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#openttd IRC Logs for 2016-12-25

---Logopened Sun Dec 25 00:00:32 2016
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07:58<Eddi|zuHause>ho-ho-ho back, person closest to the north pole.
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08:26<@DorpsGek>Commit by frosch :: r27709 /trunk (config.lib src/saveload/saveload.cpp) (2016-12-25 14:26:15 +0100 )
08:26<@DorpsGek>-Fix-ish: Silence some warnings. (adf88)
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09:07<andythenorth>frosch123 quak
09:15<andythenorth>forum post calls
09:15<andythenorth>“They said it couldn’t be done, they said it wouldn’t be done, they said it shouldn’t be done"
09:16<frosch123>poor eddi
09:47<debdog>how would we set up a server which requires towns to be fed with goods for growth? is it a newgrf? if so, what'd be its name?
09:49<_dp_>debdog, usually gamescript does it, look on bananas, like half of GS there are about towns.
09:50<_dp_>debdog, if you're looking specifically for competitive city-builder Simple CB or Aphid's one will be a good choice
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09:57<debdog>_dp_: ok, I think I've got it, thanks a lot!
09:59<@DorpsGek>Commit by frosch :: r27710 trunk/src/rail_gui.cpp (2016-12-25 15:59:53 +0100 )
10:00<@DorpsGek>-Change: Limit waypoint area by maximum station spread already when dragging. (adf88)
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11:32<frosch123>do we have a screenshot?
11:32<andythenorth>nah :)
11:32<andythenorth>we should?
11:33<andythenorth>I can make one quickly
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11:35<frosch123>also add a hint: gui icons only present when using original graphics
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11:35<frosch123>also add a hint: gui icons only present when using original graphics
11:41<andythenorth>6 year old is sat next to me asking how to code road-rail vehicles
11:41<andythenorth>“impossible” I think
11:42<frosch123>yep,all-in-one is usually too much :)
11:43<frosch123>heli-ship-haul-train :)
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11:44<andythenorth>now back to the food :)
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12:01<lorran78>hello i still can't set "introduction_date" for wagons is this normal? (it's always 1925 or so)
12:01<andythenorth>there should be no problem
12:01*andythenorth checks
12:02<andythenorth>from Iron Horse nml
12:02<andythenorth>introduction_date: date(1950,01,01); // consist just supplies intro year - openttd randomises intro dates a bit anyway
12:03<andythenorth>that code works for me
12:04<lorran78>hum it seems even if i modify the pnml file and set my date
12:04<lorran78>the nml result keeps old date :/
12:04<lorran78>even if the nml is created
12:05<andythenorth>paste the nml
12:05<lorran78>the whole nml?
12:05<andythenorth>preferably just for one wagon
12:05<andythenorth>is this a fork of ogfx trains?
12:07<lorran78>oh !
12:07<lorran78>sorry maybe it's my fault :p
12:07<lorran78>i see the introduction_date is twice
12:07<lorran78>the prog takes the first i think? :p
12:08<lorran78>but in the pnml there is only mine
12:08<lorran78>the nml adds the old date
12:08<andythenorth>is it ogfx trains?
12:08<andythenorth>I can look at the template in the repo
12:09<lorran78>there is no templace folder
12:09<andythenorth>what type of wagon are you modifying?
12:10<andythenorth>line 446
12:10<lorran78>one example of nml result
12:11<andythenorth>all rail wagons are introduced in 1925, it’s a default from the c pre-processing
12:13<lorran78>yes i saw it :p
12:13<lorran78>i understand better :p
12:13<lorran78>i try to modify the templates_wagons and see what results
12:16<lorran78>but for the original boats and planes to change the year i found no grf :( i must create it with wiki? :////
12:20<lorran78>hum still same bug
12:21<lorran78>i even changed the year of rails
12:21<lorran78>and no changes
12:25<lorran78>the rails appears when the train for it is here so even if i set 0 it's normal lol
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12:38<lorran78>hum when i use directly nmlc with my nml i have no more bug :)
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12:50<andythenorth>lorran78: delete the intro date from templates_wagons.pnml
12:51<lorran78>why not i'll try
12:53<andythenorth>you’ll then need to set it for every wagon, or it will likely default to 0
12:53<andythenorth>or 1920 or so, can’t remember which
12:53<andythenorth>docs would know
12:55<@DorpsGek>Commit by frosch :: r27711 trunk/src/gfx_func.h (2016-12-25 18:55:10 +0100 )
12:55<@DorpsGek>-Doc: Fontsizes (adf88)
12:57<@DorpsGek>Commit by frosch :: r27712 trunk/src/window.cpp (2016-12-25 18:56:57 +0100 )
12:57<@DorpsGek>-Codechange: Reduce recursions in DrawOverlappedWindow by limiting the area to the window bounds first. (adf88)
12:57<@DorpsGek>Commit by frosch :: r27713 trunk/src/widget.cpp (2016-12-25 18:57:47 +0100 )
12:57<@DorpsGek>-Fix [FS#6527]: Setup clipping areas for individual widgets when drawing. (adf88)
13:15<LordAro>christmas commits
13:15<frosch123>christmas forks :)
13:45<@DorpsGek>Commit by translators :: r27714 /trunk/src/lang (catalan.txt russian.txt) (2016-12-25 19:45:37 +0100 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>catalan: 2 changes by juanjo
13:45<@DorpsGek>russian: 1 change by Lone_Wolf
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15:39<frosch123>how was pizza?
15:40<Wolf01>Good as always, but I choose the classic hot peppers salame :P
15:40<frosch123>no potatoes?
15:41<Wolf01>No, I changed the place, they only had chips
15:41<Wolf01>The other one was closed, as expected
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15:45<Wolf01>Yesterday evening I was busy with fallout 4, at 1am I decided to give a try to the last NRT, luckily I did that because I found a nice assert :P
15:46<Wolf01>I found also a strange thing which I need to replicate, with tanker trucks
15:47<Wolf01>They did only one trip after loading the oil and then they weren't able to load oil again
15:47<Wolf01>Not refittable trucks
15:48<andythenorth>there is something weird with tram crossings
15:48<andythenorth>build an electrified and non-electrified at right angles
15:48<andythenorth>then run an electric tram across it
15:48<andythenorth>it deviates round the outer road bits
15:49<Wolf01>As you see in the screenshot?
15:51<Wolf01>Tanker truck seem to work now
15:58<peter1139>did we ever get a font selection window?
15:58<frosch123>there are at least 3 patches for it
16:02<Wolf01>It seem to work for me, andy
16:03<Wolf01>Made stupid loops in the city to test the pathfinder and it uses the right path
16:04<frosch123>andythenorth: the reversing at incompatible tram-track is a bit inconsistent
16:04<frosch123>but convert-road it the ingredient to make it more consistent
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16:09<andythenorth>I did convert the crossing
16:09<Wolf01>Uhm, I just noticed, also you have the fast forward bound to "shift"?
16:09<frosch123>Wolf01: that is normal in debug builds
16:09<Wolf01>Oh, ok
16:10<frosch123>somewhen someone thought they would use alt+tab to switch between ottd and ide
16:10<frosch123>but honestly i rather use multiple screens
16:11<Wolf01>For me it switches automagically on asserts ;)
16:11<Wolf01>Also I use multiple screens
16:11<frosch123>obviously that feature is from the single-screen age
16:12<Wolf01>But there's one thing I really hate: when you drag&drop the viewport with the right mouse button and the pointer doesn't move
16:12<frosch123>which i guess is still less than half as long ago than the paper age
16:12<Wolf01>I think it should move when you set the reverse panning
16:13<Wolf01>Because you are "dragging the map" and not the "viewport"
16:13*andythenorth needs to set the hot-key for tram :P
16:13<frosch123>i used to have hotkeys for autorail and autoroad
16:13<frosch123>now autotram :)
16:14<andythenorth>apparently global+ctrl+a is set already
16:15<andythenorth>doesn’t work though :)
16:15<frosch123>i didn't test the hotkey stuff
16:15<frosch123>so may be broken :)
16:15<andythenorth>is it ‘autoroad’ or ‘autotram’? o_O
16:15*andythenorth could look in src
16:16<frosch123>there should be two sections in the ini
16:16<andythenorth>I have both [ltrailtoolbar] and [tramtoolbar]
16:16<frosch123>"roadtoolbar" and "tramtoolbar" should both have a "autoread" item
16:17*andythenorth removes the redundant one
16:17<frosch123>no idea where you got ltrailtoolbar from
16:17<andythenorth>some interim patch
16:18<andythenorth>I have
16:19<andythenorth>CTRL+A gets me auto-road, rather than auto-tram though
16:20<frosch123>oh, that is even a default hotkey?
16:20<frosch123>ah, i see
16:20<frosch123>i thought i would not have to duplicate roadtoolbar_hotkeys
16:20<frosch123>but it's actually not constant
16:22<frosch123>andythenorth: pull and try again :)
16:22<andythenorth>works :)
16:25<andythenorth>most important feature
16:26<frosch123>well, i still do not know which hotkeys would be suitable for selecting orientation in pickers (like build depot)
16:27<frosch123>resp, whether it should be a hotkey to select a specific orientation, or one to cycle orientations
16:27<frosch123>or whether it should evalute mouse position or movement
16:27<frosch123>but it is one of the few things which does not have any shortcut :/
16:27<andythenorth>I wondered about cycling depot orientation on overbuild
16:28<andythenorth>but I think it’s a daft idea
16:28<andythenorth>also it would mess with bits of adjoining roads
16:28<andythenorth>I have to lower myself to clicking :P
16:28<frosch123>yeah, then autoroad-behaviour would be better
16:32<_dp_>"one of the few" rofl
16:32<frosch123>the one i miss the most :)
16:32<_dp_>we have like double the amount of hotkeys vanilla have and I still want to add more :P
16:33<andythenorth>totally unrelated
16:34<_dp_>depot orientation is actually the one of those I want to add)
16:34<_dp_>not sure if it should select or cycle, but definitely ignore terminus stations when cycling :p
16:35<frosch123>drive-through stops could also behave like rail waypoints
16:35<frosch123>i.e. auto-orientation if track is present
16:36<_dp_>frosch123, we have auto-rotation but it's more complicated then it looks
16:36<frosch123>andythenorth: nice video :)
16:36<andythenorth>isn’t it :P
16:36<andythenorth>that’s why I patched it for windowshade :)
16:37<frosch123>usually you only complain verbally
16:37<andythenorth>but I keep losing the patch
16:37<_dp_>if placed on road sure, but they also can be placed near and sometimes it doesn't work as I'd like it to
16:37<frosch123>andythenorth: i guess modern games do it the other way around
16:37<frosch123>drag area first, then popup selection window
16:38<_dp_>what I think of doing is rotate if placed on road with wrong direction
16:39<andythenorth>modern games :)
16:43<frosch123>hmm, no, i guess it would be a low width window at the left or right border
16:54<frosch123>andythenorth: well, that mashinky thing tries to port the ttd dimensions into 3d :)
16:54<frosch123>like bridge slopes
16:54<Wolf01>Which, I think, is what people want
16:54<Wolf01>It's cool
16:55<frosch123>yes, i also think a fixed grid is better for networks than freeform
16:56<frosch123>hmm, mashinky has junctions on sloped foundations
16:57<Wolf01>Freeform is nice and pleasant to see, transport fever tracks looks good until this shit happens:
16:57<Wolf01>But I still love TT immediateness to build tracks
16:58<frosch123>anyway, all those games share the jazz music :p
16:59<Wolf01>And it's really good
16:59<frosch123>genre defining music
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17:51<peter1139>andythenorth needs a smaller ui
17:51<Wolf01>Or a bigger screen
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18:13<_dp_>omg, how come I didn't ever notice fizzy drinks construction animation
18:16<Eddi|zuHause>because no sane person ever played toyland for more than 3 minutes? :p
18:16*_dp_ played much more...
18:17<Wolf01>I like toyland
18:28<Eddi|zuHause>some rumors about george michael falling victim to the 2016 curse
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---Logclosed Mon Dec 26 00:00:34 2016