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#openttd IRC Logs for 2015-11-07

---Logopened Sat Nov 07 00:00:22 2015
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01:32<cizra_>Hi! I'm staring at the source right now, with accent on the Windows port. I see OpenTTD uses TCHAR, but is configured to only run on Unicode character set. Does this mean TCHAR could be switched to wchar_t everywhere and no-one would object?
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02:38<__ln__>would it still compile for Win9x?
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04:27<Wolf01>bah... vs components update is stuck again...
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05:00<Wolf01>\o/ finally i got it to install sharpdx succesfully
05:02<@Alberth>progress :)
05:04<Wolf01>now... tutorials
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05:15<Wolf01>is it possibile to configure visual studio to clear spaces on blank lines?
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05:25<@Alberth>most editors seem to be very crappy in handling whitespace
05:25<@Alberth>moin V
05:26<Wolf01>at least in PHPStorm is possible to configure about everything, i'm really used to that because i can write the code how i want and it fixes any bad habit :P
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05:36<@Alberth>or at least replace bad habits by your bad habits :p
05:37<@Alberth>it would so great when we'd establish a globally common view on how to code :D
05:38<Wolf01>they did on PHP with the PSR
05:39<@Alberth>ah, yes, Python has a common standard too, known as PEP-8
05:40<Wolf01>mmmh, i'm missing SharpHelper which seem to not be on nuget :|
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05:42<Wolf01>or as it always happen, the tutorial has a custom assembly to simplify things...
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05:43<Wolf01>heh... yes, it does
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05:47<Wolf01>i don't know if it's right to include their helper class on my game
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06:53<@Alberth>I'd say something is wrong if assembly is the simplest solution :)
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07:01<Wolf01>mmmh, i think i choose the wrong library... monogame seem to be more promising than sharpdx
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07:13<Wolf01>also it uses sharpdx but is multiplatform
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10:07<@DorpsGek>Commit by frosch :: r27438 trunk/src/object_gui.cpp (2015-11-07 16:07:18 +0100 )
10:07<@DorpsGek>-Fix (r27346) [FS#6387]: The build object hotkey no longer checked whether there were any objects defined.
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10:12<andythenorth>is cat?
10:13<frosch123>cat ate fish?
10:13<andythenorth>cat was sick?
10:13<frosch123>cat turned into squid?
10:14<andythenorth>maybe cat
10:14<andythenorth>some kind of improved river corners?
10:15<andythenorth>hmm slow bricklink is slow
10:15<andythenorth>Wolf01: ^ :P
10:15<frosch123>pm drew some for ogfx+landscape iirc
10:15<andythenorth>I drew some for OpenTTD, and then rage quite for a few weeks
10:15<andythenorth>I don’t know if I deleted them
10:15<Wolf01>it's not my fault, i'm not looking for pieces today
10:16*andythenorth needs to buy expensive panels
10:17<andythenorth>€2.35 per part :o
10:17<Wolf01>white 6x8 plates?
10:18<andythenorth>black 3x11 technic panels
10:20<Wolf01>oh, i didn't know they cost so much
10:22*andythenorth is shocked too
10:22<andythenorth>considers just using liftarms :P
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10:28<frosch123>in my childhood there were only even numbers
10:29<frosch123>hmm, unless you count different than me
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10:30<Wolf01>some technic are even, some others are odd
10:32<Wolf01>it's like steam locomotives, you can count wheels or axles, in technic you can count studs or holes
10:34<Stachel-Gewitter>Stupid question, how can I set up the game to allow IPv6 connections? Because the output tells me to listen on ::1 for connections which however is just localhost.
10:37<frosch123>in openttd.cfg there is a server_bind_addresses
10:37<@Alberth>use an address that is known outside the computer :p
10:37<frosch123>you can list multiple items there
10:40<frosch123>when using that, make sure to not pass an address via command line
10:40<frosch123>the command line can handle only one
10:42<Stachel-Gewitter>I basically put these into my openttd config.
10:42<Stachel-Gewitter>It says "dbg: [net] [tcp] could not bind on IPv6 port [this::is:my:public:address]:port (IPv6): Invalid argument" tho.
10:43<frosch123>did you terminate the line with an "=" in openttd.cfg?
10:45<frosch123>anyway, if you are behind a router, you have to give it your local ip
10:45<Stachel-Gewitter>Nah~ it's running on my vps.
10:47<Stachel-Gewitter>I'm just not just how to set up v6 correctly as [server_bind_addresses] seems to be a section and I'm unaware of the parameters.
10:48<frosch123> =
10:48<frosch123>that's how it looks for ipv4
10:48<Stachel-Gewitter>I see. So the port needs to be added as well.
10:49<frosch123>no idea, maybe it's optional :)
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10:50<frosch123>no, actually, no port
10:54<Stachel-Gewitter>The wiki isn't all too helpful. Seems like there's nothing related to IPv6 setups.
10:54<frosch123>yup :p
10:55<frosch123>anyway, ottd just takes whatever there is in the ini
10:55<frosch123>and passes it to getaddrinfo
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11:15<@Alberth>hi hi
11:15<andythenorth>flappy connection eh
11:16<@Alberth>did you ever try adding a random component to the distance with BB ?
11:17<@Alberth>say a random distance of -20 to +20, or so ?
11:17<andythenorth>I thought it did that already? o_O
11:18<@Alberth>I don't remember exactly, but I also get the same goals all the time :p
11:18<@Alberth>so I started just adding my own routes :)
11:20<andythenorth>the goals selection seems almost deterministic
11:20<andythenorth>my ‘no repeat goals’ patch is broken for savegames
11:20<andythenorth>so if you reload, you’ll get a very similar sequence of goals as when you started playing
11:21<@Alberth>do you change chance of apprearance for different climates with firs?
11:22<@Alberth>eg more forests in arctic?
11:33<andythenorth>although in some cases location restrictions might kick in
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14:47<__ln__>not for frosch123:
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18:42<OdinYggd>shh... its quiet
18:51<OdinYggd>Does anyone know of a way to make it show the cursor position?
18:52<OdinYggd>I'm trying to build a bit more efficiently in the tradeoff between route length and delivery time, and need to figure out where the center of the map is
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18:53<OdinYggd>nvm found it
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---Logclosed Sun Nov 08 00:00:24 2015