IRC logs for #openttd on OFTC at 2011-08-10
        
        
        
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00:13:58  <KittenKoder> Hmm, anyone interested in seeing the progress on my maglev track?
 
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00:14:34  <Eddi|zuHause> anyone interested in metaquestions?
 
00:14:56  <KittenKoder> I can be annoying, yes I can.
 
00:15:13  <KittenKoder> Need a break from the work.
 
00:16:09  <KittenKoder> The default maglev trains seem to be aligned differently than the others.
 
00:20:48  <pjpe> is there some way to use the opengfx cursor but normal graphics for everything else
 
00:23:03  <Eddi|zuHause> yes. but it involves grfcodec
 
00:23:31  <pjpe> i'm too used to the windows graphics
 
00:23:40  <pjpe> just wish i could have the cursor and toyland
 
00:23:46  <pjpe> god toy land is shit in the original
 
00:24:34  <Eddi|zuHause> replacing just toyland should be easier
 
00:25:46  <KittenKoder> Mars replacement with new vectors would be nice. :p
 
00:25:47  <Eddi|zuHause> edit the original_windows.obg file, and replace the toyland file line with the one from opengfx.obg
 
00:26:11  <Eddi|zuHause> save that under a different name
 
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02:31:30  <pjpe> where are the sprites for the auto track cursor
 
02:31:37  <pjpe> and the level land sprite?
 
02:31:42  <pjpe> they don't seem to be in with the rest of the cursors
 
02:42:47  <KittenKoder> I don't think I get your question, but the features were add-ons and they are probably in another image file.
 
02:44:04  <KittenKoder> But in the openGFX 0.3.4 they are with the normal ones.
 
02:44:19  <pjpe> and that complicates things
 
02:46:46  <pjpe> was taking the lazy way out and just replacing the old cursor in the original file with the opengfx cursor
 
02:46:52  <pjpe> now i might have to figure grfs out
 
02:47:25  <KittenKoder> If you're just replacing sprites, it's not so tough.
 
02:48:02  <pjpe> sonofabitch that's a good idea
 
02:48:19  <KittenKoder> You mean multiplayer?
 
02:48:31  <KittenKoder> I don't know anything about that aspect.
 
02:49:03  <KittenKoder> I think some GRFs have no effect and others do ... but not sure what's what.
 
02:50:22  <KittenKoder> Heh, found the development xcf for the trees.
 
02:50:38  <KittenKoder> They cheated with the snow. >.<
 
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06:39:43  <planetmaker> pjpe: you could most probably make a newgrf which just replaces those sprites
 
06:41:34  <pjpe> but would it work in multiplayer on a server without it
 
06:41:39  <planetmaker> GUI sprites are "interesting" as some of them are in the "main" base set file, those which were not in the original TTD are in the "extra" one
 
06:42:03  <planetmaker> a newgrf only replacing gui sprites could be used as static newgrf, so yes
 
06:42:54  <pjpe> well that would be easier
 
06:43:45  <planetmaker> they only can be activated by editing the cfg, though. There's no nice GUI interface for static grf config so far
 
06:47:40  <planetmaker> of course it replaces more than just the cursors, but it might give you the idea
 
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12:17:04  <andythenorth> how can I svn up without it failing on existing files?
 
12:18:16  <andythenorth> specifically 'failed to add [yxz]
 
12:18:18  <andythenorth>  a versioned directory of the same name already exists
 
12:20:16  <Eddi|zuHause> make a new checkout
 
12:21:53  <andythenorth> that's the third time I'm trying to do that today
 
12:22:02  <andythenorth> basically the connection stalls when I'm using co
 
12:22:10  <andythenorth> and svn can't recover that :P
 
12:22:30  <Ammler> you know, openttd is available as hg?
 
12:22:44  <andythenorth> this is a work thing
 
12:22:49  <andythenorth> we're not allowed to use hg
 
12:23:02  <Ammler> there is also hgsubversion
 
12:23:11  <andythenorth> this is a good point
 
12:26:59  <Alberth> Ammler: but that also suffers if your connection is not reliable
 
12:27:17  <Ammler> Alberth: only for commit
 
12:27:37  <andythenorth> a more familar interface won't help my issue that svn can't get a coherent checkout?
 
12:28:03  <Alberth> Ammler: nope, also for creating a local copy, I tried hgsvn-ing the corsix-th svn repo and it failed
 
12:28:24  <Ammler> I have no issues with svn.openttd.org
 
12:29:10  <Ammler> oh, hgsvn != hgsubversion
 
12:30:02  <Alberth> my mistake, I mean hgsubversion, where you can give a svn url to hg
 
12:30:35  <Ammler> and you need a svn connection to make "hg up"?
 
12:32:19  <Alberth> I was making a clone of the svn repo from scratch, which means pulling 2000+ revisions. Due to network(?) issues, hg lost track of progress, and decided to rollback to nothing :(     I tried it 2 or 3 times
 
12:33:22  <Ammler> you should hg clone to a low rev
 
12:33:53  <Alberth> good idea, will try that
 
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14:01:43  <Tom|cz> hmm I was browsing wiki and stuff and I want download dedicated server for OTTD but all I found was stable version and beta and nightly on web :-/
 
14:01:55  <Tom|cz> nothing about dedicated server download
 
14:02:02  <Tom|cz> can someone throw me a link ?
 
14:03:02  <Alberth> there are not enough dedicated servers to build dedicated binaries for them
 
14:03:22  <Alberth> you can either use a normal one, or build a dedicated version yourself
 
14:04:30  <Alberth> you can use the normal version with -D    you probably still need to install the display libs in that case
 
14:05:03  <Tom|cz> I wanted to host it as my minecraft server on linux :D without any graphic or anything
 
14:05:36  <Alberth> -D will not open a window afaik
 
14:06:45  <glx> Alberth: but it still need display libs if exe is linked to them
 
14:06:47  <Tom|cz> oh seems working just set up some stuf
 
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14:07:26  <Alberth> glx: I mentioned that: "..still need to install the display libs in that case"
 
14:08:49  <Tom|cz> seems there is no need ... or maybe it uses the librarys wich I used to host garry's mod server
 
14:09:17  <Alberth> Ammler: it still failed, but it did not rollback, so I could continue
 
14:09:33  <Alberth> Tom|cz: ldd openttd   will tell you which libraries it uses
 
14:09:45  <glx> Tom|cz: you probably have sdl and x libs installed
 
14:10:26  <Tom|cz> yea they were needed for Gmod :-/ that weirdness needed graphic library too
 
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15:28:35  * andythenorth experiments with trial of new photoshop
 
15:28:39  <andythenorth> expect swearing :P
 
15:42:14  <supermop> cs5 took me some getting used to but i am glad i switched
 
15:43:40  <andythenorth> appears to be a little faster than CS 1
 
15:44:28  <andythenorth> possibly due to being compatible with intel 64 bit, instead of running in a crazy big-endian-little-endian run time compatibility layer :P
 
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15:47:00  <supermop> do you use anything else, or just photosho?
 
15:51:54  <Alberth> grfcodec and openttd quite likely :)
 
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17:02:12  <Ammler> Alberth: yes, of course it fails like before...
 
17:02:30  <Ammler> but you already found the advantage :-)
 
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17:45:27  <CIA-2> OpenTTD: translators * r22732 /trunk/src/lang/ (latvian.txt romanian.txt):
 
17:45:27  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
 
17:45:27  <CIA-2> OpenTTD: latvian - 36 changes by dzhins
 
17:45:27  <CIA-2> OpenTTD: romanian - 30 changes by kkmic, tonny
 
17:45:37  <Eddi|zuHause> turns out two frigates and a caravel are not enough to besiege a city.
 
17:53:37  <LordAro> Eddi|zuHause: when you say that i am immediately reminded of seadogs. but is it something like eve?
 
17:57:46  <LordAro> heard that before, _verry_ clever people
 
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17:59:09  <LordAro> will almost certainly end up in tesco, or homeless :L
 
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18:30:52  <__ln__> anyone from this channel been looting and vandalising lately?
 
18:33:23  <andythenorth> I had a look at the devastation resulting from riots
 
18:36:39  * Rubidium just wonders how hard it is to arrest everyone; just surround the riot with loads of army personel with their lovely rifles
 
18:37:03  <Rubidium> I guess the only problem is that they don't have enough bendy busses to ship them to some secure-ish location
 
18:38:32  <Rubidium> and if they really have balls, tell them they're held on grounds of terrorism
 
18:38:44  <__ln__> There might be some moral and legal restrictions against using the army against your own people.
 
18:43:22  <andythenorth> we don't have the army on UK streets
 
18:44:06  * KittenKoder sends the US army to the UK streets.
 
18:44:35  <andythenorth> what are the army going to do?  Shoot?
 
18:44:59  <KittenKoder> Hmm .... don't know.
 
18:45:15  <KittenKoder> I'm USian, I don't think that far ahead.
 
18:45:50  <Rubidium> andythenorth: just those rubbery things
 
18:46:04  <Rubidium> or the lovely tear gas or even sleeping gas ;)
 
18:46:09  <andythenorth> the police could use those
 
18:46:18  <andythenorth> you don't need soldiers for that
 
18:46:20  <KittenKoder> Your police could use guns.
 
18:46:35  <andythenorth> still the problem of shooting people
 
18:46:45  <__ln__> KittenKoder: Somebody could be hurt.
 
18:46:56  <Rubidium> andythenorth: the police *could*, but then the police will have to 'live' with that image
 
18:47:21  <__ln__> And the whole situation kind of escalated from the police shooting an innocent man, so shooting more people might not be the best way.
 
18:47:23  <andythenorth> police shooting cause some serious constitutional and law & order problems
 
18:47:42  <andythenorth> the government would lose consent from a significant proportion of uk population
 
18:47:46  <KittenKoder> Police get a bum rap everywhere.
 
18:47:56  <andythenorth> a significant minority would probably take to the streets in protest
 
18:47:57  <Rubidium> therefor: declare war, declare them terrorist and use the army ;)
 
18:48:06  <andythenorth> or just arrest them, using the police
 
18:48:11  <andythenorth> it's not that big a deal
 
18:48:25  <andythenorth> if they come for my house, it's probably a bigger deal
 
18:48:28  <KittenKoder> Brits are like sailors from Canada.
 
18:48:39  <__ln__> Arrest them and let them go after 24 or 48 hours or whatever time someone can be kept arrested?
 
18:48:52  <Rubidium> andythenorth: the 'problem' is that they need to quarantine the area and arrest everybody, not only those that are to slow to flee Bobby
 
18:49:35  <Rubidium> if everybody is arrested, they can't do it the next night
 
18:50:00  * KittenKoder ponders making the blockade fences more like real ones.
 
18:50:13  <andythenorth> I think the police are kind of working on that 'arrest people' idea :P
 
18:50:20  <andythenorth> it seems to have occurred to them
 
18:50:25  <andythenorth> they're just a bit slow at running
 
18:50:39  <KittenKoder> Yep, Canadian sailors, the whole lot. :p
 
18:50:55  <Rubidium> andythenorth: thus they should be boxing them in
 
18:51:20  <andythenorth> they should give the cops bikes
 
18:51:24  <KittenKoder> Time for a Hot Pocket.
 
18:51:25  <andythenorth> a lot of the kids are on bikes
 
18:51:32  <Rubidium> andythenorth: those get stolen
 
18:51:47  <andythenorth> I live at the top of the hill from the riots
 
18:51:56  <andythenorth> touch wood - riots rarely move up hill
 
18:52:03  <Hirundo> I thought stealing bikes was a 0031 thingie...
 
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18:52:52  <andythenorth> ^ my friends live on the rh-side of that picture
 
18:53:08  <andythenorth> where the riot van is parked
 
18:53:13  <andythenorth> we used to have an office there too
 
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18:58:59  <KittenKoder> Weird .... I did the no level crossing flag in NML and it put wires on the track. >.<
 
18:59:26  <Hirundo> read the docs more carefully
 
19:02:08  *** ChanServ sets mode: +o orudge
 
19:03:23  <Hirundo> KittenKoder: bitmask(RAILTYPE_FLAG_CATENARY, RAILTYPE_FLAG_NO_LEVEL_CROSSING) <- use bitmask
 
19:04:18  <KittenKoder> Wait, it doesn't show that in the example though.
 
19:05:01  <KittenKoder> railtype_flags:             RAILTYPE_FLAG_CATANERY;
 
19:05:03  <Hirundo> I thought I'd fixed that *checks*
 
19:05:48  <KittenKoder> On the doc page, one sec.
 
19:06:22  <KittenKoder> bitmask worked like a charm! TY!
 
19:06:52  <KittenKoder> But the doc line is REALLY wrong to, the comment says it's no level crossing flag.
 
19:06:53  <Hirundo> ah I see, I fixed it somewhere but not there :) my bad, will fix
 
19:07:38  <KittenKoder> Yeah, new maglev track .... no level crossings.
 
19:08:17  <KittenKoder> 300+ mph trains and cars driving across .... >.<
 
19:09:37  <KittenKoder> Now ... time to remake the depots.
 
19:10:20  <KittenKoder> Then I get to learn parameters!
 
19:14:17  <KittenKoder> Inspiration for the depot finally hit!
 
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19:27:10  <KittenKoder> Blinking lights on depots ... good ... bad?
 
19:30:15  <andythenorth> stupid time goes too fast
 
19:30:58  <andythenorth> does game time work like UTC time in apps?
 
19:31:06  <andythenorth> i.e. number of ticks since epoch?
 
19:31:32  <andythenorth> when used in say, vehicle availability check, or vehicle aging check
 
19:31:42  <andythenorth> or does it look at in-game calendar date
 
19:33:06  <andythenorth> I wondered if we could just pretend the year had 730 days
 
19:33:23  <andythenorth> but I would bet money that isn't going to work
 
19:34:17  <andythenorth> is there something that increments a tick counter?
 
19:35:06  <Wolf01> I made a patch which avoids the known economy problems
 
19:35:16  <andythenorth> could we 'just' increment by 1 or 0 alternately, using a flip-flop type affair
 
19:35:27  <__ln__> Wolf01: you should offer it to Obama
 
19:35:52  <Wolf01> I must update it before doing that
 
19:36:05  <andythenorth> you should offer it to the Euro zone
 
19:36:11  <andythenorth> they'll probably accept it anyway
 
19:37:55  <Wolf01> I don't care about world economy problems, in the next year we wouldn't have an economy anymore, so all problems will be automagically resolved
 
19:40:56  <Wolf01> What about England instead? How much of what TV says is true? And how much TV don't say?
 
19:48:35  <andythenorth> Wolf01: it's true
 
19:48:39  <andythenorth> but somewhat over-rated
 
19:50:28  <andythenorth> there is one serious incident
 
19:50:49  <andythenorth> a number more dramatic incidents (dramatic on TV, with the right angle)
 
19:50:55  <andythenorth> many more minor incidents
 
19:51:11  <andythenorth> and a lot of idiots on twitter and other places politicking
 
19:51:49  <andythenorth> the riots are an awesome talking point for everyone who is a victim of ideology
 
19:52:11  <andythenorth> on one hand they are because we haven't hung enough people, and on the other they are because of the capitalist rich oppressor
 
19:52:25  <andythenorth> and all sides (there are more than two) are 100% in their conviction
 
19:52:40  <andythenorth> meanwhile a small number of kids are out having a great time nicking stuff
 
19:52:45  <Prof_Frink> Well, there's an obvious solution. Hang the rich.
 
19:53:31  <Hirundo> Rich people tend to object to that
 
19:54:07  <andythenorth> the French did it
 
19:54:21  <andythenorth> revolution is predicted
 
19:54:45  <andythenorth> the underclass has apparently declared civil war upon society
 
19:54:45  <Prof_Frink> Personally, I think it's a cover for the robots staging a coup on the lizard people.
 
19:55:01  <andythenorth> Prof_Frink: you're explanation is probably more convincing than some of the others :P
 
19:55:15  <andythenorth> there's a quote about suspecting conspiracy where fuckup would suffice ::
 
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20:11:09  <frosch123> hmm, firefox seems to be as multithreaded as ottd
 
20:11:43  <glx> it's theorically one thread/process per tab
 
20:12:42  <frosch123> i have 6 tabs and it only takes 100%
 
20:16:02  <frosch123> maybe it's memory allocation is interlocking itself
 
20:18:00  <Alberth> or a js program is doing stupid things :)
 
20:18:32  <frosch123> no, no, i am doing the stupid thing with trying to load the grf2html output of 6 ecs vectors at once :p
 
20:21:39  <Eddi|zuHause> that sounds fun :p
 
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20:47:24  <frosch123> while opera seems to only use one core as well, it performs a lot better
 
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20:59:31  <frosch123> oh, now it tirggers the ulimit for too many files :p
 
21:03:34  <KittenKoder> Okay, I need a bit of help.
 
21:04:33  <KittenKoder> For NML, if you are setting up a parameter that allows the player to choose between your fence, default fence, or no fence .... I get the parameter stuff but where does the switch go and what syntax would it be?
 
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21:05:55  <KittenKoder> I kind of get the switch syntax ....
 
21:12:23  <KittenKoder> Wait, actually, what I need are the default variables for depots and fences.
 
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21:18:36  <Hirundo> What do you mean by "default variables"?
 
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21:20:33  <KittenKoder> This switch thing is messing my head up. >.<
 
21:21:05  <KittenKoder> I'm trying to think of a better way to explain it .... just a moment.
 
21:22:16  <KittenKoder> How to make a switch that can be changed by a parameter so that something in the GRF does not replace something set before it, like depots.
 
21:24:25  <Hirundo> Have you ever worked with switches or callbacks before?
 
21:25:54  <KittenKoder> Not for NML or GRF.
 
21:26:09  <KittenKoder> For c/c++, Java, and Python yes.
 
21:28:12  <Hirundo> well.. OpenTTD uses a callback mechanism to query a grf for various things, either to determine what sprites to show or for certain other values (for example, max speed of a train)
 
21:29:02  <Hirundo> In such a callback you can use a switch-block to make a decision based on various variables/parameters, whatever
 
21:30:26  <Hirundo> In this case, you'll probably want to switch based on the parameter setting, and choose between either your fence sprites, empty sprites (1x1 blue pixel), or CB_FAILED to use the default
 
21:31:43  <Hirundo> CB_FAILED is an explicit failure code, it causes the callback to abort without a return value
 
21:31:44  <KittenKoder> So CB_FAILED is like saying "do what you would normally do"?
 
21:31:57  <Hirundo> I assume in this case, yes (checking now)
 
21:34:20  <KittenKoder> Aha, I figured out the depot setting.
 
21:36:38  <KittenKoder> So fences would need a blank tile to disable.
 
21:39:44  <Hirundo> You'd need 8 1px * 1px transparent blue sprites
 
21:39:58  <Hirundo> of course, using the same pixel 8 times works just fine
 
21:43:09  <KittenKoder> Last part, railtype_flags ....
 
21:43:36  <KittenKoder> It won't let me use a switch on those and I've tried a lot of variations.
 
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21:46:04  <Hirundo> railtype_flags is a property, not a callback, why would you want a switch on that?
 
21:46:48  <KittenKoder> So there is no way to make a parameter that could change whether level crossings are allowed?
 
21:50:23  <Hirundo> there is, but not via a switch
 
21:50:55  <KittenKoder> Okay, so where do I look?
 
21:50:56  <Hirundo> The value of the railtype_flags property is a single expression that may also include parameter values
 
21:51:41  <Hirundo> So you could do something like "railtype_flags: param_level_crossings ? bitmask(..) : bitmask(..);"
 
21:52:03  <Hirundo> With of course the correct param and bits set, but I'm sure you'll figure that out :)
 
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21:52:17  <KittenKoder> Aaah, the if-then expression syntax.
 
21:54:03  <Hirundo> You can also do arithmetic and such (railtype_flags: param_abc * 42), but that probably doesn't make a lot of sense here
 
21:54:35  <KittenKoder> That didn't work for me to.
 
21:55:06  <KittenKoder> The if expression did though.
 
21:55:20  <KittenKoder> ^_^ I have my first GRF to actually let people try now.
 
21:55:34  <KittenKoder> Just need a better name and description.
 
21:55:55  <KittenKoder> Called it NeoMaglev Tracks .... kind of blech.
 
21:57:00  *** ar3k is now known as ar3kaw
 
22:00:34  <KittenKoder> Crap, GUI stuffs. >.<
 
22:16:33  <Sacro> Ammler: getting segfaults using Autopilot with CHPP
 
22:17:21  <__ln__> Sacro: what about you, have you been looting and vandalising stuff?
 
22:18:15  <Sacro> __ln__: nope, i'm staying well clear of it
 
22:20:30  <Sacro> oh, seems like it's an ubuntu bug
 
22:26:33  <Sacro> right,l forcing tclsh8.5 helped
 
22:26:36  <Sacro> now getting spawn id exp6 not open
 
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22:35:58  <Ammler> Sacro: does that mean, if you run it without ap, it works?
 
22:36:08  <Ammler> what does secfault, ap or openttd
 
22:36:39  <Sacro> it's adding things to the bind sectoin
 
22:36:44  <Sacro> which causes it to shit itself
 
22:36:49  <Sacro> Ammler: it's the package require Expect bug
 
22:37:25  <Ammler> well, ubuntu is one big bug :-P
 
22:37:34  <Sacro> s/tclsh/tclsh8.5/ did that
 
22:37:43  <Sacro> and I can load a new game
 
22:37:49  <Sacro> but when I load a new save, it can't bind :\
 
22:38:07  <Sacro> and then once I've loaded the save I can't start a new one without clearing the config
 
22:38:30  *** Vikthor has joined #openttd
 
22:40:53  <Ammler> I do not get, how that is related to ap
 
22:41:27  <Ammler> I mean just test it without ap
 
22:41:41  <Sacro> it's not, it's openttd :\
 
22:42:16  <Ammler> else I am sure, devs would like to get a fs post about
 
22:42:46  <Ammler> we run nightly and testing without any issues since years
 
22:42:59  <Sacro> no, it's that kernel protection thingy whose name escapes me
 
22:44:09  <Sacro> that helps keep servers secure
 
22:45:24  <Sacro> I can't figure out why it can't listen
 
22:45:56  <Sacro> dbg: [net] getaddrinfo for hostname "/home/openttd/.openttd/save/SimSigMatt Transport, 20th Mar 1970.sav", port 3979, address family either IPv4 or IPv6 and socket type tcp failed: Name or service not known
 
22:47:53  <Ammler> but that looks quite strange, I would suspect the spaces
 
22:48:44  <Ammler> anyway, would be coold, if you try to reproduce with nightly or testing and report to fs if it fails too
 
22:50:56  <Sacro> Yeah, seemilny fixed it
 
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23:03:22  <KittenKoder> NeoMaglev is done ....
 
23:05:31  <KittenKoder> That was pretty fun.
 
23:10:08  <Sacro> right, the dedi is causing epic lag
 
23:10:23  <KittenKoder> If people like it I will do more on it. But I do want to learn stations next.
 
23:16:07  <planetmaker> they're not yet implemented in NML (should you use that)
 
23:18:57  <KittenKoder> Alright, movie then play OTTD.
 
23:26:36  <Sacro> sigh, get it working and mpeople complain that their machines are too slow to handle it
 
23:27:13  <KittenKoder> Sacro, a majority or computer users have 10 year old computers.
 
23:28:28  <Sacro> so now we return to it being hosted on an old laptop via a wifi connection...
 
23:28:29  <KittenKoder> Upgrading computers as they come out is neither intelligent nor cost efficient.
 
23:39:25  *** lessthanthree has joined #openttd
 
23:39:26  <KittenKoder> Why come you don't have a tatoo?
 
23:47:40  <lessthanthree> what's a good % level for train service interval?
 
23:50:38  <KittenKoder> Anything above 50 is pretty good.
 
23:51:07  <KittenKoder> Wait ... I misunderstood the question.
 
23:51:36  <KittenKoder> It's better to use days for that.
 
23:52:16  <lessthanthree> and then the default 150 is okay?
 
23:52:38  <KittenKoder> You can add an order for them to service after long stops.
 
23:53:12  <KittenKoder> Such as waiting for a full load, then "go to depot for maintenance" then to the destination.
 
continue to next day ⏵