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#openttd IRC Logs for 2013-05-13

---Logopened Mon May 13 00:00:02 2013
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02:25<guru3_>So I wonder... who else still has stuff like original Transport Tycoon in the box?
02:25-!-guru3_ is now known as guru3
02:25<guru3>Would anyone be interested in photos or scans of the box art/manual, etc.?
02:31<guru3>I've even got the manual in PDF.
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02:31<perk11>would be fun to watch
02:31<perk11>to see*
02:33<perk11>I guess a few people would appreciate it if you post it on forums
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02:33<guru3>I never did work out why they sold the game with the World Editor in under the Transport Tycoon Deluxe name.
02:34<guru3>The back of the case even has the correct TTD description, but it's the wrong thing on the disk.
02:39<__ln__>The manual is most certainly copyrighted material.
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03:38<juzza1>planetmaker: yeah i should've probably just gave the current username here, which is Dtritus
03:39<juzza1>i also sent an email to
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03:42<__ln__>juzza1: *given
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04:09<@planetmaker>ok, thanks. I might have time in the evening where I have my login details available
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12:09<frosch123>does anyone here have ubuntu raring?
12:12<Eddi|zuHause>no idea what that is
12:13<frosch123>i think darloro was on ubuntu
12:13<frosch123>@see lordaro
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12:13<frosch123>@seen lordaro
12:13<@DorpsGek>frosch123: lordaro was last seen in #openttd 20 hours, 49 minutes, and 48 seconds ago: <LordAro> Alberth is too fast :l
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13:16<alluke>is it possible to take zoomed out whole map screenshot
13:17<frosch123>if you can get your window big enough
13:17<alluke>not like that
13:17<@planetmaker>you mean zoom-in?
13:17<alluke>preferably 1x zoomed out
13:18<alluke>took whole map screenie and it was over 70 mb
13:18<@planetmaker>1x certainly is not zoomed-out
13:19<alluke>well 256x1024 into a screenie under 20 mb
13:19<+glx>70MB only ? it's a small map
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13:30<frosch123>ciao Wolf01
13:30<Wolf01>hello :D
13:31<alluke>whose offset is wrong, loco or cars?
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13:32<+glx>loco I'd say
13:32<frosch123>press ctrl+b
13:32<frosch123>or get debugvehicles from bananas and compare with them
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13:48<frosch123>heh, openttd is on one of the advertisement screenshots in the ubuntu installer
13:49<@DorpsGek>Commit by translators :: r25239 /trunk/src/lang (5 files) (2013-05-13 17:49:44 UTC)
13:49<@DorpsGek>-Update from WebTranslator v3.0:
13:49<@DorpsGek>croatian - 1 changes by VoyagerOne
13:49<@DorpsGek>dutch - 1 changes by habell
13:49<@DorpsGek>english_AU - 10 changes by mrtux
13:49<@DorpsGek>english_US - 1 changes by Rubidium
13:50<@DorpsGek>german - 1 changes by planetmaker
13:55<@planetmaker>he, interesting
13:55<frosch123>they took a screenshot of the "games" page in their package manager, or something like that
13:56<frosch123>on ottd is in the top 4 or so
13:56<alluke>what a name
13:57<@planetmaker>got a screen or URL, frosch123 ?
13:58<MNIM>frosch123: wait, people still install it?
13:59<frosch123>i just made a vm
14:00<+glx>I stopped using it in VM
14:00<+glx>too slow
14:00<+glx>switched to debian
14:00<frosch123>sure, debian is my main system
14:00<frosch123>just needed a raring vm to test ottd compile farm
14:00<alluke>whats the maximum limit for sptire_cache_size_px
14:01<MNIM>oh right
14:02<alluke>lol out of memory
14:03<frosch123>1.3.0 should auto-reduce the size :)
14:03<frosch123>1.2.0 crashes or so
14:03<MNIM>What's the userbase of buntu nowadays?
14:04<alluke>changed it to 256
14:04<alluke>works well
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14:06*MNIM notes to self: update more often
14:08<alluke>whats the logic in nightly naming
14:08<alluke>ive never seen r1, r2, r3 etc
14:09<@Alberth>it's the revision number of the subversion repository at some fixed time point in the day
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14:09<@Rubidium>you can leave that fixed time point in day out
14:10<@Rubidium>it simply is the revision number of the revision that was compiled
14:10<frosch123>@commit r3
14:10<@DorpsGek>frosch123: Invalid arguments for _commit.
14:10<@Alberth>fair enough :)
14:10<frosch123>@commit 3
14:10<@DorpsGek>frosch123: Commit by darkvater :: r3 /trunk (7 files in 2 dirs) (2004-08-10 14:32:17 UTC)
14:10<@DorpsGek>frosch123: -[1005611] Player Window patch: When looking in dropdownlist for player stuff, it will say
14:10<@DorpsGek>frosch123: for all human players (Player #), not only for the first 2
14:10<frosch123>Alberth: you are 9 years too late for r3 nightly
14:11<@Alberth>the current version is way better :p
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15:18<@DorpsGek>TrueBrain: Commit by rubidium :: r25240 /branches/1.3 (14 files in 7 dirs) (2013-05-13 19:18:10 UTC)
15:18<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
15:18<@DorpsGek>TrueBrain: - Fix: [NewGRF] Make tick_counters work the same for vehicles (r25223, r25222)
15:18<@DorpsGek>TrueBrain: - Fix: [NewGRF] IsCompatibleTrainStationTile() is not a symmetric function. Clarify the parameters and fix the cases were they were swapped (r25221)
15:18<@DorpsGek>TrueBrain: - Fix: Consider map border as water with repsect to river/canal continuation (r25220)
15:18<@DorpsGek>TrueBrain: (...)
15:18<George>how to solve this error
15:18<George>nmlc ERROR: There are not enough registers available to perform all required computations in switch blocks. Please reduce the complexity of your code.
15:22<@DorpsGek>TrueBrain: Commit by rubidium :: r25241 /branches/1.3 (4 files in 3 dirs) (2013-05-13 19:22:08 UTC)
15:22<@DorpsGek>TrueBrain: [1.3] -Backport from trunk:
15:22<@DorpsGek>TrueBrain: - Fix: Crash when AI is executing a command as it is bankrupted (removed from the game) [FS#5547] (r25236)
15:22<@DorpsGek>TrueBrain: - Fix: Give bridges owned by noone (from bankrupt companies) to the first company which replaces the bridge. Everyone could have removed/rebuild the bridge anyway [FS#5541] (r25231, r25227)
15:22<@DorpsGek>TrueBrain: - Fix: [NewGRF] Revise when vehicle running sound effects 04, 07 and 08 are played; in depot or tunnel, or when crashed or stopped: No sound. Braking: Effect 08 instead of 07 [FS#5538] (r25226)
15:22<@DorpsGek>TrueBrain: (...)
15:24<Supercheese>George: good lord, that is some nasty-complex code
15:25<George>You can help me to simplify it?
15:25<Supercheese>I would suggest considering whether you really need to do all that
15:26<Supercheese>If you do really want to, I can't help sorry
15:26<@DorpsGek>Commit by rubidium :: r25242 /branches/1.3 (69 files in 3 dirs) (2013-05-13 19:25:53 UTC)
15:26<@DorpsGek>[1.3] -Backport from trunk: translations
15:27<frosch123>George: instead of all those weird == || stuff, use the switch to check for the cases
15:29<George>Splitting a switch into several should solve the problem?
15:29<frosch123>mostly using a switch to check for multiple values instead of == and || should solve the issue
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15:30<George>I'l try
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16:56<juzza1>why do i get error "Unrecognized identifier 'RAIL' encountered
16:56<juzza1>when trying to define vehicle power according to railtype like so:
16:57<juzza1>this is the railtypetable currently defined before the vehicle code
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17:04<@DorpsGek>Commit by rubidium :: r25243 trunk/src/station_cmd.cpp (2013-05-13 21:04:12 UTC)
17:04<@DorpsGek>-Fix [FS#5546]: "No station" error was given, even when there was a station that way occupied or not yours
17:15<@planetmaker>juzza1, your rail table does not define RAIL. It defines sm7
17:18<juzza1>logic beginning to fail at this time of the day
17:21<@planetmaker>juzza1, mind, that the railtype "sm7" will be RAIL, if RAIL is available. And ELRL only, if RAIL is not available
17:21<@planetmaker>thus it will never be both
17:22<@planetmaker>(compatibility of railtypes is defined in track set, not in vehicle set)
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17:32<juzza1>hmm so can i even create a train which changes power depending on the rail it's being used on?
17:33<@planetmaker>done wrongly, you can screw up big time by suddenly reducing power to 1 or so :-P
17:33<MNIM>Use two locs
17:33<@planetmaker>--> stranded train ;-)
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17:39<juzza1>so currently on normal railway the train uses default power, and on electric rail it picks the one on the switch i pasted earlier
17:39<juzza1>maybe i didnt fully understand what you said earlier planetmaker
17:39<juzza1>why isnt railtype RAIL on normal railway?
17:39<@planetmaker>I believe you're right, though
17:40<@planetmaker>is it an engine with two power systems?
17:40<@planetmaker><juzza1> why isnt railtype RAIL on normal railway? <-- I don't unserstand what you ask here
17:41<juzza1>because in the switch power is defined at 1776 for RAIL, however i get default power, so not the one in the switch
17:42<@planetmaker>current_railtype means being on-track
17:42<@planetmaker>purchase list has no railtype yet
17:44<@planetmaker>oh... entry from RTT. so... 'sm7' :-)
17:44<@planetmaker>you still don't define RAIL or ELRL there
17:44<@planetmaker>juzza1, your set only knows those railtypes which you define in the RTT
17:44<juzza1> this is the railtypetable atm
17:44<@planetmaker>you only define a single railtype there, called 'sm7'
17:45<juzza1>when i put the train on normal tracks, it uses the default value for power instead of the one defined in the switch for RAIL, for electric rails the switch works fine
17:45<juzza1>ofc i can change the default value to fix this
17:46<@planetmaker>not sure. Sounds like the vehicle takes it default power on its native track. Which makes sense
17:47<@planetmaker>and still, I don't know which tracktype is defined for that vehicle :-)
17:48<juzza1>i call "sm7" for "track_type"
17:56<@planetmaker>imho it makes sense to use the action0 power for the native track type.
17:57<@planetmaker>I don't know the code internals right now. It probably *should* work via CB override like you seem to intent.
17:57<@planetmaker>But... now is bed time for me. So good night :-)
17:57<juzza1>good night and thanks for help, i can probably stop worrying about this too :P
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---Logclosed Tue May 14 00:00:05 2013