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#openttd IRC Logs for 2015-03-21

---Logopened Sat Mar 21 00:00:01 2015
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00:47<supermop>shuttling my spare chinook around makes me wish i had a pair of N gauge class 20s
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03:21<Supercheese>Ah, one of the best parts of a game, following a train as it makes its way across your entire network
03:21<Supercheese>watching the fruits of your labor
03:26<NGC3982>Indeed. That never get's old.
03:27<supermop>i just did that with a NG train going up switchbacks to a bauxite mine unfortunately spawned on top of a mhl mountain
03:28<Supercheese>oh jeez, I built the tracks to steep over this hill
03:28<Supercheese>steamers struggling to make it up
03:28<Supercheese>maybe I should dual-head them
03:30<supermop>i love being strapped for cash, so having to send my spare shunter to other part of the network to pull a different train over there
03:30<Supercheese>I hate being strapped for cash, so I use the money cheat ;)
03:30<Supercheese>here it goes in the 53-tile-long tunnel
03:31<Supercheese>especially nice to watch since I have the Show Vehicles in Tunnels patch
03:33<supermop>5 years into this game and have almost never had more than 10,000,000 yen in the bank
03:33<supermop>just enough to buy two slammers
03:33<supermop>but my local trains are 3 slammers so have needed to gradually assemble them
03:34<supermop>may switch those to a little bear pulling coaches
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04:09<supermop>i've managed to spoil a perfectly good looking station in a valley
04:10<supermop>but now the branch line can continue onto the mainline to the south
04:11<supermop>and i can gradually change the schedule so that the eastern branch becomes the mainline
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04:43<Terkhen>good morning
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05:22<chillcore>good morning all
05:24<supermop>hi chillcore
05:25<chillcore>hey supermop
05:26<chillcore>supermop: have a look at r27000?
05:27<chillcore>don't know how to make dorpsgek spit out the log here ...
05:29<chillcore>phone brb
05:34<chillcore>supermop: but I can copy it ...
05:34<chillcore>(svn r27200) -Feature/Fix [FS#6260]: [NewGRF] Add Misc. GRF Feature Flag 6 to enable the second rocky tile set.
05:40*chillcore kills phone ... it saterday and just woke up
05:42<__ln__>oh, here it's saturday, not saterday
05:43<chillcore>hehe ye right ... zaterdag ... did not even notice that ... coffee yay
05:43<chillcore>MOAR coffee
05:46<chillcore>more peeps should learn frutchlichs ... (french dutch and enlish mangled for the not frutchlish speaking peeps)
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05:50<chillcore>hello wolf
05:51<chillcore>Anyhoo all kidding aside ... does anyone know of some more things that are not correct/borked/need improvement after MHL was introduced?
05:52<@peter1138>English people tend to have enough difficulty with just English...
05:53<chillcore>I am pretty much done with my tgen light patch, except for some final tunning of the params.
05:53<chillcore>I posted v0.9 in my first post of the TGP params topic for reviewing.
05:54<chillcore>I ill be makeing some adjustments today and should be done later today but functionality/syntax should not change no more
05:55<chillcore>peter1138: so true, I see that remark a lot that foreigners write english better then native speakers
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05:57<@Alberth>lots of things are in need of improvement after the introduction of MHL
05:57<@Alberth>most of them were in need of improvement before introducing MHL as well
05:59<chillcore>yes indeed Alberth: terrain generation at least should be better now ... read more playable even with higher/larger generated maps
05:59<chillcore>also desert is fixed
05:59<chillcore>I threw out that depenced on max height setting
06:00<chillcore>now it checks for highest generated tile at mapgen and tropic forest starts at a quarter of that
06:00<chillcore>after that it does not change no more
06:00<chillcore>^^^ executive decision
06:01<chillcore>in regards of the first patch of tgen light ... feel free to reject that part ... I insist that it makes terrain generation better
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06:01<chillcore>but it is not needed perse and I will not push for it ;)
06:01<chillcore>your (devs) call on that
06:03<chillcore>coasts are nicer (better shaped), water is nicer, map init is at levell 0 instead of -32k
06:03<chillcore>stuffs like that
06:04<@Alberth>you seem to have a much better grasp of things in this area than me :)
06:04<chillcore>I have a lot of feedback to fall back on thanks to bugpack
06:05<chillcore>I will not claim to know everything
06:05<chillcore>cause I don't
06:05<@Alberth>I mostly find I know only so little ;)
06:06<chillcore>same here but don't feel bad about it
06:06<chillcore>it is scientfically proven that the more you learn and know in a field the more you feel lke that
06:06<chillcore>not my words ^^^
06:07<@Alberth>oh, I can imagine that :)
06:07<juzza1>you need to know what you don't know
06:07<chillcore>ye unless you know shizz then you think you know it all :P
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06:08<@Alberth>I think it's a difference in focus. If you want to improve, you focus on things you don't know. Suddenly there are lots of such things then
06:09<@Alberth>obviously, people that are improving themselves know in general more than people that don't
06:12<chillcore>giong to do some tuning in the perlin noise params
06:13<chillcore>for large maps ... very smooth will become slooth and a half and th rest accordingly
06:13<@Alberth>I have a similar experience when writing a large program. I constantly work on things that don't work yet. So for the outside, I build a program, incrementally adding new things, while for me, I am finished when I run out of things that don't work.
06:14<Eddi|zuHause>Alberth: i don't think that "improve yourself" is the actual cause, though. the effect can often be observed in people that are experts in a field, when they are talking about things outside their field of expertise
06:15<chillcore>small maps are a bit too boring still ...
06:15<@Alberth>Eddi: good point
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06:35<frosch123>hai :)
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06:38<Wolf01>is it even possible I forget how to write code on weekends?
06:38<chillcore>selective memory loss is a thing yes
06:38<chillcore>my aunt calls it her chinese memory ;P
06:39<@Alberth>I usually have the problem at monday morning.. what was I doing last week again? :)
06:39<chillcore>^^ dont ask me why she does
06:40<Wolf01>I suspect it has something related to chinese quality products
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06:43<chillcore>ye that and she sais "talk in this ear cause that one is connected to my chinese memory"
06:43<chillcore>she is partly deaf on one side
06:43<Eddi|zuHause>or maybe she's racist :p
06:44<Wolf01>I'm trying to create an easy to use interface to help my mother calculate things related to sewing, it's a sort of a grid calculator web designers use for websites... I can't even trigger a click event -.-
06:44<chillcore>Also chinese peeps are too polite and will not always say what they think straight up
06:44<chillcore>kinda a cultural thing?
06:44<chillcore>I don't recall her ever making racist remarks ...
06:45<Eddi|zuHause>then maybe you're racist :p
06:45<chillcore>more jokingly like between dutchies and belgians
06:45<chillcore>hehe Eddi
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06:46<@peter1138>Chinese Whispers?
06:46<Eddi|zuHause>i suppose that's like discussing differences between Köln and Düsselorf
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06:46<Eddi|zuHause>or New York and New Jersey
06:47<chillcore>Chinese whispers doesn't ring a bell peter1138.
06:47<chillcore>yeah eddi something like that
06:48<chillcore>that is hardly racism is it?
06:50<Wolf01>oh, wait, caffeine kicked in, now the code works!
06:51<frosch123>chillcore: it's called "Stillepost" in german, so you see english is far more racist :p
06:53<chillcore>reading wiki in german ...
06:54<chillcore>ye kinda that
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07:08<frosch123>Sylf: english has grflangid 0x01
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08:53<chillcore>Yay ... I see two birdies in the back now ... one sitting on now compketed nest and the other one attacking anything that moves in the immediate surroundings
08:53<chillcore>but not attacking me because I has the cookies :P
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08:54<chillcore>too bad they are camera-shy
08:54<chillcore>too shiny I thingk
08:55<chillcore>and my typing is picobello again ...
08:55<Eddi|zuHause>try one of those animal cameras that just sit there and record on a loop, and when something interesting happens you press a button and it saves the last minute it recorded
08:56<frosch123>so, they did not yet figure out, that your cookies are only an investment to get a breakfast egg?
08:56<chillcore>hmm ye I should have something like that on ipad ... eddi
08:57<chillcore>hehe frosh ... "merels" produce too small eggs
08:58<chillcore>her I can aproach to about half a meter now
08:58<chillcore>then she panics
08:58<Eddi|zuHause>just think about this: for each human on the planet, there exists one chicken in a cage somewhere
08:58<Eddi|zuHause>laying one egg per day
08:59<chillcore>he is just jealous and tries to intimidate me from time to time
08:59<chillcore>ye indeed enough food for a day eddi
08:59<chillcore>sober meal but yeah
08:59<Eddi|zuHause>but that is 7 Mrd chickens
09:00<Eddi|zuHause>and 99% of those in cages barely bigger than themselves
09:01<chillcore>ye :(
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09:03<Samu>i'm messing with the idea of permanent rivers
09:03<chillcore>you mean still :P
09:04<chillcore>without terraforming them? or ... ?
09:04<Samu>permanent and non-terraformable, really permanent
09:04<chillcore>ah ok
09:04<chillcore>ye that would be a nice thing for trunk
09:04<chillcore>but without all the fluff then
09:04<Samu>it's done
09:05<Samu>I dunno, building a canal on river makes less sense now
09:05<chillcore>hmm not really
09:05<chillcore>you do want the option to connect canals to rivers
09:06<chillcore>or make rivers canals indeed
09:06<chillcore>why not?
09:06<Samu>it is a bit redundant
09:06<chillcore>I have my setting to produce really long rivers
09:06<@Alberth>it complicates matter in detecting which canals may be removed
09:06<Samu>if the river is permanent, what's the point of building a canal on it
09:07<chillcore>true alberth
09:07<Samu>that part is done too
09:07<chillcore>to straighten it out samu and provide a shorter patch
09:07<chillcore>if wanted
09:07<chillcore>but whatever is fine for me
09:08<chillcore>as long as I have the option to connect canals to rivers still
09:08<Samu>i tried to make canals unable to be built on rivers
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09:08<Samu>the error says already built
09:08<Samu>not really the correct error
09:08<Samu>but it's what I could get it to do
09:09<Samu>let me re-check code
09:09<@Alberth>magic bulldozer still works?
09:09<Samu>ah yes, i had to edit that part in
09:09<Samu>had to include some cheat.file or something liek that
09:10<chillcore>min_river_length = 30; river_route_random = 5
09:11<chillcore>makes for some really cool deltas when they connect and wind and ...
09:11<Samu>i just screwed something though
09:11<Samu>i mixed several patches together
09:11<Samu>and now I want to un-apply one of them
09:11<Samu>do you know how i can do this without having to edit the code out
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09:13<Samu>well, i'll re-download trunk again then re-write the code
09:13<chillcore>re-download trunk why?
09:13<Samu>because i mixed several patches together :(
09:16<chillcore>ye so ... copy paste your folder and revert one
09:16<chillcore>all that traffic
09:17<chillcore>I have 1 clean checkout of each flavour
09:17<chillcore>1 single
09:17<chillcore>and about 200 folders of copys
09:17<chillcore>on various HDDs
09:17<@peter1138>git checkout
09:17<chillcore>and clone hg
09:18<@peter1138>fuck hg
09:19<chillcore>git is cool to though
09:19<ST2>let me leave here a great 2 lines
09:19<ST2>[13:18:49] <@ttd-srv99> Morpheus (Pink): actually openttd is 4d
09:19<ST2>[13:18:57] <@ttd-srv99> Morpheus (Pink): you forgot time
09:19<ST2>someone got it right xD
09:20<chillcore>3.5 D then :P
09:20<chillcore>wrong wrong wrong nananananana
09:20<frosch123>ST2: 5 dimensions, you forgot the version
09:20<Samu>here's what I call Global Patch, a mix of several stuff added together, now I have to edit some parts out
09:24<chillcore>hmm samu if that is giving you troubs ... try reading/splitting this one then ...
09:24<chillcore>the complete version patch *end shameless plug*
09:27<chillcore>it started small
09:27<ST2>frosch123: version is there, but I understand your "dimension" point :)
09:28<Samu>i must ask, what is preferible
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09:29<Samu>allow canal to be built on rivers, knowing that rivers can't be demolished anyway
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09:29<Samu>or forbit canals to be builr on rivers, knowing that rivers can't be demolished anyway
09:30<Samu>rivers are permanent
09:30<Samu>canals are not
09:30<Xaroth|Work>so latter
09:30<Samu>but canals can be reverted to rivers
09:30<chillcore>just start with rivers not being able to be demolished and not terraformed neither
09:30<Xaroth|Work>in that case, first
09:31<Samu>yet it's just kinda pointless
09:31<Samu>good idea
09:31<Samu>start with rivers not being able to be demolished and not terraformed neither
09:31<Samu>doing that before I get lost again
09:32<chillcore>and peeps can build canals on rivers now so you'd better have a good reason to forbif it in the future
09:32<chillcore>just my 2cc
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09:33<chillcore>tiles with canls can not be terraformed anyways so ... the river bit is never lost?
09:34<chillcore>^^^ just thinking out loud
09:35<Samu>currently, the game doesn't preserve the river, if that's what you asking
09:35<Samu>that is openttd 1.5.0-RC1
09:35<chillcore>with your patch the river is restored when bombing the canal yes?
09:35<Samu>well, one of my patches do that
09:36<Samu>but i dunno if I mix them both
09:36<chillcore>the bit is lost when you terraform a river (slope) in the wrong way yes?
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09:36<chillcore>since you do not allow terraforming rivers and canals can not be terrformed
09:36<Samu>gah, don't confuse me please
09:36<chillcore>all is good if you stop there
09:37<chillcore>I am not
09:37<Samu>i have 1 patch which restores canals if they're built on rivers
09:37<chillcore>just forbid terraforming or emlishing rivers
09:37<chillcore>the rest fixes itself
09:37<Samu>i have another patch which forbits terraforming and demolishing rivers
09:38<Samu>#include "cheat_type.h"
09:38<Samu>oops, wrong copy paste
09:38<chillcore>there we go again
09:38<Samu>start with rivers not being able to be demolished and not terraformed neither
09:38<Samu>doing this
09:38<chillcore>and stop there
09:39<Samu>ok, that means, screw the bit
09:40<chillcore>for this patch yes
09:40<chillcore>the next patch will be thebit and restoring
09:40<chillcore>if canalis removed and had a river under it
09:40<chillcore>and again stop there
09:41<chillcore>2 patches done, over, finito and next
09:41<chillcore>you have the code for both patches so
09:58<Samu>okay, that is now my question
09:58<Samu>allow canal to be built on river
09:59<Samu>i have two options: allow or forbid
09:59<chillcore>I can only speak for myself ... yes allow and restore when canal is removed
09:59<chillcore>but don't make river if there was no canlal
09:59<chillcore>if there was no river before I mean
10:00<chillcore>since you will have two patches it is no prob
10:00<chillcore>keep the forbid terraform seperate
10:01<Samu>the two patches don't mix well together though
10:01<chillcore>what have you now? forbid destruction yes?
10:01<Samu>yes forbit river destruction and terraform
10:01<chillcore>cool post that patch to the forums
10:01<Samu>if you build a canal on river, it is allowed, but doesn't preserve the river
10:01<chillcore>that is fine
10:02<chillcore>post that pacth
10:02<Samu>that means if you demolish canal afterwards, the river is gone
10:02<chillcore>samu you're not reading again
10:02<chillcore>post that forbid terraform pacth then come back
10:02<Samu>ok ok
10:02<chillcore>thanks a lot
10:03<chillcore>is that the forum?
10:03<chillcore>thank you for reading
10:04<Samu>erm,, whatever
10:04<chillcore>no not whatever peeps are losing their patience
10:04<chillcore>is it on the forums
10:05<Samu>you're missing the point, this is incomplete
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10:05<chillcore>does it forbid terraforming rivers? yes or no
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10:05<Samu>yes to that question, but... what if you build a canal on river and then demolish it?
10:06<Samu>that part isn't deal with
10:06<chillcore>that is after
10:06<chillcore>don't care
10:06<chillcore>that patch is done
10:06<chillcore>you've posted it or not
10:06<chillcore>now revert your code
10:06<chillcore>do the other one
10:06<chillcore>retsore when deleting rivers
10:07<chillcore>when and only when you have both
10:07<chillcore>you can try to make em work toghether
10:07<chillcore>forgive me the tone but it is he only thinbg that sems to help
10:08<chillcore>anyhoo ... you're close
10:09<chillcore>you are just making it hard on yourself but mixing too much stuffs
10:10<chillcore>now you can do the restore when removing canals patch
10:11<chillcore>but remove the other one first from your source
10:11<Samu>they don't mix well together, I tried that and it screwed things
10:11<chillcore>don't worry about that samu
10:11<Samu>it's either one patch or the other
10:11<chillcore>worries is for later
10:11<chillcore>and one or the other is fine
10:11<chillcore>for now
10:12<Samu>because of that bool river being named equal for both in the same function yet doing different things
10:13<chillcore>then rename one ...
10:14<Sylf>frosch, so I should mark the langid 0x01 even when I live in US? I feel more comfortable if I can mark my english.lng 0x00 and let translators add english_gb.lng or something
10:14<frosch123>i changed it to 0x01
10:14<frosch123>you can make us the default
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10:15<frosch123>but then you have to name it english_us.txt, and add some file in .devzone/translator
10:15<frosch123>to mark the default language
10:15<Sylf>hmm ok
10:15<Sylf>I'll have to do more reading
10:16<frosch123>i think supercheese runs some project with us being deault
10:18<frosch123> <- that one
10:18<Sylf>NML_FLAGS ?= -c --default-lang=english_us.lng <--- ah, that's the line I wanted to find for the makefile :)
10:29<Samu>it's done, yay
10:29<Samu>let me post
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10:30<chillcore>ok ... I will aply on top of my patch queue and have a look while I tune my own patch
10:32<Sylf>ah, so I still need english.lng even when english_us.lng is default
10:32<frosch123>english.txt is just the default for all tools, but you can make it just be the gb translation
10:33<Sylf>I could compile with straight nmlc without english.lng
10:33<Samu>just posted
10:33<Samu>refresh page then, you must have downloaded wrong patch
10:33<Sylf>but when I tried with the Makefile I copied from other projects, it complained that I needed english.lng
10:34<Sylf>I'm trying to see where that error is coming from...
10:34<chillcore>nope you were not reading again
10:35<chillcore>we can find your topic just fine samu
10:35<chillcore>I will remove the first patch from the second myself no prob
10:35<chillcore>2 patches is not 1
10:35<Samu>you can't do it, I told you
10:35<chillcore>I will test in a bit ...
10:35<chillcore>no prob samu
10:35<chillcore>what doe sit do now
10:36<chillcore>restore when there was river and rivers can not be destroyed
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10:36<Samu>it's one specific line which causes all this problem when mixing both patches, it needs careful editing
10:36<Samu>if patching one on top of the other, that line blows up things
10:37<chillcore>yea that is why I told you to do two patches seperate from one anaother
10:37<chillcore>I'll manage
10:37<chillcore>just don't expect a reply in 30 secs
10:37<Samu>meh I either suck at explaining things.. or
10:37<chillcore>what part of remove first patch and now do second did you not get?
10:37<chillcore>just asking
10:38<Samu>this is the special line which doesn't exist in the first patch nor in the second, it had to be manually crafted -> if ((canal_on_river || restore_river) && _game_mode == GM_NORMAL && !_cheats.magic_bulldozer.value) MakeRiver(tile, Random());
10:38<Sylf>lol do you two live in a parallel but separate world?
10:39<chillcore>quantum logic :P
10:39<Samu>that's it, i suck at explaining things!
10:40<chillcore>I suck at bitmagic
10:40<chillcore>hence I do not go there
10:40<Samu>1 - canal on river patch: if (canal_on_river) MakeRiver(tile, Random());
10:41<Samu>2 - permanent river patch: if (restore_river) && _game_mode == GM_NORMAL && !_cheats.magic_bulldozer.value) MakeRiver(tile, Random());
10:42<Samu>3 - both patch: if ((canal_on_river || restore_river) && _game_mode == GM_NORMAL && !_cheats.magic_bulldozer.value) MakeRiver(tile, Random());
10:43<chillcore>ye but you did 1 -> 3 skipping 2 entirely
10:43<chillcore>^^^ and that exactly is your prob
10:44<Samu>bool canal_on_river = HasBit(_me[tile].m6, 0);
10:44<chillcore>samu al lthis posting of code here is pointless
10:44<Samu>bool restore_river = HasTileWaterClass(tile) && GetWaterClass(tile) == WATER_CLASS_RIVER;
10:44<chillcore>too much unneded info
10:44<Samu>two different meanings
10:44<chillcore>it is needed for your patch sure
10:45<Samu>one for whenever restoring river after destroying a canal
10:45<chillcore>you are repaeting yourself over and over
10:45<Samu>the other for restoring the river after destroying a river
10:45<chillcore>just sit back and listen to a song for a sec
10:46<chillcore>whatever you need to say write it in a textfile
10:46<chillcore>listen to anoter song and read what you wrote
10:46<chillcore>edit a bit and then speak
10:47<chillcore>you want toomuch too fast
10:47<Samu>tell me if it works
10:47<chillcore>I will in a bit
10:47<chillcore>when I close my current running instance and have checked what I eed to change
10:48<chillcore>at that time I will add your patch and make mu changes
10:48<chillcore>while checking my changes I will mess with what you did a bit too
10:48<chillcore>I will not drop everything just like that, I told you that yesterday
10:48<Samu>I don't understand the way you work
10:49<chillcore>I make changes and test
10:49<chillcore>I make changes based on my testing
10:49<chillcore>rince repeat untill I am happy
10:50<chillcore>I think 99% of us coders work that way?
10:51<Samu>you want me to separate patches so I can mix them together, yet knowing it will not work :(
10:51<chillcore>lol I told you to do two patches that work on their own
10:51<Samu>they work on their own
10:51<Flygon_>Back in my day, we patched games by disassembling them, then changing their pointers towards new hand-assembled code, and prayed it worked!
10:52<Flygon_>Then again, we were hacking apart Mega Drive games, and tbh
10:52<chillcore>good old hex hacking
10:52<Flygon_>It's a pretty terrible coding method :B
10:52-!-Flygon_ is now known as Flygon
10:52<Flygon>Split disassemblies are sooooooooo much nicer
10:52<chillcore>I had exploder on my PSX
10:52<chillcore>and something like that for commodore 64
10:53<Flygon>Anyway, I'll walk out again and stop interrupting
10:53<Samu>doo dee
10:54<chillcore>don't let me chase you away flygon ...
10:54<Flygon>You don't chase me away
10:54<Flygon>You press down
10:54<Flygon>Then you press right
10:54<Flygon>And then you press A
10:54<Flygon>And then you run away from my brilliance B3
10:54<frosch123>is there a difference between commodore64 and amd64 ?
10:54<chillcore>not upup downdown ...
10:55<Flygon>frosch123: One's very popular in Finland, one's very popular with people that want a lot of CPU cores dirt cheap
10:56<Flygon>But, for me
10:56<Flygon>If you want more CPU cores
10:56<Flygon>You absolutely can't go wrong with the 90s
10:56<Flygon>Bringing us such multi-CPU delights, as the SegaCD32X Mega Drive, and the Sega Saturn
10:57<Flygon>Because as we all know
10:57<Flygon>Having 3 seperate CPU archiatectures is the paragon of efficiency
10:57<Flygon>Also that Flygon can't spell archiatecture
10:58<Samu>must demolish canal first
10:58<Samu>the error is misleading
10:59<Samu>I think i can work out on a better error
11:08<Samu>there is no "River in the Way" string is there :(
11:11<Eddi|zuHause>make one
11:12<Eddi|zuHause>Samu: what happens if you try to build a rail on a river?
11:12<Samu>can't build on water
11:13<Samu>error message "can't build on water"
11:18<chillcore><frosch123> is there a difference between commodore64 and amd64 ? <- I sure miss the sound of the tapedrive
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11:19<chillcore>at least you knew for sure something was happening
11:21<chillcore>hmm I will have to apply samu's patch by hand ... rejected chunks in landscape.html
11:21<chillcore>and that is just the first file
11:22<LePsy666>Hi, can you please tell me how to force an openttd dedicated server to save the game ? I tried "rcon <password> save gregre" but it does not work :/
11:23<frosch123>rcon password 'save gregre'
11:23-!-OsteHovel [] has joined #openttd
11:28<LePsy666>frosch123: I get "ERROR: command not found" :/
11:30-!-oskari89 [] has joined #openttd
11:31<frosch123>maybe it is " quotes instead of ' quotes
11:33<LePsy666>frosch123: -_-" thanks, I may have tried every combination ... except this one
11:34-!-sla_ro|master [] has joined #openttd
11:36<frosch123>Sylf: now it fails because "baselang" and "english.lng" have some BOM at the beginning
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11:38<Samu>new version chillchore
11:38<Samu>if you still care
11:39<Igor>hi all. i m new to ttd. i made a screenshot and cannot find it on disk. and save files i canot find too thouch in a game itself it seems to be in a game root dir
11:39<Igor>pls advise
11:39<Sylf>windows? linux? mac?
11:39<Igor>win xp 32
11:39<Sylf>do you see OpenTTD folder in My Documents?
11:40<Igor>i do now, and i found everything, thanks a bunch )
11:42<chillcore><Samu> new version chillchore <- I'll check out the difference in a bit ...
11:43<chillcore>no need to post your link all the time samu whe know where it is at
11:44<chillcore>"new version on forums" will do ;)
11:51<Samu>what is preferible during scenario editor?
11:52<chillcore>one thing that confuses me samu and this may be not your fault ... my docs don't match yours ...
11:52<chillcore>could be a diff between hg and svn
11:52<chillcore>I have no idea
11:52<Samu>the docs were edited
11:52<Samu>because of that bit
11:53<chillcore>I know I get rejected chunks and am applying manually
11:53<chillcore>that is what I am saying
11:53<Samu>during scenario editor you can remove a canal directly regardless if it was built on river or not
11:54<Samu>is this a good behaviour?
11:54<chillcore>eg. th elast lie you modify in landscape_grid.html is not the same as mine
11:54<chillcore>^^^ before modifying
11:55<chillcore>which is strnge to say the least
11:55<Samu>seems like the patch creator sucks
11:55<chillcore>you did not modify the diff by hand did you?
11:56<chillcore>cause that would explain it
11:57<Samu>i need an original landscape_grid.html to compare, brb
11:57<chillcore>I think that is what you did ... svn produces 3 lines of unmodified code after the modified line
11:58<chillcore>yours has only two there
11:59<chillcore>you sure as hell don't make it easy on peeps to help you
12:00<chillcore>when you pull a diff you don't touch it no more
12:01<Samu>ah I see what svn is doing
12:01<chillcore>if you have to pull a new one
12:01<Samu>since the lines are equal, it is alternating the removal
12:01<Samu>the result is still correct however
12:01<chillcore>I am not even talking about that
12:01<chillcore>that is normal
12:01<Samu>the last line
12:02<chillcore>the original last line is not - <td class="bits"><span class="free">OOOO OOOO</span></td>
12:02<chillcore>but in your diff it is
12:03<chillcore>so something is wrong with the svn or you edited manually
12:04<Samu>is that at line 363?
12:04<chillcore>yes ... line 364 magically dissapeared
12:04<chillcore>for you
12:04<Samu>line 364 is here
12:04<Samu> <td class="bits">XXXX XXXX</td>
12:04<Samu>it's correct for me
12:04<chillcore>ye check your patch now
12:05<chillcore>and see if you find that line
12:05<chillcore>you edited the patch
12:05<chillcore>thanks a bunch
12:06<Samu>line 364 isn't supposed to disappear
12:06<chillcore>that is what I am saying
12:07<Samu>and line 363 is supposed to be altered
12:07<chillcore>samu we can talk about this ad infintum
12:07<@Alberth>always double check the resulting patch
12:07<Samu><td class="bits"><span class="free">OOOO OOO</span>X</td>
12:07<Samu>it is fine for me
12:07<chillcore>after pulling a patch don't edit it ever manually
12:07<chillcore>ofcourse it is fine for you
12:08<chillcore>not for the rest of the world who wants to test
12:08<Samu>I didn't edit manually that patch, I created it again
12:08<chillcore>then maybe it is a glitch in the matrix
12:09<Samu>right click, TortoiseSVN -> Create patch...
12:09<chillcore>yes samu we know how it works
12:09<Samu>select all stuff except visual basic
12:09<Samu>visual studio
12:10<chillcore>visual studo has nothing to do with this
12:10<Samu>those files are changed but I don't include in the patch
12:10<Samu>because visual studio likes to change stuff
12:10<@Alberth>perhaps read how it works
12:11<Samu>i dunno how you make line 364 magically disappear
12:11<@Alberth>you don't
12:12<chillcore>sigh I did not samu I am reading the patch you posted
12:13<Samu>maybe it's the way you apply the patch?
12:13<Samu>I don't really know this stuff sorry
12:13<Samu>sorry for being slow
12:13<Sylf>it feels quite the opposite...
12:14<Sylf>it feels like you're posting a new patch every few minutes
12:15<@Alberth>that's not impossible
12:16<@Alberth>Samu: chillcore ran ChillPP for a long time, he really does understand how to handle patches
12:16-!-andythenorth [] has joined #openttd
12:16<chillcore>damn you make me doubt myself ... downloading you r patch again to make sure it did not happen here somehow
12:16<@Alberth>hi andy
12:16<andythenorth>I open
12:16<chillcore>o/ hello andy
12:16<andythenorth>the save
12:16<andythenorth>from Baldy
12:17<Samu>what is it again?
12:17<@Alberth>I did a few times too, it's fun to see how he plays
12:18<andythenorth>he plays like 2996
12:18<Samu>Not downloaded yet
12:18<@Alberth>just don't expect to learn anything from it :)
12:18-!-oskari89 [] has quit []
12:18<Samu>you're not downloading it
12:19<Samu>bah, i dun't get you
12:19<chillcore>I what?
12:19<chillcore>I am comparing right now
12:20<Sylf>oh, I learned a great deal from his games.
12:20*andythenorth got to see inside his own intenstinal tract today
12:20<andythenorth>that’s an unusual Saturday
12:20<Sylf>How vastly different playing style there can be.
12:20<andythenorth>also I got pethidine
12:20<Sylf>My biggest lesson learned.
12:20<andythenorth>pethidine makes the day go nicely
12:20<Samu>you're downloading the wrong one
12:20<Samu>counter went from 4 to 5
12:20<Samu>that's the old one
12:20<Samu>the new one has still not been downloaded
12:21*andythenorth wonders if opiates could be more widely available
12:21*andythenorth might be off-topic
12:21<Samu>10.84 KB this is the new one
12:22<chillcore>- <td class="bits"><span class="free">OOOO OOOO</span></td>+ <td class="bits">XXXX XXXX</td>
12:22<chillcore>this is the versio I downloaded at first
12:22<chillcore>- <td class="bits"><span class="free">OOOO OOOO</span></td>+ <td class="bits"><span class="free">OOOO OOO</span>X</td>
12:22<chillcore>this is that same version now
12:22<chillcore>you tell me
12:22<@Alberth>andythenorth: try #legalize-weed ? :)
12:23<chillcore>and the "fixed" one looks like the last I posted
12:23<@Alberth>Sylf: I find it fun that you can play just by taking over AI networks :)
12:24<Sylf>then come back and report that somehow they're losing money? oh puhleeeze. >_<
12:24<Samu>I did not edit that
12:24<Samu>you must have a different landscape_grid
12:24<Samu>when combined with mine
12:24<Samu>it screws that last column at last row
12:25<chillcore>me neither samu ... let's drop this converation ... it must be matrix glitches that produse different results for downloading the exact same patch
12:25<Samu>look at that link, they're supposed to stay as XXXX XXXX
12:25<Sylf>meh. I didn't mean to rant :P
12:26<Samu>the column at m6 (8) must look like OOOO OOOX
12:26<@Alberth>Sylf: it's a compact description :p
12:27<Samu>original Object m6 (8) OOOO OOOO, my patched Object m6 (8) OOOO OOOX
12:27<Samu>m7 (8) isn't altered
12:27<Samu>I swear I never changed it
12:28<@Alberth>Samu: it doesn't matter what you did or did not. The patch defines the changes, even if you didn't intend it
12:28<chillcore>samu ... you want me to test this patch or not?
12:28<chillcore>if yes drop it right now ... I'll manage
12:29<@Alberth>Samu: always double or triple check things that are output
12:31<Samu>i checked and rechecked the resulting changes, it is being displayed correctly when i open the html file
12:32<Samu>i changed for Dock
12:32<Samu>Oil Rig
12:32<Samu>canal, river
12:32<Samu>ship depot
12:32<Samu>and object
12:32<Samu>nothing else
12:32<@Alberth>don't check the file, check the patch itself
12:33<Samu>oh, and industry too
12:33<chillcore>and still I have this patchfile I did not modify and looks different
12:33<chillcore>why do you keep going
12:33<Samu>grrr send it to me
12:33<Samu>i wanna see what's happening
12:37<chillcore>PMd ... and drop it please I have you new version
12:37<chillcore>I have three files the one I sent you does not have (1) or (2) so that is the one I downloaded first
12:41<chillcore>unbelievable ... glad my daughter is not reading this
12:41<chillcore>she would be like "hey what's up with that ... I don't get to talk to yo ulike that ... EVER"
12:42<chillcore>she'd be having siome hot buttcheeks about a week ago :(
12:44<chillcore>anyhoo my patch is comming nicely
12:45<Samu>:( I give up. this version is sized 10.67 KiB yet I only ever posted two versions, one with 10.52 KB other with 10.87 KiB
12:46<chillcore>like I said I don't know
12:46<chillcore>enjoy tha musics
12:51<andythenorth>Alberth: probably won’t go in that channel :)
12:51<andythenorth>THC makes me paranoid
12:52<andythenorth>* more paranoid
12:52<andythenorth>opiates are relaxing
12:53-!-minimoo [] has quit [Remote host closed the connection]
12:54<andythenorth>anyone playing new horse?
12:54<chillcore>samu: you delete a few white lines here and there ... that needs fixing
13:01<Samu>what's a white line
13:01<chillcore>a line with nothing in it
13:01<Samu>a paragraph
13:01<chillcore>egh line 211 in your patch
13:02<chillcore>there are many more
13:03<Samu>ah, i think i know what you mean
13:03<Samu>ok editing
13:20-!-minimoo [~paul@2a01:4a0:44:118::2] has joined #openttd
13:25<Samu>question, that white line at landscape.html is intended
13:26<Samu>in my opinion
13:26<Samu>it was a space with nothing
13:28<chillcore>ye that fix seems fine to me but the rest of them not
13:28<chillcore>anyhoo just got of the phone ... again
13:28<chillcore>I'll let you know when I have tested
13:28<chillcore>did not get to that yet with all that talking
13:30<Samu>maybe i should improve the documentation a little bit now that I have more time
13:30<chillcore>ye that is a good idea :)
13:31<andythenorth>slow openttd is slow
13:31<chillcore><li>m6 bit 0: river restoration flag for whenever a canal is removed iff there was a river previously under it</li>
13:31<chillcore>hehe andy how come?
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13:32<Samu>that would be implied
13:32<Samu>river restoration
13:32<chillcore>samu "iff" means "if and only if"
13:33<chillcore>no it would not it said "when canal is removed" and nothing more
13:33<chillcore>your call
13:33<chillcore>just a hint
13:33<Samu>that lingo
13:33<Samu>I would never have guessed it
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13:34<chillcore>feel free to write it in full
13:36<andythenorth>chillcore: dunno, probably 2x UI zoom is part of it
13:37<andythenorth>also whatever apple have done to SDKs and Clang in last 12-24 months
13:37<chillcore>zoomng in shouldl improve speed as less is drawn
13:37<andythenorth>113 vehicles on 1024x512 map
13:37<andythenorth>it’s hardly a big game :P
13:37<chillcore>apple s possible
13:38<andythenorth>it’s borderline unplayable
13:39<chillcore>got scripts or ais running?
13:39<andythenorth>busy bee
13:39<andythenorth>civic ai
13:39<@Alberth>disable full animation?
13:39<chillcore>they need cycles too ... and ^^^
13:39<chillcore>also other blitter
13:40<andythenorth>full animation is already disabled, has been for some time
13:40<andythenorth>tried all the blitters
13:40<andythenorth>I think the OS X port is basically dead
13:40<chillcore>Do we officially support OSX yet?
13:41<chillcore>there might be something to fix still
13:41<chillcore>no OSX here so cannot help
13:41<andythenorth>I think it’s low likelihood to get fixed
13:42<chillcore>I would not mind having one of them big ass towers
13:42<chillcore>just can nt bring myself to invest in non-upgradable hardware
13:42<chillcore>iPad was exception cause CS ;)
13:43*andythenorth upgrades hardware by selling the old one and getting the new one
13:43<andythenorth>this bug is invalid
13:43-!-glx [] has joined #openttd
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13:43<andythenorth>or at least, works for me, and I documented compile steps in the wiki
13:44<andythenorth>I also now have a working freetype, so --without-freetype is not needed
13:44<andythenorth>although freetype now whines about some font issues
13:45<andythenorth>"Unable to use '16' for small font, FreeType reported error 0x1, using sprite font instead"
13:45<@peter1138>Bad font settings
13:45<@DorpsGek>Commit by translators :: r27201 /trunk/src/lang (english_US.txt latin.txt) (2015-03-21 18:45:26 +0100 )
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>english_US - 4 changes by Supercheese
13:45<@DorpsGek>latin - 4 changes by Supercheese
13:47<chillcore>I know little about OSX iOS ... just enough to know that most jailbreak tweaks are not worth buying as they do kiddie stuffs
13:48<chillcore>^^^ most not all
13:48<chillcore>easily done by a oneliner in config files yourself
13:48<chillcore>without the spyware :P
13:49<chillcore>and even if I would want to give some money I can not
13:49-!-tokai|noir [] has quit [Quit: c('~' )o]
13:49<chillcore>forced, google+, facebook accout and paypall
13:50<chillcore>which does not accept anonymous or unlinked to your bank account
13:50<chillcore>silly paypall
13:50<andythenorth>peter1138: font settings? o_O
13:50<Samu>"river restoration flag for whenever a canal is removed" this wording isn't still quite fitting
13:50<Samu>sometimes I am demolishing something else
13:51<chillcore>I gave you a better explanation ...
13:51<Samu>it's more like a river presence flag
13:51<chillcore>river preservation
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13:52<Samu>demolishing a dock that was build on a canal that was built on a river restores a canal instead, and still maintains the river presence
13:53<chillcore>good no?
13:53<chillcore>I tld you stuff like that would fix itself ;)
13:53<chillcore>or not get broken in the first place to be more correct
13:53<Samu>it is already doing that, but explaining it, documenting it
13:53<Samu>translating it into englsih words
13:53<chillcore>do you have to explain that?
13:54<chillcore>you restre rivers the rest was there already
13:54<chillcore>and is expected behavour most likely docuented somewhere else
13:54<chillcore>just document what you do
13:54<chillcore>river stuffs
13:55<andythenorth>interesting decision to pin vehicle windows by default
13:57<Samu>river preservation flag for whenever a canal is removed if and only if there was a river previously under it
13:57<chillcore>ye that seems good enough
13:57<andythenorth>so which linux should I try?
13:57<chillcore>just do as you feel is right samu
13:58<andythenorth>does linux have a UI?
13:58<@Alberth>several ones
13:58<andythenorth>is it better or worse with a UI?
13:58<chillcore>Linux mint Debian edition is nice
13:58<andythenorth>the only Linux users I know don’t use the UI
13:58<@Alberth>most main stream is GTK3
13:58<chillcore>avoid ubuntu
13:58<andythenorth>they have somehow configured emacs to be their entire computer
13:58<chillcore>silly unity and sluggish IHMO
13:59<andythenorth>do I need a UI?
13:59<andythenorth>this is just to run openttd
13:59<chillcore>no but you may want one
13:59<@Alberth>debian is big
13:59<andythenorth>all I need is hg, ./configure, make run
13:59<chillcore>MATE is nice , feels like windoze pre metro
13:59<andythenorth>oh crap, I need some way to get newgrfs into it
14:00<chillcore>rolling debian will be my next distro
14:00<andythenorth>is there an openttd appliance for virtualbox? :P
14:00<@Alberth>it's called a network connection :p
14:00<andythenorth>I have to scp or something?
14:00<chillcore>and UI wise andy ... try a few you can change as you wish
14:00*andythenorth wonders if linux could mount a directory on the OS X disk
14:00<@Alberth>not following you
14:01<andythenorth>but that is terrible for security
14:01<andythenorth>I need a way to type ‘make install’ on OS X, and have the newgrf appear in my game
14:02<frosch123>andythenorth: yes, usually there are such things as shared folders
14:02<andythenorth>I never allow virtualbox to have those
14:02<andythenorth>because I’m running windows boxes
14:02*andythenorth wonders if OpenTTD runs on windows
14:02<frosch123>just don't share everything
14:02*andythenorth tries
14:03<@Alberth>yes it does
14:03<chillcore>it runs very well under wine
14:03<@Alberth>it also runs well with wine :)
14:04<andythenorth>there is some OS X equivalent of wine, I forget the name
14:04<andythenorth>I had ottd running in that for a bit
14:04<Samu>river preservation flag for whenever a canal, oil rig, buoy, industry, dock, object, ship depot are removed if and only if there was a river previously under it
14:04<Samu>ugh, it's looking ugly now
14:04<andythenorth>huh, there’s some kind of installer :o
14:04<chillcore>just canal samu
14:04<andythenorth>it’s doing weird stuff
14:05<andythenorth>at least my VM is snapshotted
14:05<chillcore>eh no you're right nvm samu
14:05<chillcore>make it "something"
14:05<chillcore>no need for so much details
14:06<chillcore>imagine something is added later then peeps do not have to adjust that comment
14:06<andythenorth>ok OpenTTD completely unusable in Windows
14:06<andythenorth>cursor doesn’t just lag, it totally fails to follow
14:06*andythenorth reverts that VM
14:07<andythenorth>hmm, maybe I should turn off all the ‘while paused’ restrictions
14:07<Samu>doo dee doo dee
14:07<andythenorth>the game is ok on OS X if I pause before moving cursor
14:07<andythenorth>or dragging, or opening windows etc
14:08<Samu>gah, i suck at english indeed lol
14:08<chillcore>before commiting your patch will need reviewing anyway samu
14:08<andythenorth>eh, anyway, this game is kind of dead
14:08*andythenorth will find something else to do
14:08<chillcore>just do your best ... more peeps do not ask
14:08<Samu>step 1: river + canal = canal with river flag
14:09-!-GriffinOneTwo [] has joined #openttd
14:10<Samu>step 2: canal with river flag + "something that can be built on water" = "something hat can be built on water" with canal with river flag
14:10<andythenorth>Cent OS?
14:11<chillcore>there is only 400+ linux distros ... not sure what Cent is
14:12<andythenorth>Cent OS is the ‘free’ version of RHL afaik
14:12<Samu>this flag is kept around different structures
14:12<andythenorth>popular for webservers
14:12<Samu>meh whatever i'll figure this out
14:12<@Alberth>centos is redhat server release (long term stable)
14:12<andythenorth>dunno if it’s suited as a gaming OS
14:12<chillcore>k thanks for clarifying
14:12<andythenorth>which Linux for gaming? :P
14:12<@Alberth>fedora is bleeding edge (6 months -> new release)
14:13<Samu>android stuff
14:13<@Alberth>debian is nice middle ground as for release cycles
14:13<andythenorth>allegedly ubuntu is good for gaming
14:13<Sylf>I'm happy with mint.
14:13<chillcore>Steam is evil enough wthout being an OS
14:14<chillcore>me too ... very
14:14<@Alberth>ubuntu is debian variant, but weird
14:14<Sylf>and mint is ubuntu variant.
14:14<Sylf>variant of weird.
14:14<Samu>I once tried ubuntu, it installed then failed to reboot for first run
14:14<chillcore>mint has an ubuntu version and Debian
14:14<@Alberth>they don't care much about users, but it's aimed at newbies
14:14<Samu>no more ubuntu for me
14:14<@Alberth>mint also seems to be nice, don't know it
14:15<chillcore>mint is a bit slow to update at times but stuff is properly tested
14:15<Taede>mint works for me
14:15<chillcore>before release not after
14:15<chillcore>and you can always add sources so
14:15<@Alberth>chillcore: time for a little green days
14:16<Sylf> makes me think this is a big part of why linux confuses regular consumer way too much
14:16<frosch123>Sylf: i reimported the animals to eints, so now us is base language. if you want people to actually translate, you need to check the "inherit members" flag
14:17<frosch123>currently you have no translators approved
14:17<@peter1138>There is only Debian. No need for anything else. Linux is simple.
14:17<Sylf>aha, I missed that setting.
14:17*andythenorth wonders if Virtualbox will cripple performance
14:18<andythenorth>looking at OS X Wine tools
14:18<@Alberth>won't get better :p
14:18<andythenorth>how do I choose?
14:18<andythenorth>other than they are all big, and my HD space is running out
14:18*chillcore headbangs
14:19<chillcore>not on desk :P
14:19*andythenorth has no idea about computers
14:19<chillcore>rolling andy
14:20<chillcore>not looked at link though
14:20*andythenorth rolls
14:20<andythenorth>I just want a VM that I download, click run, and I get a prompt
14:20<andythenorth>then checkout openttd with git or hg, and build it
14:20<chillcore>any distro will do for that
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14:20<andythenorth>do I have to build gcc and mercurial and all that crap?
14:21<chillcore>puppy linux :P
14:21<chillcore>very lightweight
14:22<andythenorth>it’s all way too confusing
14:23<@peter1138>andythenorth, none of them, they are all out of date.
14:23<chillcore>sudo apt-get install build-essential pkg-config libsdl1.2-dev subversion patch zlib1g-dev liblzo2-dev liblzma-dev libfontconfig-dev libicu-dev
14:23<andythenorth>and OpenTTD is probably not going to run in virtualbox linux any better than virtualbox windows
14:23<chillcore>and go
14:23<chillcore>^^^that is one line btw
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14:26<Sylf>openttd in virtualbox is okay. not terrible, but not great. that's my experience. I don't remember trying it under windows as guest os
14:26<frosch123>rmb scrolling sucks with absolute pointing devices
14:27<chillcore>Alberth I was listening to this before headbanging
14:28*chillcore continues listening
14:28<andythenorth>compared to self-compiled trunk, do stable RCs have any debugging code etc turned off?
14:28<andythenorth>1.5.0-RC1 is subjectively more perfomant than my compile of recent trunk
14:28<frosch123>stable releases have assertions disabled, and opimisations enabled
14:28<andythenorth>it’s harder to get the cursor to lag
14:29<frosch123>there is no difference between rc and nightly compilation
14:29<andythenorth>ffwd actually does something (not much, but something)
14:29<andythenorth>things like the animation of a station payment don’t chug visible
14:29<frosch123>if you compile yourself without specific configure options, optiimisation is the default
14:30<andythenorth>have I set some stupidly high debug level? :P
14:30*andythenorth wonders if the pain is self-inflicted
14:30<@Alberth>any debug level is sufficient for a slow down :)
14:31<andythenorth>is that in openttd.cfg somewhere?
14:31-!-oskari89 [] has joined #openttd
14:31<@Alberth>./configure --enable-debug
14:32<@Alberth>ie drop the --enable-debug stuff :p
14:33<andythenorth>so no debug set with just ./configure ?
14:34<andythenorth>the OS X binaries are built with GCC?
14:35<andythenorth>ach enough faff
14:36*andythenorth plays openttd with the binary RC
14:37<Samu><li>m6 bit 0: set if a river was originally present under water based stations (dock, buoy, oilrig)</li>
14:40<chillcore>docks, buoyes, oilrigs can only be built on water ... too much info?
14:41<@Alberth>looks ok to me
14:42<@Alberth>a bit redundancy doesn't hurt
14:42<Samu>m6 bit 0: set if a river was originally present at the tile (canal, river, ship depot)
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14:43<@Alberth>that's something very different
14:43<Samu>river is wrong
14:44<Samu>Class Water: m6 bit 0: set if a river was originally present at the tile (canal, ship depot)
14:44<Samu>Class Station: m6 bit 0: set if a river was originally present under water based stations (dock, buoy, oilrig)
14:45<Samu>Class Industry: m6 bit 0: set if a river was originally present at the tile (oilrig)
14:46<Samu>Class Object: m6 bit 0: set if a river was originally present at the tile (some NewGRFs)?
14:47<Samu>how am I to describe the behaviour for object class?
14:50<chillcore>patch seems to work fine so far samu ... finally got to compiling
14:50<chillcore>so much distraction today ...
14:53<chillcore>except when destroying a lock the lower and upper tiles becomes river even if there was none before
14:53<chillcore>ther will be more little things I am sure
14:54<chillcore>my bad the become canal
14:54<chillcore>not your patch that does this ... I guess
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14:56<Samu>you sure it becomes river? if there was none before, it should become a canal
14:56<Samu>let me test
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14:59<chillcore>... I corrected myself
14:59<chillcore>but yeah canal not river
15:00<chillcore>when destroying no river so that is good
15:00<chillcore>sorry for the confusion
15:00<Samu>how am i to describe the Class Object?
15:00<Samu>i have little experience with Objects
15:01<chillcore>why explain differently?
15:02<chillcore>"restore river when an object is destroyed that was built on a river tile"
15:02<Samu>set if a river was originally present at the tile
15:02<chillcore>unless you mean something else
15:02<Samu>but the original game doesn't have any such object to exemplify
15:03<Samu>well, okay then
15:03<chillcore>in regards of MHL: is there a heightlimit where river sources are spawned?
15:04<chillcore>not familiar with that code but they all seem to be spawned at ather low levels
15:04<chillcore>MoreHeightLevels Samu
15:04<Samu>I have no idea what's MHL
15:04-!-OsteHovel [] has quit [Ping timeout: 480 seconds]
15:04<chillcore>but the question was not specifically for you, just ni general in case someone knows
15:05*chillcore digs source
15:05<Samu>let me edit a scenario with 255 height
15:05<chillcore>samu ... if I had not seen this behavour I would nt ask ;)
15:06<chillcore>kind of you to check though
15:08<Samu>i can place rivers on height 0xff
15:08-!-OsteHovel [] has joined #openttd
15:09<chillcore>I meant mapgen
15:10<chillcore>^^^ normal game mode
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15:19<Samu>still generating map
15:19<Samu>4096x4096 :( it's slow
15:22<chillcore>ye what did you expect ... huge map
15:22<chillcore>anyway found it ... the rivergen code uses magic nrs
15:23<@peter1138>INSANELY HUGE
15:24<chillcore>bugack has 8k** max ... people were playing that ... I could not even open them due to RAM
15:25<chillcore>don't think anyone ever filled that
15:25<@Alberth>everybody already fails at 2048x2048
15:25<@peter1138># # # #### ## # # ###### # # #
15:25<@peter1138># ## # # # # ## # # # # #
15:25<@peter1138># # # # #### # # # # # ##### # #
15:25<@peter1138># # # # # ###### # # # # # #
15:25<@peter1138># # ## # # # # # ## # # #
15:25<@peter1138># # # #### # # # # ###### ###### #
15:25<@peter1138># # # # #### ######
15:25<@peter1138># # # # # # #
15:25<@peter1138>###### # # # #####
15:25<@peter1138># # # # # ### #
15:25<@peter1138># # # # # # #
15:25<@peter1138># # #### #### ######
15:25<@peter1138>Er... oops
15:26<@Alberth>can't read that :)
15:26<Sylf>I'm more impressed that irc didn't kick you
15:26<@peter1138>Might be the @
15:27<chillcore> alberth
15:28<@Alberth>ha :D thanks
15:28<@Alberth>I should find a fixed-width font for the irc client :)
15:32<chillcore>hmm not sure if I can fix this rivers spawning low codewise ... messing with config to see
15:36<chillcore>river at level 45 so no prob here
15:37<chillcore>just that they look for an end point (sea or lake) and there are not many of those at high levels
15:39<Samu>found a river at heigth 150
15:40<Samu>153 now
15:40<Samu>they're so small in comparison to map size
15:41<Samu>aha, new height record: 157
15:42<chillcore>openttd config ... "min river lenght" or something
15:43<Samu>what is the maximum tile height for alpinist?
15:43<chillcore>30 is a nice value ... 50 is too much
15:43<chillcore>170 in trunk for 4096**
15:43<chillcore>soon 85
15:43<chillcore>or 87
15:44<chillcore>yu can raise to 255 manually
15:44<Samu>intersting, found one at 164, but not river
15:47<@Rubidium>rivers are limited to maximum height - 1
15:47<@Rubidium>that is, there must be at least 4 tiles directly around it higher than the spring tile
15:47<chillcore>thank you for the info Rubidium
15:48<Samu>but i placed a river at 0xff in scenario editor !
15:48<chillcore>scenario editor is do whatever you want samu
15:48<chillcore>even f-ing up things completely
15:48<@Rubidium>and there may not be tiles more than two levels higher within a 16 tile radius (but... that won't trigger at maximum height - 1)
15:48<chillcore>noone will stop you
15:49<andythenorth>new hogs
15:50<andythenorth>hogs on bananas
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15:52<chillcore>Cool, got a newGRF preset to share perhaps andy? <- for my soon-ish to start testgame
15:52<chillcore>so many cool new stuffs and I have no clue where to start :P
15:53<chillcore>Rubidium as I see it now I do not have anything to fix in regards of rivers
15:53<chillcore>my terrain was simply to rough
15:54<chillcore>read: not enough flat tiles
15:54<V453000>I like that peter1138
15:54<chillcore>this downtuning smoothness is like cooking for a hospital. :P
15:55<Samu>3rd version just posted on the forum chillcore
15:55<Samu>it does nothing, but meh...
15:55<Samu>white lines are improved, whatever that is
15:55<chillcore>then I will not test samu
15:55<andythenorth>chillcore: just pick everything by me :P
15:55<andythenorth>can presets be shared on bananas?
15:55*andythenorth was wondering about that
15:56<chillcore>I'll have a look if you want samu but no use updating the patch in my queueu if you changed no functionality
15:57<Samu>"This improves documentation description and fixes some white lines."
15:57<chillcore>hehe andy, might do that.
15:57<chillcore>will not be before next week though
15:59<Samu>what are white lines helpful for anyway?
16:01<chillcore>readability samu ... if you want you can put a whole file on one line even
16:01*andythenorth wonders how many useless community contributions we’d get of presets
16:01<andythenorth>“this one enables every grf on bananas"
16:01<chillcore>plenty and then some
16:02<chillcore>also presets come with scenarios so you can put em on bananas
16:02<andythenorth>it’s such a faff configuring newgrfs for a game
16:03<chillcore>ye I have one with 255 in them that I have been using for like forever
16:03<andythenorth>at least I have the privilege of setting all the defaults the way I want them :P
16:03<chillcore>works in patchpack and first 64 in trunk
16:05<chillcore>or huhuhuhu like ponies say
16:06<frosch123>andythenorth: did you notice that you can upgrade presets in 1.5?
16:06<andythenorth>yes :D
16:06<andythenorth>it’s handy
16:06<andythenorth>I use presets again now
16:06<chillcore>oh nice
16:06<andythenorth>if only there was some way we could make nice coop MP games faster, for rapid play
16:06<andythenorth>we could play evening games again
16:07<andythenorth>spending 55 minutes fighting the nightly, fighting the admin bot, fighting newgrfs and settings and GS and map-gen :(
16:07<andythenorth>is boring
16:07<@Alberth>andythenorth: Wasteland <- what does that road hog string means
16:08<andythenorth>it’s the name of a possible roster, to go with Andrew350’s Wasteland grf
16:08<andythenorth>nothing in it though, just proof of concept
16:08<@Alberth>oh that was the grf with the ruins houses
16:08<chillcore>k breaksie time to put some food under nose
16:09<@Alberth>enjoy chillcore
16:13<chillcore>samu: you do know you can include the version in the patchname; that way peeps at home know what they've got too
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16:46<andythenorth>stable binary is much faster at ffwd on 1x UI zoom
16:46<andythenorth>wonder if that’s OS X only, or on other platforms
16:46<andythenorth>I use 2x UI zoom
16:48<chillcore>ye I called apple ;)
16:49<chillcore>I said "my friend ... ponies ..." they went "huhuhuhu" :P
16:49*andythenorth wonders if the blitter tries to do anything with hardware
16:49<chillcore>is it the same savegame?
16:50<andythenorth>the game, map etc is irrelevant afaict
16:50<andythenorth>the significant factors are (1) full animation (2) UI zoom
16:53<Samu>it's very slow for me with full animation
16:53<Samu>stable binary is 1.5.0-RC1?
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16:54<@peter1138>full animation always is.
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16:59<Samu>waiting for bankrupt for testing
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17:02<Samu>what's your lock patch about?
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17:33<Samu>i have a separate patch that corrects lock pricing
17:33<Samu>is that it?
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17:34<DanMacK>Hey all
17:34<andythenorth>ho DanMacK
17:34<andythenorth>was literaly about to type ‘bed for andythenorth’ :)
17:34<DanMacK>lol, I figured I'd catch you or just miss you, lol
17:41<chillcore>First post of my topic updated with tgen light v 0.9.5
17:41<chillcore>large maps are most tuned to my satisfaction ... perhaps some more finetuning of alpinist setting
17:42<chillcore>512** does not always yield nice result
17:42<chillcore>remains to be done smaller maps (maybe include 521** as being small)
17:44-!-Progman [] has joined #openttd
17:44<chillcore>making small maps les boring now and should be ready for trunk?
17:44<chillcore>unless someone gives me something else that needs "urgent" fixing
17:45<chillcore>I removed v0.9 because not downloaded anyways :P
17:46<Samu>i can't spot any bug even during bankrupts, company merging and so on
17:47<chillcore>in regards of what samu?
17:47<Samu>to me
17:47<chillcore>happy to see you are bugfree now
17:47<chillcore>are yu a bot?
17:47<Samu>no, my patch
17:48<Samu>what are your lock patch about
17:48<Samu>i've got something you may like, brb
17:49<chillcore>my lock needs key
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17:49<chillcore>what are you talking about?
17:50<Samu>didn't you say you edited part of lock code?
17:50<chillcore>bet he is getting his candy van
17:51<chillcore>when should I have said that?
17:51<chillcore>who are you talking to?
17:51<Samu>my lock patch
17:52<chillcore>do you have another chat open and this is the wrong window?
17:52<Samu>no i don't
17:52<chillcore>k just checking
17:52<Samu>when you were helping with my editing you mentioned something happening with locks
17:52<Samu>lower part upper part
17:53<chillcore>ye I mentioned removing a lock and there being two canal tiles which I mistook for being rivers
17:54<chillcore>I then corrected myself and no I did not say anything about writing another patch
17:54<chillcore>I do one at a time
17:54<chillcore>see my hui version has been on hold completely while doing the light version
17:55<Samu>i thought I had this posted somewhere in the forum, apparently I haven't
17:56<chillcore>I remember tehtalk about the price of locks
17:57<chillcore>IIRC you were told that it would be better to modify/create a basecost NewGRF
17:58<chillcore>then you started modifying the params of one
17:58<chillcore>then things went apeshizz with rivers :P
17:59<chillcore>no idea what happened with your modifications ... you forgot about that?
17:59<Samu>ah in basecosts
17:59<chillcore>ye that one
18:00<Samu>I was testing a game with cheaper base costs for water related
18:00<Samu>hmm structures
18:00<chillcore>huhu because setting basecost is nigh impossible
18:00<Samu>that was when I found the "bug"
18:00<chillcore>toomany peeps have different opinions
18:00<chillcore>on prices
18:00<Samu>there's a calculation "bug" for building lock, as explained in point 1
18:00<chillcore>hence basecost NewGRFs
18:01<Samu>yes but it bases the price on clearing a water tile
18:01<Samu>that's how I got into editing a patch instead
18:03<chillcore>so you change from not counting the middle tile as canal to only counting it ...
18:03<chillcore>and you remove comments
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18:03<chillcore>just the first two lines
18:03<Samu>it's slightly complex because the price is simulated
18:03<chillcore>god ucj with getting that excepted
18:04<chillcore>good luck*
18:04<Samu>try testing it yourself
18:04<chillcore>why remove perfectly valid comments
18:04<chillcore>that alone ...
18:04<Samu>which ones, what lines
18:04<chillcore>the first one
18:05<chillcore>hmm that comment was there twice ... still
18:05<Samu>it was repeated
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18:06<chillcore>have you asked yourself why the middle tile was not counted as canal?
18:06<chillcore>or someone else for that matter
18:06<Samu>to achieve consistency I had to do that
18:07<Samu>consistency in the whole pricing scheme
18:07<chillcore>maybe there was/is a better reason to not do so
18:07<Samu>it's not related to only lock, but the whole water structure based
18:07<Samu>say, docks for example
18:08<Samu>i argued with planetmaker about that, I recall
18:08<Samu>ah, here it is
18:08<chillcore>ye and then some peeps
18:08<Samu>the inconsinstencies that I found
18:18<Samu>set the base cost for canal to something like... "free"
18:18<Samu>then build a lock on a river tile
18:18<Samu>BOOM you'll notice
18:19<Samu>you need to use BaseCosts
18:19<Samu>free is not 10k
18:22<Samu>free costs for canal and lock, sorry
18:23-!-chillcore [~chillcore@2a02:a03f:1048:5400:4e72:b9ff:feac:5979] has quit [Ping timeout: 480 seconds]
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18:23<chillcore>system reboot ...
18:24<Samu>ok, brb
18:28<chillcore>hmm I just read the rest after "the inconsistencies ..."
18:29<chillcore>"free s not 10k" you set cost for canal to free the 10 k comes form something else
18:29<chillcore>which you do not seem to care about
18:30<chillcore>... anyhoo
18:30<chillcore>smallmaps tuning
18:33<chillcore>who needs four working sparkplugs ... if the car runs with three and a clogged fuel filter anyways
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18:48<chillcore>sylf: how can you know if he/she was hit by account cleaning? he/she did not even say who was the previous account holder ...
18:49<chillcore>^^^ on the forums
18:49<chillcore>best advice is to contact a mod instead of guessing :)
18:54<Samu>nobody ever gets what I'm saying
18:54<chillcore>yes I do get it
18:54<Samu>it comes from the price of clearing water
18:54<chillcore>there is more costs calculated beside the lock when you destroy one
18:54<chillcore>ye and clearing tiles
18:55<chillcore>and clening up the mess
18:55<chillcore>read the infrastructure costs topic
18:55<chillcore>and then some
18:56<Samu>maybe the comment is in the wrong place /* Add an extra cost only if not building on a river. */
18:56<chillcore>i am not refering to this or that line
18:57<chillcore>after "the inconistencies ... lalala"
18:57<chillcore>I disconnected
18:57<chillcore>so what you wrote inbetween that and me reconnecting I di not read untill I checked the logs
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18:58<Samu>i better start from the beginning again
18:58<chillcore>no it is fine
18:58<chillcore>I get it
18:58<chillcore>even if I do not agree
18:58<chillcore>it is not me that needs convincing
18:59<chillcore>I have no commit powers
18:59<chillcore>thank god for all of you
18:59<chillcore>and me:P
19:00<Samu>issue number 1 is definitely flawed
19:00<Samu>as for the issue number 2... yeah, I agree
19:01<Samu>i just added it there only for a pricing consistency
19:01<chillcore>nice to see you agree ith yourself ;)
19:01<Samu>then i added an explanation
19:02<chillcore>supermop: feel like drawing some rocks?
19:03<chillcore>I was not well awake this morning
19:03<supermop>ogfx style?
19:03<chillcore>they can be added as NewGRF
19:03<chillcore>yeah and maybe orignals too?
19:04<chillcore>if you feel like it that is
19:04<Samu>reproducing the bug/issue/problem number 1: use basecosts, set build cost for canal and lock to "free"
19:04<Samu>then start a game
19:04<Samu>build a lock on 3 river tiles
19:04<Samu>you get a cost of £10k
19:04<Samu>because that is the cost for clearing the river tile
19:04<chillcore>and no rush the code is not running nowhere anytime soon
19:04<Samu>this cost shouldn't be accounted for
19:05<Samu>then do the same, but also set the clear cost for water to "free"
19:05<chillcore>supermop: if you scale them down you could even use em as decoration in one of your own grfs ;)
19:05<Samu>build a lock again on 3 river tiles, now it's much closer to free
19:05<Samu>therefore, the cost for clearing a water tile is the problem
19:06<Samu>the water isn't cleared nor accounted for costs for the upper and lower parts, then why would it be for the middle part?
19:06<Samu>that is what I've done
19:06<Samu>I made it free
19:07<supermop>trying to get a little mountain switchback/zigzag to hold two trains.
19:07<chillcore>ye and you removed the 'other' costs at the same time samu
19:07<supermop>it's two stations, with one tile with signal between
19:07<Samu>the other costs is the cost of clearing river tile
19:07<Samu>it's free for the upper tile and lower tile
19:07<Samu>so i removed the cost
19:07<Samu>for the middle tile as well if it's not a water tile
19:07<Samu>ie. a river
19:07<chillcore>fine samu
19:08<chillcore>hmm sounds cool supermop
19:08<supermop>so uphill train runs up and waits in far part of station, waits for downhill train to enter near part and reverse downhill
19:08<supermop>then uphilltrain continues up
19:09<chillcore>hehe I once made a rout up where the train had to reverse each time to reach the next level
19:09<supermop>needs very precise schedule to keep from jamming though
19:09<chillcore>I can imagine
19:09<chillcore>goota love openttd ... so much room for faffing around
19:10<supermop>then i realized that the station could be replaced with a depot as train in one direction would not leave depot until path was clear
19:10<Samu>as for the issue number 2
19:11<supermop>but depot on mountainside doesn't look as good as small switchback siding
19:11<chillcore>ye ... I always disable trains turning at signals; just let it wait forever and ever
19:11<Samu>building a lock on 3 bareland adds 2 canal tiles at upper and at lower, but the middle one didn't have any associated cost, so I based it on the cost of placing a canal, it is a simulated cost
19:12<chillcore>I did not have trains comming down the same route
19:12<Samu>this cost however is only to achieve a consistency behaviour in pricing, though I know that changing the cost for building the lock itself would result the same
19:12<chillcore>just wanted to check if trains would find their way up
19:12<chillcore>zig zag and had to reverse like 10 times
19:13<chillcore>worked fine
19:13<chillcore>night wolf
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19:14<chillcore>I should still have that game but where :P
19:15<chillcore>I rreally should get all my stuff sorted on my homeserver some day
19:16<chillcore>it is not unsorted on there ... just not yet on there
19:20<supermop>i think the depot looks worse than the small siding, but better than the big siding that fits two trains
19:21<supermop>cute NG trains spoiled if you have bulky infrastructure
19:21<chillcore>Fake depots newGRF ?
19:22<supermop>i could pretend the depot is a little shed for the crew to shelter from the snow
19:25<Samu>i just put all my patches in 1 topic
19:25<Samu>that topic is becoming a bloody mess
19:25<Samu>but whatever
19:25<Samu>that's how you want it
19:26<supermop>sidings are more complex to schedule
19:26<supermop>so more fun
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19:27<Samu>i can't delete my posts
19:27<Samu>i hate forums
19:28<supermop>after the new siding extension i only have 1.7 million yen, so i cant buy the other train anyway
19:29<supermop>time to optimize passenger schedule elsewhere and wait for money
19:29<chillcore>hmm why would you want to delete posts samu?
19:29<chillcore>ye supermop fun is where it is at
19:30<chillcore>I always set up some 5-stop busroute in 2 town and a train to connect them as moneymaker
19:30<chillcore>still have to wait sometimes early game
19:31<chillcore>and I am not afraid to cheat :P
19:32<chillcore>all your patches except the last two are the same subject samu
19:32<Samu>those middle topics look so out of context, unneeded, why would I keep them
19:33<chillcore>it is part of history now ;)
19:33<chillcore>and it is not a beauty contest anyways
19:33<chillcore>development is dirty work sometimes, no shame in that
19:34<chillcore>you start with something ... learn something new and have to change course
19:34<chillcore>what is worse is someone deleting all his posts because he feels a bit PMSy
19:35<chillcore>not going to name names but he screweda lot of peeps over by doing that
19:35<chillcore>people replying to stuff that was not there no more
19:35<chillcore>very disrespectfull
19:35<chillcore>and then when he left finally over something really stupid
19:36<chillcore>he did something else again just because ... unjustified grudge
19:37<chillcore>anyway I see nothing wrong with your topic
19:37<chillcore>except for them last two patches ... no idea why you put them in that topic
19:39<chillcore>I really do not see them out of context samu, just a change of pace
19:40<chillcore>better direction
19:40<chillcore>clearer idea of what needed t o be done
19:40<chillcore>if you check other topics that happens all the time
19:40<chillcore>eg. my tgen topic
19:41<chillcore>first few post have a "help" link in the screenshots
19:41<chillcore>a few post later I have todo patches in my queue
19:41<chillcore>last few patches dont have those
19:41<chillcore>and there isnow a light version
19:41<chillcore>that is 4 things but all the same subject
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19:52<Samu>"Canal ownership sharing, Water-based structures and Rivers" - Oil Rig Layout still fits for this topic title
19:52<Samu>but not the main content of the first post
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19:53<chillcore>first post as you mentioned is a draft of ideas?
19:55<chillcore>my patchpack? about 50patches in one if not more
19:55<chillcore>same for new map fetures
19:55<chillcore>cargodist is composed of about 10 patches
19:55<chillcore>nothing to worry about
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19:56<chillcore>your topc is about water
19:58<chillcore>second post is some feedback from a decently skilled coder
19:58<chillcore>you worry to much
20:01<Samu>canal ownership is on a hiatus atm
20:01<chillcore>huhu that is fine
20:01<Samu>it's something I'd like to implement at some point, but... apparently it's impossible to do thx to objects
20:01<Samu>stupid objects :)
20:02<Samu>no free bits to identify all owners
20:02<chillcore>while I remember ... permanent rivers patch ... lanscape.htm: there is a few leading sapces too many screwing upi alignment
20:04<chillcore>and else is written like this } else { <- same line
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20:06<chillcore>rest looks pretty good
20:07<Samu>visual studio auto split } else { into two lines
20:07<chillcore>you can ot force it to be one one?
20:07<Samu>yes I can, but hmm ok, i am editing it
20:08<Samu>i dont understand the first one, about alignment?
20:09<chillcore> for future reference ... you will be asked to edhere anyways
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20:10<Eddi|zuHause>Samu: only tabs are allowed at the beginning of lines
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20:10<chillcore>html files have sapces there eddi
20:10<Eddi|zuHause>uhm, weird
20:10<chillcore>ye thought so too
20:11<Eddi|zuHause>but rule 1: that a file does something doesn't mean it is the standard to do something :p
20:11<chillcore>but samu the first line is fine the other three are indented while they should not <- that
20:12<chillcore>maybe because tab indenting would take it too far eddi?
20:12<chillcore>with them tables that is
20:12<chillcore>just guessing
20:13<chillcore>lots of <li> <ul><tr><td> ... over and over
20:13<Eddi|zuHause>chillcore: i haven't looked at these files in ages
20:14<chillcore>me neither, I noticed when I applied samu's patch for testing
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20:47<chillcore>our style
20:48<supermop>maybe i'll run a metal shuttle between the aluminum plant and the steel mill to distribute all metal across whole network
20:49<Samu>what is the first line?
20:49<Samu>but samu the first line is fine the other three are indented while they should not <- that
20:50<chillcore>you modified four lines
20:50<chillcore>the first you did correct
20:50<chillcore>the other three not so much
20:50<chillcore>just a few too spaces too many ;)
20:51<chillcore>but yeah so far the patch works great
20:51<chillcore>I have not yet tested all cases
20:52<Samu>line 1091 has got
20:53<Samu>AH I GOT IT
20:53<chillcore>ah good
20:53<Samu>tab space
20:53<Samu>i removed tab space and put 4 space-bars
20:53<Samu>but I didn't actually put the tab space
20:53<chillcore>hmm no all the other lines have spaces too so spaces is fine
20:54<chillcore>only for that file though
20:54<chillcore>it seems an exception
20:54<Samu>navigating backwards
20:54<chillcore>do like the other lines
20:54<Samu>yes, normal spaces and not tab space
20:54<chillcore>if not good someone will do the entire page at once
20:54<Samu>blame notepad++ then
20:54<chillcore>don't do different in your patch
20:54<Samu>it automated the tab
20:55<chillcore>also samu ... when I say something ... I do not blame
20:56<chillcore>I just point out things that can be improved
20:56<chillcore>would be nice if you took it that way
20:56<chillcore>and don't try to blame someone else
20:56<chillcore>MHL needs fixing
20:56<chillcore>noone is to blame for the current state
20:57<chillcore>eventhough I was less then happy at some point
20:58<Samu>i could never detect this tab space on my own
20:58<chillcore>I should post some scrreenies
20:58<Samu>it's invisible
20:58<chillcore>yes you could if you review your patch before posting
20:58<chillcore>yes it is visible
20:59<chillcore>as I am used to looking for such things It jumps out to me
20:59<chillcore>trailing spaces is something else
20:59<Samu>what I see is space, and aligned correctly with the other lines, hmm not visible
20:59<chillcore>in the patchfile it shows
20:59<chillcore>just check in v3 ;)
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20:59<chillcore>in your source I can understand it does not
21:00<chillcore>there are some hilarious whitespaces in trunk
21:00<chillcore>that some peeps do not see because their editor hides it for them
21:00<chillcore>I prefer plaintext with only syntax highlighting
21:00<Samu>hiding what's invisible, uhm... :(
21:00<chillcore>no auto indent
21:01<chillcore>yes removing whitespace in the editor but not in the actual code ;)
21:02<chillcore>just like visual studo puts else on a new line while noone does that ever
21:03<chillcore>there is n o standard when it comes to style
21:03<chillcore>compiler gives a shizz
21:06<Samu>can I delete the 3rd version and place the 4th in its place?
21:06<Samu>else I'd have to create a new post
21:07<chillcore>how many peeps downloaded ... if 1 that is me so sure
21:07<Samu>I'll still call it 4th version anyway
21:07<chillcore>k thx
21:08<chillcore>if peeps have downloaded you want to keep it so you can check later if you get bugreports and such
21:09<chillcore>in general
21:10<Samu>post done
21:10<Samu>hope everything is alright this time
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21:13<Samu>ok thanks for all the help
21:13<Samu>now I gotta go sleep
21:16<chillcore>sleep is overrated :P
21:16<chillcore>good night ;)
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21:26<chillcore>more screensies posted eddi, this is what you had in mind, I think.
21:42<Eddi|zuHause>i won't look at it tonight
21:43<chillcore>np eddi, was just letting you know. I am never in a hurry whenn it comes to things like this ;)
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22:04<chillcore>nappy time. good night all
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---Logclosed Sun Mar 22 00:00:02 2015