IRC logs for #openttd on OFTC at 2011-08-30
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07:44:11 <xahodo> In order_cmd there is a documentation error at lines 584 and 585.
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09:02:51 <lugo> ah well, new firs implicitly needs a non-patchpack version :(
09:03:19 <Pinkbeast> Which is awkward because we all play Chill's or YACD?
09:03:24 <lugo> those rivers are georgeous btw :)
09:04:00 <planetmaker> lugo, it doesn't ask for a non-PP version. But it requires r22780 or newer
09:04:17 <planetmaker> just update your PP ;-)
09:04:42 <planetmaker> and no, the only PP I currently play - if patched at all - is YACD ;-)
09:05:10 <Pinkbeast> I can't do without autoseperation for pax/mail
09:05:27 <Pinkbeast> ... it's a pity no-one has quite made it work
09:06:37 <planetmaker> auto-separation is not that much important really... even though might be nice
09:07:41 <Pinkbeast> It is _quite_ hard to do a pax service in any kind of cargo distribution world without it.
09:09:31 <planetmaker> I must have missed the hard part there.
09:09:38 <planetmaker> Just setup routes and you're done
09:09:52 <planetmaker> especially with cargod*st
09:10:40 <Pinkbeast> Whichever vehicle has the largest gap in front of it spends the most time loading. Soon they are all bunched together.
09:13:14 <planetmaker> allow for full load time at each station
09:13:37 <planetmaker> and use time tables
09:13:43 <Pinkbeast> Er... so construct a timetable by hand?
09:14:08 <Pinkbeast> There's a reason I like autoseperation
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09:29:26 <planetmaker> yeah... chill hasn't been much active lately
09:30:24 <Pinkbeast> I fear patchpatch makers tend to get burned out
09:30:40 <planetmaker> it's tedious work
09:31:30 * fjb is fighting with YADP and current trunk.
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09:32:16 <Pinkbeast> fjp> Is that a typo for Y oh never mind
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10:36:12 <Eddi|zuHause> i don't suppose there's an 80+ or 40+ variable for "position in articulated vehicle chain"?
10:36:43 <planetmaker> not that I know. But for consist vs. whole train
10:37:50 <planetmaker> but you knew that :-)
10:41:54 <Eddi|zuHause> it would be... helpful...
10:42:54 <Yexo> eddi: if the first part has a different id from the rest of the parts than you could use var 41
10:43:39 <Yexo> if all articulated vehicles using the same ID are always the same length you can use (var 41 mod vehicle_length)
10:44:14 <Yexo> that should cover almost all use cases
10:44:43 <Eddi|zuHause> Yexo: yes, but if i want to code an articulated vehicle with 4 (visual) wagons and 3 logical vehicles per wagon, i might want to have a consist AxxBxxBxxCxx
10:44:51 <Eddi|zuHause> then var 41 won't be helpful
10:45:22 <Yexo> so each wagon is articulated with 3 parts?
10:45:35 <planetmaker> unless from another set
10:45:35 <Eddi|zuHause> no, the whole consist is articulated
10:45:59 <Yexo> so the consistent consist of 12 parts?
10:46:01 <planetmaker> uh hm, but... if it's articulated... then you know the vehicle IDs
10:46:12 <Yexo> so why is var 41 not helpful?
10:46:31 <Yexo> position in chain of consecutive vehicles with same ID
10:46:42 <Yexo> ie 0 for A, 3 for B, 6 for second B and 9 for C
10:46:47 <Eddi|zuHause> Yexo: i can't determine wether it is the first or second B in the consist
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10:47:11 <planetmaker> Where does that matter, if it's the same wagon?
10:47:18 <planetmaker> if you know vehicleID and pos % 3
10:47:22 <Eddi|zuHause> planetmaker: refits of 2/3/4 wagons
10:47:40 <Yexo> Eddi|zuHause: but refits can't change the amount of wagons
10:47:47 <Eddi|zuHause> lots of magic that i haven't quite worked out yet
10:47:52 <Yexo> visually they can, but not the actual amount of wagons
10:48:22 <Yexo> so if all those parts have the same ID you can check for position 3 or 6 with var 41
10:48:24 <Eddi|zuHause> Yexo: basically it's the same concept as HEQS trams... only much larger scope
10:48:31 <Eddi|zuHause> i need a bit more flexibility
10:49:35 <Eddi|zuHause> planetmaker: now imagine i have two articulated chains in one train, possibly of slightly different layout
10:49:52 <Pinkbeast> Oh, the crazy refittable HEQS trams?
10:50:05 <Eddi|zuHause> planetmaker: then neither var 40 nor var 41 can reliably tell me the proper location
10:50:10 <Yexo> Eddi|zuHause: the layout doesn't matter if they all have the same amount of parts
10:50:16 <Yexo> where number of parts are logical parts, not visible ones
10:50:40 <Eddi|zuHause> Yexo: yes, but i can't possibly be sure that assumption always holds
10:50:48 <planetmaker> Eddi|zuHause, so, concatenating two arbitrary articulated vehicles?
10:50:59 <Eddi|zuHause> planetmaker: yes
10:51:02 <Yexo> why not? you're writing the newgrf, you can chose the number of articulated parts
10:51:13 <planetmaker> AxxBxxBxxAxx - CxxCxxCxxDxx ?
10:51:39 <planetmaker> if they all have three parts... it still would work to know which of the single sub-vehicle you deal with
10:51:48 <Eddi|zuHause> planetmaker: maybe AxxBxCxx + DxxExxFxx
10:52:04 <Yexo> Eddi|zuHause: var 41 counts vehicles with the same ID
10:52:06 <Eddi|zuHause> Bx is only 2 parts
10:52:19 <Eddi|zuHause> Yexo: yes, 41 counts the x'es
10:52:20 <Yexo> so as long as the AxxBxCxx one has a different ID from the DxxExxFxx one there is no problem
10:53:07 <planetmaker> hm... we need to make sure to talk of the same...
10:53:15 <planetmaker> I considered Axx to be vehicles of one ID
10:53:34 <Eddi|zuHause> A,B,C,x are each vehicles with different ID
10:53:58 <Yexo> oh, I misunderstood that too
10:54:29 <Yexo> but if AxxBxxBxxAxx is one articulated vehicle, why don't you code it as AAAAAAAAAAAA?
10:56:07 <Eddi|zuHause> currently all (visually) non-articulated vehicles are coded as Axx, where A is a vehicle-ID > 128, and x is one <128, shared between multiple vehicles
10:56:08 <planetmaker> maybe... what's the aim, Eddi|zuHause ?
10:56:42 <Yexo> Eddi|zuHause: and in which part is the problem, the x or the A / B / C vehicles?
10:57:02 <Eddi|zuHause> so the vehicle-ID "A" can be used for distinguishing the visualisation, length and stuff from the "x" vehicles
10:57:54 <Eddi|zuHause> A then has capacity, weight, power, etc. while x are just dummy-vehicles
10:57:56 <planetmaker> I guess the real issue is that articulatedID <128 is a requirement and it'd be gone if that was lifted, right?
10:58:15 <Eddi|zuHause> now with articulated vehicles like AxxBxxBxxCxx, B and C also need capacity
10:58:29 <Eddi|zuHause> which makes them logically different to the "x"es
10:58:41 <Eddi|zuHause> and stuffing all this logic into A is... troublesome
11:00:22 <Yexo> so does x need to know whether it's attached to A or B ?
11:00:55 <Eddi|zuHause> i have a patch for that
11:01:25 <Eddi|zuHause> a 60+ variable that gives me the vehicle-id of the Nth wagon before/after this vehicle
11:02:18 <Yexo> 4th related object for vehicles: first articulated part
11:05:26 <Yexo> Eddi|zuHause: but if you can get the vehicle-id of the Nth wagon before/after, you could just check the id of -3 and see if that's A or another B
11:05:36 <Yexo> ^^ to distinguish whether you are the first or second B
11:06:09 <Eddi|zuHause> that sounds like something to put into a procedure...
11:06:58 <Eddi|zuHause> and i need to keep a table somewhere which vehicle-IDs have 1/2/3/4 logical parts
11:07:43 <Eddi|zuHause> hm, no, maybe i don't need that, because i already have different dummy-vehicles for those
11:08:37 <Eddi|zuHause> the other problem i still have not solved is that when every articulated vehicle has IDs for B and C, i quickly run out of vehicle-IDs < 128
11:09:38 <Yexo> another reason to code them as AAAAAAAAAAAA
11:09:49 <Yexo> might be a bit more work in the code, but you avoid the ID problems
11:10:02 <Yexo> and you won't need your patch for checking the vehicle-id
11:10:03 <planetmaker> not if you have more thatn 128 engines
11:10:12 <planetmaker> which CETS easily has
11:11:03 <Eddi|zuHause> or we need a "long" articulated callback, that allows IDs > 7F
11:11:24 <Yexo> or a new nfo version that changes the existing callback
11:11:27 <planetmaker> the proper solution IMHO is to allow any ID to be used as articulated
11:12:08 <Yexo> if the problem is only bit 7, why can't IDs 0x100..0x17F, 0x200..0x27F etc. be used already?
11:12:10 <Eddi|zuHause> that's problematic as you have 16-bit vehicle IDs, but only 15-bit callback results, and then you need 1 bit for "flipped", so you only have 14 bits left
11:12:38 <Eddi|zuHause> Yexo: no idea, didn't work when i tested it
11:12:42 <Yexo> I don't think anyone will care if it's limited to 14-bit vehicleIDs
11:13:09 <planetmaker> sure it won't bite us (again)?
11:13:09 <peter1139> well it probably just gets the lowest 7 bits
11:13:33 <Eddi|zuHause> planetmaker: i'm pretty sure it will :p
11:13:43 <Yexo> sure, my question was more like: why can't the spec be changed to allow that? since it wouldn't break existing newgrfs (at least I hope not)
11:15:52 <Eddi|zuHause> there's the magic value "FF" that stops articulation (instead of attaching the vehicle 7F flipped)
11:17:36 <Lakie> planetmaker: I know its a daft question but is OpenGFX-Landscape 2.2 compatible with openTTD 1.0.2?
11:17:51 <Eddi|zuHause> Lakie: probably not
11:18:05 <planetmaker> Lakie, I'd wonder if it were
11:18:11 <planetmaker> It uses advanced sprite layouts
11:19:38 <Eddi|zuHause> is there an example for using recolour tables in NML?
11:22:14 <Yexo> Eddi|zuHause: do you want to write your own recolour sprites or use some existing ones?
11:22:29 <Eddi|zuHause> i think i need my own
11:23:20 <planetmaker> for the different company liveries?
11:23:45 <planetmaker> sounds more like something better not done by re-colouring
11:23:45 <Eddi|zuHause> for debug purposes, for front/back vehicle lights, for liveries, for possibly other stuff
11:25:04 <planetmaker> I'm not sure liveries via re-colouring is the best thing to do. It's rather limiting
11:25:23 <planetmaker> changing lights... maybe
11:25:43 <Eddi|zuHause> e.g. the german tram set uses recolouring for (bulk) cargo graphics
11:25:54 <Yexo> it might be limited, but it's also a lot easier than changing the sprites manually for every livery
11:26:30 <planetmaker> But it requires to follow some strict colouring rules during drawing
11:26:45 <planetmaker> whatever they may be in detail
11:26:55 <planetmaker> or you'd end up with a special re-colour sprite for each engine or so
11:27:14 <planetmaker> it might be a lot easier for wagons
12:28:44 <planetmaker> you save your newgrfs by the game, Eddi|zuHause ?
12:29:09 <Eddi|zuHause> only for this particular one, because someone needed to open it because of a bug report
12:30:09 <planetmaker> newgrf/newstatsw.grf <-- what is that?
12:30:40 <planetmaker> new stations... sure :-)
12:31:20 <Eddi|zuHause> seriously, how long have you been playing this game? :p
12:31:34 <planetmaker> 8-letter filenames are not always descriptive :-)
12:31:49 <Eddi|zuHause> those are 9 letters, anyway :p
12:32:16 <planetmaker> then it could have been the 6 more to make it really clear as well
12:32:40 <planetmaker> anyway, I don't know each newgrf by filename ;-)
12:32:57 <planetmaker> And I found out one can have at least 400 NewGRFs more than I have :-P
12:33:29 <planetmaker> (i.e. 50% more - though newstatw.grf is on my hdds, too
12:34:01 <Eddi|zuHause> last_newgrf_count = 527
12:34:23 <planetmaker> i have a count like 783 or so
12:34:25 <Eddi|zuHause> but i don't have a lot of grfs from bananas
12:34:35 <planetmaker> many pointless ones, yes
12:34:48 <planetmaker> I find those which trigger the debug messages especially annoying ;-)
12:35:09 <planetmaker> but well... sometimes they're needed. So I keep them
12:56:36 <krinn> noai api lack semaphore or i miss them ?
13:01:18 <__ln__> not flexing the verb in the third person, missing auxiliary verb, unnecessary space in front of a questionmark.
13:03:32 <krinn> no that space is need before and after a ?
13:04:00 <__ln__> not before in english ortography.
13:04:22 <krinn> well, i'm not english and we do use a space before it
13:04:28 <__ln__> or most other languages either. french is an exception.
13:04:57 <krinn> eheh never do like others
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13:22:54 <krinn> no i'm not, was to bug you :)
13:24:34 <Belugas> so with my usual lagging, i'm not gugged at all ;)
13:26:11 <krinn> your belgium Belugas right ?
13:26:53 <Belugas> i am due to the place i'
13:27:09 <Belugas> but not to the place where i now live :)
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13:34:44 <Belugas> my parents moved in quebec when i was 4
13:35:57 <krinn> nice move, great place to live
13:39:08 <Belugas> i guess :) my dad had to choose between Guadeloup and Montreal. I'm not totally sure he picked the right place, but all in all, it's ok :)
13:42:57 <Eddi|zuHause> who would choose a tropical island over a snowy place...
13:43:26 <Belugas> yeah...who?... and more important: WHY?????????
13:44:35 <krinn> i prefer snow and nice place to live than tropical poor place
13:45:26 <Eddi|zuHause> there are tropical richt places :)
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14:36:01 <planetmaker> hm... newgrf-specs.tt-wiki down or veeeery slow?
14:39:20 <TWerkhoven> just very slow for me
14:41:16 <krinn> ah no, everything just came
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17:15:35 * planetmaker doesn't think it's rude either. Maybe slightly demanding, but...
17:17:38 <Belugas> LordAro: "This is very annoying" <-- Stating the prolem
17:17:58 <Belugas> LordAro: "could it please be fixed?" <-- he said please
17:18:23 <Terkhen> I checked that issue once, it only happened on network games with huge maps for me
17:18:31 <Belugas> and he gave a good description of the problem. so it's not like throwing frustration ;)
17:18:36 <LordAro> true, but considering it hasn't been reported before... (i certainly haven't noticed it)
17:18:48 <LordAro> ok, i guess demanding would be a better word than rude :)
17:19:22 <Belugas> i don't recall seeing Emperor Jake here, by the way
17:20:55 <krinn> never saw that problem, but i don't play network game
17:21:59 <Eddi|zuHause> i'm not quite sure if Belugas is the right expert in moderation-questions :p
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17:25:08 <Alberth> just found your PM :)
17:25:41 <LordAro> its out of date, i was going to send you another, but... youtube :)
17:26:06 <krinn> while you're here guys: noai doesn't handle semaphore right ?
17:26:08 <Alberth> you mean there are more important things than a openttd patch? :p
17:26:45 <Alberth> should I look at a newer version, or can go ahead with my current comments?
17:27:11 <LordAro> i don't have a newer version on me, but:
17:27:29 <LordAro> - i think i fixed the scrolling issues (for me anyway)
17:28:17 <LordAro> - i have looked at (read: copied) some functions todo with removing whitespace and stripping characters in general
17:28:33 <LordAro> but have yet todo anything with them
17:29:06 <Alberth> so it seems best that you do that first, right?
17:29:24 <Alberth> just let me know when you need help in some way
17:29:56 <LordAro> ... or i'll just pester someone else :L
17:30:10 <Yexo> krinn: not handle right in what way?
17:33:14 <Yexo> krinn: if you mean "never built semaphore signals" than you're right :)
17:33:52 <Eddi|zuHause> Yexo: i think he forgot a comma... "does not handle semaphores, right?"
17:34:19 <Yexo> ah, in that case: yes, it doesn't
17:38:06 <krinn> Yexo yep, i've look at signaltype, can't find a semaphore bit
17:38:29 <Yexo> it's not in signaltype, it's bit 4 of p1 in the call to CMD_BUILD_SIGNALS
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17:38:46 <Lord_Aro> again? seriously? >.<
17:39:07 * Alberth thinks one lord is sufficient :)
17:39:14 <krinn> Lord_Aro, the channel set autokick if you say the word lord
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17:42:16 <krinn> hmmm EnforcePrecondition(false, ::IsValidSignalType(signal)); i don't think i could bypass the preconditions to force them
17:42:32 <Yexo> no, you'll need to patch openttd
17:42:49 <Ammler> Alberth: I remember the ticket again ;-)
17:42:54 <krinn> what i was thinking yep
17:43:10 <krinn> lol Lord_aro rename and paf
17:44:49 <Eddi|zuHause> what's wrong with making the AI adhere to the "place semaphores before <year>" setting?
17:45:16 <Yexo> nothing, it's simply not yet implemented
17:45:17 <Alberth> Ammler: ah, it's a feature request
17:45:50 <CIA-2> OpenTTD: translators * r22856 /trunk/src/lang/ (belarusian.txt french.txt italian.txt turkish.txt):
17:45:50 <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
17:45:50 <CIA-2> OpenTTD: belarusian - 3 changes by KorneySan
17:45:50 <CIA-2> OpenTTD: french - 2 changes by Snail_
17:45:50 <CIA-2> OpenTTD: italian - 6 changes by Snail_, lorenzodv
17:45:52 <CIA-2> OpenTTD: turkish - 40 changes by niw3
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17:47:23 <Eddi|zuHause> just avoid openttdcoop :p
17:47:40 <LordAro> (yes, i did just run my finger along the top of the keyboard :) )
17:48:32 <LordAro> Eddi|zuHause: according to Amml3r, it has been fixed
17:49:15 <Yexo> it was not just the bouncer that went down
17:49:25 <Yexo> the rest of the openttdcoop websites went down too
17:50:15 <LordAro> 'hypervisor' wasn't it?
17:51:45 <^Spike^> ammler says so and he said he fixed it... :)
17:51:50 * ^Spike^ still has to see that ;)
17:53:15 <LordAro> well, the 'daily openttdcoop ping timeout' hasn't occured, has it?
17:53:38 <^Spike^> not that i've seen in our graphs either...
17:55:28 * ^Spike^ goes back to learning the backup system for coop...
17:56:51 <Ammler> Eddi|zuHause: it is fixed :-P
17:57:20 * ^Spike^ tries not to comment... :)
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18:10:51 <Terkhen> but I don't remember what made me change from kvirc to something else
18:11:24 <planetmaker> x-chat is quite nice
18:11:52 <Terkhen> I only miss the coloured nicknames
18:12:26 <LordAro> as Terkhen is the reason i'm using kvirc anyway :)
18:12:32 <planetmaker> Terkhen: aren't they coloured for you?
18:12:46 <planetmaker> they use random colours for me... but maybe that can be changed
18:12:49 * Yexo doesn't have coloured nicknames in x-chat either
18:13:04 <planetmaker> hm... I might check tomorrow
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18:13:08 <LordAro> as Terkhen is the reason i'm using kvirc anyway :)
18:13:40 <Yexo> ah, there is an option for it
18:14:17 <Terkhen> I have them, but the colours don't have a lot of variety
18:14:34 <Terkhen> with kvirc, I had only two or four nicks with the same colours
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18:19:24 <LordAro> hm, xcht doesn't appear to be portable, and that is one of my main requirements
18:20:15 <planetmaker> it's not very portable. There's y-chat on windows, though
18:20:27 <planetmaker> and there's a(n unusable) port to OSX
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18:21:16 <Terkhen> on windows I use a unofficial build
18:21:25 <Terkhen> the official one has... strange terms of use
18:36:13 <pjpe> does anyone happen to have a newest chilli's power pack version for mac os x that they can give me
18:36:31 <pjpe> lzma just does not want to make itself visible for ./configure
18:36:56 <planetmaker> then it's possibly installed in the wrong place
18:37:32 <pjpe> i've used brew and ports to install
18:37:42 <pjpe> maybe a few more things in there
18:37:50 <pjpe> i've tried the binary of xz
18:38:08 <pjpe> always gives me that same can't find lzma error
18:38:57 <planetmaker> can you paste config.log?
18:40:12 <planetmaker> and where actually are liblzma.*, namely liblzma.a and liblzma.dylib ?
18:40:17 <planetmaker> in your filesystem?
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18:42:25 <pjpe> this is after i specify where liblzma is
18:43:21 <planetmaker> .a is the static library. The dynamic one is .dylib
18:43:44 <planetmaker> and openttd links dynamically by default...
18:44:32 <pjpe> configure -h told me to use the .a
18:45:01 <pjpe> alright same thing except replace .a with .dylib
18:45:05 <planetmaker> pjpe: is /opl/local/bin in your path?
18:45:37 <LordAro> hmm. what text editor do you people use? personally i'm quite fond of gedit, but i'm open to other suggestions :)
18:46:09 <Yexo> I find the tabs for multiple open windows in gedit too limiting, so I use kate
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18:47:49 <planetmaker> pjpe: and the result w/o explicitly stating that lib's whereabouts?
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18:51:58 <Zuu> Hi, I'm not sure if you have already confirmed the crash on online content. I can report that I got this crash as well (have already reported to the bug tracker with the crash.* files)
18:53:10 <planetmaker> pjpe: and what does "pkg-config liblzma --modversion" give you?
18:54:37 <planetmaker> it's actually easily reproduced, Zuu. Thanks
18:55:09 <Zuu> It looks like it takes the NewGRFs from my NewGRF list.
18:55:54 <Zuu> I only saw that the bug report was "new" and not "confirmed" and lacked some detials (all crash files).
18:56:12 <planetmaker> yes, I didn't until now try to reproduce it
18:56:24 <planetmaker> I just linked the posting where it was reported so that it's not forgotten
18:56:59 <Zuu> he, I couldn't find the forum post again when I got the same issue, but finding it on the bug report on the tracker was easy. :-)
18:57:36 <Zuu> I was actually going to try the new OpenGFX+ Landscape release :-)
18:58:03 <planetmaker> well, get it from the bundle's server of the DevZone
18:58:14 <planetmaker> it's been in that state actually for quite some while...
18:58:25 <planetmaker> but I got annoyed at saying "check out the nightly" :-P
18:58:36 <planetmaker> thus I just tagged it ;-)
18:59:09 <planetmaker> and wondered how much I changed and didn't yet release ;-)
19:01:48 <planetmaker> that's a truncated config.lib, pjpe
19:02:14 <pjpe> i kinda got lazy copying all of it
19:02:27 <planetmaker> right. I guess I'll lazily go shopping now then
19:02:50 * andythenorth will lazily code
19:03:44 <pjpe> i set PKG_CONFIG_PATH to the one containing liblzma.pc and i get the exact same error from --modversion too
19:03:49 <andythenorth> anyone managed to beak FIRS 0.7.0-beta1 yet?
19:05:15 <pjpe> dammit forgot to export the path though
19:06:07 <pjpe> dammit that fixed it too
19:06:12 <pjpe> this was an exercise in frustration
19:16:06 <Alberth> oh, snowy industries!
19:29:15 <planetmaker> lol :-) you're welcome
19:29:20 <planetmaker> sweet if it works now
19:29:30 <planetmaker> and I won't starve tomorrow morning either ;-)
19:40:18 <frosch123> [21:16] <Alberth> oh, snowy industries! <- belugas will regret he ever coded new industries :p
19:42:48 <Yexo> at least now the industries are properly snow-aware and they're not statically snow via actionA or so
19:43:48 <planetmaker> forest has best snow-awareness next to builder's yard
19:44:51 <andythenorth> does forest still have insane partial-snow-tile awareness?
19:45:04 <planetmaker> insane? Excellent!
19:56:51 <frosch123> for the native english: do engines have a "lifetime" or a "life time" ?
19:58:03 <MNIM> for an example, are we talking about the time of the engine's life, or are we talking about the duration of the engine's life?
19:58:07 <pjpe> probably an engine lifetime
19:58:10 <frosch123> take the purchase list: sort engines by lifetime or by life time
19:58:32 <frosch123> i think it is a duration
19:59:06 <andythenorth> it's lifetime in common UK / US useage
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20:00:05 <Eddi|zuHause> <Alberth> he hates snow? :) <-- i think he mentioned it a couple times :p
20:00:05 <frosch123> and an older engine then has a "remaining lifetime" or a "remaining life time"? :)
20:03:06 <CIA-2> OpenTTD: frosch * r22857 /trunk/src/lang/ (english.txt english_US.txt): -Fix: Spelling of lifetime. (monoid)
20:04:10 <andythenorth> frosch123: someone might disagree - but my dictionary was very clear :)
20:04:19 <Belugas> frosch123, Alberth: no, i do not exactly hate snow as such... rather the piling, the shuffling, the cold... the effects of the snow ;)
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20:04:29 <Belugas> i do love the sceneries, tough
20:04:49 <Alberth> then you love FIRS 0.7 :p
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20:17:26 <frosch123> coop has been fixed :p
20:21:09 <CIA-2> OpenTTD: frosch * r22858 /trunk/src/ (lang/english.txt order_cmd.cpp order_gui.cpp order_type.h): -Feature: Conditional order depending on remaining lifetime of a vehicle. (monoid)
20:24:38 <Prof_Frink> Only if you're on top of them.
21:04:28 <robotx> openttd on Touchpad - legendary!! thanks to the guys who did it! :)
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21:14:14 <Eddi|zuHause> so... fixed... eh? :p
21:14:35 <^Spike^> i tried to recover it as my ssh was still up..
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21:16:20 <planetmaker> seems like an uber-boring track layout, though
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21:17:10 <appe> well yeah, im no pro. :)
21:17:51 <planetmaker> it'd look better, if tracks were somewhat shared. you could cut back on the width of the main station
21:18:10 <planetmaker> the current way you need no single signal... which is... well. not the point of rail
21:18:39 <appe> im just learning signals
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21:33:13 <Zuu> appe: Looks like a good start, but there is indeed lot to learn :-)
21:33:51 <Zuu> Once you've learned signals, OpenTTD will become much more fun.
21:35:53 <^Spike^> something with signals and ottd fun :)
22:01:59 <Zuu> r22858 misses changes to the NoAI API to allow usage of the new conditional order.
22:03:13 <Yexo> Zuu: care to provide a patch?
22:03:20 <Yexo> if not, remind me tomorrow and i'll write one
22:03:32 <Zuu> Not tonight as I'm off to sleep now.
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23:47:08 <Keiya> Is it possible for a GRF to add a new climate, or only overwrite an existing one?
23:47:54 <pjpe> there's a toy land to mars conversion grf
23:47:59 <pjpe> that's pretty much the best you can do
23:48:03 <pjpe> making it look different
23:48:06 <pjpe> and i guess play different
23:48:08 <pjpe> and i guess be different
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