IRC logs for #openttd on OFTC at 2011-01-11
            
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00:05:32 <z-MaTRiX> hey-ho
00:06:12 <SmatZ> evening z-MaTRiX
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00:11:58 <Mazur> Eve ning, SmatZ.
00:13:40 * Mazur remembers a time when any mention of a Web item made me simply look it up.
00:14:14 <Mazur> Innocent times, happy times.
00:15:13 <SmatZ> hello Mazur
00:15:33 <SmatZ> still happens to me
00:15:46 <SmatZ> I click like 90% of links that appear at IRC
00:16:47 <peter1138> aw damn
00:16:52 <peter1138> it's not picking the best path :S
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00:17:09 <SmatZ> perhaps your heurictic is wrong?
00:17:23 <Mazur> Yeah, trains are stubborn little fellas.
00:17:25 <SmatZ> eg. h(x) is greater than the actual cost?
00:17:36 <peter1138> nope
00:17:52 <SmatZ> strange :(
00:18:46 <peter1138> well, i don't think so, heh
00:19:03 <peter1138> it's just sqrtf(x*x+y*y+z*z)
00:19:07 <Yexo> try with h(x)=0
00:19:18 * SmatZ just wanted to say that :)
00:19:28 <Yexo> should work, although you lose all advantages A* has over normal dijkstra
00:24:57 <peter1138> hmm
00:25:05 <peter1138> changed it to manhatten, and it works better
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00:28:14 <ccfreak2k> peter1138, what is that?
00:28:17 <ccfreak2k> It looks familiar.
00:28:32 <ccfreak2k> Pythagorean theorum?
00:28:36 <peter1138> yeah
00:30:13 <__ln__> no imperial variant of it?
00:30:36 <Mazur> The distance as the spider makes its line.
00:31:12 <Mazur> Quite independant of the units used.
00:31:21 <Mazur> Or is tha not what you meant?
00:32:51 <peter1138> hmm
00:32:57 <peter1138> maybe being 3D is stumping it :S
00:35:21 <Mazur> Most space tends to be it, though.
00:35:24 <Mazur> As far as we know.
00:36:13 <SmatZ> [01:19:50] <peter1138> it's just sqrtf(x*x+y*y+z*z) <== to improve performance, you could compare g(x)*g(x)+x*x+y*y+z*z instead of g(x)+sqrt(x*x+y*y+z*z)
00:36:41 <SmatZ> (useless comment of the minute)
00:37:31 <SmatZ> hmm
00:37:35 <SmatZ> also...
00:37:41 <SmatZ> it may be wrong
00:37:46 * SmatZ better goes away
00:37:48 <SmatZ> nn
00:39:46 <Mazur> Calculations like that may go wrong if you ignore the possibility of the argument between the brackets overflowing an integer and it does.
00:40:05 <Mazur> vmstat used top do that, until I fixed it.
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00:42:10 <Mazur> Happened if you left it running for x days, forgot what x was. Then 100*interval overflowed te integer they used for calculations/.
00:43:41 <Mazur> 2³²/100 seconds.
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00:47:44 <Mazur> Or was it ticks? Or centiseconds.
00:47:53 <Mazur> I'
00:47:59 <Mazur> I''ve forgotten.
00:51:08 <peter1138> hmm, well, it uses the tunnels
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01:00:05 <peter1138> ok, gotta have a bug somewhere :s
01:00:12 <peter1138> probably all over it, hehe
01:02:53 <peter1138> http://fuzzle.org/~petern/pics/badpath.jpg <-- follow the red mushrooms...
01:03:54 <peter1138> (for that is what they are)
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01:13:26 <peter1138> Mazur, coordinates are up to about 2000 max
01:13:44 <peter1138> it doesn't overflow :)
01:16:42 <Mazur> Just thoughtr I'd mention it.
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01:18:35 <Ylioppilas> I should sneak in my sister's room and steal her mouse :(
01:18:46 <Ylioppilas> playing on trackpad is frustrating :D
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02:20:33 <glx> <@peter1138> http://fuzzle.org/~petern/pics/badpath.jpg <-- follow the red mushrooms... <-- looks like minecraft
02:21:08 <peter1138> odd that
02:24:17 <peter1138> gah, more odd paths :(
02:36:38 <peter1138> well, i dunno
02:36:53 <peter1138> i don't know if my algorithm is messed up, or if it's just the costs
02:38:01 <peter1138> i get the best path by discounting height
02:38:28 <peter1138> but then it has difficulties with reaching some things
02:39:13 <peter1138> if it's underneath the point then the cost becomes 0
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03:01:07 <glx> A* doesn't like negative costs
03:07:24 <Eddi|zuHause2> you could say "A* totally fails with negative costs"
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03:13:42 <peter1138> who said it's negative?
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03:52:04 <peter1138> ok
03:52:10 <peter1138> it works better when the algorithm is correct
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04:39:06 <peter1138> except it's now really slow
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04:46:00 <peter1138> it's like ships, except nearly every node is traversible :p
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07:14:26 <Terkhen> good morning
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07:23:38 <Zuu> morning Terkhen
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08:25:29 <peter1138> hm
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08:52:31 <planetmaker> good morning
08:58:28 <SmatZ> hello planetmaker
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09:00:41 <planetmaker> hey SmatZ :-)
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09:39:21 <peter1138> pom te pom
09:39:34 <peter1138> right, now that i (think i) understand a*
09:39:41 <peter1138> i should optimise it a bit :p
09:40:20 <peter1138> i switched from pythagoras to manhatten again. seems to work quite well, and hits less tiles
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09:57:29 <peter1138> so it was quite fast when the algorithm was wrong :p
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10:01:27 <planetmaker> shit. we got desyncs on the beta3 - server again :-(
10:02:13 <peter1138> :S
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10:05:44 <Wolf01> hello
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10:32:34 <DJNekkid> can anyone familiar with nfo see how they read this code? as far as i can see should it do what the comments say, but ingame wont it autoselect
10:32:48 <DJNekkid> http://pastie.org/1447847
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10:52:39 <peter1138> hmm, well, changed the closed list to a hash and it fails ;D
10:53:01 <peter1138> ahh, lol, i forgot to include z in the hash :p
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10:58:55 <peter1138> yay, works perfectly
10:59:00 <peter1138> and about 5 million times faster
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11:12:53 <peter1138> hm
11:19:58 <planetmaker> DJNekkid, looking at that code: don't modify a user parameter. It has pitfalls. Better introduce an internal parameter for such things
11:21:21 <DJNekkid> im not sure if i follow
11:23:35 <DJNekkid> but either way, im gonna take a nap now (im on strong painkillers). bak in about 2hrs
11:24:05 <planetmaker> I can only recommend you my code I wrote for OpenGFX+Trains.
11:24:37 <planetmaker> Which I adopted also for HEQS, so there it is found in NFO
11:25:00 <planetmaker> setting the running and purchase costs based on parameter and / or available (other) newgrfs
11:25:57 <peter1138> hmm, now... how to handle doors...
11:26:10 <peter1138> and allow for traversing through water... hmm...
11:26:40 <peter1138> water means 26 possible directions, hurr
11:27:02 <peter1138> and drowning, heh
11:27:12 <peter1138> ok, maybe allow swimming :D
11:27:22 <peter1138> on the surface that is
11:28:12 * planetmaker wonders why peter1138 gives us here a live feed on mine craft programming adventures...
11:29:26 <peter1138> wait until i do a fully 3d map for ottd...
11:29:42 <planetmaker> :-)
11:30:16 <peter1138> and also because my minecraft server users haven't the foggiest idea on anything like programming let alone algorithms, heh
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11:46:49 <__ln__> @seen Bjarni
11:46:49 <DorpsGek> __ln__: Bjarni was last seen in #openttd 45 weeks, 5 days, 12 hours, 21 minutes, and 29 seconds ago: <Bjarni> http://www.youtube.com/watch?v=-wVADKznOhY <-- wtf. Some rich guy built a trebuchet and uses burning pianos as ammo
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12:40:49 <planetmaker> oh, ChillCore made a wonderful argument, I'll remember that: "Yes, in real life that can happen and does happen but in real life you can not adjust the daylength factor."
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12:57:13 <Ammler> planetmaker: can you fix that?
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12:59:55 <Ammler> sometimes, the rl should be changed like the game and not always change the game for realism
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13:04:57 <planetmaker> I shall have a look at that
13:07:30 <peter1138> hehehe
13:14:59 <V453000> guess I should not comment on realism in game :p
13:16:25 * Lakie thinks people forget that they (people) often escape to games as a repreive from reality...
13:20:42 * planetmaker agrees with Lakie
13:21:00 <planetmaker> and waves 'hello' to him and frosch123
13:21:08 <Lakie> Heh, hi planetmaker
13:21:32 <frosch123> afternoon everyone .)
13:21:55 <Lakie> Hi frosch123.
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14:04:29 <Belugas> hello
14:05:00 <Belugas> V453000, no, indeed, you should not :)
14:05:07 <Belugas> and you'd better not!
14:05:23 <V453000> hm?
14:06:44 <Belugas> [08:14] <V453000> guess I should not comment on realism in game :p <-- that
14:06:50 <V453000> yes, why not :)
14:07:11 <Belugas> because it's useless and leading nowhere
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14:09:00 <Lakie> And ruins fun
14:09:01 <V453000> we could agree on that if such realistic things werent added :p
14:09:37 <Belugas> nice try
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14:10:59 <Belugas> my realism sucks. when i came in, last night, my wife and my kid were sobbing over the lifeless body of our old fatefull 27" sony triniton tv
14:11:03 <Belugas> that sucks.
14:11:19 <Belugas> so i prefer to play non realistic openttd
14:11:43 <Belugas> or use my brand new soldering iron.
14:12:07 <V453000> well my realism doesnt suck but I am stronly against bending openttd to look more realistic :p so lets say we agree
14:12:47 <Belugas> yeah!
14:14:36 <Belugas> mmh... yet another certification regression test plan to start
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14:33:02 <Rubidium> V453000: but OpenTTD is extremely realistic; it is a perfect match for its universe. How can a model be any more realistic than being exactly the same as the universe it tries to model?
14:34:19 <ujjain> cool, Dutch documentation!
14:35:21 <ujjain> is openttd hard to learn?
14:36:57 <burkek> one evening to learn, lifetime to master
14:37:48 <ujjain> hehe :) Everything advantage has a disadvantage?
14:38:08 <Belugas> and it depends on what you want to learn
14:38:13 <Belugas> code or game?
14:38:19 <Belugas> grf or signals?
14:38:52 <ujjain> game! :)
14:38:59 <ujjain> grf / signals < don't know what that is
14:42:38 <Belugas> then, it is not important for now ;)
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14:46:51 <DanMacK> Hey all
14:52:30 <Belugas> hey sir
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15:07:37 <supermop> good morning
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15:20:13 <DanMacK> Issues Belugas?
15:21:04 <Belugas> bank processing test, need to break connetion
15:21:09 <Belugas> i think i'll quit for now...
15:21:11 <Belugas> bye
15:21:32 <DanMacK> heh
15:21:35 <DanMacK> later
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15:34:52 <ZirconiumX> hello
15:35:22 <ZirconiumX> hello LordAro
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16:41:44 <Ammler> /msg nickserv ghost|regain
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16:42:44 <DanMacK> Cool, TY
16:42:56 <LordAro> Ammler: fail?
16:44:02 <Ammler> fail what?
16:44:45 <LordAro> ignore me...
16:46:11 <LordAro> i thought it was a password, and i didn't read the bit above :)
16:46:29 <CIA-2> OpenTTD: frosch * r21768 /trunk/src/tilearea.cpp: -Fix [FS#4396]: Diagonal tile iterator needed a special case for A * 0 selections.
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16:53:32 <hello> hi
16:53:41 <hello> take a look at these
16:53:53 <hello> http://tinyurl.com/65hn9dn
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16:54:20 <ZirconiumX> DON'T
16:54:24 * DanMacK 's bot-detector goes haywire
16:54:35 <ZirconiumX> It contains a virus
16:55:01 * ZirconiumX thanks Mozilla for the download prompt
16:56:06 <LordAro> well, "OPENSKY Connection Manager.exe" doesn't exactly sound too good, does it?
16:59:25 <ZirconiumX> I think the program's a trojan
17:00:57 <ZirconiumX> goodbye hello
17:03:53 <glx> yeah spam in PM too
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17:04:21 <ZirconiumX> hello Belugas
17:04:31 <Wolf01> hello Belugas
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17:04:35 <SmatZ> I reported him at #oftc, he should be banned now
17:05:22 <Belugas> hi guys :)
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17:05:26 <SmatZ> hello Belugas
17:05:32 <Belugas> certif execution is finished
17:05:40 <Belugas> got to grab the results now
17:05:41 <Belugas> booo
17:10:35 * ZirconiumX sighes
17:10:40 <ZirconiumX> *sighs
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17:26:31 <verm__> TrueBrain: so i used your linux->osx cross-build instructions and got it working
17:26:42 <verm__> with the latest compiler from apple
17:26:43 <verm__> thanks.
17:26:48 <TrueBrain> yw
17:27:00 <TrueBrain> nice to know stuff still works
17:27:09 <verm__> well...
17:27:26 <verm__> almost nothing works in that document but the commandlines were helpful :)
17:27:32 <TrueBrain> hahaha :D
17:27:39 <TrueBrain> it has been written 2 years ago .. :)
17:27:42 <verm__> yeah i know
17:28:02 <TrueBrain> but yeah, principles should hold :)
17:28:05 <verm__> some of your patches got applied upstream at odctools
17:28:19 <TrueBrain> ah, yeah, they told me :)
17:28:34 <verm__> they updated ld64 which broke things (a lot of missing headers)
17:28:39 <TrueBrain> for some reason my page became really popular, and I still wonder why ....
17:28:46 <verm__> the latest compiler has several issues
17:28:57 <verm__> which i fixed.. now it works fine
17:29:08 <TrueBrain> issues like?
17:29:10 <verm__> TrueBrain: well i'm only using this for tinderbox purposes
17:29:24 <TrueBrain> tinderbox?
17:30:10 <verm__> http://en.wikipedia.org/wiki/Tinderbox_%28software%29
17:30:18 <verm__> better explanation than i could give i suppose
17:30:33 <TrueBrain> ah, ic
17:30:53 <verm__> i use my mac for other things and didn't want builds running on it
17:31:01 <verm__> http://buildbot.aegisub.org/waterfall <-it will soon show up here
17:31:57 <TrueBrain> I still wonder why so few people wrote documentation about OSX cross compiling ...
17:32:02 <TrueBrain> guess because OSX sucks :D :D
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17:34:56 <TrueBrain> (I have a mac myself, but ssstttt)
17:35:49 <planetmaker> verm__, maybe you write an updated version?
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17:41:18 <verm__> planetmaker: yeah i considered it, i may do that eventually when i un-lazy myself
17:41:54 <verm__> i only use unix myself (freebsd/solaris etc)
17:41:59 <TrueBrain> imagine if I did that with the documentation, being lazy :D
17:42:04 <verm__> i've got a few linux vms, a windows machine and osx for development o nly
17:42:18 <verm__> well software documentation is different than writing a walkthrough :)
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18:19:40 <ZirconiumX> meh
18:19:49 <ZirconiumX> if in doubt make -i
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18:29:51 <ZirconiumX> hello Alberth
18:30:07 <Alberth> hai
18:30:56 * ZirconiumX thinks that the typo of hi is cool
18:31:29 * ZirconiumX is getting irritated by compile
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18:36:44 <mbruins_> Your 'sample.cat' file is corrupted or missing! You can find 'sample.cat' on your Transport Tycoon Deluxe CD-ROM.
18:36:47 <mbruins_> is dont not have that cd
18:36:54 <mbruins_> can i leech the file somewhere or will that be illegal?
18:37:00 <ZirconiumX> Just a minute
18:37:07 <ZirconiumX> It is abandonware
18:37:19 <SmatZ> please don't distribute illegal stuff here
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18:37:23 <mbruins_> could you explain 'abandonware'?
18:37:30 <KenjiE20> ttdlx isn't abandonware
18:37:31 <mbruins_> SmatZ: did not know that was illegal
18:37:45 <SmatZ> mbruins_: you can download opensfx, opengfx and openmsx
18:37:49 <KenjiE20> OpenTTD has the option to get OpenXFS/no sound
18:37:55 <KenjiE20> SFX*
18:37:57 <SmatZ> if you have windows installer, it even asks you if you want to download them
18:38:12 <mbruins_> i try to run openttd on debian
18:38:25 <ZirconiumX> hmmmm
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18:38:27 <KenjiE20> touch ~/.sample.cat
18:38:31 <KenjiE20> I think should do it
18:38:46 <KenjiE20> sorry ~/.openttd/sample.cat
18:38:46 <mbruins_> sadly no
18:38:49 <SmatZ> http://cz.binaries.openttd.org/openttd/binaries/extra/index.html you can download it here
18:38:57 <SmatZ> maybe there are better ways though :)
18:39:08 <planetmaker> without "cz."
18:39:27 <SmatZ> well, readme.txt says what should be done :)
18:39:40 <mbruins_> hm alright i quess i need to read moer
18:39:42 <mbruins_> more
18:39:44 <mbruins_> thanks so far guys
18:39:57 <planetmaker> mbruins_: you should not need a sample.cat
18:40:06 <planetmaker> Use the free laternative
18:40:19 <planetmaker> s/la/al/
18:40:56 <planetmaker> use as sound set either NoSound or get OpenSFX from http://www.openttd.org/download-opensfx
18:41:24 <planetmaker> KenjiE20: that trick no longer works. As it's not needed to work.
18:42:35 <ZirconiumX> :(
18:45:38 <CIA-2> OpenTTD: translators * r21769 /trunk/src/lang/ (latvian.txt serbian.txt swedish.txt):
18:45:38 <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
18:45:38 <CIA-2> OpenTTD: latvian - 21 changes by dzhins
18:45:38 <CIA-2> OpenTTD: serbian - 8 changes by etran
18:45:38 <CIA-2> OpenTTD: swedish - 2 changes by Ledel
18:46:20 <mbruins_> planetmaker: ty
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19:10:59 * Rubidium wonders what version mbruins was using; sounds like 0.6 era ;)
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19:16:39 <SmatZ> may be :)
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20:21:20 <Eddi|zuHause> hm... the civ5-way of preventing cache-desyncs: upon joining of one player, all players reload the game...
20:21:47 <supermop> haha
20:22:31 <dihedral> oi
20:22:50 <SpComb> restart your worker process every 1000 requests to avoid memory leaks
20:23:03 <SpComb> *fix
20:23:12 <SmatZ> uh
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20:23:46 <dihedral> i had something for you with regards to apache, but i totally forgot - some setting regarding 'mutex'-something
20:23:50 <dihedral> i think
20:24:48 <dihedral> it resulted in apache services often requireing restarts due to not anymore accepting connections for some reason i have forgotten right now, to not be needed anymore
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21:03:09 <Rubidium> fonsinchen: in case "Transfer: X / Income: Y" is shown, and you're zoomed out one level you get "Transfer: X" instead
21:03:43 <Rubidium> that's quite noticable as the "Transfer: X" is in big letters whereas the other floaters are all small
21:04:25 <Rubidium> so you're missing a string; looking at the diff you're actually missing two strings
21:05:04 <Rubidium> "TINY" versions of STR_FEEDER_INCOME and STR_FEEDER_COST
21:07:54 <fonsinchen> oh
21:08:06 <fonsinchen> Thanks, I'll take care of that.
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21:44:09 <Wolf01> 'night
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21:47:21 <Keiya> Has anyone hacked signals to show 'danger' when there's no train in front of it?
21:47:58 <SmatZ> PBS are red by default
21:47:59 <Terkhen> hi Keiya
21:48:07 <SmatZ> only when train approaches, it turns green
21:48:11 <SmatZ> if there is a way
21:48:16 <Keiya> (Similar to how real train signals (and road traffic signals, and alarms in factories, and...) default to the 'danger' sign)
21:48:40 <SmatZ> signals in OpenTTD are either green or red
21:49:03 <Keiya> SmatZ: Yeah, that's basically the right visual behavior. I was just wondering if anyone'd hacked it onto the normal signals so I can get the effect without the nastyness of PBS-everywhere
21:49:28 <SmatZ> nope
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21:49:33 <SmatZ> it wouldn't be that easy to do
21:49:37 <planetmaker> Keiya: that's not really possible, unless you just re-draw the graphics
21:49:48 <SmatZ> eg. pathfinders look at the state of signal
21:49:51 <supermop> i wouldn't call pbs nasty...
21:49:54 <planetmaker> it'd mean they never show green, though
21:49:58 <SmatZ> :)
21:49:59 <Terkhen> can't you code it as a newgrf that just switches the red-green sprites?
21:50:03 <SmatZ> hehe
21:50:20 <planetmaker> Terkhen: rather red and red ;-)
21:50:42 <Keiya> supermop: PBS is nice when you need it, but using it everywhere tends to lead to weird network bugs, in my experience.
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21:51:54 <Keiya> Ah well. It's not like I spend most of my time staring at signals anyway.
21:52:16 <supermop> network bugs?
21:52:44 <supermop> ive never had a problem, even in complex systems
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21:54:11 <Keiya> It's probably caused as much by my bad building as PBS, just I can force things a little more with traditional signals :P
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22:19:38 <Terkhen> good night
22:19:59 <supermop> good night
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23:39:23 <George> frosch123: Could you have a look at FS#4399 ?
23:39:28 <George> Would it be hard?
23:42:42 <frosch123> can you post some examples what stuff can be archieved with that?
23:50:32 <George> The reson to do that is that when I create ARV I can use only first 128 IDs
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23:53:30 <George> bit 7 would mean flip
23:54:27 <George> So, when I ran out of 128 IDs I had to use IDs below 128 to represent the graphics of several vehicles
23:55:13 <George> But I can't get information what graphics to use, because I do not know the ID of the previous part
23:55:30 <George> because it is a wagon, the ID of the train is useless
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23:57:14 <frosch123> so you are basically heading for the first articulated part
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23:59:46 <frosch123> night
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