IRC logs for #openttd on OFTC at 2011-09-13
        
        
        
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03:16:56  <EyeMWing> When figuring tractive effort when real figures aren't available, what's a good value for the coefficient of friction? Theoretical max is .78, but that's crazy unrealistic.
 
03:17:34  <Elukka> i haven't the slightest idea, but i'd take an engine that does have its tractive effort known and fiddle with the equation until it results in something close
 
03:18:22  <EyeMWing> Oddly enough, the only locomotive I DON'T have a real value for is the only one I actually have a sales brochure for
 
03:18:50  <EyeMWing> I suppose I could just look at the US Set and assume oracle did his homework back in the day.
 
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04:43:55  <EyeMWing> Huh. OTTD's realistic acceleration model is actually seriously damned realistic.
 
04:44:15  <EyeMWing> Punched in the exact real world numbers for this train, built a realistic consist
 
04:44:23  <EyeMWing> and it EXACTLY hits the real world performance figures.
 
04:48:54  <EyeMWing> The bug reports for this will be delicious
 
04:49:19  <EyeMWing> "IT NEVER HITS ITS TOP SPEED!" (It doesn't in real life, either)
 
04:49:39  <EyeMWing> and "it takes a million years to get to that speed" (because it does)
 
04:50:52  <Elukka> my trains in 2cc don't either
 
04:51:03  <Elukka> though i'm running a little switching diesel because i can't afford any better :(
 
04:57:11  <Elukka> feature request: ship railroad
 
05:00:42  <Elukka> ha, that was posted in a something awful thread
 
05:00:45  <Elukka> the second reply to that is "Someone needs to put atomic engines into OpenTTD."
 
05:01:42  <EyeMWing> I'm pretty sure there's a nuclear-fired steam engine somewhere
 
05:02:22  <Elukka> "Fun fact: a colleague of mine came in to the tech room on site one day laughing because he'd seen a loco come in with a fault. Looked up the fault code, turns out it's the fault that says you haven't had a fault in 28(? or so) days and to check shit to make sure it's still working."
 
05:02:51  <Elukka> "Our locos run 24/7 until they break and get dragged in dead or they hit their ~3-week maintenance block and come in for inspection. That is to say, they go mine<->port in a constant loop, stopping every 10-12 hours (as they pass the stations near the ports) to do a crew change but otherwise run literally 24/7 (or close to it) in most cases."
 
05:02:57  <EyeMWing> BMW makes locomotives?
 
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07:41:34  <kamnet> Good morning all. Long time, no see.
 
07:44:03  <__ln__> true, the project has been C++ for years.
 
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08:34:28  <V453000> hm, plastic in Pikka basic industries should look like toyland grey-ish thing, or can it be colourful? What do you think? I am trying to compare it to other cargo sets ... would comparison to dyes/chemicals (ecs/firs) be appropriate?
 
08:35:37  <Terkhen> in the next version of OpenGFX+ Road Vehicles it will be carried in small barrels or covered
 
08:35:48  <Terkhen> I'd say it is more similar to chemicals
 
08:36:13  <V453000> right :) you know, I want to have all cargoes visible, putting those three in a see-through tanker
 
08:36:21  <V453000> guess it wont hurt if they are the same :)
 
08:36:38  <V453000> who plays PBI anyway..
 
08:36:42  <Terkhen> makes sense for your set, but I don't think that any other set carries plastic in the open
 
08:37:03  <V453000> well, not in the open, it is in the tanker! :P
 
08:37:07  <Terkhen> we have barrels with different colours at the top for each cargo, chemicals, plastics and something similar
 
08:37:18  <Terkhen> the tanker only has a sprite for chemicals... a warning sign
 
08:38:01  <V453000> but in the end ... I am going to have 2 wagons, one tanker with chemicals, one with plastic for toyland, so I guess PBI plastic can be put to either one without extra drawing effort :) solved
 
08:39:20  <b_jonas> shouldn't plastic look like little colored cubical packages of uniform size?
 
08:39:53  <V453000> I have absolutely no clue how "plastic" actually looks like
 
08:40:05  <b_jonas> I'm not saying it actually looks like that
 
08:40:18  <b_jonas> I'm saying it should look like that so it's more easily distinguishable
 
08:40:39  <b_jonas> just make sure it's not the same as goods (but goods is usually carried in closed wagons, it's colored cubes only on stations)
 
08:41:07  <V453000> it probably does not matter anyway
 
08:41:16  <V453000> it is just one cargo in PBI which I believe is not very played
 
08:41:37  <b_jonas> I'd like more wagons that clearly show whether they're full
 
08:42:03  <b_jonas> ideally all (except possibly mail and livestock) should be like that
 
08:42:04  <V453000> all of my wagons show whether they are full
 
08:42:14  <V453000> but there are only 3 kinds of empty ones
 
08:42:15  <b_jonas> what's the name of this GRF?
 
08:42:26  <V453000> well, NUTS ... in development
 
08:43:01  <V453000> you can find it on the openttdcoop devzone under "unrealistic train set"
 
08:45:17  <planetmaker> can someone tell ic111 that using a patch queue is not about distributed development at all, but about easing his work (and easing review of it)?
 
08:45:22  <planetmaker> I obviously failed :-P
 
08:46:09  <planetmaker> it's a shame to see a good idea so badly managed :-)
 
08:51:48  <Terkhen> I can try an indirect way
 
08:52:05  <Terkhen> but I already failed when trying it directly :P
 
08:54:26  <V453000> hm, what are refined products actually<
 
08:54:45  <V453000> some sort of liquid chemical?
 
08:57:21  <Terkhen> given that refined products and chemicals share a cargo label, I always considered them to be the same thing
 
08:57:23  <Eddi|zuHause> fuel oil, plastic, fertilizer, ...
 
08:58:13  <V453000> hmm, yeah, I am just trying to put them in "how does it actually look like" ... so some yellow-ish liquid?
 
08:59:30  <Eddi|zuHause> chemicals come in all kinds of colours
 
09:00:51  <b_jonas> so it can be whatever color differs enough from other cargo?
 
09:01:58  <Eddi|zuHause> you don't usually see the chemicals... why do you need their colour?
 
09:02:06  <TWerkhoven> transparant tankers?
 
09:03:11  <MNIM> ...that's kindof interesting
 
09:03:24  <Eddi|zuHause> to differentiate fuel oil from heating oil (for tax reasons), they are added with different colours
 
09:03:55  <Eddi|zuHause> fuel oil gets slightly green-ish colour, while heating oil gets red
 
09:04:05  <TWerkhoven> and theres white (colorless) and red (pink) diesel in some countries
 
09:04:37  <Markk> We have ethanol that is red here in Sweden.
 
09:04:59  <MNIM> red diesel means diesel for agrarian purposes over here, for, you know, tractors, combines, that kind of things
 
09:05:05  <Markk> So that people won't drink it.
 
09:05:06  <TWerkhoven> and citroen uses biohazard-green hydraulic fluid, recentrly changed to bright orange
 
09:05:11  <V453000> ok, now technical question ... what is the maxium of possible refits for a single wagon<
 
09:05:53  <Terkhen> 32 cargos, 256 subtypes IIRC
 
09:06:04  <Terkhen> but you can always use cargo classes / cargo labels for the rest
 
09:06:11  <MNIM> white diesel is your average 'get it at the pump' variety, with massive tax on top of it
 
09:07:31  <MNIM> so for people with agrarian machines it gets rather tempting to use their red diesel meant for the tractor for the family car too
 
09:07:53  <TWerkhoven> not that red is so much cheaper these days
 
09:08:08  <TWerkhoven> its not tax-free, just less taxed afaik
 
09:08:37  <V453000> Alright, and is that separate with for example firs/original? So I could make 1 wagon for all 29 FIRS cargoes, and one for all the default cargoes?
 
09:09:15  <Eddi|zuHause> the red colour is evil, after you filled your tank with it once, it can be measured even after >100 refills
 
09:10:22  <MNIM> it's easier and cheaper to fill your tank with kerosene - if your engine can run it
 
09:10:32  <Terkhen> V453000: if you mean my code, it is separated by labels; that's the bulk truck, and it can carry all bulk cargos from all sets
 
09:10:48  <MNIM> but then you need to procure kerosene somewere
 
09:11:06  <__ln__> Eddi|zuHause: can you buy heating oil from a pump on a regular gas station over there?
 
09:11:15  <Terkhen> you could make a wagon for FIRS cargos and another one for default cargos, and you could make a universal wagon that carries cargo from every set
 
09:11:30  <Eddi|zuHause> __ln__: not that i know of...
 
09:11:57  <Terkhen> the 32 limit IIRC is for refittable_cargo_types
 
09:12:04  <__ln__> over here you can; not on every gas station, but many.
 
09:12:08  <V453000> what does that mean Terkhen ? :)
 
09:12:09  <Eddi|zuHause> __ln__: but if you have 4000l at home, it's not that difficult to get it into your tank...
 
09:12:36  <Terkhen> if you use refittable_cargo_classes and non_refittable_cargo_classes only, you have no limits
 
09:12:42  <Terkhen> then you can make a huge switch with all cargos
 
09:13:23  <V453000> so basically it is possible to have one wagon refittable to any cargo in the game
 
09:13:34  <V453000> and changing it's sprites accordingly
 
09:13:59  <V453000> good :) what I needed to hear, thanks
 
09:14:00  <__ln__> however, getting caught using heating oil instead of diesel results in a massive tax bill to pay.
 
09:14:04  <Terkhen> refittable_cargo_classes: bitmask(CC_PASSENGERS, CC_MAIL, ... , CC_OVERSIZED, ..., CC_whatever)
 
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10:19:56  <jotham> is there a way to double the size of the tiles? on my laptop it's quite tiny
 
10:20:34  <Markk> That's a pretty huge laptop imo.
 
10:20:35  <Yexo> you could play fullscreen and chose a lower resolution
 
10:20:59  <Yexo> there is no other supported option
 
10:21:15  <Yexo> you can download the extra-zoom version, but it's a bit outdated by now
 
10:21:26  <peter1138> must be an old laptop
 
10:21:35  <peter1138> all the modern ones come with 1366x768 :(
 
10:22:13  <b_jonas> like these strange mini-laptops
 
10:22:47  <jotham> 1 year old w510 thinkpad
 
10:23:00  <__ln__> peter1138: that's because laptop manufacturers noticed OpenTTD is too tiny on the screen and in lack of a software solution, they chose to use smaller resolution screens.
 
10:23:01  <jotham> yeah i remember i think with ttdx there being a double size option
 
10:23:11  <jotham> if it was a mac it'd be fine
 
10:23:16  <jotham> love their zoom function in the os
 
10:23:43  <Yexo> jotham: there never ws with ttdx. There was a double-size option in very old versions of OpenTTD, but it only worked on windows
 
10:26:49  <peter1138> yeah, do it the ttd way. set it to fullscreen 640x480
 
10:29:13  <b_jonas> what? ttd runs in a higher res than that
 
10:30:53  <b_jonas> no, you're right, it's 640x480
 
10:31:00  <b_jonas> I don't know why I thoguht it was higher
 
10:31:57  <peter1138> well, back when it was new, 640x480 was high res
 
10:32:18  <b_jonas> sure, I just misremembered
 
10:32:50  <__ln__> was Locomotion also 640x480?
 
10:33:08  <b_jonas> no, Locomotion needs more hardware so I think it can run on higher res
 
10:33:20  <b_jonas> I'm not sure, I don't have a copy of it handy
 
10:33:23  <b_jonas> I don't like that game
 
10:34:04  <__ln__> It certainly didn't support very high resolutions in any case.
 
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11:04:10  <kamnet> So, if I get unlazy enough, I'm thinking about Fake Airports for OpenGFX. :)
 
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11:08:05  <b_jonas> fake airports? what are those?
 
11:08:41  <kamnet> Station tiles/eyecandy that make airports look bigger
 
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11:09:00  <b_jonas> oh, you mean custom assemblable airports
 
11:09:06  <b_jonas> like the way newgrf stations work now
 
11:09:20  <kamnet> Well not really. Planes etc. won't actually use them.
 
11:09:45  <kamnet> But, they look pretty :-)
 
11:10:09  <jotham> screenshot of a cool newgrf stationnnn
 
11:10:16  <kamnet> Really though it needs redone in NML / NewObjects. I might see if I can rope WallyWeb into coding for it for me *chuckle*
 
11:10:19  <b_jonas> coudln't a newgrf just implement those as no-rail railway station tiles?
 
11:11:08  <kamnet> Yep. And that's what the current Fake Airport does. But because they're not rail tiles, and because they're just eyecandy, they should be redone as NewObjects.
 
11:11:26  <kamnet> But when Fake Airport was originally created 6-something years ago, there was no NewObjects yet.
 
11:11:51  <b_jonas> so you mean they shouldn't count in cargo collection/acceptance and station spread?
 
11:13:04  <b_jonas> I guess, with the large catchment area airports have these days, you don't need extra tiles for them
 
11:16:39  <kamnet> Here's a screenshot I did a long time ago
 
11:18:24  <b_jonas> pity the real airport is still surrounded by a fence
 
11:18:38  <b_jonas> withthe large airport building
 
11:21:38  <kamnet> Yep. The Fake Airport tiles are to the left and bottom of the airport. They need redone.
 
11:22:06  <kamnet> The original author decided to make his own color of asphalt instead of using something closer to the original TTD tiles
 
11:23:04  *** Eddi|zuHause2 is now known as Eddi|zuHause
 
11:23:10  <Eddi|zuHause> un-fencing the real airport can be done
 
11:23:15  <kamnet> The hangars don't match with the TTD ones either.
 
11:23:28  <kamnet> Yeah, it *SHOULD* be done.
 
11:23:55  <b_jonas> Eddi|zuHause: sure, just turn off full detail
 
11:24:09  <Eddi|zuHause> b_jonas: no, i mean by the newgrf
 
11:24:21  <Eddi|zuHause> like, detecting objects nearby and stuff
 
11:25:37  <kamnet> Would be nice if ChillCore could find some time to update his patch pack with a new OpenTTD revision. :D
 
11:26:02  <Eddi|zuHause> kamnet: there's a difficulty to distinguish original hangars, opengfx hangars, or some visual airport replacement hangars
 
11:27:38  <Eddi|zuHause> kamnet: i mean the newgrf can't properly detect which ones are actually used
 
11:28:23  <kamnet> Which NewGRF, specifically?
 
11:28:24  <Eddi|zuHause> kamnet: maybe you can reuse the original hangar sprite by the object, then you would catch at least all Action A replacements
 
11:28:45  <Eddi|zuHause> kamnet: i mean a hypothetical fake airport objects grf
 
11:29:49  <kamnet> Well you can't use the original hangar sprites from TTD. That would (hypothetically) get you in trouble.
 
11:30:44  <kamnet> But, I can replace the sprites in a copy of FA with the ones from OpenGFX+
 
11:32:00  <kamnet> Really it's the asphalt that bothers me the most.
 
11:32:40  <Eddi|zuHause> kamnet: you can reference an original sprite without including it in the grf
 
11:33:20  <kamnet> I could, if I wanted to make something that worked with Original TTD.
 
11:33:20  <Eddi|zuHause> kamnet: look at the fenced land in opengfx+landscape, it automatically reuses the fence of whatever base set you use
 
11:33:49  <kamnet> I'm looking at this to specifically match OpenGFX.
 
11:34:32  <kamnet> Quite possibly the silliest thing I've done since creating a rock to replace a transmitter :-)
 
11:36:38  <kamnet> If somebody wants to trouble themselves with writing that code, that's fine. But, sad to say, I neither have the time to bury my head back into old NFO, or try to figure out NML to a large degree.
 
11:37:23  <Yexo> Eddi|zuHause: you could reuse the sprite from the baseset, but it only has them in one rotation
 
11:37:45  <Eddi|zuHause> Yexo: indeed, that is a problem
 
11:37:47  <Yexo> if you want multiple rotations (to fit the rotated airports in opengfx+airports) you'll have to include sprites from that project
 
11:37:48  <kamnet> So if I can't figure out Wally's example NewObjects code, then I may opt to just do a sprite swap on a copy of Fake Airports.
 
11:38:13  <Eddi|zuHause> Yexo: we could add the other rotations to the base set :p
 
11:38:33  <Eddi|zuHause> Yexo: afair RichK once made them to match the original hangars
 
11:39:01  <Yexo> you only grf you can add sprites to in the baseset is the extra grf, and those don't get static sprite numbers since those sprites are added by action5
 
11:39:43  <Eddi|zuHause> Yexo: so we need a way to access action-5 sprites?
 
11:39:58  <Yexo> yes, which doesn't exist yet
 
11:40:08  <Eddi|zuHause> they don't have absolute sprite numbers, but known IDs and positions within that ID
 
11:40:26  <Yexo> yes, I'm not saying it can't be done, just that it isn't done yet
 
11:40:40  <Yexo> and I don't see much relevance in adding those extra airport sprites to the baseset, they don't belong there
 
11:41:35  <Eddi|zuHause> Yexo: no, but then we only need to prepare the action 5 code, not actually include them. then a static grf could provide them
 
11:41:53  <Eddi|zuHause> that's probably a silly idea :p
 
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11:48:57  <norbert79> Question: While I am happy to see, that Generic Linux binaries are linked statically again (caused me a bit of a headache figuring out which libraries I am missing), does this mean any changes to the minimum requirements?
 
11:49:13  <kamnet> What I'd really like to do is just a whole refresh on Fake Airports. First with OpenGFX, then with the rest of the graphics from Combined Airports.
 
11:49:33  <norbert79> good afternoon btw :)
 
11:49:53  <Eddi|zuHause> norbert79: what minimum requirements?
 
11:50:07  <norbert79> Eddi|zuHause: Behalf of libraries present, and Kernel minimum
 
11:50:40  <Eddi|zuHause> no idea what those are...
 
11:50:45  <norbert79> Eddi|zuHause: Example: While some libraries were already statically linked, SDL was to be expected to be present.
 
11:51:00  <norbert79> Eddi|zuHause: I mean such
 
11:54:02  <norbert79> Eddi|zuHause: Never mind, I assume it will be the same like before 1.1.2
 
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14:53:28  <Rubidium> no, last time I checked I was human
 
14:58:03  <planetmaker> gotta love meta questions :-)
 
14:58:38  <planetmaker> yeah... was like "zzzzZZZZzzz" ;-)
 
14:58:58  <planetmaker> maybe I should visit the Zoo again. Or maybe the nearby snake farm
 
14:59:05  <planetmaker> yes, that exists. I've no idea why
 
15:04:39  <Belugas> harvesting the snakes, when they all are mature enough
 
15:05:05  <planetmaker> maybe snake skin leather hand bags ;-)
 
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15:10:44  <Belugas> and not for the seeds
 
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15:12:31  <norbert79> Sacro: You're welcome :)
 
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15:13:48  <Sacro> section 2.5 had my answer!
 
15:15:23  <norbert79> Sacro: I keep a lot of such documents on my PC or the links to such, because I knew, that one day one will come looking for that specific book ;-)
 
15:17:49  <norbert79> Me too, never used it yet, but I still keep copies of documentations, for such occasions
 
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15:23:41  <TrueBrain> NOTICE: the website will be poorly reachable for the next 15 minutes due to a MySQL migration (you will receive errors; enjoy them).
 
15:24:26  <__ln__> unacceptable, we demand 100% uptime and availability
 
15:24:41  <TrueBrain> @kick __ln__ you knew this would be coming, wouldn't you?
 
15:24:41  *** __ln__ was kicked by DorpsGek (you knew this would be coming, wouldn't you?)
 
15:36:21  <TrueBrain> right, 13 minutes later
 
15:36:25  <TrueBrain> everything should be back up and running
 
15:36:28  <TrueBrain> please report any problems here
 
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17:06:21  <Elukka> ah, one of those history channel ALIENS BUILT THE PYRAMIDS documentaries is on
 
17:07:43  <Rubidium> Elukka: oh, you mean Stargate SG-1?
 
17:08:03  <Elukka> it's pretty much the same except the hair is worse
 
17:16:42  <Eddi|zuHause> hm... in case i have the dump of the content of a windows disk, but no appropriate boot loader... where can i get one to boot this in a virtual machine?
 
17:17:15  <b_jonas> Eddi|zuHause: what version of Windows?
 
17:17:38  <b_jonas> is the dump of a whole hard disk?
 
17:17:56  <Eddi|zuHause> the content of a partition
 
17:19:00  <b_jonas> Eddi|zuHause: was that partition originally the first partition on a disk?
 
17:19:36  <b_jonas> in that case the windows boot loader should probably be in the boot sector of that partition,
 
17:19:51  <Eddi|zuHause> no, i only have the filesystem content
 
17:19:53  <b_jonas> so you only need a boot loader that loads the first sector of that partition,
 
17:20:05  <b_jonas> only filesystem content
 
17:20:12  <Eddi|zuHause> and i don't have an installation cd
 
17:20:23  <b_jonas> in that case, I don't know, ask someone who actually understands windows
 
17:20:23  <__ln__> Eddi|zuHause: boot with the ins... ok
 
17:21:07  <Eddi|zuHause> i actually don't think i have any windows installation cd at all currently...
 
17:27:36  <Rubidium> some rescue disk like the ultimate boot cd?
 
17:27:52  <Rubidium> might have some mbr "recover" stuff for Windows
 
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17:38:07  <Eddi|zuHause> other question: how do i decode the windows registry?
 
17:42:08  <SmatZ> there is an offline registry editor/viewer, iirc
 
17:44:16  <SmatZ> actually there seem to be many utilites for that purpose
 
17:44:30  <SmatZ> This is a utility to reset the password of any user that has a valid local account on your Windows system.
 
17:44:37  <SmatZ> hmm so it only resets the password...
 
17:45:54  <CIA-2> OpenTTD: translators * r22930 /trunk/src/lang/ (6 files): (log message trimmed)
 
17:45:54  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
 
17:45:54  <CIA-2> OpenTTD: estonian - 32 changes by notAbot
 
17:45:55  <CIA-2> OpenTTD: hungarian - 6 changes by IPG
 
17:45:55  <CIA-2> OpenTTD: luxembourgish - 17 changes by Phreeze
 
17:45:56  <CIA-2> OpenTTD: slovak - 67 changes by klingacik
 
17:45:56  <CIA-2> OpenTTD: turkish - 4 changes by niw3
 
17:46:19  <Eddi|zuHause> interesting tool... might need that on a different thing ;)
 
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18:29:03  <EyeMWing> That NT password resetter has saved my ass at least twice. Highly recommended.
 
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18:35:29  <Elukka> i don't understand why he made the overlapping part magic blue on one side but not the other
 
18:35:30  <appe> i cant get the grf download to work
 
18:35:50  <appe> its stalled at "begr filer" (requesting files)
 
18:36:05  <Eddi|zuHause> Elukka: dunno either
 
18:36:15  <Eddi|zuHause> appe: poke TrueBrain
 
18:36:36  <Yexo> TrueBrain: ^^ nl mirror is down again
 
18:36:48  <TrueBrain> where is lennard ...
 
18:36:53  <Elukka> i also do agree with him now that my version is too textured, but his looks a bit too muted to me
 
18:37:10  <Eddi|zuHause> Elukka: it's a little too dark, i think
 
18:37:25  <Elukka> gonna try some kind of middle ground
 
18:37:36  <Elukka> and will add the buffers to both ends... dunno why i didn't think of that
 
18:38:20  <TrueBrain> Yexo: it wasn't really. The balancer crashed :D
 
18:39:25  <Yexo> gb.binaries.openttd.org (and de.) still worked, while nl.binaries.openttd.org did not
 
18:39:31  <Yexo> so my conclusion was a bit too fast
 
18:39:41  <TrueBrain> Yexo: weird; the whole balancer (and his supervisor) was off :P
 
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18:42:59  *** ChanServ sets mode: +o Alberth
 
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19:00:33  <Alberth> LordAro: just found your PM, currently trying to understand it :)
 
19:04:54  <Alberth> LordAro: "... the string seems to be being truncated strangely"    what does that mean?
 
19:07:07  <Alberth> computers don't behave 'strange' usually, they just do what we tell them to do, the result may however not always be what we expect  :)
 
19:09:10  <Alberth> did you got a working version with the two loops after each other?
 
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20:00:44  <Elukka> heh. rockall freighters carrying stone
 
20:01:23  <LordAro> hmm. apparently nothing :)
 
20:02:08  <Alberth> 21:11 -> 21:25  is larger than 480 seconds :)
 
20:03:51  <LordAro> Alberth: by truncating strings i mean characters are duplicated, lines 'cut' in strange places, and charcters missing
 
20:04:19  <Alberth> ok, that makes sense to me :)
 
20:04:37  <Alberth> it is just a bit hard to explain :(
 
20:05:02  <LordAro> if i was clever, i would have managed to record what was being 'drawn', but i didn't :)
 
20:05:33  <Eddi|zuHause> Ctrl+S is your friend
 
20:05:34  <Alberth> next time, you will be more smart I am sure :)
 
20:06:25  <Eddi|zuHause> that isn't even a word
 
20:18:51  <LordAro> (yes, that's about the only word of german i know :) )
 
20:19:09  <planetmaker> so what makes you think he speaks German? ;-)
 
20:19:13  * Alberth was already wondering whether LordAro lived in Germany :)
 
20:19:43  <Alberth> Ich spreche ja gar kein Deutsch
 
20:20:01  <LordAro> planetmaker: nothing, just that there are lots of german speakers in this channel
 
20:21:01  <planetmaker> less than you might think ;-)
 
20:21:12  <planetmaker> at least less native speakers
 
20:22:14  <planetmaker> ok, maybe 10 or a dozen
 
20:22:23  <Alberth> but I get lots of German emails @ openttd :p
 
20:22:25  <frosch123> Ik spreek geen Duits.
 
20:24:02  <frosch123> Wat dacht je van een Nederlandse dagen?
 
20:24:07  <planetmaker> hehe, Alberth :-)
 
20:24:13  <Rubidium> ek praat nie duits nie?
 
20:24:23  <planetmaker> Granted, first when I saw you(r nick), I assumed the same
 
20:24:33  <Rubidium> frosch123: the last one doesn't quite make sense
 
20:25:18  <frosch123> yeah. it might be still good enough for the forums :p
 
20:25:39  <Rubidium> "what did you think of a Dutch days"
 
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20:27:12  <frosch123> i tried to suggest speaking dutch for a day :p
 
20:27:32  <frosch123> though danish might also be an idea :p
 
20:28:53  <LordAro> Alberth: was my problem (very basically) really just an if statement in the wrong place?
 
20:29:34  <Alberth> wait until you spend a week finding a , too many  :p
 
20:29:58  <Rubidium> in those very long settings tables you mean? ;)
 
20:30:01  <Alberth> or 3 weeks before you find that the C compiler is broken
 
20:30:22  <LordAro> i think i spent at least a day with something to do with a ';'
 
20:30:39  <Rubidium> or with brainfuck? ;)
 
20:30:53  <Alberth> Rubidium: no, C/C++ is much too friendly, use Python instead
 
20:31:07  <Alberth> or the whitespace language :)
 
20:31:15  <LordAro> and i spent a good hour yesterday trying to compile some other c++ with gcc :D
 
20:31:43  <Alberth> always fun, especially if the code is old
 
20:32:05  <Rubidium> Alberth: well, some of my coworkers have a habit of removing my "carefully" (end of statement) placed semicolons from python code ;)
 
20:33:08  <LordAro> i would've though gcc would detect c++ (#include <iostream>, or similar) better than spewing huge, strange errors :)
 
20:33:22  <Rubidium> though more interesting are threading issues; easily created with labview. Got to love to find those. The debugger never finds them
 
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20:34:06  <Rubidium> LordAro: the compiler has no clue about that include; it's already replaced by the preprocessor
 
20:34:07  <Alberth> I carefully stay away from any form of threading
 
20:34:32  <LordAro> the preprocessor then :P
 
20:34:58  <Alberth> preprocessor just sees the code as a big piece of text without meaning :)
 
20:35:14  <Rubidium> also, when is something C++ and when not? With #include "stdio.h" it can as well be C++, but it would fail to detect
 
20:35:33  <Alberth> LordAro: that's why you can use it for pre-processing NML for example
 
20:35:41  <LordAro> meh, still should be better :P
 
20:36:14  <Rubidium> ... it could even be valid C, in which case gcc would just emit C code
 
20:36:28  <Rubidium> but then another unit is detected as C++ and voila... they don't link anymore
 
20:36:30  <LordAro> the 'pre-processor' is the same for every compiler? i would've thought it would be different
 
20:36:41  <Rubidium> C++ encodes functions names differently than C does
 
20:37:06  <Rubidium> LordAro: the preprocessor differs; MSVC has a different one to GCC
 
20:42:29  <Yexo> LordAro: a lot of newgrf projects on the openttdcoop devzone use the GCC preprocessor for NFO and NML files. That shows how much the preprocessor cares about the contents of the files it processes
 
20:46:35  <SmatZ> wtf.. you can rate the girl's look from 1 to 10, but there is one that has 10,4
 
20:47:07  <planetmaker> goddes of insanity?
 
20:47:38  <SmatZ> I wonder what my rating is
 
20:47:48  <Alberth> planetmaker: that's not mutual exclusive :)
 
20:48:58  <SmatZ> would you guess it's me? :D
 
20:50:00  <planetmaker> Alberth: I never meant to imply that. Rather on the contrary
 
20:51:34  <__ln__> SmatZ: is that a nokia 3310?
 
20:52:02  <planetmaker> looks somewhat different, SmatZ :-)
 
20:52:07  <SmatZ> __ln__: I think so, maybe nokia 3330... it wasn't my phone after all :)
 
20:52:15  <planetmaker> though... it looks indeed like a young(er) verison of you
 
20:52:27  <planetmaker> I have a 1-year old one ... it's still online :-P
 
20:52:56  <planetmaker> I'll be a good boy and not post the link :-P
 
20:55:39  <planetmaker> hm... the photo of r20k being committed :-)
 
20:56:30  <SmatZ> I can't believe it's over a years since the r20k party
 
20:56:50  <Yexo> and r30k is still nowhere near :(
 
20:57:11  <planetmaker> and r22222 is past
 
20:57:14  <SmatZ> maybe there could be a r23k party
 
20:57:24  <planetmaker> pretty soonish, eh? :-)
 
20:57:24  <__ln__> r25k has been speculated about
 
20:59:10  <Yexo> given the average time between commits r25k might be approximately 1.2.0
 
21:01:07  <planetmaker> in any case I found the get-together really a good idea and joyful
 
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21:11:38  <planetmaker> hm... ohloh also tells me "25%+ decrease in commits in past 12 months compared to previous 12 months"
 
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21:29:47  <Eddi|zuHause> err... something weird happened just now...
 
21:30:33  <Eddi|zuHause> my computer froze, i restarted, and now some colours of my KDE theme changed...
 
21:31:54  <appe> is there any grf with parameter set cargo trains?
 
21:32:32  <appe> would be nice to try out a gazillion tonnes of coal
 
21:33:14  <Eddi|zuHause> planetmaker: that may be partially due to the fact that branches now happen in separate repositories
 
21:33:56  <appe> or what is the biggest cargo train i can use?
 
21:39:19  <Yexo> <appe> is there any grf with parameter set cargo trains? <- I don't understand that question
 
21:39:30  <Yexo> you can make trains of 100 tiles long
 
21:39:31  <appe> the logic train set, for instance
 
21:39:38  <Yexo> but the maximum length depends on your setting
 
21:39:42  <appe> i can set the speed with a parameter
 
21:40:03  <Yexo> yes, but what do you want to set in this case?
 
21:40:18  <appe> how much a single cart can carry
 
21:40:20  <Yexo> all complete train sets that I know support coal by default
 
21:40:29  <Yexo> ah, I haven't seen such a grf
 
21:40:30  <Eddi|zuHause> Yexo: afair the limit is 64 tiles
 
21:40:43  <appe> is there any with really, really big carts? :)
 
21:41:04  <Eddi|zuHause> appe: don't know anything beyond 40t per wagon
 
21:41:16  <appe> Yexo: oh, how does one begin?
 
21:41:27  <Eddi|zuHause> appe: read the NML tutorial
 
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21:44:50  <Yexo> planetmaker: any clue where the pages with default values / IDs moved?
 
21:45:25  <Yexo> and of course I find them after asking the question
 
21:45:39  <planetmaker> happens all the time
 
21:46:41  <Yexo> appe: if you manage to get the tutorial running, I think the only thing you need after the grf-block is this: item(FEAT_TRAINS, my_coal_truck, 29) { property { cargo_capacity: 255; } }
 
21:47:00  <Yexo> this will create a copy of the default coal wagon and change the capacity to 255
 
21:48:41  <Yexo> I think you can create a much larger capacity by using callbacks, so perhaps try adding this: graphics { cargo_capacity: return 10000; default: CB_FAILED; }
 
21:48:44  <planetmaker> sounds pretty stupid idea though
 
21:48:56  <Yexo> sure, but who cares for some experimentation?
 
21:52:39  <Parastais> I want to get a translator account, because my own language translation have a lot of mistakes. I am sent an email to translator@openttd.org, but i can't wait for the answer. Translations Manager Miham have status: inactive... Someone has ideas?
 
21:53:53  <Yexo> it's not Miham who is responding to those emails but Rubidium
 
21:54:07  <Yexo> when did you send your email?
 
21:55:06  <Yexo> and for which language is it?
 
21:55:50  <pjpe> that's the blue black grey flag right
 
21:56:30  <Yexo> Parastais: I'm afraid I can't help you more, but I've notified the right person so hopefully you'll get a response tomorrow
 
21:56:54  <Yexo> if you don't have a response by tomorrow evening please check back here again
 
21:57:15  <Parastais> no, its red-white-red
 
22:01:43  <Parastais> Yexo,  thanks for the answer :)
 
22:16:54  <Eddi|zuHause> hm, somehow my hdd is much louder than before...
 
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