IRC logs for #openttd on OFTC at 2011-04-05
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00:19:21 <krinn> good night
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01:21:53 <supermop> how many random variations can a house have?
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05:57:07 <Terkhen> good morning
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06:17:05 <planetmaker> moin
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06:59:53 <Eddi|zuHause> why are waypoints so crazily expensive?
07:00:28 <Eddi|zuHause> about factor 8 more than a station tile?
07:03:20 <Eddi|zuHause> more like factor 10
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08:16:20 <dihedral> good morning :-)
08:18:00 <dihedral> well done for the 1.1.0 release :-)
08:21:35 <planetmaker> heya dihedral :-)
08:22:05 <dihedral> you once are not around for a few days, and partially inactive and boom - new stable!
08:22:08 <dihedral> :-D
08:22:09 <planetmaker> btw, can I ask you to add some howto to your berries?
08:22:42 <dihedral> yes you can
08:22:45 <planetmaker> I toyed with it the other day, but I didn't get far with the current bundle. Only the very old one did work somewhat
08:22:47 <dihedral> and i've not forgotten them ;-)
08:22:55 <dihedral> and am working on the new irc one ^^
08:23:09 <planetmaker> I mostly mean wrt howto setup the stuff ;-)
08:23:24 <dihedral> aye ^^
08:23:45 <planetmaker> It was a complete failure, but I'm sure it's just me totally not knowing how to setup things.
08:23:57 <dihedral> i bet so too :-D
08:24:00 <planetmaker> probably wrong or missing config, but I don't know :-)
08:24:09 <dihedral> i believe at least one of the plugins is broken though
08:24:13 <dihedral> so that would not surprise me
08:24:23 <dihedral> config is written if the file is empty
08:24:51 <dihedral> start off with no plugins at all ^^ :-D
08:25:19 <planetmaker> I took the vanilla package from the project's hudson page
08:26:04 <dihedral> really?
08:26:11 <dihedral> with what result?
08:27:59 <planetmaker> well, with the result that I got some java crash / backtrace
08:28:14 <planetmaker> I surely can re-create that, but I don't have it here
08:28:44 <dihedral> null pointer? :-P
08:28:52 <planetmaker> but berries really comes with zero readme... :-)
08:29:08 <planetmaker> but basically twice a license :-P
08:29:37 <dihedral> :-D
08:29:42 <dihedral> yes
08:30:12 <dihedral> interesting
08:35:54 <planetmaker> <-- like that
08:36:33 <dihedral> you need to use the 'bundle' ;-)
08:36:39 <dihedral>
08:37:09 <dihedral>
08:37:10 <dihedral> :-D
08:37:46 <planetmaker> ha, that might be one reason ;-)
08:37:50 <dihedral> :-P
08:38:02 <dihedral> the other build is without any dependencies included
08:38:19 <planetmaker> but how should I know? ;-)
08:38:38 <dihedral> the wiki tells you so
08:38:40 <dihedral> :-P
08:38:42 <dihedral> HEHE
08:38:46 <planetmaker> not that I saw that
08:39:02 <dihedral> <- click "RunningGrapes"
08:39:45 <dihedral> hihi
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08:40:03 <planetmaker> oh, for heaven's sake, those are links?
08:40:07 <krinn> hi
08:40:24 <planetmaker> You should not configure them to be mistaken as head lines
08:40:24 <krinn> i'm in trouble with bananas, anyone could help ?
08:40:43 <dihedral> planetmaker, it's redmine :-D
08:40:55 <dihedral> krinn, feel free to simply ask what is on your heart :-D
08:41:08 <krinn> second file i have upload i edit the first upload and add the new file in it, but it keep version as the previous one
08:41:19 <krinn> and now trying to upload a new one i then try create another upload, but this time it fail and complain with an error about the application itself
08:41:37 <planetmaker> the latter is not quite descriptive
08:41:56 <krinn> i know, will retry to get the real error
08:42:21 <planetmaker> without you cannot be helped anyway, I'm sure. But I fear it'll either need Rubidium or TrueBrain to look into it.
08:42:25 <planetmaker> Only they have DB access
08:42:35 <planetmaker> neither might be around much currently
08:43:04 <peter1138> Shame none of the other devs has any knowledge in system/db administration...
08:44:40 <krinn> ok i got an Unhandled Exception
08:44:53 <krinn> i knew it wasn't really descriptive :)
08:45:07 <krinn> An unhandled exception was thrown by the application.
08:45:09 <planetmaker> well... does it say more?
08:45:30 <krinn> doesn't help more for me
08:45:44 <krinn> planetmaker, yes last one i have just put
08:46:11 <planetmaker> ok, that's all the browser gives you, no single letter more? Hm, right...
08:46:20 <planetmaker> what item do you try to update?
08:46:20 <krinn> no
08:46:24 <krinn> my ai
08:46:30 <planetmaker> hu?
08:46:31 <krinn> gnu tar file
08:46:59 <planetmaker> damn. Please just paste everything you get at one of the usual paste bins. Makes things so much easier than guessing which comes where in which order
08:47:28 <krinn> i get 2 things
08:47:36 <krinn> big letters : Unhandled Exception
08:47:45 <krinn> and small letters: An unhandled exception was thrown by the application.
08:47:59 <TrueBrain> planetmaker: he gets a nice black on white page; it is a real pretty :D
08:48:03 <dihedral> python - it'll be noted in the error log file on the server
08:48:10 <planetmaker> he, there he is :-) Moin TrueBrain
08:48:14 <dihedral> hello TrueBrain :-)
08:48:15 <krinn> TrueBrain, true :)
08:48:32 <TrueBrain> dihedral: I always love how people make assumptions on installation :D No, those are not logged, sorry :)
08:49:08 <TrueBrain> krinn: <- upload your tarball there, with a description that it fails, and which AI, which username, the usual (NO PASSWORDS :p)
08:49:15 <dihedral> TrueBrain, ouch :-D
08:49:18 <dihedral> why not?
08:49:23 <TrueBrain> dihedral: as the log will be GBs big
08:49:40 <dihedral> you get that many unhandled exceptions?
08:49:46 <TrueBrain> dihedral: and I dunno ... django doesn't do it by default :p
08:49:49 <krinn> doing that TrueBrain
08:50:38 <krinn> category, ok for AI ?
08:50:50 <TrueBrain> catergory 'website'
08:50:56 <TrueBrain> or project
08:50:57 <TrueBrain> what-ever :p
08:51:07 <planetmaker> project "website"
08:51:16 <planetmaker> not the (usual) OpenTTD which is default
08:51:26 <krinn> Interface ?
08:51:30 <planetmaker> upper left of the bug tracker. Usually quite invisible ;-)
08:51:34 <planetmaker> very upper left
08:51:40 <planetmaker> (it's thus another bug tracker)
08:51:46 <krinn> oh my, really invisible :)
08:51:51 <TrueBrain> but it doesn't really matter tbfh :p Someone moves you otherwise :p
08:52:36 <heffer> is it a good idea to use GCC's LTO support in the fedora package of OpenTTD?
08:53:05 <TrueBrain> either way, for planetmaker: BaNaNaS in general is broken, and I have asked so many times now for someone to rewrite it :p If users do something we have no added as exception yet, it simply fails
08:53:10 <TrueBrain> which sadly enough, happens often :p
08:53:26 <planetmaker> heffer, afaik it doesn't hurt. But whether good or bad...?
08:53:39 <TrueBrain> when they get an unhandled exception, all they can do is post on the bugtracker, and I might find the time to look into it, or Rubidium might :p
08:53:49 <heffer> i think I'll just try
08:53:57 <planetmaker> well, yes, I know, TrueBrain ;-)
08:54:05 <TrueBrain> just making sure you know :)
08:54:34 <planetmaker> That's what I tried to get to. And get you here so that - if you had time - could fix it for him straight away
08:54:39 <TrueBrain> right, I am off to consume some knowledge ... or fail horribly in it; will check what happened with your package later today krinn :)
08:55:05 <TrueBrain> planetmaker: good :D
08:56:04 <krinn> TrueBrain, found the error while copying datas on it
08:56:26 <krinn> last tag was end with /
08:56:30 <krinn> (mistake)
08:56:44 <TrueBrain> :D
08:56:53 <krinn> now i get a more good error (file already exists)
08:57:08 <krinn> There is already a package with the unique id '52544344'. and this one also
08:57:10 <TrueBrain> its so sad BaNaNaS doesn't handle such simple mistake gracefully :(
08:57:22 <TrueBrain> with that, planetmaker can help you juse fine :D :D :D
08:57:25 * TrueBrain hugs planetmaker
08:58:11 * dihedral wants a hug too
08:58:16 <TrueBrain> did you shower?
08:58:20 <dihedral> of course
08:58:25 <TrueBrain> meh
08:58:28 * TrueBrain hugs dihedral ... sort of
08:58:32 <dihedral> pffft
08:58:43 <dihedral> GIMME DAT HUG
08:58:44 <dihedral> :-D
08:59:08 <TrueBrain> planetmaker has it now
08:59:09 <TrueBrain> pfff
08:59:47 * planetmaker hugs TrueBrain
08:59:49 <planetmaker> :-)
09:00:14 <TrueBrain> tnx krinn for still reported :) Will see if I can fix it easily :)
09:00:21 * TrueBrain hugs dihedral
09:00:27 <TrueBrain> see, now we can pass it along :p
09:00:35 <TrueBrain> right, professor is looking angry; bye guys :)
09:00:36 <krinn> you're welcome, and thanks for the support
09:00:37 <planetmaker> hehe
09:01:22 <krinn> planetmaker, how can i solve the file is already there ?
09:01:24 <planetmaker> krinn, generally you can never modify existing entries, only upload new(er) versions for them
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09:01:46 <planetmaker> thus release a new, bug-fixed version for your AI, thus update the internal version and update your existing entry
09:02:12 <krinn> yes but the file might be in database, but not the entry :p
09:02:21 <planetmaker> I don't understand
09:02:49 <krinn> A file with this name already exists
09:03:15 <krinn> but when i hit manager: i only see the previous upload (v094)
09:03:33 <planetmaker> also after refresh?
09:03:49 <krinn> yep
09:04:13 <krinn> a bit like a : when error occurs, bananas still get the file
09:04:25 <dihedral> \o/
09:04:32 <krinn> now error is corrected (remove the last / in tags) but when valid bananas complain file exist
09:05:36 <krinn> can even gave your its id, as bananas report it : 52544344
09:06:17 <heffer> ah planetmaker btw: can we get a tar.xz tarball of opengfx by next release it's 1,1MB smaller than the tar.gz one for 0.3.3
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09:06:39 <heffer> like additionally to the existing tar.gz tarballs
09:07:06 <planetmaker> You mean for OpenGFX?
09:07:15 <dihedral> ^^
09:07:28 <heffer> right
09:07:47 <heffer> i thought that was what i said :D
09:08:03 <Ammler> heffer: there are still some distros around not able to unpack .xz ;-)
09:08:32 <heffer> yes. that's why i suggested having them side by side with the tar.gz ones
09:08:34 <heffer> like openttd does
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09:09:14 <heffer> because in Fedora's case, all versions that aren't EOL can unpack tar.xz
09:09:23 <Ammler> hmm, doesn't the openttd mirror offer those?
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09:09:51 <Ammler> no, it doesn't
09:09:53 <planetmaker> <-- it looks like that, there you try to update your AI, krinn ?
09:10:47 <krinn> not at all
09:10:49 <Ammler> heffer: I had to learn first, that source rpms aren't compressed
09:11:05 <krinn> looking like that, but for me i have scroller... active, as i can type in them
09:11:13 <krinn> your pic looks like an already made upload
09:11:25 <planetmaker> isn't your AI already on bananans?
09:11:30 <krinn> i get that if i try to edit the 094 version
09:11:34 <krinn> yes
09:11:44 <krinn> i should edit the 094 ?
09:11:59 <planetmaker> yes. And that screen I posted is where you upload a new version. Enter the new version, select the zip to replace stuff,...
09:12:04 <planetmaker> no, not edit. Update
09:12:24 <krinn> oh
09:12:28 <krinn> trying
09:13:01 <krinn> works!
09:13:23 <planetmaker>
09:13:26 <planetmaker> ok
09:13:43 <krinn> confirm, openttd see the 097 now
09:13:49 <krinn> thank you planetmaker
09:13:53 <planetmaker> welcome :-)
09:13:59 <planetmaker> sweet that it works for you now, too
09:14:24 <krinn> dunno how i've done it, but the 094 tags were also having the / at end
09:14:37 <planetmaker> differently probably ;-)
09:15:05 <krinn> yep, upload, then add the / by mistake and it remain like that until i hit the bug with 097
09:15:27 <planetmaker> :-)
09:18:14 <Ammler> heffer: I create a feature request for .xz, it might depend on Debian, if we switch to .xz or need to provide both, suse can handle it down to oldest distro as it supports recompression by the build system
09:18:45 <krinn> what program use xz ?
09:18:56 <planetmaker> openttd
09:19:03 <planetmaker> :-P
09:19:18 <krinn> found it, lzma utils
09:19:36 <planetmaker> it saves about 20% of savegame size compared to the previous method (zip?)
09:19:48 <planetmaker> on same running speed that is
09:20:16 <krinn> there's a swith when compiling openttd to use it ?
09:22:01 <planetmaker> it's on by default. But yes, there is
09:22:12 <planetmaker> ./configure --help will tell you, I don't know by heart
09:22:20 <planetmaker> probably --without-lzma or alike
09:22:39 <krinn> ok will have a look
09:23:10 <planetmaker> ha, Ammler was faster with creating the feature request for the newgrf makefile framework ;-)
09:23:35 <planetmaker> krinn, openttd has an aweful lot of compile-time switches ;-)
09:23:43 <planetmaker> you can also compile it without AI support at all :-P
09:24:02 <krinn> :P yeah i saw one time, scary
09:24:49 <planetmaker> at least as scary is missing png support. libicu ... is better included, too
09:26:01 <krinn> it build with icc ?
09:26:02 <heffer> okay. thanks for handling this :D
09:26:15 <krinn> if anyone tried yet
09:28:18 <planetmaker> it's supported
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09:38:30 <Wolf01> hello
09:38:37 <krinn> hi
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10:22:37 <zgrillo2004> anyone here
10:24:36 <Terkhen> @get -3
10:24:36 <DorpsGek> Terkhen: Don't ask to ask, just ask
10:25:45 <zgrillo2004> hey
10:25:52 <zgrillo2004> I have a question
10:26:06 <zgrillo2004> on existing scenaros why cant I add newgrfs
10:26:14 <zgrillo2004> I used to do this with 1.0.5
10:26:35 <zgrillo2004> even going to the scenario editor still locks me out of adding grfs
10:26:42 <Terkhen> do a search on the forums, this has been discussed extensively already
10:27:17 <zgrillo2004> Im sorry. there are too many topics to seRCH FOR THIS MYSELF
10:27:35 <zgrillo2004> caps
10:28:10 <Terkhen> they are quite easy to find, use the search button
10:29:35 <zgrillo2004> yea
10:29:49 <zgrillo2004> im look at some of them but it is not what im looking for as the topics are dated
10:30:02 <zgrillo2004> I am seeing some that were made in 2010
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10:59:00 <Hirundo> The issue has been discussed in 2010 also
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11:00:52 <planetmaker> and answered elaborately just yesterday
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11:05:35 <zgrillo2004> I got ti now
11:05:36 <zgrillo2004> thanks
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12:18:23 <krinn> does openttd still need the original gfx/sfx from tt with opengfx/sfx?
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12:19:49 <SmatZ> nope
12:20:45 <krinn> maybe add a basic bananas text control so, i've just download 1.1 and it complain about the files
12:21:00 <krinn> logic, i forget to grab opengfx/sfx
12:21:19 <krinn> a bit disapointing knowing bananas can provide them direclty in the game
12:21:37 <SmatZ> you can't run the game without opengfx/orignalgfx
12:21:50 <SmatZ> but you can download opengfx online
12:22:05 <SmatZ> For OpenTTD you can use the original Transport Tycoon Deluxe data files (you need to own a Transport Tycoon Deluxe CD). There are also the free alternatives: OpenGFX (graphics), OpenSFX (sound) and OpenMSX (music). These can be installed automatically by the Windows and OS/2 installers. Please refer to the readme for more information.
12:22:12 <SmatZ> at
12:22:18 <SmatZ> this should be enough
12:22:27 <SmatZ> You can download the free alternatives here: download OpenGFX, download OpenSFX and download OpenMSX.
12:22:32 <SmatZ> and it's mentioned even once more
12:22:57 <krinn> yep, but i use the linux version
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12:23:10 <SmatZ> README.txt
12:23:17 <krinn> it's not i don't have them, just surprise it's not package with it
12:23:43 <SmatZ> if you need it, just download it
12:23:49 <SmatZ> the page says where to download
12:24:19 <SmatZ> if you use your distro's distribution system, complain at your distro's support page
12:24:32 <SmatZ> in gentoo, it works fine :)
12:24:45 <krinn> yep, but they forget to bump it
12:25:06 <krinn> and i was only wishing to try 1.1 like that
12:25:17 <krinn> and forget to grab the openm/sfx files :)
12:26:47 <krinn> how you know i use gentoo you dirty fbi boy :p
12:27:36 <SmatZ> hehe :)
12:28:03 <Chris_Booth> SmatZ: spies on everyone
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12:29:26 * krinn wonder if he should put some clothes on
12:29:51 <SmatZ> OpenTTD by default searches in /usr/local/share/games/openttd, but gentoo installs data files to /usr/share/games/openttd (or something like that)
12:30:35 <SmatZ> so you can configure openttd with --prefix-dir=/usr
12:30:43 <krinn> also in .openttd ?
12:30:50 <SmatZ> or copy the data files in ~/.openttd
12:30:54 <SmatZ> yeah
12:30:55 <krinn> -> ~/.openttd i mean
12:30:59 <krinn> ok
12:31:14 <SmatZ> it searches your home dir, if it's not there, it searches the share dir
12:31:20 <SmatZ> see section 4.2 of readme.txt
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12:43:24 <dihedral> uh - hello SmatZ
12:46:19 <SmatZ> hello dihedral
12:47:35 <dihedral> :-)
12:47:38 <dihedral> how are you sir?
12:48:53 <SmatZ> quite fine :) how are you?
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12:49:15 <dihedral> doing well, very busy, but doing well :-)
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12:50:19 <Nite> Hi
12:50:27 <SmatZ> :)
12:50:29 <SmatZ> hello Nite
12:50:51 <Nite> lets get straight to moaning about automatic orders ? ;-)
12:51:06 <planetmaker> they are of no consequence and don't impact path finding
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12:51:25 <planetmaker> they're purely visual information for you to see what stations were visited
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12:51:35 <Nite> ... i rebuilt the track, in the process the trains circle at a station the list fills up with auto orders ... mehhh ....
12:51:41 <planetmaker> :-)
12:52:36 <Nite> they are purely visual confusion, and i heard that someone might have hit the max 255 orders with it ...
12:53:03 <planetmaker> I also heart the moon was made of a giant slab of Gouda ;-)
12:53:15 <planetmaker> (yes, I read that fill-up somewhere, too)
12:53:17 <SmatZ> :)
12:53:41 <Nite> its strange that an auto order is added every time a train visits tgeh same station over and over again
12:54:03 <Nite> (and i thought it was emmental ?)
12:54:49 <Nite> oh if it only where "if you dont like auto orders dont use them" but it isnt
12:54:54 <Nite> nuff moaning now
12:56:06 <V453000> pm: not fill-up, I think Nite meant that the orders make such mess that they just fill the 255 auto orders themselves
12:56:08 <planetmaker> it's just visual... it's so that people actually see where a train stopped
12:56:27 <V453000> it is useless and annoying :)
12:56:34 <planetmaker> V453000, yes, I know, that's what I mean
12:56:47 <planetmaker> hm, are they?
12:57:12 <V453000> they make it messy, for nothing to gain
12:57:55 <planetmaker> I think you gain a lot, if you use "goto" instead of "goto non-stop" orders.
12:58:04 <planetmaker> It doesn't help with typcial coop setups a bit, that I agree
12:59:26 <V453000> I do not see what you gain :)
13:00:24 <Nite> true you can get around it with nonstop orders somehow ...
13:01:14 <V453000> you need the "goto" sometimes
13:01:24 <Nite> true
13:01:30 <Nite> also
13:01:57 <Nite> and its not just visual because of the limit ...
13:03:20 <Nite> (btw if huge hairy long legged spiders crawl around your ceiling it is also just visual, but still distracting)
13:03:20 <SmatZ> ?
13:03:35 <SmatZ> if you want to add manual order, you can just delete the automatic orders
13:03:47 <SmatZ> or maybe, it could be deleted automatically
13:03:59 <SmatZ> and maybe there should be a switch to turn off showing of automatic orders
13:04:16 <Nite> yes there should be.
13:04:43 <V453000> SmatZ: when there are over 200 automatic orders and constantly adding some new, it often just is not possible to add orders, unless you stop the trains so they stop adding new
13:05:27 <SmatZ> V453000: that sounds like a theoretical situation
13:05:46 <V453000> it actually isnt
13:05:49 <Nite> though i have to say i try to use as few orders as posible and often solfe situations with signalling and only 2 3 or 4 orders
13:05:50 <SmatZ> k :P
13:05:58 <V453000> have a group of shared orders, and it is very simple to reach
13:06:28 <V453000> either way, it still is a complication with no advantage
13:06:35 <SmatZ> V453000: I still think you are able to delete orders much faster than they are added
13:06:43 <Nite> even some unloading loops that are overload save can be done without gettin autoorders
13:07:15 <Nite> but still when i get them i get afraid :~)
13:07:45 <V453000> SmatZ: we tried something like that, we had a srnw where all the autoorders were adding _super_ quickly, since 200 trains shared the orders ... editing them required to stop all the shared trains
13:08:00 <V453000> although I am not sure how it works with shared orders, it totally did not help
13:08:10 <SmatZ> V453000: ok, it's possible
13:08:23 <Nite> whos brainchild where autoorders anyway ?
13:09:49 <SmatZ> it's part of fonsinchen's cargod*st, I think
13:09:59 <SmatZ> and people want cargod*st
13:10:02 <V453000> it would be awesome if they were disablable :(
13:10:10 <SmatZ> blablablae :)
13:10:29 <V453000> cargod*st is also ... stupid to be subtle :)
13:10:48 <SmatZ> well, many players seem to request that in some form :)
13:11:51 <Nite> i want to cargodest too - but too switchoffable (disableable :-) )
13:13:04 <V453000> "most" of people usually means "dumb"
13:13:07 <Nite> all cargodösts where dull untill now
13:13:48 <Eddi|zuHause> <planetmaker> I also heart the moon was made of a giant slab of Gouda ;-) <-- everybody knows the moon is made of meat.
13:14:14 <SmatZ> :D
13:14:37 <Nite> is it that hard to simply add some existing desired destination to cargo - and when you drop it somwhere else it is not accepted?
13:14:51 <Nite> there still could be both cargo with destination and without
13:15:00 <planetmaker> Nite, cargodIst has a different goal than cargodEst
13:15:31 <planetmaker> dEst might possibly more what you think of when hearing cargod*st (so do I actually)
13:15:33 <Nite> i know i just never remember which is which
13:15:34 <V453000> I just do not see why people need to be told where to transport stuff like stupid sheep...instead of making up a path on their own,
13:15:49 <Nite> still the goal is somewhat similar
13:15:53 <V453000> well I do see why but that isnt subtle or friendly towards people
13:16:05 <planetmaker> Nite, well... not quite ;-)
13:16:06 <Nite> "you cannot yust bring cargo or pax just anywhere"
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13:16:11 <planetmaker> distribution != destinations
13:16:23 <planetmaker> with distribution it can get re-routed on the fly
13:16:33 <planetmaker> with destinations it has a fixed destination whether a route exists or not
13:16:59 <Nite> hmmmm
13:17:37 <Eddi|zuHause> man what's with all the hostility people...
13:17:40 <Nite> i agree that its fun to have your own path with cargo
13:17:42 <V453000> the aim is realism I assume
13:17:50 <Nite> but it is simply strange with pax
13:18:21 <planetmaker> it's cozy in here, Eddi|zuHause :-) Or do you see hostile people?
13:18:43 <Eddi|zuHause> V453000: the aim is making two-way transfers work.
13:18:56 <V453000> :D
13:19:10 <Eddi|zuHause> like a hub airport, or a main station.
13:19:35 <SmatZ> that's always been problem in coop pax games
13:19:36 <Nite> good pooint "twowaytransfers"
13:20:01 <Nite> or hub statoins at all sometimes
13:20:04 <V453000> pointless imo
13:20:20 <planetmaker> nah, I don't think it's pointless. It can actually be quite fun
13:20:34 <planetmaker> Use a few transfer stations. And bring stuff from there to where it shall go
13:20:51 <planetmaker> or to the next regional transfer station. I think it can be quite awesome
13:20:52 <Nite> or have taht central pax hub
13:21:09 <Nite> to another town
13:21:15 <planetmaker> I'd do a regional p2p and a star-shaped network somewhat in a single region ;-)
13:21:54 <Nite> but
13:22:17 <Nite> there i s teh issue that all pax woudl get on any vehicel assuming it may bring them where they want
13:22:28 <Nite> so pax got to be abel to look ahead
13:22:46 <Nite> thats the challenge i gess (cargodist or dest?)
13:22:51 <Nite> + u
13:23:16 <Belugas> hello
13:24:08 <Nite> anyway its fun without cargodiest too .. very much so
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13:25:48 <Nite> afk
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13:57:18 * krinn love the breakpoint on word on openttd 1.1
14:01:37 <Ammler> does someone understand that ^ ?
14:02:08 <peter1138> Probably krinn does.
14:02:16 <krinn> lol
14:02:22 <Yexo> probably the ai debug feature
14:02:29 <krinn> yep Yexo
14:02:51 <krinn> it's a cool feature
14:03:17 <krinn> lol missing var inspector and we got gdb
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17:12:16 <Eddi|zuHause>,%%2010.%%20Apr%%201927.png <- my whimsy approach at a transfer seaport...
17:14:00 <Eddi|zuHause> err...
17:14:17 <Eddi|zuHause>,%2010.%20Apr%201927.png
17:16:40 <planetmaker> what is the alpinew.mod.grf? ;-)
17:18:50 <Eddi|zuHause> planetmaker: i hacked it to skip the industry part ;)
17:19:14 <Eddi|zuHause> also, to provide food acceptance for some houses
17:20:10 <canis85> does anyone else use the ECS grf's much?
17:21:13 <SmatZ> George
17:21:20 <canis85> I've been playing with them for a while and I enjoy them quite a bit
17:21:51 <planetmaker> I'm sure there are a lot of people who use it a lot
17:22:21 <planetmaker> newgrf authors usually enjoy it, if happy players post nice screenies from their games which feature their newgrf ;-)
17:22:52 <Eddi|zuHause> i'm sure less than 5% of all users actually use any newgrfs at all ;)
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17:22:54 <canis85> hmm I'll have to do that when I get home then :)
17:23:06 <canis85> I found the basic industry setup to be too simple
17:23:18 <canis85> ECS is a fantastic answer
17:23:39 <V453000> try FIRS, it is much better and unlike ECS it makes sense
17:24:00 <canis85> lol I'll have to do that
17:24:32 <canis85> the one complaint I do have is that I have to enable the bit for enhanced industry closure protection
17:24:51 <canis85> otherwise my industries keep closing on me...
17:26:07 <planetmaker> well. That's what it's for ;-)
17:26:26 <V453000> lol :)
17:35:53 <Eddi|zuHause> planetmaker: at the same time, i hacked FIRS to allow being loaded simultaneously with alpine ;)
17:36:18 <Belugas> that is what one would call "challenge", canis85 ;)
17:36:31 <planetmaker> hehe @ Eddi|zuHause :-)
17:36:59 <planetmaker> Eddi|zuHause, I wonder... doesn't the debug parameter allow that?
17:37:04 <Eddi|zuHause> planetmaker: couldn't change GRF-ID of alpine, because dbset wouldn't load then
17:37:05 <planetmaker> If not... it might be a feature request
17:37:34 <Eddi|zuHause> i don't think the debug parameter existed back then... not sure what it does either...
17:38:08 <canis85> well yeah, and it usually worked for me
17:38:26 <canis85> I guess the basic logic being that as long as it's producing above 'very low', it will stay open
17:38:33 <Eddi|zuHause> bah... i need a next-station-lookahead in the pathfinder the same way as it's done for path signal reservation
17:38:34 <planetmaker> Eddi|zuHause, I think it exists for ages. But... well :-)
17:39:02 <Eddi|zuHause> planetmaker: but andy didn't say anything back when discussing this.
17:39:18 <planetmaker> well, I don't know :-)
17:39:18 <Eddi|zuHause> it was definitely pre-action-14
17:39:33 <planetmaker> stone-age :-P
17:39:50 <planetmaker> ok, iron age
17:40:04 <planetmaker> stone age was when they weren't saved within savegames
17:40:52 <planetmaker> but for now: enjoy your evening(s). :-)
17:41:02 <planetmaker> sport ist mord. But a joyful one.
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17:42:56 <canis85> is FIRS as aggressive as ECS with industry closing?
17:44:04 <canis85> I had a regularly used cement plant in ECS that I kept having to refund
17:44:46 <canis85> several deliveries a month, but it almost never got above 3%
17:44:59 <canis85> very efficient workers I guess :P
17:45:35 <CIA-1> OpenTTD: translators * r22296 /trunk/src/lang/afrikaans.txt:
17:45:35 <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
17:45:35 <CIA-1> OpenTTD: afrikaans - 8 changes by Kayos
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18:31:40 <confound> canis85: no, by default nothing closes. if you turn it on, though, they slowly shrink and eventually close
18:32:01 <canis85> ah okay thanks
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19:01:28 <Fugas> guys, that 1.1.0 sucks!
19:01:40 *** Fugas has left #openttd
19:02:26 <Wolf01> loal
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19:04:24 *** ChanServ sets mode: +o Alberth
19:05:59 <TrueBrain> hahahaha :)
19:06:06 <TrueBrain> was he for real? Owh, briliant :)
19:06:56 <Wolf01> another unsatisfied *I want to remove grfs from scenedit* customer
19:07:17 <TrueBrain> sure he doesn't want copy/paste?
19:07:20 <Yexo> or another: I want very long trains and can't read to I think that feature was removed
19:08:12 <TrueBrain> do those still exist?
19:08:57 <Yexo> the setting mammoth_trains was removed in 1.1 and replace by a new setting max_train_length (or something like that)
19:09:20 <Yexo> oh, and the length counter in the depot now shows the length in tiles instead of half-tiles
19:11:28 <Alberth> I still like the removal of the 'build while paused' cheat :)
19:12:26 <frosch123> yeah, 1.0.5 will be a long-term used version, just like 0.6.3 :)
19:12:27 <canis85> build while paused is part of the regular options now isn't it?
19:12:37 <canis85> in 1.1
19:12:42 <frosch123> canis85: yes
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19:12:56 <frosch123> but at least 3 people complained already about it being removed
19:13:09 <canis85> lol
19:20:11 <Eddi|zuHause> feature request: apply the "diagonal level" tool [with ctrl] feature to "convert" as well
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19:26:07 <Alberth> codechange request: clean up the mess in that code
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19:32:28 <Wolf01> feature request: I want convert signals with drag&drop :P
19:32:54 <frosch123> i think there are 2 fs tasks about that, maybe we closed one
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19:48:40 <Eddi|zuHause> hm... bug or feature? building a station only checks town authority acceptance on the northern corner
19:49:56 <frosch123> so the town the station will belong to
19:50:12 <frosch123> or does that also happen when extending a station?
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19:52:12 <Eddi|zuHause> northern corner of the selection
19:52:50 <frosch123> well, the size of the station does not matter
19:53:06 <frosch123> only the type of the station, and which town it will belong to
19:55:19 <Eddi|zuHause> well, if you have one part inside town authority, and one part out of town authority, you can build the station if the northern tile is in the outer part. i.e. if you build a station north of the town, you can build closer to the center
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20:16:43 <supermop> if i want a house to randomly use one of many sprites
20:16:52 <supermop> how many can i choose from?
20:18:35 <Yexo> houses have 8 random bits, so 256
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20:19:13 <Yexo> if you abuse the animation state you could probably use 256*253 or something like that
20:19:20 <Yexo> in any case: more than you can draw
20:20:08 <Sacro> that sounds like a challenge
20:20:25 <supermop> well its a modular thing
20:20:53 <supermop> made out of between 1 and 6 units
20:21:03 <supermop> each of which has 8 sub units
20:21:16 <supermop> each of those has 9 possible states
20:22:05 <supermop> so i could make about 453 using layers in photoshop
20:23:05 <supermop> now ideally,
20:24:39 <supermop> i only actually need 42 sprites to make all of that
20:25:55 <Eddi|zuHause> hm... besides the slightly higher top speed, and the fancy long distance car livery, the BR 18 is totally inferiour to the BR 38...
20:26:23 <Eddi|zuHause> and in a mixed passenger/freight line, top speed is almost irrelevant
20:26:26 <supermop> if i could give nml those sprites, then tell it to assemble them according to my rules
20:27:27 <supermop> that would be pretty neat
20:27:29 <frosch123> supermop: just kick me every day to finish the extended sprite layout :s
20:27:48 <Yexo> is the spec on that finished?
20:27:51 <supermop> whooa is that planned? and what is it?
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20:29:02 <frosch123> Yexo: at least in my head, except for stations
20:29:33 <frosch123> for stations i am not sure in what order to put the bits for ultimate extensibility
20:29:41 <frosch123> maybe i should update the wiki
20:29:51 <frosch123> oh, and btw. my old patch was totally broken :p
20:30:30 <Yexo> why isn't the same order as for the action2's sufficient?
20:30:38 <frosch123> supermop: usage of registers in spritelayouts, so you do not have to generate 453 spritelayouts, but can assemble them using expressions
20:30:49 <Yexo> oh, and I guess there need to be a different way to signal the 'new' format, since <num-sprites> is not used for stations
20:31:03 <frosch123> Yexo: stations have this flag "use different action2 chain for the groundsprite"
20:31:21 <frosch123> ideally that flag would be moved into the extended bits
20:31:36 <Yexo> but that flag is per station, not per spritelayout
20:31:37 <frosch123> so every sprite (and recolour sprite) can come from the alternative chain
20:31:53 <Yexo> one could want to use some 'old-format' spritelayouts combined with some 'new' ones
20:32:08 <Yexo> which (with the spec as I've last read it) is perfectly possible for other features
20:32:10 <frosch123> but then the next question is: why one layout? maybe use 4 bits for 16 chains? :s
20:32:48 <frosch123> [22:30] <Yexo> oh, and I guess there need to be a different way to signal the 'new' format, since <num-sprites> is not used for stations <- i just use a new property; only one may be used at a time though
20:32:55 <Yexo> ah, ok
20:33:10 <Yexo> wouldn't it be easier to remove the alternative chain bit altogether?
20:33:26 <Yexo> is there a good reason to keep that if you can set the sprite via a register?
20:33:35 <Yexo> s/remove/deprecate for new format/
20:33:46 <frosch123> yes, remove from action 0, put it into the spritelayout for every single sprite and recolour sprite
20:34:04 <Yexo> why do that? what's the point of it?
20:34:14 <Yexo> the bit is there to resolve which spritelayout to use
20:34:24 <Yexo> as soon as you've resolved a spritelayout it's too late to actually use that bit
20:34:54 <frosch123> huh?
20:35:16 <frosch123> first you resolve the spritelayout, than you can choose sprites from two different spritesets
20:35:17 <Yexo> <- were are talking about prop 13 bit 0, right?
20:35:29 <frosch123> yes
20:35:51 <frosch123> but it has no effect on the selected layout
20:35:58 <Yexo> ah, right, sorry, I was confused a bit
20:36:00 <frosch123> but on the action1 set being used
20:36:50 <Yexo> use that bit, when set add another byte to the format which will be the value of var 10 during the action1 selecting chain
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20:39:17 <frosch123> hmm, so resolve the spritelayout, then build a set of all var10 values present and then resolve the spritesets for them
20:39:29 <frosch123> sounds powerful
20:39:49 <Yexo> perhaps a bit over-the-top though
20:40:11 <Yexo> as it requires a varaction2 lookup for every different var10 value, as opposed to the max 2 lookups we do now
20:40:57 <frosch123> yeah, grfauthors could abuse it and use a different chain for every single sprite
20:41:20 <Yexo> on the other hand that can be very useful, I can already think of a use-case in chips
20:41:42 <frosch123> maybe 2 are enough, one chain for sprites with "loading stages", one chain for stuff without
20:41:48 <Yexo> currently the extra groundsprites are coded using grm/action6
20:42:17 <Yexo> using action1 for them would be useful, but they can't be added to the action1's for buildings, as that would mean duplicating the sprites a lot
20:42:23 <Belugas> #Digging in the dirt
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20:44:05 <frosch123> Yexo: but would that need more than 2 chains?
20:44:47 <Yexo> 1 for groundsprite, 1 for a building/crane/something else on one side of the track, 1 for cargo display on other side of the track
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20:45:14 <Yexo> we don't currently have that since it's way too much work to code, but with the extended format it'd become easy
20:45:42 <frosch123> but wouldn't groundsprite and building/crane/something be the same?
20:45:58 <Yexo> no, groundsprite is sand/gravel/dirt/asfalt/whatever
20:46:00 <frosch123> i.e. stuff without loading stages
20:46:05 <Yexo> building/crane/bullzoder is separate from that
20:46:29 <frosch123> why can't you put them in one spriteset?
20:46:49 <Yexo> I want all possible combinations between them, so sand/building, sand/crane, sand/bulldozer, gravel/building, gravel/building etc.
20:46:57 <Yexo> same for cargo
20:47:14 <Yexo> so in reality it's sand/building/coal, sand/building/oil, sand/building/grain, etc.
20:47:30 <frosch123> so you use sprites 0 - 3 for the ground, sprites 4 - 19 for the building
20:48:01 <Yexo> sure, but that requires duplicating the real sprites in the grf
20:48:34 <frosch123> well, but ok, 3 chains might make it easier
20:48:50 <Yexo> that's not a requirement, I was just making up a good use-case
20:48:51 <frosch123> so, let's add a bit for "take var 10" from another byte; but limit that one for 0-3 for now
20:49:13 <Yexo> if you want to limit it to 0-1 for now that's fine
20:49:21 <frosch123> however, it would still be a fixed value in the layout, not a register
20:49:31 <Yexo> sure
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20:54:19 <Terkhen> good night
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20:57:33 <supermop> sorry i had to go afk for a bit to do real work
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21:23:38 <xQR> some of the random generated names people get are so silly that it really makes sure people find out how to set a name themselves :D
21:23:43 <xQR> OTTD-3 * <x> Player (#317/4 (New)/US) has changed his/her name to Puruputupa
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21:24:01 <xQR> he changed his name some seconds later :P
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21:29:51 <frosch123> interesting feature
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21:31:09 <xQR> i had simply forced them to spectators with name "Player" before but i think it's better with just giving them a random-generated name
21:31:31 <xQR> their IP is stored for 48 hours and the name is reapplied if someone with the same IP returns within that time
21:31:47 <xQR> so it also helps a bit to identify the nameless when they come and go
21:32:59 <frosch123> yexo <- updated the stuff
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21:37:13 <Yexo> frosch123: can you use prop 0A to copy a prop 20 layout?
21:37:41 <frosch123> i would think so
21:39:14 <Yexo> maybe clarify that the default prop 10 value is 0?
21:39:52 <Yexo> and I don't think ttdpatch is going to like that part of the spec
21:40:14 <planetmaker> firs is not compatible anyway :-P
21:40:27 <Yexo> it's about stations :p
21:40:51 <planetmaker> :-D
21:41:37 <Yexo> <Yexo> maybe clarify that the default prop 10 value is 0? <- nevermind that, it's clear enough below
21:41:46 <frosch123> just edited :p
21:41:51 <Yexo> "(if not explicitly set, then station property 13 bit 0 takes effect)" <- I hadn't read that yet
21:42:14 <frosch123> oh, i expanded at that place :p
21:42:25 <Yexo> well, it's better this way
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21:45:12 <Yexo> the spec looks very nice, I have no more comments there
21:47:11 <andythenorth> hello
21:47:32 <Yexo> hey andythenorth
21:47:42 <andythenorth> Yexo: I managed some station coding ;)
21:47:50 <andythenorth> chips contains a (not finished) parcels office
21:48:27 <Yexo> I noticed, you missed to hg add a file
21:48:38 <Yexo> at least I think, the cf failed to compile chips today
21:48:44 <andythenorth> bah
21:48:48 <andythenorth> that always happens
21:49:22 <andythenorth> cf should just build on commit
21:49:26 <andythenorth> and whine straight away
21:49:33 <andythenorth> or I should use a commit hook :P
21:49:34 <planetmaker> that's possible
21:49:40 <andythenorth> thought so
21:49:43 <planetmaker> and that, too
21:50:02 <andythenorth> it's user error
21:50:16 <andythenorth> but asking me to be a better person hasn't solved it so far
21:50:34 <planetmaker> have you been asked to? :-P
21:50:45 <andythenorth> many times
21:50:48 <andythenorth> sometimes it works
21:50:51 <andythenorth> hmm
21:50:58 <andythenorth> CHIPS seems to get built on commit
21:51:04 <andythenorth> brot just told me about it
21:51:16 <andythenorth> anyway...extended action 2
21:51:24 <Yexo> andythenorth: only when the last compile failed
21:51:24 <planetmaker> grfs where the nightly failed get built upon commit until they build (again)
21:51:32 <andythenorth> ah
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21:53:48 <andythenorth> Yexo: bullzoder is a nice typo :)
21:53:56 <andythenorth> I may name something after it
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21:55:18 <Yexo> andythenorth: how do you want the parcels office to work?
21:55:28 <frosch123> night
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21:55:39 <andythenorth> Yexo: as it does now
21:55:43 <andythenorth> unless I miss something :)
21:55:48 <andythenorth> I ignored GRM etc
21:56:07 <andythenorth> it's just a simple dumb 1 tile building until future notice :)
21:56:36 <Yexo> currently is generates some warnings
21:56:47 <supermop> hey, what is the pixel height limit for a building?
21:57:09 <andythenorth> Yexo: oh :(
21:57:25 <andythenorth> so it does
21:57:29 <andythenorth> I missed those last night
21:57:38 <Yexo> it doesn't work at all here
21:57:47 <Yexo> + all the non-track platforms seem to be broken
21:57:50 <andythenorth> I wonder why
21:58:22 <Yexo> hmm, that was probably from my testing
21:58:27 <andythenorth> how interesting
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21:58:50 <andythenorth> no breakage or warnings for me
21:58:59 <andythenorth> everything is committed :)
21:59:10 <Yexo> indeed, neither for me now
21:59:16 <Yexo> I should've cleaned up before compiling
21:59:25 <Yexo> so no different groundsprites needed for the parcels office?
22:00:02 <andythenorth> at the moment no
22:00:14 <andythenorth> just uses a common base tile for town buildings
22:00:16 <Yexo> cool, that makes it easy :)
22:00:44 <andythenorth> the only issue for me is that it doesn't (yet) look good
22:01:03 <planetmaker> supermop: something like 240px or so, then it starts to glitch
22:01:09 <Yexo> well, that's a graphical issue, nothing I can help with
22:01:13 <andythenorth> he
22:01:15 <andythenorth> indeed
22:01:17 <planetmaker> TTRS has some high buildings which already glitch
22:01:37 <Yexo> 240px? I thought it was something like 130px or so
22:01:53 <planetmaker> the blue towers with the |V| - shaped roof
22:03:06 <planetmaker> I think it was higher... but maybe 240 is already too high. I chose 160 for the comic houses and that afaik didn't yet glitch
22:03:41 <andythenorth> Yexo: not sure if the bounding box is correct for parcels office, but haven't seen any probelms
22:03:50 <Yexo> it is correct
22:03:58 <supermop> hmm
22:04:12 <andythenorth> thanks
22:04:18 <andythenorth> and good night ;)
22:04:39 <supermop> well sticking below 240 would let me cull some of the taller possible configurations
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22:04:58 <supermop> 160 would be a bit short for what I want though
22:05:48 <planetmaker> maybe 240 was the TTRS building size which glitched ;-)
22:06:41 <supermop> 240 would be ten shaft modules for this building
22:07:04 <supermop> i was planning on 6 or 7 as the maximum I would use anyway
22:07:24 <supermop> so I should be safe
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22:09:18 <planetmaker> well, you'll need to check it out. 160 was safe. Above that: dunno
22:10:24 <supermop> ok
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22:11:07 <Chris_Booth> 240px how tall is that?
22:11:26 <Chris_Booth> that like 1/4 of my screen in height
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22:11:35 <Chris_Booth> thats a big building
22:12:12 <planetmaker> @calc 800/240
22:12:12 <DorpsGek> planetmaker: 3.33333333333
22:12:31 <planetmaker> a third of mine ;-)
22:12:48 <glx> @calc 1050/240
22:12:48 <DorpsGek> glx: 4.375
22:13:32 <planetmaker> but for 13" it's good enough ;-)
22:13:37 <supermop> pretty tall
22:14:29 <glx> @calc 240/1050
22:14:29 <DorpsGek> glx: 0.228571428571
22:14:41 <glx> was the wrong way ;)
22:16:35 *** andythenorth has joined #openttd
22:16:53 * andythenorth awoke from sleep with a dream of a bananas changelog field
22:17:01 * andythenorth will now go back to sleep :P
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22:23:26 <Wolf01> 'night
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22:57:55 <__ln__> ummm.. what is an idiomatic way to say "to my luck, and to unluck of someone else ..." in english? 'unluck' is not a real word.
22:58:11 <supermop> misfortune
22:59:41 <Prof_Frink> __ln__: It's not very English to wish misfortune on others.
22:59:47 <Prof_Frink> Unless they're german.
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23:03:57 <__ln__> Prof_Frink: i'm stating a fact, not particularly wishing anything.
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23:23:41 <Chaot_s> hi all, since ottd 1.1.0 in a servergame the max train length is 7 tiles, i can't find where to change that. I think i'm missing the wikipage.
23:24:04 <Chaot_s> since the server is non gui i can't simply change the settings
23:24:22 <xQR> max_train_length = 7
23:24:30 <xQR> search that in openttd.cfg and replace it by the length you want
23:25:10 <Chaot_s> hmm i actualy used my old config file :)
23:25:24 <Chaot_s> thanx i'll look in to it :D
23:25:28 <xQR> yes but once you run the new version it should have added this option to the config
23:25:35 <xQR> run it once and exit it
23:25:42 <xQR> on exit it should write the config including this new setting
23:25:53 <xQR> or well, just add it to the old config with the number you want :P
23:26:07 <xQR> 64 is max
23:27:24 <Chaot_s> i can't change the option in a running game i presume ?
23:27:43 <glx> just try :)
23:28:46 <xQR> it's working here, at least the console isn't complaining
23:28:53 <Chaot_s> on the server console (shh / screen) "set max_train_length = 28" should do the in game trick?
23:28:58 <Chaot_s> or... am i wrong?
23:29:03 <xQR> setting max_train_length 10
23:29:03 <xQR> setting max_train_length
23:29:04 <xQR> Current value for 'max_train_length' is: '10' (min: 1, max: 64)
23:29:05 <glx> should work
23:29:24 <xQR> no, just enter "setting max_train_length 10"
23:29:30 <xQR> or 20 or whatever
23:29:56 <Chaot_s> its working :D
23:30:00 <xQR> :)
23:30:11 <Chaot_s> indeed i should leave out the = sign :D
23:30:37 <Chaot_s> is there a reason other than game slowdowns?
23:30:53 <Eddi|zuHause> planetmaker: i found a firs translation bug (besides the "x crates of * supplies" i mentioned earlier): in the "Schmiede" it says "Werkzäuge", should be "Werkzeuge"
23:31:02 <xQR> reason for what?
23:31:14 <xQR> the new setting just allows a more precise setting
23:31:21 <xQR> i think before you could only set mammoth_trains on or off
23:31:50 <Eddi|zuHause> planetmaker: also i think the words there could use an "n" at the end...
23:31:56 <Chaot_s> a reason that the game default setting went to 7 tile TL. ah i should realy stop asking and read te changelog :D
23:32:31 <glx> I think it was 7 tiles without mammoth_trains
23:32:32 <Eddi|zuHause> planetmaker: "zu [...] Zäunen [...]" etc.
23:33:20 <xQR> or a dev has just rolled a dice
23:33:27 <xQR> why would it matter anyway?
23:33:33 <xQR> you have to pick something
23:33:55 <xQR> and you only have a chance of 1/64 to hit the taste of someone and 63 chances to do it wrong in someones opinion :P
23:33:57 <Chaot_s> out of curiosity. since most default setting are set to a sane limmit.
23:34:24 <Chaot_s> and once chage away from defaults, it might hinder gamplay :)
23:34:25 <glx> 7 tiles is 14 wagons
23:34:33 <glx> looks like original TTD
23:34:33 <xQR> and now who defines what's sane and what isn't?
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23:34:51 <xQR> i think 14 cars (with default grf) is a pretty long train
23:35:21 <Chaot_s> jups :)
23:35:40 <Chaot_s> 1.0.5 i used to play with large central hubs
23:36:16 <xQR> you can do large central hubs with short trains just as well - in this case "large" would refer to a big amount of tracks
23:36:19 <xQR> :P
23:36:20 <Chaot_s> those would have several 72 (36) length trains transporting like a sort of backbone
23:36:43 <Chaot_s> and since the update i could not do that anymore
23:36:55 <Chaot_s> overloading a network with 300+ trains :D
23:37:14 <xQR> if it's overloaded with 300 trains you need a better design for your system =)
23:37:29 <Chaot_s> its a small map :D
23:37:40 <Chaot_s> and... a poor design :)
23:37:48 <xQR> see? :)
23:38:02 <Chaot_s> although i tried sticking more and more to the main wikitips
23:38:16 <Chaot_s> of travel distance and empty trains
23:38:56 <Chaot_s> its expirimental
23:39:22 <Chaot_s> the hub system with feeding bay's works like a charme :D
23:39:33 <Chaot_s> though i wanted a large ring network now
23:39:50 <Chaot_s> so i would lose lots of merging... it went to a drame :D
23:39:55 <Chaot_s> *drama
23:40:33 <xQR> lol
23:40:53 <Chaot_s> i'm mostly playing sandbox on a server :D
23:40:56 <xQR> well openttd has lots of drama kings on multiplayer servers
23:41:00 <xQR> :P
23:41:02 <Chaot_s> 400+ mil encome :D
23:41:43 <Chaot_s> 234 trains and 440 / 470 mil a game year
23:41:53 <xQR> yeah negotiation with the admin interface is finally finished - not it's sending me allllll his updates
23:41:56 <xQR> gimme updateeeeezzzzzz
23:42:00 <xQR> *now
23:42:18 <xQR> that means: time to go sleep
23:42:20 <xQR> gn8 ;)
23:42:36 <Chaot_s> sleep well and thanx for the help and info!
23:42:42 <xQR> yw
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23:47:18 <Chris_Booth> so who needs to see a 1000+ train network?
23:47:23 <Chris_Booth> to see what mad looks like?
23:47:33 <Chris_Booth> and then a 2500+ train network to see insanity
23:53:51 <Eddi|zuHause> i bet my 40 train network looks way cooler than yours...
23:59:40 <Lokimaros> !passworm
23:59:43 <Lokimaros> !password
23:59:43 *** Lokimaros was kicked by DorpsGek (Wrong channel. Retry in #openttdcoop.)
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