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#openttd IRC Logs for 2013-08-29

---Logopened Thu Aug 29 00:00:25 2013
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02:26<dihedral>Greetings
02:36<SamanthaD>hi!@
02:36<@planetmaker>moin
02:36<SamanthaD>what's up?
02:36<@planetmaker>breakfast is up
02:38<SamanthaD>breakfast is good
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02:47<SamanthaD>planetmaker: by the way... is your handle a reference to astronomical bodies or the 1830's locomotive?
02:50<@planetmaker>you mean my nickname?
02:50<SamanthaD>yup
02:50<@planetmaker>let's put it this way: I didn't suspect to be a locomotive with such or similar name ;-)
02:50<SamanthaD>haha
02:51<SamanthaD>bonus!
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02:52<V453000>dont locomotives use like all names in existence?
02:52<@planetmaker>point, V453000 ;-)
02:52<V453000>:P
02:53<@planetmaker>but i didn't know that when I chose the nickname. It's older than I know TTD ;-)
02:53<@planetmaker>well OpenTTD
02:53<SamanthaD>Usually, though, locomotive names are grandiose...
02:55<SamanthaD>It's hard to sell units when your product is called the EMD 4500K "Piglet"
02:55<V453000>UNTRUE
02:55<V453000>:(
02:55<SamanthaD>oh?
02:55<V453000>everybody wants animals on their trains
02:55<@planetmaker>my nick has at least an age of 9.25 years ;-)
02:55<V453000>been proven
02:56<SamanthaD>hmm... I suppose "piglet" would be a good name for an industrial locomotive...
02:57<V453000>if the slug is a perfect name for a locomotive, piglet is just fine
02:58<@planetmaker>hehe
02:58<maddy_>I'm still confused if your slug is meant to be an actual animal, or is it just the name
02:58<@planetmaker>:D
02:58<SamanthaD>I guess I'm used to N. American names: Constellation, Pacific, Mikado, Challenger and all that jazz
02:59<V453000>maddy_: https://dl.dropboxusercontent.com/u/20419525/RAINBOWSLUGS1.png
02:59<SamanthaD>those are kinda cool
03:00<V453000>of course they are cool, they have a hat
03:00<V453000>you cant be uncool with a hat
03:00<SamanthaD>and they have little feelers!
03:00<@planetmaker>boah, I'm soooo cool ;-)
03:01*planetmaker puts hat on
03:01<V453000>:D
03:01*SamanthaD dons her propeller beanie
03:01<SamanthaD>so cool
03:01<@planetmaker>:D
03:02<maddy_>V453000: still not sure how that screenshot answers my question
03:03<V453000>it does
03:03<SamanthaD>I mean... there's locomotive slugs, too...
03:03<SamanthaD>diesel electric locomotives without the prime mover
03:03<maddy_>I guess I just need to play one game with slugs myself, to see for myself
03:04<SamanthaD>https://upload.wikimedia.org/wikipedia/commons/b/bc/NS_GP40-2_and_RP-E4_Slug.jpg
03:04<SamanthaD>GP40 pulling a slug!
03:05<@planetmaker>:D
03:05<V453000>:(
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06:32<oskari89>If there are custom links on the devzone bar, do they come back when the skin is changed to previous one?
06:32<oskari89>They were lost after update :/
06:33<oskari89>Would somebody change skin back to previous one?
06:34<alluke>+1
06:34<alluke>the old one was much clearer
06:35<^Spike^>cause this so is the correct channel to tell that to... although the proper ppl are here...
06:35<^Spike^>next time #openttdcoop.devzone perhaps?
06:35<alluke>this is the most active channel
06:35<alluke>fastest replies
06:36*^Spike^ will consider above comments as unseen....
06:36*^Spike^ goes working on other stuff for devzone which have higher priority
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06:41<V453000>hope you enjoy the fastest reply alluke
06:41<V453000>^^
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07:07<@peter1138>Do we support shaders yet?
07:15<@planetmaker>oskari89, I don't know. I don't even know whether we can make them come back
07:16<@planetmaker>and... if s/o cares to update the old skin properly, yes. The default one is not overly pretty. But skin is really not the highest priority :-)
07:16<@planetmaker>function before looks ;-9
07:17<juzza1>is it safe to start adding the tabs again?
07:18<^Spike^>that's one of the things we are working on getting back
07:24<@planetmaker>juzza1, the plugin doesn't work by default with the new version, that's why
07:41-!-DanMacK [DanMacK@226-28.SPEEDe.golden.net] has joined #openttd
07:41<DanMacK>Hey all
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07:43<@planetmaker>o/ DanMacK
08:03<alluke>what makes trees grow like this? https://dl.dropboxusercontent.com/u/1004368/Lederhosen%20Transport%2C%205.%2012.%202027.png
08:10<Xaroth|Work>terraingen?
08:41<alluke>terragenesis
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09:13<oskari89>http://dev.openttdcoop.org/issues/6310#change-17194
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09:39<@Belugas>hello
09:39<V453000>hyy
09:40<@Belugas>hi green shirt :)
09:41<V453000>:d
09:41<V453000>I iz red atm :(
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10:11<Xaroth|Work>V453000: red shirt? you won't survive this episode then
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10:15<V453000>asdf
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11:10<@Rubidium>Xaroth|Work: unless he's part of the main cast... which I reckon he is ;)
11:12<Xaroth|Work>he lacks an @, so he's hardly bridge personnel
11:12<Xaroth|Work>so he's in the danger zone
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11:31<@Terkhen>hello
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13:22<frosch123>hmm, what is the equivalent of "pthread_self" in python? :p
13:23<valhallasw>frosch123: thread.get_ident()?
13:23<valhallasw>or thread.current_thread()
13:24<valhallasw>or possibly thread.why_are_you_threading_in_python_you_are_not_supposed_to_do_that() ;-)
13:24<frosch123>exactly, if the latter fuction exits i guess it would suit my needs
13:25<valhallasw>frosch123: I'm not sure what you are trying to do, but the suggested methods are greenlets-based for I/O or subprocess.* for multi-core computations
13:25<frosch123>no, i am running some python thingie with apache2 mod_wsgi
13:26<frosch123>and i would to proof/disproof whether it cares about the threads=1 parameter
13:26<valhallasw>I see. You could always try to call pthread_self using ctypes, I think
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13:29<valhallasw>frosch123: pthread_self() and thread.get_ident() return the same value
13:29<frosch123>thanks, will try :)
13:30<valhallasw>frosch123: http://bpaste.net/show/ltDTBNd9jCkCSkgObl96/
13:31<FLHerne>Anyone know what "ALSA lib pcm.c:7843:(snd_pcm_recover) underrun occurred" is meant to mean? OTTD keeps complaining about it :-(
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13:38<Pinkbeast>FLHerne: Not enough bits of sounds got sent to whatever was trying to play those bits.
13:39<Pinkbeast>Normlly it gets a teeny smidge ahead so as to have a buffer (of a fraction of a second); if the buffer empties, you get an underrun
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14:22<andythenorth>o/
14:22<@Alberth>hi hi
14:23<@planetmaker>hi andythenorth :-)
14:29<@Alberth>andy, good step to clear out the old stuff from the wiki page
14:32<andythenorth>rm
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14:34<Wolf01>hello
14:34<@Alberth>olleh 10floW
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15:59<Supercheese>Hmm, do people pronounce FIRS "furz" (like the free) or say each letter, i.e. "eff eye arr ess"?
15:59<Supercheese>tree*
15:59<Supercheese>I prefer the latter, but I'm curious what others say
16:01<@planetmaker>fears
16:01<@planetmaker>that's how I pronounce FIRS
16:02<@Alberth>I say the "I" like the "i" in 'did'.
16:02<@planetmaker>and you don't want to know the meaning of "furz" in German tongue ;-)
16:02<@Alberth>ok :)
16:02<@planetmaker>yeah, like that, Alberth :-) probably better explanation
16:02<Supercheese>I'm sure I don't
16:03<@planetmaker>like poop ;-)
16:03<@Alberth>Supercheese: that's ok, just use the same spelling, and you'll be fine :p
16:05<@planetmaker>I'd expect an English-speaker to pronounce it like first without 't'
16:06<Supercheese>I'd say it with more of a z as in zebra rather than an s as in second
16:06<andythenorth>Supercheese: like the tree
16:07<Supercheese>My way is syllabically inefficient, but I usually end up saying each letter in acronyms for some reason
16:07<FLHerne>Also like the tree
16:07<@planetmaker>Supercheese, I'm sure that's not andy's intention when coming up with acronyms ;-)
16:08<FLHerne>It's not possible to allow bridges over any sort of industry, is it?
16:08<andythenorth>CEE HAITCH EYE PEA ESS?
16:08<@planetmaker>:-)
16:08<FLHerne>There's a quarry in the way of my mainline, and tunnelling under it would look very stupid :P
16:08<Supercheese>Yeah, I'm weird with acronyms, although it's sort of a moot point when I type it 99% of the time, I rarely say OTTD-related verbage out loud
16:09<@planetmaker>should have joined the meeting a month ago ;-)
16:09<Supercheese>FLHerne: there's a patch for that™
16:09<Supercheese>although I'm not sure if that patch was only for bridges-over-stations and not industries
16:09<FLHerne>Supercheese: Ooh?
16:09*FLHerne shambles off to poke searchboxes
16:10<Supercheese>I'm also not sure if that patch ever left peter1138's hard drive :P
16:13<FLHerne>I found one, but it looks very bodged and is from 2010
16:13<FLHerne>I remember seeing the more recent screenshots, but not a patch :-(
16:14<Supercheese>http://fuzzle.org/~petern/ottd/stbr4.png
16:14<Supercheese>as I said, could be never-released
16:14<Supercheese>http://fuzzle.org/~petern/ottd/stbr3.png
16:15<Supercheese>although....
16:15<Supercheese>http://fuzzle.org/~petern/ottd/stbr3.diff
16:15<Supercheese>http://fuzzle.org/~petern/ottd/stbr2.diff
16:16<Supercheese>those might be them
16:16<Supercheese>had to dig through the chat logs for those
16:18<Supercheese>I might have to try compiling those
16:19<@Rubidium>I doubt you'll have much luck with that
16:19<Supercheese>I feared as much
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16:21<@Rubidium>hmm... did he remake them?!?
16:21<Supercheese>patches are from January as far as I can tell
16:22<FLHerne>Yup, those patches don't look like anywhere near enough stuff :-(
16:23<@Rubidium>I'm fairly certain that he also made those patches around the time the bridges were reworked
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16:23<@Rubidium>though my IRC logs don't go backward that far
16:25<Supercheese>logs should be archived in a web server somewhere
16:26<Supercheese>for example http://irclogs.qmsk.net/channels/openttd/date/2013-01-05?page=9
16:27<Supercheese>but yeah, that patch does nothing for bridges over industries, it seems
16:28<@Rubidium>that log doesn't go back far enough
16:30<@Rubidium>e.g. it doesn't know the fuzzle URIs with /o/
16:30<andythenorth>ugh
16:30<andythenorth>working in git and hg at same time
16:30<andythenorth>headache :)
16:31<@Rubidium>bingo...
16:31<@Rubidium>http://web.archive.org/web/20080516105222/http://fuzzle.org/o/stbr.diff
16:31<Supercheese>r9829
16:31<Supercheese>yikes
16:32<@Rubidium>but yes, it's from January
16:32<Supercheese>I guess he did rework the patch, then
16:32<@Rubidium>... 2008
16:32<@Rubidium>and that's the one I remembered when saying good luck ;)
16:33<Supercheese>stbr3.diff is off r24889
16:33<Supercheese>might have better luck there :)
16:34<FLHerne>Ah, I was looking at it wrong. Will have to try that out :-)
16:35<FLHerne>Thanks :D
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17:14<FLHerne>Is it bad that my first instinct when finding build-restrictions in that patch was to hack them out? :P
17:16<Supercheese>nah, I do that too
17:16<Supercheese>I've commented out many restrictions in OTTD, local authority stuff, date restrictions, etc.
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17:24<FLHerne>Happily, it seems to fit on top of my existing hack-pile of random patches without much trouble :-)
17:25<FLHerne>Being able to bridge stations should be good for options
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17:35<@peter1138>There's a git branch somewhere...
17:36<@peter1138>Probably on my PC :p
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17:38<FLHerne>Whoops, building bridges through things does look quite silly
17:39<@peter1138>Odd that :)
17:41<FLHerne>But then, the total lack of NewGRFs specifying an actual height limit makes removing the restriction kinda necessary :P
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17:42<FLHerne>Is there some big reason it's not in trunk, besides not getting round to it? :-)
17:42<@peter1138>They don't specify a limit because there's no way to.
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17:46<FLHerne>Eep, I didn't know enough grf-stuff to spot that :-/
17:56<Wolf01>'night all
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18:30<Supercheese>GRF specs have no implementation for "may have bridge over stations"
18:30<Supercheese>Objects do, though
18:31<Supercheese>I'm presuming the code is similar
18:31<Supercheese>.cpp code anyway
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18:39<Eddi|zuHause>objects and stations have nearly nothing in common
18:52<@peter1138>Well they're both in NewGRF files.
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---Logclosed Fri Aug 30 00:00:20 2013