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#openttd IRC Logs for 2013-09-02

---Logopened Mon Sep 02 00:00:58 2013
00:02<roboboy>In fact if I was still a teenager, I would probably still complain about it as John Broomhall and others from the original about window are missing that are still relevant in some way
00:03<Bad_Brett>oh i see
00:03<Supercheese>we can't neglect good old Broomhall
00:04<Bad_Brett>...i always turned the music off ;-)
00:04<Supercheese>The TTD soundtrack is some of my favorite music of all time! :<
00:04<Supercheese>That may or may not be due to massive nostalgia
00:04<Bad_Brett>i don't think midi and jazz works very well together
00:04<Supercheese>I never listened to the midi versions
00:04<Supercheese>always good old DOS version
00:05<Bad_Brett>yeah, those were midi's, right?
00:05<Supercheese>I'm not sure, I know the Windows version was
00:06<Bad_Brett>unless you used the pc speaker, it must have been midi
00:06<Supercheese>Always sounded like this to me:
00:07<Bad_Brett>i remember when we got our soundblaster16 back in 1993... that was so cool
00:12<Bad_Brett>when i played this with sound for the first that was awesome
00:21<Bad_Brett>testing new locomotives in-game right now... this is really exciting
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01:08<maddy_>good morning all
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01:44<roboboy>that was my other complaint about OpenTTD, it's inability to use the DOS music (My cusin owns and lent me for life the DOS version)
01:44<roboboy>so legally I can't have the orriginal music if I play OpenTTD for multiplayer
02:02<maddy_>can you add that feature to the code?
02:06<Supercheese>Just use a separate media player in the background
02:08<maddy_>that would be my recommendation as well, it has the added benefit of being able to play any songs
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03:33<roboboy>my understanding of the reason OpenTTD can't play the DOS music is that no once has figured out how and where it is stored.
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03:44<TinoDidriksen>That's clearly false, as there exists tracker and midi versions of it, and these days MP3 renders.
03:48<roboboy>maybe one person
03:52<maddy_>personally, I wouldn't think support for DOS music a very high priority, I imagine most people do not need it
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03:53<maddy_>instead, the time of the devs could be used on other gameplay enhancing features, which benefit most players
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04:07<sla_ro|master>why not just record the sound in multiple devices and then make it as ogg/mp3/whatever?
04:07<dihedral>hello again
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06:09<__ln__>/ o
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06:31<Eddi|zuHause><sla_ro|master> why not just record the sound in multiple devices and then make it as ogg/mp3/whatever? <-- because we are neither legally allowed to do conversions on the music nor to distribute those coonversions afterwards. so either someone implements a reader of the original format or it won't happen.
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08:50<roboboy>so the location is known GM/ and the format of the cat files is known but not the blobs of data that represents each music titles is not known
08:57<LordAro>you mean the .gm files?
08:59<roboboy>no the DOS version's
08:59<roboboy>it doesn't use gm files that can be renamed to .midi
09:00<roboboy>it stores it's music in .cats
09:00<LordAro>in that case, no idea :(
09:00<@planetmaker>if the format is somewhat like you might try throwing catcodec on it and see what it gives
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09:02<@planetmaker>(I do expect it to error out, though)
09:05<Eddi|zuHause>i think the last time it was discussed it was said "it's midi, but not exactly"
09:05<Eddi|zuHause>i think there were 3 different formats
09:06<Eddi|zuHause>like adlib, opl and gm
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09:09<Hendrick>Hi Miauw
09:09<roboboy>there is adlib,GM and roland
09:10<roboboy>catcodec borks on it
09:10<@peter1138>It's a different file format.
09:10<roboboy>That's what I have found
09:11<roboboy> has a tool to decode them but the author never figured out how to turn the blobs into playable midi files
09:11<Eddi|zuHause>it probably takes a good long session of reverse engineering
09:11<Eddi|zuHause>yes, that is probably what i meant
09:12<roboboy>I have read suggestions that the blobs are possibly raw commands for the respective cards
09:13<roboboy>I have never heard anyone mention the SOUND.CFG file that DOS TTD seems to use
09:13<Eddi|zuHause>there should be enough documentation about that to make a converter
09:14<Eddi|zuHause>most dos games come with an "install" or "setup" that will let you choose sound cards and stuff
09:14<Eddi|zuHause>which obviously needs to be stored somewhere
09:14<Eddi|zuHause>windows games don't need that, because there's a unified driver layer for that
09:15<roboboy>that's what I suspected
09:20<@peter1138>IF you going to reverse engineer stuff, ignore the adlib and opl files.
09:20<@peter1138>Unless you want to borrow the synth from ScummVM.
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09:21<roboboy>I would only be interested in GM.CAT
09:23<Miauw>So, yeah.
09:23<Miauw>I just found this little game.
09:23<Miauw>And I have no idea what to do and I'm just following the tutorial on the wiki at the moment.
09:23<Miauw>The music is great, tough c:
09:24<Miauw>Why is my bus not moving?
09:25<Bad_Brett>did you set the waypoints?
09:25<Bad_Brett>and did you start it?
09:25<Miauw>How do I start it?
09:25<Miauw>Oh, I see
09:26<Miauw>I was following that
09:26<LordAro>just checking :)
09:26<Miauw>And I still am
09:27<Miauw>I can't get over how incredibly sexy this game looks.
09:28<LordAro>that's not the normal reaction to the graphics :p
09:28<roboboy>may I also suggest you have a look at the tutorial Game Script on bannanas
09:28<Miauw>I just like the style.
09:28<LordAro>which are you using? ogfx/original...?
09:29<Miauw>Not the original, anyway.
09:29<Miauw>Whatever's default included in the installer
09:29<LordAro>there isn't, but i'm going to guess opengfx
09:30<Miauw>Yeah, that.
09:34<Bad_Brett>i somehow managed to erase the both the grf file and the nml file
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09:36<Bad_Brett>that's when you can be really happy that you didn't write the code manually :)
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09:37<Eddi|zuHause>that's when you're happy that you can just pull a new working copy from the repo
09:37<LordAro>you can thank eddi and oberhumer(?) :)
09:37<Bad_Brett>repository? what's that? ;-)
09:39<roboboy>speaking if repositories, the web view of the OpenTTD repository is giving me 504's
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09:49<LordAro>Truebrain: ^
09:55<Miauw>The tutorial is
09:59<roboboy>gnight #openttd
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10:12<@planetmaker>Miauw, you might want to download the tutorial game script and try that :-)
10:12<@planetmaker>(available from ingame online content)
10:13<@planetmaker>oh. I'm slow. others are so much faster :-)
10:15<Miauw>Do villages expand automatically?
10:15<Xaroth|Work>when they receive the stuff they need
10:15<Xaroth|Work>check the town info window to see what they need
10:16<@planetmaker>also, good service of the stations in its vicinity help growth in the default game
10:18<Miauw>Wee, busses :v
10:19<Miauw>Are you fucking me, game?
10:19<Miauw>The first time this bus goes anywhere
10:19<Miauw>It breaks down immedieatly >.>
10:19<Eddi|zuHause>they do that at the most annoying moments :p
10:19<Eddi|zuHause>i generally disable breakdowns
10:25<Miauw>If I'm in a town, I could buy mail trucks too?
10:27<Pinkbeast>You could buy mail trucks at any road depot
10:27<Eddi|zuHause>yes, but they can't load at bus stops, you need to build separate truck stops
10:28<Miauw>Hm, alright.
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10:32<alluke>why doesnt spring 2013 pp launch
10:32<alluke>friend complied one for mac and sent to me
10:33<@peter1138>Because red cars go faster.
10:33<alluke>very funny
10:34<@planetmaker>honestly, what answer do you expect, alluke ?
10:35<Miauw>Yay mail trucks
10:35<@planetmaker>you didn't supply a proper crystal ball. Nor any info at all to base an answer on without such device
10:35<alluke>what other info are needed?
10:35<alluke>the same one works on friends computer
10:35<alluke>same os as me
10:36<Miauw>Same version?
10:36<@Rubidium>same computer?
10:36<@planetmaker>same libraries and library versions?
10:36<alluke>where can i see that?
10:37<@peter1138>Did you download it from
10:37<Eddi|zuHause>did he send over other required files like obg and lang?
10:37<@Rubidium>what part of the version is the same?
10:37<Eddi|zuHause>did you install graphics?
10:38<Eddi|zuHause>osx doesn't download automatically, afair
10:38<@peter1138>Did you try asking the people who... developed this... patch pack, I assume?
10:38<@Rubidium>given the Chrome/IE/Firefox version numbers many might think that 10.x.y == 10.z.y
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10:45<alluke>where are the obg and lang files located?
10:45<Miauw>They're libraries if I'm right.
10:45<Miauw>You should try googling "obg library osx" or so.
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10:46<Valle>Good afternoon
10:47<Eddi|zuHause>alluke: that depends what your friend built. a bundle, or simple compile?
10:48<@planetmaker>on osx he should have given you an app file
10:48<@planetmaker>anything else... probably only works on his machine
10:49<Valle>I built alluke's bundle.
10:50<Valle>i sent him the actual bundle and the required grfs for the data folder
10:50<@planetmaker>what kind of bundle?
10:50<@planetmaker>with static ICU?
10:51<Valle>the typical folder with an inside it
10:51<Eddi|zuHause>have you tried running from a console to see error messages?
10:51<Valle>Sorry, i don't know what an ICU is. Could you explain that, please?
10:51<@planetmaker>a library.
10:52<@planetmaker>./configure --help
10:52<alluke>dont tell me i need xcode and other junk
10:53<Valle>I didn't build it with --static-icu
10:53<@planetmaker>try that. icu is a bitch
10:53<Valle>only --without-lzma and --without-liblzo2
10:53<@planetmaker>the binary will become HUUGE
10:53<Valle>ok, thanks.
10:54<Valle>Wonderful. lol
10:54<@planetmaker>--without-lzma and --without-liblzo2 disables loading of... most savegames, though
10:55<Valle>Does it affect savegames created by the binary created using these settings?
10:56<Eddi|zuHause>but uncompressed savegames might get huge as well
10:56<Valle>Where can i install them?
10:56<@planetmaker>like any other library...
10:57<Valle>phew, if i remembered that... time to open the good old wiki again ;-) brb
10:57<Eddi|zuHause>note that "most savegames" include the title game, so you will get green empty space
10:57<@planetmaker>macports, brew, hand-"crafted". whatever
10:57<@planetmaker>green? blue water, Eddi|zuHause :-)
10:57<Valle>Ah, that's why I had blue sea as background
10:58<Eddi|zuHause>hm, must have changed :)
10:58<@planetmaker>not in years
10:58<Eddi|zuHause>i'm pretty sure i had green background once upon a time
10:58<Eddi|zuHause>and yes, i didn't try that in years
11:02<Valle>cannot find an available formula for lzma and liblzo2... ah whatever, it'll work well enough to see if that patch pack is stable enough for longer gameplay
11:03<Eddi|zuHause>from what i hear, it's very desyncy
11:05<Valle>didn't that only affect windows64 users?
11:05<Eddi|zuHause>no idea, but it doesn't really sound encouraging
11:05<Valle>well, i get desyncs in cpp occasionally as well
11:06<Valle>if it allowed using newer newgrfs i'd probably never even consider to bother with a change, but it appears to be hopelessly outdated
11:09<Miauw>Welp, I fucked up.
11:09<Miauw>How do I get wood from forests?
11:10<Pinkbeast>Miauw: Have you refitted the vehicle/wagons to haul wood?
11:10<Miauw>Fuck, I used coal wagons >.<
11:29<Eddi|zuHause>hm, it was already full water in r12697
11:31<Eddi|zuHause>and also in r7691-MiniIN
11:31<Eddi|zuHause>no idea what i remember then...
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11:33<Eddi|zuHause>what are the chances of converting my miniin savegame to trunk?
11:33<Pinkbeast>I remember the miniIN
11:34<Eddi|zuHause>oooh... diagonal crossings... i should possibly finish that patch
11:41<Eddi|zuHause>hm, missing catenary on level crossings, i never figured that out
11:41<@Rubidium>Eddi|zuHause: depends whether non-implemented stuff is being used/can't be converted into something else
11:41<Bad_Brett>what's the angle on a slope? 12.25 degrees?
11:42<Pinkbeast>Bad_Brett: Apparent angle, or physics angle?
11:42<Eddi|zuHause>Bad_Brett: on 16 tile substeps (~32px) you rise 8px
11:44<Eddi|zuHause>@calc atan(8/32)*180/pi
11:44<@DorpsGek>Eddi|zuHause: 14.0362434679
11:44<Eddi|zuHause>does that help you in any way?
11:44<Bad_Brett>yes it does, thank you
11:45<Eddi|zuHause>i don't know how accurate that is
11:45<Eddi|zuHause>@calc atan(8/(16*sqrt(5)))*180/pi
11:45<@DorpsGek>Eddi|zuHause: 12.6043826484
11:45<Eddi|zuHause>that may be closer
11:46<Bad_Brett>hello Terkhen
11:46<Bad_Brett>my guess is that the later one will be closer
11:46<Bad_Brett>but i'm gonna try both
11:46<Eddi|zuHause>Bad_Brett: problem with vehicles "adjusting" to slopes is that you could end up with one end digging into the ground
11:47<Bad_Brett>i don't think i'm gonna have that problem though... i'll have the "rubber effect" instead
11:49<Eddi|zuHause>you'll also have combinatoric explosion for turning and sloping at the same time
11:49<Valle>bundle built, tested and... doesn't work either. Same problem
11:49<Bad_Brett>yeah, i won't do that
11:49<Eddi|zuHause>Valle: still have not seen an error message
11:49<Valle>according to alluke it doesn't even launch
11:49<Bad_Brett>some things will look a bit strange, but it's not that bad
11:50<Eddi|zuHause>Valle: that is not an error message
11:52<Valle>trying to obtain one... sigh
11:52<alluke>console gave me this
11:52<alluke>2.9.2013 18.52.11[158] ([0x0-0xa2fa2f].org.openttd.openttd[29308]) posix_spawn("/Users/aleksiriikonen/Downloads/bundle/", ...): Permission denied 2.9.2013 18.52.11[158] ([0x0-0xa2fa2f].org.openttd.openttd[29308]) Exited with exit code: 1
11:53<@planetmaker>"permission denied"
11:53<alluke>how to change that?
11:53<Pinkbeast>What are the permissions on that directory?
11:54<@planetmaker>chmod a+x that/long/path/to/openttd
11:54<alluke>that into terminal?
11:54<Eddi|zuHause>i'd generally try to find out what the permissions are before changing them
11:55<@planetmaker>might be wise, yes
11:55<Eddi|zuHause>planetmaker seems to be of the "try random things until it works" mood today :p
11:56<@planetmaker>nah. well. maybe. :D
11:56<alluke>ITS ALIVE!
11:56<alluke>sir, youre a wizard
11:56<Valle>well done, you launched it out of Downloads. Enjoy fixing the permissions for your final location of the files
11:57<LordAro>Eddi|zuHause: how else do you do things? i fairly regularly ruin code checkouts with that sort of mentality :p
11:57<@planetmaker>Valle, I never had issues starting stuff out of downloads
11:57<Bad_Brett>what does "other_veh_is_hidden" really mean? are 8 z-positions on a slope or just 1?
11:57<Bad_Brett>*are there
11:57<Valle>I never had them either - no idea how he accomplished that
11:57<Eddi|zuHause>Bad_Brett: if vehicle part is in tunnel or depot, it is "hidden"
11:58<alluke>it didnt work from applications directory either
11:58<Eddi|zuHause>and yes, there are 8 z-positions in a slope
11:58<alluke>now it launches from everywhere
11:58<Bad_Brett>but the comment says "Signed difference in Z-position (upwards) between the other vehicle and this vehicle." on that one
11:58<Bad_Brett>is that an error?
11:59<Eddi|zuHause>Bad_Brett: link?
11:59<Eddi|zuHause>i think there are two separate things mixed together
11:59<Valle>Thanks for the assistance everyone.
12:00<alluke>yes, huge thanks
12:03<Eddi|zuHause>Bad_Brett: looks like a copy-paste error
12:03<Bad_Brett>i guess the variable is called "other_veh_z_offset"
12:03<Eddi|zuHause>yeah, just changed that page
12:03<Bad_Brett>by the way, the y offset name is wrong as well
12:04<Eddi|zuHause>no it's not :p
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12:17<Miauw>Why are all these truck stations stopping to accept goods?
12:19<Pinkbeast>Goods/pax/mail acceptance is done by individual town buildings which contribute a fraction of acceptance (you can see a building "accepts 3/8 goods", for example).
12:20<Pinkbeast>Towns chop and change buildings and because goods-accepting buildings are relatively scarce except in busy centres, goods acceptance can come and go in towns. :-/
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12:29<Bad_Brett>the good news is that if you transport a lot of passengers and mail to that town, it will eventually accept goods again
12:30<Eddi|zuHause>building stations with larger acceptance radius often helps against random fluctuations
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12:37<Bad_Brett>hmm... the nml file for a single locomotive exceeds 1 mb :P
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12:38<Eddi|zuHause>that's gonna be "fun" to compile for a whole set :p
12:38<Eddi|zuHause>24h compilation time :p
12:38<Eddi|zuHause>(or more likely: out of memory)
12:38<Bad_Brett>got to get some booze first
12:39<Bad_Brett>i hate out of memory errors
12:39<Bad_Brett>they have ruined many things
12:39<Eddi|zuHause>nml is vulnerable to that on large files
12:40<Bad_Brett>is there a upper limit on how much memory that can be allocated for the nml compiler?
12:40<Eddi|zuHause>i have considered moving over my generator to nfo
12:40<Eddi|zuHause>typically around 3GB per process
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12:41<Bad_Brett>that sounds scary
12:41<Eddi|zuHause>as python is 32bit
12:42<Bad_Brett>well, i guess i could always release a grf pack instead
12:42<Eddi|zuHause>well what i did instead was compile every engine individually into an nfo, and then combine those nfos for the whole set
12:45<Bad_Brett>can i use the --nfo=<file> option to do that?
12:45<Eddi|zuHause>yes, but i patched my nml so i can insert a "common headers end here" line into the NFO
12:47<Bad_Brett>that sounds like a smart solution
12:47<Eddi|zuHause>see the "eddi-nml" project on devzone, it adds a "comment(<text>);" statement that issues NFO ActionC lines
12:47<Bad_Brett>are there any problems with it, since you consider moving over your generator to nfo?
12:48<LordAro>Bad_Brett: just rewrite nmlc in Cpp :p
12:48<Miauw>My trains are stuck.
12:49<Eddi|zuHause>there are no problems with the patch, but the combining of the NFO has some rather fragile assumptions about the output of NML, like not shuffling around lines and that all identifiers get assigned the same value internally
12:49<Miauw>Both are waiting for a free path
12:49<Eddi|zuHause>Miauw: turn one around
12:49<Eddi|zuHause>Miauw: and then rework your signalling :)
12:49<Miauw>Oh, I didn't know you could do that
12:49<Miauw>It wasn't my signalling, I think
12:49<Miauw>It was that for whatever reason my trains are going in seperate directions.
12:50<Miauw>And that I accidently had a piece of railway that I bombed.
12:50<Miauw>The direction thing fixed itself, too
12:50<Miauw>Also, I don't into signals.
12:50<Eddi|zuHause>signals might be difficult to grasp at first
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12:51<Bad_Brett>strangely enough, nmlc.exe only uses 100 mb of memory right now
12:52<Miauw>These trains really like breaking down at intersections
12:52<Eddi|zuHause>Bad_Brett: well i think cets.nml was around 15MB when i ran into trouble
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12:54<Bad_Brett>in that case, it will happen to me as well
12:55<Eddi|zuHause>Bad_Brett: for the combining to work right, i had to introduce a dummy switch that uses all string-IDs etc, to make sure they get the same internal ID for every individual engine, and not get optimised out
12:55<Bad_Brett>guess i'll try eddi-nml
12:55<Bad_Brett>oh man, that sounds like a lot of potential frustration
12:57<Bad_Brett>but i guess once you get it to work, it shouldn't be to hard do it automatically
12:57<Eddi|zuHause>maybe this helps, that's the main concept
12:58<@planetmaker>Bad_Brett, the NML is 1M for the engine or does that include images?
12:58<Bad_Brett>only the code
12:58<Bad_Brett>no images
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12:59<Eddi|zuHause>anyway, gtg
12:59<Bad_Brett>see you
13:00<Eddi|zuHause>planetmaker: that's what you get when you have 16 parts to a vehicle instead of 3, and display all the turning angles :p
13:00<Bad_Brett>and 6 zoom levels :)
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13:01<@planetmaker>Bad_Brett, how do the zoom levels matter?
13:01<@planetmaker>you count the spritesets towards that code? And don't have it templated?
13:01<Eddi|zuHause>every zoom level needs additional sprite template for every angle
13:02<@planetmaker>hm, yeah, adds up :-)
13:02<Eddi|zuHause>i don't use nml templates for that, because evaluation of formulas was really slow
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13:02<Bad_Brett>yeah same here
13:02<Eddi|zuHause>so when i generate stuff anyway, might as well just fill in the final values
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13:07<Bad_Brett>oh, i forgot... i use 4*vehicle_length spritesets for animations as well... and i'm gonna need even more for animations on slopes :-)
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13:08<Malinux->is there a way to measure distance in openttd?
13:09<@Alberth>there is a measurement tool setting in the advanced settings
13:09<@planetmaker>I believe it's even active by default if you use one of the tools which drags
13:10<Malinux->okey. I will try to find it then :)
13:10<@Alberth>values don't mean much though
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13:11<Malinux->Alberth: do you mean lengt:1, 2 and so on when pressing shift while placing tracks?
13:12<Miauw_>Local authority refuses to let me build a truck station
13:12<Malinux->ho many meters is 1 length?
13:12<@planetmaker>yes, Malinux-
13:12<@planetmaker>1 length is 1 length
13:12<@planetmaker>it can be 500km. it can be 5m
13:12<Malinux->I see
13:12<@planetmaker>depending on the game element you look at
13:12<Pinkbeast>Miauw_: A good service will improve that, or plant trees somewhere you won't end up building later.
13:12<@planetmaker>it's a game after all
13:12<Malinux->but then I use length instead when finding out what fastest train to use for a given distance :)
13:13<@Alberth>Malinux-: Different elements have different scales
13:13<Miauw_>Something is seriously fucking with my connection
13:13<Malinux->Alberth: ok
13:14<Miauw_>Seemingly random sites won't let me connect
13:14<@Alberth>Malinux-: it also depends on the terrain, load of the train, and various settings
13:14<@Alberth>oh, bends in the tracks and tunnels count too
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13:18<Miauw_>So, where do I find that turotiral sscenario?
13:19<@Alberth>online game content is the easiest
13:19<Miauw_>I found it.
13:19<Miauw_>Didn't notice you could filter
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13:19<Pinkbeast>Cor blimey, I didn't know about that
13:21<Bad_Brett>hmm, isn't there a 64bit version of python?
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13:22<@Alberth>Bad_Brett: I have that
13:23<Bad_Brett>cool. how much work would it be to convert the nml compiler to a 64 bit version?
13:24<@Alberth>PIL needs to be changed, I think
13:25<@planetmaker>Bad_Brett, what advantage do you think you'll gain?
13:25<@planetmaker>except the memory boundary which you haven't yet hit?
13:25<Bad_Brett>to be able to allocate more memory
13:26<Bad_Brett>yes exactly... but i'm trying to plan ahead :-)
13:26<Bad_Brett>obiously CETS already have a memory problem
13:28<Bad_Brett>anyway, it's doesn't really matter right now
13:28<Bad_Brett>i was just curious
13:29<Bad_Brett>the computer i'm currently working on has 2 gb of RAM :-)
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13:33<Malinux->Alberth: bends in the tunnels?
13:34<Wolf01>what, worms?
13:35<@Alberth>Malinux-: I wish, but no, only in normal tracks at the ground.
13:35<@Alberth>o/ Wolf01
13:36<Pinkbeast>Sometimes you can dig a little hole to install a corner in a tunnelled section
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13:42<Malinux->Alberth: I see :) as I thought :) someday somebody work hard and make diagnoal bridges and tunells
13:42<Malinux->Pinkbeast: to connect to tracks within a tunell?
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13:44<Pinkbeast>Malinux-: To turn a corner effectively within a tunnel (but also to include a junction)
13:54<Malinux->yeah. ah junction is the english word for connecting two lines. My English vocabular could have been better
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14:37<@DorpsGek>Commit by frosch :: r25753 trunk/src/object_cmd.cpp (2013-09-02 18:37:44 UTC)
14:37<@DorpsGek>-Fix [FS#5725] (r25557): If old savegames contain bridges over owned land, keep on drawing the bridges nevertheless.
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14:53<Miauw>What does the number mean in the signal menu?
14:54<Miauw>And how do I determine the direction of one-way signals?
14:54<@Alberth>distance between signals with drag, click more often
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16:08<Valle>Yup, the S2013PP is a bit of a desync party i'm afraid
16:08<Supercheese>It mashes so many patches together, that's not too surprising
16:11<alluke>imma combine infrasharing patch to latest ottd nightly
16:11<alluke>cargodist + infrasharing = win
16:13<Valle>lol good luck
16:13<@planetmaker>that should not be terribly difficult, Valle
16:14<@planetmaker>though cargodist+infra needs thinking
16:14<alluke>doesnt the latest nightly have built-in cargodist?
16:15*alluke wishes for 1.3.3 with built-in cd & is
16:15<LordAro>1.4.0, at least
16:16<alluke>better than never
16:16<LordAro>mostly likely 1.6.0, at least :P
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16:16<alluke>you dreambreaker
16:16<@planetmaker>Alberth, won't happen
16:16<@planetmaker>alluke, ^
16:17<@planetmaker>and... LordAro is right :D
16:17<@planetmaker>1.3.x is bug-fix only
16:17<@planetmaker>1.4.0 is next feature-release
16:17<@planetmaker>which will include cargodist
16:17<alluke>1.3.3 wont?
16:18<frosch123>planetmaker: maybe 1.4.0 fixes the oilrig transfers :p
16:18<frosch123>by adding infrasharing :p
16:18<frosch123>damn, i meane 1.3.3 ofc
16:18<frosch123>ruined joke :/
16:19<frosch123>what's the schedule for the eints site acceptance test?
16:19<@planetmaker>I thought you made that :D
16:20<frosch123>when is the end of test operation? and start of final production? :p
16:21<frosch123>according to redmine rights noone but me tested it though
16:21<frosch123>can we shovel that upon andy? :p
16:21<@planetmaker>maybe we test it ^^
16:21<@planetmaker>my thought
16:22<@planetmaker>quite honestly, I think that's a good idea
16:22<frosch123>what? letting andy do it? :p
16:23<@planetmaker>no. But open it for the 'real' FIRS project and use that to test...
16:24<@planetmaker>what does ^Spike^ think?
16:24<@Alberth>clone the project, and manually upload changes back to the real live project?
16:24<alluke>would 1.3.3 contain bugs if it had cd?
16:24<frosch123>we already clone it :p
16:24<frosch123>alluke: flyspray has currently the highest bug count since years
16:24<@Alberth>alluke: the bug being that it had a new feature? yes
16:24<@planetmaker>something broke eints-test building...
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16:25<frosch123>though they are likely not related to cdist in most cases :p
16:26<frosch123>but just to stress the difference between 1.3 and nightly
16:26<^Spike^>huh what where
16:27<@planetmaker> - going live? Or should we take some further precautions or tests or wait for something, ^Spike^ ?
16:28<@planetmaker>like ldap?
16:28<alluke>access denied
16:28<alluke>wants pw
16:28<@planetmaker>that's intended :-)
16:28<alluke>thought so
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16:28<^Spike^>ldap won't be coming today/tomorrow
16:28<^Spike^>so i would say live imo
16:28<@planetmaker>though the project list IMHO should not require one (feature request!)
16:28<^Spike^>for webusers that is...
16:28<@planetmaker>yes, only web users
16:29<alluke>will it give me line to translate and a box to enter the translation
16:29<alluke>then just press ok
16:29<^Spike^>that needs a more extensive plan planetmaker :)
16:29<^Spike^>as you know :)
16:29<@planetmaker>alluke, do you have a DevZone account? use that
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16:29<^Spike^>for that project well we will look at everything authenticating using our services
16:30<@planetmaker>ok, so let's then get it going into public test service :-)
16:30<@planetmaker>aka andy's projects :D
16:30<frosch123>planetmaker: i just wonder how much usability complains we will get
16:30<frosch123>eints clearly works if you know what you are doing
16:30<alluke>when i press start fixing it doesnt accept my pw anymore :(
16:31<^Spike^>alluke prob cause you need the proper role if i understaand that right :D
16:31<^Spike^>frosch123 shame it doesn't account for admin roles :)
16:31<frosch123>but e.g. it keeps you asking for user and password for creating new projects, even if you won't be allowed to do it in any case
16:31<^Spike^>aka you're admin you may do it all :)
16:31<@planetmaker>right, alluke what language do you speak?
16:31<frosch123>^Spike^: i think there even is one
16:32<^Spike^>it doesn't allow me to edit a different language ;)
16:32<@planetmaker>you might try finnish now
16:32<frosch123>yeah, that's exactly the issue i meant
16:32<@planetmaker>I wonder if it works
16:32<frosch123>it does not tell you "you are not allowed to do this", but just asks you for a different user/pw :p
16:32<^Spike^>but i'm a redmine admin :)
16:33<^Spike^>and assigning myself all those roles is a bit too much :D
16:33<@planetmaker>that's indeed a usability issue, frosch123
16:34<@planetmaker>it probably should tell what level of rights it requires
16:34<@planetmaker>so that you can guestimate whether you may succeed or not
16:34<@planetmaker>or not offer that choice
16:34<@planetmaker>still... we should test-run it
16:34<^Spike^>true :)
16:34<@planetmaker>only that way we get that feed-back
16:34<^Spike^>yep :)
16:34<^Spike^>like mine :D
16:35<^Spike^>an admin without permissions... tsk... ;)
16:35<@planetmaker>alluke, mind, that eints-test is not a real project
16:35<@planetmaker>it's our test case
16:35<frosch123>^Spike^: ok, apparently there is no global admin role
16:35<frosch123>you need to be "Translation Manager" of every project
16:35<^Spike^>there is an admin flag with a user i think
16:35<@planetmaker>so spare your real effort for when we add real projects, like FIRS :-)
16:35<alluke>so those strings wont be used anywhere?
16:35<^Spike^>eints-test prob not.. we use it for testcases of multiple services atm :D
16:36<@planetmaker>eints-test won't be used anywhere, it's a firs clone which I already spoilt
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16:36<^Spike^>frosch123 the users table has a column: admin set t/f depending on if the person is a admin :)
16:37<frosch123>yes, but eints does not care about such stuff :p
16:37<^Spike^>or is that a hard one to code it? :)
16:37<frosch123>let's say i do not consider it important at the moment :p
16:37<^Spike^>not? :D
16:38<frosch123>you can do your dirty things via hg :p
16:38<^Spike^>.... :)
16:38<^Spike^>i just make all issues in redmine low priority on a cron for eints project and my own high priority the whole time ;)
16:38<^Spike^>state: MUSTFIX! :)
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16:41<alluke>good night
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16:43<^Spike^>oh well time for me to work on something intresting for ottdc :)
16:43<^Spike^>atleast for ppl running the servers :D
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17:04<Xaroth|Work>TWerkhoven: Xaroth closed the pull request in a few seconds
17:04<Xaroth|Work>awesome grammar
17:04<Xaroth|Work>but cheers for the pr
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---Logclosed Tue Sep 03 00:00:59 2013