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#openttd IRC Logs for 2016-03-31

---Logopened Thu Mar 31 00:00:06 2016
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03:11<Eddi|zuHause>i'm pretty sure i answered that a few days ago already
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04:15<Wolf01>o/
04:18<Eddi|zuHause>http://blog.dustinkirkland.com/2016/03/ubuntu-on-windows.html so does this mean we can now run wine on windows? :p
04:22<degasus>Eddi|zuHause: wine 1.0 was the first one able to run in cygwin ;)
04:22<Eddi|zuHause>but this is without cygwin. just natively running linux binaries
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04:26<Wolf01>plot twist: win 10 is ubuntu with a custom wine version and a theme
04:27<Eddi|zuHause>well, this seems to be "just" console so far, i wonder if you can also run X and stuff
04:27<Wolf01>btw, I really hope it will support all the base shell commands
04:30<Wolf01>"But there are some imperfections still, especially around tty's" and "screen" doesn't work... just the main 2 things I use
04:31<Wolf01>and I suspect the problem are with colorcodes in strings because the standard console doesn't support them
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07:28<Eddi|zuHause>i think we're now back in the "embrace" phase. we all know how that goes on...
07:30<Wolf01>heh, MS already owns a lot of technologies used on linux, I don't think that it will take long time
07:31<Wolf01>and I just tried my app on the real device, it still hasn't catch fire, I'm expecting it to work well
07:32<Wolf01>also I'll need to buy a developer license...
07:35<Wolf01>mmmh, only $19
07:45<Wolf01>bye
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08:34<Eddi|zuHause>https://www.youtube.com/watch?v=HMQkV5cTuoY
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09:49<uij2>so i was replacing my trains with train X and then train X got discontinued now i'm trying to replace my trains with another model but it won't let me http://i.imgur.com/sLiOS2J.jpg
09:55<@planetmaker>uij2, there's a minimum cash limit which you must have before replacement can take place. Though honestly it looks like you should have enough
09:57<uij2>it's not that they are not being replaced it just doesn't allow me to click to start replacing "Start Replacing Vehicles" is disabled
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10:29<uij2>okay i found the problem. i was also replacing the new model with the discontinued model
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11:42<_johannes>Alberth: I printed the estimates, however, somehow, they were all 0
11:44<@Alberth>definitely not too high thus :D
11:45<@Alberth>but degrading to Dijkstra algorithm isn't helping much in performance :p
11:45<_johannes>having 0 as an estimate sounds wrong?
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11:46<Samu>supermop: http://www.tt-forums.net/viewtopic.php?f=33&t=74668&p=1166186#p1166186
11:46<supermop>yeah i saw
11:47<Samu>I created a topic to consolidate all the info
11:47<Samu>ok then
11:47<Samu>I just updated it right now
11:47<Nathan1852>What is the best wayto build a 'museum'?
11:47<supermop>hire renzo piano
11:48<Samu>how are the sprites going? :o
11:48<Samu>or if you could help me do something about it, what shall I do?
11:49<@Alberth>_johannes: it means expansion in any direction is equally good, so it expands in all directions, instead of towards the end-goal only
11:50<_johannes>I thought the estimate is the geometrical or manhattan distance or something like this
11:50<_johannes>and that once can not be 0
11:53<_johannes>s/once/one
11:56<_johannes>Alberth: wait, maybe I did that one wrong ;)
12:03<@Alberth>if you used non-zero estimates, then something must be wrong indeed :)
12:04<_johannes>ok Alberth I looked up wrong: the estimate is increasing until (and including) it reaches 81 from 87
12:04<_johannes>but then, when it reaches 82 from 81, the estimate is lower
12:05<@Alberth>the sum is the important number :)
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12:08<_johannes>Alberth: sum = cost + estimate ?
12:08<_johannes>in the code, there is "n.m_estimate = n.m_cost + d;"
12:09<_johannes>which variable do you mean there?
12:09<supermop>i haven't started yet, as still working this week on a hardware project, but my plan for this weekend is pretty simple:
12:09<supermop>cut the existing sloped rivers in half and paste them back together
12:11<@Alberth>_johannes: cost + estimate, smallest sum is most promising to expand further
12:12<_johannes>Alberth: so you'd like n.m_estimate + n.m_cost ?
12:12<supermop>if i have time, add some rocks
12:12<_johannes>which means 2 * n.m_cost + d ?
12:12<@Alberth>I don't know what m_cost or d is
12:13<@Alberth>cost = cost of path from start to where you are estimate = guess of cost you must make to reach end
12:13<@Alberth>where estimate <= real cost of that path
12:13<@Alberth>+remaining
12:15<@Alberth>to be clear: where estimate <= real cost of that remaining path
12:16<_johannes>Alberth: I get what you mean, but why do they say "n.m_estimate = n.m_cost + d" ?
12:16<_johannes>it looks like what you call estimate is d here ?
12:18<@Alberth>sounds possible, you never need the estimate anymore after computing it, only the real cost and the sum, perhaps it re-uses the estimate variable
12:23<Samu>alright, supermop, thanks. If you have any question or doubt, and you can't find me here, post in the topic, I'll be looking at it.
12:24<_johannes>Alberth: if that's the case, then for the sum that you asked for, it's like I said:
12:24<_johannes>it is increasing until (and including) it reaches 81 from 87
12:24<_johannes>but then, when it reaches 82 from 81, the sum is lower
12:26<@Alberth>so it shouldn't expand 87
12:26<_johannes>it should
12:26<_johannes>that's what I meant by including
12:26<_johannes>from 81 to 87, it's still increasing
12:26<_johannes>err from 87 to 81
12:27<_johannes>but from 82 to 81, the sum is lower
12:27<@Alberth>ah, 81 -> 82, the sum decreases
12:27<@Alberth>that should not happen
12:27<_johannes>so I conclude that 81 only got visible to 82 after 87 had been expanded
12:29<@Alberth>87 lower than 82 ?
12:29<@Alberth>or equal
12:30<_johannes>what do you mean by "82"? It's the start node, I can not see it getting expanded
12:32<_johannes>oh oh also, there's a bug in the image I have drawn, the node 81 does not get discovered in the beginning, 82->85 is the first
12:33<@Alberth>discovery isn't very important. You normally unfold all direct neighbours of a node, doesn't matter in which order
12:34<_johannes>maybe, for the start nodes, only the non-turnaround-neighbours are discovered?
12:34<_johannes>that would explain why it does not see 81 yet in the beginning
12:34<@Alberth>if 82 is the start, you'd unfold all direct neighbours of 82, then pick lowest sum of those, unfold its neighbours, ...
12:35<_johannes>ok, but it did not pick 81, which had the lowest sum
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12:36<_johannes>If I look at PfSetStartupNodes() , it looks very much like it ignores neighbours behind the train
12:36<@Alberth>if it's not reachable from 82, that's fine, but then you cannot use it as short cut either
12:37<_johannes>the train can not reach it in the beginning without a turnaround
12:38<_johannes>hmm maybe I need to think more about it
12:39<@Alberth>all paths are either there, or they are not there
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12:39<@Alberth>if you don't do that consistently, I'd expect problems
12:40<_johannes>well, I have not changed anything about yapf :P
12:40<supermop>oh man zaha died this morning
12:41<@Alberth>_johannes: doesn't mean much, it's a complicated piece of software, it wouldn't be the first bug in it :)
12:43<Eddi|zuHause>who or what is a zaha?
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12:44<@Alberth>dead man
12:44<supermop>hadid
12:45<supermop>she was a major inspiration to me to go into architecture when i was in high school, though my design thinking grew away from hers in university and subsequent years
12:45<supermop>she still remains an important motivation
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13:04<Eddi|zuHause>doesn't sound like a person i would have come across befor
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13:08<supermop>i guess not. most famous female architect, but architects in general aren't that well known among people who don't care about architecture
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13:21<Eddi|zuHause>if you'd point a gun at me and tell me to name an architect, i'd maybe say "Hundertwasser"
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13:45<@DorpsGek>TrueBrain: Commit by translators :: r27529 /trunk/src/lang (4 files in 2 dirs) (2016-03-31 19:45:35 +0200 )
13:45<@DorpsGek>TrueBrain: -Update from Eints:
13:45<@DorpsGek>TrueBrain: scottish gaelic: 3 changes by GunChleoc
13:45<@DorpsGek>TrueBrain: frisian: 6 changes by BAJansen
13:45<@DorpsGek>TrueBrain: spanish: 13 changes by SilverSurferZzZ
13:45<@DorpsGek>TrueBrain: (...)
13:48<andythenorth>o/
13:48<andythenorth>but is it release? o_O
13:48<@Alberth>o/
13:49<Eddi|zuHause>it's not 1.4. yet
13:52<Samu_>glx
13:53<Samu_>i tested dpi at 125% with that change in the visual studio file https://bugs.openttd.org/task/6366?project=1&pagenum=3
13:53<Samu_>but I only got 1 monitor, I don't know what would happen on multiple monitors
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14:09<supermop>planetmaker: did you make the current ogfx river and rocks sprites?
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14:11<Eddi|zuHause>i think that is unlikely
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14:18<supermop>have a few minutes to hack at pixels over lunch and was hoping wouldnt ned to dig through the whole ogfx sources
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14:21<Hewimp>Anyone found Train Bridge mod where can overpass anoter bridge ?
14:24-!-D-HUND is now known as debdog
14:25<Hewimp>?
14:26<Hewimp>anyone not afk ?
14:26<@Alberth>I don't think it exists
14:26<@Alberth>and yeah , people are not always watching random persons entering the channel demanding an answer in 5 minutes
14:27<Hewimp>bummer would think over pass be god idea
14:27<Hewimp>good
14:27<Hewimp>thanks
14:27<@Alberth>irc is a slow medium, expect to wait an hour or so
14:27<@Alberth>yw :)
14:27<@Alberth>you'd need to change the source code afaik
14:27<Hewimp>anyone do mods ?
14:27*andythenorth is doing FIRS 2 credits
14:28<andythenorth>and apologising pre-emptively for anyone I missed :o
14:28<andythenorth>sorry!
14:28<Hewimp>Testing mods
14:28<@Alberth>thus defeating doing credits completely :p
14:29<andythenorth>there is that yes
14:29<@Alberth>Hewimp: "mods" has no real meaning in OpenTTD
14:29<Hewimp>found few bugs no idea who to tell :)
14:29<Samu_>I am messing with the difficulty.max_no_competitors in the source code and put 15 there, instead of 14
14:30<Samu_>tested it and.... it werks!
14:30<@Alberth>Hewimp: without indication where you found them, no way to point directions
14:31<Samu_>the part that works is: game will always attempt to use all 15 company slots for AIs
14:31<Hewimp>Download them all new to this
14:31<Hewimp>just checking out what they do or break
14:31<Hewimp>some defently add to the game
14:31<Samu_>the part that breaks: AI/Game Script Settings window from main menu
14:32<Hewimp>still no idea how to add them without making a new game every time
14:32<Samu_>max no of competitors there is still only 14
14:32<Samu_>it shows 15, if i configure it on the openttd.cfg first
14:32<@Alberth>Hewimp: a better strategy is to find nice ones, and use those, there is a lot of old stuff there
14:33<@Alberth>Hewimp: adding newgrfs voids warranty of sane results, restarting is the only safe way
14:33<Hewimp>their great thanks to all that worked on them :)
14:33<Hewimp>have to expect few flaws
14:34<Hewimp>i see
14:35<Hewimp>thanks to hlp got my map to hight map but can you make that a senero again ?
14:35<Hewimp>Help
14:35<Hewimp>so got my base map i drew :)
14:36<Hewimp>still not shure how change the production without senerio.
14:36<@Alberth>you can only restart making a scenario from the height map, but that's not really want you'd want, in general
14:37<Hewimp>i liked the map i drew :)
14:37<@Alberth>change production?
14:37<Hewimp>Melium falcon map
14:38<@Alberth>don't know what that means either
14:39<Hewimp>i bad speller
14:39<Hewimp>Star wars Melium falcon
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14:40<Hewimp>Millenium ?
14:41<Hewimp>star ship :)
14:43<Hewimp>so i can load a hight map why would taht be bad ?
14:43<@Alberth>yeah, so how is that related to production change?
14:43<Hewimp>That Grr
14:43<Hewimp>the starting stuff always statrs low
14:43<Hewimp>to ittle to move
14:44<Hewimp>if had one that change it to max would be much better
14:44<@Alberth>play with a different industry set?
14:44<@Alberth>has different characteristics
14:45<Hewimp>dose taht change the Production ?
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14:45<@Alberth>or use manual industries newgrf
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14:45<Hewimp>ya we were checking some out just needed a guide where what to what we got lost :)
14:45<@Alberth>nidustry set tends to change production, cargos, everything
14:46<Hewimp>tryed taht no Idea how to get it to do anything
14:46<@Alberth>that's why I added the industry chain window :p
14:46<Hewimp>above my pay grade
14:47<@Alberth>manual industries fixates production, I think it has a parameter to also allow changing production, but it's a long time since I played withit
14:47<Hewimp>ok have to play around with it see how to get it to work
14:48<Hewimp>Sweet
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14:49<Hewimp>sorry hit wrong button
14:50<Hewimp>trying to find my map so toss on thumb drive for my son
15:02<Hewimp>once we pick the Stuff we like w can try again
15:02<Hewimp>had problem with him Join when we hit 4 Mb data
15:05<@Alberth>2 players need about 1024x512
15:07<@Alberth>if your son is not too old, and you play coop with him 512x512 (normal single player) would work too
15:10<andythenorth>my 6 year old seems to like toyland :(
15:10<andythenorth>sad times
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15:11<@Alberth>hmm, chemicals transport over 4 tiles
15:12<@Alberth>hmm, that doesn't bring you to make new toyland industries?
15:12<andythenorth>nah
15:13<andythenorth>Alberth: are you hinting I need to fix proximity checks? :)
15:14<@Alberth>nah, just pondering whether there is any point in playing firs2 currently
15:14<sim-al2>That extreme flowchart though
15:14<@Alberth>graphics and chains seem much improved tome
15:14<supermop>andythenorth: motivation to draw brio sprites for toyland
15:15<@Alberth>sim-al2: you don't play "extreme" with a flowchart, you use a busy bee to tell you what to connect :)
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15:16<andythenorth>what Alberth said
15:16<andythenorth>which economy are you using?
15:16<andythenorth>the checks do exist, they’re just incomplete, and mostly derived from ‘extreme’
15:16<@Alberth>tropical basic
15:17<andythenorth>yeah, unlikely I’ve set those correctly :P
15:18<andythenorth>I have some family stuff going on, but I’ll patch when I can
15:18<andythenorth>or you can, it’s ‘just’ a python prop on the Industry object
15:19<andythenorth>and there is a method for getting prop values specific to an economy
15:19<@Alberth> http://devs.openttd.org/~alberth/Beedgrove_rivers_transport_1927-12-02.sav
15:19<andythenorth>but it would need an nml switch adding to check economy economy
15:20<@Alberth>and there is an extreme short piece of road somewhere too :)
15:20<Samu>The AI/Game script settings window needs some adjustings, maybe even an overhaul´
15:20<Samu>I see now why you couldn't put 15 AI companies in there
15:20<andythenorth>Alberth: well IRL, chemical plant is often next to copper refinery ;)
15:20<andythenorth>you need PIPE grf
15:20<@Alberth>yep, was thinking that too :)
15:21<@Alberth>so maybe that's the answer :)
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15:21<andythenorth>your trains won’t be going round the mountain on that map eh?
15:21<andythenorth>:)
15:21<Samu>i have some ideas how to improve that window
15:21<@Alberth>Samu: I am gussing 2 slots are actually used for something else
15:21<@Alberth>*guessing
15:22<@Alberth>but yeah, that window is less than optimal to say the least :)
15:22<Samu>slot 1 is the culprit
15:22<Samu>1 and 2
15:23<Samu>forcing slot 1 to always be Human is what I need to think about
15:23<@Alberth>you definitely want that, or you cannot log into the game to fix things as administrator
15:24<@Alberth>(I think, never tried that)
15:24<Samu>problem is, there are 3 ways to start a game, 3 game modes or whatnot, whatever you call it
15:25<@Alberth>only 3?
15:25<Samu>single player
15:25<Samu>then dedicated multiplayer and non-dedicated multiplayer
15:26<Samu>this window is fine for single player
15:26<@Alberth>don't think it is
15:26<Samu>for non-dedicated multiplayer, the host still goes to company 1
15:26<Samu>but the host can go to spectator mode
15:26<@Alberth>close button is always lost with me
15:26<Samu>and kill company 1
15:27<Samu>then the always Human slot will turn into a possible AI slot
15:28<Samu>must have to improve this, as the only AI slot that can be configured starts at slot 2
15:28<Samu>even if slot 1 already has no human
15:28<Samu>it would start a Random AI when the game tries to create Company 1 AI
15:29<Samu>finally, the 3rd game mode, the dedicated server mode, will actually start with 0 human players
15:30<Samu>slot 1 can't be configured
15:30<Samu>it is starting a Random AI
15:30<Samu>now, about the max_no_companies setting
15:30<Samu>14 is fine for single player mode
15:30<Samu>but not for the other 2 modes
15:32<Samu>I can configure slots 2-15, but in a dedicated multiplayer (and assuming no human ever joins), only the 14 companies will start, and their configurations are set from range 1-14
15:32<Samu>not even from range 2-15
15:32<@Alberth>assume humans will join, save games gets run in different modes and exchanged
15:33<@Alberth>people prepare maps in other setups than where they are played
15:34<@Alberth>administrator needs to log in to fix an emergency
15:34<@Alberth>MP game gets saved, and continued in SP mode
15:34<@Alberth>it all, and more, happens
15:35<Samu>I see :( single player games can't start as spectator
15:35<@Alberth>you also have a huge number of existing saves that should not break
15:36<@Alberth>but you only add more companies, so that may not be a problem
15:37<@Alberth>but so far I have not heard a convincing reason why there are not currently 15 companies
15:38<@Alberth>the guy that implemented the current system didn't pick the current limit out of a high hat, he thought about it, and decided you couldn't want more
15:38<@Alberth>why?
15:39<@Alberth>if it was really as simple as changing a number, he would have done that too
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15:44<Samu>let me save a game with 15 AIs
15:44<Samu>brb
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15:51<Samu>uh oh... there's something terribly wrong when loading the savegame
15:52<Samu>I entered a dedicated server with 15 AIs, as spectator, then i saved the game
15:53<Samu>those 15 AIs were started via 'startai' x15 script
15:53<Samu>in the scripts folder
15:53<Samu>now, when i load the savegame, I am getting completely different AIs taking over. It is not taking the configuration settings that were being used on the server
15:54<Samu>I, as human, was put into company slot 1, which is AI controllable
15:56<Samu>either the savegame or the loadgame is wrong
15:58<andythenorth>so I should release FIRS tomorrow morning?
15:58<supermop>Samu: if you look at the way ogfx river banks are drawn here, maybe there is a way to just composite what you need in code? http://dev.openttdcoop.org/projects/ogfx-landscape/repository/changes/src/gfx/water/riverbank_nogrid_temperate_ne.gimp.png
15:58<@Alberth>andythenorth: sure, why not?
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15:58<andythenorth>Alberth: are the industry conflicts unacceptable?
15:58<andythenorth>April 1st is a fairly arbitrary date eh?
15:59<@Alberth>I find industries next to each other reduces the need to connect them a lot
15:59<@Alberth>but maybe it's just me
15:59<andythenorth>doesn’t it just :)
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16:04<@Alberth>even if they're technically not connected :p
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16:08<Wolf01>o/
16:12<andythenorth>lo Wolf01
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16:13<Wolf01>andy, did you read about the pf switch?
16:14<Wolf01>(totally unrelated to the ottd pathfinder)
16:15<supermop>alberth needs belts
16:16<andythenorth>Wolf01: yeah
16:16<andythenorth>the train guys are upset
16:18<Wolf01>not only them, also some of my group
16:19<andythenorth>stockpile the old ones, quick!
16:20<Wolf01>heh, too bad the boxes are exactly the same
16:20<andythenorth>bricklink :P
16:21<Wolf01>yeah
16:21<andythenorth>it makes zero difference to me, I only use them for polarity reversal
16:22<andythenorth>I could do the same by cutting the wires and rejoining
16:23<Wolf01>http://www.bricklink.com/store.asp?p=mixedbricks.com&itemID=43240378 <- lol, who does want a power functions set box
16:23<andythenorth>ha
16:24<andythenorth>this box thing I never understand
16:24<andythenorth>I guess it’s a market, and people are free to buy what they want :)
16:26<Wolf01>no doubt
16:28<Wolf01>I have 2 chicken men to sell, I got them with the past 2 orders :P
16:28<andythenorth>I have the red jet plane to sell
16:28<andythenorth>and maybe a few other things
16:28<andythenorth>enough technic and city already
16:30<Wolf01>the easter promotional set is 6.50€, not so bad
16:30<Wolf01>2 of them, MISB
16:31<andythenorth>I sold another 4 Power Puller wheels :)
16:31<andythenorth>£60, to a good home
16:31<Wolf01>:)
16:32<andythenorth>found another guy on ebay, £35 per wheel :O
16:35<Wolf01>wow
16:35<andythenorth>yeah
16:35<andythenorth>not necessarily selling at that price...
16:37<Wolf01>http://www.commitstrip.com/en/2016/03/31/where-should-we-keep-our-open-source-code/ <- ha! reminders me what appened with some newgrfs
16:38<Wolf01>*reminded
16:38<Wolf01>I'm still too weird this evening, drove 70km to see an Escher exposition :P
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16:40<andythenorth>sounds great
16:41-!-Samu [~oftc-webi@po-217-129-255-23.netvisao.pt] has quit [Ping timeout: 480 seconds]
16:41<Samu_>Samu:
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16:49*andythenorth wonders if FIRS needs a manual
16:50<andythenorth>or gameplay guide
16:50<Samu_>supermop: I dont understand what to look at
16:50<Samu_>the spriteset?
16:51<Samu_>http://dev.openttdcoop.org/projects/ogfx-landscape/repository/revisions/80770173d7de/entry/src/rivers.pnml
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16:54<Wolf01>grrr, I was writing a reply to him
16:55<supermop>the pngs
16:55<supermop>the river banks are drawn separately
16:56<supermop>so i assume the code just composites on whatever bank a tile needs?
16:58<supermop>and fills in the middle with water?
16:59<Samu_>let me look at the function static void DrawRiverWater(const TileInfo *ti)
16:59<Samu_>I think it is this one who draws
17:00<Samu_>there's only 5 images
17:01<supermop>there are several of those files tho
17:01<supermop>brb
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17:02<Samu_>https://git.openttd.org/?p=branches/1.6.git;a=blob;f=src/water_cmd.cpp;h=4392eb2103732a53a0aba4aee9e53e48804f0e12;hb=HEAD#l612
17:02<Samu_>sorry, i'm not sure where to look for that
17:02<Samu_>but I think it's somewhere in this
17:02<Samu_>that* link
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17:23<Samu_>so what you're telling me is that the sprites already exist, but the code is not there to display them?
17:23<Samu_>and I only need to write the missing code?
17:23<Samu_>crap, he's not in channel
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17:28<Samu_>okay, back to my other project
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17:29<NGC3982>dbg: [net] getaddrinfo for hostname "f", port 5001, address family either IPv4 or IPv6 and socket type tcp failed: Name or service not known
17:30<NGC3982>That is the error message i receive when i use 'openttd -D -c config.cfg'
17:30<NGC3982>Where port is set to 5001, as the only altered post in the config file.
17:30<NGC3982>Newly installed on a new system.
17:34<Eddi|zuHause>you have a weird host line in your cfg?
17:35<NGC3982>server_find_address was not empty.
17:35<NGC3982>It works when removing the "f ="
17:35<Eddi|zuHause>well, there you go.
17:35<NGC3982>Although, i just installed the latest version on two different PC's running the same Ubuntu distribution, with the first PC running into this issue, and the other did not.
17:36<NGC3982>Funny.
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17:50<Samu_>guys, i have a problem, who can help me?
17:51-!-Hewimp [~oftc-webi@c-24-22-206-47.hsd1.wa.comcast.net] has joined #openttd
17:51<Hewimp>Hello Back anyone find way to put Lights on Bridge so more 1 Train can use it ?
17:51<Samu_>loading a savegame with AIs is causing issues
17:52<Hewimp>think some ai Bugfed i see some crach when they attempt to start game
17:52<Samu_>I saved a game with, lets say, 15 MogulAI's
17:52<Samu_>when I load it back, I am getting all the MogulAIs being replaced by randomly chosen AIs
17:53<Samu_>what is wrong?
17:53<+glx>mogulAI not saving itself ?
17:54<Samu_>I don't think it's a mogulAI issue, it was just an example
17:55<Eddi|zuHause>no, there isn't a way to put signals on bridges
17:55<Samu_>I am trying to reproduce this bug, and I can't seem to get repeatable results
17:55<Eddi|zuHause>(unless you want to dig through poorly written patches on the development forum, or use one of the highly unstable patchpacks)
17:56<Samu_>gonna try these steps
17:56<+glx>the easy way is to use smaller bridge and raised land
17:57<Samu_>I start a dedicated server with its own config file, this config file has the 15 AI's set up
17:57<Samu_>15 MogulAIs for simplifying
17:57<Samu_>the AI's are launched with 'startai' in the console
17:58<Samu_>now, I launch OpenTTD as GUI
17:58<Samu_>I join the server
17:58<Samu_>I save the game
17:58<Samu_>then I load the game i just saved, and
17:58<Samu_>... poof
17:58<Samu_>the mogulAI is being replaced by random AIs
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18:00<Samu_>you can try it yourself
18:01<Samu_>the servers are up
18:01<Samu_>enter my server, save game, then load the game and see it happening
18:02<Samu_>https://www.openttd.org/en/server/99178 - this is the MogulAI server
18:10<Samu_>question
18:10<Samu_>is game_start.scr carried over to the savegame?
18:15<Samu_>this is what I got in game_start.scr. This is only on the server script folder https://paste.openttdcoop.org/puj83etor
18:15<+glx>save on server or client ?
18:15<Samu_>save was on client, client does not have any script
18:16<Samu_>load was also on client
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18:16<Samu_>client script folder is emtpy, not running anything
18:19<Samu_>I also have a pre_dedicated.scr on the server, with this simple line: debuglevel net=1
18:21<Samu_>oh, and the server openttd.exe file was converted, with that utility you gave me to download
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18:22<+glx>.scr are local to the server
18:29<+glx>after reading the code it seems to work as intended
18:31<Samu_>intended? :(
18:32<+glx>if you save on the server it will work
18:33<Samu_>ok, testing that
18:36<Samu_>yup, you're right
18:36<Samu_>saved on server, loaded on client, MogulAIs are still MogulAIs
18:36<+glx>client doesn't have AI info so it can't save it
18:37<Samu_>interesting
18:37<+glx>it just knows there's an AI
18:39<Samu_>thanks, another mystery solved :p
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19:01<Samu_>I have a request
19:02<Samu_>when hosting a multiplayer game, could it start with 0 humans?
19:02<Samu_>instead of putting the host in company 1?
19:02<Samu_>host would start as spectator
19:08<Samu_>hmm, in fact, it should also do the same for when loading a save in multiplayer
19:08<Samu_>i dont have much time today, but I'm going to investigate this tomorrow
19:10<Wolf01>'night
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---Logclosed Fri Apr 01 00:00:08 2016