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#openttd IRC Logs for 2013-11-12

---Logopened Tue Nov 12 00:00:25 2013
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02:59<Supercheese>Looks like a sunusoidal waveform ;)
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05:05<zydeco>greetings, comrades
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05:25<krinn>hi all
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09:24<krinn>script: saving time question
09:25<krinn>do size of data count ? like 100xarray(1) takes more times than 1xarray(100) but alas array(100) may be too big
09:27<krinn>or is it really limited to ticks, and i could save a 10000000000000 array size as it takes 1 tick only to return an array of any size
09:27<krinn>and hello too belugas :)
09:33<frosch123>i would tend to think that saving an array cost the same amount, independent of its size
09:34<Xaroth|Work>o/ Belugas
09:34<krinn>me too, hence why i'm seeking if there's a limit to that array size
09:35<frosch123>i think there is a limit on the total size a script can size
09:36<@Rubidium>either look at the code, or try to find the limits emprically
09:37<krinn>I think the saving need updating or some few functions added with GS so
09:37<@Rubidium>emperical evidence shows that people using lots of vehicles often don't use shared orders
09:37<krinn>GSStoryPage create page and element, they are saved by openttd itself, but there's no functions to retake any ID
09:38<krinn>if i create a page, and get ID 3 openttd save the page but i have no way to get the ID=3 back, except saving it
09:38<frosch123>max 25 levels of nested data structures
09:38<frosch123>strings are limited to 254 chars
09:39<krinn>and array ? (with 1 depth)
09:41<frosch123>doesn't look like there is an explicit limit
09:42<frosch123>so i guess it will only fail when you hit some ottd savegame format limit
09:42<frosch123>most likely you are find with 2 billion entries
09:42<krinn>lol should be enough :)
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10:12<frosch123>@calc 32767 * 70 / 74
10:12<@DorpsGek>frosch123: 30995.8108108
10:13<frosch123>@calc 31000 * 74 / 70
10:13<@DorpsGek>frosch123: 32771.4285714
10:13<frosch123>@calc 30996 * 74 / 70
10:13<@DorpsGek>frosch123: 32767.2
10:13<frosch123>@calc 30995 * 74 / 70
10:13<@DorpsGek>frosch123: 32766.1428571
10:13<frosch123>@calc 30997 * 74 / 70
10:13<@DorpsGek>frosch123: 32768.2571429
10:15<@DorpsGek>Commit by frosch :: r25966 /trunk/src/script/api (script_town.cpp script_town.hpp) (2013-11-12 15:15:02 UTC)
10:15<@DorpsGek>-Fix: [NoGo] Properly validate the range of the growth rate passed to GSTown::SetGrowthRate, instead of masking it to 16 bit.
10:17<@Rubidium>that kinds looks like the commit before that ;)
10:22<frosch123>it breaks neighbours are important or so
10:23<krinn>why push uint16 to 32 for days, do anyone wish set more than 65000 days between towngrowth?
10:24<frosch123>nai set it to 16 million as a substitute to "no towngrowth"
10:24<frosch123>but the maximum was actually 30996
10:24<frosch123>the 16 million was just mapped to some arbitrary number
10:25<frosch123>anyway fs5786 adds a special value for "no growth"
10:25<frosch123>so, no need for weird values :)
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12:23<@Alberth>hi hi
12:24<frosch123>hai hai
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12:56<@DorpsGek>Commit by frosch :: r25967 /trunk (8 files in 5 dirs) (2013-11-12 17:56:35 UTC)
12:56<@DorpsGek>-Add: [NoGo] GSTown::TOWN_GROWTH_NORMAL to reset a town growth rate set previously via GSTown::SetGrowthRate.
12:57<@DorpsGek>Commit by frosch :: r25968 /trunk/src (8 files in 4 dirs) (2013-11-12 17:57:12 UTC)
12:57<@DorpsGek>-Add: [Script] ScriptTown::TOWN_GROWTH_NONE to indicate no town growth via ScriptTown::SetGrowthRate and GetGrowthRate.
12:57<@DorpsGek>Commit by frosch :: r25969 /trunk/src/script/api (6 files in 3 dirs) (2013-11-12 17:57:32 UTC)
12:57<@DorpsGek>-Add: [Script] ScriptTown::GetFundBuildingsDuration.
13:07<Eddi|zuHause>where the hell are palette options in gimp?
13:07<frosch123>image -> mode -> indexed
13:07<frosch123>or something like that
13:08<frosch123>if you import the palette once, you can select it from there
13:09<Eddi|zuHause>the image is windows palette, i wanted to convert it to dos palette. but selecting "indexed" there does nothering. and i probably don't understand it correctly
13:09<frosch123>use ttdviewer
13:10<frosch123>with gimp you would run into issues with animation colours
13:13<@planetmaker>I usually do both: load image in gimp, convert -> rgb -> indexed (DOS); save. load in ttdviewer and fix now wrongly animated pixels
13:14<frosch123>unless your image is layered, i would not know why you would do it like that
13:14<@planetmaker>Eddi|zuHause, dockable dialogues -> colour table
13:14<Eddi|zuHause>"can't read input file"
13:14<@planetmaker>frosch123, converting from indexed to indexed works rather badly for me
13:15<Eddi|zuHause>says ttdviewer
13:15<Eddi|zuHause>and why is it "TTDViewer"?
13:15<frosch123>it supports pcx and png
13:15<frosch123>in win and dos palette
13:15<Eddi|zuHause>hm, now it works
13:15<frosch123>and it views and can save
13:15<Eddi|zuHause>didn't work giving input file in command line
13:17*Alberth would probably write a Python script for it :p
13:18<frosch123>i guess there are like 10 tools to convert palettes :p
13:18<frosch123>one worse than the other :)
13:20<@planetmaker>well. NML does it. windows -> dos
13:20<Eddi|zuHause>frosch123: only thing i'm missing is showing the palette index of a pixel i select
13:20<@planetmaker>Eddi|zuHause, gimp kinda does show you which if you use the colour picker tool
13:20<@planetmaker>and you happen to have the palette window open, too
13:20<Eddi|zuHause>but why use gimp when i have TTDViewer?
13:21<@planetmaker>that doesn't convert, no?
13:21<@Alberth>to get the index of the pixel?
13:21<Eddi|zuHause>"hide stupid pink" :p
13:22<frosch123>planetmaker: it does
13:22<frosch123>you can load win and dos, and save as dos
13:22<frosch123>you can in theory also apply a recolouring inbetween
13:22<@planetmaker>I never was aware of that. drat
13:22<frosch123>well, it was not in the first version
13:23<@planetmaker>and you only tell me now? :D
13:23<frosch123>not my fault if you use software older than 2 years :p
13:24<@planetmaker>I likely even have that - unaware of that possibility :-)
13:26<Eddi|zuHause>"unknown recolouring" never knew that existed...
13:29<Eddi|zuHause>frosch123: uhm, you sure that saving uses the right palette? when i load it in GIMP, the transparent colour is missing
13:29<frosch123>"missing"? :p
13:29<Eddi|zuHause>well, subsequently, all other indices are shifted by 1
13:31<@DorpsGek>Commit by rubidium :: r25970 trunk/src/video/sdl_v.cpp (2013-11-12 18:31:12 UTC)
13:31<@DorpsGek>-Fix [FS#5787]: [SDL] Recursive mutex locking when changing blitter
13:31<frosch123>hmm, looks like well tested software :)
13:33<Eddi|zuHause>frosch123: and fix loading file from command line...
13:33<frosch123>works for me
13:34<Eddi|zuHause>> TTDViewer docs/liveries.png
13:35<Eddi|zuHause>says "can't read input file"
13:36<frosch123>well, do you have some weird path?
13:37<frosch123>maybe with spaces or usual things which break stuff?
13:37<V453000>I dont use ttdviewer after I learned to code and compile :D
13:37<Eddi|zuHause>no, standard linux paths
13:37<frosch123>"standard linux paths"? :p
13:37<frosch123>so with spaces?
13:38<frosch123>V453000: ENoSense
13:38<Eddi|zuHause>frosch123: no spaces, nothing special
13:38<frosch123>well, check the content of
13:38<frosch123>and discover what weird path it constructs
13:39<V453000>wat :D
13:39<Eddi|zuHause>oh, it doesn't even pass along any parameter
13:39<Eddi|zuHause>java -jar /usr/share/java/TTDViewer.jar ""
13:40<frosch123>maybe you have no "readlink" ?
13:40<frosch123>maybe it is bashism or so
13:40<Eddi|zuHause>missing "$@"
13:41<frosch123>hmm, oh, the readlink is only used for the jar
13:41<frosch123>well, no idea why $@ does not work for you
13:42<Eddi|zuHause>yes, it works now
13:42<Eddi|zuHause>after i added the $@
13:43<frosch123>oh, so the makefile fails for you?
13:43<Eddi|zuHause>i installed the rpm from devzone
13:43<frosch123>ah, ok, never tried that
13:43<frosch123>i have no rpm system
13:43<frosch123>so ammler broke it :p
13:43<Eddi|zuHause>but the file missed the $@
13:43<frosch123> <- it's there
13:44<Eddi|zuHause>so possibly misses a layer of escaping :p
13:45<frosch123> <- ah, the rpm does not use the makefile
13:45<frosch123>but does its own stuff
13:45<frosch123>yeah, that looks wrong
13:45<@DorpsGek>Commit by translators :: r25971 /trunk/src/lang (dutch.txt vietnamese.txt) (2013-11-12 18:45:15 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>dutch - 4 changes by habell
13:45<@DorpsGek>vietnamese - 1 changes by nglekhoi
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13:46<Eddi|zuHause>while you edit that file, change the exectutable name from TTDViewer to ttdviewer, like normal programs :p
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14:28<Wolf01>hi o/
14:43<Eddi|zuHause> File "/usr/local/lib/python2.7/site-packages/pixa/", line 340, in pixarender
14:43<Eddi|zuHause> imagepx[sx, sy] = scol
14:43<Eddi|zuHause>IndexError: image index out of range
14:44<Eddi|zuHause>how the hell did i manage that?
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14:45<@Alberth>iirc it copied stuff until it finds a pixel of some specified colour?
14:48<Eddi|zuHause>sx=0, sy=-1
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14:50<@Alberth>that looks out of range :p
14:51<@Alberth>but if it doesn't find the pixel, it will continue copying until you hit some border
14:53<Eddi|zuHause>i suspect some weird type of endless loop
14:54<Eddi|zuHause>but i don't understand it
14:54<Eddi|zuHause>all my sequence points are of the type (0,-y,colour)
14:55<Eddi|zuHause>so if it goes linearly from top left to bottom right, it should not hit any loops
14:56<Eddi|zuHause>and i don't know how to get the image out of it
14:57<Eddi|zuHause>to understand what it actually did so far
14:59<Eddi|zuHause>hm, looks cut off at the left...
15:01<Eddi|zuHause>about two columns of pixels missing, then a grey pixel at the top left that shouldn't be there
15:04<Eddi|zuHause>hm, the two pixels missing is in the original template, something went wrong there. but totally doesn't explain this error
15:13<Eddi|zuHause>now it worked. is it possible that pixa has problems replacing stuff directly at the image border (column 0)?
15:13<@Alberth>no idea,it's too long ago :)
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15:39<LordAro>anyone here have detailed knowledge of cmake?
15:41<Eddi|zuHause>certainly not me
15:41<LordAro>how useful :p
15:42<__ln__>i know cmake is crap
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15:44<LordAro>good for cross-platform though
15:45<LordAro>and in what way is it "crap"? i've had no troubles with it
15:45<V453000>hmmm I get the feeling that nmlc cant seem to "update" some of the images I overwrote ... could it be saved in cache somewhere and how could I clear that eventually?
15:46<__ln__>first of all, it overwrites any existing Makefile with the crap it generates itself. and the new Makefile isn't self-contained, it just calls cmake.
15:46<LordAro>kinda the point, isn't it?
15:46<@planetmaker>V453000, if you suspect that, delete the nuts.grf.cache and nuts.grf.cacheindex files
15:47<V453000>hm I did that pm :|
15:47<V453000>lezz try again
15:47<V453000>liez I didnt
15:47<V453000>asdf :)
15:47<V453000>did in backup folder :D
15:47<@planetmaker>LordAro, I looked at cmake like 3 years ago. I found it adding complications rather than solving :-)
15:47<__ln__>LordAro: if it just uses the Makefile as a sort of batchfile that calls cmake, why does it need to use a Makefile in the first place?
15:47<LordAro>it's changed a lot in 3 years, i understand
15:48<LordAro>__ln__: for cross-platform stuffs, it can create a makefile based on the system, i.e. visual studio project files on windows
15:48<__ln__>LordAro: and by contrast, i don't think e.g. Visual Studio projects generated by cmake need cmake to run.
15:48<LordAro>once they've been generated, no
15:49<__ln__>LordAro: i know what cmake is meant for, i wouldn't call it crap if i didn't know what it is.
15:49<__ln__>LordAro: right, but the Makefiles do need cmake once they've been generated.
15:49<LordAro>hmm, true
15:50<LordAro>but then, if you just created the makefile with cmake, what's the issue?
15:50<__ln__>that it overwrites whatever Makefile i might already have in the current directory, no questions asked.
15:51<__ln__>even if it isn't generated by cmake.
15:51<LordAro>that may be in issue, i can agree
15:51<LordAro>but then, you might argue that it's your fault for running cmake with an existing makefile
15:52<V453000>of fucking course I was saving the file to backup disc :D
15:52<V453000>..... :D
15:52*V453000 awards himself idiot of today
15:52<LordAro>V453000: isn't that done by default? :p
15:53<V453000>well perhaps but certainly not as the first spot :D
15:53<V453000>if you are trying to compile in the "Real" folder
15:53<__ln__>LordAro: Makefiles are for make, i'd expect cmake to call them something else.
15:54<LordAro>the makefiles cmake generates are for make
15:54<__ln__>yes, which is even more insane, because you need an additional tool (make) to call cmake for you.
15:55<LordAro>hmm, i understand your issues, but i don't think they're as big of an issue as you make out
15:56<@planetmaker>./configure && make ftw :-P
15:56<@planetmaker>least dependencies
15:56<__ln__>autotools is crap also
15:56<@Alberth>it's one of the few that does work
15:56<LordAro>Alberth, you supported my decision to switch to cmake, back me up :p
15:56<frosch123>just start from scratch, and program your own solution
15:56<frosch123>with your own language of choice
15:56<@Alberth>even though it is hideously complicated
15:57<@planetmaker>frosch123, but language X is crap. You must use Y or Z!
15:57<__ln__>LordAro: fair enough, the situation could be tolerated if cmake was otherwise a great tool for cross-platform stuffs.
15:57<@Alberth>frosch123: yeah, that's how cmake came into existence :p
15:58<__ln__>frosch123: actually i did start.
15:59<@Alberth>LordAro: it's the less bad choice if you ever want to have Windows running the software
16:00<@Alberth>but by a VERY small margin
16:01<LordAro>you're welcome to come up with a better solution :p
16:02<Eddi|zuHause>boxy ICEs look weird...
16:03<@Alberth>LordAro: Like I said, it's the less bad choice :)
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16:04<frosch123>LordAro: maybe become a salesperson for the steam box
16:04<frosch123>if every douchbag uses linux for gaming, you do not have to bother about windows
16:09<Eddi|zuHause>something that went through my mind recently: can we change the meaning of "only creeate cargo if there is demand" from "a train was here to pick this up" to "there is at least one destination for this" if cargodist is enabled for the cargo?
16:09<Eddi|zuHause>i.e. drop any cargo with "to any destination"
16:12<frosch123>sounds cdisty
16:12<frosch123>and probalby breaks self-regulating networks
16:12<frosch123>so, i would still prefer the manual toggle buttons to start/stop acceptance
16:13<Eddi|zuHause>self-regulating networks probably shouldn't run cargodist :p
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16:14<frosch123>oh, you said "if cdist is enabled"
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16:37<DanMacK>Hey all
16:39<Eddi|zuHause>planetmaker: uhm, why does my latest push not show up in activity?
16:39<@planetmaker>redmine takes its time to update. Hourly
16:39<frosch123>spike claims that it updates when you go to the repo tab
16:40<Eddi|zuHause>weird, exactly now it does :p
16:42<Eddi|zuHause>but why would i go to the repo tab?
16:43<frosch123>maybe setup a local cron job, to query the repo pages on the devzone every minute?
16:44<frosch123>and get banned by spike or so
16:44<andythenorth>nothing wrong with a little DoS :P
16:45<Xaroth|Work>redmine is weird like that
16:45<@planetmaker>it is
16:45<Xaroth|Work>planetmaker: you should check out gitlab btw
16:45<Xaroth|Work>it's quite epic
16:45<@planetmaker>we had such cronjob actually
16:45<Xaroth|Work>less project aimed as redmine
16:45<@planetmaker>Xaroth, we use rhodecode now
16:45<Xaroth|Work>more github aimed
16:45<@planetmaker>for the repos. And keep redmine for project management
16:45<^Spike^>Xaroth shame gitlab doesn't support hg :(
16:46<^Spike^>else we would've had it running i guarantee cause i work with it aswell :)
16:46<@planetmaker>rules it out. kinda ;-)
16:46<Xaroth|Work>^Spike^: I never liked working with hg, so yeah :)
16:46<@planetmaker>Xaroth, no way I'm going to convert 300 repos from hg to git just for... ^
16:46<Xaroth|Work>and we work it at the office now as well (after much pressuring)
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16:46<@planetmaker>and then support sth I myself don't like :-)
16:47<@planetmaker>I would then all direct them to you
16:47<@planetmaker>with rhodecode everyone basically has a choice
16:47<Xaroth|Work>planetmaker: I would direct them to
16:47<@planetmaker>exactly. not too helpful to the newgrf developer community
16:47<@planetmaker>they don't care one way or another. Just want the grfs done
16:48<@planetmaker>it's just tools. They need to work
16:48<Xaroth|Work>you got the paid version or just the free?
16:48<@planetmaker>and get the job done
16:48<@planetmaker>rhodecode enterprise, yes. Same licensing scheme as atlassian really
16:49<@DorpsGek>Commit by rubidium :: r25972 /trunk/src (rail_cmd.cpp rail_gui.cpp) (2013-11-12 21:48:55 UTC)
16:49<@DorpsGek>-Fix [FS#5665]: rail laying sounds of others could be heard in multiplayer (adf88)
16:49<LordAro>Rubidium: how long as that been a bug? :L
16:49<@planetmaker>yup, quite :-)
16:52<@Rubidium>LordAro: not that long
16:53<LordAro>aw :L
16:53<LordAro>sounds like the sort of bug that has existed forever :L
16:54<@planetmaker>I actually wonder whether that *was* a bug
16:54<@planetmaker>or whether hearing other players build is a *feature* ;-)
16:54<frosch123>planetmaker: do you want to readd the nsa-viewport?
16:55<@planetmaker>hey, we called it 'big brother' patch
16:55<@planetmaker>NSA was then a 'no such agency'
16:55<@planetmaker>and it was way too exhausting to follow a player's every click
16:55<@planetmaker>but fun while it lasted :D
16:56<@planetmaker>placed a sign everywhere where one player built :D
16:57<@planetmaker>man was he annoyed
16:58<@Rubidium>LordAro: pre 0.1.4
16:58<LordAro>wait, i thought you said not that long? :L
16:58<frosch123>was there multiplayer before 0.3 ?
16:58<@planetmaker>frosch123, there's multiplayer in TTD...
16:59<@Rubidium>LordAro: it's like 1 billionth of history
16:59<Taede>i can probably automate that if rcon/gamescript allows signs to be placed...
17:00<@planetmaker>yeah, a GS likely can do that rather easily
17:00<@planetmaker>I could open a viewport for each connected client with that patch of smatz'
17:00<frosch123>no, neither of them know about player construction actions
17:00<Taede>ah, but soap does
17:01<@planetmaker>so give it back to GS via json ;-)
17:01<Taede>logs it to a file and everything
17:02<@planetmaker>new command: !trackme
17:02<@planetmaker>places signs like "X was here"
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17:06<Taede>X built rail here
17:06<Taede>X stopped vehicle at date
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17:06<Taede>X terraformed water here
17:06<@planetmaker>Taede, possibly it could help to gather build statistics for the past PSG though
17:07<@planetmaker>to fill-out more easily the participants list
17:07<Taede>indeed one could
17:07<frosch123>something like a pie chart?
17:07<Taede>built a script that parses the command lines from the logs
17:07<frosch123>percentage built by client?
17:07<@planetmaker>yeah. or just a table for starters: X: 3923 commands; Y: 2213 commands; ...
17:07<Taede>^ example of log output
17:08<Taede>you'd have to check for certain commands though
17:08<Taede>i think if you stop 10 trains at once it counts as 10 commands, though i haven't checked
17:08<Taede>and even if not, its not really building
17:09<@planetmaker>well. negotiable :-)
17:09<Taede>but the same could be said for building a long line in one stretch vs building tile-by-tile
17:10<Taede>logfiles are already rotated upon loading a new game, so any file will contain only actions for that game
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17:13<Taede>well, anytime a map is loaded
17:13<@planetmaker>I figured that :-)
17:13<Taede>so if a map has to be reloaded halfway through for whatever reason, you'd need to parse 2 files
17:14<@planetmaker>I'll complain about that when I actually have to do that. But not before ;-)
17:14<Taede>ill just tell you to join the files together and parse the combined one
17:15<@planetmaker>yeah. That's what I did a few times when I tried to manually get some stats from the once-upon-atime logging patch
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17:19<Taede>well, thats the transfer command for the bot written too. ill test it tomorrow, for now i shall be off as well
17:26<@planetmaker>g'night. And from here as well
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17:48<Supercheese>to d4
17:52<LordAro>rook to h6
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17:52<Tulitomaatti>you can't do that.
17:53*Supercheese does not actually play chess.
17:53<LordAro>of course i can
17:54<Tulitomaatti>actually neither of those can be done as the first move.
17:55<Supercheese>oh, probably
17:55<Supercheese>I just said a random location
17:56<Supercheese>which accurately describes my chess playstyle :P
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17:57<Eddi|zuHause>who said it was opening move anyway?
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20:08<alluke>whats your excuse for not to be sleeping?
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20:12<Bloody_Mikey>Anyone online
20:12<Bloody_Mikey>i seem to have a problem i cant find to fix
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20:12<Bloody_Mikey>i have an ubuntu server 13.10 now and i am trying to do openttd -D and it works well But No one els can se it not even me
20:15<alluke>i remember something that you have to configure the ports to make hsting work
20:16<Bloody_Mikey>hsting?? hosting
20:16<Bloody_Mikey>do i have to cange it to something random?
20:16<@DorpsGek>glx: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
20:17<Bloody_Mikey>Yea and both are open
20:17<Bloody_Mikey>even 3977 are open
20:17<+glx>and it's set to advertise ?
20:17<Bloody_Mikey>Not really
20:17<Bloody_Mikey>should it
20:17<+glx>to be in the list it should
20:18<Bloody_Mikey>but if my friends have the ip then?`
20:18<Bloody_Mikey>i have the ip and the server is up but i cannot se it
20:18<+glx>advertise is not needed if they have the ip
20:19<+glx>anyway advertising is a good way to be sure the ports are correctly opened
20:19<+glx>output is correct
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20:21<Bloody_Mikey>can it be that is dosent wanna work cross os?
20:21<alluke>os doesnt matter
20:22<Bloody_Mikey>hmm so what is my problem then :(
20:22<Bloody_Mikey>want my ip to try a bit?
20:22<alluke>try to join?
20:22<alluke>game version?
20:23<Bloody_Mikey> it is 1.3.2
20:24<alluke>cant find
20:27<FrenkyPohodar>Nice evening (night) you wish. I'm going to ask you for help. I have a server running for OpenTTD, but I would like to somehow set the time, or how quickly time passes in the game. I just do not know how: (
20:27<krinn>why where everything show your IP as
20:28<Bloody_Mikey>yea but tha is internal ip
20:28<+glx>FrenkyPohodar: you can configure start date, but day length is fixed
20:29<+glx>Bloody_Mikey: and if you try to connect to internal ip from local network ?
20:30<Bloody_Mikey>Thats the problem the server is in stocholm and im on Gotlands
20:30<Bloody_Mikey>but i can only remote connct to it
20:30<+glx>could be server firewall too
20:30<Bloody_Mikey>but i have a friend that tryed the samething
20:30<Bloody_Mikey>we do not have firewall on the server but on the nat is passing true
20:31<Bloody_Mikey>if you look
20:31<+glx>yeah the NAT seems ok
20:31<Bloody_Mikey>ja förlåt :D yea sorry
20:31<FrenkyPohodar>maybe a bad translation, but this address is public, it used too addresses. Check out the address via web
20:32<Bloody_Mikey>yes it is public
20:32<Bloody_Mikey>it my server
20:32<FrenkyPohodar>so it probably extend game time, thank you. so it was probably just on reddit.
20:33<+glx>there are patches to change daylength but we don't support it ;)
20:34<Bloody_Mikey> so in config it is the server internal now
20:34<FrenkyPohodar>I kind of thought you're talking about at internal (local) network and mistake happens :)
20:34<+glx> was ok
20:34<Bloody_Mikey>did you se it?
20:34<alluke>i want food
20:34<Bloody_Mikey>get food then :D
20:34<+glx>I mean means listen on all interfaces
20:35<Bloody_Mikey>yes i know
20:35<alluke>no food here
20:35<Bloody_Mikey>where do you live so i can fix it for u :p
20:35<+glx>oh and you disabled ipv6 ;)
20:35<Bloody_Mikey>yea somehow
20:36<+glx>anyway doesn't matter as your external ip is ipv4
20:37<+glx>yes forcing server_ip uses only the provided ip so ipv4 only in your case
20:38<Bloody_Mikey>but yet we cannot se it >.<
20:39<krinn>night guys
20:39<+glx>try advertising, it will show more messages in the server console
20:39<Bloody_Mikey>krinn: night
20:39<FrenkyPohodar>you start the game, and look at the port scan if the port is open.
20:43<Bloody_Mikey>it dosent respont to that not even minecraft
20:43<Bloody_Mikey>and i can play minecraft to that server
20:44<+glx>so it seems to work
20:45<+glx>looks like a wrong ip is entered when trying to connect manually
20:45<Bloody_Mikey>i can see that
20:45<Bloody_Mikey> wtf
20:45<Bloody_Mikey>let me change the server name to stonemasons server
20:46<+glx>advertising is always a good idea to check connectivity ;)
20:47<Bloody_Mikey>IM GETTING CRAZY
20:47<FrenkyPohodar>it's that time that I started a server on ubuntu only. Have you tried just openttd-D without further treatment or parameters
20:47<Bloody_Mikey>why it is that ip
20:47<Bloody_Mikey>wtf wtf wtf wtf
20:47<Bloody_Mikey>why is that ip working
20:48<Bloody_Mikey> works but not my
20:49<Bloody_Mikey>time to go to my DNS Provider and argue
20:49<Bloody_Mikey>thnx guys
20:49<Bloody_Mikey>so this means it has bien working all the time
20:50<+glx>indeed :)
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20:50<Bloody_Mikey>+glx where do you live? sweden?
20:50<Bloody_Mikey>do you know that Lopia is
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20:51<Bloody_Mikey>tay give my that not working ip
20:54<alluke>dig out the boss' phone number and call him :P
20:54<Bloody_Mikey>yea but im just a custommer
20:55<alluke>waking him up at this time is funny enough
20:55<Bloody_Mikey>hahaha yepp
20:55<FrenkyPohodar>What about openttd -D
20:56<+glx>won't work FrenkyPohodar
20:56<Bloody_Mikey>FrenkyPohodar: it is working now
20:56<+glx>the external IP seems to be
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20:56<FrenkyPohodar>just an idea, I looked under the help :-)
20:57<Bloody_Mikey>it is it whas my DND provider to stonemasons that messed wverything up the dns provider to had it right
20:58<Bloody_Mikey>so back to my new q
20:58<Bloody_Mikey>how do i connect as an admin now :)
20:59<+glx>you need a tool compatible with admin protocol
20:59<+glx>(there are links in the wiki I guess)
21:01<FrenkyPohodar>:-) possibly know what it is. ... ... ... it's broken. :-)
21:02<+glx>you need to set a password for it else it won't listen
21:02<Bloody_Mikey>allluke: what gfrs do you recomend then?
21:03<+glx>same for rcon
21:03<+glx>no password no rcon
21:03<alluke>lemme look at my own game
21:03<Bloody_Mikey>That i got Xd
21:03<alluke>trains at least
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21:04<alluke>swedish and finnish and dutch trainsets
21:04<alluke>theyre all on bananas
21:04<alluke>finnish rails
21:04<alluke>swedish houses
21:05<Bloody_Mikey>lol then all should download that gfrs or?
21:05<Bloody_Mikey>am i wrong
21:05<alluke>they can do it right before joining
21:05<alluke>doesnt take much time
21:06<Bloody_Mikey>okay so if i fix it to the server the player dont nedd to ad it manualy like i am doing to the server now
21:06<alluke>they get em all from bananas with few clicks
21:06<Bloody_Mikey>how do i ad several gfrs to one server ;D teach me :)
21:07<+glx>for the server there are ways to get them from bananas IIRC
21:08<+glx>but it's easier to get them from your client then copy to the server
21:09<FrenkyPohodar>I did it today I set everything on the PC and copied to the server. :-)
21:09<+glx>yes easy way :)
21:11<FrenkyPohodar>and to that I edited in a text editor, I do not even think :)
21:12<FrenkyPohodar>there's a lot of things and night English, that I can not. This is a google translation :) :) :)
21:13<alluke>i can see that
21:13<FrenkyPohodar>repair: is there a lot of things and very English
21:14<alluke>where do you live
21:15<FrenkyPohodar>czech repablikCzech Republic, it is a small country in the middle of Europe.
21:15<alluke>i do know where it is
21:15<alluke>im not american :P
21:16<+glx>though the same
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21:21<alluke>theres a grill in the town
21:21<alluke>not sure if its open
21:21<alluke>1km from here
21:23<FrenkyPohodar>I would like some competition to the server, be who takes so much material, and after the restart. some guidance on this.
21:24<alluke>some grfs to the server and gamestart from 1930
21:27<Eddi|zuHause>why does google spreadsheet's "CONCAT" function take only exactly two arguments?
21:28<Eddi|zuHause>makes assembling strings a bit... weird
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21:28<+glx>to force you to use CONCAT(CONCAT(CONCAT())) ;)
21:29<Eddi|zuHause>yes, or concat(concat(),concat())
21:29<Eddi|zuHause>or any other nesting :p
21:31<Eddi|zuHause>and then work out proper bracketing if your string contains brackets itself
21:31<Eddi|zuHause>and it doesn't have highlighting of matching brackets
21:33<Eddi|zuHause>sometimes i wonder how anyone ever did any productive work with such programs
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21:44<alluke>oh what a bight
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21:47<alluke>giggling alone to "funny" pictures at 4am
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21:57<FrenkyPohodar>somehow I can not find any instructions. probably outsource wrong.
22:00<FrenkyPohodar>* about to enter the wrong.
22:01<Eddi|zuHause>there used to be a czech community at
22:01<Eddi|zuHause>maybe they can help you better than google translate?
22:04<alluke>or maybe take some english lessons?
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22:47<Eddi|zuHause>hm, i think i should split off the pixa runs from the main generator script
22:48<Eddi|zuHause>like pickle the sequences, and then create the images in a second run
22:48<Supercheese>pickle, eh?
22:48<Eddi|zuHause>then i don't have to recreate all images every time
22:48<Eddi|zuHause>well, or whatever method to store objects in a file is en vogue this week
22:49*Supercheese did not know pickle was some sort of scripting/coding thing
22:49<Supercheese>python library? eh
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22:50<Supercheese>python projects appear to have a preponderance of P-based alliteration
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22:50<Eddi|zuHause>i haven't seen that being a thing
22:51<Eddi|zuHause>not like KDE's thing to start everything with a K
22:51<Supercheese>well, often the acronym begins with P for python, e.g. PIL / pillow
22:51<Eddi|zuHause>replacing all C with K makes everything look very... german :p
22:52<Eddi|zuHause>that's because P stands for Python there
22:52<Eddi|zuHause>and pillow is some later thing that just extended the acronym
22:53<Supercheese>perhaps I'm reading too much into things
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