IRC logs for #openttd on OFTC at 2012-08-24
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09:42:36 <Eddi|zuHause> court forbids microsoft from saying "OEM software cannot be transferred to another computer"
09:44:54 <Eddi|zuHause> it doesn't say anything about whether it's true or not.
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10:00:28 <planetmaker> Eddi|zuHause: it actually does. Because the argument of the one suing them was that they inappropriately display the current law, thus gaining illegal commercial advantage
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10:39:15 <Terkhen> planetmaker: it sounds like a lot of fun
10:39:46 <planetmaker> hm, you were part in at least try one, no?
10:40:17 <Terkhen> but I have not played with it at all and the post lists me as tester
10:40:34 <planetmaker> hm, I must have a *really* bad memory. I'll fix that.
10:40:53 <Terkhen> I plan to test now that I know about it, but I should not be listed :P
10:41:49 <Terkhen> would it be possible to restart the server shortly after the time interval is finished?
10:42:18 <NGC3982> planetmaker: Im up for that, if you want to give it another go.
10:42:22 <planetmaker> in principle. But I guess it needs a bot connecting to admin port
10:42:54 <planetmaker> whould I restart the server? I can't play now myself, but...
10:42:57 <Terkhen> so it is feasible to create a small server that is automatically creating small games
10:43:35 <Terkhen> all the time, so you can just log in and play a short game when you feel like it
10:43:49 <Terkhen> that would be awesome
10:44:14 <Terkhen> NGC3982: probably taking care of a baby or working
10:44:15 <planetmaker> Terkhen: yes, in principle. Though "short game" here also meant with this config short of 2 hours
10:45:18 <NGC3982> Terkhen: Ah. I thought he used a shell or something.
10:45:39 <NGC3982> I have ignore on modes, parts, joins and stuff, so i don't see if or why people leave.
10:46:20 <planetmaker> NGC3982: but you can see who's here and what people talk... hearing andy talk that's the logical assumption given the time of day
10:46:45 <planetmaker> Terkhen: I could give you ops in #openttdcoop.nightly. then you can use rcon on the server yourself
10:47:07 <planetmaker> and e.g. !getsave to load a game which suits you which you then can load with !rcon load ...
10:47:25 <planetmaker> the fully automated mode... needs more work. But I agree, would be awesome
10:47:26 <NGC3982> PM: Yes, of course. I just wanted to know if there was any particular reason for him not being here, since - Well, he always is.
10:47:41 <Terkhen> planetmaker: I was thinking on a small server with some kind of account control that restarts automatically
10:48:00 <planetmaker> what you mean with "account control"?
10:48:18 <Terkhen> you need a password to login
10:48:29 <planetmaker> Terkhen: and yes, I've been toying indeed the idea to combine a GS with a admin script. Maybe some web interface to show / keep scores. Would be awesome
10:48:52 <planetmaker> hm, start with login?
10:48:59 <Terkhen> since games are short and you know who has been online, moderation is simpler
10:49:17 <planetmaker> that *would* work with a proper admin script
10:49:28 <planetmaker> which could be the interface between game and web
10:49:30 <Terkhen> a server password given by an external app would work too
10:50:03 <planetmaker> maybe I should learn java to extend dih's admin script
10:50:43 <Terkhen> IMO a thing like that would add a new way to play openttd online
10:51:43 <Terkhen> always available, play for 2 hours, get your reward, repeat when you feel like it
10:51:49 <planetmaker> Terkhen: totally agree. And tbh, it'd be the way I currently would love to play it
10:51:55 <Fremen> how can I take control of my company in a saved multiplayer game?
10:53:24 <Terkhen> planetmaker: I'll check dih's lib when I'm at home, I'm already using java at work
10:53:48 <Terkhen> but a few of those servers would attract more online players
10:53:49 <planetmaker> joan / berries are the project names on devzone
10:54:21 <planetmaker> Terkhen: I'm totally willing to host such server
10:55:46 <Terkhen> it needs account control for stats, a map randomizer to spice things up and probably more versions of Zuu's work
10:56:06 <Terkhen> and stats are not a necessity
10:56:22 <planetmaker> well. That is in principle all feasible with vanilla openttd
10:56:26 <Terkhen> just a simple way to "login" wouls be enough
10:56:31 <planetmaker> you might provide a set of cfgs
10:56:42 <planetmaker> which allow different newgrf / GS configs
10:58:37 <planetmaker> Login to a website ... would need to be handled somehow. I'm sure it's feasible, though I don't know the technical details
10:59:30 <Terkhen> but that would need an utility app to start/stop the service... maybe it is possible to change config stuff from the admin port
10:59:44 <planetmaker> yes, iirc that is possible
11:00:08 <planetmaker> alternatively, what our current ap+ does now is call a small shell script which basically terminates and restarts
11:00:17 <planetmaker> e.g. also after version updates of openttd
11:00:30 <planetmaker> but I think an admin port script can do the same
11:00:58 <Terkhen> I'll check the admin port later
11:01:55 <Terkhen> the account stuff is because it needs a simple way to ban offenders, that is also newbie friendly
11:04:23 <planetmaker> I wonder if it can be synced with the devzone account(s) :D
11:05:39 <Eddi|zuHause> planetmaker: but it's only an "einstweilige verfügung", meaning they only made a rough decision and it's pending a proper trial
11:06:24 <planetmaker> yes. Though often it's quite a good indication in as to what will be the judgement.
11:06:44 <planetmaker> as they may only do that if they see even quickly good grounds and reason for the case
11:06:50 <Eddi|zuHause> it's fairly easy to get one of those, depending on how well you choose your court
11:08:35 <planetmaker> there it's easy to get that judgement, also as final one
11:08:49 <Eddi|zuHause> easily as often it's then overthrown in higher instances
11:12:20 <planetmaker> Terkhen: is your ssh key still valid which I have on devzone?
11:13:20 <Terkhen> I'm not sure but I think that I lost it again when I changed my laptop :P
11:14:21 <Terkhen> I don't have a development environment atm anyways, I'll just be reading stuff for now
11:14:44 <planetmaker> well, ok. I was thinking of giving you the required ssh to toy with stuff
11:19:11 <Terkhen> thanks, I'll ask you if/when I need that
11:28:10 * NGC3982 thinks highly of SSH.
11:37:57 <bolli> I have another graphics related nml issue
11:38:12 <bolli> anybody know what this means and how to resolve it?: nmlc: "TDNZ.nml", line 26: Real sprite compression is invalid; can only have the NOCROP bit (0x40) set, encountered -13
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11:38:45 <planetmaker> well, what does it say? :-)
11:39:01 <bolli> It says that the compression is invalid :p
11:39:12 <bolli> but I have no diea what that means or how to resolve it :p
11:39:34 <planetmaker> it means to use NOCROP or no compression
11:39:51 <planetmaker> where the latter means to just leave it out
11:40:23 <bolli> However, i have GIMPs compression output set to 0
11:40:31 <bolli> So I don't know how its compressing it
11:40:54 <planetmaker> it has nothing to do with the graphics file as you have it
11:41:00 <Hirundo> Most likely you have one number too many
11:41:35 <planetmaker> but when you discuss your code problems it usually helps if you actually can at least quote the code...
11:41:41 <planetmaker> like, we don't know what you have written
11:41:53 <planetmaker> nor how your line 26 looks like
11:42:53 <Hirundo> You have copied real sprites from nfo, right?
11:43:24 <planetmaker> that very much looks like, yes
11:43:49 <planetmaker> remove the compressing row with 01 and 09
11:43:57 <planetmaker> in all real sprites
11:43:58 <Hirundo> NML has a much more sane ordering of things: x,y,xsize,ysize,xoffs,yoffs
11:44:10 <planetmaker> and re-sort xsize and ysize as well
11:44:11 <Hirundo> It might be, that your xsize and ysize are swapped as well
11:44:30 <planetmaker> will be. That's a vehicle. 8 width is the first x width
11:44:54 <bolli> yup that works once I remove the final column
11:45:26 <planetmaker> you must remove the 3rd. and swap 4th and 5th
11:45:51 <Hirundo> You probably got warnings about pure white pixels
11:50:19 <bolli> [x + 9, y,9,-13,22,-11]
11:50:19 <bolli> [x + 32, y,1,-16,32,-12]
11:50:19 <bolli> [x + 65, y,9,-5,22,-11]
11:50:21 <bolli> [x + 97, y,9,-13,22,-11]
11:50:23 <bolli> [x + 120, y,1,-16,32,-12]
11:50:23 <bolli> [x + 153, y,9,-5,22,-11]
11:50:39 <planetmaker> from what you pasted: remove row 3. swap rows 4 and 5
11:51:36 <planetmaker> [x + 9, y, 8, 24, -3, -13]
11:53:13 <bolli> Think I got the right ones this time
11:53:14 <bolli> [ x + 9, y,22,20,-13,-11]
11:53:14 <bolli> [ x + 32, y,32,17,-16,-12]
11:53:14 <bolli> [x + 65, y,22,20,-5,-11]
11:53:15 <bolli> [ x + 88, y,8,24,-3,-11]
11:53:15 <bolli> [ x + 97, y,22,20,-13,-11]
11:53:17 <bolli> [ x + 120, y,32,17,-16,-12]
11:53:17 <bolli> [ x + 153, y,22,20,-5,-11]
12:02:40 <bolli> And thats fixed all of my alignment problems.
12:02:46 <bolli> Thanks all who helped ;)
12:02:50 <Terkhen> bolli: pastebin please
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13:36:12 <bolli> is there any way to stop the pallete animations?
13:36:25 <bolli> or do I need to just avoid those colours?
13:37:58 <planetmaker> or use them where appropriate ;-)
13:38:29 <bolli> Took me a minute to work out why the front of my train was Flashing orange....
13:38:56 <planetmaker> would have told you in the first place ;-)
13:39:03 <bolli> yeah, I've already found that :p
13:39:32 <planetmaker> as you see, those colours are also available as non-animated
13:42:07 <planetmaker> you may also want to make use of ttdviewer to verify your image files
13:42:51 <planetmaker> it offers quick means to check for animated pixels
13:42:57 <planetmaker> and also effects of recolouring
14:01:01 <NGC3982> < Ihmrat> jag sjlv r dock i kosmos
14:03:49 <Rubidium> Hirundo: the order in nfo (v32) is much saner as well
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14:11:00 <planetmaker> hm, indeed :-) Just using a sane(r) nfo version... :-P
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16:50:49 <bolli> Quick Question about NML
16:50:54 <bolli> Can I include other files?
16:51:09 <bolli> IE- so I could have Spritesets in another file
16:51:15 <Yexo> but you can use another preprocessor (like gpp or m4) to do that
16:51:35 <Yexo> most projects on #openttdcoop devzone use gpp with a custom makefile
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16:55:35 <bolli> Is there such a thing as gpp for windows? :|
16:55:57 <Yexo> it's included in cygwin and mingw
16:56:03 <bolli> I've only used it on linux before...
16:56:24 <Yexo> both cygwin and mingw will give you a linux-like environment on windows
16:56:42 <Alberth> doesn't type filea.nml fileb.nml > all.nml work?
16:57:03 <Yexo> for just adding files after eachother that should work, yes
16:57:25 <Alberth> although m4 and gpp also have some macro expansion facilities that may be useful
17:09:55 <bolli> I've gotten "copy /b nml\master.nml+nml\trains\*.nml TDNZ.nml"
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17:10:18 <bolli> otherwise the compiler doesn't like things such as templates missing because they're in a different file
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17:42:18 <bolli> Right. Time for another Question...
17:42:57 <bolli> Is there a page that shows what Cargo Carriers are needed for ECS?
17:43:18 <Yexo> probably any recent newgrf
17:45:04 * planetmaker looks at... ogfx+airports and finds no such hint ;-)
17:48:17 * Rubidium looks at... zbase_extra.grf and finds no such hint either ;D
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17:54:05 <Alberth> bolli: the wiki pages of ECS itself perhaps?
17:55:11 <bolli> what a good idea Alberth :blush:
17:57:09 * andythenorth wonders if NoCargoGoal has a cargo counting bug
17:57:37 <andythenorth> not sure how we got so much gold delivered, there were only about 6k tons per year on the map at my guess
17:57:58 <Rubidium> did you use transfers?
17:58:52 <Alberth> doesn't matter, cargomonitor only works on final delivery
18:00:48 <Alberth> andythenorth: I am wondering that too, and tbh I hope so (rather than in my cargo-monitoring code ;) )
18:01:54 <andythenorth> what causes GetTownDeliveryAmount to be increased?
18:02:04 <frosch123> let's say they produced 80 ton/month on average, and there were 30 mines
18:02:05 <Alberth> but in the end, it does not matter. The goal was to make the script happy :)
18:02:17 <frosch123> how do you get to 6k?
18:03:07 <andythenorth> I figured about 10 mines
18:03:27 <frosch123> 10 mines with 50 production?
18:03:43 <frosch123> 50 is quite low, even for gold; and there were for sure more than 10 mines
18:03:51 <andythenorth> maybe an underestimate
18:04:12 <Alberth> count them from the map posted in the blog?
18:05:14 <frosch123> ah, i even have an autosave
18:05:45 <frosch123> 70 to 80 bags per mine
18:07:13 <frosch123> maybe 75 is too much for average
18:07:46 <frosch123> @calc 21*12*65*0.75 * 5
18:07:57 <frosch123> @calc 50000/(21*12*65*0.75)
18:07:57 <DorpsGek> frosch123: 4.07000407
18:08:11 <frosch123> it would have needed 4 years with all connected and 75% rating
18:08:23 <frosch123> sounds plausible to me
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18:17:38 <Matulla> hi all i got a real good running game after 13 gameyears all cities has grown and got there bank now i Run into 10mio money and can bye me a somthing new
18:17:51 <Matulla> Cole mine is the best payback
18:18:17 <Matulla> or shoudt i consider a iron to steel ... workflow
18:19:17 <Matulla> planetmaker: mars rover includet to your planet ? O.O and the new items around
18:20:09 <Rubidium> best method is having two pairs of producing and consuming industry. Then you can have a (relatively) full train both ways
18:20:35 <Alberth> pax between cities eg :)
18:21:48 <SquireJames> Or have a steel mill in one town, factory in another. Have the trains take steel from town A to town B, load up on the goods produced, and bring them back to town A
18:21:56 <Matulla> so oil is to consider or wood
18:26:19 * Rubidium wonders when regular CPUs costed ~1000$ per MHz
18:28:35 <Rubidium> well, in 1970 you had the 4004 which was ~200$ at 740 kHz
18:28:51 <Rubidium> but 1930 sounds a bit too old
18:29:23 <Rubidium> can't find a CPU that came before that though
18:29:38 <planetmaker> switch(FEAT_TRAINS, SELF, sw_dm_articulated_part, extra_callback_info1) { <-- try to reduce the numbers by one in the two following lines
18:29:38 <Rubidium> can easily find one that costs 1000$ per MHz though ;)
18:29:40 <NGC3982> Well, by definition, it kinda didnt exist.
18:30:00 <bolli> Worked it out. Wrong item reference
18:30:40 <NGC3982> Rubidium: Asking the same question but ignoring the official definition brings us back all the way to ENIAC, i guess.
18:31:30 <Rubidium> NGC3982: I'm looking for one of roughly 1000$ per MHz, the ENIAC costs way more
18:31:43 <NGC3982> The thing is, before the 1970's you have the relative inflation that kind of defeats the purpose of counting in what a thousand dollars really mean.
18:32:21 <Rubidium> you always have that
18:32:35 <michi_cc> How regular is regular? If it can be uncommon, try one of the radiation hardened ones.
18:33:09 <Rubidium> michi_cc: those cost about $1000 per MHz
18:34:08 <Rubidium> but I was wondering about main stream CPUs
18:34:17 <Rubidium> i.e. those bought by hobbyists
18:35:24 * Rubidium wonders whether you can run OS X on the Curiosity rover
18:35:48 <TrueBrain> are you, really? :)
18:35:53 <Rubidium> the CPU it uses is a hardened variant of the one used in the first iMac
18:35:56 <planetmaker> ask Pasadena to try some tests on the engineering model
18:36:16 <TrueBrain> Rubidium: they left out the SMC BIOS I am sure :P
18:37:07 <TrueBrain> (the hardware that tells OSX that the hardware is Apple signed etc)
18:38:04 <Rubidium> I'm not sure whether they were that picky back in 1998
18:38:32 <Rubidium> oh, that's even well before Mac OS X it seems
18:38:35 <TrueBrain> being PPC was picky enough :D
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19:29:12 <andythenorth> guess what andythenorth wants to do
19:30:17 <Rubidium> andythenorth: the usual thing on friday night: work?
19:30:31 <andythenorth> I have html to edit
19:30:42 <andythenorth> I was thinking head-to-head NoCargoGoal
19:30:45 <andythenorth> but work beckons
19:31:19 <Rubidium> or maybe andy wants to take a nice and long uninterupted nap
19:31:37 <andythenorth> not happening :)
19:32:31 <andythenorth> actual head to head? :)
19:32:53 <andythenorth> or have you been photoshopping :P
19:32:53 <Yexo> it doesn't crash anymore when starting the game
19:33:24 <Yexo> that's about as far as I've tested it
19:33:54 <andythenorth> we'd all need the patch...
19:33:58 <andythenorth> and the server... :)
19:35:30 <Yexo> more testing first, then I'll see if I can trigger the compile farm
19:35:58 <Yexo> although I suspect I'll need help with that
19:39:49 <Yexo> hmm, I broke the tile processing loop
19:40:04 <Yexo> no game today anymore pm, it needs more tests first
19:40:21 <andythenorth> oops, /me accidentally went to deviant art
19:40:37 <andythenorth> planetmaker: if yexo is working on h2h, we'd better have a test to compare against :)
19:40:41 <planetmaker> getting too late for a game (for me), too. Somehow getting tired already (not of the game, though :-) )
19:41:33 <planetmaker> I wonder whether there's a way to incorporate h2h into regular openttd somehow
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20:02:55 <Yexo> is there a reason town name generation uses Random() during map generation bug InteractiveRandom() later on?
20:02:58 <Yexo> just so always the same names are generated?
20:05:18 <TrueBrain> for what is the Interactive used?
20:05:52 <Rubidium> I'd reckon town funding
20:06:10 <TrueBrain> town name generator doing town funding?
20:06:12 <Rubidium> but yes, it's to generate the same town names
20:06:33 <Yexo> that wasn't always the case
20:15:45 <frosch123> Yexo: when funding a town in game you can press the button to generate a new name as often as you like
20:15:55 <frosch123> thus it needs to use interactiverandom
20:16:33 <Yexo> yeah, I was wondering more about the non-interactive random
20:16:43 <Yexo> disabled that for now in h2h
20:16:52 <frosch123> i would think that was was there before we got fund town :)
20:17:12 <Yexo> I remember "restart" giving exactly the same map but with different town names
20:17:15 <Yexo> that changed at some point
20:17:23 <frosch123> hmm, founding actinally, funding was the other thing :)
20:18:37 <frosch123> 0.6 already uses Random there
20:20:15 <TrueBrain> Yexo: still working on h2h? :)
20:20:37 <Yexo> updated it yesterday from ~r20500 to current
20:20:50 <Yexo> I want it to work together with NoGo
20:21:03 <TrueBrain> lolz; that would be cool :)
20:21:09 <TrueBrain> tricky, but cool :)
20:21:15 <Yexo> but yesterday I only made sure it compiled, today I'm actually getting it to work
20:21:28 <Yexo> it worked already with AIs, so shouldn't be too hard
20:21:32 <TrueBrain> as far as I remember, the patch wasn that big .. just hackish :P
20:22:10 <Yexo> 75kb currently, not too bad
20:22:27 <andythenorth> TrueBrain: we now have a nice NoGo script for cargo goals
20:22:28 <TrueBrain> that would be real competitive, 2 identical maps with a goal script .... :D
20:22:40 <TrueBrain> andythenorth: so I heard :)
20:30:41 <planetmaker> andythenorth: I wrote a small blog post about it :-)
20:34:34 <andythenorth> I am thinking up more GS
20:34:46 <andythenorth> I sent an idea to Zuu called Deep Freeze, I'll paste
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20:35:23 <andythenorth> not convinced yet, except by the name :P
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20:47:32 <planetmaker> the title sounds pretty convincing. Not sure about the actual goal... needs to be feasible really
20:47:58 <Yexo> given enough years this is certainly feasible
20:48:01 <planetmaker> sounds similar to the existing "mind your neighbours" (or similar)
20:48:07 <andythenorth> it's a longer game
20:48:12 <andythenorth> at least 30 years
20:48:17 <andythenorth> maybe too long for MP
20:48:23 <andythenorth> and probably boring in SP
20:48:32 <Yexo> can easily reduce it to 20 out of 30 towns connected or so
20:48:34 <andythenorth> might be nice for a small map in MP
20:48:52 <andythenorth> I am thinking 'cargo delivered' is a proxy for 'connect all'
20:55:09 <frosch123> i would have expected bronce/silver/goal to be percentage of towns
20:55:19 <frosch123> and goods acceptance is indeed very hard :)
20:56:04 <frosch123> i guess you have to play this with very few towns if you want to finish it in an evening
20:57:00 <andythenorth> frosch123: % is a good suggestion
20:58:42 <frosch123> anyway, better make it a desert gs
20:58:49 <frosch123> desert towns are more reliable than snow towns
20:59:01 <frosch123> wrt. map generation
21:00:04 <andythenorth> snow is prettier :)
21:00:10 <andythenorth> but yes, it works for desert too
21:00:45 <andythenorth> it would be nice to have something intermediate between scenario and random map
21:00:54 <andythenorth> like a map script or such
21:05:57 <Yexo> hmm, makes me wonder what became of geogen
21:07:14 <Rubidium> reality caught up ;)
21:08:04 <Yexo> actually it seems it's still updated
21:09:44 <Yexo> I should try to integrate that properly in openttd someday
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21:18:45 <frosch123> Yexo: can it generate the new scenario format?
21:19:39 <Yexo> can openttd already load that?
21:20:47 <Yexo> ^^ will probably crash often (when generating a map and/or expanding a town near the map border)
21:24:25 <Eddi|zuHause> Yexo: don't all functions have checks for void tiles?
21:24:34 <Terkhen> it is still just a spec :)
21:25:46 <Yexo> Eddi|zuHause: a non-debug build will probably run mostly fine
21:25:48 <Yexo> a debug build asserts on a trigger that would cause it to try (and fail) to build road on a void tile
21:26:19 *** Chris_Booth has joined #openttd
21:26:38 <Yexo> if you add +2 to any coordinate you won't necessarily end up on a void tile, you can end up outside of the map
21:27:37 <Eddi|zuHause> well, normally you'd end up on the other side of the map then
21:27:53 *** SquireJames has joined #openttd
21:27:58 <Yexo> only if you mask all bits so you stay within the map
21:28:28 <Eddi|zuHause> oh, you mean like in the southern corner. yes, that may be evil
21:29:50 <Yexo> also I messed up so the original baseset won't work (broken obg files)
21:30:58 <Idiot> hello people, i am new here, up to now everything works well, i can see your messages
21:32:02 *** GhostlyDeath has joined #openttd
21:32:29 <Idiot> with ubuntu it's really easy to join
21:32:48 <SquireJames> Tisn't exactly rocket science on Windows :P
21:33:52 <Eddi|zuHause> windows commonly doesn't come with an IRC client pre-installed
21:34:02 <Idiot> my windows is sleeping already for a long time
21:34:40 <Eddi|zuHause> it's the internet age. "long time" might as well mean "yesterday"
21:34:49 <Idiot> on ubuntu you just type in a terminal: sudo apt-get install xchat
21:35:51 <SquireJames> Not that Windows has to, since the forum has an applet
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21:38:28 <Idiot> i just wondered if it works. really it works. and i am very interested in the work of anonymous. but i will go to sleep now. good night everybody
21:51:09 <GhostlyDeath> Think that was a bot
21:51:31 <GhostlyDeath> It was joined in at least 15 channels
21:51:31 <SquireJames> I was thinking that, but I didn't want to say for fear of sounding stupid
21:51:42 <GhostlyDeath> Joined my channel, spoke no words
21:51:49 <GhostlyDeath> So I joined another channel it was inside to check it out
21:53:10 <GhostlyDeath> The channels all had nothing to do with each other and varied in categories
21:55:20 <SquireJames> Creepy, bots are getting smarter it seems
21:55:39 <GhostlyDeath> If it is a bot, it would just be your standard Markov bot
21:56:03 <GhostlyDeath> Reads what you type, uses words and context matching to make a reply that possibly makes sense
21:56:04 <SquireJames> Well, it's an improvement on Bukkit anyway :P
21:57:38 <SquireJames> I however, am not a bot, but I shall be going to watch some recorded shows for a bit. Be back later gentlemen
21:58:03 <SquireJames> (and ladies, if Tenebrae is still wandering around being dramatic for no reason...)
21:59:11 <Terkhen> that anonymous thing was too strange yes :)
21:59:28 <GhostlyDeath> Nice to see OpenTTD progressing though
22:34:27 *** GhostlyDeath has left #openttd
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