
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02:58<@Terkhen>good morning
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03:31<Markk>Hoi
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05:42<Eddi|zuHause>court forbids microsoft from saying "OEM software cannot be transferred to another computer"
05:43<NGC3982>For what reason?
05:43<NGC3982>Oh, it can.
05:44<NGC3982>Neat
05:44<Eddi|zuHause>it doesn't say anything about whether it's true or not.
05:45<Eddi|zuHause>http://www.heise.de/newsticker/meldung/Gebrauchtsoftware-Neue-einstweilige-Verfuegung-gegen-Microsoft-1674046.html
05:50<NGC3982>Ah, i see.
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06:00<@planetmaker>Eddi|zuHause: it actually does. Because the argument of the one suing them was that they inappropriately display the current law, thus gaining illegal commercial advantage
06:13<@planetmaker>http://blog.openttdcoop.org/2012/08/24/fun-with-nocargoal/ <- yexo, Terkhen
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06:34<NGC3982>That look's so fun!
06:39<@Terkhen>planetmaker: it sounds like a lot of fun
06:39<@planetmaker>well, it was :D
06:39<@planetmaker>hm, you were part in at least try one, no?
06:40<@Terkhen>but I have not played with it at all and the post lists me as tester
06:40<@planetmaker>hm, I must have a *really* bad memory. I'll fix that.
06:40<@Terkhen>I plan to test now that I know about it, but I should not be listed :P
06:41<@Terkhen>would it be possible to restart the server shortly after the time interval is finished?
06:42<@planetmaker>yes
06:42<NGC3982>planetmaker: Im up for that, if you want to give it another go.
06:42<@planetmaker>in principle. But I guess it needs a bot connecting to admin port
06:42<@planetmaker>whould I restart the server? I can't play now myself, but...
06:42<@Terkhen>so it is feasible to create a small server that is automatically creating small games
06:43<NGC3982>Sure.
06:43<@planetmaker>in principle yes
06:43<@Terkhen>all the time, so you can just log in and play a short game when you feel like it
06:43<NGC3982>Where's Andy, btw?
06:43<@Terkhen>that would be awesome
06:44<@Terkhen>NGC3982: probably taking care of a baby or working
06:44<@planetmaker>Terkhen: yes, in principle. Though "short game" here also meant with this config short of 2 hours
06:45<NGC3982>Terkhen: Ah. I thought he used a shell or something.
06:45<NGC3982>I have ignore on modes, parts, joins and stuff, so i don't see if or why people leave.
06:46<@planetmaker>NGC3982: but you can see who's here and what people talk... hearing andy talk that's the logical assumption given the time of day
06:46<@planetmaker>Terkhen: I could give you ops in #openttdcoop.nightly. then you can use rcon on the server yourself
06:47<@planetmaker>and e.g. !getsave to load a game which suits you which you then can load with !rcon load ...
06:47<@planetmaker>the fully automated mode... needs more work. But I agree, would be awesome
06:47<NGC3982>PM: Yes, of course. I just wanted to know if there was any particular reason for him not being here, since - Well, he always is.
06:47<NGC3982>:P
06:47<@planetmaker>he's not always
06:47<@Terkhen>planetmaker: I was thinking on a small server with some kind of account control that restarts automatically
06:48<@planetmaker>what you mean with "account control"?
06:48<@Terkhen>you need a password to login
06:48<@planetmaker>Terkhen: and yes, I've been toying indeed the idea to combine a GS with a admin script. Maybe some web interface to show / keep scores. Would be awesome
06:48<@planetmaker>hm, start with login?
06:48<@Terkhen>since games are short and you know who has been online, moderation is simpler
06:49<@planetmaker>that *would* work with a proper admin script
06:49<@planetmaker>which could be the interface between game and web
06:49<@Terkhen>a server password given by an external app would work too
06:50<@planetmaker>maybe I should learn java to extend dih's admin script
06:50<@Terkhen>IMO a thing like that would add a new way to play openttd online
06:50<@Terkhen>more "casual"
06:51<Fremen>hiyaz
06:51<@Terkhen>always available, play for 2 hours, get your reward, repeat when you feel like it
06:51<@planetmaker>Terkhen: totally agree. And tbh, it'd be the way I currently would love to play it
06:51<Fremen>how can I take control of my company in a saved multiplayer game?
06:52<@planetmaker>cheat
06:52<@planetmaker>ctrl+alt+c
06:52<Fremen>ty !
06:53<@Terkhen>planetmaker: I'll check dih's lib when I'm at home, I'm already using java at work
06:53<@Terkhen>but a few of those servers would attract more online players
06:53<@planetmaker>joan / berries are the project names on devzone
06:54<@Terkhen>including myself
06:54<@planetmaker>:-)
06:54<@planetmaker>Terkhen: I'm totally willing to host such server
06:55<@Terkhen>it needs account control for stats, a map randomizer to spice things up and probably more versions of Zuu's work
06:56<@Terkhen>and stats are not a necessity
06:56<@planetmaker>well. That is in principle all feasible with vanilla openttd
06:56<@Terkhen>just a simple way to "login" wouls be enough
06:56<@planetmaker>you might provide a set of cfgs
06:56<@planetmaker>which allow different newgrf / GS configs
06:58<@planetmaker>Login to a website ... would need to be handled somehow. I'm sure it's feasible, though I don't know the technical details
06:59<@Terkhen>but that would need an utility app to start/stop the service... maybe it is possible to change config stuff from the admin port
06:59<@planetmaker>yes, iirc that is possible
07:00<@planetmaker>alternatively, what our current ap+ does now is call a small shell script which basically terminates and restarts
07:00<@planetmaker>e.g. also after version updates of openttd
07:00<@planetmaker>but I think an admin port script can do the same
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07:00<@planetmaker>even natively
07:00<@Terkhen>I'll check the admin port later
07:01<@Terkhen>:P
07:01<@Terkhen>the account stuff is because it needs a simple way to ban offenders, that is also newbie friendly
07:04<@planetmaker>yes, of course
07:04<@planetmaker>I wonder if it can be synced with the devzone account(s) :D
07:05<Eddi|zuHause>planetmaker: but it's only an "einstweilige verfügung", meaning they only made a rough decision and it's pending a proper trial
07:06<@planetmaker>yes. Though often it's quite a good indication in as to what will be the judgement.
07:06<@planetmaker>as they may only do that if they see even quickly good grounds and reason for the case
07:06<Eddi|zuHause>it's fairly easy to get one of those, depending on how well you choose your court
07:08<@planetmaker>it's Hamburg ;-)
07:08<@planetmaker>there it's easy to get that judgement, also as final one
07:08<Eddi|zuHause>easily as often it's then overthrown in higher instances
07:12<@planetmaker>Terkhen: is your ssh key still valid which I have on devzone?
07:13<@Terkhen>I'm not sure but I think that I lost it again when I changed my laptop :P
07:13<@planetmaker>:D
07:14<@Terkhen>I don't have a development environment atm anyways, I'll just be reading stuff for now
07:14<@planetmaker>well, ok. I was thinking of giving you the required ssh to toy with stuff
07:19<@Terkhen>thanks, I'll ask you if/when I need that
07:28*NGC3982 thinks highly of SSH.
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07:37<bolli>Hi all
07:37<bolli>I have another graphics related nml issue
07:38<bolli>anybody know what this means and how to resolve it?: nmlc: "TDNZ.nml", line 26: Real sprite compression is invalid; can only have the NOCROP bit (0x40) set, encountered -13
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07:38<@planetmaker>well, what does it say? :-)
07:39<bolli>It says that the compression is invalid :p
07:39<bolli>but I have no diea what that means or how to resolve it :p
07:39<bolli>*idea
07:39<@planetmaker>it means to use NOCROP or no compression
07:39<@planetmaker>where the latter means to just leave it out
07:40<@planetmaker>http://newgrf-specs.tt-wiki.net/wiki/NML:Realsprites
07:40<bolli>However, i have GIMPs compression output set to 0
07:40<bolli>So I don't know how its compressing it
07:40<@planetmaker>it has nothing to do with the graphics file as you have it
07:41<Hirundo>Most likely you have one number too many
07:41<@planetmaker>but when you discuss your code problems it usually helps if you actually can at least quote the code...
07:41<@planetmaker>like, we don't know what you have written
07:41<@planetmaker>nor how your line 26 looks like
07:42<bolli>Sorry. Probably looks horrid but: https://dl.dropbox.com/u/13385764/ottd/TDNZ.nml
07:42<Hirundo>You have copied real sprites from nfo, right?
07:43<@planetmaker>that very much looks like, yes
07:43<bolli>I think so...
07:43<@planetmaker>remove the compressing row with 01 and 09
07:43<@planetmaker>in all real sprites
07:43<Hirundo>NML has a much more sane ordering of things: x,y,xsize,ysize,xoffs,yoffs
07:44<@planetmaker>and re-sort xsize and ysize as well
07:44<Hirundo>It might be, that your xsize and ysize are swapped as well
07:44<@planetmaker>will be. That's a vehicle. 8 width is the first x width
07:44<bolli>aha
07:44<bolli>Thanks
07:44<bolli>yup that works once I remove the final column
07:45<@planetmaker>that's wrong
07:45<Hirundo>compiles != works
07:45<@planetmaker>you must remove the 3rd. and swap 4th and 5th
07:45<bolli>*compiles
07:45<Hirundo>You probably got warnings about pure white pixels
07:50<bolli>ok
07:50<bolli>is this better?
07:50<bolli>[x, y,1,-3,8,-13]
07:50<bolli>[x + 9, y,9,-13,22,-11]
07:50<bolli>[x + 32, y,1,-16,32,-12]
07:50<bolli>[x + 65, y,9,-5,22,-11]
07:50<bolli>[x + 88, y,1,-3,8,-11]
07:50<bolli>[x + 97, y,9,-13,22,-11]
07:50<bolli>[x + 120, y,1,-16,32,-12]
07:50<bolli>[x + 153, y,9,-5,22,-11]
07:50<@planetmaker>no
07:50<@planetmaker>from what you pasted: remove row 3. swap rows 4 and 5
07:51<@planetmaker>[x + 9, y, 8, 24, -3, -13]
07:51<bolli>ah blast
07:53<bolli>Ok
07:53<bolli>Think I got the right ones this time
07:53<bolli>[ x, y,8,24,-3,-13]
07:53<bolli>[ x + 9, y,22,20,-13,-11]
07:53<bolli>[ x + 32, y,32,17,-16,-12]
07:53<bolli>[x + 65, y,22,20,-5,-11]
07:53<bolli>[ x + 88, y,8,24,-3,-11]
07:53<bolli>[ x + 97, y,22,20,-13,-11]
07:53<bolli>[ x + 120, y,32,17,-16,-12]
07:53<bolli>[ x + 153, y,22,20,-5,-11]
08:02<bolli>And thats fixed all of my alignment problems.
08:02<bolli>Thanks all who helped ;)
08:02<@Terkhen>bolli: pastebin please
08:03<@planetmaker>next time :-)
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09:06<@Belugas>hello
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09:35<bolli>hmm
09:35<bolli>Next question
09:36<bolli>is there any way to stop the pallete animations?
09:36<bolli>or do I need to just avoid those colours?
09:37<@planetmaker>avoid them
09:37<bolli>ok :/
09:37<@planetmaker>or use them where appropriate ;-)
09:38<bolli>Took me a minute to work out why the front of my train was Flashing orange....
09:38<@planetmaker>http://newgrf-specs.tt-wiki.net/wiki/PalettesAndCoordinates#Palettes
09:38<@planetmaker>would have told you in the first place ;-)
09:39<bolli>yeah, I've already found that :p
09:39<@planetmaker>as you see, those colours are also available as non-animated
09:42<@planetmaker>you may also want to make use of ttdviewer to verify your image files
09:42<@planetmaker>http://dev.openttdcoop.org/projects/ttdviewer
09:42<bolli>thanks :)
09:42<@planetmaker>it offers quick means to check for animated pixels
09:42<@planetmaker>and also effects of recolouring
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10:01<NGC3982>< Ihmrat> jag själv är dock i kosmos
10:01<NGC3982>oops
10:01<NGC3982>Sorry.
10:03<Rubidium>Hirundo: the order in nfo (v32) is much saner as well
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10:11<@planetmaker>hm, indeed :-) Just using a sane(r) nfo version... :-P
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12:27<@Alberth>hello
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12:50<bolli> Quick Question about NML
12:50<bolli>Can I include other files?
12:51<@Yexo>not with nlmc itself
12:51<bolli>IE- so I could have Spritesets in another file
12:51<@Yexo>but you can use another preprocessor (like gpp or m4) to do that
12:51<bolli>ok....
12:51<bolli>hmm
12:51<@Yexo>most projects on #openttdcoop devzone use gpp with a custom makefile
12:52<bolli>hmm
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12:55<bolli>hmm
12:55<bolli>Is there such a thing as gpp for windows? :|
12:55<@Yexo>sure
12:55<@Yexo>it's included in cygwin and mingw
12:56<bolli>I've only used it on linux before...
12:56<@Yexo>both cygwin and mingw will give you a linux-like environment on windows
12:56<@Alberth>doesn't type filea.nml fileb.nml > all.nml work?
12:57<@Yexo>for just adding files after eachother that should work, yes
12:57<@Alberth>although m4 and gpp also have some macro expansion facilities that may be useful
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13:09<bolli>there
13:09<bolli>I've gotten "copy /b nml\master.nml+nml\trains\*.nml TDNZ.nml"
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13:10<bolli>otherwise the compiler doesn't like things such as templates missing because they're in a different file
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13:42<bolli>Right. Time for another Question...
13:42<Rubidium>42
13:42<bolli>Is there a page that shows what Cargo Carriers are needed for ECS?
13:43<@Yexo>probably any recent newgrf
13:45*planetmaker looks at... ogfx+airports and finds no such hint ;-)
13:48*Rubidium looks at... zbase_extra.grf and finds no such hint either ;D
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13:48<Wolf01>hello o/
13:49<Markk>Moin \o
13:53<@Alberth>hi \o/
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13:54<@Alberth>bolli: the wiki pages of ECS itself perhaps?
13:54<@Alberth>hi andy
13:55<bolli>what a good idea Alberth :blush:
13:55<andythenorth>lo
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13:57*andythenorth wonders if NoCargoGoal has a cargo counting bug
13:57<andythenorth>not sure how we got so much gold delivered, there were only about 6k tons per year on the map at my guess
13:57<Rubidium>did you use transfers?
13:58<@Alberth>doesn't matter, cargomonitor only works on final delivery
13:59<@Alberth>s/on/for/
14:00<@Alberth>andythenorth: I am wondering that too, and tbh I hope so (rather than in my cargo-monitoring code ;) )
14:01<andythenorth>what causes GetTownDeliveryAmount to be increased?
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14:02<frosch123>let's say they produced 80 ton/month on average, and there were 30 mines
14:02<@Alberth>but in the end, it does not matter. The goal was to make the script happy :)
14:02<frosch123>@calc 30*12*80
14:02<@DorpsGek>frosch123: 28800
14:02<frosch123>how do you get to 6k?
14:03<andythenorth>I figured about 10 mines
14:03<andythenorth>no evidence :)
14:03<frosch123>@calc 10*12*50
14:03<@DorpsGek>frosch123: 6000
14:03<frosch123>10 mines with 50 production?
14:03<frosch123>50 is quite low, even for gold; and there were for sure more than 10 mines
14:03<andythenorth>maybe an underestimate
14:04<@Alberth>count them from the map posted in the blog?
14:04-!-chester_ [~chester@95-27-103-147.broadband.corbina.ru] has quit [Ping timeout: 480 seconds]
14:04<@Alberth>or from an autosave?
14:05<frosch123>ah, i even have an autosave
14:05<frosch123>21 mines
14:05<frosch123>70 to 80 bags per mine
14:05<frosch123>@calc 21*12*75
14:05<@DorpsGek>frosch123: 18900
14:07<frosch123>maybe 75 is too much for average
14:07<frosch123>@calc 21*12*65*0.75 * 5
14:07<@DorpsGek>frosch123: 61425
14:07<frosch123>@calc 50000/(21*12*65*0.75)
14:07<@DorpsGek>frosch123: 4.07000407
14:08<frosch123>it would have needed 4 years with all connected and 75% rating
14:08<frosch123>sounds plausible to me
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14:17<Matulla>hi all i got a real good running game after 13 gameyears all cities has grown and got there bank now i Run into 10mio money and can bye me a somthing new
14:17<Matulla>Cole mine is the best payback
14:18<Matulla>or shoudt i consider a iron to steel ... workflow
14:19<Matulla>planetmaker: mars rover includet to your planet ? O.O and the new items around
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14:20<Rubidium>best method is having two pairs of producing and consuming industry. Then you can have a (relatively) full train both ways
14:20<@Alberth>pax between cities eg :)
14:20<Matulla>Pax ?
14:20<@Alberth>passengers
14:21<Matulla>that is not to bay
14:21<Matulla>only on growings
14:21<SquireJames>Or have a steel mill in one town, factory in another. Have the trains take steel from town A to town B, load up on the goods produced, and bring them back to town A
14:21<Matulla>so oil is to consider or wood
14:22<Matulla>ok i see your guess
14:23<Matulla>rhanks
14:23<Matulla>T O.O B)
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14:26*Rubidium wonders when regular CPUs costed ~1000$ per MHz
14:27<bolli>Can somebody take a look at this and help me work out why its only appearing as one car rather than 3? http://pastebin.com/NDPXQQNb
14:28<NGC3982>Rubidium: 1930?
14:28<Rubidium>well, in 1970 you had the 4004 which was ~200$ at 740 kHz
14:28<Rubidium>but 1930 sounds a bit too old
14:29<Rubidium>can't find a CPU that came before that though
14:29<@planetmaker>switch(FEAT_TRAINS, SELF, sw_dm_articulated_part, extra_callback_info1) { <-- try to reduce the numbers by one in the two following lines
14:29<Rubidium>can easily find one that costs 1000$ per MHz though ;)
14:29<NGC3982>Well, by definition, it kinda didnt exist.
14:29<bolli>ah nvm
14:30<bolli>Worked it out. Wrong item reference
14:30<NGC3982>Rubidium: Asking the same question but ignoring the official definition brings us back all the way to ENIAC, i guess.
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14:31<Rubidium>NGC3982: I'm looking for one of roughly 1000$ per MHz, the ENIAC costs way more
14:31<NGC3982>The thing is, before the 1970's you have the relative inflation that kind of defeats the purpose of counting in what a thousand dollars really mean.
14:32<Rubidium>you always have that
14:32<+michi_cc>How regular is regular? If it can be uncommon, try one of the radiation hardened ones.
14:33<Rubidium>michi_cc: those cost about $1000 per MHz
14:33<Rubidium>right 'now'
14:33<NGC3982>Oh, now?
14:34<Rubidium>but I was wondering about main stream CPUs
14:34<Rubidium>i.e. those bought by hobbyists
14:35*Rubidium wonders whether you can run OS X on the Curiosity rover
14:35<@planetmaker>haha :-)
14:35<TrueBrain>are you, really? :)
14:35<Rubidium>the CPU it uses is a hardened variant of the one used in the first iMac
14:35<@planetmaker>ask Pasadena to try some tests on the engineering model
14:36<TrueBrain>Rubidium: they left out the SMC BIOS I am sure :P
14:37<TrueBrain>(the hardware that tells OSX that the hardware is Apple signed etc)
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14:38<Rubidium>I'm not sure whether they were that picky back in 1998
14:38<Rubidium>oh, that's even well before Mac OS X it seems
14:38<TrueBrain>being PPC was picky enough :D
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15:29<andythenorth>guess what andythenorth wants to do
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15:30<Rubidium>andythenorth: the usual thing on friday night: work?
15:30<andythenorth>ah
15:30<andythenorth>that reminds me
15:30<andythenorth>I have html to edit
15:30<andythenorth>I was thinking head-to-head NoCargoGoal
15:30<andythenorth>but work beckons
15:30<andythenorth>unless...
15:31<Rubidium>or maybe andy wants to take a nice and long uninterupted nap
15:31<andythenorth>not happening :)
15:32<@Yexo>andythenorth: http://devs.openttd.org/~yexo/comp.png
15:32<andythenorth>actual head to head? :)
15:32<@Yexo>yep
15:32<andythenorth>does it work?
15:32<andythenorth>or have you been photoshopping :P
15:32<@Yexo>it doesn't crash anymore when starting the game
15:33<@Yexo>that's about as far as I've tested it
15:33<andythenorth>we'd all need the patch...
15:33<andythenorth>and the server... :)
15:34<Rubidium>hg.openttd.org ;)
15:35<@Yexo>more testing first, then I'll see if I can trigger the compile farm
15:35<@Yexo>although I suspect I'll need help with that
15:38<@planetmaker>hm, I heard h2h?
15:39<@Yexo>hmm, I broke the tile processing loop
15:40<@Yexo>no game today anymore pm, it needs more tests first
15:40<andythenorth>oops, /me accidentally went to deviant art
15:40<andythenorth>anyway
15:40<andythenorth>planetmaker: if yexo is working on h2h, we'd better have a test to compare against :)
15:40<@planetmaker>getting too late for a game (for me), too. Somehow getting tired already (not of the game, though :-) )
15:40<andythenorth>co-opetitve?
15:40<andythenorth>oh
15:40<andythenorth>:P
15:40<andythenorth>2hrs is long
15:40<@planetmaker>yeah
15:41<@Yexo>not for me today
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15:41<@planetmaker>I wonder whether there's a way to incorporate h2h into regular openttd somehow
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16:02<@Yexo>is there a reason town name generation uses Random() during map generation bug InteractiveRandom() later on?
16:02<@Yexo>just so always the same names are generated?
16:05<TrueBrain>for what is the Interactive used?
16:05<TrueBrain>sounds odd :P
16:05<Rubidium>I'd reckon town funding
16:06<TrueBrain>town name generator doing town funding?
16:06<Rubidium>but yes, it's to generate the same town names
16:06<@Yexo>that wasn't always the case
16:15<frosch123>Yexo: when funding a town in game you can press the button to generate a new name as often as you like
16:15<frosch123>thus it needs to use interactiverandom
16:16<@Yexo>yeah, I was wondering more about the non-interactive random
16:16<@Yexo>disabled that for now in h2h
16:16<frosch123>i would think that was was there before we got fund town :)
16:17<@Yexo>I remember "restart" giving exactly the same map but with different town names
16:17<@Yexo>that changed at some point
16:17<frosch123>hmm, founding actinally, funding was the other thing :)
16:18<frosch123>0.6 already uses Random there
16:19<frosch123>0.3.5 as well
16:19<frosch123>0.1.0 as well
16:20<TrueBrain>Yexo: still working on h2h? :)
16:20<@Yexo>updated it yesterday from ~r20500 to current
16:20<@Yexo>I want it to work together with NoGo
16:21<TrueBrain>lolz; that would be cool :)
16:21<TrueBrain>tricky, but cool :)
16:21<@Yexo>but yesterday I only made sure it compiled, today I'm actually getting it to work
16:21<@Yexo>it worked already with AIs, so shouldn't be too hard
16:21<TrueBrain>as far as I remember, the patch wasn that big .. just hackish :P
16:21<TrueBrain>hehe, nice :)
16:22<@Yexo>75kb currently, not too bad
16:22<andythenorth>TrueBrain: we now have a nice NoGo script for cargo goals
16:22<TrueBrain>that would be real competitive, 2 identical maps with a goal script .... :D
16:22<TrueBrain>andythenorth: so I heard :)
16:30<@planetmaker>andythenorth: I wrote a small blog post about it :-)
16:30<andythenorth>I read it :)
16:31<@planetmaker>k :-)
16:34<andythenorth>I am thinking up more GS
16:34<andythenorth>I sent an idea to Zuu called Deep Freeze, I'll paste
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16:35<andythenorth>http://paste.openttdcoop.org/show/1667/
16:35<andythenorth>not convinced yet, except by the name :P
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16:47<@planetmaker>the title sounds pretty convincing. Not sure about the actual goal... needs to be feasible really
16:47<@Yexo>given enough years this is certainly feasible
16:47-!-siridle [siridle@1407ds1-hb.1.fullrate.dk] has quit []
16:48<@planetmaker>sounds similar to the existing "mind your neighbours" (or similar)
16:48<andythenorth>it's a longer game
16:48<andythenorth>at least 30 years
16:48<andythenorth>maybe too long for MP
16:48<andythenorth>and probably boring in SP
16:48<@Yexo>can easily reduce it to 20 out of 30 towns connected or so
16:48<andythenorth>might be nice for a small map in MP
16:48<andythenorth>I am thinking 'cargo delivered' is a proxy for 'connect all'
16:54<frosch123>every town? :o
16:55<frosch123>i would have expected bronce/silver/goal to be percentage of towns
16:55<frosch123>and goods acceptance is indeed very hard :)
16:56<frosch123>i guess you have to play this with very few towns if you want to finish it in an evening
16:57<andythenorth>frosch123: % is a good suggestion
16:58<frosch123>anyway, better make it a desert gs
16:58<frosch123>desert towns are more reliable than snow towns
16:59<frosch123>wrt. map generation
16:59<frosch123>(i think :p )
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17:00<andythenorth>snow is prettier :)
17:00<andythenorth>but yes, it works for desert too
17:00<andythenorth>it would be nice to have something intermediate between scenario and random map
17:00<andythenorth>like a map script or such
17:05<@Yexo>http://devs.openttd.org/~yexo/mapgen/mapgen_script.diff / http://devs.openttd.org/~yexo/mapgen/screenshot.png :p
17:05<@Yexo>hmm, makes me wonder what became of geogen
17:07<Rubidium>reality caught up ;)
17:08<@Yexo>actually it seems it's still updated
17:09<@Yexo>I should try to integrate that properly in openttd someday
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17:18<frosch123>Yexo: can it generate the new scenario format?
17:18<frosch123>*could
17:19<@Yexo>can openttd already load that?
17:20<@Yexo>http://www.openttd.org/download-h2h :)
17:20<@Yexo>^^ will probably crash often (when generating a map and/or expanding a town near the map border)
17:20<andythenorth>hoo hoo
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17:24<@Terkhen>nope, it can't
17:24<Eddi|zuHause>Yexo: don't all functions have checks for void tiles?
17:24<@Terkhen>it is still just a spec :)
17:25<@Yexo>Eddi|zuHause: a non-debug build will probably run mostly fine
17:25<@Yexo>a debug build asserts on a trigger that would cause it to try (and fail) to build road on a void tile
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17:26<@Yexo>if you add +2 to any coordinate you won't necessarily end up on a void tile, you can end up outside of the map
17:27<Eddi|zuHause>well, normally you'd end up on the other side of the map then
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17:27<@Yexo>only if you mask all bits so you stay within the map
17:28<Eddi|zuHause>oh, you mean like in the southern corner. yes, that may be evil
17:29<@Yexo>also I messed up so the original baseset won't work (broken obg files)
17:30<Idiot>hello people, i am new here, up to now everything works well, i can see your messages
17:31<@Yexo>hi Idiot
17:31<Idiot>hi yexo
17:32-!-GhostlyDeath [~GhostlyDe@173-81-221-154-elkn.atw.dyn.suddenlink.net] has joined #openttd
17:32<Idiot>with ubuntu it's really easy to join
17:32<SquireJames>Tisn't exactly rocket science on Windows :P
17:33<Eddi|zuHause>windows commonly doesn't come with an IRC client pre-installed
17:34<Idiot>my windows is sleeping already for a long time
17:34<Eddi|zuHause>it's the internet age. "long time" might as well mean "yesterday"
17:34<Idiot>on ubuntu you just type in a terminal: sudo apt-get install xchat
17:35<SquireJames>Not that Windows has to, since the forum has an applet
17:35<Idiot>today, i confess
17:37<andythenorth> good night
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17:38<Idiot>i just wondered if it works. really it works. and i am very interested in the work of anonymous. but i will go to sleep now. good night everybody
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17:50<@Terkhen>eeh, what?
17:51<GhostlyDeath>Think that was a bot
17:51<GhostlyDeath>It was joined in at least 15 channels
17:51<SquireJames>I was thinking that, but I didn't want to say for fear of sounding stupid
17:51<GhostlyDeath>Joined my channel, spoke no words
17:51<GhostlyDeath>So I joined another channel it was inside to check it out
17:52-!-flaa [~flaa@188.141.45.124] has quit [Quit: leaving]
17:53<GhostlyDeath>The channels all had nothing to do with each other and varied in categories
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17:55<SquireJames>Creepy, bots are getting smarter it seems
17:55<GhostlyDeath>If it is a bot, it would just be your standard Markov bot
17:56<GhostlyDeath>Reads what you type, uses words and context matching to make a reply that possibly makes sense
17:56<SquireJames>Well, it's an improvement on Bukkit anyway :P
17:57<SquireJames>I however, am not a bot, but I shall be going to watch some recorded shows for a bit. Be back later gentlemen
17:58<SquireJames>(and ladies, if Tenebrae is still wandering around being dramatic for no reason...)
17:59<@Terkhen>that anonymous thing was too strange yes :)
17:59<GhostlyDeath>Nice to see OpenTTD progressing though
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18:10<@Terkhen>:9
18:10<@Terkhen>:)
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18:28<@Terkhen>good night
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18:34<Wolf01>'night all
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23:35<unknowz>hi and good night everyone (here gmt-3, so its night =] )
23:36<unknowz>i would like to know if there is a list of IA who works in the new stable version. or can you'll tell me a good one!?
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---Logclosed Sat Aug 25 00:00:45 2012