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#openttd IRC Logs for 2016-04-17

---Logopened Sun Apr 17 00:00:31 2016
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03:24<andythenorth>so I tried to understand timetabling again :)
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03:28<andythenorth>I wanted to stop my ships bunching up
03:28<andythenorth>it looks ugly :)
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03:34<@Alberth>I always do auto-fill with one ship, after being done add some slack time, and then ctl-start with a ship that is about to eneter the first destination
03:36<@Alberth>whole time table stuff seems extremely basic though
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03:54<@Alberth>hmm, I want a "display supplying industries of this industry type" button in minimap :p
03:54<andythenorth>Alberth: +1
03:55<andythenorth>timetables I just can’t make work :)
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04:06*andythenorth wants some ‘hold for 10 days after previous vehicle in shared order set departed'
04:06<andythenorth>rate limiter
04:10<@Alberth>time tables should perhaps be automagic
04:11<@Alberth>although for industry pickup that might fail
04:12<@Alberth>euhm, perhaps not, you want evenly spaced unless there is some bottleneck, and then they will all be stuck at that point
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04:17<Samu>I just discovered lzo also has presets, from 0 to 9. openttd was misleading me to believe there was no presets
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04:27<Samu>eh, ok i see why you didn't bother with lzo presets
04:27<Samu>they all result in the same file size, just tested
04:28<andythenorth>if I’ve understood the wiki correctly, timetables currently are ‘space all your vehicles out manually first'
04:29<@Alberth>euhm, not exactly, there is a ctl-click
04:32<@Alberth>fill table, add slack
04:33<@Alberth>then ctl-click "start date" when the vehicle you click approaches the destination of the first order
04:33<@Alberth>I always do ctl-click on "set date" too, not sure it's needed
04:33<andythenorth>I still need to distribute the vehicles first?
04:34<@Alberth>vehicle approaching destination isn't needed, but it reduces mess a bit
04:34<@Alberth>not needed, they do need slack
04:34<@Alberth>give it a 1000 in total or so
04:35<@Alberth>I usually add a few 100 on every destination
04:35<andythenorth>travel time, or wait time?
04:35<@Alberth>I always do travel time, as I have breakdowns
04:35<@Alberth>, but others do wait time only
04:36<@Alberth>basically travel times are all equal anyway, modulo breakdowns
04:36<andythenorth>ho, so now the ships are waiting for a long time at each station
04:37<andythenorth>but they’re evenly spaced
04:37<andythenorth>sat full for a long time though
04:37<@Alberth>wait time may be a bit too long :p
04:37<andythenorth>1 day
04:37<andythenorth>I bumped travel time up
04:37<andythenorth>now I reduced it
04:38<@Alberth>it should be mostly have the same effect; either the vehicle must stay long due to being early, or because it must wait a long time in a station
04:39<andythenorth>or I set a speed limit?
04:39<andythenorth>speed limit seems like the most anti-OpenTTD thing ever :)
04:40<@Alberth>depends on how you want to play openttd today :p
04:40<andythenorth>ha now they’re all late :)
04:40<andythenorth>even though the total travel time is about 150% of the measured time by autofill
04:41<andythenorth>timetables are like a mini-game within OpenTTD :)
04:42<@Alberth>yeah, time tables make a mess, it takes time for the vehicle to sort it out
04:42<@Alberth>and with RV that's difficult due to not being able to overtake in a station
04:48<andythenorth>maybe I should just use full load instead :)
04:48<andythenorth>that distributes vehicles at stations, which is visually less nice, but stops the bunching
04:57<@Alberth>iirc vehicles don't leave if they are loading and their time is up
04:57<@Alberth>and there is freight to load :)
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05:13<Samu>gonna see if I can find a way to fix this bug I reported
05:24<_johannes>why do the openening brackets for functions start on the next line, but for classes + control flow on the same line?
05:24<_johannes>is this really desired?
05:25<@Alberth>it's the coding style
05:26<@Alberth>any coding style other than your own are just insane, don't think about it, just follow it
05:27<@Alberth>basically the entire purpose of a coding style is to a) unify how code looks, and b) stop arguing and thinking about such details
05:31<_johannes>hmmm ok
05:41<Samu>bug is still present in nightly r27540
05:41<Samu>dpi scalling stuff bug is also present in nightly r27540 :(
05:44<Samu>I did this for dpi scalling
05:44<Samu>but I only have windows 10 and 1 monitor to test
05:44<Samu>it works for my case
05:45<Samu>i can try testing this on windows 7 on my parents system, but it also only uses 1 monitor
05:51<@Alberth>/me gets scared of visual studio doing stuff it shouldn't do
05:58<Samu>just tested nightly r27540 on windows 7 - there is no dpi bug there
05:58<Samu>also tested my build
05:59<Samu>also works there
05:59<Samu>but as i said, there's only 1 monitor for each system :( can't test this further in the case of 2 monitors
06:12<Samu>here's the dpi scaling bug in action:
06:13<Samu>they're both set to 640x480, but one is upscalled
06:13<Samu>i wouldn't mind if it actually worked correctly, but it doesn't track mouse cursor correctly
06:14<Samu>dragging the viewport to scroll just doesn't work on the upscalled
06:14<Samu>works very erratically
06:15<Samu>the other doesn't have the problem
06:15<Samu>maybe I should make a video about this scrolling
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06:24<@Alberth>windows is being silly, and then theyh add more silliness to visual studio to fix it
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06:28<Samu>i made the video, but meh, it's not easy to spot when i'm scrolling
06:28<Samu>not easy to know how much I moved my hand
06:29<Samu>and how much it should have scrolled
06:34<Samu>there's also the fullscreen issue, not sure if Bandicam can capture that
06:36<Samu>nop, it cannot
06:36<Samu>let me find my bug report about dpi scalling, i had sometihng there
06:44<Samu>does the bug tracker accept mp4?
06:45<Samu>oh, m4v
06:45<Samu>ok it accepts
06:48<ST2>windows 10 virus: no thaks!
06:53*Rubidium doesn't trust the Indian rail's delay information; 46 minutes late, then the next stop timetabled 13 minutes later it's 25 minutes late. How is that possible?
06:54<@Rubidium>hmm, or am I reading the data incorrectly?
06:55<@Rubidium>in any case, it's a mess going from 33 minutes early to 32 minutes late (at the same station; yay for waiting 1 hour more than scheduled)
06:56<@Rubidium>in the end it even managed to be on time
06:56<@Rubidium>so it's probably, like Alberth's ships timetabled for breakdowns
06:57<@Alberth>works for trains too, even in reality :)
06:58<@Rubidium>there is so much slack in those time tables
06:59<@Rubidium>lets let the train wait there for 45 minutes so another train can pass. That first train can easily make up time four stations from now
07:00<@Rubidium>e.g. going from 1 hour late to 17 minutes late between two stations (scheduled 1:50, actual 1:03)
07:02<Samu>st2 do you enable autosave on the big map servers? I have to check it out
07:02<Taede>sounds like the timetable are suggestions rather than rules
07:02<Samu>i made a patch, don't know if you were reading the chat
07:06<@Alberth>it's a good way to avoid ever being late :)
07:07<Eddi|zuHause>there's a railway in tansania where delays are counted in days rather than minutes :p
07:42<Samu>i just noticed when openttd is launched, SaveOrLoad is executed twice
07:43<Samu>for the opntittle.dat
07:45<Samu> WaitForSingleObject(this->thread, INFINITE);
07:45<Samu>what does INFINITE do?
07:46<Samu>wait forever?
07:51<Samu> WaitForSingleObject(this->thread, INFINITE);
07:51<Samu>and now OpenTTD is stuck
07:51<Samu>what's wrong?
07:53<Samu>cpu usage is 0%, it's stuck, waiting for something but cpu is at 0% so I don't know :(
07:54<Samu>I'm talking about this
07:54<Samu>forgot to mention
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07:59<Samu>hey frosch123 maybe you could help
08:00<Samu>it's still waiting, 10 minutes have passed
08:01<Samu>WaitForSingleObject(this->thread, INFINITE); - does infinite really mean infinite?
08:04<frosch123>you could wait indefinitely, and find out
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08:05<Samu>15 minutes have passed, still waiting
08:06<Samu>gonna have lunch, be back later see if it got through
08:08<@Alberth>hi hi
08:26<frosch123>"How many videos on this page seem to be clickbait (sensationalistic or lowbrow content)?" <- lol, since when does yt frontpage have that poll?
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08:46<argoneus>"all of them"
08:54<argoneus>how are you guys doing on this sunny sunday afternoon
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08:59<frosch123>samu is waiting indefinitely to see if something happens after an infinite amount of time
08:59<frosch123>that's about as exciting as it gets
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09:10<argoneus>hi drac_boy
09:10<argoneus>how are you doing
09:12<drac_boy>doing ok atm, you?
09:19<argoneus>is ok
09:23<Samu>0xFFFFFFFF - how much is this in milliseconds?
09:24<Samu>4294967295 milliseconds, hmm help me at math
09:25<@Alberth>2*sqrt(pi) = ?
09:26<Samu>(((4294967295/1000)/60)/60)/24 = 49 days
09:26<Samu>so i have to wait 49 days
09:26<Samu>keks no thx
09:26<drac_boy>doing anything now argoneus?
09:27<@Alberth>that dpesn't sound close to infinity
09:27<Samu>my horrible math
09:28<Samu>that is incorrect
09:29<argoneus>drac_boy: playing dark souls 2
09:31<Samu>49,710269618055555555555555555556 days
09:31<Samu>it was correct, but i was using the wrong calculator
09:32<Samu>it is beside the point, not gonna wait
09:34<drac_boy>lazy morning here..still waiting for monday before I can try call a store to ask about a refrigerator that...well..lets just say it need to go under the countertop whether it has freezer section or not
09:34<drac_boy>sorted out some old books yesterday tho..may finish that later on today
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09:42*drac_boy idly throws some random industries at andy for no apparent reason? :)
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10:21<drac_boy>think just going off for now
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11:00<Samu>why can't i find the lzo files here? lzo1x_999_compress_level
11:02<Samu>looking for lzo1x.h in there and can't find
11:04<Samu>LZO_EXTERN(int) lzo1x_999_compress_level
11:04<Samu>i think this should be the function that openttd had to use to benefit from lzo presets
11:04<Samu>it's not using this one, but another
11:05<Samu>openttd only uses lzo1x_1_compress
11:05<Samu>that's a generic
11:07<Samu>Memory required for the wrkmem parameter.
11:07<Samu> When the required size is 0, you can also pass a NULL pointer.
11:07<Samu>what's a NULL pointer?
11:08<Samu>could it be related to the unexpected end of chunk bug I found yesterday?
11:10<@Alberth>lzo is an external dependency, openttd doesn't keep those sources
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11:21<Samu>ok :(
11:25<Samu> nullptr
11:26<Samu>there's some nullptr in the chunks part of the code
11:26<Samu>i can see some relationship
11:26<Samu>but I don't know what it means
11:35<@planetmaker>I wonder whether those lzo header files are in openttd-useful for those poor guys who work on windows :)
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11:38<andythenorth>what shall I call me new ship set? o_O
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11:40<andythenorth>I like it
11:40<andythenorth>but I can’t teach my kids to swear yet
11:41<andythenorth>there must be a way to make ships suck less
11:41<andythenorth>I am going to try one more time
11:41<frosch123>is there any theme? or is it just "ships"?
11:42<@planetmaker>just needs proper words to give them meaning :P
11:42<andythenorth>the only theme so far is “All versions of FISH have sucked, not that"
11:42<V453000>uranus shits
11:42<andythenorth>you need to sleep more
11:42<frosch123>does it need to be 4 letters?
11:42<andythenorth>probably the name is the most important thing though
11:43<andythenorth>not the theme or sprites
11:43<andythenorth>Alberth said ‘Squish’ the other day
11:43<andythenorth>which gave me the idea to start again
11:43<frosch123>call it Jelly then
11:44<@Alberth>sorry andy
11:44<frosch123>if you squish fish, you get jelly
11:44<@Alberth>/me likes
11:46<andythenorth>now I need the theme
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11:52<frosch123>andythenorth: "loading speed" is the most important property of ships, right?
11:53<andythenorth>last time we discussed it, that and speed
11:53<andythenorth>capacity is really meh
11:55<@planetmaker>maybe whale or shark ;)
11:55<Samu>this fixed it
11:56<Samu>must check if it still works on the other builds
11:59*andythenorth lacks ideas for a roster
11:59<andythenorth>something about ships just sucks
12:01<V453000>there isn't much to make thips interesting
12:02<V453000>unless you make some really revolutionary graphics
12:03<V453000>the only thing I could imagine to do a "good" ship set, would be 1. unique graphics for all cargoes, 2. interesting variety but not too much, 3. reasonable stats
12:05<Samu>patch ->
12:05<Samu>now it loads lzo compressed savegames on release x64
12:06<Samu>can't believe it was something so simple
12:06<Samu>i don't know about the rest of the operating systems though
12:08<andythenorth>V453000: graphics support requires very limited range of ships
12:08<andythenorth>or longer life than most of us get
12:08<@Alberth>stack cargo on the deck?
12:08<andythenorth>still has to be drawn, for all angles
12:08<andythenorth>multiple loading states
12:08<V453000>look how much nuts has
12:08<V453000>it is doable
12:08<andythenorth>do nuts wagons get lower in water when they are loading?
12:09<andythenorth>do they have sprites for moving and stopped?
12:09<V453000>that they don't :)
12:09<andythenorth>is every angle uniquely shaded?
12:09<V453000>generally is, yes
12:09<andythenorth>all 8
12:09<V453000>not always, but usually
12:09<V453000>unique graphics for all cargoes? check :P
12:09<V453000>not the latest FIRS shit though
12:09<@Alberth>make a bigger difference between loaded and unloaded, ie more than 1-2 pixels height
12:10<andythenorth>Very Loaded Ships
12:11<@Alberth>+1 to the ducks
12:12<V453000>this was probably one of the most insane things I ever did
12:12<V453000>the amount of sprites is just plain retarded
12:23<andythenorth>I could drop the stuff like ship moving sprites
12:23<andythenorth>animated palette doesn’t work in my openttd anyway
12:24<V453000>heavy loaded ships which sink a lot is actually one of the very few interesting things that you can do with ships
12:24<V453000>if a new set, I would do that, and exaggerate it
12:24*andythenorth considers freight submarines
12:24<andythenorth>way easier to draw
12:25<andythenorth>April 1st
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12:30<@DorpsGek>Commit by frosch :: r27541 /trunk/bin/baseset (8 files) (2016-04-17 18:30:45 +0200 )
12:30<@DorpsGek>-Update: Baseset translations
12:33<Wolf01>basement traslation
12:33<Wolf01>I need coffee
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12:37<andythenorth>how about just one ship, universally refittable?
12:37<andythenorth>with subtype capacities 50t-1000t
12:37<frosch123>nah, make 3 ships per generation: small, medium, large
12:38<frosch123>add a grf parameter to scale the capacity by factor 0.1 to 100
12:38<andythenorth>I kind of did that :)
12:38<frosch123>make the generations advance in loading speed
12:38<frosch123>ignore passengers?
12:39<frosch123>a new generation every 30 years is probably enough
12:39<frosch123>though it would be nice if modern ships were containerish, while old ones are not
12:39<andythenorth>currently, a new generation every 100 years is quite enough :)
12:40<frosch123>in 2030 you should introduce self-discharging bulk ships
12:40<frosch123>they drive on land, and open at the bottom
12:40<andythenorth>I _think_ that needs a patch :P
12:42*andythenorth wonders about symmetrical ships
12:42<frosch123>submarines have less pixels
12:48<Taede>can submarines go through underwater tunnels to go from lake to lake?
12:50<@DorpsGek>Commit by frosch :: r27542 /trunk (9 files in 2 dirs) (2016-04-17 18:50:37 +0200 )
12:50<@DorpsGek>-Fix (r27367) [FS#6427]: ICU got disabled for Windows builds.
12:59<andythenorth>meh, I could just use NewShips
12:59<andythenorth>michael didn’t bother with different sizes, definitely easier
12:59<Eddi|zuHause>andythenorth: ships can't be symmetrical, there must be a red and a green light.
12:59<andythenorth>Eddi|zuHause: that is some good trolling
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13:02<Eddi|zuHause>anyway, rotational symmetry for ships is almost unheard of... the only ships that might pull that off are car ferries
13:02<Eddi|zuHause>i also don't understand how that would make drawing ships easier
13:03<andythenorth>4 fewer angles to draw
13:03<Eddi|zuHause>yes, but i don't quite follow the argument "less == easier"
13:04<andythenorth>more completable
13:04<andythenorth>less tedious
13:05<andythenorth>less cognitively demanding
13:05<andythenorth>more fun
13:05<andythenorth>dunno :)
13:05<Eddi|zuHause>if´that is your problem, you probably should not do a ship set at all.
13:05<andythenorth>well so far, I haven’t :|
13:07<Eddi|zuHause>"declutter your life"... either you do something, then actually do it, or you don't do it, and stop worrying about maybe doing it.
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13:09<andythenorth>I am not worried
13:09<andythenorth>I am problem solving
13:09<andythenorth>only one person has made a playable ship set so far
13:09<andythenorth>there are at least 3 or 4 playable train newgrfs, maybe even 5 or 6
13:10<andythenorth>there is at least one RV set that doesn’t totally suck
13:10<andythenorth>maybe 2
13:10<@DorpsGek>Commit by frosch :: r27543 /trunk/src/script/api (script_execmode.hpp script_testmode.hpp) (2016-04-17 19:10:07 +0200 )
13:10<andythenorth>there is 1 plane newgrf
13:10<@DorpsGek>-Fix (r27379): ScriptExec/TestMode::FinalRelease is not part of the API.
13:10<Eddi|zuHause>i'm just saying, if you want to do a ship set, do it all the way, and not cut corners.
13:10<Eddi|zuHause>or don't do a ship set, then stop worrying about which corners to cut
13:10<andythenorth>but what is ‘all the way’
13:10<frosch123>andythenorth: i am quite happy with old fish :)
13:10<andythenorth>is it all cargos?
13:11<Eddi|zuHause>either way, worrying about cutting corners doesn't help anybody
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13:11<@planetmaker>I honestly wonder about what shortcomings FISH should have :)
13:11<andythenorth>or is having sprites for wake that don’t work anyway on my openttd
13:11<andythenorth>FISH is lit wrong, and doesn’t have autorefit sprite
13:11<andythenorth>Squid is just a mess
13:11<andythenorth>sprite / support /s :)
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13:12<frosch123>ogfx+trains is about the only grf i could ever use autorefit in
13:12<andythenorth>I use it everywhere, for every vehicle that supports it :)
13:12<andythenorth>all routes
13:13<V453000>shame it is a bad feature :P
13:13<andythenorth>it’s a great feature :D
13:13<andythenorth>the cb for it is a BAD FEATUER
13:13<V453000>yeah, makes all cargo work as one
13:13<andythenorth>typing is a BAD FEATURE
13:14<andythenorth>I just use it to avoid ever having to refit in depot
13:14<andythenorth>I set it on the order at pickup station instead
13:14<frosch123>working around bad ui design :)
13:14<frosch123>just lke nuts does with autoreplace and vehicle length
13:15<frosch123>but yes, autorefit is better than nuts universal wagons :p
13:15*andythenorth tests original FISH
13:15<andythenorth>yeah it’s just better
13:15<andythenorth>more cohesive
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13:16<frosch123>factorio wagons are autorefit by default
13:16<andythenorth>Squid is…dunno
13:16<frosch123>it's a gui hell to make them only take a specific cargo :p
13:16<V453000>factorio is something different :P
13:17<andythenorth>old FISH, more or less
13:18<andythenorth>I dunno, something just isn’t as good
13:24<andythenorth>V453000: what do you think of the black ship sprites?
13:25<V453000>missing highlights, but other than that it's fine
13:27<andythenorth>this is why I need to start a new set
13:27<andythenorth>I really dislike all the old-time ship sprites
13:27<andythenorth>I want to make one that ignores reality and draws mostly CC ships
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13:29<Samu>i'm reading the lzo faq, there is a notice about using the safe decompressor
13:29<Samu>- When using a safe decompressor you must pass the number of bytes available in 'dst' via the parameter 'dst_len'.
13:30<Samu>there's also another warning about not using a safe decompressor
13:30<Samu>If the compressed data gets corrupted somehow it will probably crash your application because absolutely no additional checks are done.
13:41<andythenorth>maybe ships need to be rendered
13:49<frosch123>there is so much magic in squirrel_export.awk and doxygen_filter.awk
13:49<frosch123>i can't tell what it does intentionally
13:50<frosch123>and what only works by coincidence
13:53<@Alberth>isn't awk magic by itself? :)
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13:56<V453000>andythenorth, a good ship model will take a while as well
13:56<V453000>but yeah ships and planes are the best candidates for rendering
13:56<andythenorth>nah, computer makes it for you
13:56<andythenorth>just press a button
13:56<V453000>especially since they don't care about the 141% bullshit in curves
13:57<andythenorth>when I was learning CGI I did actually make a coastal ship
13:57<andythenorth>in Bryce, which is designed for modelling landscapes :P
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13:58<frosch123>we need to add articulated ships, so that ships are also affected by the 141% bs
13:59<andythenorth>V453000: also you’ll make the ships for me, no?
13:59<andythenorth>I just project manage
13:59<V453000>yes, after I am done with BRIX, my train set, and factorio mods
14:00<frosch123>andythenorth: too late, V just got a new project manager
14:00<frosch123>V453000: isn't it weird that the internet knows what is going on at your work :p
14:01<V453000>not really tbh :)
14:01<V453000>oh yeah and we are being managed
14:01<V453000>nerds under control
14:02<andythenorth>this is a nice buy menu
14:02<V453000>andythenorth: -> ship set done? :P
14:03<andythenorth>this is not
14:03<frosch123>oh, i thought it was an everyone-does-what-they-like-startup
14:03<V453000>that would turn into total mayhem frosch123 :D
14:04<frosch123>V453000: management is defined by how many status reports you need to write
14:05<andythenorth>I write about 3 per year
14:05<V453000>0 :)
14:06<andythenorth>maybe newgrf needs a project manager
14:06<frosch123>the best management you can get, if there is a meeting every morning, and you need to submit a weekly report to the next management level by friday 23:59
14:06<andythenorth>V453000: can you manage me?
14:06<V453000>probably not, you ponder too much shit :P
14:07<andythenorth>better than actually making it :P
14:09<andythenorth>ha ha, I could delete Squid and release FIRS 1 :D
14:09<andythenorth>it never had a 1.0.0, it was 0.9.2
14:09<andythenorth>FIRS / FISH /s :(
14:11<@Alberth>make fish π :)
14:12<@Alberth>ꀾ could also work :p
14:15<andythenorth>ha ha
14:15<andythenorth>unicode jokes :)
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14:19<frosch> <- so, i have no idea what that "virtual_class" in squirrel_export.awk is about
14:19<frosch>but it does not change anything for old api functions, but breaks some new ones
14:21<frosch>the script_text.hpp change is about: GetEncodedText is not supposed to be exported. it was not exported because the "/*" around the "virtual" broke the export scripts :p
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14:31<@Alberth>looks ok to me, GetEncodedText seems the only /* virtual */ case
14:45<andythenorth>name some sea animals
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14:47<frosch>moby dick
14:48<frosch>anything else that is known to sink ships?
14:50<frosch> <- more of them
14:50<andythenorth>sea slug?
14:51<andythenorth>kraken is good
14:51<frosch>32 names on that list
14:51<V453000>I see historically and i think of realizm
14:52<frosch>V453000: i would guess a major percentage of common history is pure fiction
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14:55<V453000>XD point
15:01<Eddi|zuHause>frosch: you mean like "napoleon was short"?
15:02<Wolf01>V453000, I was dreaming about a 3D factorio... I shouldn't play too much on night
15:03<Eddi|zuHause>factory fever! :p
15:03<Wolf01>3D as multiple layers of factories, not 3D graphics
15:03<Hiddenfunstuff>tetris effect!
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15:14<frosch>Wolf01: i bet there are "how to rotate the map" questions for f :p
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15:16<Wolf01>frosch: did you mean this?
15:20<frosch>Wolf01: exactly :)
15:20<frosch>it all started with V linking a guy asking for diagonal belts
15:21<frosch>since then i collect all issues shared by ottd and f :p
15:21<frosch>which turned out way nummerous than i initially expected
15:21<frosch>like the recent train perspective thingie
15:22<Wolf01>why not making a new game with entirely no content but diagonal belts/roads and rotatable map?
15:22<frosch>i am sure you will find posts on tt-forums that modern 3d games would never have issues like ottd does with diagonal trains :p
15:25<V453000>factorio isnt exactly modern 3d game :P
15:25*andythenorth is shocked
15:25<Eddi|zuHause>frosch: wait, there are two game similar in scope and target audience, and you wonder that they have similar issues?
15:26<frosch>Eddi|zuHause: there was even a fff which talked about desyncs due to using floating point computations in the gamestate
15:26<Eddi|zuHause>factorio fan fiction? :p
15:27<Wolf01>fan for fun?
15:27<frosch>effing forest
15:27<@Alberth>Wolf01: stacked factories like rollercoasters?
15:28<Wolf01>yes, sort of
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15:39*andythenorth ponders double-decker ships
15:39<Wolf01>diagonal ships
15:39<andythenorth>that roller coaster is quite awesome btw
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15:46<@Alberth>apparently, it's a challenge at one of the more complicated levels, where you get really small amounts of land :)
15:46<@Alberth>but indeed, it's impressive :)
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15:50<@DorpsGek>Commit by frosch :: r27544 trunk/src/script/api/script_text.hpp (2016-04-17 21:50:27 +0200 )
15:50<@DorpsGek>-Fix-ish: Mark ScriptText::GetEncodedText as not part of any API, instead of relying on the export script to break on '/*'.
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15:51<@DorpsGek>Commit by frosch :: r27545 trunk/src/script/api/squirrel_export.awk (2016-04-17 21:51:42 +0200 )
15:51<@DorpsGek>-Fix: Remove special handling of classes with virtual methods from squirrel_export.awk. It seems to serve no purpose, except to break on 3 classes.
15:56<frosch>the "rename vehicles" button is in such a silly position :p
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16:15<frosch>wow, "svn blame" considers locally modified lines, and prints no revision for them
16:16<frosch>what is the purpose of that?
16:16<Wolf01>I've never understood it too
16:20<@DorpsGek>Commit by frosch :: r27546 trunk/src/vehicle_gui.cpp (2016-04-17 22:20:52 +0200 )
16:21<@DorpsGek>-Fix: Remove SetFill from vehicle GUI buttons, so that the viewport is resized instead of them in case of long window titles.
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16:45<Samu>speed of the compressors
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16:45<Samu>finally figured out the mem usage of them all
16:47<Samu>"avg up rate" is something I had in mind
16:47<Samu>it should be "avg encoding rate"
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16:53<Samu>the encode time is misleading, it is the sum of encoding + game state dump
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16:53<Samu>bah, i suck
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17:07<Samu>strange, the new revision build of openttd.exe is 13,4 MB, the previous was 5,1 MB
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20:09<Samu>excel online
20:09<Samu>much better
20:16<Samu>bah, its bugged
20:27<Samu>there, fixed
20:27<Samu>cyas, good night
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---Logclosed Mon Apr 18 00:00:33 2016