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#openttd IRC Logs for 2011-06-11

---Logopened Sat Jun 11 00:00:54 2011
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02:28<andythenorth>hello planetmaker
02:28<@planetmaker>ho andythenorth, hail to the 2k-man ;-)
02:31<Prof_Frink>Article in my RSS reader: "Knighthood for transport tycoon"
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02:35*andythenorth has problem
02:36<andythenorth>concrete tiles used in FIRS & CHIPS look better with gridlines
02:36<andythenorth>but probably no-one else will agree :P
02:37<Prof_Frink>Well, if other people want non-gridlined concrete, they can draw it themselves, can't they?
02:37<@planetmaker>andythenorth: don't bother with adding them: ;-)
02:38<andythenorth>with new tile layouts, they could be switched on or off
02:38<@planetmaker>though I've not made up my thought on whether to draw them there, too. I guess I should
02:38<andythenorth>it's just an extra ground sprite, or an alternative graphic
02:38<@planetmaker>as said, don't bother on the newgrf side ;-)
02:38<@planetmaker>it's supposed to be a GUI option
02:39<andythenorth>I think there's another way to solve the problem I have, without touching grid
02:39<andythenorth>probably with fences
02:39<@planetmaker>of course you can...
02:40<@planetmaker>fences around some industries would make them look nicer
02:40<andythenorth>most original industries don't show grif
02:40<andythenorth>grid /s
02:40<@planetmaker>especially where otherwise a concrete ground just (does not) fade into normal grass ground
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02:44<@planetmaker>maybe you could give me feedback on how such gridswitch works for you?
02:44<@planetmaker>hi Wolf01
02:46<andythenorth>planetmaker: I can't test it this morning, but maybe later today
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02:55<@planetmaker>:-) I still plan to change the behaviour of how the buttons work in the transparency GUI
02:55<@planetmaker>that's currently not as intuitive as it could be
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03:22<@Terkhen>good morning
03:23<andythenorth>hi Terkhen
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03:59<@planetmaker>andythenorth: what's the link to your "best practises with NewGRF programming" page?
04:01<@planetmaker>hm, nvm. found it :-)
04:03<andythenorth>we should finish that :)
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04:03<andythenorth>that's nice - george added the lighting direction
04:06<andythenorth>what would a var 67 / 68 distance check to nearest industry of type 'this' return?
04:06<andythenorth>for an industry that is not yet built...
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04:09<@planetmaker>hm, nice illustration of the light direction
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04:17<andythenorth>how do I set bit 8 for var 67?
04:17<@Alberth>var67 | 128
04:18<@Alberth>oh bit 8, that's 512. sorry
04:18*Alberth hits head
04:18<@Alberth>256 duh!
04:18*Alberth should not do calculations today :p
04:19<andythenorth>so the parameter is the industry ID already
04:19<Rubidium>actually... it depends...
04:20<Rubidium>there it's |256 (dec) or | 100 (hex)
04:20<andythenorth>so I need to add that to the industry ID?
04:21<andythenorth>parameter is a byte?
04:22<@Alberth>then you don't have bit 8 (only bits 0 to 7)
04:22<Rubidium>var67 doesn't use that bit
04:22<Rubidium>only var68 has that bit, in register 101
04:25<andythenorth>that makes sense
04:25<andythenorth>maybe I should update the docs a bit
04:25<andythenorth>so push 100h into register 101?
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04:55<andythenorth>if I'm using type 85, what shift do I need to get cc from rrccdddd
04:55<andythenorth>with mask \wx00FF
04:56<@Alberth>4 bit shift is either x >> 4 or x / 16
04:57<@Alberth>and after the shift, cc is at bit 0 and 1 (ie 2**0 + 2**1 = 1 + 2 == 3), so and with 3 then
04:58*andythenorth might be glad of nml after all
04:58<@Alberth>or do you want to and before?
04:58<andythenorth>every time I learn this, I forget it again within a few weeks :(
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05:00<Eddi|zuHause2>Alberth: those are nibbles, not bits
05:00<Eddi|zuHause2>so shift 16 and mask FF
05:00<@Alberth>oh, that changes the story considerably
05:01<Eddi|zuHause2>but then you should need only type 81
05:01<andythenorth>I need to store 100h to a register
05:01<andythenorth>which suggest using type 85
05:01<andythenorth>it's all in one varaction 2
05:01<Eddi|zuHause2>ah, ok.
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05:02<Eddi|zuHause>something is wrong with the clock synchronization
05:02<andythenorth>this doesn't do what it should:
05:03<andythenorth>what it should do is prevent building if industry count >0
05:04<andythenorth>result is currently always 0
05:04<andythenorth>so my var check is all wrong
05:08<Eddi|zuHause>hm, this is an evil construct i have not seen before ;)
05:10<Eddi|zuHause>have you tried without the register magic yet?
05:11<Eddi|zuHause>(i presume that would check the entire map)
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05:25<@planetmaker>hm... has no impact on the set's base cost settings, right?
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05:35<Eddi|zuHause>should it have?
05:36<Eddi|zuHause>relevant for such stuff is always the location of the action 3
05:36<Eddi|zuHause>you use this variable because you want to avoid having the action 3 in this set
05:40<Eddi|zuHause>weird... how does one make a "mountain ring race" in Mecklenburg?
05:42<@Alberth>erect a mountain, and race around it?
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05:44<Eddi|zuHause>apparently they do that since the 1920s
05:45*andythenorth > goes out
05:45<andythenorth>the var 68 issue remains unsolved :P
05:45<andythenorth>I'll figure it out later I guess
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05:47<Eddi|zuHause> <-- this is apparently what passes as a "mountain" in Mecklenburg :p
05:48<@Alberth>racing over it is another fine option :p
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06:02<@Alberth>hello Wolf01
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06:42<Eddi|zuHause>"Duke Nukem Forever: Balls of Steel edition might be delayed due to production errors"
06:51<Bilge>No rude words in this channel please we are all pasty nerds who got bullied in high school with a faux superirity complex equal to our sensitivity
06:51<Bilge>Words like balls offend me
06:54<Rubidium>then how can you be a nerd? If you get offended by things such as "ball grid array"
06:57<@Terkhen>I think he's trying to imply a different thing :P
06:57<Rubidium>but don't BGAs use balls of stell as well?
06:57<SpComb>lighter metals
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07:01<SigHunter>i use ecs agricultural vector and i cant get more oilseeds from fruitplant, why is that? they just produce once a year somehundred tons and thats it
07:01<Eddi|zuHause>related: :p
07:01<Eddi|zuHause>SigHunter: ask here:
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07:02<Rubidium>I guess it's ECS trying to model the real world... and there you have only a few harvests, not the whole year around
07:02<Rubidium>although... with all those greenhouses that isn't quite true for all crops anymore
07:05<@Alberth>SigHunter: <-- did you read this already?
07:05<SigHunter>i read this wiki and its quite badly written ;/
07:05<SigHunter>still somehow i cant get the production running
07:06<@Alberth>If the fruit plantation does not have enough fertilizer waiting (amount of waiting fertilizer is less than value represented in the table), it runs only every six production cycle of 32 in a row. <-- explains your problem, I think
07:06<SigHunter>i have two frutiplants with about 700tons fertilizer waiting, doesnt seem production rises from year to year
07:07<@Alberth>ok, you should ask in the forum then, perhaps it is a bug
07:07<SigHunter>i rather think im missing something
07:07<SigHunter>im transporting everything that is produced as soon as it produces this time of the year
07:07<SigHunter>rating of the station for oilseeds is 91%
07:08<SigHunter>do i need to transport fruits too, maybe?
07:09<@Alberth>no idea, I never play ECS, too complicated.
07:09<@Alberth>but it never hurts to try it in the game, save a copy, then try.
07:09<SigHunter>well i realy like ecs, its my first game but its really challenging and i dont get too rich too fast
07:10<@Alberth>Bilge: posting random youtube urls is not very useful
07:10<George>SigHunter: Wiki: Production of the tile depending on the current week of the year is represented in the table.
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07:16<Bilge>I suppose you play games for productivity purposes
07:17<SigHunter>what do you mean by that
07:18<Bilge>'fun' is undefined
07:19<@Terkhen>if fun was undefined no one would play :)
07:19*planetmaker provides fun-mod grf :-P
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08:32<Bilge>What do you do when OTTD stops being fun
08:32<@Alberth>you become a dev
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08:59<@planetmaker>though in retroperspective, I think Alberth is quite right with that statement ;-) That's how it all started :-P
09:01<@Alberth>note that 'dev' is meant quite general here, NewGRF development is also dev :)
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09:09<@planetmaker>of course. As is patch (pack) writer
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09:20<Eddi|zuHause>"IKEA subject to bombing series. In the past few weeks small bombs exploded in Gent (Belgium), Lille (France) and Eindhoven (The Netherlands). Now there also was an explosion in IKEA Dresden causing damage and two lightly injured people."
09:30<frosch123>Eddi|zuHause: are you writing that, or did you install some stupid software?
09:30<Eddi|zuHause>why would i install stupid software?
09:31<frosch123>ok, did you write that, or did you install some software doing that?
09:31<Eddi|zuHause>i did write that ;)
09:32*fjb should closely watch the Swedish Houses Ikea.
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09:33<fjb>OpenTTD on a smartphone is not playable. Maybe on a tablett.
09:34*Eddi|zuHause can't imagine touchscreens being accurate enough
09:38<fjb>That was the problem on the phone. But the display is very small compared to a desktop monitor.
09:40<fjb>But it looked really cute.
09:44<fjb>Moin andythenorth
09:45<@Terkhen>hi andythenorth
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10:02*andythenorth requests a console cheat command
10:02<andythenorth>for newgrf testing
10:02<andythenorth>gives me $1bn
10:02<andythenorth>build while pause is allowed
10:02<andythenorth>magic bulldozer on
10:08<@Terkhen>hmm... wasn't there some way to script commands?
10:11*andythenorth solves bug by reading spec
10:11<andythenorth>not following spec may lead to bugs :P
10:16<andythenorth>the results of var 67 and var 68 make no sense
10:18<andythenorth>Terkhen: would you mind testing var 67 in newgrf debug
10:18<andythenorth>wrt industry counts
10:19<andythenorth>the results bear no relation to the actual industry count in game
10:20<Eddi|zuHause>hm... why do we "invade" libya, but not syria?
10:20<andythenorth>these are good questions
10:20<andythenorth>but the one about var 67 might have a shorter answer
10:20<andythenorth>currently I am sulking and suspect var 67 is broken
10:20<@Terkhen>andythenorth: ogfx+ industries has working code for this
10:20<andythenorth>or I'm broken
10:23<@Terkhen>andythenorth: what do you want me to do?
10:23<andythenorth>put industry IDs into the debug parameter field for var 67 in game
10:24<andythenorth>see if the results match up in any way to count on map
10:24<andythenorth>for me they don't, in no way at all
10:24<andythenorth>this is just a check to be sure I'm not going insane
10:25<@Terkhen>but wasn't the result an array of bits with different meaning? stuff like distance and so on
10:25<andythenorth>where cc is count and dddd is distance
10:28<andythenorth>checking those vars probably shouldn't work
10:28<andythenorth>odd results are probably correct
10:31<andythenorth>var 67 and 68 need correct values in registers 100h (and maybe 101h)
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10:33<andythenorth>also var 67 isn't broken
10:33*andythenorth was broken
10:34<@Terkhen>does it work now?
10:34<andythenorth>the basic code does yes
10:34<andythenorth>there were several problems :P
10:34*andythenorth might be ready to give up nfo
10:35<@Terkhen>I was trying to get nfo code from my nml code but I'm lost in the results :P
10:36<andythenorth>nvm ;)
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10:39<andythenorth>does every tile belong to a town?
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10:44<@Terkhen>andythenorth: the code for industries that are being founded looks for the closest town to the tile and uses that town
10:44<@Terkhen>I suppose the same is done for assigning a town to the industry once it is built
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10:44<andythenorth>afaik there will always be a valid town as related object
10:44*andythenorth tests that
10:45<@Terkhen>yes, it should
10:45<andythenorth>I need a way to locate an industry within n tiles of nearest town
10:45<andythenorth>but I don't know how big the town is
10:45<andythenorth>so it would make more sense to check for town edge, not centre
10:45<andythenorth>this is probably not easy
10:47<@Terkhen>hmm... why? in your case, if you found a recycling center for another town (even if the recycling center is actually closer to a big town), the second recycling center would work for the small town anyways
10:48<andythenorth>they need to be reasonably close to a town, or it's weird
10:48<andythenorth>but towns get...big
10:48<andythenorth>so possibly nowhere to build
10:48<andythenorth>I guess 32 tiles might be a sane limit in most games
10:49<andythenorth>way too much :P
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10:49<@Alberth>compute it from the population count :)
10:50<andythenorth>the distance?
10:50<andythenorth>there are word values of town radii I can access
10:51<@Terkhen>you can also use the number of houses as an approximation
10:51<andythenorth>and number of buildings yes
10:51<andythenorth>town radii seems best
10:51<andythenorth>they are undocumented though
10:53<andythenorth>Terkhen: have you learnt anything about town zones in your recent travels?
10:53<@Terkhen>nope, I have been carefully avoiding them
10:53<@Terkhen>it's one of the things I'll need to learn after I finish with persistent storage, but at first glance it looks confusing
10:54<andythenorth>"The first zone is where station activity contributes to growth of the town, other zones determine where roads are paved or have trees or streetlights"
10:56<andythenorth>I haven't learnt much from src either
10:57<@Terkhen>IIRC TAI used town zones a lot
11:03*andythenorth gives up on that
11:03<andythenorth>a fixed 16 tile limit will have to do
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11:17<andythenorth>it would be useful to be able to see which string IDs are already used
11:17<andythenorth>for a grf
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11:21*andythenorth is stumped
11:22<andythenorth>if an industry has location restrictions
11:22<andythenorth>would you want an error message explaining them?
11:22<@Terkhen>it should have one IMO, otherwise it is difficult to know why you can't place the industry
11:22<andythenorth>I can't see how to do it with current FIRS codebase
11:23<andythenorth>it's possible but breaks the language framework
11:23<andythenorth>or the ID define framework
11:23<@Terkhen>true :/
11:23<andythenorth>I can't make a CPP define ID a cb result
11:24<andythenorth>this is consistently a weakness of using CPP defines
11:24<@Terkhen>why not?
11:25<Bilge>I really think this "station spread" thing needs to be fixed for the next release
11:25<Bilge>It has killed all the fun and challenge in playing for me
11:25<andythenorth>Bilge: what's the issue?
11:26<Bilge>For any town I can make a mint by placing a bus stop in the centre of two towns, then extending the stop by 12 squares in each direction so that the stops are almost adjacent
11:26<Bilge>And send one bus between them and make a mint doing what should take at least 6-8 vehicles normally
11:26<andythenorth>Terkhen: if I have, e.g. 01DCh for a text ID, but I need to use that in a cb result, I need to add 80h to it
11:26<andythenorth>which cpp can't do
11:27<@Terkhen>andythenorth: I see... you can't do math with cpp defines I guess
11:27<andythenorth>there are solutions, but they introduce maintenance headache
11:27<Bilge>There is absolutely no distance penalty, the bus still makes the same profit it would as if it had travelled all the way to the centre of each town
11:27<andythenorth>Bilge: that's not new
11:27<Bilge>But it's bad
11:27<andythenorth>if you don't like it, don't do it?
11:28<Bilge>I have no problem with stations being "spread out" but the stops should at least need to be adjacent
11:28<Bilge>The fact that you can do this kind of thing is rediculous
11:31<Bilge>The game is fundamentally about transporting things from A to B and this directly circumvents that
11:31<Bilge>Now it's practically about transporting things from A to A
11:32<Bilge>Get rid of it
11:34<Bilge>You can use it on coasts as well to teleport oil from a dock at the bottom of a cliff straight into the oil refinery without having to traverse the cliff with a transport route
11:34<TrueBrain>Ammler: this one is for you: how the .... do you stop redmine from making 1M files of session-data?
11:34<TrueBrain>that is just .... too much
11:35<andythenorth>'Bilge that's a pipeline :D
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11:55<+glx>TrueBrain: by not using it maybe ;)
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12:00<andythenorth>with new tile layouts, I could just define one action 2 tile layout
12:00<andythenorth>and set everything else with registers :O
12:01<TrueBrain>the battle of the irc bots :D
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12:05<@Terkhen>I suspect that my ram is broken, what program can I use to test it?
12:06<frosch123>resp. memtest86+
12:06<@Terkhen>thanks :)
12:06<frosch123>it's something you boot though
12:06<@Terkhen>ok, I'll look into something live that includes it
12:07<__ln__>iirc they have a bootable iso
12:07<frosch123>do you natively boot into linux?
12:07<TWerkhoven>most bootable linux-cd's come with a memtest, do they not?
12:07<frosch123>then you can likely just select it in your package manager
12:08<@Terkhen>ok :)
12:09<andythenorth>frosch123: can you shed any light on how town zones work?
12:09<__ln__>in proper distros you can install memtest86, and it is added as an item into Grub, and you don't need to mess with CDs.
12:09<@Terkhen>__ln__: that's what I'm doing, yes
12:17<frosch123>andythenorth: there are circles around the town sign with certain radii
12:17<frosch123>the radii depend on the number of houses in the town
12:17<frosch123>the outskirts are zone 0,
12:17<frosch123>and the center of big cities is 4 or 5 or something like that
12:17<andythenorth>so do all tiles have a town zone?
12:18<frosch123>you can tell the townzones by the stuff along the road
12:18<andythenorth>I see that :)
12:18<andythenorth>it's more how I can use it in location code that baffles me :)
12:18<frosch123>all tiles within town influence have a townznoe
12:19<frosch123>but there is a maximum radius where clearing trees no longer affects a town
12:19<frosch123>but you might still consider that town zone 0 or so
12:19<andythenorth>I want to figure out if I can force industries to locate in a certain zone
12:20<andythenorth>so that they always build on current outskirts
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12:44<TrueBrain>GENERAL NOTICE: will be offline between 10 and 70 minutes (depending on your DNS :P) in like an hour. Grab the last file you need so badly quick :D
12:45<andythenorth>orudge: forum request - can we have a bbcode for [strike] ?
12:46<andythenorth>it would be handy occasionally
12:46<andythenorth><strike></strike> or style="text-decoration:line-through;"
12:48<@orudge>andythenorth: suggest it in Forum Suggestions, and I can look into it
12:48*orudge is a bit busy just now
12:48<@orudge>so I am likely to forget about it
12:48<andythenorth>ok thanks
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13:08<TrueBrain>as long as DorpsGek is gone, there is no hope of reachin :D
13:09*andythenorth wonders whether tile cb2f is handled before industry cb28
13:09<andythenorth>if so, it's annoying
13:09<andythenorth>but probably annoying either way round
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13:23<TrueBrain>15 minutes, lol
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13:31<avdg>could someone put a http:// in <a href=""> on the openttd site? ty
13:31<Ammler>TrueBrain: why should I care about such thing?
13:31<Ammler>I mean, why is it too much?
13:31<TrueBrain>Ammler: never said you should care; just wondering if you fixed it :p
13:31<TrueBrain>1M files?
13:32<TrueBrain>it never ever ever cleans up anything .. seems it makes a new session for each hit or something :p
13:32<Ammler>hmm, where are those files?
13:32<TrueBrain>sess_ something
13:32<TrueBrain>in his tmp/sessions
13:33<Ammler>no files there
13:33<TrueBrain>lucky you :p
13:34<TrueBrain>was rsyncing it .. was like .... hell no :D
13:34<TrueBrain>took 1 hour to remove all thsoe files ...
13:35<Ammler>maybe it is the fcgi
13:35<avdg>hmm, nvm about that url
13:35<Ammler>isn't depreciated anyway?
13:35<Ammler>or how you call that :-)
13:36<TrueBrain>still, insanity :p
13:36<avdg>hmm, the image on the right top is broken now ;-)
13:36<avdg>for example on the home page
13:36<Ammler>well, you should also note, that you use a maybe 4 years old redmine
13:37<Ammler>0.8 against 1.2
13:37<TrueBrain>... possible .... :D
13:45<CIA-10>OpenTTD: translators * r22550 /trunk/src/lang/spanish.txt:
13:45<CIA-10>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-10>OpenTTD: spanish - 1 changes by Terkhen
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14:11<@orudge>Hmm, pressing "Random page" 6 times in a row on the Wiki gives me articles in strange languages, how unsatisfying :p
14:12<TrueBrain>fix it!!!
14:12<@Terkhen>yes, most of the changes are translations
14:12<@Terkhen>it seems that this week is the turn of chinese :P
14:16<@peter1138>i, like chinese
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15:09<Markk>Hai guys, "küken", what does that translate to in English?
15:12<Markk>Yes, I tried Google Translator as well.
15:12<Markk>But it should mean "chicken" I think.
15:13<Markk>I would just like a native speaker to confirm which one it is. :)
15:13<Amis>Well small chicken is called chick so yeah
15:13<Ammler>Markk: chicken is Hünchen
15:13<Markk>Ammler: Mkay
15:13<Ammler>chick is good
15:14<Markk>Ammler: Küken then?
15:14<Markk>Ah, so it's not "küken", it's "kücken"?
15:15<Ammler>(/me isn't native German, either, just Swiss :-)
15:15<Markk>Good enough. :)
15:15<Markk>Native speaker was what I meant. :)
15:15<Ammler>I would say Güggeli
15:18*andythenorth would say curry
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15:30*andythenorth wonders
15:30<andythenorth>what next :P
15:32<Rubidium>bananas v3
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15:53<andythenorth>more FIRS I reckon
15:53<andythenorth>or discuss this:
15:55*andythenorth ponders best way to prevent industry opening during gameplay
15:55<andythenorth>cb28 or cb22?
15:55<andythenorth>should industries be disabled in fund menu if opening is prevented?
15:56*andythenorth thinks cb22
15:56<andythenorth>it's made for this
16:17<Wolf01>'night all
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16:22<bodis>hi :)
16:23<@Terkhen>hi bodis
16:23<bodis>any chance to get your advice for 5 minutes?
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16:23<bodis>if grf seems to be working, do I hg push at this time?
16:25<andythenorth>or, like me, push when it's broken :P
16:25<@Terkhen>you will need to edit your clone's hgrc to have push permissions, though
16:25<andythenorth>then the buildbot complains
16:25<@Terkhen>and I don't remember if you need to do something special regarding public/private keys or not
16:25<bodis>ohh ok
16:26<@Terkhen>planetmaker, Ammler: what do you need to set up in order to be able to push?
16:29<andythenorth>your key needs to be on the server somewhere iirc
16:29<andythenorth>and you need a local key somewhere on your OS
16:30<@Terkhen>yes, that's what I remembered
16:31<bodis>Terkhen, thats fine I will ask Ammler or planetmaker when I see them
16:31<bodis>you have helped me enogh :)
16:31<@Terkhen>you are welcome :)
16:40<CIA-10>OpenTTD: frosch * r22551 /trunk/src/ (newgrf_storage.cpp newgrf_storage.h): -Fix: Remove BaseStorageArrays from _changed_storage_arrays on destruction.
16:47<CIA-10>OpenTTD: frosch * r22552 /trunk/src/ (newgrf_storage.h station_cmd.cpp): -Fix: Clear airport persistent storage on construction/removal of airports.
16:48<Ammler>Terkhen: no need to setup something special to push
16:49<Ammler>why did you think that? :-P
16:49<bodis>hey Ammler
16:50<Ammler>(assuming you speak about devzone)
16:50<bodis>is there anything special I need to do to push?
16:50<Ammler>bodis: no
16:50<bodis>I have nml grf and lng files
16:50<Ammler>yes, push those to your repo
16:50<@Terkhen>bodis: don't add your grf file to the repo, as it can always be generated
16:51<bodis>do i have to delete it?
16:51<Ammler>you can't push .grf without special config
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16:54<bodis>so just do a normal push from that directory with grf inside it?
16:55<@Terkhen>bodis: check #openttdcoop.devzone
16:57<andythenorth>why is action 14 text rendering in the newgrf parameter window so slow?
16:57<andythenorth>(this is YACD patch, but...)
16:58<@Terkhen>is it slow, or not being redrawn frequently enough?
16:59<frosch123>redrawn? what should make it redraw besides on mouse clicks?
16:59<andythenorth>it renders the text in patches
16:59<frosch123>what are you doing?
17:00<andythenorth>takes about 4s to complete rendering
17:00<@Terkhen>oh, I was thinking on a completely different window :O
17:00<@Terkhen>maybe I should stop coding for today
17:00<andythenorth>this is specifically the newgrf description text
17:00<frosch123>andythenorth: what are you doing, so the text needs updating?
17:00<andythenorth>highlighting a parameter
17:00<andythenorth>also the highlighting is really slow
17:00<frosch123>so, clicking on a line?
17:01*andythenorth wonders - is it just me seeing this?
17:02<frosch123>yeah, looks like there is no SetDirty
17:02<frosch123>and i think that issue is new
17:03<frosch123>yup, not in 1.1.1
17:03<andythenorth>also - action 14 text is cached until I quit game + reopen?
17:03<frosch123>you need to rescan
17:04<frosch123>"rescan files"
17:04<frosch123>r22499 removed the SetDirty
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17:12<frosch123>andythenorth: try again
17:12<CIA-10>OpenTTD: frosch * r22553 /trunk/src/ (ai/ai_gui.cpp newgrf_gui.cpp): -Fix (r22499): NewGRF parameter window was not set dirty, when changing row selection.
17:12<andythenorth>that should fix it :)
17:13<andythenorth> works in safari
17:13<andythenorth>and camino
17:14<andythenorth>wrong irc window :P
17:21<@Terkhen>good night
17:21<andythenorth>frosch123: that fixed the text issue
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18:31<bodis>omg 7 downloads alrewady :)
18:32<bodis>somebody likes my newgrf :P
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18:44<SpComb>BR18 Rheingolds still smell
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---Logclosed Sun Jun 12 00:00:56 2011