IRC logs for #openttd on OFTC at 2010-03-27
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07:41:58 <TrueBrain> lovely, emails in German, where I really cant make out what the question is .. then my German writing and speaking is poor, but my reading is pretty okay. Still .. no fucking clue :p
07:47:06 <TrueBrain> lol, babelfish makes less sense out of it then I did myself :p
07:48:36 <TrueBrain> oh well .. guess he won't receive an answer to his OpenTTD question :p Ghehe :)
08:02:53 <Alberth> write 'I don't understand your question, could you please send an english version? thank you'
08:03:46 <Alberth> good morning, by the way
08:04:36 <Prof_Frink> I demand more ning!
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09:50:18 <Alberth> gooding morningning (asing requesteding bying profing_Frinking)
09:53:51 <Prof_Frink> Goodning Morningning Alningberthning
10:08:10 <andythenorth> why would an RV refit from 20t coal to 40 crates of goods, but a ship refits from 95t coal to 95 crates goods :o
10:08:18 <andythenorth> I should know, I wrote the code for both :|
10:14:36 <fjb> The good on the ship are getting soaked and get heavier.
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10:48:34 <andythenorth> can't decode canset :(
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10:59:33 <andythenorth> my rather nice save game blows up ottd with a floating point exception
10:59:53 <Rubidium> andythenorth: don't divide by zero then!
11:00:49 <andythenorth> so how do I make sense of a crash log
11:01:00 <planetmaker> They even don't allow us to do so on university level :-(
11:01:01 <andythenorth> I don't know if this is me or some other grf
11:01:37 <Rubidium> planetmaker: though giving a floating point exception is kinda funny for division by 0 :)
11:01:39 <planetmaker> even though division by zero is infinitely more funny than multiplication with
11:02:08 <planetmaker> Rubidium: hm.... funny?
11:02:19 <planetmaker> what should it be? :-)
11:02:24 <Rubidium> like... we know we can place a decimal point in the number, but we don't know the rest of the number... so the (decimal) point is kinda floating on its own
11:03:43 <andythenorth> looks like something to do with RVs, could be me in that case
11:05:27 <Rubidium> if we only knew what's exactly at the 1553th byte of RoadVehicle::Tick
11:06:47 <andythenorth> think I've found the issue: old version of HEQS downloaded via bananas.
11:07:36 * andythenorth tripped up by not versioning the grf id
11:08:01 <andythenorth> but then again, that's not always the right thing to do :o
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11:24:02 <planetmaker> I wonder, too :-)
11:24:29 <planetmaker> Seems like "OTTD did a, so let's rather do b and call OpenTTD wrong"
11:24:46 <andythenorth> If he's talking about what I think he's talking about, it might make sense
11:25:16 <andythenorth> when I was using layered ground sprites in FIRS, the implementation seemed sane, but inefficient
11:25:17 <Rubidium> I think it depends on what a "ground sprite" is
11:25:20 <planetmaker> yes and no. I'm not sure in how far it is used
11:25:51 <planetmaker> yeah. Define "Ground sprite"...
11:26:27 <Rubidium> because arguably when foundations start to appear... they're not ground sprites anymore
11:26:49 <Rubidium> but then, I've got no real clue about the matter
11:27:22 <andythenorth> I have quite a bit of slightly complex code for foundations.... :|
11:27:39 <planetmaker> I doubt it would get much less complex, would it?
11:27:42 <andythenorth> I'm not sure I want to engage with this as an issue. I could make something cool instead.
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11:28:02 <andythenorth> like some fricking narrow gauge trains, as canset 1.0 is refusing me refits
11:28:23 <andythenorth> are there any other narrow gauge sets? Serbian set seems to be broken
11:28:45 <Rubidium> though I guess frosch123 will have more insights into the matter
11:29:06 <KenjiE20> andythenorth: Japan?
11:29:15 <Rubidium> andythenorth: don't bother about canset; a) it's not supported, b) it won't be fixed
11:29:27 <Rubidium> c) you'll be flamed when you ask for fixing it
11:30:21 <andythenorth> I was just going to decomp locally, fix cargos, reencode for personal use :)
11:30:29 <andythenorth> but it seems to be impossible to decode with grfcoded
11:31:00 <andythenorth> This is the error: Cannot write to sprites/CaTrS00.wav: No such file or directory
11:31:15 <andythenorth> that makes me think....I can't encode sounds either, I tried for HEQS and get a similar error
11:31:31 <andythenorth> planetmaker: can your mac grfcodec decode / encode sounds?
11:31:56 <planetmaker> I don't know. But I know that my grfcodec on mac doesn't decode pcx properly
11:32:03 <planetmaker> it writes wrong headers
11:32:16 <planetmaker> never tried with sound.
11:37:47 * andythenorth gives in and adds NARS 2.0 to a game. Again :P
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11:39:22 <andythenorth> rail types can do mixed-gauge track?
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11:42:35 * DanMacK senses dual gauge...?
11:44:16 <andythenorth> that would be ideal
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11:44:30 <andythenorth> or even just allowing a tile to contain diagonal ng and sg tracks
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11:54:14 <planetmaker> or even just allowing a tile to contain diagonal ng and sg tracks <-- that won't work
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12:01:36 <HackaLittleBit> morning everyone
12:03:15 * andythenorth experiments with timetables
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12:10:23 <elmz> it's a while since I looked at roadmaps
12:10:43 <elmz> they have become....smaller
12:12:31 <Zuu> Yep, since everyone uses GPS nowdays anyways :-)
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12:15:06 <elmz> *clap....clap....clap....*
12:22:54 <fonsinchen> Rubidium: Is it true that you consider the threading of cargodist the most important problem for its inclusion into trunk?
12:23:44 <planetmaker> fonsinchen: threading is serious issue as it leads to desyncs potentially
12:25:49 <fonsinchen> I'm 100% sure that there are no remaining desync problems with the implementation.
12:26:15 <fonsinchen> The design was robust from the beginning on, I only had a few stupid errors in the implementation.
12:26:39 <fonsinchen> Those are fixed now and I haven't seen a desync reported in months
12:27:01 <fonsinchen> However, I can provide an option to inline all the calculations in the main thread if that helps.
12:27:16 <fonsinchen> In fact this is already done if the platform doesn't provide threads.
12:27:54 <planetmaker> have you seen it tested on a multiplayer server with more than two two people with different platforms joining the same game?
12:28:08 <fonsinchen> (There is one potential desync problem that I'm going to fix today, but it doesn't have anything to do with the threading).
12:28:33 <fonsinchen> I haven't seen it tested, but there were several people in the thread claiming to have tested it
12:28:51 <planetmaker> one person has a very hard stand to trigger desyncs.
12:29:13 * andythenorth ponders text string IDs :|
12:29:17 <planetmaker> They mostly show in diverse environments on MP servers
12:29:23 <fonsinchen> I have asked them several times if they were playing it in MP and they claimed they did.
12:29:35 <fonsinchen> I mean, I can't test it alone either.
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12:30:22 <fonsinchen> The remaining desync would show up if with industries changing their acceptance on callback.
12:30:30 <andythenorth> when should I use a D0 instead of a DC text and vice versa?
12:30:38 <fonsinchen> Obviously that situation hasn't been tested extensively.
12:30:45 <Zuu> I guess teaming up with dev.openttdcoop.org could provide more "authentic" reports, but still testing MP is not very easy.
12:31:29 <frosch123> damn, i spent almost a hour with mb's stupid post
12:31:30 <planetmaker> Well, yes, we certainly can offer our dev server for those testing purposes. Problem even there IMHO is to get sufficient people to thoroughly test it :-)
12:31:52 <planetmaker> It needs some serious advertisement in all cases, a nice scenario or reason for people to actually join
12:32:05 <fonsinchen> Last time we had Cargodist running on openttdcoop about 3 people tried it in as many weeks
12:32:15 <planetmaker> fonsinchen: yeah... I recall :-(
12:32:32 <planetmaker> I was honestly also a bit disappointed by the size of the testing crew.
12:32:59 <planetmaker> That's, though, why I mean that it needs to create some excitement, a reason for people to grab it.
12:33:29 <planetmaker> And possibly we might need to ask Rubidium to provide some nice binaries :-) That lowers the entry barrier quite substiantially
12:33:42 <planetmaker> But even then... also the last IS2 tests were only very short.
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12:34:26 <planetmaker> Running such server needs "community work" to make it worthwhile
12:34:36 <planetmaker> Like maybe making it a challange or so.
12:34:46 <planetmaker> Best team wins a cookie ;-)
12:35:24 <fonsinchen> Maybe we just announce the game in the Cargodist thread
12:35:37 <fonsinchen> I think last time I didn't.
12:35:56 <planetmaker> And also important, I think: those people who create the air, they need to actually play themselves. Creating a base stock of players which makes it for other players interesting to join
12:36:26 <planetmaker> And the latter has been also IMHO a problem. Like also not too many of us played those games very extensively.
12:36:30 <fonsinchen> I can't play 24/7. My time is limited.
12:36:32 <planetmaker> including myself actually
12:36:54 <fonsinchen> And I had joined the coop cargodist game
12:37:06 <fonsinchen> Actually I think I was the one who built most of the stuff ...
12:37:10 <planetmaker> I'm not trying to say you didn't :-)
12:37:44 <planetmaker> It was more of a general statement. Targeted at ... the hardcore players :-)
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13:03:58 <OwenS> planetmaker: Have you considered making .dev replace the PZ when its running?
13:04:17 <planetmaker> OwenS: in what way 'replace'?
13:04:48 <planetmaker> like removing one and only run one of those servers?
13:05:10 <planetmaker> that's anyway effectively what happens. wrt the players :-)
13:06:20 <OwenS> I suppose you could alternavtively run it instead of the PSG, provided the binaries & source were easily available
13:09:29 <OwenS> It would certainly guarantee the players, and hopefully we would get some extensive testing for the week or so it was on
13:13:46 <Rubidium> fonsinchen: the threading certainly makes the reviewing of the patch trickier because of the strange things that might happen with threading
13:15:03 <Rubidium> planetmaker: true, you can ask... don't forget to mention "18" though
13:15:53 <Eddi|zuHause> frosch123: "I am not aware of an released station set using that feature [...] so it would likely not be that troublesome if newer station sets would need a nightly." <-- if i interpret his recent statements correctly, he is trying to put railtypes support into NewStations
13:16:25 <frosch123> what is the relation of that to "released station set" ?
13:17:03 <Eddi|zuHause> probably, not much, but 1.0.0 will stay around for a year...
13:17:57 <frosch123> and there will be a new release of newstations in one year?
13:19:53 <Eddi|zuHause> well, at least _I_ hope that :)
13:20:06 <andythenorth> I'm 90% certain I use layered sprites in FIRS industry tiles. I'd have to check, but I remember reading station documentation to understand how to do it.
13:20:29 <Eddi|zuHause> andythenorth: NewStations is probably older than most of that spec :p
13:20:59 <andythenorth> fricking refit texts, I'm baffled :\
13:21:04 <Eddi|zuHause> people have been requesting narrow gauge support in NewStations for years, i'd hoped railtypes makes that support easier
13:22:02 <frosch123> Eddi|zuHause: just as cargo classes make it easiert to support new cargos
13:22:38 <Eddi|zuHause> ... anyway, at least it makes support more necessary :p
13:23:13 <frosch123> unless of course the grfauthor does not accept his default station to use the a different railset than he designed it for, or that his generic container truck should not carry any other cargo than intended, as the unreadable label would look different....
13:25:01 <Eddi|zuHause> there was a discussion about container trucks? i must have missed that...
13:25:31 <frosch123> no idea, i just wanted to mention that compatibiilty is not a goal for everyone
13:25:50 <frosch123> but rather a bug for some :p
13:26:50 <OwenS> In good news, I'm unable to make ProgSigs crash :-)
13:30:35 <OwenS> Well, murphybugs are better than bugs which happen to other people :p
13:30:55 <frosch123> hmm, maybe the wrong term. but it is not schrödingbug either
13:31:08 <OwenS> Problem is I wasnt running under gdb and didn't get a crash log :X
13:32:49 <planetmaker> heisenbergbug is also mean: you know where it is, but it runs away very fast. You know which way it goes, but you cannot pinpoint it. Chose one.
13:34:12 <OwenS> Oh... fluurgh... quite a complex one too
13:35:09 <OwenS> One that could basically be called "ifs behave in funny ways"
13:45:59 <planetmaker> frosch123: I'd like to congratulate you to your answer
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15:16:40 * andythenorth keeps sending vehicles out of dept with the wrong refit :(
15:16:58 * andythenorth ponders. maybe there's a way to show the current cargos in the route menu
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16:00:13 <jano> do you know why running open ttd under debug mode is so slow?
16:00:45 <jano> cpu usage is 50% all the time even when not doing anything
16:00:51 <Rubidium> what OS, what compiler?
16:01:02 <jano> i.e. one cpu core is full used
16:01:20 <jano> Windows Vista 32bit, Visual Studio 2008 Express Edition
16:02:13 <Eddi|zuHause> it is normal that debug is slower than release
16:02:32 <Eddi|zuHause> and i presume you have a dual core, so it's 100% of one core
16:03:23 <Eddi|zuHause> and depending what "not anything" is, there are a lot of things that work in the background
16:03:26 <Rubidium> MSVC debug builds are notoriously slow; not sure what it all does, though I expect an enormous load of extra checks
16:05:39 <jano> when i pause game (through button in game display, not through visual studio debugger) then CPU usage is negligable. This is strange for me because release version is much faster
16:07:06 <Eddi|zuHause> hm... something's wrong... when i bisect a graphics issue, the fault is unlikely to be in an msi commit...
16:08:28 <Rubidium> jano: why do you expect debug builds to be as fast as release versions?
16:09:26 * OwenS wishes getting GCC's debugging to work as well as MSVCs was easier than specifying a million command line options (Slowness isn't an issue; issues which turn up half an hour later are)
16:09:35 <jano> rubidium: i dont expect the debug version to be as fast as release, but 50% and 1-2% CPU utilization is big difference. but maybe its normal in openttd, i dont know
16:10:03 <jano> 1-2% i mean for release version
16:10:44 <OwenS> jano: I have projects which take 100x as much CPU power with a debug build. It depends upon how the compiler and code is instrumented
16:10:45 <jano> it recalls me some infinite loop
16:10:47 <Rubidium> jano: as I said, I've got no clue what kind of debugging MSVC adds, but it certainly disables optimisations (which with wrapper functions means more function calls) and I reckon it might be enabling leak/memory checking which is even worse performance wise
16:11:34 <OwenS> gcc -fmudflap -fssp is about the same speed as MSVC's debug IIRC
16:11:50 <OwenS> So I'd guess it's what you do
16:12:38 <jano> IIRC? what does it mean?
16:13:14 <KenjiE20> If I Remember Correctly
16:13:14 <OwenS> If I remember correctly...
16:13:15 <PeterT> If I remember Correctly
16:13:32 <Rubidium> remember, recall, what's the difference? :)
16:14:16 <SmatZ> it took 36 seconds to each of you to type "If I Remember Correctly"?
16:14:35 <PeterT> Not all of us are only watching #openttd
16:14:37 <glx> debug builds are not optimised at all (compare linking time between debug and release)
16:15:09 <glx> and debug builds check all memory access, and for uninitialised variables access too
16:16:09 <OwenS> But quite valuable extra calls
16:16:59 <glx> optimisations can cause bugs too
16:17:10 <glx> (we had nice ones in newgrf code)
16:17:23 <glx> due to undefined behaviour indeed
16:17:40 <glx> like function(random(),random())
16:17:47 * OwenS wonders why ld is producing an executable objcopy dislikes
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16:21:44 <jano> I thought about adding some new function. Its very inconvenient when plane is broken on long path for example between two edges of map. It would be very useful if plane could go to nearest hangar from its actual position for repairing.
16:22:55 <jano> providing that plane path would not be longer to much (for example maximum +20%)
16:23:23 <OwenS> Or you could turn off breakdowns :p
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16:27:58 * andythenorth thinks about turning off breakdowns. Bored of building depots for trains.
16:30:38 <Eddi|zuHause> i haven't played with breakdowns for years
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16:53:10 * andythenorth turning off breakdowns seems...wrong :o
16:53:43 <Eddi|zuHause> model trains don't break down!
16:55:12 <fjb> Breakdowns give you a reason to renew your verhicles.
16:57:12 <Eddi|zuHause> improved speed/power/capacity gives you a reason to renew your vehicles
16:57:43 <Eddi|zuHause> or the maintenance costs should increase for old vehicles
16:57:51 <andythenorth> Pikka's implemented that
16:57:54 <Eddi|zuHause> but breakdowns are just plain annoying
16:58:14 <andythenorth> breakdowns I don't mind, but servicing is quite problematic
16:58:17 <Eddi|zuHause> plus, brand new trains also break down all the time
16:58:23 <andythenorth> sometimes Rvs can't find a depot
16:58:41 <andythenorth> and PBS can have all kinds of issues with finding a depot
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17:01:45 * andythenorth ships engineering supplies in biplanes with 3 crate capacity :P Pikka FTW
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17:02:43 * andythenorth neeeeeeed a 1 tile wide airport. just a landing strip :)
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17:27:27 <Eddi|zuHause> a "heliport" for zeppelins may be nice
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17:37:14 <Sevalecan> hmm, how can I get the number the town gui window_number represents without such a window? :P
17:45:09 * andythenorth ponders a tramway for hauling milk
17:46:27 <Rubidium> Sevalecan: look at what instantiates the opening of the window for inspiration
17:46:52 <Sevalecan> I had not thought of that :P
17:48:53 <Sevalecan> sweet. it's working.
17:56:27 <Sevalecan> I should have been using git when I started making changes. oh well.
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18:18:14 <Eddi|zuHause> what's the magic git incantation to get a diff to a commit?
18:18:48 <Eddi|zuHause> the equivalent of svn diff -c <rev>
18:18:51 <OwenS> Eddi|zuHause: git diff from to
18:19:12 <OwenS> I think git diff ^commit commit should work
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18:21:20 <OwenS> Sorry, git diff commit^ commit
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18:22:34 <Eddi|zuHause> apparently it's "git show commit"
18:22:53 <Wizzleby> git diff old new does work also
18:23:22 <Eddi|zuHause> Wizzleby: yes, but that involves figuring out what "old" and "new" is
18:23:31 <Wizzleby> Eddi|zuHause: git log :)
18:24:05 <Wizzleby> Eddi|zuHause: however, if you're diffing two sequential commits, git show commit is easier
18:24:07 <Eddi|zuHause> OwenS: yes, but apparently that also requires figuring out on which side the ^ goes :)
18:24:23 <Wizzleby> Eddi|zuHause: standard diff syntax: old new
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18:41:25 <Eddi|zuHause> i'm feeling i have been doing nothing but compiling all week...
18:42:27 <PeterT> Now you know how I feel
18:47:28 <frosch123> why are you compiling? don't you have a compiler for that?
18:49:39 * planetmaker compiles an annual work report... Not fun.
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18:52:06 <Eddi|zuHause> frosch123: correction, i have been doing nothing but watching the compiler compile...
18:53:45 <andythenorth> frosch123: resp. mb's discussion. I'm looking at an industry that layers sprites. When coding it, I was initially surprised that I had to provide real sprites for ground. I assumed there would be a way to reuse an existing tile for 'ground'.
18:53:58 <andythenorth> However, I don't mind either way.
18:54:23 <frosch123> andythenorth: mb's stuff is only station specific, not related to houses and industries
18:55:20 <frosch123> houses and industries get their groundtiles always from a different set (though from the same action1, but that applies to stations as well)
18:56:02 <andythenorth> I assumed they were conceptually same, as the documentation for industry tiles sharing bounding box is on the stations page of the TTDP wiki
18:56:25 <andythenorth> my understanding of tile stuff is only enough to make my nfo work though :o
18:57:21 <frosch123> houses and industries were developed by csaboka as a whole. stations add douzands of special cases around the original code, which makes lots about it quite complicated :)
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19:02:03 <planetmaker> so... does it then make sense to kinda unify the behaviour / add the industry tiles behaviour there, too?
19:02:25 <frosch123> they are completely incompatible
19:03:28 <frosch123> the usage of spritesets and sprites in a spriteset is kind of "transposed" (like the matrix transformation)
19:03:38 <planetmaker> well... they are. But need they stay?
19:04:01 <frosch123> i am not going to start a topic to completely trash newstation specs
19:04:57 <planetmaker> I wished my day had 48 hours.
19:05:10 <andythenorth> mine does, you should upgrade
19:05:30 <andythenorth> well not 48 hours
19:05:49 <planetmaker> 48 half hours? ;-)
19:06:05 <aber1> and what do you do at night?
19:06:40 <andythenorth> or is it 1F? How does hex work anyway?
19:06:51 * andythenorth goes back to the truck pictures
19:08:30 <DorpsGek> planetmaker: Error: Invalid <number> for base 8: 48
19:08:35 <Alberth> andythenorth: 2F = 2 * 16 + 15 (net als 34 = 3 * 10 + 4)
19:08:53 <Alberth> s/net als/just like/ :p
19:09:08 <DorpsGek> planetmaker: Error: '08' is not a valid base.
19:09:24 <frosch123> planetmaker: octal only has digit 0 to 7
19:09:46 <planetmaker> true. I was searching 9 :-)
19:09:57 <planetmaker> but that doesn't help
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19:35:12 <OwenS> Some people need to learn the term "Colon Cancer"
19:35:54 <OwenS> "Now Playing: Coheed and Cambria - Good Apollow, I'm Burning Star IV, Volume 1: From Fear Through the Eyes of Madness - The Willling Well III: Apollo II: The Telling Truth" (phew!)
19:37:41 <OwenS> I think, after composing such a long album name, they decides "Lets just chuck titles and subtitles on the songs" :P
19:38:38 * KenjiE20 np: 11. Bernie Leadon - The Hitch Hikers Guide to the Galaxy :: The No.1 Sci Fi Album (CD 2 - TV Themes)
19:39:12 <OwenS> Where did that must get taken from?
19:39:31 <OwenS> I presume by "TV themes" it must be the original BBC series?
19:39:56 * KenjiE20 prefers the radio theme
19:40:01 <KenjiE20> but I don't have that to hand
19:42:53 <KenjiE20> I do have the 5 radio series around somewhere, I should stick them on sometime
19:45:33 <OwenS> Hmm, note to self: Konversation has the useful /audio
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19:49:35 <KenjiE20> on the subject of ridiculous length titles
19:49:38 * KenjiE20 np: 11. Maximum The Hormone - Chu Chu Lovely Muni Muni Mura Mura Purin Purin Boron Nurururerorero :: Buiiki Kaesu
19:49:56 <OwenS> KenjiE20: Don't make me get out the TTGL sountrack...
19:50:29 <OwenS> Several of those titles are so long Windows users can't use them as the filename :p
19:52:35 *** ChanServ sets mode: +v tokai
19:52:37 <Eddi|zuHause> that sounds like a "your mother is so fat" joke...
19:52:48 <OwenS> (Another source of long names is GITS: SAC: SSS: OST...")
19:53:24 <Eoin> ooh ghost in the shell something something complex
19:53:44 <OwenS> Ghost in the Shell: Stand Alone Complex: Solid State Society: Official Soundtrack...
19:54:17 <KenjiE20> not as funky as SAC 1 though
19:54:31 <OwenS> Zero Signal still has awesome abience
19:54:52 <OwenS> Although I must admit I'm a fan of 2nd Gig's Torukia
19:55:00 <KenjiE20> hmmm, now where'd that instrumental of Run Rabbit Junk go?
19:58:04 <KenjiE20> "08. Ilaria Graziano - from the roof top ~ somewhere in the silence (sniper's theme) :: Ghost In The Shell STAND ALONE COMPLEX Solid State Society O.S.T." <-- longest one there :P
19:58:35 <OwenS> KenjiE20: Your title is missing the commas, and OST should be expanded :p
19:58:38 <KenjiE20> longest of the entire GITS OST, from what I can tell, too
19:58:58 <KenjiE20> meh, it's the tag Nipponsei gave it
19:59:21 <OwenS> I need to reacquire the SSS OST. It got lost in the Great Debian Installer Cockup of 09
19:59:24 <Eddi|zuHause> hm... for the last half hour, i have not understood a single word...
20:00:24 <OwenS> (Namely, I somehow set the rm -Rf /drive flag in Debian Installer. I do not understand how. What I do know is that, of ~500GB on that partition, there was only 300GB left when I killed it)
20:00:30 <KenjiE20> OwenS: afaik Nipponsei's torrents always have at least a single seed
20:00:58 * OwenS sshs to the HTPC to start it
20:02:16 <OwenS> 10 seeds at present :-)
20:02:44 <KenjiE20> not surprising, it's GITS :)
20:03:14 <KenjiE20> I need to do the full spree again soon
20:03:38 <KenjiE20> GITS -> SAC -> SAC2 -> Innocence -> SAC:SSS
20:03:56 <OwenS> Meh; I place GITS and GITS2 in their own category
20:04:13 <OwenS> GITS2.0 and GITS2 are different movies ;-)
20:04:50 <Eoin> ive only seen half of sac
20:05:02 <KenjiE20> Eoin: watchitwatchitwatchitwatchitwatchit
20:05:18 <Eoin> i watched ouran and k-on instead
20:05:19 <OwenS> I'm gonna rewatch SAC once my 1080p download of it finishes :p
20:05:22 <Eoin> but will watch rest of sac
20:05:39 <KenjiE20> I need to watch K-On!
20:06:00 <KenjiE20> just waiting for Frostii's last bdrip to.... wait, it has... yay
20:08:27 * KenjiE20 has way too much sitting in the 'to watch' queue
20:09:06 <KenjiE20> just finished Mushishi, that was a damn good watch
20:21:06 <fonsinchen> Rubidium, could you please build a new version of Cargodist on the CF and push it into openttdcoop's webspace?
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20:29:23 <Rubidium> fonsinchen: it's started; don't know how long the full checkout is going to take (seems to be "wasting" at least 3 minutes already)
20:30:40 <fonsinchen> I have done an aggressive gc in february
20:31:50 <OwenS> fonsinchen: Whats the revision were gonna be running?
20:32:38 <fonsinchen> should be 5b3732ce8c6019198a7367ed7513d9c04dcb6858
20:33:14 <fonsinchen> or g5b3732ce-cargodist
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20:41:39 <OwenS> Gah, tarbomb (well, zipbomb)
20:43:47 <glx> no zip for windows plaform
20:50:49 <andythenorth> moving cargos from farms is boring somehow
20:51:30 * andythenorth ponders scrapping some farms and having industries like 'grain elevator' and 'fruit packing house'.
20:51:40 <andythenorth> let the farmers move their own cargo :P
20:51:51 <andythenorth> I'll just pick it up in bulk
21:00:19 <frosch123> [21:55] <andythenorth> let the farmers move their own cargo :P <- likely they also prefer to deliver the grain themself instead of one of your heqs trucks rolling over their farm
21:00:44 <andythenorth> do farms get their own railroad?
21:00:53 <fjb> But crawlers are fun to deliver grain.
21:02:13 * OwenS wonders why his assembly code is ending up on the wrong segment
21:03:09 <Rubidium> the worker placing the segments assumed the assembly manual was imperial while it actually is metric
21:03:31 <OwenS> Funny but not helpful :p
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21:18:05 * OwenS can't figure out how an retf, in real mode, can succeed and yet cs is left as the 16-bit protected mode segment...
21:23:05 * andythenorth ponders some new RVs: 'flock of sheep', 'herd of cows'
21:24:00 <planetmaker> That'd need road type 'meadow'
21:24:01 <andythenorth> what would the running cost be?
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21:24:33 <planetmaker> running cost: ~2000€ / month for the sheperd
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21:28:04 <OwenS> Whats the running cost of the average vehicle?
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21:31:27 <andythenorth> pre 1930s road transport is kind of sucky
21:31:56 <andythenorth> eGRVTS has nice horse carriages, but capacity is low, an awful lot are needed
21:37:20 <fjb> Start a game in 1830 and you will hate the horses in 1900. :-)
21:38:45 <Zuu> Unless they need a lot of care you could got some patches written while waiting for 19xx to come when the first busses arrives.
21:42:39 * andythenorth has done a bit of RL research
21:43:15 <andythenorth> prairie grain moved by ox-cart wagon train, up to 180t at a time
21:46:14 <fjb> Did you already start to draw them?
21:47:00 <Eddi|zuHause> andythenorth: just make sure you stay away from MB with that idea :)
21:48:11 <Eddi|zuHause> andythenorth: according to him, ttd is a train game, and horse carriages have no use in there...
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21:48:48 <andythenorth> ah, I see. Well I don't know what to say to that.
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21:54:55 <fjb> I thought you would draw oxen, not horses.
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