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#openttd IRC Logs for 2013-04-03

---Logopened Wed Apr 03 00:00:02 2013
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04:41<peter1139>Desperate NOW™ service
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08:23<V453000>hello! is there any way how to make all odd values evaluate the same way as 1: 3: 5: ? kind of dont want to spam all the way up to 255
08:24<peter1139>(x & 1) == 1
08:25<V453000> I mean in NML
08:25<V453000>forgot the paste :>
08:27<V453000>hm yeah NML doesnt approve :s
08:27<Eddi|zuHause>you cannot evaluate for both "last vehicle" and "all odd vehicles" at once
08:28<Eddi|zuHause>for "all odd vehicles" just add "& 1" to the variable you are checking
08:28<Eddi|zuHause>but then all even values will result in "0"
08:28<Eddi|zuHause>so you need to check for "last vehicle" in a separate switch
08:28<V453000>position_in_consist_from_end & 1 ?
08:28<V453000>thanks, will try
08:29<peter1139>heh no. just use a bit of logic
08:29<Eddi|zuHause>yes, it's possible. but seeing his current stage of logic, i'd not make it too complicated :p
08:30<V453000>see, Eddi understands my situation
08:31<V453000>I already have 4 switches or how many there, so ... :p
08:32<V453000>cant hurt
08:34<@planetmaker> somehow like this, V453000
08:35<V453000>it says it doesnt like the gateway :( 502
08:35<@planetmaker>delete cookies
08:35<@planetmaker>dunno why we have that issue again. Was gone... but seems to be there again :S
08:36<@planetmaker>or probably only with replies to pastes... and that is seldom used
08:37<V453000>how the hell is cookies called in czech :DDD sec
08:38<V453000>dunno, opening in other browser :D
08:38<V453000>yeah that is what I am doing pm :) but thanks
08:39<V453000>I have there many other switches added to that, mainly random of colours, and then colours attached to spritesets, and there even was some other thing formerly :D
08:40<V453000>._. adding 30k lines of code and like 10k more sprites seems to have slowed down my compiling to like 10 minutes :(
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08:46<V453000>works =D except some stupid alignments
08:46<V453000>but that isnt related :)
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08:48<Eddi|zuHause>yes, nmlc has issues with larger code files
08:48<Eddi|zuHause>which is why i have this totally elaborate and unwieldy system of partial compiles set up
08:49<V453000>60 000 atm :d
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08:50<Eddi|zuHause>i think CETS is a bit more than that
08:50<V453000>well with that many engines .. :)
08:50<Eddi|zuHause>currently i have 146k lines in .gnml files
08:51<Eddi|zuHause>which doesn't include the spritesets
08:51<V453000>most of my stuff is wagons
08:51<V453000>wagons for every cargo, X loading stages, X variations of every cargo, and X generations of the wagon itself ... in the last case 12 colourful variations of the whole :D
08:52<Eddi|zuHause>have you tried doing the colours with recolour maps?
08:52<Eddi|zuHause>instead of separate spritesets for each colour?
08:53<V453000>no ... I always post-edited them after recolouring ... this time I even didnt so a recolour map would probably be a lot smarter solution there
08:54<V453000>it is done now but whenever I will need to edit it I will probably try that option
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09:02<V453000> try to remove that station tile, guaranteed openttd crash to me
09:02<V453000>should I make a new issue or is it related to some?
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09:05<Eddi|zuHause>there was a fix recently about crashing station tiles
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09:05<@planetmaker>the PublicServer was updated after that
09:05<@planetmaker>so either it's the savegame being corrupted from before. Or it's something else which triggers the same thing
09:06<V453000>it is weird from my point of view :d other tiles around it are safe to remove, that one isnt
09:06<Eddi|zuHause>was something about stale reservations, i think
09:07<V453000>I guess
09:07<Eddi|zuHause>if so, then forcing a train onto that platform should resolve it
09:08<@planetmaker>it might be corrupted savegame...
09:08<@planetmaker>from before the fix
09:09<V453000>it is a station tile without rail, cant even replace it
09:09<@planetmaker>can't overbuild w/o crash?
09:09<@planetmaker>then you have to leave it or start a new game, I guess
09:10<@planetmaker>Or build the correct direction of rail station on it
09:10<Eddi|zuHause>V453000: anyway, sounds like you should make a bug report
09:10<@planetmaker>maybe... dunno :-)
09:10<Eddi|zuHause>V453000: remove all station sets, then it should revert to a station with rail :)
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09:10<Eddi|zuHause>(warning: horrible file corruption ahead :))
09:11<@planetmaker>lol. That's so crazy. But actually might work
09:11<Eddi|zuHause>(In Theory(tm) it should allow re-adding the station sets afterwards, and restore the other stations. but must be the same grf order)
09:12<V453000>what I tried so far was to overbuild in both directions, and re.reserve the station (even though it cannot be accessed)
09:12<V453000>all crashed
09:12<V453000>trying newgrf changes now
09:12<V453000>when I remove ISR it doesnt crash
09:13<V453000>LOL XD
09:13<V453000>tried to remove ISR, then add it again, it crashed upon opening station window, without even clicking the actual tile :D
09:15<V453000>removing the tiel before adding ISR again seems to be safe
09:18<Eddi|zuHause>"Dutch consumer debt amounts to about 250 percent of available income. By comparison, in 2011 even the Spaniards only reached a debt ratio of 125 percent"
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09:27<V453000> :|
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09:38<Ristovski>whats the package name for nmlc? when compiling opengfx it says it's missing
09:40<Ristovski>got it
09:43<Ristovski>huh? "No rule to make target `ogfx1_base.gfx.dep', needed by `ogfx1_base.grf'. Stop."
09:44<Eddi|zuHause>something missing?
09:44<Eddi|zuHause>i don't remember ever trying to compile opengfx
09:45<Ristovski>what would be missing tho
09:46<Eddi|zuHause>dunno, what compile environments do you usually use?
09:47<Ristovski>what do you mean
09:48<Eddi|zuHause>for when you ever compile anything
09:48<Ristovski>I use gcc
09:48<Ristovski>and im on Debian Wheezy X64
09:50<Eddi|zuHause>i have no idea what you did, it just works here
09:51<Ristovski>nwo it says "nmlc: "sprites/base/base-3701-smoke-explosion.pnml", line 30: alternative_sprites-block requires 2 or 3 parameters, encountered 4"
09:51<Eddi|zuHause>wrong/old nml version?
09:51<Ristovski>I just installed it from the repo
09:51<Eddi|zuHause>that doesn't mean anything
09:52<Ristovski>version 0.2.3
09:52<Eddi|zuHause>it likely needs 0.3.x
09:52<Ristovski>hmm, ok
09:56<Ristovski>works, thanks Eddi|zuHause!
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10:35<Ristovski>why do I need graphics on a dedicated server? (I did do ./configure --enable-dedicated) and I am running with openttd -D
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11:10<@Rubidium>Ristovski: because "graphics" isn't only "images", but it also contains some data for certain stuff such as the landscape generators
11:11<Ristovski>oh, ok
11:12<Sacro>'On the download page you will also find the complete change log...' <- where?
11:12<Sacro>the [changelog] button
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11:33<V453000>hm what does the & 1 exactly do?
11:33<V453000>e.g. position_in_consist & 1
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11:35<Sacro>takes the second bit
11:35<Sacro>ie AND 0b00000010
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11:40<+michi_cc>Sacro: In my world 1 is 0b00000001
11:41<V453000>those numbers I understand but they are far off my world so .. :P
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11:42<TinoDidriksen>& 1 takes the 2nd bit only on Tuesdays.
11:42<+michi_cc>& 1 is basically the same as if you'd take the number % 2 (modulo 2), i.e. the remainder of the (integer) division by 2.
11:43<+michi_cc>(And now Eddi can hit me because the mathematical modulo isn't at all the same as a remainder :p)
11:44<V453000>thats what I figured
11:44<V453000>luckily Eddi is missing atm :P
11:46<Sacro>michi_cc: pssh
11:46<Sacro>I never specified a base
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13:19<Ristovski>I like how ships can pass through each other
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13:45<@DorpsGek>Commit by translators :: r25139 /trunk/src/lang (4 files in 2 dirs) (2013-04-03 17:45:15 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>traditional_chinese - 3 changes by Marcadana
13:45<@DorpsGek>faroese - 177 changes by FastNinja
13:45<@DorpsGek>galician - 16 changes by Michi
13:45<@DorpsGek>macedonian - 4 changes by Ristovski
13:46<frosch123>you can highlight yourself once per day :)
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13:54<Ristovski>frosch123: lol
13:55<Ristovski>any idea how big zbase's repo is?
13:57<frosch123>i would guess 500MiB
13:57<frosch123>maybe more
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14:00<frosch123>oh, i am confusing it with ogfx+trains
14:00<frosch123>i have no idea about zbase, never had a checkout
14:08<@Terkhen>I would guess it is many times larger than that :P
14:09<frosch123>i am at 160 MiB, and do not have 10 revsions yet
14:09<frosch123>thought maybe the first revisions are bigger
14:12<Ristovski>frosch123: tho zbase is missing lots of sprites
14:12<Ristovski>and the menu icons are *huge*
14:13<Wolf01>where's Alberth? I want my Alberth! ok, I'll pass to the next character... hello Belugas, how are you?
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14:13<frosch123>r10: 200 MiB, r20: 226 MiB
14:13<frosch123>Wolf01: nice one :)
14:13<Wolf01>hello Alberth
14:14<@Alberth>hi Wolf01
14:15<@Alberth> I arrived jit :)
14:15<frosch123>Alberth: Wolf01 asked about you in the same second as yoi joined
14:15<frosch123>[Wednesday 03 April 2013] [20:13:36] <Wolf01> where's Alberth? I want my Alberth! ok, I'll pass to the next character... hello Belugas, how are you?
14:15<frosch123>[Wednesday 03 April 2013] [20:13:36] Join Alberth has joined this channel (
14:16<Wolf01>let me catch breath
14:16*Alberth planned that very carefully :D
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14:21<@Alberth>Ristovski: my zbase is 2048740 kb, ie 2.0GB according to 'du'
14:21<@Alberth>and it's not the latest one :)
14:22<Ristovski>but... that's the size of a OS
14:22<frosch123>Ristovski: that's the size of the whole history
14:22<frosch123>do you only want to know the latest revision?
14:22<Ristovski>and why does it keep the whole history anyways?
14:22<frosch123>because we use version control systems
14:23<frosch123>like every sane person does
14:23<@Alberth> 900MB without the .hg directory
14:24<frosch123>Ristovski: see, keeping the whole history only requires twice the storage memory
14:24<Ristovski>thats.. akit
14:24<frosch123>and you know about every line or pixel who and why it was done
14:25<__ln__>*a lot
14:25<@Alberth>disk space is cheap
14:26<Kjetil>backup is not :P
14:26<@Alberth>buy another disc :)
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14:26<@Alberth>o/ Zuu
14:27<Zuu>Hello Alberth
14:27<Ristovski>Alberth: it is, but not if you need to download shit on a 50-250kb/s connection
14:27<Ristovski>and RARELY I get like 2mb/s
14:27<frosch123>Alberth: 5 seconds too late :p
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14:28<@Alberth>Ristovski: try a 38k4 modem :p 20MB/hour :)
14:29<@Alberth>but yeah, for collections of 32bpp pixels, your speed is quite useless
14:30<@Alberth>especially at the scale of zbase :)
14:30<Ristovski>Alberth: I was downloading zbase (package) for like 30 minutes
14:30<@Terkhen>Ristovski: you may want to clone an early revision and start updating in small intervals if you don't want to do it all at once
14:30<Ristovski>I might.. later
14:31<Ristovski>I hate my ISP D:
14:35<@Alberth>hmm, your problem may be worse; the build stuff used to be in zbasebuild, which has zbase and opengfx as subrepos
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14:36<@Rubidium>Alberth: so he actually needs to clone zbuild ;)
14:36<Ristovski>aah screw it, I wont clone it
14:37<Ristovski>would have to waste hours
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14:48<andythenorth>even in suggestions forum
14:50<@Belugas>ho... hello Wolf01 :)
14:50<@Alberth>hi andy, sir B
14:50*Belugas thinks andythenorth suffers from white page syndrom ;)
14:50<Wolf01>hello Belugas :)
14:50<@Belugas>hello sir A :)
14:57<Zuu>frosch123: I can reproduce FS#5519 (town_cmd assert) with seed 9. However it is probably connected to my town density settings among others. The assert in question is triggered when a generated town have zero population but OpenTTD still fails to delete it. I'm currently trying to figure out why it fails to remove the town.
14:58<frosch123>i would try a breakpoint at town_cmd.cpp:2648
14:58<frosch123>conditional whether ret.Failed
14:59<frosch123>then you can check which kind of tile it fails to clear
15:00<Zuu>frosch123: I had one in 2648 and figured out that it fails on tile 639911.
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15:01<Zuu>Now I blame myself for not inserting a compiled condition into the code instead of using a slow conditional break point which slows down the loop a lot. :-)
15:02<frosch123>you could take the time to fetch some coffee :p
15:03<frosch123>that tile is water for me
15:04<andythenorth>Belugas: you mean fear of the white page?
15:05<Zuu>frosch123: Here it's a MP_TUNNELBRIDGE
15:05<@Belugas>indeed, andythenorth, indeed :)
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15:06<andythenorth>see a blank page, fill it
15:06<andythenorth>fear over :P
15:07<@Alberth>kids are very good at that :)
15:09<frosch123>Zuu: ok, i try to make a scenario which enforces a bridge :)
15:13<frosch123> <- now i only need to make it fail building houses :)
15:15<frosch123>still does not crash for me
15:16<frosch123>yay, reproduced
15:16<frosch123>it's important to disable extra_dynamite
15:17<frosch123>so, problem is likely in tunnelbridge_cmd.cpp:721
15:22<Zuu>If it is of any help, here is the tile data of the tile in my test case:
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15:29<frosch123>hmm, so when are towns allowed to remove their own bridges :)
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15:30<Zuu>Owner of the bridge is MAX_COMPANIES (16) while it check for owner OWNER_TOWN (15)
15:31<frosch123>so, OWNER_NONE
15:33<Zuu>hmm, sorry. Owner of bridge is MAX_COMPANIES. And it is 0x0F which is 15.
15:33<Zuu>Both MAX_COMPANIES and OWNER_TOWN is 0x0F
15:34<Zuu>I don't know where I got 16
15:34<Zuu>ah... _current_company is 16.
15:35<Zuu>So at line 717, road_owner change from 16 to 15.
15:37<frosch123> (rt == ROADTYPE_ROAD && !Company::IsValidID(_current_company))) return CommandCost(); <- so, that silly check implicitly allows OWNER_NONE to remove roads :s
15:40<Zuu>Did you trace it down to that check?
15:41<Zuu>I see that the if-statement on line 721 evaluates to true and that CheckTileOwnership(tile) then returns false.
15:42<Zuu>My extra_dynamite is set to false.
15:44<frosch123> <- actually two issues
15:44<frosch123>the town_cmd thing is the real problem, OWNER_NONE vs OWNER_TOWN
15:45<frosch123>the tunnelbridge_cmd should fix that towns could potentially remove bridges with tram from other companies
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15:49<Zuu>So the first fix will execute DeleteTown as OWNER_TOWN instead of OWNER_NONE? Are you sure that doesn't add any new bugs?
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15:49<frosch123>nope :p
15:49<frosch123>but it is the correct thing to do
15:49<frosch123>the stuff is build as OWNER_TOWN
15:49<frosch123>so it should also be removed as OWNER_TOWN
15:50<frosch123>GrowTown() also switches to OWNER_TOWN
15:51<V453000>town == enemy
15:56<Zuu>frosch123: I don't follow how your second fix works to stop OWNER_TOWN from destroying tram bridges owned by companies. However it may still be a correct fix as I'm a bit tired now. :-)
15:56<frosch123>the "return CheckTileOwnership(tile);" is supposed to always fail, just to give the right error messag ehwne extra_dynamite is disabled
15:57<frosch123>but it would succeed for _current_company = OWNER_TOWN
15:57<frosch123>and thus it would not do the ret = CheckOwnership(tram_owner, tile); below
15:57<Zuu>Ah ok
15:59<andythenorth>FIRS 2?
16:00<frosch123>andythenorth: is there a forum thread? :p
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16:00<andythenorth>all good sets start with a forum thread
16:00<Eddi|zuHause>then CETS cannot be good
16:00<frosch123>no, i mean, is there a forum thread guessing what would make up firs 2.0 ?
16:00<V453000>me is insulted as well
16:00<V453000>there you have it
16:01<frosch123>you have a release thread at least
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16:02<andythenorth>FIRS 2.0 thread
16:02<Zuu>I can confirm that your fix to town_cmd.cpp fixes my test case.
16:02<andythenorth>don't 2.0 threads mostly guess at what *wont'* be in the next version?
16:03<andythenorth>how about 'guess what's in BANDIT'
16:03<andythenorth>vote now if you want a new truck set
16:03*andythenorth is mostly serious about BANDIT
16:03<Eddi|zuHause>"FIRS 2.0 should implement cargo destinations, taking over industries and a tetris minigame"
16:03<andythenorth>Eddi|zuHause: I'll get right on that
16:03<andythenorth>I did ask frosch123 for clickable industry tiles
16:04<andythenorth>tetris is possible if an industry can handle user clicks
16:05<V453000>if there isnt unicorn tile then dont even bother
16:06<Eddi|zuHause>or even better: a warehouse with a sokoban minigame ;)
16:06<Zuu>andythenorth: When GS was new, someone made a mini-game script published at forums. It placed a tree in a square area. When you demolished it, it would place a new random tree in this area.
16:07<andythenorth>tetris is included here:
16:07<frosch123>tree-tic-tac-toe :)
16:08<Zuu> <-- Whack-a-Tree
16:09<frosch123> <- well, if we take the initial post only, we are about there :p
16:09<frosch123>it says: c++, goals, scripted scenarios, interactive tutorial
16:11<andythenorth>I mentioned that a few weeks ago :P
16:11<andythenorth>technically, 1.3.0 is 2.0
16:12<Zuu>Isn't it 1.2 which is 2.0?
16:12<andythenorth>maybe 1.3 is 2.1
16:12<frosch123>well, i like the year thingie better :p
16:12<andythenorth>if it was up to me, I'd announce in forums that we made a mistake
16:12<andythenorth>and say that surprisingly, 2.0 is now doen
16:12<andythenorth>done *
16:12<@Rubidium>frosch123: but 1.3 are the 13 in 2013 ;)
16:13<frosch123>yes, that's what i mean :)
16:13<Zuu>frosch123: So next release will be 2.4 to accomondate for that?
16:13<Zuu>Or 2.3.1 :-)
16:13<andythenorth>why not count in hex?
16:13<frosch123>andythenorth: you had the chance with firs, and failed :p
16:13<andythenorth>FIRS is fail
16:13<andythenorth>I should delete it
16:14<frosch123>Rubidium: now we only need to make releases quarterly
16:14<Eddi|zuHause>frosch123: that means in 2020 we need to release 2.0
16:14<andythenorth>so nobody wants a truck set
16:14*andythenorth will play flash games then
16:14<andythenorth>Alberth: what was that thing we were working on?
16:14<frosch123>andythenorth: code bananas 2.0 :p
16:14<andythenorth>oh oh oh
16:14<andythenorth>I thought it was seriously insanely hard?
16:14<Zuu>or review :-)
16:15<@Alberth>just bottle it? :)
16:15<andythenorth>bottle is dubious?
16:16<Zuu>andythenorth: The up side with musa is that it is free from Django :-)
16:16<frosch123>unchained from django? :p
16:17<V453000>im afraid the WETRail has opened a gateway to a whole new dimension of WTF, and the gate seems to be impossible to close
16:17<V453000>expect the worst :D
16:17<andythenorth>V453000: I was worried that migh happen
16:17<frosch123>V453000: you need canals which blend in with them
16:17<andythenorth>you need ekranoplancats
16:17<frosch123>to green stuff on the coop server next to the ships looks weird
16:17<V453000>with who? :D
16:17<andythenorth>you need actual catamarrans
16:18<V453000>you mean when used on water with canals
16:18<V453000>myeah, I just wouldnt use them that way
16:18<V453000>the canal will be there anyway
16:18<V453000>even if I use full water tile
16:19<andythenorth>diagonal rivers?
16:19<andythenorth>I would draw them
16:19<frosch123>V453000: anyway, if i understood wetrail correctly, it has no curve penalty, right?
16:19<V453000>until rivers are re-buildable they are like unusable anyway
16:19<V453000>it has normal rail penalty
16:20<andythenorth>V453000: +0.8
16:20<frosch123>hmm, ok, maybe it does not matter with the low speeds
16:20<frosch123>ecranoplanes could have higher curve penalties
16:20<andythenorth>shall we ditch the water transport?
16:20<V453000>88kmh is the shortest curve
16:20<V453000>not counting 90deg
16:20<andythenorth>in favour of v's solution?
16:20<andythenorth>what could go wrong?
16:20<V453000>I wouldnt do that
16:22*andythenorth likes bold steps :P
16:22<andythenorth>ah, a FIRS translation update :)
16:22*andythenorth has something useful to do
16:22<frosch123>andythenorth: you mean, replace cargos with railtypes? :p
16:22<V453000>this what I did should be just something extra tbh
16:22<andythenorth>frosch123: everything is cargos is railtypes
16:22<andythenorth>V453000: did you do it because you could? Or because water transport is lame?
16:23*Alberth puts andy on the right track
16:23<V453000>and I am specifically famous for hating on ships on our servers
16:23<andythenorth>I hate ships
16:23<V453000>so ... just got the idea of doing it and followed it
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16:24<V453000>you hate ships because they have 103708 pixels and you drew them :)
16:24<Zuu>V453000: So now you are going to provide a substitute for ships on the #openttdcoop servers?
16:24<@DorpsGek>Commit by frosch :: r25140 trunk/src/town_cmd.cpp (2013-04-03 20:24:10 UTC)
16:24<@DorpsGek>-Fix [FS#5519]: Towns are build as OWNER_TOWN, so they also need to be removed as OWNER_TOWN.
16:24<andythenorth>and because they go in stupid non-diagonal routes
16:24<andythenorth>and get trivially stuck
16:24<V453000>I wouldnt say that Zuu, in fact I am not even sure if I will continue drawing ships
16:25<@DorpsGek>Commit by frosch :: r25141 trunk/src/tunnelbridge_cmd.cpp (2013-04-03 20:25:06 UTC)
16:25<@DorpsGek>-Fix: When extra dynamite was disabled, towns would be allowed to clear bridges with trams.
16:25<V453000>hint: water transporter does not necessarily have to be a boat
16:25<Zuu>V453000: Will not your water rails trains look like ships?
16:25<V453000>some of them will
16:25<andythenorth>do some giant ducks
16:25<V453000>some of them will be off the chain of wtf
16:25<andythenorth>like chuckie egg
16:26<Zuu>A flum ride trunk?
16:26<V453000>you guessed one of them zuu :)
16:26<frosch123>[22:24] <Zuu> V453000: So now you are going to provide a substitute for ships on the #openttdcoop servers? <- check the save in fs#5518
16:27<Zuu>V453000: Or even better tug boat with loggs floating behind?
16:27<V453000>second one except there will probably not be tug boat but something else instead
16:27<Zuu>And when it's emtpy a rope is floating behind?
16:27<V453000>or maybe even tug boat
16:27<V453000>who knows
16:27<V453000>there are options :)
16:28<V453000>atm I am drawing a water turtle convoy
16:28<V453000>your argument is invalid
16:28<frosch123>i see, V will turn toyland into rollercoaster land
16:28<frosch123>including water rides
16:28<@Terkhen>good night
16:28<frosch123>night terkhen
16:29<V453000>almost there frosch123
16:29<V453000>I didnt yet say that the tugboat subsitutes for a unicorn goldfish
16:31*andythenorth plays chuckie egg
16:33<Zuu>Interesting @ save in fs@5518
16:34<V453000>thats the start :)
16:37<frosch123>Zuu: actually i mean 5520
16:37<frosch123>but maybe its the same
16:37<frosch123>both coop
16:38<V453000>same game in fact
16:39<Zuu>A passenger station with WETRails make me think of flum rides :-)
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16:39*andythenorth not very good at chuckie egg :(
16:41<frosch123>hmm, maybe V is a vegarian, and wants to spoil us with the cute livestocks in nuts :p
16:46<andythenorth>imagine if V does a truck set :P
16:46<frosch123>the monorail in nuts is essentially a truck set
16:46<frosch123>at least those i saw on monday nocargoal game
16:48<frosch123>V453000: did you consider magic carpets for transport?
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16:49<V453000>not quite
16:49<V453000>too realistic
16:50<frosch123>i am just trying to trick you into aircraft :p
16:55<andythenorth>so what do I do with strings like STR_GRF_URL?
16:55<andythenorth>which are in english.lng
16:55<andythenorth>and also every translation :(
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16:55<andythenorth>pointlessly :P
16:55<frosch123>you can translate them to localised urls
16:56<V453000>turtle convoy anyone?
16:56<Ristovski>V453000: add magic carpets, as frosch123 suggested
16:56<andythenorth>frosch123: ho ho, localise all the docs :P
16:56<andythenorth>perhaps not :)
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16:57<frosch123>andythenorth: i thought they are auto-generated? :p
16:57<frosch123>just feed another language :p
16:57<andythenorth>it's not a stupid suggestion
16:58<frosch123>just one which involves work with questionable effect :)
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18:59<Zuu>Hmm, maybe I/someone should write some python code that detects which libraries a script or library imports and then verify the dependencies it sets upon upload.
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19:00<Zuu>A such check would then not be able to handle conditional imports which squirrel can do, but I doubt that any AI/GS uses an if-statement to decide which library to import.
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---Logclosed Thu Apr 04 00:00:04 2013