IRC logs for #openttd on OFTC at 2012-07-29
            
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01:05:06 <Wolf01> 'night
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05:08:50 <andythenorth> bongiorno
05:09:12 <Supercheese> e ti
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05:19:22 <telanus> hellllo
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06:04:32 <andythenorth> if else blocks like this http://paste.openttdcoop.org/show/1604/
06:04:38 <andythenorth> I always find them a bit clunky
06:04:58 <andythenorth> but then I leave them in place because they're so easily read
06:11:26 <Eddi|zuHause> render = lambda self: templates.get(self.custom_template, templates['ship_template.pynml'])(vehicle = self)
06:13:52 <andythenorth> yeah
06:13:55 <andythenorth> I had something like that
06:14:04 <andythenorth> I deleted it as less readable
06:14:12 <andythenorth> but I'm not convinced
06:14:22 * andythenorth tends to get distracted by meta issues when coding :P
06:17:20 <andythenorth> template = templates[('ship_template.pynml', self.custom_template)[self.custom_template is not None]]
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06:34:54 <Eddi|zuHause> that doesn'T look right
06:36:58 <Eddi|zuHause> use "self.custom_template or 'ship_template.pynml'"
06:39:31 <Eddi|zuHause> "a or b" is an abbreviation for "a if a is something non-0 else b"
06:40:34 <Eddi|zuHause> so "template = templates[self.custom_template or 'ship_template.pynml']"
06:40:51 <Eddi|zuHause> with the added side effect that it handles also empty strings and such
06:43:45 <andythenorth> Eddi|zuHause: thanks, amended
06:43:47 <andythenorth> pretty clean
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07:21:41 <andythenorth> hmm
07:21:52 <andythenorth> python's boolean 'and' boggles my brain
07:21:55 <andythenorth> I kind of get it
07:22:03 <andythenorth> had to read it four times :P
07:22:23 <andythenorth> http://docs.python.org/release/2.5.2/lib/boolean.html
07:24:52 <Eddi|zuHause> yes. "false" is different from "False"
07:34:37 <andythenorth> version number shenanigans
07:34:50 <andythenorth> FISH current release is 0.9.2
07:35:17 <andythenorth> trunk is now quite different, the set has changed in multiple ways
07:35:28 <andythenorth> so I'm thinking of going to 2.0.0, skipping 1.0.0
07:35:31 <andythenorth> is that silly?
07:35:50 <andythenorth> (not really anything to do with nfo vs. nml, that's just implementation)
07:40:07 <Eddi|zuHause> seriously... what's the significance?
07:40:34 <Eddi|zuHause> might as well go 0.10
07:41:04 <Eddi|zuHause> or "FISH 2" version 0.1
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07:47:51 <andythenorth> last option is best
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07:53:51 <andythenorth> feature request
07:54:06 <andythenorth> the toddler wants to have blue buses and yellow buses and pink buses
07:54:13 <andythenorth> and I can't be bothered to newgrf it :P
07:54:19 <V453000> im just counting versions as +1 to the latest :) no fuss
07:54:31 <andythenorth> (he wants to set colour per vehicle, and be able to change it)
07:54:38 <V453000> nuts has that for trainz :p
07:55:23 <andythenorth> if we had a colour cycle var, we could abuse it for other purposes
07:55:28 <andythenorth> it would find interesting uses
07:55:39 <V453000> :D
07:55:47 <V453000> I just have various sprites for it
07:55:56 <andythenorth> I know that looks like wrong thinking, but I suspect it's a variant of 'worse is better'
07:56:29 <V453000> flickering rainbow vehicles?
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08:29:31 <andythenorth> if I make it FISH 2, does it need a new banananaas entry? :P
08:30:47 <V453000> if there would be a reason to use FISH1 :D
08:30:53 <V453000> then I would say yes
08:30:53 <andythenorth> can't think of any
08:31:15 <V453000> idk, just update fish1 then I think
08:31:27 <andythenorth> seems easiest
08:37:52 <Terkhen> good morning
08:37:56 <andythenorth> hi Terkhen
08:45:04 <andythenorth> Terkhen: want to help test FISH 2? http://dev.openttdcoop.org/attachments/download/3161/fish-nml-test.zip
08:45:18 <andythenorth> the log tugs are missing, think all other ships are there
08:45:28 <andythenorth> I haven't turned off default ships yet either
08:45:35 <andythenorth> or reset the water construction costs
08:46:28 <andythenorth> things like costs might be quite wrong in some places :P
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08:55:03 <Terkhen> sure, I'll test it later :)
08:55:16 <Terkhen> OpenTTD nightly or 1.2.1?
08:55:52 <andythenorth> probly works with stable
08:56:09 <andythenorth> I never use stable, so not sure ;)
09:02:14 <andythenorth> hmm
09:02:36 <andythenorth> are there are any escapes that let me dump a block of nfo into an nml file?
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09:02:52 <Wolf01> hello o/
09:03:18 <andythenorth> hmm
09:03:29 <andythenorth> do nml and nfo use same chars for comments? :P
09:04:03 <andythenorth> shame :P
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09:23:12 <andythenorth> V453000: I do like you sprite style :D
09:23:17 <andythenorth> *your
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09:36:52 <andythenorth> should ships reduce run cost whilst docked?
09:37:15 <Terkhen> andythenorth: ok, I'll take a note to test it :)
09:37:45 <andythenorth> thanks
09:49:53 <petern_> andythenorth, not greatly. that's one of the busiest times for staff
09:50:14 <Yexo> good morning
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10:04:17 <Terkhen> hi Yexo :)
10:04:57 * andythenorth doesn't adjust running costs whilst docked in that case
10:05:01 <andythenorth> hi Yexo
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10:13:29 <NGC3982> http://i.imgur.com/6jvHT.png
10:13:49 <NGC3982> V453000: it works, but slowly.
10:13:57 <NGC3982> as i thought, it's a maglev thing.
10:14:21 <NGC3982> although, 792 tonnes produced and maximum production reached?
10:18:07 <andythenorth> NGC3982: what FIRS version?
10:20:12 <NGC3982> andythenorth: 0.7.2
10:20:39 <andythenorth> NGC3982: production amounts probably got changed
10:21:07 <NGC3982> ah, i see.
10:21:18 <andythenorth> you should be safe to update to 0.7.5
10:21:29 <NGC3982> isnt that process automagic these days?
10:21:48 * NGC3982 knows how andy loves magic.
10:21:57 <andythenorth> hmm
10:22:07 <andythenorth> actually we broke savegames at 0.7.3
10:22:08 <andythenorth> sorry
10:22:12 <andythenorth> no upgrade for you ;)
10:22:33 <Yexo> NGC3982: updating newgrfs is never done automatically for existing savegames
10:23:39 <NGC3982> http://2.bp.blogspot.com/_mmBw3uzPnJI/TA94kZlvlMI/AAAAAAABU1c/0PC3xl8Gjq0/s1600/sad_keanu_reeves_meme_20.jpg
10:23:54 <NGC3982> Yexo: it's not a savegame. i started yesterday.
10:25:58 <Yexo> in that case just open the online content and click update
10:32:28 <NGC3982> will do. :)
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11:19:12 <Terkhen> which IAs use ships?
11:20:07 <frosch123> i would guess for nocab
11:20:18 <frosch123> isn't there a comparison table on the wiki?
11:20:21 <frosch123> which lists such stuff
11:20:33 <Terkhen> oh, ok, thanks :)
11:21:24 <frosch123> nocab, otvi, terron and trans :)
11:24:13 <petern_> Anyone familiar with expect scripts?
11:24:37 <petern_> Can I hide output from the spawned program?
11:26:44 <Terkhen> ok :)
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11:30:43 <andythenorth> anyone want to contribute to FISH?
11:30:55 <andythenorth> need a parameter (bool) that resets various water costs
11:31:14 * andythenorth is deep in converting log tug sprite chains :P
11:32:11 <andythenorth> nfo for it water costs param is here: http://dev.openttdcoop.org/projects/fish/repository/entry/sprites/nfo/header.pnfo
11:34:02 <andythenorth> - it
11:34:16 * andythenorth seems to get ever more illiterate :P
11:41:17 <Yexo> rewrite it in nml :p
11:43:15 <andythenorth> that's my request :)
11:43:17 <andythenorth> the nfo works
11:43:34 <andythenorth> Yexo you probably missed that I'm converting FISH to nml :)
11:43:46 <Yexo> yes, I missed that
11:43:54 <Yexo> just got back from a 3 weeks holiday
11:44:39 <andythenorth> nearly finished it
11:44:43 <andythenorth> took about 3 weeks :P
11:44:50 <petern_> Rewrite it in GRFEdit
11:45:09 <petern_> Or was that GRFMaker... I can never remember...
11:45:12 <andythenorth> yeah
11:45:13 <andythenorth> those
11:45:20 <andythenorth> what does an nml spriteset look like?
11:45:31 <petern_> Fred
11:45:34 <andythenorth> this page is somewhat missing a canonical example http://newgrf-specs.tt-wiki.net/wiki/NML:Spriteset
11:45:44 <Yexo> "list of realsprites" is a link
11:45:56 <andythenorth> oh that works
11:46:01 <andythenorth> [can't use a template here]
11:46:11 <andythenorth> [otherwise I wouldn't be asking :P ]
11:46:14 <Yexo> http://www.tt-wiki.net/wiki/NMLTutorial has an example
11:48:26 <Terkhen> andythenorth: the new ships and their buy menu sprite look nice :D
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11:51:42 <andythenorth> thanks
11:52:03 <andythenorth> shame that Eddi|zuHause has a patch that makes my work pointless :P
11:52:42 <Eddi|zuHause> why has nobody cleaned it up and committed it yet? :)
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12:39:59 * andythenorth wonders now if nmlc is faster than nmlc->grfcodec
12:43:15 <Eddi|zuHause> i doubt it
12:44:41 <andythenorth> FISH is getting slow to build
12:45:03 <andythenorth> 12s
12:45:07 <andythenorth> boring :P
12:48:11 <andythenorth> ~55s for nml
12:48:18 <andythenorth> second pass is much faster
12:48:30 <andythenorth> ~10s once cached
12:48:32 <Yexo> second pass is the more important one
12:48:39 <Yexo> that's the speed you'll most often see while developing
12:49:56 * andythenorth switches to building with nmlc
12:51:09 <andythenorth> faster = better :)
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12:53:45 <FLHerne> andythenorth: Have you bodged a way to make those log tugs articulate yet? :P
12:54:00 <andythenorth> has someone extended the newgrf spec? :o
12:55:06 <FLHerne> Unlikely :-(
12:55:37 <FLHerne> But if you were considering roads as railtypes, there must be some nasty hack you could make :P
12:56:42 <andythenorth> implement ship routes as railtypes
12:56:46 <andythenorth> simples
12:57:12 <FLHerne> *facepalm*
12:58:56 <andythenorth> I don't see the problem
13:00:59 * NGC3982 poops
13:01:17 <Pinkbeast> There's only 16 railtypes and we want them all for rails
13:01:42 <frosch123> just make a searchable railtype dropdown
13:01:54 <frosch123> there is for sure no more than than selecting the right railtype from a list of 1000
13:02:07 <frosch123> *no more fun than
13:02:18 <Pinkbeast> That's not the issue; the issue is that each extra bit of railtype adds a bit per map tile.
13:02:19 <andythenorth> michi_cc: does autorefit evaluate capacity anyway?
13:02:25 <andythenorth> *in any way
13:02:40 * andythenorth is wondering if it needs turned on or off when capacity is refittable
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13:04:56 <frosch123> Pinkbeast: i think it was a mistake to limit railtypes to 16. for some reason this makes grf developers want to fill all of them with pointless types. if there would be a hillarious limit like 64k, they might have considred to only add useful types
13:05:03 <frosch123> same for cargso
13:05:03 <andythenorth> +1
13:05:06 <andythenorth> -1
13:05:18 <frosch123> every industry set wants to use all 32 slots for some reason
13:05:22 <andythenorth> yarp
13:05:28 <andythenorth> the game is to find 32 useful cargos
13:05:30 <frosch123> if the limit would be 64k, they might have used less :p
13:05:42 <andythenorth> and then string them together with 3 in / 2 out at industries
13:05:58 <andythenorth> without the limit, FIRS would have 50 or so cargos by now I think
13:06:02 <andythenorth> and I would hate it even more
13:06:12 <andythenorth> limits enforce sub-editing :P
13:06:16 <Pinkbeast> frosch: I think one can easily exceed 16; and I'd rather the game had 10 or 12 or 16 bits of railtype and sod the memory footprints. But the developers appear to disagree.
13:08:05 <Pinkbeast> (After all, 16 bits of railtype on a 1024^2 map is, er, 128Kb.)
13:08:17 <frosch123> yeah, that would limit the railtypes only by usabiilty, when you have to scroll the dropdown over 5 screenpages to find the right railtype :p
13:08:39 <Pinkbeast> As you said, though, that's hardly an unconquerable UI issue. :-)
13:08:44 <michi_cc> Pinkbeast: Just what would you need so many railtypes for?
13:09:07 <Eddi|zuHause> i could have filled that rather easily :)
13:09:30 <Pinkbeast> 2 bits of gauge x 2 bits of electrification scheme x 2 bits of speed x 2 bits of axle loading... well, I'm up to 8 without even thinking about it.
13:09:48 * andythenorth has 8 bits of confusion
13:09:49 <Eddi|zuHause> that won't even fit
13:09:56 <andythenorth> ugh
13:10:01 <andythenorth> too many railtypes :P
13:10:04 <Eddi|zuHause> 3 electrification and 3 axle load
13:10:20 <frosch123> Eddi|zuHause: riddle of the day: how to define operator ^ and * so that 16 bits on 1024^2 map result in 128Kb
13:11:17 <Pinkbeast> Is there a comedy maths error here?
13:12:01 <Eddi|zuHause> Pinkbeast: 1024^2 is already 1M, so 2 bytes make that 2MB
13:12:25 <andythenorth> riddle of the day (2): log tug does 11mph loaded, 20mph unloaded. Should it go faster if the load is 80t versus 400t?
13:12:30 <Pinkbeast> Yeah, my bad, brain fart. I still don't think it's a prohibitive quantity, though.
13:12:44 <frosch123> Pinkbeast: compare 2MB with 512MB for 32bpp extra zoom
13:12:52 * andythenorth thinks loaded speed is a factor of safety, and not losing logs
13:13:15 <Eddi|zuHause> Pinkbeast: it's not. the question is how to do it "properly" to guard for all (sane) future demands of "more map bits"
13:13:24 <Pinkbeast> Acceleration? If ships had an acceleration model.
13:13:43 * andythenorth solves it
13:14:27 <andythenorth> the issue was an exploit, where a 400t ship with 50% load factor would go faster than equivalent 240t ship
13:14:30 <andythenorth> solve
13:14:33 <andythenorth> d
13:14:54 <Pinkbeast> Eddi: mm, but "perfect" can be the enemy of "good enough" - and the existing bits of railtype are clearly (IMAO) too few.
13:18:08 <andythenorth> autorefit appears to be ignoring subtype currently
13:18:13 <andythenorth> [same cargo]
13:18:45 <frosch123> it's the same as for autorenew and clone
13:18:51 <frosch123> it tries to find one with the same text
13:18:59 <andythenorth> maybe I just disable autorefit for this ship
13:19:35 <andythenorth> solved
13:22:39 <frosch123> so the log tug does not work for steel logs?
13:23:09 <frosch123> (what is it refittable to at all?)
13:23:24 <andythenorth> wood!
13:23:31 <andythenorth> 80t / 240t / 400t
13:23:47 * andythenorth proposes a slider for capacity :P
13:24:14 <frosch123> sounds like those orders which are always requested
13:24:21 <frosch123> "load up to 50%" or so
13:25:29 <andythenorth> I worked around that :P
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13:41:40 <andythenorth> FISH mostly now converted
13:41:42 <andythenorth> :P
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13:44:38 <andythenorth> does nml support parameters?
13:44:42 * andythenorth is trolling
13:51:59 * FLHerne is rather confused by OTTD's RAM usage priorities
13:52:54 * andythenorth was confused because a14 stuff is cached
13:52:58 <andythenorth> but that's solved :P
13:53:51 <FLHerne> 32bpp+EZ seems to dwarf all the other 'that would be too memory-hungry' suggestions :P
13:55:46 <Pinkbeast> In fairness, if you're on a steam-powered computer, no-one's making you use 32bpp
13:56:13 <Pinkbeast> But if eg railtypes become 16-bit that's affecting everyone.
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13:56:20 <andythenorth> so in nml, how do I connect my a14 option (bool) to a basecost adjustment?
13:56:39 <Yexo> if (option_name) { do_basecost_adjustment; } ?
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13:57:16 <Yexo> http://newgrf-specs.tt-wiki.net/wiki/NML:Setting_base_costs documents basecost adjustments, just wrap that in an if-block
13:57:22 <andythenorth> ta
13:57:57 <Eddi|zuHause> andythenorth: basecost = option?0:-2;
13:58:22 <Eddi|zuHause> (or whatever)
13:58:46 <Yexo> Eddi|zuHause: that also changes the basecost when the option is turned of
13:58:55 <Eddi|zuHause> ah. right
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14:19:14 <petern_> aw man
14:19:17 <petern_> just got a gas leak :S
14:19:57 <petern_> trying to fix a load of wobbly floorboards
14:19:58 <petern_> oh well
14:20:04 <petern_> that'll cost money to fix :p
14:20:24 <andythenorth> nail through pipe?
14:21:28 <petern_> screw
14:21:31 <petern_> and
14:21:34 <andythenorth> oops :o
14:21:37 <petern_> it was the last screw
14:21:45 <andythenorth> standard
14:21:56 <petern_> the rest of the floor is all fixed now
14:21:57 <petern_> except
14:22:01 <petern_> it'll have to come up to fix the pipe
14:22:04 * andythenorth has done that with a water pipe in a kitchen refit
14:22:20 <petern_> water pipe is probably messier
14:22:23 <petern_> unless you don't notice
14:22:28 <petern_> and then the gas pipe is, erm, very bad
14:22:29 <andythenorth> didn't noticed for months
14:22:34 <andythenorth> -d
14:22:34 <petern_> oops
14:22:36 <petern_> bad
14:22:43 <petern_> fortunately i can smell
14:22:47 <andythenorth> how handy
14:22:47 <petern_> and, infact, hear
14:23:01 <andythenorth> 'boom' is never very good
14:23:09 <petern_> no, that would've been pretty bad
14:23:09 * andythenorth wonders if anyone will find the joke in FISH
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14:24:24 <petern_> my missus says
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14:24:30 <petern_> should be turn everything off
14:24:36 <petern_> uh, ... bad idea :)
14:24:46 <petern_> *we
14:25:21 <andythenorth> I'd be thinking of turning the gas off maybe
14:25:27 <andythenorth> probably not the rest :P
14:25:29 <petern_> yes quite
14:25:30 <petern_> i did
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14:25:57 <andythenorth> if you turn the rest off, no interwebs
14:25:58 <petern_> turning things off is what causes sparks...
14:26:25 <petern_> maybe if there's a motor nearby it
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14:27:23 <andythenorth> meh
14:27:29 <andythenorth> how much do I care about breaking people's savegames?
14:27:54 <FLHerne> Lots! :P
14:28:28 <andythenorth> or not at all :P
14:28:44 <Terkhen> there are probably not many people playing FISH nightlies
14:29:04 <FLHerne> Terkhen: I am :P
14:29:59 <Terkhen> hurry up and finish your game then
14:30:00 <Terkhen> :)
14:30:40 <andythenorth> the issue is that in December 2010, I 'removed' some unwanted ships by setting them to 'no climate'
14:30:51 <andythenorth> I can't be bothered to find them and add them to the nml conversion
14:31:22 <petern_> heh
14:31:29 <andythenorth> and I don't want to bump FISH because it's compatible in all other ways afaik
14:32:05 <Terkhen> keep those until the end of times :D
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14:34:51 <andythenorth> leaving this broken will 'just' result in some invalid vehicles
14:34:52 <andythenorth> :P
14:35:39 <petern_> and another thing
14:35:44 <petern_> why are modern door hinges so tiny?
14:36:26 <andythenorth> vindictiveness
14:36:33 <FLHerne> andythenorth: Do many people still have actively-used savegames (which they might want to update FISH in) from 2010?
14:36:40 <andythenorth> dunno
14:36:46 <andythenorth> going to find out by releasing it
14:36:55 <andythenorth> there's a key for every lock :P
14:38:08 <andythenorth> I reckon that's FISH done for now
14:38:23 <andythenorth> now I have to figure out makefiles again :(
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16:29:07 <CIA-4> OpenTTD: frosch * r24441 /trunk/ (3 files in 3 dirs): -Update: Version number to 1.3 in some more files.
16:31:39 <andythenorth> lo
16:32:06 <andythenorth> is petern_ still alive?
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16:40:49 <Rawh> whois him and look at his idle time?
16:44:29 <Sacro> hmm
16:44:30 <Sacro> did that work
16:44:32 <Sacro> yes :d
16:44:41 <CIA-4> OpenTTD: frosch * r24442 /trunk/ (8 files in 3 dirs): -Codechange: Split some members of Vehicle into a new class BaseConsist.
16:45:14 <CIA-4> OpenTTD: frosch * r24443 /trunk/src/ (5 files): -Codechange: Move Vehicle::name to BaseConsist.
16:45:36 <CIA-4> OpenTTD: frosch * r24444 /trunk/src/ (order_backup.cpp order_backup.h saveload/order_sl.cpp): -Codechange: Base OrderBackup on BaseConsist.
16:45:57 <CIA-4> OpenTTD: frosch * r24445 /trunk/src/saveload/order_sl.cpp: -Fix: Do not load order backups when loading a server-saved game in single player.
16:47:13 <petern_> andythenorth, yes
16:48:02 <CIA-4> OpenTTD: frosch * r24446 /trunk/src/ (6 files in 2 dirs): -Add [FS#5199]: Store more consist properties in order backups.
16:48:52 <andythenorth> oh spiffing
16:49:11 <petern_> Jolly good show ol' chap!
16:49:33 <andythenorth> well, can't stand around gassing all day, what?
16:49:43 <petern_> Quite so.
16:50:25 * andythenorth toddles off to the club
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17:45:16 <CIA-4> OpenTTD: translators * r24447 /trunk/src/lang/ (french.txt latvian.txt):
17:45:16 <CIA-4> OpenTTD: -Update from WebTranslator v3.0:
17:45:16 <CIA-4> OpenTTD: french - 1 changes by glx
17:45:16 <CIA-4> OpenTTD: latvian - 6 changes by Parastais
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18:08:54 <andythenorth> so...who wants to translate FISH 2? :D
18:09:00 <andythenorth> I have Afrikaans already
18:09:07 <andythenorth> Terkhen: ^
18:09:15 <andythenorth> planetmaker: ^
18:09:16 <andythenorth> :)
18:12:19 <Hirundo> andythenorth: Need dutch?
18:12:24 <andythenorth> yarp
18:12:48 <andythenorth> hmm I should add a translation comment
18:15:07 <andythenorth> done
18:15:17 <andythenorth> no point translating generated code ;P
18:16:00 <andythenorth> bah
18:16:07 <andythenorth> I have the nfo makefile for FISH
18:16:27 <andythenorth> (logically, as it was built for nfo, and still is by the makefile)
18:19:05 <petern_> bah, stty -echo doesn't do what i want it to do :S
18:19:23 <andythenorth> it's keeping company with my makefile in that case
18:23:15 <Terkhen> andythenorth: I'll translate it now :)
18:23:24 <andythenorth> :)
18:24:13 <Terkhen> pylng?
18:24:31 <andythenorth> yup
18:24:47 <andythenorth> the .lng files are generated from that
18:25:04 <andythenorth> there's nothing much scary in it though :)
18:29:57 <frosch123> Hirundo: would your start from scratch? or base it on afrikaans? :)
18:33:03 <Hirundo> I'm starting from scratch :-)
18:35:35 <Terkhen> andythenorth: what does "sea going" means? a ship that will go far from the coast?
18:37:23 <andythenorth> capable of travelling on sea
18:37:45 <andythenorth> typically it will have things like: higher freeboard (sides), and locking doors / hatches etc
18:37:54 <Terkhen> ok, let's see how I can translate that :P
18:37:59 <andythenorth> 'sea capable' ?
18:38:09 <frosch123> "Hochseetauglich"
18:38:46 <andythenorth> can't find you a convenient wiki page for reference :P
18:38:56 <frosch123> Terkhen: "de alta mar"
18:39:05 <frosch123> says my dictionary
18:40:31 <Terkhen> found it, "de altura" :P
18:40:47 <Terkhen> I remember hearing it somewhen, but I did not know it meant that
18:41:20 <Terkhen> usually we don't have words for things as specific as this one
18:42:48 <frosch123> http://dict.leo.org/esde?lp=esde&lang=de&searchLoc=0&searchLocRelinked=1&search=Hochseeschiff&trestr=0x801 http://dict.leo.org/esde?lp=esde&lang=de&searchLoc=0&searchLocRelinked=1&search=hochseet%C3%BCchtig&trestr=0x8004 <- a nomen and an adjective
18:43:17 <frosch123> Terkhen: spain should have the history for ship terms, shouldn't it?
18:44:14 <Terkhen> I don't know many, but maybe it is just because I'm not very knowledgeable about nautic stuff
18:47:31 <Hirundo> I used the dutch equivalent of 'sea worthy' for 'sea going'
18:51:39 <andythenorth> Hirundo: Terkhen frosch123 I gave you FISH commit rights
18:51:51 <andythenorth> saves administration for translations ;)
18:52:11 <andythenorth> I *think* the makefile now works for the nml conversion too
18:52:32 <Hirundo> andythenorth: The 'vehicle ferry' is used for transporting vehicles or people?
18:52:41 <andythenorth> both
18:52:45 <andythenorth> refits all cargos
18:52:55 <andythenorth> has vehicles decks and passenger cabins
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19:27:23 <andythenorth> should the buy menu gain an 'extra info' progressive disclosure thingy?
19:27:33 <andythenorth> cargo decay rate, loading speed
19:27:55 <andythenorth> autorefit support
19:28:32 <andythenorth> I can put it in with the text cb, but it gets big and nasty
19:39:06 <Eddi|zuHause> i was thinking about total vehicle length (in tiles)
19:39:30 <Eddi|zuHause> which needs some awkward conversion function
19:40:05 <Eddi|zuHause> i already have railtype and axle scheme in there
19:40:27 <Eddi|zuHause> where axle scheme is purely cosmetic
20:02:27 <CIA-4> OpenTTD: frosch * r24448 /trunk/src/core/smallvec_type.hpp: -Fix [FS#5255]: Copy constructor and assignment operator cannot be implicit template specialisations. (adf88)
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20:26:27 * Terkhen likes translating andy's NewGRFs
20:26:31 <Terkhen> I learn a lot of words :P
20:26:38 <andythenorth> :)
20:27:03 <andythenorth> I learn them from wikipedia :P
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20:28:36 <frosch123> i thought you are making them up
20:29:15 * Terkhen searches them on wikipedia and clicks on "spanish"
20:30:54 <frosch123> is there a wikipedia based translator bot?
20:31:21 <__ln__> i hope not
20:31:41 <Terkhen> frosch123: no, but for some pages, you can check the same page in a different langue
20:31:43 <Terkhen> language*
20:31:57 <Terkhen> it is useful when you are looking for complicated terms :P
20:32:28 <frosch123> yeah, i am doing the same
20:32:48 <frosch123> but i am wondering whether some online translator would generate its dictionary using wikipedia
20:32:59 <Rubidium> and I'm doing something else ;)
20:33:42 * andythenorth doesn't know what cycloidal is either
20:34:01 <andythenorth> :P
20:34:12 * andythenorth provides support for translating vehicle names
20:39:49 <andythenorth> ho ho
20:39:57 <andythenorth> 10 bazillion lang warnings from nml :P
20:40:10 <andythenorth> I have made it angry by adding new strings :P
20:40:39 <NGC3982> christ
20:40:43 <NGC3982> took a three hour walk today
20:41:18 <Terkhen> andythenorth: what is the difference between a "gas turbine" and a "maritime gas turbine"?
20:41:19 <frosch123> did you get lost?
20:41:23 <NGC3982> no
20:41:40 <andythenorth> Terkhen: I have no idea :)
20:41:52 <andythenorth> one sits on the outside of a hovercraft and is weatherproof I guess
20:41:56 <Terkhen> ok, I'll just translate it verbatim :P
20:42:00 <andythenorth> the other sits inside a ship...and probably isn't :P
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20:48:54 <Blaster> What newgfxs improve city building variety and allow me to build, perhaps, simcity-like cities
20:49:16 <Terkhen> hi Blaster , depends on what you mean with "simcity-like cities"
20:49:19 <andythenorth> ho
20:49:22 * andythenorth crashed ottd
20:49:31 <Blaster> Well, firstly, more building variety
20:49:35 <andythenorth> oh and again :P
20:49:36 <Terkhen> andythenorth: I'm lazy to open my VM and commit the translation, can you commit it instead? :P
20:49:44 <andythenorth> Terkhen: yup :)
20:49:52 <Blaster> I have only seen mods that replace the current buildings, which means there is still the same number of different buildigns
20:49:57 <andythenorth> right now I've done something with strings that crashes ottd :P
20:50:35 <Terkhen> andythenorth: http://paste.openttdcoop.org/show/1611/ <--- thanks :D
20:51:23 <Terkhen> Blaster: well, there are not many house sets... I only know about swedish houses and TAI, and I don't know how much development the latter saw
20:51:46 <Blaster> More than just houses preferably
20:51:53 <Terkhen> what do you mean?
20:51:54 <FLHerne> TTRS is quite nice, UK TownSet improving to some extent
20:52:00 <Blaster> Maybe multiple ones at the same time would work?
20:52:08 <FLHerne> Both have huge towerblocks and such now
20:52:17 <Terkhen> Blaster: probably not, unless they are made to be compatible
20:52:26 <frosch123> multiple housesets should work fine
20:53:03 * FLHerne finds completely incompatible answers confusing :P
20:53:23 * andythenorth is baffled why this crashes :P
20:53:31 <frosch123> personally i consider ttrs quite ugly though
20:53:33 <Blaster> Secondly, is there anything that would add larger/wider/highertraffic roads?
20:53:39 <Blaster> Like motorways
20:53:44 <NGC3982> motorways <3.
20:54:13 <Terkhen> Blaster: there is IIRC a newgrf which adds eyecandy motorways, but they still work like the normal roads (OpenTTD only has those)
20:54:27 <andythenorth> crash log: http://paste.openttdcoop.org/show/1612/
20:54:38 * NGC3982 googles for it.
20:54:41 <andythenorth> I know it's a bad grf string, but I have 'wtf' about which
20:55:10 <Blaster> That newgrf will be fine since default roads already have excessive capacity
20:55:28 <NGC3982> cocoa! \o/
20:55:45 <frosch123> andythenorth: contains no useful info
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20:56:04 <frosch123> maybe plurals or genders?
20:56:12 <frosch123> something whcih references other string parts
20:56:37 <frosch123> andythenorth: just upload the grf to fs
20:56:39 <Blaster> What is the newgrf for eyecandy motorways?
20:56:59 <andythenorth> ach, I think I know what it is
20:57:09 <FLHerne> Blaster/GC398: http://www.tt-forums.net/viewtopic.php?f=67&t=58107 ?
20:57:57 <FLHerne> I think there might have been another one, too :-)
20:58:03 <andythenorth> I'm relying on returning split('[')[0] on strings that don't contain '['
20:58:35 <Blaster> yeah that looks good
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20:59:04 <andythenorth> hmm
20:59:05 <andythenorth> not that :(
20:59:44 <NGC3982> FLHerne: neat.
20:59:49 <Blaster> And I am still using 1.1.5 ...
21:00:00 <Blaster> Does 1.2 add any new features or is it just bugfixing?
21:00:30 <frosch123> most modern grfs will only work with 1.2
21:01:04 <frosch123> http://wiki.openttd.org/OpenTTD_1.2.0 <- for the rest
21:01:17 <Blaster> River generation on creation of map
21:01:18 <Blaster> YUS
21:01:20 * Blaster is happy now
21:01:34 <andythenorth> ha
21:01:35 <andythenorth> fixed
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21:05:32 <NGC3982> http://www.wimp.com/saltmine/
21:05:35 <NGC3982> speaking of maglev..
21:07:48 * andythenorth is duck tape coding
21:07:51 <andythenorth> seems to work
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21:09:40 <andythenorth> python is witty
21:09:43 <andythenorth> this works: type_suffix = self.title.split('[')[1].split(']')[0]
21:09:55 <andythenorth> despite being quite silly to read
21:10:54 <Blaster> Oh
21:11:01 <Blaster> Those motorways are entirely non-functional
21:11:06 <frosch123> andythenorth: only works as long as you do not nest [ ]
21:11:13 <Blaster> Don't even work like normal roads
21:11:16 <andythenorth> yeah, I won't do that
21:11:24 <frosch123> Blaster: i think you have to build the stuf next to normal roads
21:11:29 <andythenorth> this is a one-shot kind of effort I'm writing here
21:11:37 <andythenorth> anything complicated, it will break :P
21:13:16 <Blaster> Oh, I see
21:13:22 <Blaster> Its supposed to be used with the normal roads
21:15:02 <Terkhen> Blaster: yes, as I mentioned it is only eyecandy
21:17:07 <Blaster> the readme said the roads were unusable and I didn't realise the pieces overlayed the regular roads as opposed to being designed to replace them
21:20:15 <andythenorth> FISH supports translatable names now (the type suffix)
21:20:19 <andythenorth> Hirundo: ^
21:21:16 <andythenorth> names can be seen here if interested http://www.tt-foundry.com/sets/FISH/list_all_vehicles
21:21:24 * andythenorth -> bed
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21:23:41 <Wolf01> 'night
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21:25:30 <frosch123> night
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21:28:43 <__ln__> http://www.cbc.ca/news/canada/newfoundland-labrador/story/2012/07/25/nl-u-boat-labrador-discovery-725.html
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21:42:41 <NataS> pretty cool
21:43:37 <FLHerne> But what was it doing up there!? :0
21:43:49 <NataS> doing some sort of black ops mission
21:43:56 <NataS> or maybe it's got nazi zombies on it
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21:52:30 <__ln__> that's an inappropriate comment
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22:33:35 <Terkhen> good night
22:33:51 * Illegal_Alien CUDDLES Terkhen
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