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#openttd IRC Logs for 2011-09-13

---Logopened Tue Sep 13 00:00:59 2011
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00:43<EyeMWing>Huh. OTTD's realistic acceleration model is actually seriously damned realistic.
00:44<EyeMWing>Punched in the exact real world numbers for this train, built a realistic consist
00:44<EyeMWing>and it EXACTLY hits the real world performance figures.
00:47<Elukka>that's a bit amazing
00:48<EyeMWing>The bug reports for this will be delicious
00:49<EyeMWing>"IT NEVER HITS ITS TOP SPEED!" (It doesn't in real life, either)
00:49<EyeMWing>and "it takes a million years to get to that speed" (because it does)
00:50<Elukka>my trains in 2cc don't either
00:51<Elukka>though i'm running a little switching diesel because i can't afford any better :(
00:57<Elukka>feature request: ship railroad
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01:00<Elukka>ha, that was posted in a something awful thread
01:00<Elukka>the second reply to that is "Someone needs to put atomic engines into OpenTTD."
01:01<EyeMWing>I'm pretty sure there's a nuclear-fired steam engine somewhere
01:02<Elukka>"Fun fact: a colleague of mine came in to the tech room on site one day laughing because he'd seen a loco come in with a fault. Looked up the fault code, turns out it's the fault that says you haven't had a fault in 28(? or so) days and to check shit to make sure it's still working."
01:02<Elukka>"Our locos run 24/7 until they break and get dragged in dead or they hit their ~3-week maintenance block and come in for inspection. That is to say, they go mine<->port in a constant loop, stopping every 10-12 hours (as they pass the stations near the ports) to do a crew change but otherwise run literally 24/7 (or close to it) in most cases."
01:02<EyeMWing>BMW makes locomotives?
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03:41<kamnet>Good morning all. Long time, no see.
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03:44<__ln__>true, the project has been C++ for years.
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04:16<@Terkhen>good morning
04:18<Ammler>buenos dias
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04:34<V453000>hm, plastic in Pikka basic industries should look like toyland grey-ish thing, or can it be colourful? What do you think? I am trying to compare it to other cargo sets ... would comparison to dyes/chemicals (ecs/firs) be appropriate?
04:35<@Terkhen>in the next version of OpenGFX+ Road Vehicles it will be carried in small barrels or covered
04:35<@Terkhen>I'd say it is more similar to chemicals
04:36<V453000>right :) you know, I want to have all cargoes visible, putting those three in a see-through tanker
04:36<V453000>guess it wont hurt if they are the same :)
04:36<V453000>who plays PBI anyway..
04:36<@Terkhen>makes sense for your set, but I don't think that any other set carries plastic in the open
04:37<V453000>well, not in the open, it is in the tanker! :P
04:37<@Terkhen>we have barrels with different colours at the top for each cargo, chemicals, plastics and something similar
04:37<@Terkhen>the tanker only has a sprite for chemicals... a warning sign
04:38<V453000>but in the end ... I am going to have 2 wagons, one tanker with chemicals, one with plastic for toyland, so I guess PBI plastic can be put to either one without extra drawing effort :) solved
04:39<b_jonas>shouldn't plastic look like little colored cubical packages of uniform size?
04:39<V453000>I have absolutely no clue how "plastic" actually looks like
04:40<b_jonas>I'm not saying it actually looks like that
04:40<@planetmaker> <-hmm... he really doesn't understand the benefit of using patch queues
04:40<b_jonas>I'm saying it should look like that so it's more easily distinguishable
04:40<b_jonas>just make sure it's not the same as goods (but goods is usually carried in closed wagons, it's colored cubes only on stations)
04:41<V453000>it probably does not matter anyway
04:41<V453000>it is just one cargo in PBI which I believe is not very played
04:41<b_jonas>I'd like more wagons that clearly show whether they're full
04:42<b_jonas>ideally all (except possibly mail and livestock) should be like that
04:42<V453000>all of my wagons show whether they are full
04:42<V453000>but there are only 3 kinds of empty ones
04:42<b_jonas>what's the name of this GRF?
04:42<V453000>well, NUTS ... in development
04:43<V453000>you can find it on the openttdcoop devzone under "unrealistic train set"
04:45<@planetmaker>can someone tell ic111 that using a patch queue is not about distributed development at all, but about easing his work (and easing review of it)?
04:45<@planetmaker>I obviously failed :-P
04:46<@planetmaker>it's a shame to see a good idea so badly managed :-)
04:51<@Terkhen>I can try an indirect way
04:52<@Terkhen>but I already failed when trying it directly :P
04:54<V453000>hm, what are refined products actually<
04:54<V453000>some sort of liquid chemical?
04:57<@Terkhen>given that refined products and chemicals share a cargo label, I always considered them to be the same thing
04:57<Eddi|zuHause>fuel oil, plastic, fertilizer, ...
04:58<V453000>hmm, yeah, I am just trying to put them in "how does it actually look like" ... so some yellow-ish liquid?
04:59<Eddi|zuHause>chemicals come in all kinds of colours
05:00<@Terkhen>random recolour? :P
05:00<b_jonas>so it can be whatever color differs enough from other cargo?
05:01<V453000>hmm >p
05:01<V453000>I suppose
05:01<Eddi|zuHause>you don't usually see the chemicals... why do you need their colour?
05:02<TWerkhoven>transparant tankers?
05:03<MNIM>...that's kindof interesting
05:03<Eddi|zuHause>to differentiate fuel oil from heating oil (for tax reasons), they are added with different colours
05:03<Eddi|zuHause>fuel oil gets slightly green-ish colour, while heating oil gets red
05:04<V453000>true :) good point
05:04<TWerkhoven>and theres white (colorless) and red (pink) diesel in some countries
05:04<Markk>We have ethanol that is red here in Sweden.
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05:04<Markk>Pure ethanol that is.
05:04<Markk>Or ~99%-ish.
05:04<MNIM>red diesel means diesel for agrarian purposes over here, for, you know, tractors, combines, that kind of things
05:05<Markk>So that people won't drink it.
05:05<TWerkhoven>and citroen uses biohazard-green hydraulic fluid, recentrly changed to bright orange
05:05<MNIM>no tax over that
05:05<V453000>ok, now technical question ... what is the maxium of possible refits for a single wagon<
05:05<@Terkhen>32 cargos, 256 subtypes IIRC
05:06<@Terkhen>but you can always use cargo classes / cargo labels for the rest
05:06<MNIM>white diesel is your average 'get it at the pump' variety, with massive tax on top of it
05:07<@Terkhen> <--- that is how my cargo sprite switch looks in ogfx-rv :P
05:07<MNIM>so for people with agrarian machines it gets rather tempting to use their red diesel meant for the tractor for the family car too
05:07<TWerkhoven>not that red is so much cheaper these days
05:08<TWerkhoven>its not tax-free, just less taxed afaik
05:08<V453000>Alright, and is that separate with for example firs/original? So I could make 1 wagon for all 29 FIRS cargoes, and one for all the default cargoes?
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05:09<Eddi|zuHause>the red colour is evil, after you filled your tank with it once, it can be measured even after >100 refills
05:09<MNIM>very effective.
05:10<MNIM>it's easier and cheaper to fill your tank with kerosene - if your engine can run it
05:10<@Terkhen>V453000: if you mean my code, it is separated by labels; that's the bulk truck, and it can carry all bulk cargos from all sets
05:10<MNIM>but then you need to procure kerosene somewere
05:10<V453000>no, in general
05:11<__ln__>Eddi|zuHause: can you buy heating oil from a pump on a regular gas station over there?
05:11<@Terkhen>you could make a wagon for FIRS cargos and another one for default cargos, and you could make a universal wagon that carries cargo from every set
05:11<Eddi|zuHause>__ln__: not that i know of...
05:11<@Terkhen>the 32 limit IIRC is for refittable_cargo_types
05:12<__ln__>over here you can; not on every gas station, but many.
05:12<V453000>what does that mean Terkhen ? :)
05:12<Eddi|zuHause>__ln__: but if you have 4000l at home, it's not that difficult to get it into your tank...
05:12<@Terkhen>if you use refittable_cargo_classes and non_refittable_cargo_classes only, you have no limits
05:12<@Terkhen>then you can make a huge switch with all cargos
05:13<V453000>oh :) okay
05:13<V453000>so basically it is possible to have one wagon refittable to any cargo in the game
05:13<V453000>and changing it's sprites accordingly
05:13<V453000>good :) what I needed to hear, thanks
05:14<__ln__>however, getting caught using heating oil instead of diesel results in a massive tax bill to pay.
05:14<@Terkhen>refittable_cargo_classes: bitmask(CC_PASSENGERS, CC_MAIL, ... , CC_OVERSIZED, ..., CC_whatever)
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06:19<jotham>is there a way to double the size of the tiles? on my laptop it's quite tiny
06:20<jotham>15" 1920x1080
06:20<Markk>That's a pretty huge laptop imo.
06:20<@Yexo>you could play fullscreen and chose a lower resolution
06:20<@Yexo>there is no other supported option
06:21<@Yexo>you can download the extra-zoom version, but it's a bit outdated by now
06:21<@peter1138>must be an old laptop
06:21<@peter1138>all the modern ones come with 1366x768 :(
06:22<@Yexo>mine has 1680x1050
06:22<b_jonas>like these strange mini-laptops
06:22<jotham>1 year old w510 thinkpad
06:23<__ln__>peter1138: that's because laptop manufacturers noticed OpenTTD is too tiny on the screen and in lack of a software solution, they chose to use smaller resolution screens.
06:23<jotham>yeah i remember i think with ttdx there being a double size option
06:23<jotham>if it was a mac it'd be fine
06:23<jotham>love their zoom function in the os
06:23<@Yexo>jotham: there never ws with ttdx. There was a double-size option in very old versions of OpenTTD, but it only worked on windows
06:26<@peter1138>yeah, do it the ttd way. set it to fullscreen 640x480
06:27<jotham>le sigh
06:29<b_jonas>what? ttd runs in a higher res than that
06:30<b_jonas>no, you're right, it's 640x480
06:31<b_jonas>I don't know why I thoguht it was higher
06:31<@peter1138>well, back when it was new, 640x480 was high res
06:32<b_jonas>sure, I just misremembered
06:32<__ln__>was Locomotion also 640x480?
06:33<b_jonas>no, Locomotion needs more hardware so I think it can run on higher res
06:33<b_jonas>I'm not sure, I don't have a copy of it handy
06:33<b_jonas>I don't like that game
06:34<__ln__>It certainly didn't support very high resolutions in any case.
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07:04<kamnet>So, if I get unlazy enough, I'm thinking about Fake Airports for OpenGFX. :)
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07:08<b_jonas>fake airports? what are those?
07:08<kamnet>Station tiles/eyecandy that make airports look bigger
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07:09<b_jonas>oh, you mean custom assemblable airports
07:09<b_jonas>like the way newgrf stations work now
07:09<kamnet>Well not really. Planes etc. won't actually use them.
07:09<kamnet>But, they look pretty :-)
07:10<jotham>screenshot of a cool newgrf stationnnn
07:10<kamnet>Really though it needs redone in NML / NewObjects. I might see if I can rope WallyWeb into coding for it for me *chuckle*
07:10<b_jonas>coudln't a newgrf just implement those as no-rail railway station tiles?
07:11<kamnet>Yep. And that's what the current Fake Airport does. But because they're not rail tiles, and because they're just eyecandy, they should be redone as NewObjects.
07:11<kamnet>But when Fake Airport was originally created 6-something years ago, there was no NewObjects yet.
07:11<b_jonas>so you mean they shouldn't count in cargo collection/acceptance and station spread?
07:12<kamnet>Nope, not necessary.
07:13<b_jonas>I guess, with the large catchment area airports have these days, you don't need extra tiles for them
07:16<kamnet>Here's a screenshot I did a long time ago
07:18<b_jonas>pity the real airport is still surrounded by a fence
07:18<b_jonas>but it looks nice
07:18<b_jonas>withthe large airport building
07:19<b_jonas>with train coming in
07:20<b_jonas>and all the cars
07:21<kamnet>Yep. The Fake Airport tiles are to the left and bottom of the airport. They need redone.
07:22<kamnet>The original author decided to make his own color of asphalt instead of using something closer to the original TTD tiles
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07:23<Eddi|zuHause>un-fencing the real airport can be done
07:23<kamnet>The hangars don't match with the TTD ones either.
07:23<kamnet>Yeah, it *SHOULD* be done.
07:23<b_jonas>Eddi|zuHause: sure, just turn off full detail
07:24<Eddi|zuHause>b_jonas: no, i mean by the newgrf
07:24<Eddi|zuHause>like, detecting objects nearby and stuff
07:25<kamnet>Would be nice if ChillCore could find some time to update his patch pack with a new OpenTTD revision. :D
07:26<Eddi|zuHause>kamnet: there's a difficulty to distinguish original hangars, opengfx hangars, or some visual airport replacement hangars
07:27<kamnet>There is?
07:27<Eddi|zuHause>kamnet: i mean the newgrf can't properly detect which ones are actually used
07:28<kamnet>Which NewGRF, specifically?
07:28<Eddi|zuHause>kamnet: maybe you can reuse the original hangar sprite by the object, then you would catch at least all Action A replacements
07:28<Eddi|zuHause>kamnet: i mean a hypothetical fake airport objects grf
07:29<kamnet>Well you can't use the original hangar sprites from TTD. That would (hypothetically) get you in trouble.
07:30<kamnet>But, I can replace the sprites in a copy of FA with the ones from OpenGFX+
07:32<kamnet>Really it's the asphalt that bothers me the most.
07:32<Eddi|zuHause>kamnet: you can reference an original sprite without including it in the grf
07:33<kamnet>I could, if I wanted to make something that worked with Original TTD.
07:33<Eddi|zuHause>kamnet: look at the fenced land in opengfx+landscape, it automatically reuses the fence of whatever base set you use
07:33<kamnet>I'm looking at this to specifically match OpenGFX.
07:33<Eddi|zuHause>that is silly.
07:34<kamnet>Quite possibly the silliest thing I've done since creating a rock to replace a transmitter :-)
07:36<kamnet>If somebody wants to trouble themselves with writing that code, that's fine. But, sad to say, I neither have the time to bury my head back into old NFO, or try to figure out NML to a large degree.
07:37<@Yexo>Eddi|zuHause: you could reuse the sprite from the baseset, but it only has them in one rotation
07:37<Eddi|zuHause>Yexo: indeed, that is a problem
07:37<@Yexo>if you want multiple rotations (to fit the rotated airports in opengfx+airports) you'll have to include sprites from that project
07:37<kamnet>So if I can't figure out Wally's example NewObjects code, then I may opt to just do a sprite swap on a copy of Fake Airports.
07:38<kamnet>Ah good point Yexo.:D
07:38<Eddi|zuHause>Yexo: we could add the other rotations to the base set :p
07:38<@Yexo>you can't in a good way
07:38<Eddi|zuHause>Yexo: afair RichK once made them to match the original hangars
07:39<@Yexo>you only grf you can add sprites to in the baseset is the extra grf, and those don't get static sprite numbers since those sprites are added by action5
07:39<Eddi|zuHause>Yexo: so we need a way to access action-5 sprites?
07:39<@Yexo>yes, which doesn't exist yet
07:40<Eddi|zuHause>they don't have absolute sprite numbers, but known IDs and positions within that ID
07:40<@Yexo>yes, I'm not saying it can't be done, just that it isn't done yet
07:40<@Yexo>and I don't see much relevance in adding those extra airport sprites to the baseset, they don't belong there
07:41<Eddi|zuHause>Yexo: no, but then we only need to prepare the action 5 code, not actually include them. then a static grf could provide them
07:41<Eddi|zuHause>that's probably a silly idea :p
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07:48<norbert79>Question: While I am happy to see, that Generic Linux binaries are linked statically again (caused me a bit of a headache figuring out which libraries I am missing), does this mean any changes to the minimum requirements?
07:49<kamnet>What I'd really like to do is just a whole refresh on Fake Airports. First with OpenGFX, then with the rest of the graphics from Combined Airports.
07:49<norbert79>good afternoon btw :)
07:49<Eddi|zuHause>norbert79: what minimum requirements?
07:50<norbert79>Eddi|zuHause: Behalf of libraries present, and Kernel minimum
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07:50<Eddi|zuHause>no idea what those are...
07:50<norbert79>Eddi|zuHause: Example: While some libraries were already statically linked, SDL was to be expected to be present.
07:51<norbert79>Eddi|zuHause: I mean such
07:54<norbert79>Eddi|zuHause: Never mind, I assume it will be the same like before 1.1.2
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09:13<norbert79>Hi Belugas
09:13<@Belugas>hi norbert79 :)
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10:52<Sacro>anyone python here?
10:53<Rubidium>no, last time I checked I was human
10:58<@planetmaker>gotta love meta questions :-)
10:58<@Terkhen>I saw a python once
10:58<@planetmaker>yeah... was like "zzzzZZZZzzz" ;-)
10:58<@planetmaker>maybe I should visit the Zoo again. Or maybe the nearby snake farm
10:59<@planetmaker>yes, that exists. I've no idea why
11:04<@Belugas>harvesting the snakes, when they all are mature enough
11:05<@planetmaker>maybe snake skin leather hand bags ;-)
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11:10<@Belugas>indeed :)
11:10<@Belugas>and not for the seeds
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11:11<norbert79>Sacro: You might be interested in this freely available book, as start.
11:12<Sacro>norbert79: thanks :D
11:12<norbert79>Sacro: You're welcome :)
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11:13<Sacro>section 2.5 had my answer!
11:15<norbert79>Sacro: I keep a lot of such documents on my PC or the links to such, because I knew, that one day one will come looking for that specific book ;-)
11:15<Sacro>norbert79: hehe :)
11:15<Sacro>I'm anoob at python
11:17<norbert79>Me too, never used it yet, but I still keep copies of documentations, for such occasions
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11:23<TrueBrain>NOTICE: the website will be poorly reachable for the next 15 minutes due to a MySQL migration (you will receive errors; enjoy them).
11:24<__ln__>unacceptable, we demand 100% uptime and availability
11:24<TrueBrain>@kick __ln__ you knew this would be coming, wouldn't you?
11:24-!-__ln__ was kicked from #openttd by DorpsGek [you knew this would be coming, wouldn't you?]
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11:25*TrueBrain hugs __ln__
11:25*__ln__ hugs TB
11:36<TrueBrain>right, 13 minutes later
11:36<TrueBrain>everything should be back up and running
11:36<TrueBrain>please report any problems here
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13:06<Elukka>ah, one of those history channel ALIENS BUILT THE PYRAMIDS documentaries is on
13:07<Rubidium>Elukka: oh, you mean Stargate SG-1?
13:08<Elukka>it's pretty much the same except the hair is worse
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13:16<Eddi|zuHause>hm... in case i have the dump of the content of a windows disk, but no appropriate boot loader... where can i get one to boot this in a virtual machine?
13:17<b_jonas>Eddi|zuHause: what version of Windows?
13:17<Eddi|zuHause>7, i think
13:17<b_jonas>is the dump of a whole hard disk?
13:17<b_jonas>of a partition?
13:17<Eddi|zuHause>the content of a partition
13:19<b_jonas>Eddi|zuHause: was that partition originally the first partition on a disk?
13:19<Eddi|zuHause>yes, drive C:
13:19<b_jonas>in that case the windows boot loader should probably be in the boot sector of that partition,
13:19<Eddi|zuHause>no, i only have the filesystem content
13:19<b_jonas>so you only need a boot loader that loads the first sector of that partition,
13:19<b_jonas>oh, that's worse
13:20<b_jonas>only filesystem content
13:20<Eddi|zuHause>and i don't have an installation cd
13:20<b_jonas>in that case, I don't know, ask someone who actually understands windows
13:20<__ln__>Eddi|zuHause: boot with the ins... ok
13:21<Eddi|zuHause>i actually don't think i have any windows installation cd at all currently...
13:27<Rubidium>some rescue disk like the ultimate boot cd?
13:27<Rubidium>might have some mbr "recover" stuff for Windows
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13:38<Eddi|zuHause>other question: how do i decode the windows registry?
13:42<@SmatZ>there is an offline registry editor/viewer, iirc
13:44<@SmatZ>Eddi|zuHause: maybe
13:44<@SmatZ>actually there seem to be many utilites for that purpose
13:44<@SmatZ>This is a utility to reset the password of any user that has a valid local account on your Windows system.
13:44<@SmatZ>hmm so it only resets the password...
13:45<CIA-2>OpenTTD: translators * r22930 /trunk/src/lang/ (6 files): (log message trimmed)
13:45<CIA-2>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-2>OpenTTD: estonian - 32 changes by notAbot
13:45<CIA-2>OpenTTD: hungarian - 6 changes by IPG
13:45<CIA-2>OpenTTD: luxembourgish - 17 changes by Phreeze
13:45<CIA-2>OpenTTD: slovak - 67 changes by klingacik
13:45<CIA-2>OpenTTD: turkish - 4 changes by niw3
13:46<Eddi|zuHause>interesting tool... might need that on a different thing ;)
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14:29<EyeMWing>That NT password resetter has saved my ass at least twice. Highly recommended.
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14:35<Elukka>Eddi|Zuhause: any idea what oberhümer did with the top horizontal in ?
14:35<Elukka>i don't understand why he made the overlapping part magic blue on one side but not the other
14:35<appe>i cant get the grf download to work
14:35<appe>its stalled at "begär filer" (requesting files)
14:36<Eddi|zuHause>Elukka: dunno either
14:36<Eddi|zuHause>appe: poke TrueBrain
14:36<@Yexo>TrueBrain: ^^ nl mirror is down again
14:36<TrueBrain>where is lennard ...
14:36<Elukka>i also do agree with him now that my version is too textured, but his looks a bit too muted to me
14:37<appe>oh wait
14:37<appe>nope, doesnt work.
14:37<Eddi|zuHause>Elukka: it's a little too dark, i think
14:37<Elukka>gonna try some kind of middle ground
14:37<Elukka>and will add the buffers to both ends... dunno why i didn't think of that
14:38<TrueBrain>Yexo: it wasn't really. The balancer crashed :D
14:39<appe>it's up again.
14:39<@Yexo> (and de.) still worked, while did not
14:39<@Yexo>so my conclusion was a bit too fast
14:39<TrueBrain>Yexo: weird; the whole balancer (and his supervisor) was off :P
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14:42-!-mode/#openttd [+o Alberth] by ChanServ
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14:52<LordAro>hai Alberth :)
14:52<LordAro>see pm
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14:58<LordAro>hi andy
14:58<@Alberth>hi LordAro
14:59<@Alberth>hi Andy
15:00<@Alberth>LordAro: just found your PM, currently trying to understand it :)
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15:04<@Alberth>LordAro: "... the string seems to be being truncated strangely" what does that mean?
15:07<@Alberth>computers don't behave 'strange' usually, they just do what we tell them to do, the result may however not always be what we expect :)
15:09<@Alberth>did you got a working version with the two loops after each other?
15:09<@Alberth>hmm, s/got/get/
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16:00<Elukka>heh. rockall freighters carrying stone
16:01<LordAro>what did i miss?
16:01<LordAro>hmm. apparently nothing :)
16:02<@Alberth>21:11 -> 21:25 is larger than 480 seconds :)
16:02<LordAro>(i checked logs ;) )
16:03<@Alberth>much safer :)
16:03<LordAro>Alberth: by truncating strings i mean characters are duplicated, lines 'cut' in strange places, and charcters missing
16:04<@Alberth>ok, that makes sense to me :)
16:04<@Alberth>it is just a bit hard to explain :(
16:05<LordAro>if i was clever, i would have managed to record what was being 'drawn', but i didn't :)
16:05<Eddi|zuHause>Ctrl+S is your friend
16:05<@Alberth>next time, you will be more smart I am sure :)
16:06<Eddi|zuHause>that isn't even a word
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16:18<@Alberth>LordAro: PM for you
16:18<@Alberth>hello planetmaker
16:18<LordAro>Alberth: danke
16:18<LordAro>(yes, that's about the only word of german i know :) )
16:19<@planetmaker>so what makes you think he speaks German? ;-)
16:19*Alberth was already wondering whether LordAro lived in Germany :)
16:19<@Alberth>Ich spreche ja gar kein Deutsch
16:20<LordAro>planetmaker: nothing, just that there are lots of german speakers in this channel
16:21<@planetmaker>less than you might think ;-)
16:21<@planetmaker>at least less native speakers
16:21*planetmaker knows... 6
16:22<@planetmaker>ok, maybe 10 or a dozen
16:22<@Alberth>but I get lots of German emails @ openttd :p
16:22<frosch123>Ik spreek geen Duits.
16:24<frosch123>Wat dacht je van een Nederlandse dagen?
16:24<@planetmaker>hehe, Alberth :-)
16:24<Rubidium>ek praat nie duits nie?
16:24<@planetmaker>Granted, first when I saw you(r nick), I assumed the same
16:24<Rubidium>frosch123: the last one doesn't quite make sense
16:25<frosch123>yeah. it might be still good enough for the forums :p
16:25<Rubidium>"what did you think of a Dutch days"
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16:27<frosch123>i tried to suggest speaking dutch for a day :p
16:27<frosch123>though danish might also be an idea :p
16:28<LordAro>Alberth: was my problem (very basically) really just an if statement in the wrong place?
16:28*LordAro sighs
16:29<@Alberth>wait until you spend a week finding a , too many :p
16:29<Rubidium>in those very long settings tables you mean? ;)
16:30<@Alberth>or 3 weeks before you find that the C compiler is broken
16:30<LordAro>i think i spent at least a day with something to do with a ';'
16:30<Rubidium>or with brainfuck? ;)
16:30<@Alberth>Rubidium: no, C/C++ is much too friendly, use Python instead
16:31<@Alberth>or the whitespace language :)
16:31<LordAro>and i spent a good hour yesterday trying to compile some other c++ with gcc :D
16:31<@Alberth>always fun, especially if the code is old
16:32<Rubidium>Alberth: well, some of my coworkers have a habit of removing my "carefully" (end of statement) placed semicolons from python code ;)
16:33<LordAro>i would've though gcc would detect c++ (#include <iostream>, or similar) better than spewing huge, strange errors :)
16:33<Rubidium>though more interesting are threading issues; easily created with labview. Got to love to find those. The debugger never finds them
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16:34<Rubidium>LordAro: the compiler has no clue about that include; it's already replaced by the preprocessor
16:34<@Alberth>I carefully stay away from any form of threading
16:34<LordAro>Rubidium: good point
16:34<LordAro>the preprocessor then :P
16:34<@Alberth>preprocessor just sees the code as a big piece of text without meaning :)
16:35<Rubidium>also, when is something C++ and when not? With #include "stdio.h" it can as well be C++, but it would fail to detect
16:35<@Alberth>LordAro: that's why you can use it for pre-processing NML for example
16:35<LordAro>meh, still should be better :P
16:36<Rubidium>... it could even be valid C, in which case gcc would just emit C code
16:36<Rubidium>but then another unit is detected as C++ and voila... they don't link anymore
16:36<LordAro>the 'pre-processor' is the same for every compiler? i would've thought it would be different
16:36<Rubidium>C++ encodes functions names differently than C does
16:37<Rubidium>LordAro: the preprocessor differs; MSVC has a different one to GCC
16:39*LordAro learns stuff
16:42<@Yexo>LordAro: a lot of newgrf projects on the openttdcoop devzone use the GCC preprocessor for NFO and NML files. That shows how much the preprocessor cares about the contents of the files it processes
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16:46<@SmatZ>wtf.. you can rate the girl's look from 1 to 10, but there is one that has 10,4
16:46<@SmatZ>as average
16:47<@planetmaker>goddes of insanity?
16:47<@SmatZ>hehe :)
16:47<@SmatZ>I wonder what my rating is
16:47<@Alberth>planetmaker: that's not mutual exclusive :)
16:48<@SmatZ> that's one really old photo...
16:48<@SmatZ>~8 years old
16:48<@SmatZ>would you guess it's me? :D
16:50<@planetmaker>Alberth: I never meant to imply that. Rather on the contrary
16:51<__ln__>SmatZ: is that a nokia 3310?
16:52<@planetmaker>looks somewhat different, SmatZ :-)
16:52<@SmatZ>__ln__: I think so, maybe nokia 3330... it wasn't my phone after all :)
16:52<@planetmaker>though... it looks indeed like a young(er) verison of you
16:52<@planetmaker>I have a 1-year old one ... it's still online :-P
16:52<@planetmaker>I'll be a good boy and not post the link :-P
16:53<@SmatZ>nah :)
16:53<@Alberth>good night
16:53<@planetmaker>g'night Alberth
16:53<@SmatZ>good night Alberth
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16:55<@planetmaker>hm... the photo of r20k being committed :-)
16:56<@SmatZ>I can't believe it's over a years since the r20k party
16:56<@Yexo>and r30k is still nowhere near :(
16:57<@planetmaker>and r22222 is past
16:57<@SmatZ>maybe there could be a r23k party
16:57<__ln__>r25k has been speculated about
16:57<@planetmaker>pretty soonish, eh? :-)
16:57<@planetmaker>r23456 ?
16:59<@Yexo>given the average time between commits r25k might be approximately 1.2.0
16:59<LordAro>night all
16:59<@planetmaker>g'night LordAro
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17:01<@planetmaker>in any case I found the get-together really a good idea and joyful
17:01<@SmatZ> frosch has more commits than me, congratulations :-)
17:01<@SmatZ>yeah :)
17:01<_1009>Gone with the wind too
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17:04<appe>gone with the wind <3.
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17:11<@planetmaker>hm... ohloh also tells me "25%+ decrease in commits in past 12 months compared to previous 12 months"
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17:29<Eddi|zuHause>err... something weird happened just now...
17:30<Eddi|zuHause>my computer froze, i restarted, and now some colours of my KDE theme changed...
17:31<appe>is there any grf with parameter set cargo trains?
17:32<appe>would be nice to try out a gazillion tonnes of coal
17:33<Eddi|zuHause>planetmaker: that may be partially due to the fact that branches now happen in separate repositories
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17:33<appe>or what is the biggest cargo train i can use?
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17:39<@Yexo><appe> is there any grf with parameter set cargo trains? <- I don't understand that question
17:39<@Yexo>you can make trains of 100 tiles long
17:39<appe>the logic train set, for instance
17:39<@Yexo>but the maximum length depends on your setting
17:39<appe>i can set the speed with a parameter
17:40<@Yexo>yes, but what do you want to set in this case?
17:40<appe>how much a single cart can carry
17:40<@Yexo>all complete train sets that I know support coal by default
17:40<@Yexo>ah, I haven't seen such a grf
17:40<Eddi|zuHause>Yexo: afair the limit is 64 tiles
17:40<@Yexo>oh, right
17:40<appe>is there any with really, really big carts? :)
17:41<Eddi|zuHause>appe: don't know anything beyond 40t per wagon
17:41<@Yexo>create your own grf?
17:41<appe>ah, ok.
17:41<appe>Yexo: oh, how does one begin?
17:41<Eddi|zuHause>appe: read the NML tutorial
17:41<appe>neat, thank you :)
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17:44<@Yexo>planetmaker: any clue where the pages with default values / IDs moved?
17:44<@Yexo>in the NML wiki I mean
17:45<@Yexo>and of course I find them after asking the question
17:45<@planetmaker>happens all the time
17:45<@planetmaker>to me
17:46<@Yexo>appe: if you manage to get the tutorial running, I think the only thing you need after the grf-block is this: item(FEAT_TRAINS, my_coal_truck, 29) { property { cargo_capacity: 255; } }
17:47<@Yexo>this will create a copy of the default coal wagon and change the capacity to 255
17:48<@Yexo>I think you can create a much larger capacity by using callbacks, so perhaps try adding this: graphics { cargo_capacity: return 10000; default: CB_FAILED; }
17:48<@planetmaker>sounds pretty stupid idea though
17:48<@Yexo>sure, but who cares for some experimentation?
17:49<@planetmaker>no-one :-)
17:49<appe>Yexo: ill try it out.
17:49<appe>why would it be stupid?
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17:53<@Yexo>it's not Miham who is responding to those emails but Rubidium
17:54<@Yexo>when did you send your email?
17:54<Parastais>3 days ago
17:55<@Yexo>and for which language is it?
17:55<pjpe>that's the blue black grey flag right
17:56<@Yexo>Parastais: I'm afraid I can't help you more, but I've notified the right person so hopefully you'll get a response tomorrow
17:56<@Yexo>if you don't have a response by tomorrow evening please check back here again
17:57<Parastais>no, its red-white-red
18:01<Parastais>Yexo, thanks for the answer :)
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18:16<Eddi|zuHause>hm, somehow my hdd is much louder than before...
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20:10<@planetmaker>hm, time for bed. good night
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21:35<PeanutHorst>please remind me what port an OpenTTD server uses
21:35<PeanutHorst>so i can poke the appropriate hole in my firewall
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22:12<kbrooks>how do i convert entire railroad to elrail or monorail?
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22:22<DabuYu>there's the convert tool, but that only works by selection large areas
22:23<DabuYu>so it does not work by clicking on the rail and all of the connected rail will be converted
22:23<DabuYu>see also
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---Logclosed Wed Sep 14 00:00:00 2011