IRC logs for #openttd on OFTC at 2010-05-03
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00:07:42 <CIA-6> OpenTTD: rubidium * r19753 /trunk/src/fontcache.cpp:
00:07:42 <CIA-6> OpenTTD: -Fix [FS#3740]: try a bit harder to find a suitable font that can be loaded,
00:07:42 <CIA-6> OpenTTD: i.e. while searching for a suitable font test whether you can open it and if not
00:07:42 <CIA-6> OpenTTD: search further instead of always returning the first suitable font even when it
00:07:42 <CIA-6> OpenTTD: can't be loaded
00:18:53 <OwenS> wtf with all the oil rigs?!
00:19:29 <PeterT> FauxFaux_: does the game lag like a bitch now?
00:20:49 <FauxFaux_> The oil rigs happened by themselves; prospecting wasn't even on. And no, everyone's playing on modern (read: intel q series or above) hardware. :p
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05:26:19 <dih> exe- may i say that whatever that world is... it looks ugly? :-P
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06:34:15 <dih> is there a way i can use ccache on a project that does not support --enable-ccache?
06:35:44 <Rubidium> CC="ccache $(CC)" CXX="ccache $(CXX)"
06:35:55 <dih> sweet Rubidium, thank you
06:35:57 <Rubidium> unless they hardcode stuff
06:37:12 <dih> so i set that line before i run make or before i ./configure?
06:37:24 <dih> i'd guess before ./configure ^^
06:38:40 <dih> configure: error: C++ compiler cannot create executables
06:41:21 <dih> need to set CC="ccache gcc $(CC)" ^^
06:41:32 <dih> as $CC is empty before ./configure
06:41:52 <Rubidium> well, then leave the $(CC) out
06:41:58 <Rubidium> after all, it does absolutely nothing
06:42:15 <Rubidium> and if it's filled gcc gcc will definitely fail too
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07:06:30 <dihedral> that worked wonderfully Rubidium, thanks
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07:46:08 <andythenorth> Terkhen how about realistic acceleration for ships?
07:46:29 <andythenorth> I thought it was pointless, but now I'm thinking it might be good
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07:48:37 <Terkhen> hmmm... why is the current ship movement not good enough?
07:52:51 <andythenorth> not for hovercraft :P
07:53:48 <andythenorth> the primary issue is that most hovercraft will travel slower when loaded. (partly because engine thrust is diverted to lift not propulsion)
07:54:37 <Terkhen> but you already implemented that using callbacks
07:54:50 <andythenorth> I guess regular ships would also have a similar issue, depending on engine horsepower.
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07:57:06 <planetmaker> andythenorth: you will know: are ships, properties 14 and 15 (ocean_speed_fraction and canal_speed_fraction) implemented in OpenTTD?
07:58:19 <Terkhen> adding weight and engine power for a minor effect that can be simulated via callbacks sounds a bit overkill to me :P
08:01:43 <planetmaker> at least I'm now confident that my implementation of feature 02 in NML works, andythenorth :-)
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08:54:15 * planetmaker really likes the NML idea :-)
08:55:15 <planetmaker> nfo meta language :-)
08:55:41 <planetmaker> or on a project where it's applied:
08:56:10 <planetmaker> So much easier to read :-)
08:58:55 <planetmaker> It's not done yet, but it supports already quite a lot.
08:59:18 <planetmaker> And most important: it supports varaction2 and action6 which is considered the most complicated parts to abstract
08:59:49 <Noldo> do you have examples of those?
09:01:47 <Terkhen> something like that would be nice for FIRS translations too, less code duplication :)
09:02:44 <andythenorth> Ammler: did you give Terkhen commit rights yet :P
09:02:51 <planetmaker> Noldo, I don't quite have those, but I take Yexo's word on it
09:03:21 <planetmaker> I don't think so. Is he developer in one of the projects?
09:03:39 <planetmaker> Not that I'd mind at all :-)
09:04:34 <planetmaker> I don't have his ssh key, so simple answer: Terkhen so far has no commit rights at the devzone
09:04:49 <planetmaker> it'd just be a matter of giving us the public part of such key, though
09:05:08 <Terkhen> andythenorth: besides the spanish translation and maybe other string related stuff I will not be doing much :P
09:05:46 <andythenorth> it just makes translation easier for you
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09:06:17 <Terkhen> I was thinking on something to easy up translations, but the way it's done in opengfx+ is better than my idea
09:06:43 <planetmaker> Terkhen, look possibly at the 2cctrainset how it's handled there.
09:06:54 <planetmaker> It's easier there than with FIRS, if I remember correctly
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09:08:16 <Terkhen> okay, I'll check that
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09:09:46 <planetmaker> But actually it's not really code duplication. NFO needs an action4 for that
09:09:51 <Terkhen> I was thinking on having a common pnfo file with all the nfo code that would get included into the different language.pnfo files (each one with its own text defines)
09:10:02 <planetmaker> Though it can be saved actions, if more than one string is put into one action4.
09:10:23 <planetmaker> Terkhen, yeah, that's a nice thing to have, yes
09:10:25 <Terkhen> that way you'll code the action 4 only once, but it is really being defined for each language
09:11:11 <planetmaker> it can be done and I once had it (nearly), I think. But it broke somewhat...
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09:28:33 <Zuu> Nice work on that NML. :-)
09:32:02 <planetmaker> Thank Yexo and Hirundo. I'm only a minor contributor
09:38:02 * andythenorth finds some things easier than others
09:43:16 <TrueBrain> that will be my new life slogon ...
09:51:16 <Terkhen> andythenorth: I have pushed the incorrect strings fix
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09:52:08 <Ammler> he, another half empty wisdom :-)
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10:10:56 <Timmehh> anyone know how i can disable news messages popping up? they pop up like crazy and its annoying me lol
10:11:57 <Rubidium> in the main toolbar, click (and keep pressed) the newspaper button. Then select the message settings
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10:24:32 <__ln__> the default settings for the news popups are crazy, but it's pointless to complain about that.
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10:43:34 * andythenorth decides all ships in FISH should run a little slower when loaded and a little faster when empty
10:43:56 * andythenorth can probably do it with maths or something :P
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10:47:12 <andythenorth> has someone written a migration tool to translate existing nfo->nml?
10:48:16 * andythenorth has a stupid question about nml and should probably read the source
10:48:20 <Terkhen> a lot of patience? :P
10:51:07 <andythenorth> actually nvm the language, can I compute values in it at the compiler stage? I guess it's what I have in mind is a bit like macros.
10:54:02 <Eddi|zuHause> so you're probably fine with pnfo
10:57:44 <andythenorth> I'm not very good with comp sci conventions, I don't know the terms for what I intend
10:58:39 <andythenorth> for values that can be hard coded into nfo (nml), I might want to use code to compute those values depending on the props of the vehicle, (or other values)
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11:16:47 <planetmaker> * andythenorth decides all ships in FISH should run a little slower when loaded and a little faster when empty <-- that's hardly understandable by the average player :-)
11:17:35 <Eddi|zuHause> i don't see the problem...
11:17:46 <Eddi|zuHause> TTDP does that with freight wagons
11:18:03 <planetmaker> "why does my ship go slower than its max speed?"
11:18:17 <Eddi|zuHause> "because it is full"
11:18:24 <planetmaker> wagons have a speed limit in their own
11:18:54 <Eddi|zuHause> yes, but in TTDP, this speed limit gets raised when the wagon is empty
11:19:21 <planetmaker> ok, also not understandable :-)
11:19:28 <Ammler> on ttdp, you can rise max speed with adding multiple engines
11:19:36 <Ammler> also quite logical :-P
11:19:46 <Eddi|zuHause> that's a different feature :p
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13:15:38 <planetmaker> hello Belugas :-)
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13:28:21 <Belugas> a working his ass off belugas, yeah ;)
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15:36:15 <snack2> Is it somehow possible to add cars into a group of trains?
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17:11:27 <andythenorth> planetmaker: you think ships travelling slower when loaded is confusing to the player?
17:11:59 <planetmaker> andythenorth: well... yes kinda
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17:16:19 <andythenorth> hmmm, what's a TABBR for anyway :P
17:17:11 <Terkhen> the two letter abbreviation (BX for example)
17:18:14 <fjb> Users get confused by everything.
17:18:21 <planetmaker> andythenorth: sufficiently powered engines go the same speed loaded as unloaded
17:18:30 <planetmaker> If the train goes slower I do something wrong
17:18:38 <planetmaker> it accelerates slower - that's fine
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17:23:23 <andythenorth> Terkhen: BX fixed
17:23:54 <andythenorth> planetmaker: I know you're right, but I can't let this speed thing go :) I was all set to remove the hovercraft code this morning, but it's just wrong :P
17:24:30 <planetmaker> Honestly I think doing that is a "I do it just because I can" without adding to gameplay
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17:25:19 <andythenorth> that's why I think you're right. There's no gameplay benefit.
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17:25:44 <andythenorth> except when there is
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17:26:02 <andythenorth> I already did this for the log rafts, and it makes sense there
17:26:22 <ALL|bHa> Hi there, i have a problem with building airplanes /q if you have a minute of your time, to help me.
17:26:32 <planetmaker> yes, but hardly for the other "normal" ships, I think
17:26:45 <planetmaker> ALL|bHa: we can only answer questions which are asked
17:27:38 <planetmaker> I agree, though, that it makes perfect sense for rafts
17:27:45 <ALL|bHa> OK, I'm not able to build airplanes. Why is that?
17:28:00 <planetmaker> max_airplanes = 0?
17:28:17 <ALL|bHa> The other comps can build airplanes, but I cant :P
17:29:16 <planetmaker> you have already too many?
17:29:28 <ALL|bHa> Cant build them from start
17:29:50 <ALL|bHa> But the computer players can
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17:30:59 <planetmaker> you tried to build them on a proper airport, not a heli hangar?
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17:31:42 <bHa> The "build" or "buy" button is bluried away, and when i try to doubleclick on a plane, a errormsg comes up with" Can't build airplanes"
17:32:18 <planetmaker> then the amount of available planes was changed later maybe?
17:35:14 <planetmaker> np. You could upload also the savegame somewhere
17:35:45 <bHa> Doesnt seem to work now either.
17:36:04 <bHa> When is the earliest date to buy airplanes?
17:36:13 <bHa> My games are always starting at 1951.
17:36:58 <planetmaker> that's about the earliest time planes become available
17:37:04 <planetmaker> default planes that is
17:37:20 * andythenorth sighs. designing sets is harder than coding sets :|
17:38:45 <planetmaker> got enough money?
17:39:13 <welshdragon> andythenorth: i have to agree
17:39:25 <planetmaker> very much so, yes, andythenorth :-)
17:40:30 <Ammler> I would guess, bHa didn't try to build in a Hangar
17:43:12 <planetmaker> where do you see the available planes otherwise?
17:45:28 <CIA-6> OpenTTD: translators * r19754 /trunk/src/lang/ (luxembourgish.txt russian.txt swedish.txt):
17:45:28 <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
17:45:28 <CIA-6> OpenTTD: luxembourgish - 3 changes by Phreeze
17:45:28 <CIA-6> OpenTTD: russian - 24 changes by Lone_Wolf
17:45:28 <CIA-6> OpenTTD: swedish - 3 changes by Zuu
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17:48:16 <fjb> Hm, in the vehicles list. But there is no buy button.
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17:50:37 <planetmaker> aren't you living in the wrong part of Germany in order to use "moin"? ;-)
17:51:56 <frosch123> here is hamburger fishmarket - already for 3 weeks - and I hate fish!
17:53:32 <planetmaker> never go to Japan then
17:54:09 <planetmaker> I had fish there everyday. At least for breakfast
17:55:38 <frosch123> yeah, i also discovered that there is fish and vodka before every meal in moskow, though i thought it would be enough far away from the sea :s
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18:42:43 <Ccesar_BRX> does somebody knows how to create a server???
18:43:18 <planetmaker> we only talk gibberish here
18:43:42 <planetmaker> "create a server" is a broad topic, you know
18:44:10 <planetmaker> and there's not much we can help unless you have a concrete problem
18:44:18 <planetmaker> s/concrete/particular/
18:44:35 <planetmaker> we don't even know what you tried where and how and what you expected and what you got instead
18:44:47 <Ccesar_BRX> i create the server but my frind cant see
18:44:53 <DorpsGek> planetmaker: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
18:45:08 <planetmaker> open firewall(s) and router ports
18:46:06 <planetmaker> how exactly to do that... depends upon your system configuration (for firewalls) and the router
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19:55:22 <CIA-6> OpenTTD: frosch * r19755 /trunk/src/roadveh_cmd.cpp: -Fix: Blocked roadvehicles should first check whether they are still blocked before accelerating again, instead of continuous starting/stopping.
20:08:17 <Zuu> This sounds like a nice present.
20:08:51 <Zuu> Eg, zero speed when vehicles stand still.
20:34:21 <yorick> hmm what is the _newgrf_version number in 1.0.1?
20:35:57 <Ammler> get svn rev from finger tags.txt
20:37:06 <planetmaker> yorick: checkout the svn tag
20:37:29 <yorick> hmm looks like I'm going to have to implement a finger client
20:37:37 <planetmaker> the other hg etc don't have the release
20:38:31 <Rubidium> why would you need the svn revision of a tag?
20:38:36 <Rubidium> just check out the latest rev
20:38:58 <yorick> Rubidium: because newer revisions require me to know the newgrf version to join :P
20:39:04 <planetmaker> bad wording. I meant he should checkout the tag
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20:39:25 <yorick> hmm I'm still on ignore am I not?
20:39:32 <planetmaker> and not mess with another version and call it afterwards 1.0.1 ;-)
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20:43:14 <yorick> hmm...isn't the revision supposed to be 0 for releases?
20:43:23 <yorick> "0-18 revision number; 0 for releases and when the revision is unknown"
20:44:25 <Ammler> yorick: the wiki should explain quite well
20:46:18 <Eddi|zuHause> yorick: for comparison purposes, that value is probably a don't care
20:46:45 <yorick> Eddi|zuHause: I need the exact value ;)
20:48:01 <Eddi|zuHause> yorick: can't you just check out the version and grep it?
20:48:11 <Eddi|zuHause> or diff the release?
20:48:33 <yorick> Eddi|zuHause: I already have the version ;)
20:48:58 <Eddi|zuHause> yorick: the version and the newgrf version are both in rev.cpp
20:51:41 <Eddi|zuHause> why does svn not accep -cHEAD?
20:52:08 <Rubidium> because there's not HEAD+1?
20:52:38 <Eddi|zuHause> Rubidium: but it's "-r PAR-1:PAR"
20:53:10 <Rubidium> oh, then because it can't resolve HEAD-1?
20:53:25 <Ammler> Eddi|zuHause: use hg :-)
20:53:45 <Eddi|zuHause> Rubidium: it just says "non-numeric parameter"
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21:06:00 <Belugas> ok, time to head to home sweet home
21:20:45 <PeterT> how does GPL apply autopilot, when there is no "binary"?
21:23:24 <Zuu> GPL do not require there to be a binary.
21:24:33 <SmatZ> good night, planetmaker
21:24:37 <PeterT> good night planetmaker
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21:34:43 <nighthawkcm> Anyone here familiar with the 32bpp graphics?
21:45:57 <SmatZ> I can help you with 32bpp blitter...
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21:50:56 <nighthawkcm> My problem is that I cannot get the 32 bpp to work in a patched game client - I am using ChillCores patchpack
21:51:13 <nighthawkcm> and for some reason I can't activate the 32 bpp set
21:51:27 <nighthawkcm> if I use the Fullzoom client it works just fine ...
21:52:09 <nighthawkcm> And I don't find the difference - blitter is set - the tar files are present in the download content directory as well as in the game data directory
21:52:36 <glx> extra zoom uses different naming scheme
21:53:03 <glx> incompatible with clean openttd
21:53:19 <nighthawkcm> so I can'tr use the graphics pack thats provided there, rather have to download the single 32 bbp sets?
21:53:34 <SmatZ> OTTD has only one sprite for all zoom levels, they are resized internally
21:54:37 <nighthawkcm> that doesn't really help me ...
21:57:38 <nighthawkcm> The weird thing is that it actually shows the new GUI - but nothing else works
21:57:55 <SmatZ> it's possible it's correct
21:58:04 <SmatZ> the last 32bpp set I tried was very incomplete
21:59:19 <nighthawkcm> well, if I use this set on the fullzoom client I at least get landscape + industry + roads and rails in 32bpp - on my patched client I only get the gui
21:59:29 <nighthawkcm> which pack should I download?
21:59:45 <glx> using dos or windows grfs ?
22:00:21 <peter1138> that's because the patched client doesn't contain 'fullzoom' (when did 'extra zoom levels' get renamed 'fullzoom'?)
22:00:22 <nighthawkcm> but I could also use the windows gfx
22:00:49 <nighthawkcm> ok, and how do I run 32bpp without the fullzoom as I don't want that
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22:02:24 <peter1138> nighthawkcm, normal openttd with 32bpp is always not 'extra zoom levels'
22:02:50 <peter1138> nighthawkcm, however, the 'extra zoom levels' stuff is a complete fuck up, and as you have discovered, the graphics sets are not compatible
22:02:55 <nighthawkcm> I know that - but which files do I need as supposedly the files for the zoom patch don't work without it
22:03:27 <nighthawkcm> so where do I get 32bbp stuff that works without it and how do I place it in my game directory to make it work
22:03:33 <nighthawkcm> I am kind of lost by now ...
22:04:36 <peter1138> there pretty much *isn't* any 32bpp stuff that works with openttd 32bpp...
22:05:25 <nighthawkcm> yeah, and even that doesnb't work - weird stuff
22:05:36 <nighthawkcm> no proper documentation either to be found
22:05:50 <peter1138> if something doesn't exist, how do you document it?
22:06:42 <glx> some working tar used to exist IIRC
22:07:00 <nighthawkcm> yeah - so I place those where all Bannanas Tars go too?
22:08:08 <nighthawkcm> data in the gqame directory or under my documents?
22:08:28 * SmatZ puts everything under content_download
22:09:30 <SmatZ> so it's found no matter where I execute OTTD from, or whether I have openttd.cfg in current directory
22:11:19 <nighthawkcm> Well, I now downloaded 3 tars - but it doesn't seem to find them in the content-download/data
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22:12:36 <nighthawkcm> I surrender on that for now ...
22:12:44 <nighthawkcm> night guys - I need some sleep
22:12:52 <nighthawkcm> another day another try I suppose
22:15:51 <Zuu> hmm, lots of annoying users that can't seem to read on the forums lately..
22:17:31 <PeterT> I haven't read the forums lately anyway
22:17:39 <SmatZ> 8-) Firefox eating 379% CPU
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22:18:05 <peter1138> i've had it suddenly decide to use 1GB ram recently
22:18:10 <peter1138> several times, like
22:19:20 <Zuu> At least you get happy when there are newbies at servers who show faith and learn from your hints.
22:19:48 <Nite_Owl> with the 1.0 release lots of new users on the forum
22:19:59 <SmatZ> maybe Firefox is no longer supposed to be "lightweight"
22:20:08 <SmatZ> (I think it used to be)
22:20:20 <Zuu> Somewhere around 0.8 or so that would be.
22:20:29 <Nite_Owl> they will either learn and stick around or fall by the wayside once they get bored
22:21:29 <peter1138> SmatZ, yeah, strange isn't it
22:23:32 <Zuu> The version when they introduced the search bar was the best one or maybe the one after that.
22:24:18 <Eddi|zuHause> maybe you can get it lightweight when you disable flash and javascript ;)
22:24:18 * peter1138 ponders starting a lightweight openttd ;p
22:24:43 <peter1138> some menus in firefox take several seconds to show first time
22:25:43 <SmatZ> entering anything in the adress bar causes my HDD to seek a lot
22:26:03 <SmatZ> because it is searching in some database of visited URLs
22:26:03 <Eddi|zuHause> firefox is just my "konqueror doesn't render ebay and google maps correctly" browser
22:27:40 <Nite_Owl> set it up to clear your history when it closes
22:28:16 <SmatZ> it would be enough to search my bookmarks as it used to
22:28:31 <SmatZ> I don't want to reset my history
22:29:01 <SmatZ> maybe there is a setting for that, but I gave up modifying the defaults
22:29:08 <Nite_Owl> I have FF set to clear everything whenever it closes and it is not a big deal
22:29:34 <SmatZ> because it means modifying it at several computers, and on some computers at school, profile is reset to default everytime I relogin...
22:29:41 <Nite_Owl> most of the sites I visit with any frequency are bookmarked
22:30:41 <Nite_Owl> Ahhh - well if it is not your home computer then you have no real control over it
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22:43:38 <Zuu> SmatZ: At university (windows) I use a shortcut that gives an argument to FF to use a profile file in my home directory. This way saved changes to the profile will be stored among my files.
22:44:23 <Zuu> This way it is also possible to use ad-block etc. at university which would else be impossible.
22:48:11 <Zuu> I used to download their zip file and have it in my documents before it became commonly available at public computers.
22:53:01 <Nite_Owl> I need to feed - later all
23:22:30 <berndj> so my trains sometimes get stuck trying to go the wrong way down a one-way block signal (or is it seeing the signal beyond that, a one-way PBS?), saying "waiting for free path". grrr
23:23:14 <Eddi|zuHause> berndj: trains turn around when they wait too long
23:24:52 <berndj> i set pf.wait_for_pbs_path to 255 (forever), i think in order to catch other cases of trying to go the wrong way
23:26:06 <SmatZ> berndj: it can happen when you are rebuilding your network, so trains can't find a way for a while
23:26:15 <SmatZ> so they end in that reversed position
23:26:51 <berndj> Eddi|zuHause, i think i saw someone say that wait-forever would cause trains never to consider going the wrong way - does that make sense? in fact see michi_cc's comment: http://bugs.openttd.org/task/2274
23:27:19 <berndj> SmatZ, it happens while i'm rebuilding the network on the opposite side of the map! :)
23:27:43 <Eddi|zuHause> berndj: you must set all 3 wait times to 255, if you have mixed signals in your network
23:28:11 <berndj> all 3? what are the other 2 then please?
23:28:28 <Eddi|zuHause> wait_oneway and wait_twoway or something
23:31:57 <berndj> wait_oneway_signal, thanks for the hint
23:36:31 <CIA-6> OpenTTD: smatz * r19756 /trunk/src/ (6 files): -Codechange: move UpdateViewport() from Vehicle to SpecializedVehicle in order to improve performance
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