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#openttd IRC Logs for 2012-10-28

---Logopened Sun Oct 28 00:00:56 2012
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02:30<Rubidium>'lo andythenorth
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04:32<@Terkhen>good morning
04:33<Rubidium>'ola Terkhen
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05:20*andythenorth have never done class inheritance in python
05:20<andythenorth>should I bother?
05:20<andythenorth>what's the gain?
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05:34<Zuu>In scripting languages the gain isn't as large. But you can still gain a bit if common code can be put in the parrent.
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05:52<andythenorth>lo Wolf01
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06:15<andythenorth>for nml, why does 'hide_sprite: 0;' cause the sprite to be hidden?
06:17<andythenorth>does setting any value for hide_sprite cause it to be hidden?
06:19<andythenorth>Yexo Hirundo_ ^
06:21<@planetmaker>hide_sprite: 0; should show it...
06:21<@planetmaker>and for me it worked that way... got an example (patch)?
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06:21<@planetmaker>e.g. look at the wood I comitted yesterday.
06:21<andythenorth>yup, 2 mins
06:23<andythenorth>planetmaker: diff against FIRS tip
06:23<andythenorth>l69 of diff is relevant
06:23<andythenorth>with this, biorefinery smoke won't show
06:24*andythenorth is reading nml source
06:26<andythenorth>afaict, an nml expression returning False isn't same as returning 0
06:26<andythenorth>if I spent the time to read the raw nfo, I could probably figure out why :P
06:27<andythenorth>but that would be a lot of work to figure out where register values are being set
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06:29<andythenorth>I can work around this, but it's a bug in nml, or the nml docs
06:31<@planetmaker>andythenorth, if you compare to other parts of the code "0" always hides it...
06:32<@planetmaker>actually: of course 0 does NOT hide it
06:32<@planetmaker>hide_sprite: false
06:32<@planetmaker>means to draw it :-)
06:32<andythenorth>does 'false' work for you?
06:32<andythenorth>seems 'false' != 0
06:32<@planetmaker>but to illustrate it
06:33<andythenorth>could be I just read the docs wrong
06:33<roidal>what the reason when the deticated server disables newgrf's?
06:33<andythenorth>" If set to 1, this sprite will not be drawn at all"
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06:33<andythenorth>^ I imply from that 0 = draw
06:33<andythenorth>1 = not draw
06:34<@planetmaker>roidal, not found
06:35<roidal>does the server need the grfs unpacked in the newgrf directory instead of download_content?
06:35<@planetmaker>no. if received via content_download it's fine
06:35<@planetmaker>andythenorth, yes
06:35<@planetmaker>hide_sprite: 0 means draw and hide_sprite: 1 means 'not draw'
06:36<roidal>no, i copied it from a other machine to the server?
06:36<roidal>maybe thats the problem?
06:37<@planetmaker>if in the right place: no
06:37<roidal>then i have no idea whats the problem :(
06:37<andythenorth>^ causes sprite to be hidden
06:39<roidal>is there a way to get debug-messages?
06:39<roidal>in the terminal
06:39<andythenorth>I'll try my hide_sprite workaround to see what happens
06:43<@Yexo>good morning
06:45<andythenorth>lo Yexo
06:48<andythenorth>workaround works
06:49<andythenorth>so setting any constant value for hide_sprite causes sprite to be hidden afaict
06:49<@Yexo>any non-zero constant should do that
06:50<andythenorth>zero does it too
06:50<andythenorth>nml bug? or docs bug?
06:50<@Yexo>not sure yet, looking at it now
06:53<@Yexo>output from nml looks ok
06:53<@Yexo>are you sure your testing is ok?
06:54<@planetmaker>roidal, ./openttd -d grf=1
06:54<@planetmaker>or use a higher number for more output
06:55<andythenorth>Yexo: I'll test again
06:56<roidal>planetmaker: thanks...figured it out...i copied the openttd.conf from a windows to a linux in the newgrf-settings the "\" must be replaced with a "/"
06:57<andythenorth>Yexo: confirmed, setting hide_sprite to 0 hides sprite
06:58<@Yexo>hmm, could you make an nml ticket about it so I don't forget?
06:59<@Yexo>don't have enough time to look more detailed at it now
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06:59*Yexo is off to learn some Chinese basics ;)
07:00<@planetmaker>Chinese basics. ho ho
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07:24<TrueBrain>check out the average distance :D My algorithm seems to work :D
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07:42<andythenorth>TrueBrain: nice post :)
07:42<TrueBrain>tnx :)
07:51*andythenorth needs a growl notification for when FIRS has finished building
07:51<andythenorth>wonder if OS X terminal has a 'bounce' command :P
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07:57<andythenorth>make && say done
07:57<andythenorth>does the job :P
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08:06<andythenorth>24 open FIRS tickets
08:06<andythenorth>any of you file a bug, /me will be sad :|
08:13<@DorpsGek>Commit by truebrain :: r24635 /extra/website (14 files in 4 dirs) (2012-10-28 12:13:06 UTC)
08:13<@DorpsGek>[Website] -Update: updates to latest online version. tnx to frosch for the work on BaNaNaS
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08:18<Flygon>Yep. Nothing like chaining together 7 Le Belges so I can do frieght
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08:42<andythenorth>Terkhen: planetmaker want to help with some FIRS smoke animation?
08:42<andythenorth>needs random triggers, like oil wells
08:42<andythenorth>I have toddler-management to do
08:43<@planetmaker>on my todays agenda is child management, too. not toddler, but 5 years later
08:43<andythenorth>I send you mine
08:43<andythenorth>they play together, we write code
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09:00<@planetmaker>sound ok ;-)
09:00<@planetmaker>it's fine weather outside, so they'll mostly play by themselves
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09:27<DanMacK>Hey all
09:34<Flygon>I need waypoints for my tras
09:47<@Terkhen>andythenorth: you want smoke turning on and off randomly?
09:51<andythenorth>oil wells trigger would do it
09:51<andythenorth>just don't have any free hands to type it :P
09:51<TrueBrain>yet you can type it here .....
09:51<TrueBrain>suspecious ....
09:51<andythenorth>this is not me
09:51<andythenorth>this is my bot
09:51<andythenorth>I have a partial implementation, I'll commit
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10:14<@Alberth>hi hi
10:14<andythenorth>lo Alberth
10:17<andythenorth>Terkhen: I might have found some typing time :)
10:18<@Terkhen>andythenorth: I'll check it later, bbl :)
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10:34<andythenorth>when there are two chimneys very close together
10:34<andythenorth>should the smoke animation be same for both?
10:34<andythenorth>or different?
10:37*Alberth throws a dice
10:37<@Alberth>it's 'odd' !
10:38<andythenorth>heads or tails?
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10:48<andythenorth>given this in nml '3701 + animation_frame'
10:48<andythenorth>there must be a way to use ternary operator to include a frame offset
10:49<andythenorth>so anim_offset = 4 starts the animation at 3705
10:49<andythenorth>but loops round to start on 3701
10:50<andythenorth>can't use a tile trigger for this
10:51<andythenorth>3705, 3706, 3707, 3701, 3702, 3703, 3704
11:15<andythenorth>this is embarassingly basic maths I can't do :P
11:15<andythenorth>Eddi|zuHause: you like this kind of problem?
11:17<Eddi|zuHause>andythenorth: you might want to try the "modulus" operator
11:17<Eddi|zuHause>so if you loop 7 frames, "3701 + frame%7"
11:18<Eddi|zuHause>not sure if nml has that
11:18<Eddi|zuHause>but rather likely
11:18<andythenorth>seems to
11:18<@Terkhen>andythenorth: IIRC I made different smoke animations for buildings with more than one chimney at one point
11:18<@Terkhen>or maybe I only planned it
11:18<andythenorth>Terkhen: you did, they're on different tiles though
11:19<andythenorth>so they use tile triggers
11:19<@Terkhen>oh, ok
11:19<@Terkhen>what did you want me to check, btw?
11:20<andythenorth>glass works
11:20<andythenorth>needs the tile triggers addded
11:20<andythenorth>I didn't do it yet
11:22<@Terkhen>I don't remember how to do that anymore, let me check other industries
11:23<andythenorth>check oil wells
11:23<andythenorth>or the brick works
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11:27<andythenorth>brick works has desync smoke
11:29<andythenorth>so I have
11:29<andythenorth> sprite: 3701 + (animation_frame - 1)%7;
11:30<andythenorth>which doesn't break, but doesn't have the intended result :)
11:30<andythenorth>-1 is the offset
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11:31<@Terkhen>andythenorth: sprite: 3701 + ((animation_frame + 6) % 8); <-- that's how I did it with brick works
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11:32<@Terkhen>you should stick to positive offsets
11:32<@Terkhen>I don't remember if % broke with negative offsets
11:32<@Terkhen>also, 8 should be the size too
11:32<andythenorth>that's why it's skipping a frame
11:33<andythenorth>thanks :)
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12:06<andythenorth>can a spritelayout get tile random bits?
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12:11<@Yexo>have you tried var 0x5F?
12:11<@Yexo>not sure if/how that's available in nml
12:11<andythenorth>haven't tried
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12:12<@Yexo>variable name "random_bits"
12:12<andythenorth>That's what I'm looking for :)
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12:15<TrueBrain>Experimental feature test 1 ...... lets see how well Rubidium can program Python :D
12:15<Rubidium>.... NOT AT ALL
12:15<Eddi|zuHause><Terkhen> I don't remember if % broke with negative offsets <-- yes, because computers usually do "round towards 0", because it's easier to implement, but maths needs "round towards -infinity" because that makes more sense
12:18<TrueBrain>meh; stupid Python 2.5 ....
12:18<andythenorth>random_bits works
12:18<TrueBrain>right, test 1 is a fail .....
12:18<TrueBrain>*sad panda*
12:18<andythenorth>my nml doesn't :P
12:19<Kjetil>nml.. nonsense-markup-language ?
12:20<Eddi|zuHause>something like that :p
12:21<TrueBrain>test 2 ....
12:22<TrueBrain>I am so excited!
12:25<TrueBrain>well, a partial success
12:25<TrueBrain>test 3 ....
12:25<Kjetil>Was it a triumph ?
12:26<TrueBrain>is a fail ever?
12:26<TrueBrain>well, it is transfering data ...
12:26<TrueBrain>4 MiB done ...
12:26<TrueBrain>this will take a while .....
12:26<TrueBrain>5 MiB ...
12:27<andythenorth>think I have to use animation triggers for this
12:27<TrueBrain>7 ...
12:27*TrueBrain goes to get some dinner ...
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12:27<TrueBrain>12 MiB
12:27<andythenorth>cheating in the spritelayout fails
12:27<TrueBrain>reaching the former barrier ....
12:28<TrueBrain>owh, no, biggest so far was 20 MiB
12:29<TrueBrain>25 MiB done ...
12:30<TrueBrain>30 MiB ...
12:33<TrueBrain>almost 20% done ....
12:33<TrueBrain>right, food ...
12:35<andythenorth>animation triggers will have to wait :(
12:36<andythenorth>baby feeding, bath, bed :P
12:36<andythenorth>can't close the glass works ticket :p
12:41<TrueBrain>100 MiB .....
12:45<@Yexo>what are you measuring?
12:45<TrueBrain>how far this transfer is of experimental feature test 3
12:46<TrueBrain>almost half-way .... someone has a SLOW upstream :(
12:46<@Yexo>and what does test 3 do?
12:46<TrueBrain>upon success it tells me the experimental features is 1 step closer to be non-experimental, and just a feature
12:46<@Yexo>you're very helpful :p
12:46<TrueBrain>I know right!
12:47<TrueBrain>but ... 145 MiB!
12:47<TrueBrain>I am going to cry if it fails at 99% :(
12:50<Rubidium>it's more likely to fail at 100% uploaded state
12:50<TrueBrain>we should hav euploaded it to the server
12:50<TrueBrain>and try it from there :P
12:54<TrueBrain>190 .....
12:54<TrueBrain>tick tack
12:59<TrueBrain>damn, a lot of traffic over our mirrors ...
12:59<TrueBrain>we are too popular! :P
13:00<TrueBrain>5 GiB of traffic in an hour or so
13:00<TrueBrain>7k downloads (well, redirects)
13:03<@Yexo>andythenorth: in your test case for #4458 you write "(building sprites should be hidden for industries including Bauxite Mine, Hotel, or Stockyard)."
13:03<@Yexo>your patch however sets "hide_sprite: 0;" which implies that the sprites should be shown
13:04<@Yexo>what did you expect (sprite hidden or shown) and what was the result?
13:04<andythenorth>sprite shown
13:04<andythenorth>patch shows the failure case
13:04<@peter1138>should i get back in openttd coding?
13:04<@Yexo>so "Attached patch against FIRS r3095 should reproduce the issue in (building sprites should be hidden for industries including Bauxite Mine, Hotel, or Stockyard)." is wrong and I should read it as "building sprites should be shown for industries..." ?
13:05<andythenorth>Yexo: I'll rewrite those words :)
13:05<andythenorth>peter1138: no, it's finished
13:06<TrueBrain>almost complete!!
13:06*TrueBrain jumps up and down
13:06<TrueBrain>lets see what it does
13:06<Rubidium>quick, copy the tmp file
13:07<TrueBrain>like I can ... will be hard to copy that :P
13:07<Kjetil>copy the garbage file instead!
13:07<TrueBrain>its gone already
13:08<andythenorth>Yexo: rewritten
13:08<andythenorth>peter1138: are there any interesting problems left? o_O
13:08<andythenorth>you threatened to fix terragenesis once
13:08<@Yexo>I've reproduced it easily with your diff
13:09<andythenorth>nml bug or docs bug?
13:09<@Yexo>the docs are ok
13:09<@Yexo>your code doesn't work as it should, so there is a bug in nml or in openttd, most likely in nml
13:09<@peter1138>i guess 32bpp crash remapping
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13:10<@peter1138>but, no dev environment set up in windows
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13:12<@peter1138>except codeblocks
13:12<@peter1138>but there's no project file for that
13:13<TrueBrain>test 3 is highly successful
13:13<TrueBrain>minor glitch, nothing fancy
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13:22<TrueBrain>haha, and ofc this crashes a different system
13:22<TrueBrain>how lovely
13:26<@Yexo>andythenorth: issue fixed
13:27<@Yexo>!(some_constant) was parsed to (bool)some_constant instead of "!(bool)some_constant"
13:32<TrueBrain>crashes left there, we have a nice juicy huge bigass file for those who know how to find it available via BaNaNaS
13:32<TrueBrain>how lovely :)
13:33<@Terkhen>nice :D
13:34<andythenorth>Yexo: would it interest you to automagically convert FIRS industries like claypit (54 spritesets) to the python templating format? :P
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13:36<@Yexo>I think the simplest solution would be to reuse nml's parsing and just add some custom output
13:37<@Yexo>ie add some hacks to nml to make it do the conversion
13:38<andythenorth>ho ho
13:38<andythenorth>mostly I have been converting manually
13:38<andythenorth>but that industry scares me :P
13:38<andythenorth>some others too :)
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13:46<@DorpsGek>Commit by translators :: r24636 /trunk/src/lang (10 files in 2 dirs) (2012-10-28 17:45:58 UTC)
13:46<@DorpsGek>-Update from WebTranslator v3.0:
13:46<@DorpsGek>afrikaans - 98 changes by Oomjcv
13:46<@DorpsGek>catalan - 4 changes by arnau
13:46<@DorpsGek>czech - 18 changes by metis
13:46<@DorpsGek>finnish - 3 changes by jpx_
13:46<@DorpsGek>italian - 3 changes by lorenzodv
13:46<@DorpsGek>korean - 6 changes by telk5093
13:46<@DorpsGek>latvian - 5 changes by Parastais
13:46<@DorpsGek>russian - 3 changes by Lone_Wolf
13:46<@DorpsGek>spanish - 3 changes by Terkhen
13:46<@DorpsGek>tamil - 7 changes by aswn
13:46<TrueBrain>someone didnt know about wintertime
13:49<TrueBrain>there, fixed .. it will commit again in 1 hour :D
13:53<@Terkhen>are we going to have two nightlies today, or just two translator commits? :P
13:55<TrueBrain>the latter
13:55<TrueBrain>dont be silly :D
13:55<andythenorth>Terkhen: so oil well animation....stop/start is just a random switch thing? But then you have to explicitly handle getting to the right frame? To avoid jerky animation?
13:56*Terkhen checks the code
13:56<andythenorth>it kind of makes sense, but...I miss something
13:56<andythenorth>the comment for result 11 on _tile_oil_well_anim_next_frame
13:56<andythenorth>confuses me
13:57<@Terkhen>andythenorth: check _tile_oil_well_random_trigger
13:57<@Terkhen>it does not stop the animation
13:57<@Terkhen>it decides between two animations
13:57<@Terkhen>_tile_oil_well_stop_anim will stop after completing the animation cycle
13:57<@Terkhen>_tile_oil_well_start_anim restarts it
13:57<@Terkhen>restarts it once it is done*
13:58<andythenorth>the coment that confuses me is this:
13:59<andythenorth> 11: return CB_RESULT_STOP_ANIMATION; // Don't actually stop animation, just keep looping the same frame over and over.
14:00<TrueBrain>does anyone has any BaNaNaS content he/she can upload?
14:00<TrueBrain>I need to test somethng new ....
14:01<andythenorth>TrueBrain: I can
14:01<@Terkhen>andythenorth: that looks wrong, yes
14:01<TrueBrain>I made some changes to the web-frontend .. it should auto-mirror now
14:01<TrueBrain>I hope
14:01<TrueBrain>I think
14:01<TrueBrain>I estimate
14:02<TrueBrain>so if you have anything to upload, that would be awesome, as then I can check it :D
14:02<andythenorth>doing it now
14:02<andythenorth>FISH 2 alpha-4
14:05<andythenorth>TrueBrain: done
14:05<TrueBrain>you didnt get any error?
14:08<TrueBrain>nasty typo ...
14:08<TrueBrain>well, at least no error :D
14:10<TrueBrain>okay ... BaNaNaS now publishes files directly on the mirrors when they are uploaded
14:10<TrueBrain>no longer waiting for the next nightly!
14:18<@DorpsGek>Commit by truebrain :: r24637 /extra/balancer (12 files in 3 dirs) (2012-10-28 18:18:31 UTC)
14:18<@DorpsGek>[Balancer] -Update: update to live version of new balancer (2.0, new and improved!)
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14:26<@Yexo>downloading zBase from BaNaNaS :)
14:27<TrueBrain>andythenorth: if you have another upload for BaNaNaS, please prod me first (when-ever) ..
14:27<TrueBrain>I have another pending change; I would love to see if it works :)
14:27<TrueBrain>no rush, but .. when you do, please do let me know :)
14:28<andythenorth>nothing imminent sorry :P
14:29<TrueBrain>too bad :(
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14:39<@Yexo>takes a while to download 279MiB on a not-so-fast connection
14:39<TrueBrain>at least it will punish those: select all, download
14:39<TrueBrain>people :P
14:40<@Alberth>wes hould have zbase in several variants :p
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14:45<@Yexo>download complete :-D
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14:46<@Yexo>nice work
14:46<TrueBrain>mostly Rubidium :)
14:46<@Yexo>so nice work Rubidium and TrueBrain :)
14:54<Zuu>Yellow buses in zBase cause me to think that I'me seenig an explosion all the time. :-p
14:55<Zuu>And yea, great wok. You made me play OpenTTD a bit :-)
14:55<@peter1138>zbase is on there now?
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14:57<@peter1138>not available for 1.2.3-RC1?
14:57<@Yexo>nope, only recent nightly
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15:02<Zuu>Hello MinchinWeb_
15:02<Zuu>I hope you manage to follow the discussion that ended up from your post :-)
15:02<supermop>subway closes at 7
15:02<MinchinWeb_>I just saw that
15:03<MinchinWeb_>I think I can do it as an AI
15:03<Rubidium>supermop: here the subway closed at 6
15:03<MinchinWeb_>If I have the player build the canals and the AI runs the ships, money won't be a problem
15:03<Zuu>At my next last post there is a sample AI that do all the communication stuff already.
15:03<Rubidium>... but tomorrow they'll open at 8 ;)
15:04<Zuu>When you are done, I will add the AI into the scenario and use the cheats to give it enough money that money wont be a problem.
15:04<supermop>no timetable for ours to reopen, governor says it'll be indefinate
15:05<supermop>last year they didn't close it until midnight after it had already started raining
15:05<Zuu>That said, it is also possible that the GS builds the canal, but that needs to be done before/after AI or additional synchronizaton is needed.
15:05<Zuu>But if you want to do that, you are free to experiment with that too.
15:05<MinchinWeb_>the only 'issue' as such I ran into is with my Ship Pathfinder. If the canal isn't three wide, it can't seem to find the path. So that's why the canal is three wide
15:06<Rubidium>they just need some places where they can turn around
15:06<Zuu>Can you run the ship pathfinder from oilrig2 -> lock 2 and then from lock1 -> refinery dock?
15:07<Zuu>I can verify that lock 2 is the one near oilrig2 if that is useful.
15:08<MinchinWeb_>yes, but the way it's set up is that the pathfinder hands off that path as the basis for the orders
15:08<MinchinWeb_>so, running the pathfinder isn't hard; it's putting together the orders
15:08<Zuu>Ok, fine. if you want to build the canal 3 tiles wide, that is up to you.
15:10<andythenorth>Terkhen: so I have this
15:10<Zuu>Though, IIRC the human will not use buyos, so you could probably do without buyos too.
15:10<andythenorth>which I thought would stop and start animation randomly, per tile
15:11<supermop>Rubidium: where do you live with a subway?
15:13<andythenorth>seems that some tiles are randomly stopped
15:13<andythenorth>and some are running
15:13<andythenorth>but nothing causes them to change
15:15<Rubidium>supermop: Amersfoort
15:17<@DorpsGek>Commit by rubidium :: r24638 /trunk/src/network/core (tcp_content.cpp tcp_content.h) (2012-10-28 19:16:58 UTC)
15:17<@DorpsGek>-Codechange: add some #ifndefs so MSU code doesn't need to compile it, and doesn't need all the required dependencies
15:18<@DorpsGek>Commit by rubidium :: r24639 /extra/masterserver_updater (config.lib src/shared/string_type.h) (2012-10-28 19:18:00 UTC)
15:18<@DorpsGek>[MSU] -Fix: make the content server compile again
15:18<MinchinWeb_>Zuu: buoys are needed to get out of the lake, are they not?
15:18<MinchinWeb_>On the 'short' connection, I don't expect any bouys will be built
15:18<Zuu>When I play it as human, i don't run into that problem.
15:19<andythenorth>periodic processing loop - what, how often etc?
15:19<andythenorth>for industry tiles
15:19<andythenorth>^ no details there
15:19<Zuu>It depend on what pf you use. I beleive it uses yapf for ships. Or at least not the fastest/worst one.
15:19<supermop>Rubidium: ah, no hurricanes there
15:20<supermop>are you guys teaching AIs to use boats?
15:20<@Yexo>andythenorth: if you're talking about bit 1 ("the tile is processed in the periodic processing loop") it's the tileloop, so 1/256 ticks
15:21<@Yexo>for bit 2 ("the industry of the tile is processed in the periodic processing loop (synchronized animation)") it might be another value, I'd have to check that
15:21<andythenorth>trying to figure out why my code does unexpected things :P
15:21<andythenorth>it's bit 1 I refer to
15:21<andythenorth>I'm trying to desync animation on multiple tiles
15:21<andythenorth>I get a stopped animation, or a running animation, and they don't change :P
15:23<Rubidium>supermop: yet the subway closed before yours closes
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15:24<@Terkhen>oh, he's gone
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15:25<@Terkhen>andythenorth: the paste you shown me is missing anim_next_frame at the graphics block
15:25<andythenorth>is that needed in conjuction with anim_control?
15:25<supermop>Rubidium: normally ours runs 24hrs, luckily i can just walk to work though
15:26<@Terkhen>IIRC we used anim_next_frame to loop back from the "end" frames to the beginning frames, and anim_control to switch between "stop" animation and "loop" animation
15:27<andythenorth>I am testing using anim_next_frame
15:27*Rubidium can walk to work as well... it's just a bit far
15:27<andythenorth>and ignore anim_control, which I don't understand :P
15:28<Rubidium>a bicycle seems to be the fastest mode of transportation for the distance I have to travel
15:28<dada_>anyone know if it's possible to configure hotkeys through the console in 1.2.2?
15:28<dada_>or do I need to modify my cfg?
15:29<andythenorth>problem I have is re-randomising bits
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15:35<@Yexo>dada_: you'll need to change hotkeys.cfg
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15:37<andythenorth>so how do I get new random tile bits?
15:37<@Yexo>hi joan_ . Are you leaving again in a minute?
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15:37<andythenorth>I thought this would use a random trigger
15:38<@Yexo>it should
15:38<@Yexo>oh, no
15:38<@Yexo>random_switch only works if it's referenced in the "default" graphics chain
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15:39<andythenorth>hth do the oil wells work then :)
15:41<@Yexo>random_trigger: ${}_tile_oil_well_random_trigger; <- I don't see that in your example
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15:43<@Yexo><Yexo> random_switch only works if it's referenced in the "default" graphics chain <- that was not 100% true, it only works if it's referenced in callback 1
15:43<@Yexo>in nml "random_trigger" is the name for callback 1.
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15:43<@Yexo>if you don't use "random_trigger" but use a random_switch in the default chain it'll work too, because every unimplemented callback falls through to the default chain
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15:44<andythenorth>I'll use random_trigger
15:44<andythenorth>just figuring out what return values it wants
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15:44<@Yexo>doesn't matter I think, as long as it's not CB_FAILED
15:44<@Yexo>and even that might work
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15:56<MinchinWeb_>supermop: Yes, I am trying to teach my AI to use ships :)
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16:04<@DorpsGek>Commit by rubidium :: r24640 /extra/masterserver_updater/src/contentserver (3 files) (2012-10-28 20:04:11 UTC)
16:04<@DorpsGek>[MSU] -Codechange: do not read the whole file at once, but read it along the way of the client downloading it
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16:17<@DorpsGek>Commit by rubidium :: r24641 extra/masterserver_updater/src/contentserver/tcp.cpp (2012-10-28 20:17:08 UTC)
16:17<@DorpsGek>[MSU] -Fix: logic error causing no downloads at all
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17:06<@Terkhen>good night
17:07<andythenorth>bye Terkhen
17:20<keoz>I have a question (about advanced settings): when should settings be saved in openttd.cfg ? On quit ? Or just closing the "Advanced setting" window ?
17:22<keoz>because i'm changing some of them, but the modifications are not saved in the default config file, they are only in the saved game
17:23<@Yexo>there are actually two sets of settings in OpenTTD.
17:23<@Yexo>set 1 is the "new game settings", used when starting a new game. This set is stored in the config file when you quit openttd. It's also used to initialize the settings of a new game
17:24<@Yexo>set 2 is the settings of the current game. These settings are changed when you open the advanced settings windows from within a savegame. Changing settings here doesn't change the values in set 1, so they don't get stored in your config file nor used for new games
17:24<@Yexo>you can change the values in set 1 by opening the advanced settings window from the main menu
17:24<@Yexo>keoz: ^^ I hope that answers your question
17:25<Ammler>isn't there also a save_config or something to "copy" the ingame settings?
17:27<@DorpsGek>Commit by rubidium :: r24642 trunk/src/network/core/tcp.h (2012-10-28 21:26:57 UTC)
17:27<@DorpsGek>-Codechange: add helper function to see if there is anything in the send queue
17:27<@DorpsGek>Commit by rubidium :: r24643 extra/masterserver_updater/src/contentserver/handler.cpp (2012-10-28 21:27:44 UTC)
17:27<@DorpsGek>[MSU] -Fix: do not (basically) busy-loop because we can send data, even if there is no data to send
17:27<keoz>Yexo ok !
17:28<keoz>that means that in order to change it permanently, i need to change the advanced settings from the game menu
17:28<keoz>all clear, thank you
17:28<@Yexo>first time I've heard it this way, most people change a setting in the main menu and wonder why it doesn't affect their savegames
17:30<andythenorth>eez bedtime
17:30<Supercheese>vale, dormiture
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17:31<keoz>Yexo : i like doing things differently as most
17:34<@DorpsGek>Commit by rubidium :: r24644 /extra/musa (13 files) (2012-10-28 21:33:55 UTC)
17:34<@DorpsGek>[MUSA] -Add: monkey uploader service ape
17:39<@DorpsGek>Commit by rubidium :: r24645 extra/musa/COPYING (2012-10-28 21:39:28 UTC)
17:39<@DorpsGek>[MUSA] -Fix: forgot a file
17:47<Ammler>the bananas main nav doesn't fit one row anymore (here)
17:48<Ammler>maybe "Base Replacements" -> "Base Sets"
17:50<@planetmaker>hm. the nav bar breaks depending on the "zoom level" I choose in FF
17:51<Ammler>he, if I zoom in, it has 1 row
17:52<Ammler>it does not just split to 2 rows, it kinda also felt from the "black" top background
17:53<@planetmaker>yes. sometimes it's one row below black, sometimes on the black where it belongs, sometimes too long. Depending on the zoom level
17:54<Ammler>(using standard view)
17:54<Ammler>if I would zoom in twice, it is again working
18:01<Ammler>I mean, what does opengfx replace?
18:02<Supercheese>original TTD graphics
18:02<Ammler>well, someone needs to have that
18:02<Supercheese>alternatively, in the absence of the TTD graphics, OGFX doesn't replace anything
18:03<Supercheese>hmm, perhaps the naming is a tad incorrect
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18:03<Ammler>at leat became :-)
18:03<@planetmaker>I agree with ammler here. I should read base sets.
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18:03<TrueBrain>I blame planetmaker, he wanted GS on there :P
18:04<@planetmaker>it's no replacement.
18:04<TrueBrain>planetmaker: feel free to read that
18:04<@planetmaker>TrueBrain, :-) s/base replacement/base set/
18:04<@planetmaker>read what?
18:04<TrueBrain>[23:04] <planetmaker> I agree with ammler here. I should read base sets.
18:04<@planetmaker>damn you playing words on me, TrueBrain ;-)
18:04<TrueBrain>damn your finger too fat to type
18:04<Ammler>well, I suggested it more to fit in the nav again ;-)
18:05<@planetmaker>but yes ^^
18:05<TrueBrain>I refuse to make that change at this point
18:05<@planetmaker>but why?
18:05<TrueBrain>soly because I did 30 seconds ago
18:05<@planetmaker>is it more than replacing one text or graphics?
18:05<Ammler>but Replacement is just wrong
18:05<@planetmaker>haha :-)
18:06*planetmaker hugs TrueBrain
18:06*TrueBrain rolls over the floor laughing
18:06*planetmaker tickles TrueBrain for more lulz
18:06<Ammler>planetmaker: maybe we also need to cleanup some readmes and descriptions
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18:09<@planetmaker>hm, yes
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18:28*TrueBrain flexse
18:28*TrueBrain flexes
18:28<TrueBrain>balancer rewrite, check
18:28<TrueBrain>musad online, check
18:28<TrueBrain>check system for 270 MiB files, check
18:28<TrueBrain>wrote forum post, check
18:28<TrueBrain>now I need a hug!
18:29*planetmaker hugs TrueBrain
18:29*planetmaker pats TrueBrain
18:29<@planetmaker>and... now we stop it publicly :-P
18:29<Supercheese>Chocolate hugs
18:29<TrueBrain>how cute!
18:30<@planetmaker>oh... just for you TrueBrain: :D
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19:17<@Yexo>good night
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20:45<Supercheese>Latin greeting
20:45<Supercheese>"Salve, amice" = "Greetings, friend"
20:45<Supercheese>or "Hello, friend", etc.
20:46<drac_boy>well latin isn't really english is it? :P
20:46<drac_boy>anyway what doing?
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---Logclosed Mon Oct 29 00:00:57 2012