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#openttd IRC Logs for 2014-04-11

---Logopened Fri Apr 11 00:00:16 2014
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02:54<dihedral>good morning
03:18<@peter1138>Hey hey hey hey hey.
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03:40<@peter1138> < perfect with 10cc
03:41<@peter1138>And probably default vehicles.
03:42<@peter1138>Hmm, though I have at least one train with odd spacing.
03:47<@peter1138>Also, probably same thing with articulated RVs? Dunno.
03:47<@peter1138>They kinda move oddly when diagonal anyway.
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03:49<@peter1138>Odd spacing train must've been on a bend when I loaded, I guess.
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04:00<@planetmaker>peter1138, can that be made a newgrf flag, just like 32pix wagon length?
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04:10<@peter1138>That would surely give weird interactions.
04:12<@peter1138>But anyway, if you wanted that, you might as well just use that exact same flag.
04:14<@peter1138>Hmm, default vehicles are slightly too long in horizontal views; perfect in vertical though.
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05:07<andythenorth>@seen pikka
05:07<@DorpsGek>andythenorth: pikka was last seen in #openttd 1 day, 0 hours, 8 minutes, and 36 seconds ago: <Pikka> simples
05:13<@peter1138>@seen belugas
05:13<@DorpsGek>peter1138: belugas was last seen in #openttd 3 weeks, 1 day, 19 hours, 51 minutes, and 29 seconds ago: <Belugas> hello
05:14<andythenorth>@seen peter1138
05:14<@DorpsGek>andythenorth: peter1138 was last seen in #openttd 1 minute and 27 seconds ago: <peter1138> @seen belugas
05:14<andythenorth>oh Dorpsgek doesn’t loop :P
05:14<andythenorth>someone thought of that
05:14<andythenorth>I was hoping to flood the channel
05:15<andythenorth>@seen DorpsGek
05:15<@DorpsGek>andythenorth: I have not seen DorpsGek.
05:15<andythenorth>shall I just remove the sea / river speed difference for river boats?
05:15<andythenorth>solves the problem, no patch needed
05:16<@planetmaker>nah, leave it :)
05:16<andythenorth>makes the river boats unusable (on many maps, not all)
05:17<andythenorth>I don’t find many I play many games where boats travel solely on river canal
05:17<@planetmaker>river speed = canal speed, right? Everyone can build canals on sea tiles :P
05:17<andythenorth>ha ha
05:17<andythenorth>yes, that is one proven solution
05:17<andythenorth>absolutely valid :)
05:18<@planetmaker>it's actually a bit stupid on the one hand. On the other it's not
05:18<@peter1138>What's the problem with it?
05:18<andythenorth>with building canals on sea?
05:18<andythenorth>nothing, it’s one of my favourite hax
05:18<@peter1138>With sea / river speed difference: "solves the problem"
05:18<@planetmaker>Stupid as it's like "I decree this sea tile not to be sea anymore" and not as it avoids other players from making it non-water
05:19<andythenorth>peter1138: my set has river boats (fast on rivers, slow on sea), and sea boats (slow on river, fast on sea)
05:19<andythenorth>but in the games I play most routes include sea, very few 100% river / canal
05:20<andythenorth>so the river boats never get used, I just lower land instead
05:20<@planetmaker>it needs a coast class still :)
05:20<andythenorth>planetmaker: +0.5
05:20<andythenorth>‘needs’ is a strong word
05:20<@peter1138>Generally yes, lowering land then flooding it is way cheaper than canals.
05:20<andythenorth>I like the idea, but then we later regret quite a few of the features added :P
05:20<@planetmaker>read forums. Words must be strong. All other opinions must be wrong and ill-founded. Or so one can be led to believe ;)
05:20<@peter1138>BAD FEATURES
05:20<andythenorth>BAD FEATURES FTW
05:21<andythenorth>I was just going to make the river boats same speed everywhere
05:21<andythenorth>think it solves the issue
05:21<andythenorth>unless $someone likes coast tiles
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05:27<andythenorth>canal / sea speed difference is an example of BAD FEATURE :D
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05:29<Luixo>Hello! Can anyone suggest a email for registering at tt-forums? Spam filter decline,, even
05:32<andythenorth>planetmaker: can you remember the spec for coast tiles?
05:33<@planetmaker>andythenorth, in what sense?
05:34<andythenorth>was it something like
05:34<andythenorth>- river tiles remain river, sea remains sea
05:35<andythenorth>- tiles n tiles distant from coast are both sea and river
05:35<andythenorth>from the point-of-view of newgrf
05:42*andythenorth goes reading code
05:42<andythenorth>I think I even had a patch for this, but it caused an assert :P
05:43<andythenorth>so more of a not-patch
05:46<andythenorth>ah GetEffectiveWaterClass looks like a thing
05:46<Xaroth|Work>where's the GetEffectiveWaterClassFactoryFactory ?
05:47<andythenorth>apparently I have some code
05:48<andythenorth>if (CircularTileSearch(&tile, 12, SearchForCoast, NULL))
05:48<andythenorth>and such
05:48<andythenorth>dunno what it does
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05:49<andythenorth>oh this was for the idea that we just extend river / canal out along coasts
05:49<andythenorth>and sea ships just go a bit slower near the coast
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06:07<@peter1138>10:42 <Luixo> Hello, aren't you petert from tt-forums?
06:08<SpComb>almost but not quite
06:10<Xaroth|Work>I would personally be insulted
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06:16<@planetmaker>ah, you meant the 'to-be-specs' for coastal tiles
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06:24<andythenorth>planetmaker: yes those
06:30<@planetmaker>I actually thought of a separate waterclass. But that might be too much. Not sure about all implications of declaring all near-land water tiles of class river, though
06:30<@planetmaker>At least it would break flooding
06:31<@planetmaker>So that likely does not sound like an option
06:31<andythenorth>there are probably many edge cases
06:32<andythenorth>or even just cases
06:32<andythenorth>like industry placement, for example
06:32<@planetmaker>tbh, I only briefly looked at introducing yet another water class. There was something which made it not 100% straight forward
06:32<@planetmaker>I think the 'something' were the NewGRF specs :P
06:32<andythenorth>I dunno, I think just dibbling the boats might be simpler for gameplay
06:32<andythenorth>similar result, no new code
06:32<@planetmaker>where the water classes are limited to 2 bits
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06:32<@planetmaker>and they're already used
06:34<@planetmaker>Water class: 0 - undefined / land; 1 - sea; 2 - canal; 3 - river
06:34<@planetmaker>so there's no way to add another class easily
06:35<@planetmaker>hm... though, bit7 of var 0x60 of industry tiles is still free...
06:35<@planetmaker>that *could* be used to extend waterclass definition
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06:35<andythenorth>planetmaker: is it intereresting enough? o_O
06:36<@planetmaker>depends on whether *you* would actually make it worthwhile with FISH or SQUID :)
06:36<andythenorth>it would be quite easy to make use of
06:36<andythenorth>I worry about making gameplay even more complicated...
06:36<@planetmaker>need to check other variables
06:37<@planetmaker>and tile info
06:37<andythenorth>and whether is spirals out into needing new sprites and such?
06:37<andythenorth>is / it /s
06:37<@planetmaker>no new sprites planned as of yet
06:37<@planetmaker>TTD uses the same water everywhere
06:38<@planetmaker>NewGRFs could then go and interpret that flag, though
06:38<@planetmaker>so up to authors
06:38<andythenorth>I worry about having a magic hidden feature
06:38<andythenorth>how will players know that ship speeds vary by proximity to land?
06:39<andythenorth>maybe we don’t need to worry about that
06:39<@peter1138>Anyone want an option for ship behaviour at locks?
06:39<@peter1138>(Please say no)
06:42<andythenorth>are you doing a graphical thing?
06:42<andythenorth>or is it a full one-vehicle-at-a-time state machine?
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06:49<andythenorth>planetmaker: so I’ll hold off changing my river boats?
06:51<@planetmaker>a backward definition of the waterclass would be to define 'coastal sea' as waterclass value b101 = 5
06:51<@peter1138>andythenorth, exactly the same as it was 1 year ago.
06:52<@peter1138>(except with the && vs || mix up bug fixed)
06:52<andythenorth>just ship it
06:52<andythenorth>I wondered if you’d done something that piled up boats waiting for locks
06:52<andythenorth>I assume not
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06:54<@peter1138>No, far too much effort.
06:54<@peter1138>If ever ships could collide, then it might make a little sense.
06:54<@planetmaker>hm... the problem was not newgrf specs, but space on map array, it seems
06:55<@planetmaker>but maybe that can be worked around
06:55<andythenorth>peter1138: nvm :)
06:55<andythenorth>whatever happened to vehicles in vehicles?
06:55<@peter1138>I probably have a patch for that
06:55<andythenorth>you did
06:55<@peter1138>I had a patch for multi-stop docks.
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06:59<andythenorth>peter1138: that would definitely fuck up my current play style
06:59<andythenorth>you should commit it
06:59<andythenorth>I stack many many boats at docks
07:01<@peter1138>I don't think it did reservation, just path finding to the nearest dock.
07:01<@peter1138>Or maybe nearest lowest-usage dock.
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07:06<@peter1138>Only possible thing is saveload change, but a bump would be pointless.
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07:07<@planetmaker>now is your chance, peter1138 to outsource 32bpp blitter stuff :P
07:08<@peter1138>MJP already knows ;p
07:11<@peter1138>I wonder how much shit I download during the day.
07:25<V453000>I generally upload shit
07:32<@planetmaker>hm, why do we store one bit for 'industry is finished being constructed' and 2 bit for the construction stage number where 11 means 'industry si finished being constructed'?
07:40<@planetmaker>seems like a bit which can be scraped-off
07:43<andythenorth>fewer bits
07:43<andythenorth>lower taxes
07:44<@planetmaker>yeah. would be a codechange to make an additional waterclass easier :)
07:45<mg_>when i load a saved game. some parts of the map are black, like industries, fishin grounds/own labels, some buildings. when i scroll to zoom in/out just one time, all is good again. or when i move the map around for a bit. has anyone experiened this or maybe something with my video drivers
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07:52<lugo>regarding the hierarchical vehicle subgroups, is it planned to be able to expand/collaps those groups that have subgroups?
07:53<@peter1138>I hadn't planned that, no.
07:55<lugo>ok, nice feature anyways!
07:57<mg_>screenshot regarding this issue -
07:58<Xaroth|Work>somehow that doesn't even look half bad
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08:37<@planetmaker>mg_, do you also have the issue without newGRFs?
08:38<@planetmaker>oh, mg_ 46520107 FC0469A7B5D9267EED4CCAC17F56019E fontrenew_ttdur-1.0\fontreneww.grf
08:38<@planetmaker> is pointless, has no other effect than eating memory
08:38<@planetmaker>I would think
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09:38<TheBix>so guys
09:38<TheBix>how do I walk the track in a certain direction
09:38<TheBix>(trying to do some development)
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09:45<@planetmaker>walk the track?
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09:52<TheBix>planetmaker, I'm trying to find the train in front of the current one
09:52<TheBix>for speed limiting
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10:01<Eddi|zuHause>TheBix: the "follow track" function would be a good start
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10:01<@peter1138>Again, good luck :p
10:01<TheBix>I know I was asking about this last night but I was actually doing other work
10:01<TheBix>now I think i have some time to start
10:03<TheBix>Eddi|zuHause, didn't you tell me theres a higher level function that uses that one?
10:03<Eddi|zuHause>it's used by the pathfinder
10:03<Eddi|zuHause>but i don't remember telling anyone that
10:04<TheBix>ah well is there a higher level function that I could use for this purpose or should I just try using stuff in the follow track file
10:04<Eddi|zuHause>there is also the "flood fill" mechanism used by block signals
10:14<mg_>planetmaker: without any newgrfs it is OK
10:18<TheBix>Eddi|zuHause, how does the track follower work?
10:19<TheBix>im looking into "CFollowTrackRail" specifically
10:19<Eddi|zuHause>i have never looked at it
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10:19<TheBix>it looks like it's just a helper through iterating thru a section of track
10:19<TheBix>Eddi|zuHause, what kind of development do you do?
10:20<Eddi|zuHause>i'm not a developer
10:20<LordAro>you're as close as :L
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10:21<TheBix>ah then why do you know about the code and such?
10:22<@peter1138>That's part of Yapf. You can't call that directly as Yapf may not be in use.
10:22<TheBix>you sure that yapf needs to be in use in order for the class to work?
10:23<@planetmaker>mg_ then please try adding (or removing) one-by-one. It seems to be related to them somehow, but I don't know which. Keep the savegame which you created the screenshot from though as reference :)
10:25<mg_>i don't mind that at all. you want me to treat it as a bug? and try to figure out which one is responsible?
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10:29<Eddi|zuHause>mg_: my initial thought is some corruption of the sprite cache
10:29<__ln__>@seen Sacro
10:29<@DorpsGek>__ln__: Sacro was last seen in #openttd 6 weeks, 2 days, 14 hours, 39 minutes, and 25 seconds ago: <Sacro> Morgan_Freeman: tf?
10:30<Eddi|zuHause>TheBix: i know my way around the code, but i hardly ever change it
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10:45<ZirconiumX>Hi all.
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10:59*ZirconiumX should have known that cheaters never prosper
11:08<@peter1138>Oh aye
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11:18<ZirconiumX>I'm playing FTL and using a savegame editor to get all of the advanced edition Type C ships, and not only have I not got them, I've also lost the one Type C ship I did unlock.
11:19<ZirconiumX>Though I will probably be kicked for heresy because I said that.
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11:35*Flygon kicks ZirconiumX, because it's fun
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11:57*ZirconiumX kicks Flygon back
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12:07<mg_>planetmaker: the newgrf responsible for the black thing is "VAST (Objects) 0.3.0" ID: 444E0800
12:21<Eddi|zuHause>mg_: so that's the trigger. now find the cause :)
12:22<mg_>i'm not openttd developer. not my job :P
12:22*Flygon flops onto ZirconiumX, and snores
12:23*Flygon like, traps him with his tail, because he's half asleep, and is acting like he's drunk, so he's allowed to use his tail in #openttd
12:23<Eddi|zuHause>i'm already feeling sad for anybody who thinks "openttd developer" is his "job" :p
12:23<Flygon>Good night
12:23<Flygon>Y'all cool!
12:24<mg_>i meant "my job to fix bugs" ;)
12:25<Eddi|zuHause>mg_: one thing you could do is try older versions and see when it broke
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12:34<Eddi|zuHause>mg_: this is called "bisection", you find a good revision and a bad revision, then you test the revision in the middle. then you repeat that until you have singled out a revision
12:35<Eddi|zuHause>if the tested revision is good, you repeat with the upper interval, if it's bad, you repeat with the lower interval
12:35<rubidium>I'm not a VAST user, so it ain't my job either ;)
12:35<Eddi|zuHause>i can't reproduce it
12:35<Eddi|zuHause>may be something windows specific?
12:37<mg_>Eddi|zuHause: no idea, maybe something with graphics driver etc
12:38<Eddi|zuHause>mg_: if it were graphics driver, it would affect the whole screen
12:38<Eddi|zuHause>mg_: i'm rather thinking recolour masks
12:38<mg_>i have no idea how openttd internals work, so i can only guess
12:39<Eddi|zuHause>mg_: openttd assembles all visible sprites in a buffer, and then sends that buffer to the graphics driver
12:41<Eddi|zuHause>mg_: all the things affected seem to be subject to recolouring (text colours, company colours, industries, a few houses)
12:41<mg_>so maybe somethngs wrong with that buffer, cached sprites. when i zoom in/out it fixes the problem, or when i move the map around. i guess it 'refreshes' screen cache every time
12:45<mg_>but none of tiles available with this newgrf are on the screen, so i don't know how it can break whats visible. like this newgrf has "access" to recolouring even if it is not used. but like i said i don't know how that works :)
12:48<Eddi|zuHause>recolour masks are just sprites like everything else that is displayed. so potentially every newgrf can access it
12:49<Eddi|zuHause>but if it were the newgrf directly acessing it, it wouldn't change after moving/zooming/whatever
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12:50<Eddi|zuHause>mg_: but did you follow my advice and find an old version where it works?
12:50<Eddi|zuHause>openttd version, that is
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12:52<LeShadow>so I'm trying to compile openttd and this are the error logs I get. Although I followed all instructions :/. What am I missing or what can I be doing wrong?:
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12:53<Eddi|zuHause>LeShadow: you either did not install or you didn't point the library include path to it
12:54<LeShadow>I shall facedesk now. I didn't unpack all the zip's in the
12:57<LeShadow>Eddi|zuHause the zips in the (like etc, where do I have to unpack them in their respectively directories or all in one big directory?
12:57<rubidium>you downloaded the wrong openttd-useful
12:58<LeShadow>whut? O.o
12:58<Eddi|zuHause>you need the compiled versions, not the sources
12:58<mg_>Eddi|zuHause: it seems to be working fine in openttd 1.3.3. and this newgrf wfrom what i see is not developed any more. or last activity was about year ago. maybe it's something that changed in openttd 1.4 version which needs adoption in this newgrf to be working
12:58<LeShadow>ok i get it now, downloading
13:00<Eddi|zuHause>mg_: openttd should load old grfs, so long as they were valid grfs back then to begin with
13:01<Eddi|zuHause>mg_: ideally you would now get a compile environment and test the trunk revisions between 1.3.0-RC1 and 1.4.0
13:01<mg_>Eddi|zuHause: yeah, it is loading, but maybe some internals changed so that newgrf needs updating. my guess
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13:02<Eddi|zuHause>mg_: and i'm saying there should be no neeed to "update"
13:02<mg_>Eddi|zuHause: oh, ok :)
13:03<mg_>maybe it is something completely outside openttd, since like you said it works for you. some other people would have to check if it's even an issue with openttd
13:04<Eddi|zuHause>mg_: well it could be that your download is broken. or your harddrive
13:04<Eddi|zuHause>mg_: or your ram
13:04<Eddi|zuHause>mg_: but you should try the more obvious tests first
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13:16<mg_>Eddi|zuHause: i will try some things later. now it's time to play :)
13:18<LeShadow>Eddi|zuHause any ideas how I can fix this?: LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
13:18<LeShadow>I already set INcremental linking on NO
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13:18<Eddi|zuHause>LeShadow: i have no idea what that means
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13:24<rubidium>linking to 32 bits libraries on 64 bit builds (or vice versa)?
13:24<rubidium>(it's just a guess though)
13:25<+glx>or lib compiled using an "incompatible" MSVC version
13:26<+glx>if it used to work then a full rebuild should be enough
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13:45<@DorpsGek>Commit by translators :: r26454 /trunk/src/lang (4 files) (2014-04-11 17:45:27 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>catalan - 2 changes by juanjo
13:45<@DorpsGek>simplified_chinese - 1 changes by xiangyigao
13:45<@DorpsGek>english_AU - 2 changes by mrtux
13:45<@DorpsGek>russian - 1 changes by Lone_Wolf
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14:14<@DorpsGek>Commit by peter1138 :: r26455 /trunk/src (group_gui.cpp lang/english.txt) (2014-04-11 18:14:44 UTC)
14:14<@DorpsGek>-Change: Prompt for confirmation when deleting a vehicle group.
14:26<@peter1138>Have you ever accidentally deleted a couple of dozen groups with one click?
14:26<andythenorth>I never made that many groups
14:26<andythenorth>I only use one
14:26<andythenorth>for autoreplacing
14:27<andythenorth>have you?
14:27<@peter1138>Yes, but only when testing it...
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14:33<@Alberth>would that count as accidental?
14:34<@peter1138>Yeah, I was trying to set up a big list but killed it first :p
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14:39<@peter1138>planetmaker, that diagonal movement patch needs more work :S
14:45<LordAro>diagonal movement?
14:45<LordAro>o/ frosch123
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14:50<@peter1138>Hmm, well, diagonal relative to the map array.
14:50<@peter1138>Vertical/horizontal movement on screen.
14:58<Eddi|zuHause>peter1138: anyone check how horribly broken it is with CETS?
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15:04<@peter1138>Well that's a given.
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15:08<andythenorth>so should I design my RV set around road-types? o_O
15:08<@Alberth>driving on them looks much better
15:11<andythenorth>2 attachments max at forum :P
15:12<@Alberth>2? it used to be 3 :(
15:15<andythenorth>pm is 2, post is 3
15:15<andythenorth>is our forum ninja here?
15:16<@Alberth>he ninjaed himself invisible, I think
15:16<LordAro>bad pm
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15:39<MagisterQuis>So, after a few years' hiatus, it seems I'm going to be running an OpenTTD server.
15:40<MagisterQuis>Now that I actually know what RAM is, how much does OpenTTD typically need?
15:41<@Alberth>depends a lot on the map size :)
15:41<@Alberth>but memory foot print is usually not a problem
15:41<MagisterQuis>As I remember, I liked huge maps. 2048x2048, I think?
15:42<@Alberth>I just tend to get lost on such maps :)
15:42<MagisterQuis>I guess a better question is, is 400isg MB of ram sufficient?
15:42<@Alberth>you can buy machines with that low amount of memory?
15:43<MagisterQuis>No, but you can make VMs with that little memory.
15:43<frosch123>the map needs 9 byte per tile
15:43<frosch123>so a 2kx2k map neets 40MB
15:43<frosch123>the spritecache of a gui client defaults to 512MB for 8bpp
15:43<MagisterQuis>That's it?
15:43<frosch123>and 2GB for 32bpp
15:43<MagisterQuis>This'll be a headless server, though.
15:44<frosch123>with all the vehicles and things and libraries you may need 128MB or so
15:44<MagisterQuis>Oof. That's heavy :D
15:45<frosch123>anyway, speed per cpu core is important
15:45<frosch123>if you run a 2kx2k map you may only support enough vehicles to fill a 128x128 map :p
15:46<MagisterQuis>It's a 3.5GHz processor, not that clock speed means much these days.
15:46<MagisterQuis>So, I'll allocate >1 core.
15:46<frosch123>if you want to check the performance of your cpu, go to
15:46<frosch123>and check whether those savegames run smooth
15:47<MagisterQuis>Hm. I think I'll leave that to later. I'll be rebuilding the server in a couple of weeks anyways.
15:47<MagisterQuis>OpenBSD 5.4 is vulnerable to the heartbleed bug.
15:47<MagisterQuis>OpenBSD 5.5 isn't out yet.
15:48<MagisterQuis>This means using a snapshot until 5.5 comes out.
15:48<frosch123> <- anyway, that gives you various map sizes with various amount of vehicles
15:49<frosch123>just check how much your server can handle
15:49<MagisterQuis>frosch123: Thanks for the link.
15:49<frosch123>nothing is more disappointing than having to stop a game because the server cannot handle it anymore
15:49<MagisterQuis>This is assuming I can get it to compile.
15:49<MagisterQuis>Last time I tried, I could.
15:49<MagisterQuis>That was 2008 :D
15:49<MagisterQuis>(On OpenSolaris)
15:55<MagisterQuis>OpenTTD can use >1 core, right?
15:55<frosch123>not for the game state
15:55<frosch123>for a server you will hardly use more than 1.5 cores
15:56<frosch123>for a gui client you can use more
15:56<MagisterQuis>How can you use half a core?
15:56<frosch123>well, you use one core, and every now or then another one
15:57<frosch123>actually, when using cdist you can use another core
15:57<MagisterQuis>Given that the kernel only uses one core, 2 cores seems like it'd work nicely.
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16:30<andythenorth>should I play a game?
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16:31<rubidium>might it be too late for peekaboo?
16:31<andythenorth>not if I play it on my own
16:32<andythenorth>Eddi|zuHause: can you write a GS generator? o_O
16:32<andythenorth>generators are your thing...
16:32<@peter1138>MagisterQuis, 5.4 doesn't get a patch?
16:33<MagisterQuis>It probably did.
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16:33<Eddi|zuHause>andythenorth: i probably could, but why would i?
16:33<andythenorth>why would we do anything? o_O
16:33<@peter1138>hey hey hey
16:34<MagisterQuis>It did, but then I have to patch manually.
16:36<Supercheese>Hmmm, should I try and translate "click" into Latin or should I just leave it "click"?
16:37<Supercheese>several other languages appear to have left it "click" or "clic"
16:37<MagisterQuis>How about tap?
16:37<Supercheese>I can envision several valid translations
16:37<Supercheese>but in e.g. Spanish, it's left as "click
16:37<Supercheese>for OTTD at least
16:38<Supercheese>Italian has "clic"
16:39<__ln__>does latin use this "ck" combination otherwise?
16:40<MagisterQuis>The Lexicon Recentis Latinalis doesn't have much.
16:40<MagisterQuis>__ln__: No.
16:40<Supercheese>The Wesnoth Latin translation uses various terms
16:41<Supercheese>"premere", "tangere", "facere cliccum"
16:41<Supercheese>every single English->Latin resource has their own idea it seems
16:41<MagisterQuis>Hey baby, how would you like tangere feroviariam meam?
16:42<Supercheese>ferrivia tua non mihi digna est
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16:42<Eddi|zuHause>uuuh... i got a 8192 again :)
16:43<Supercheese>or wait, does dignus not take the dative... ehhh
16:43<Supercheese>crap, ablative
16:44<Supercheese>me digna, then
16:44<Supercheese>but that just sounds weird
16:45<Eddi|zuHause>RETTET DEM DATIV
16:45<Supercheese>what does German use, lessee
16:46<Supercheese>Klick- and the like
16:46<Eddi|zuHause>what do you mean?
16:46<frosch123>it's a form of sound
16:46<frosch123>so how would romans write something that sounds like click?
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16:47<frosch123>klik? i don't think declarations of sounds make any sense... klika?
16:47<Supercheese>The closest Roman term would be "crepitare", which is fairly onomatopoetic already
16:47<frosch123>is a klik female, male or neuter?
16:48<frosch123>i like female: klika
16:48<frosch123>is there no ancient roman comic or book for children?
16:48<frosch123>which says stuff like "boom"?
16:49<frosch123>i have ovid as a comic
16:49<frosch123>let's see whether there is something
16:49<Supercheese>there are many such verbs, I'm not at all certain which would be "best
16:50<frosch123>actually, not just ovid, several mtamorphoses
16:50<frosch123>shooting arrows does "iac, iac"
16:50<pthagnar>asterix sounds
16:50<pthagnar>ur welcome
16:51<frosch123>cows say "mug"
16:52<Supercheese>Daphne was turned into a cow IIRC
16:52<Supercheese>that was metamorphoses
16:52<Supercheese>or one of those damsels
16:53*andythenorth looks in GS forum hopefully
16:53<frosch123>the cows are only some backgruond stuff on the intro of baccus
16:53<andythenorth>all bloody town growth :P
16:53<frosch123>ante longum tempus aollo pastor in terra erat...
16:54<andythenorth>the game was never about growing towns :P
16:54<Supercheese>oh Daphne was a tree
16:54<andythenorth>transport! :)
16:54<Supercheese>who was the cow then...
16:55<Supercheese>Yeah, that was it
16:58<Supercheese>the Minecraft Latin translation is terrible
16:59<__ln__>well sweden was never part of the roman empire
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17:05<Wolf01>'night all
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17:21<andythenorth>is a bed
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18:55<Eddi|zuHause><__ln__> well sweden was never part of the roman empire <-- i'm fairly sure that was the germans' fault
19:11<__ln__>yes, godwin's law
19:19<@planetmaker>Supercheese, I heard OpenTTD's going to have a much better one? :P
19:20<Supercheese>I do hope so :)
19:20<Supercheese>I'm still undecided on the "best" translation for "click"
19:21<@planetmaker>that's difficult, I think, indeed
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19:21<Supercheese>by a purely democratic process, it seems most languages leave it as-is
19:22<Supercheese>i.e. "click" or "clic" or "klick"
19:22<@planetmaker>it's a rather sound-describing term
19:22<Supercheese>but then, as a verb, how to conjugate
19:22<@planetmaker>err... no "k" there....
19:23<@planetmaker>so only the middle suggestion seems likely to fit to me
19:24<frosch123>klikare, klike for imperativ?
19:24<Supercheese>There needs to be more software with Latin translations I can borrow from :\
19:26<@planetmaker>clice! clicete!
19:26<@planetmaker>or clicare. Depends on which conjugation you prefer :)
19:31<@planetmaker>maybe... qualquam amplecti
19:32<pthagnar>what register are you using anyway
19:32<pthagnar>some classicising thing where no word cicero wouldn't recognise is allowed in
19:33<pthagnar>or something full of romance
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19:46<Eddi|zuHause><planetmaker> clicere <-- sounds like something age of empires people would say :)
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19:53<Supercheese>AoE2 had some mediaeval Latin in it eh
19:54<Eddi|zuHause>i only ever played the teutons
19:55<Eddi|zuHause>so they'd be speaking medieval german
19:55<Supercheese>pretty sure the Byzantines spoke some eastern latin
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20:14<Supercheese>I should test that all my gender and case tags are working properly...
20:15<Supercheese>and I may have moved {STRING}s around and forgotten to swap them back...
20:23<@planetmaker>you shall quickly see that :)
20:26<@planetmaker>however good night from my side for now. Or... ave! bonam noctem aut diem habeatis
20:28<Supercheese>Certe habebo, gratias
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23:33<Supercheese>This Latin news article has a typo; how dare they, Latin authors are supposed to be better than everybody else! :P
23:59<Supercheese>Polish has some weeeeeird plurals
---Logclosed Sat Apr 12 00:00:07 2014