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#openttd IRC Logs for 2014-05-20

---Logopened Tue May 20 00:00:24 2014
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04:46<Stranger>Well good night
04:46<Stranger>or....good day....
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05:32<Jensen1986>How do i get sound to Work on a saved game?
05:33<@planetmaker>sound settings are not part of a savegame. In the music tool (main toolbar ingame when map is loaded)
05:33<@planetmaker>you might need to install a music and / or sound set from online content
05:34<Jensen1986>But is it possible to make the sound Work in a saved game? I dont have to start all over.
05:48<V453000>just open the sound menu
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06:08<Jensen1986>thx alot.
06:16<V453000>didnt say much
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06:35<Jensen1986>oh.. I thought you ment open the sound menu and insert the downloaded soundmix..
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09:24<fkinglag>hello, is it possible to measure how long a train's route is?
09:25<V453000>no, no reason to either
09:32<LordAro>it'd be nice if we had a way to measure distance in some way though
09:33<LordAro>for aeroplane range, at least
09:37<V453000>part of the reason why plane range is a stupid feature
09:39<fkinglag>plane range is strange
09:42<Xaroth|Work>fuel capacity
09:42<Xaroth|Work>but then again, so do trucks, busses and non-el trains
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09:59<Pinkbeast>Yes, but with the occasional exception of steam locomotives they can so easily refuel in transit it's not worth worrying about.
10:01<Xaroth|Work>planes however
10:06<Pinkbeast>I think what I really mean is that diesel land vehicles typically have huge fuel capacity relative to their normal duties - if a lorry refuels every time the driver has a meal or rest stop, say, it'll never need to make a specific stop for fuel.
10:06<Pinkbeast>A diesel locomotive is fuelled overnight at the depor.
10:06<Pinkbeast>But a plane really does have a constrained range and stopping just for fuel is a bit more dramatic
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10:52<@planetmaker>fkinglag, what do you want to measure? time? distance?
10:53<@planetmaker>the distance is difficult, but you can look at station coordinates. The time can be looked-up, if you have it fill-out a time table in the orders
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12:05<Phreeze>revisiting all the luxembourgish strings...corrected already about 150...OMG...
12:05*Phreeze wants an autoreplace function
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12:06<@planetmaker>if you need a mass-replacement, then submit the corrected file to the bug tracker
12:06<Phreeze>just seen that it would result in a mess, ass i have to check them per case
12:07<Phreeze>in fact, some words dont take a "T" at the end
12:07<@planetmaker>:) Then do it piecewise. But then wt3 is good enough :)
12:07<Phreeze>but if the word is alreadycorrect, and the translation is like blablatype, you cant just replace it
12:07<Phreeze>it would result in blablaype
12:08<Phreeze>yep, the webtranslator is ace if you had ever to work with get-localization....
12:08<Phreeze>(still the forms are not long enough ^^)
12:08<@planetmaker>I agree there
12:08<Phreeze>"input-type text" <-
12:09<Phreeze>but someone once said it's technically not doable
12:09<@planetmaker>did you use devzone's web translator?
12:09<@Alberth>I think that one needs work to make it usable for openttd strings
12:10<@planetmaker>it's somewhat the spiritual successor and solves that better there imho
12:10<@Alberth>xussr set is already very slow to browse
12:10<Phreeze>i use that one
12:10<@planetmaker>Phreeze, yes, for OpenTTD there's no other
12:10<Phreeze>ah yeah the devzone
12:10<Phreeze>yes i used it already
12:10<Phreeze>ogfx trains etc
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12:13<@planetmaker>so I still believe that eints can be adopted, if someone [TM] rewrites the rest of OpenTTD pages into python3 :P
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12:15<@Alberth>you probably need to split loading of languages
12:15<@Alberth>saving and loading for each change is a bit slow :)
12:16<Phreeze>someone give me 160k eur pls
12:17<@Alberth>oh, just another thing on 4 wheels :p
12:17<@planetmaker>haha :)
12:17<@planetmaker>'blue car' :P
12:17<@planetmaker>tbh, I'd know better things to buy with 160k€
12:18<Phreeze>someone got an idea when 1.4.1 comes out ?
12:18<Phreeze>"when it's done" [TM] ? :)
12:18<@planetmaker>also yes :)
12:18<@Alberth>probably less than a decade from now
12:18<@planetmaker>week maybe?
12:18<Phreeze>i have to check the rest of the strings quickly then
12:19<@planetmaker>not sure whether we do another string update
12:20<Phreeze>i hate the word vehicle
12:20<Phreeze>it has a lame translation in luxembourgish....
12:20<Phreeze>we call "vehicles" by its name, like "car" or "train" etc..
12:21<Phreeze>as in ottd theres "road vehicle" i can't just say "bus" or "lorry"
12:22<@planetmaker>"Straßenfahrzeug" ;)
12:23<@planetmaker>or simply "Fahrzeug"
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12:24<Phreeze>we dont use the word Fahrzeug, we would say "auto" or "lkw" or "bus" or "suv" etc ;)
12:24<Phreeze>nvtl, i'm now used to the "generalizing" word
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13:45<@DorpsGek>Commit by translators :: r26602 /trunk/src/lang (luxembourgish.txt polish.txt) (2014-05-20 17:45:14 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>luxembourgish - 135 changes by Phreeze
13:45<@DorpsGek>polish - 7 changes by Kilian
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13:48<rubenwardy>ew, svn.
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13:48<rubenwardy>I prefer Git or Hg
13:48<rubenwardy>* Mercuria
13:48<rubenwardy>* Mercurial
13:48<@planetmaker>then use it
13:49<@planetmaker>we have svn, hg and git repos
13:49<rubenwardy>Oh, okay
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14:24<Wolf01>hello o/
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14:51<fkinglag>planetmaker, thank you for replying. I'll have to try that.
14:52<fkinglag>hmm, nvm planetmaker isn't here.
14:52<@planetmaker>he is
14:52<fkinglag>d'oh, shoulda scrolled up
14:52<@planetmaker>but I can't remember anymore the context :P
14:52<Xaroth|Work>lies, planetmaker isn't here
14:53<fkinglag>distance, time tables, etc.
14:53<@planetmaker>ah. :)
14:53<fkinglag>measuring distance of train routes was what I originally asked about.
14:53<@planetmaker>the rail build tool (or road) has a distance measure for straight lines
14:53<@planetmaker>with shift it's just a cost estimate, thus can be used for it
14:54<@planetmaker>possibly easier to just compare coordinates of two tiles, though
14:56<fkinglag>yeah, I thought I'd try using the coordinates over straight lines. Should be easier to compare routes
15:00<@planetmaker>frosch123, would there be another language backport before 1.4.1?
15:00<frosch123>unless you find a bunch of bugs :)
15:00<frosch123>resp. fix them :p
15:00<@planetmaker>not this week
15:01<Rubidium>... and you do that before next sunday
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15:09<@planetmaker>V453000, you there?
15:10<@planetmaker>got time to test some nml versions for me whether they work?
15:10<@planetmaker> and should be same... but not sure :)
15:10<V453000>forget entirely when going yeti mayhem yesterday :D will try now
15:11<@planetmaker>no worries. Just remembered, too :)
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15:12<V453000>well the installer finished, seemed to only install python?
15:12<V453000>the exe thingy
15:12<@planetmaker>it *should* rather install nml...
15:13<V453000>ah right that is just choosing the python
15:13<V453000>so, what do you need me to check?
15:14<@planetmaker>try to build a grf with that nmlc :)
15:14<frosch123>pm wants to know whether pythons get along well with yetis and unicorns
15:14<@planetmaker>ye :)
15:14<V453000>yetis dont get along with anybody
15:14<V453000>they smash everything
15:14<@planetmaker>make sure there is a python farm :)
15:14<frosch123>aren't they riding unicorns or something?
15:14<@planetmaker>for yummi food for the yetis
15:15<@planetmaker>wood be a nice joke :P Nerdy, but ncie ;)
15:15<frosch123>and don't they a python as whip?
15:15<V453000>already having Death Steel Mill
15:17<V453000>frosch123: Yetis smash _Everything_
15:17<V453000>including their own machinery and beer
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15:18<V453000>nuts seems to have built successfully with the first one
15:18<V453000>now, how do I install the zip? there are some folders which causes my confooozion
15:18<@planetmaker>actually I'm not sure :P
15:19<V453000>OH :D
15:19<@planetmaker>but the exe is supposed to be an easy fire-up installer. If that one works, that's good news really. Quite good
15:19<V453000>well I guess I just need to find the Libs folder in python and rest goes to nml
15:20<V453000> =D
15:20<@planetmaker>you might have a dir like c:\pythonXY or so
15:21<@planetmaker>rather it wants a c:\python33 where it probably wants to be unpacked to
15:21<@planetmaker>so you likely don't have that python version (yet)
15:21<V453000>I has python27
15:21<@planetmaker>yup :)
15:21<V453000>sooo I celebrate the circumstace with beer?
15:22<@planetmaker>yes, please do
15:22<Xaroth|Work>yay for python 2.7.
15:22<V453000>I should just try to extract it to python27 folder then
15:23<@planetmaker>V453000, but you're sure that you actually used the new nmlc and not any other installed one, yes? :) (Just double checking) :)
15:23<@planetmaker>V453000, I don't expect it to work with python27
15:23<@planetmaker>better don't put it in that dir
15:23<V453000>it looks like I still have 0.3.0
15:23<V453000>which is the last one I was getting
15:24<V453000>so apparently the installer worked just seemingly
15:24<Xaroth|Work>nmlc doesn't work with python 2.7?
15:24<@planetmaker>it probably installed it. But the existing one has priority, V453000
15:24<@planetmaker>you might need to call it explicitly with the full path as to where the exe installed itself
15:24<Xaroth|Work>cuz I'm pretty sure the nmlc I have installed on my server uses 2.7 :o
15:25<@planetmaker>Xaroth, every nml in the wild uses python 2.7 (or 2.6 or 2.5)
15:25<@planetmaker>this is a py3 test :)
15:25<Xaroth|Work>scary shit
15:25<Xaroth|Work>though I have a test server with py3k installed as well iirc, if you need a place to test
15:26<@planetmaker>or rather the result of my very shallow learning curve to create something which hopefully is easily usable on windows
15:26<@planetmaker>or not. we shall see ;)
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15:33<V453000>need me to try something further?
15:33<@planetmaker>hm, I think currently not. Maybe tomorrow :) Thanks a lot
15:33<V453000>PS getting the biggest BFU around here to do some tests isnt the best idea :D
15:33<V453000>you are welcome however
15:33<@planetmaker>or did you try to locate the exe?
15:33<@planetmaker>and call it directly?
15:34<@planetmaker>I mean where it installed the nmlc.exe to?
15:37<@planetmaker>You now have something like C:\python33\nmlc.exe right?
15:38<V453000>I dont have python33 at all
15:38<V453000>idk where it installed anything :|
15:39<V453000>PS managed to get my render time from 0:58 to 6:30 just by replacing one material =D
15:39<V453000>sadly, it looks better so I might keep it
15:39<@planetmaker>but what does the installer say when you run it? It tells me it will install to C:\Python33
15:45<V453000>tells me C:\Python27
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15:46<@planetmaker>oho, interesting
15:46<@planetmaker>so, there's C:\Python27\scripts\nmlc.exe?
15:47<@planetmaker>what does it tell you, if you call it with --version?
15:47<@planetmaker>c:\python27\scripts\nmlc.exe --version
15:47<@planetmaker>(and from the time stamp, it's new, yes?)
15:47<V453000>time stamp sez 19.5.
15:48<@planetmaker>sounds ok
15:50<@planetmaker>hm... drat
15:50<@planetmaker>k, thanks nevertheless
15:50<@planetmaker>more poking at packaging tools ahead then
15:52<andythenorth>planetmaker: dunno if it’s useful, but you can get free windows VMs from microsoft
15:53*andythenorth uses them all the time for IE 7 crap and such
15:54<@planetmaker>hm... that's useful
15:54<andythenorth>much easier than relying on reports via irc :)
15:55<V453000>you are welcome :)
15:55<@planetmaker>both is useful :)
15:55<@planetmaker>I was just setting up a VM... But my CD-Drive seems to be disconnected since I last added HDD to the computer :P
15:55<@planetmaker>made it difficult to insert the windows DVD I have ;)
15:58<@planetmaker>thanks, andythenorth :) probably saved me quite a bit time
15:58<@planetmaker>now downloads for quite some time... but that can be spent more productively then
15:58<andythenorth>yeah, it’s a big download, and if you need IE7-11 it’s a lot of SSD gone :P
15:58<andythenorth>but it’s otherwise very handy
15:59*planetmaker doesn't have SSD ;)
15:59<@planetmaker>but big enough normal hdd :D
16:01<Eddi|zuHause>how to delete a harddrive [german]:
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16:02<frosch123>does not look like there is a undo knob
16:03<andythenorth>last year SSD got cheap enough to be default imho
16:04<andythenorth>but ymmv etc :)
16:05<Eddi|zuHause>when i bought my SSD, a 128GB SSD cost about as much as a 2TB HDD
16:05<andythenorth>were you a happy shopper?
16:05<frosch123>do you need 2tb?
16:06*andythenorth discovered that what is really needed is *fast*
16:06<andythenorth>and an aggressive attitude to deleting
16:07<Eddi|zuHause>frosch123: no matter how much HDD you got, it's always full
16:07<Eddi|zuHause>i think i'm at 5TB total currently
16:07<frosch123>i always buy the 0.5l sunflower oil bottle. it costs the same as the 1l bottle, but looks nicer, and i only need 0.5l until it looks gross
16:08<andythenorth>frosch123: I am now suprised that you are not a mac user :o
16:08<andythenorth>or worse, an ipad user :o
16:08<frosch123>i have around 250 gb of data, which includes various vms and various backups
16:09<frosch123>andythenorth: why? i think about stuff
16:10*andythenorth was trolling with no real validity :P
16:10<frosch123>i was just pointing out that the nominal value is not necessarily the actual value
16:10<Rubidium>reducing waste and such ;)
16:15<Xaroth|Work>only 250gb of data?
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16:16<Xaroth|Work>I removed around that much worth of game screenshots a while ago :P
16:20<frosch123>Xaroth|Work: my ottd bin and obj dirs are symlinked to a tmpfs
16:20<frosch123>so, they are deleted on every boot
16:20<frosch123>no way to pile them up
16:21<Xaroth|Work>heh, that limits it quite a bit, yeh
16:21<Xaroth|Work>but I'm a bit of a collection nutter.. 2tb+ worth of movies, 1tb+ worth of series :|
16:21*Xaroth|Work contemplating building a new nas
16:22<frosch123>i tried that, but concluded that i never watch movies if i always have the opportunity to watch them
16:23<andythenorth>we store too much
16:23<frosch123>so, i got rid of them :)
16:23<Xaroth|Work>heh, I try to watch them at least once, but most at least twice
16:23<Xaroth|Work>unless I downloaded them for the wife
16:23<Xaroth|Work>in that case only if it's a good movie :|
16:24<frosch123>well, back in tv age i was always happy to watch my favorite movies once a year or something
16:24<frosch123>but once i had them captured, i never watched them again
16:25<Xaroth|Work>I usually have something running on my 2nd screen
16:25<Xaroth|Work>be it an episode, or a movie.. but usually that's just for the background noise factor :P
16:25<frosch123>me too, but that is always twitch or yt, but no movie :p
16:26<andythenorth>I have children for background noise
16:26<Xaroth|Work>twitch is too annoying.. stutters too much and lags the crap out of this old beast :(
16:26<frosch123>nah, it is fine, you just may not apply any logic
16:27<V453000>LOGIC IS EVUL
16:27<V453000>APPLY REALISM
16:27<andythenorth>BAD V453000
16:27<andythenorth>BAD REAL
16:27<frosch123>you just should not assume that selecting a lower quality makes it stutter less
16:27<frosch123>the servers downscaling the quality are more busy than than those streaming the unscaled or something :p
16:28<Xaroth|Work>sometimes yeh
16:29<Eddi|zuHause>apparently i have 90GB in games
16:29<Xaroth|Work>Mine shrunk down to 18.. but it used to be 250+ due to enormous amounts of screenshot
16:29<frosch123>@calc 90*1024 / 283
16:29<@DorpsGek>frosch123: 325.653710247
16:29<frosch123>325 checkouts of ottd?
16:34<Eddi|zuHause>i also have 700GB in uncut (and unwatched) tv recordings
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16:35<Eddi|zuHause>like 2 seasons of simpsons and how i met your mother...
16:36<frosch123>you should stop making backups for others
16:36<Eddi|zuHause>this doesn't include "distributed backups"
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16:40<frosch123>it feels weird that ottd's obj directory is 328mb for a debug build, and the binary is 80mb
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16:41<frosch123>i mean there is only 41mb source, with 25mb in lang files
16:42<@Alberth>s/\t/ /g :)
16:42<frosch123>and 83mb for the whole hg history
16:42<Eddi|zuHause>frosch123: btw. my OpenTTD directory is 6.5GB and contains 31 immediate subdirectories
16:44<Eddi|zuHause>26 of those contain bin directories, which amount to 0.5GB
16:44<@planetmaker>27G ./grfdev
16:45<Eddi|zuHause>planetmaker: not included
16:45<@planetmaker>57G .
16:45<andythenorth>I have 2.5G of game and 500MB of checkouts for ottd
16:45<@planetmaker>but there's some stuff which is not immediately related. Like an 8GB checkout of LLVM ;)
16:45<andythenorth>3G of newgrf dev :P
16:45<Eddi|zuHause>my grf development stuff is only 800MB
16:46<andythenorth>planetmaker: you win?
16:47<@planetmaker>grfdev is also somewhat a stretch. Basically everything not directly openttd, thus nml, grfcodec, grfs, gs, ai,...
16:47<@planetmaker>andythenorth, a free cleanup of the disk? :D
16:47<V453000>8gb game folder in documents :)
16:48<@planetmaker>1,2G ./titlegame
16:48<Eddi|zuHause>my .openttd is 2.5GB
16:49<Eddi|zuHause>130MB content_download, 200MB screenshot, 250MB data, 800MB grf development and 1.1GB savegames
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17:07<steili>Hi guys, I'm trying to compile OpenTTD for the first time. I'm using VS2012 and I'm trying to compile the 32-bit version. I've cloned the git repo, and pulled the latest version right now. I've followed the guide on the wiki (, but I'm having a small problem: When building the solution, I get the following error:
17:07<steili>7>..\src\music\dmusic.cpp(114): error C2664: 'convert_from_fs' : cannot convert parameter 1 from 'WCHAR [128]' to 'const TCHAR *' 7> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
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17:07<steili>The line in question is this (from dmusic.cpp): DEBUG(driver, 1, " %d: %s%s", i, convert_from_fs(caps.wszDescription, desc, lengthof(desc)), i == port ? " (selected)" : "");
17:08<steili>Do any of you know how to fix this?
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17:09<@planetmaker>steili, do you have installed openttd-useful?
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17:09<Katje>hello, I think I've found a bug
17:09<steili>planetmaker: Yes, it is located in the OpenTTD essentials folder
17:10<Katje>I built a railway station, there was a farm nearby, but not within the catchment of the train station
17:10<+glx>but TCHAR should have been replaced by preprocessor
17:10<Katje>so I built a lorry station next to the farm as a single part of the original station (ctrl click)
17:10<Katje>I have since demolished the lorry station
17:10<Rubidium>glx: because of that I'd almost reckon that it's building without unicode
17:11<Katje>but live stock and grain still accumilates at the train station, even tho it does not have a farm in catchment
17:11<Katje>any ideas why this might happen ?
17:11<+glx>VS is unicode only
17:11<Rubidium>glx: is dmusic then the first file to be compiled?
17:12<@planetmaker>Katje, that depends on the station layout and station parts (catchment area)
17:12<+glx>it compiles multiple files at the same time (depending on CPU)
17:12<@planetmaker>i.e. an airport increases it. For every tile
17:12<Katje>planetmaker: is there a way to work that out ?
17:12<Rubidium>glx: the CF builds as one of the ten last files
17:12<Katje>is there a way to display station catchments?
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17:12<Rubidium>steili: is this the only error you get?
17:13<Rubidium>steili: and is dmusic one of the last files that is compiled?
17:13<steili>Rubidium: I got a Warning C4005: "'FACILITY_DIRECTMUSIC' : macro redefinition" first, but I fixed that error using the guidelines in the Wiki
17:14*andythenorth needs a pipeline
17:15<steili>Rubidium: Yes, it is one of the last
17:16<steili>Here is the output from VS2012 wheb building:
17:18<Rubidium>that doesn't make sense to me; I hope glx can make sense of it
17:18<@planetmaker>Katje, there's no direct way to display them
17:18<Katje>is there a way to stop a cargo accumilating at a station that you have decided to stop serving for that cargo type ?
17:18<Katje>planetmaker: ah
17:18<+glx>I guess the squirrel warnings comes from 64bit to 32bit conversions
17:19<Katje>planetmaker: so building an airport as part of a station increases the catchment of the station itself?
17:19<@planetmaker>with recent nightlies stations will drop a cargo if unserviced for ~ 2 years
17:19<@planetmaker>Katje, yes.
17:19<Katje>is there a formula for calculating that increase?
17:19<Katje>and does it depend how close the airport is to the station ?
17:20<@planetmaker>maximum catchment area of all station parts. the catchment size is documented in the wiki for each airport and other station types
17:21<steili>glx: Would it help if I try to build the 64-bit?
17:21<+glx>I can confirm the sq warnings
17:21<+glx>but dmusic is ok for me in 32bits
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17:22<Katje>so the big airport has a catchment of 8
17:23<Katje>and as the station and airport are merged, the station has a catchment of 8 also ?
17:23<Katje>the farm is 10 tiles from the nearest corner of the station...
17:24<Katje>does demolishing the lorry station reduce the catchment?
17:24<@planetmaker>depends on the geometry of the remaining tiles...
17:25<andythenorth>ah station catchments :)
17:25<andythenorth>always fun
17:25<@planetmaker>really, discussing station catchment without both, image or savegame is a very academic exercise
17:26<Katje>is there an easy screen shot function ?
17:26<steili>glx: Ok. I just realized that I might have one more clue for you. When fixing the 'FACILITY_DIRECTMUSIC' problem, I was asked to edit the 'dmerror.h' file under 'External Dependencies'. However, the 'dmerror.h' file I found there didn't contain the "#define FACILITY_DIRECTMUSIC" line which the Wiki specified. I had to open the file in explorer ('OpenTTD essentials\shared\include\dmerror.h') to find the a file which matched the description in t
17:26<Katje>also is there an absolute maximium catchment possible?
17:26<Katje>cos I could just move the station X tiles along to solve the problem...
17:27<@planetmaker>ctrl+s gives screenshot
17:27<@planetmaker>station size is a setting. catchment is defined around the station tiles and can't be changed
17:28<Katje>does demolishing a station remove it's catchment ?
17:28<@planetmaker>max station spread is 64 tiles each direction. Default max is 12
17:28<@planetmaker>the one of that tile: yes
17:28<+glx>steili: I use an old directx sdk so was not concerned by this macro redefinition
17:29<Katje>erm, where did it put that screen shot ?
17:29<Katje>apparently max station size is 25
17:30<@planetmaker>whereever, depends on OS and OS version. check readme chapter 4
17:30<Katje>am runing debian, if that makes any difference
17:31<Katje>so, we have the railway station and airport top of the picture, this is Slinning head
17:31<Katje>which also has a bus station somewhere in the middle of the city
17:31<Katje>bottom of the shot is a farm
17:31<Katje>that farm appears to be putting cargo into slunninghead
17:31<Katje>it shouldn't be
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17:31<Katje>the lorry stations around the farm are part of slunninghead mines, and serve a different station
17:32<@planetmaker>maybe vehicles do. Via transfer
17:32<Katje>not transfer
17:35<@planetmaker>with the screenshot I can't check each *individual* road station tile or the history of the cargo
17:35<Katje>save game, on it's way
17:36<+glx>ok I found it steili
17:36<Katje>planetmaker: you have pm
17:36<+glx>check project properties
17:37<steili>glx: Ok
17:37<+glx>on general page character set is not unicode
17:39<+glx>but that's weird as we specify it in the project file
17:40<steili>glx: On my config properties -> Project Defaults, Character Set is set to 'Use Unicode Character Set'
17:43<+glx>but I get the same errors when I disable unicode
17:43<+glx>and no errors with unicode
17:44<+glx>seems unicode detection in squirrel is fucked up ;)
17:44<+glx>hmm no it works
17:45<+glx>but we removed snprintf
17:47<steili>glx: That's strange.
17:47<+glx>yes it should build out of the box on msvc
17:47<LordAro>now, i think this looks kinda good:
17:48<+glx>there's something on your side that disable unicode
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17:53<steili>glx: Just throwing out some thoughts here: I'm using Windows SDK for Windows 8.1. Could that have anything to do with it?
17:54<+glx>dunno, maybe
17:54<@planetmaker>Katje, the catchment of the international airport is 10
17:55<@planetmaker>so the farm is in the catchment area
17:55<@planetmaker>feel free to correct the wiki. I go to bed. g'night everyone
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17:55<Katje>planetmaker: thank you muchly!
17:55<Katje>sleep well
17:56<Wolf01>'night all too
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17:56<+glx>steili: shouldn't be the cause
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17:58<Katje>cheers all
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19:34<steili>glx: Update: I managed to build 1.4 x64. trunk x64 doesn't display the Unicode error, but complains about snprintf is undefined - which you noticed. The only problem is trunk with 32-bit, which still has the initial problem.
19:35<+glx>snprintf undefined is a unicode error as it should use _snwprintf instead
19:36<+glx>and dmusic is disabled in x64
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19:52<steili>Thanks for the help glx :) Guess 1.4 would have to do for now.
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---Logclosed Wed May 21 00:00:26 2014