IRC logs for #openttd on OFTC at 2012-10-28
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01:10:30 <Eddi|zuHause> man, Siedler with low population growth is really annoying
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03:45:18 <MinchinWeb> Is this where I could request that GSOrder.AppendOrder() be implemented?
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09:20:38 * andythenorth have never done class inheritance in python
09:20:40 <andythenorth> should I bother?
09:20:43 <andythenorth> what's the gain?
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09:34:34 <Zuu> In scripting languages the gain isn't as large. But you can still gain a bit if common code can be put in the parrent.
10:15:44 <andythenorth> for nml, why does 'hide_sprite: 0;' cause the sprite to be hidden?
10:17:01 <andythenorth> does setting any value for hide_sprite cause it to be hidden?
10:21:12 <planetmaker> hide_sprite: 0; should show it...
10:21:23 <planetmaker> and for me it worked that way... got an example (patch)?
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10:21:39 <planetmaker> e.g. look at the wood I comitted yesterday.
10:23:39 <andythenorth> l69 of diff is relevant
10:23:57 <andythenorth> with this, biorefinery smoke won't show
10:24:10 * andythenorth is reading nml source
10:26:20 <andythenorth> afaict, an nml expression returning False isn't same as returning 0
10:26:41 <andythenorth> if I spent the time to read the raw nfo, I could probably figure out why :P
10:27:05 <andythenorth> but that would be a lot of work to figure out where register values are being set
10:29:01 <andythenorth> I can work around this, but it's a bug in nml, or the nml docs
10:31:58 <planetmaker> andythenorth, if you compare to other parts of the code "0" always hides it...
10:32:24 <planetmaker> actually: of course 0 does NOT hide it
10:32:29 <planetmaker> hide_sprite: false
10:32:33 <planetmaker> means to draw it :-)
10:32:41 <andythenorth> does 'false' work for you?
10:32:48 <andythenorth> seems 'false' != 0
10:32:49 <planetmaker> but to illustrate it
10:33:14 <andythenorth> could be I just read the docs wrong
10:33:20 <roidal> what the reason when the deticated server disables newgrf's?
10:33:24 <andythenorth> " If set to 1, this sprite will not be drawn at all"
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10:33:35 <andythenorth> ^ I imply from that 0 = draw
10:34:13 <planetmaker> roidal, not found
10:35:04 <roidal> does the server need the grfs unpacked in the newgrf directory instead of download_content?
10:35:28 <planetmaker> no. if received via content_download it's fine
10:35:39 <planetmaker> andythenorth, yes
10:35:58 <planetmaker> hide_sprite: 0 means draw and hide_sprite: 1 means 'not draw'
10:36:31 <roidal> no, i copied it from a other machine to the server?
10:36:35 <roidal> maybe thats the problem?
10:37:00 <planetmaker> if in the right place: no
10:37:35 <roidal> then i have no idea whats the problem :(
10:37:49 <andythenorth> ^ causes sprite to be hidden
10:39:37 <roidal> is there a way to get debug-messages?
10:39:51 <andythenorth> I'll try my hide_sprite workaround to see what happens
10:48:39 <andythenorth> workaround works
10:49:17 <andythenorth> so setting any constant value for hide_sprite causes sprite to be hidden afaict
10:49:50 <Yexo> any non-zero constant should do that
10:50:01 <andythenorth> zero does it too
10:50:38 <andythenorth> nml bug? or docs bug?
10:50:49 <Yexo> not sure yet, looking at it now
10:53:09 <Yexo> output from nml looks ok
10:53:21 <Yexo> are you sure your testing is ok?
10:54:39 <planetmaker> roidal, ./openttd -d grf=1
10:54:45 <planetmaker> or use a higher number for more output
10:55:27 <andythenorth> Yexo: I'll test again
10:56:06 <roidal> planetmaker: thanks...figured it out...i copied the openttd.conf from a windows to a linux machine...so in the newgrf-settings the "\" must be replaced with a "/"
10:57:26 <andythenorth> Yexo: confirmed, setting hide_sprite to 0 hides sprite
10:58:43 <Yexo> hmm, could you make an nml ticket about it so I don't forget?
10:59:01 <Yexo> don't have enough time to look more detailed at it now
10:59:32 * Yexo is off to learn some Chinese basics ;)
11:00:26 <planetmaker> Chinese basics. ho ho
11:24:12 <TrueBrain> check out the average distance :D My algorithm seems to work :D
11:42:33 <andythenorth> TrueBrain: nice post :)
11:51:40 * andythenorth needs a growl notification for when FIRS has finished building
11:51:48 <andythenorth> wonder if OS X terminal has a 'bounce' command :P
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11:57:50 <andythenorth> make && say done
12:06:35 <andythenorth> 24 open FIRS tickets
12:06:42 <andythenorth> any of you file a bug, /me will be sad :|
12:13:13 <DorpsGek> Commit by truebrain :: r24635 /extra/website (14 files in 4 dirs) (2012-10-28 12:13:06 UTC)
12:13:14 <DorpsGek> [Website] -Update: updates to latest online version. tnx to frosch for the work on BaNaNaS
12:18:52 <Flygon> Yep. Nothing like chaining together 7 Le Belges so I can do frieght
12:42:06 <andythenorth> Terkhen: planetmaker want to help with some FIRS smoke animation?
12:42:13 <andythenorth> needs random triggers, like oil wells
12:42:20 <andythenorth> I have toddler-management to do
12:43:32 <planetmaker> on my todays agenda is child management, too. not toddler, but 5 years later
12:43:59 <andythenorth> they play together, we write code
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13:00:43 <planetmaker> it's fine weather outside, so they'll mostly play by themselves
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13:34:48 <Flygon> I need waypoints for my tras
13:47:55 <Terkhen> andythenorth: you want smoke turning on and off randomly?
13:51:25 <andythenorth> oil wells trigger would do it
13:51:34 <andythenorth> just don't have any free hands to type it :P
13:51:42 <TrueBrain> yet you can type it here .....
13:51:55 <andythenorth> I have a partial implementation, I'll commit
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14:17:17 <andythenorth> Terkhen: I might have found some typing time :)
14:18:45 <Terkhen> andythenorth: I'll check it later, bbl :)
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14:34:09 <andythenorth> when there are two chimneys very close together
14:34:18 <andythenorth> should the smoke animation be same for both?
14:48:27 <andythenorth> given this in nml '3701 + animation_frame'
14:48:44 <andythenorth> there must be a way to use ternary operator to include a frame offset
14:49:21 <andythenorth> so anim_offset = 4 starts the animation at 3705
14:49:38 <andythenorth> but loops round to start on 3701
14:50:12 <andythenorth> can't use a tile trigger for this
14:51:19 <andythenorth> 3705, 3706, 3707, 3701, 3702, 3703, 3704
15:15:52 <andythenorth> this is embarassingly basic maths I can't do :P
15:15:59 <andythenorth> Eddi|zuHause: you like this kind of problem?
15:17:12 <Eddi|zuHause> andythenorth: you might want to try the "modulus" operator
15:17:51 <Eddi|zuHause> so if you loop 7 frames, "3701 + frame%7"
15:18:05 <Eddi|zuHause> not sure if nml has that
15:18:14 <Eddi|zuHause> but rather likely
15:18:40 <Terkhen> andythenorth: IIRC I made different smoke animations for buildings with more than one chimney at one point
15:18:52 <Terkhen> or maybe I only planned it
15:18:56 <andythenorth> Terkhen: you did, they're on different tiles though
15:19:01 <andythenorth> so they use tile triggers
15:19:21 <Terkhen> what did you want me to check, btw?
15:20:43 <andythenorth> needs the tile triggers addded
15:20:47 <andythenorth> I didn't do it yet
15:22:56 <Terkhen> I don't remember how to do that anymore, let me check other industries
15:23:27 <andythenorth> or the brick works
15:27:45 <andythenorth> brick works has desync smoke
15:29:54 <andythenorth> sprite: 3701 + (animation_frame - 1)%7;
15:30:11 <andythenorth> which doesn't break, but doesn't have the intended result :)
15:30:17 <andythenorth> -1 is the offset
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15:31:55 <Terkhen> andythenorth: sprite: 3701 + ((animation_frame + 6) % 8); <-- that's how I did it with brick works
15:32:03 <Terkhen> you should stick to positive offsets
15:32:12 <Terkhen> I don't remember if % broke with negative offsets
15:32:22 <Terkhen> also, 8 should be the size too
15:32:50 <andythenorth> that's why it's skipping a frame
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16:06:38 <andythenorth> can a spritelayout get tile random bits?
16:11:27 <Yexo> have you tried var 0x5F?
16:11:32 <Yexo> not sure if/how that's available in nml
16:12:42 <Yexo> variable name "random_bits"
16:12:55 <andythenorth> That's what I'm looking for :)
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16:15:06 <TrueBrain> Experimental feature test 1 ...... lets see how well Rubidium can program Python :D
16:15:34 <Eddi|zuHause> <Terkhen> I don't remember if % broke with negative offsets <-- yes, because computers usually do "round towards 0", because it's easier to implement, but maths needs "round towards -infinity" because that makes more sense
16:18:00 <TrueBrain> meh; stupid Python 2.5 ....
16:18:06 <andythenorth> random_bits works
16:18:06 <TrueBrain> right, test 1 is a fail .....
16:18:09 <andythenorth> my nml doesn't :P
16:19:42 <Kjetil> nml.. nonsense-markup-language ?
16:20:14 <Eddi|zuHause> something like that :p
16:25:20 <TrueBrain> well, a partial success
16:26:34 <TrueBrain> well, it is transfering data ...
16:26:46 <TrueBrain> this will take a while .....
16:27:04 <andythenorth> think I have to use animation triggers for this
16:27:17 * TrueBrain goes to get some dinner ...
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16:27:50 <andythenorth> cheating in the spritelayout fails
16:27:52 <TrueBrain> reaching the former barrier ....
16:28:17 <TrueBrain> owh, no, biggest so far was 20 MiB
16:33:12 <TrueBrain> almost 20% done ....
16:35:59 <andythenorth> animation triggers will have to wait :(
16:36:06 <andythenorth> baby feeding, bath, bed :P
16:45:47 <TrueBrain> how far this transfer is of experimental feature test 3
16:46:06 <TrueBrain> almost half-way .... someone has a SLOW upstream :(
16:46:07 <Yexo> and what does test 3 do?
16:46:39 <TrueBrain> upon success it tells me the experimental features is 1 step closer to be non-experimental, and just a feature
16:47:53 <TrueBrain> I am going to cry if it fails at 99% :(
16:50:13 <Rubidium> it's more likely to fail at 100% uploaded state
16:50:41 <TrueBrain> we should hav euploaded it to the server
16:50:45 <TrueBrain> and try it from there :P
16:59:28 <TrueBrain> damn, a lot of traffic over our mirrors ...
16:59:33 <TrueBrain> we are too popular! :P
17:00:34 <TrueBrain> 5 GiB of traffic in an hour or so
17:00:42 <TrueBrain> 7k downloads (well, redirects)
17:03:37 <Yexo> andythenorth: in your test case for #4458 you write "(building sprites should be hidden for industries including Bauxite Mine, Hotel, or Stockyard)."
17:03:52 <Yexo> your patch however sets "hide_sprite: 0;" which implies that the sprites should be shown
17:04:04 <Yexo> what did you expect (sprite hidden or shown) and what was the result?
17:04:16 <andythenorth> patch shows the failure case
17:04:22 <peter1138> should i get back in openttd coding?
17:04:43 <Yexo> so "Attached patch against FIRS r3095 should reproduce the issue in (building sprites should be hidden for industries including Bauxite Mine, Hotel, or Stockyard)." is wrong and I should read it as "building sprites should be shown for industries..." ?
17:05:08 <andythenorth> Yexo: I'll rewrite those words :)
17:05:12 <andythenorth> peter1138: no, it's finished
17:06:14 <TrueBrain> lets see what it does
17:06:56 <Rubidium> quick, copy the tmp file
17:07:07 <TrueBrain> like I can ... will be hard to copy that :P
17:07:08 <Kjetil> copy the garbage file instead!
17:08:32 <andythenorth> peter1138: are there any interesting problems left? o_O
17:08:46 <andythenorth> you threatened to fix terragenesis once
17:08:49 <Yexo> I've reproduced it easily with your diff
17:09:09 <andythenorth> nml bug or docs bug?
17:09:39 <Yexo> your code doesn't work as it should, so there is a bug in nml or in openttd, most likely in nml
17:09:50 <peter1138> i guess 32bpp crash remapping
17:10:23 <peter1138> but, no dev environment set up in windows
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17:12:17 <peter1138> but there's no project file for that
17:13:47 <TrueBrain> test 3 is highly successful
17:13:58 <TrueBrain> minor glitch, nothing fancy
17:22:19 <TrueBrain> haha, and ofc this crashes a different system
17:26:50 <Yexo> andythenorth: issue fixed
17:27:23 <Yexo> !(some_constant) was parsed to (bool)some_constant instead of "!(bool)some_constant"
17:32:16 <TrueBrain> crashes left there, we have a nice juicy huge bigass file for those who know how to find it available via BaNaNaS
17:34:03 <andythenorth> Yexo: would it interest you to automagically convert FIRS industries like claypit (54 spritesets) to the python templating format? :P
17:36:54 <Yexo> I think the simplest solution would be to reuse nml's parsing and just add some custom output
17:37:05 <Yexo> ie add some hacks to nml to make it do the conversion
17:38:48 <andythenorth> mostly I have been converting manually
17:38:53 <andythenorth> but that industry scares me :P
17:38:59 <andythenorth> some others too :)
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17:46:15 <DorpsGek> Commit by translators :: r24636 /trunk/src/lang (10 files in 2 dirs) (2012-10-28 17:45:58 UTC)
17:46:16 <DorpsGek> -Update from WebTranslator v3.0:
17:46:17 <DorpsGek> afrikaans - 98 changes by Oomjcv
17:46:18 <DorpsGek> catalan - 4 changes by arnau
17:46:19 <DorpsGek> czech - 18 changes by metis
17:46:20 <DorpsGek> finnish - 3 changes by jpx_
17:46:21 <DorpsGek> italian - 3 changes by lorenzodv
17:46:22 <DorpsGek> korean - 6 changes by telk5093
17:46:23 <DorpsGek> latvian - 5 changes by Parastais
17:46:24 <DorpsGek> russian - 3 changes by Lone_Wolf
17:46:25 <DorpsGek> spanish - 3 changes by Terkhen
17:46:26 <DorpsGek> tamil - 7 changes by aswn
17:46:43 <TrueBrain> someone didnt know about wintertime
17:49:53 <TrueBrain> there, fixed .. it will commit again in 1 hour :D
17:53:51 <Terkhen> are we going to have two nightlies today, or just two translator commits? :P
17:55:23 <andythenorth> Terkhen: so oil well animation....stop/start is just a random switch thing? But then you have to explicitly handle getting to the right frame? To avoid jerky animation?
17:56:20 <andythenorth> it kind of makes sense, but...I miss something
17:56:31 <andythenorth> the comment for result 11 on _tile_oil_well_anim_next_frame
17:57:14 <Terkhen> andythenorth: check _tile_oil_well_random_trigger
17:57:20 <Terkhen> it does not stop the animation
17:57:23 <Terkhen> it decides between two animations
17:57:34 <Terkhen> _tile_oil_well_stop_anim will stop after completing the animation cycle
17:57:42 <Terkhen> _tile_oil_well_start_anim restarts it
17:57:49 <Terkhen> restarts it once it is done*
17:58:59 <andythenorth> the coment that confuses me is this:
17:59:00 <andythenorth> 11: return CB_RESULT_STOP_ANIMATION; // Don't actually stop animation, just keep looping the same frame over and over.
18:00:46 <TrueBrain> does anyone has any BaNaNaS content he/she can upload?
18:00:49 <TrueBrain> I need to test somethng new ....
18:01:18 <andythenorth> TrueBrain: I can
18:01:30 <Terkhen> andythenorth: that looks wrong, yes
18:01:36 <TrueBrain> I made some changes to the web-frontend .. it should auto-mirror now
18:02:06 <TrueBrain> so if you have anything to upload, that would be awesome, as then I can check it :D
18:05:51 <TrueBrain> you didnt get any error?
18:08:57 <TrueBrain> well, at least no error :D
18:10:05 <TrueBrain> okay ... BaNaNaS now publishes files directly on the mirrors when they are uploaded
18:10:13 <TrueBrain> no longer waiting for the next nightly!
18:18:37 <DorpsGek> Commit by truebrain :: r24637 /extra/balancer (12 files in 3 dirs) (2012-10-28 18:18:31 UTC)
18:18:38 <DorpsGek> [Balancer] -Update: update to live version of new balancer (2.0, new and improved!)
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18:26:09 <Yexo> downloading zBase from BaNaNaS :)
18:27:07 <TrueBrain> andythenorth: if you have another upload for BaNaNaS, please prod me first (when-ever) ..
18:27:15 <TrueBrain> I have another pending change; I would love to see if it works :)
18:27:22 <TrueBrain> no rush, but .. when you do, please do let me know :)
18:28:24 <andythenorth> nothing imminent sorry :P
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18:39:01 <Yexo> takes a while to download 279MiB on a not-so-fast connection
18:39:53 <TrueBrain> at least it will punish those: select all, download
18:40:18 <Alberth> wes hould have zbase in several variants :p
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18:46:38 <Yexo> so nice work Rubidium and TrueBrain :)
18:54:44 <Zuu> Yellow buses in zBase cause me to think that I'me seenig an explosion all the time. :-p
18:55:10 <Zuu> And yea, great wok. You made me play OpenTTD a bit :-)
18:55:48 <peter1138> zbase is on there now?
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18:57:39 <peter1138> not available for 1.2.3-RC1?
18:57:54 <Yexo> nope, only recent nightly
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19:02:45 <Zuu> I hope you manage to follow the discussion that ended up from your post :-)
19:03:09 <MinchinWeb_> I think I can do it as an AI
19:03:35 <Rubidium> supermop: here the subway closed at 6
19:03:38 <MinchinWeb_> If I have the player build the canals and the AI runs the ships, money won't be a problem
19:03:38 <Zuu> At my next last post there is a sample AI that do all the communication stuff already.
19:03:55 <Rubidium> ... but tomorrow they'll open at 8 ;)
19:04:24 <Zuu> When you are done, I will add the AI into the scenario and use the cheats to give it enough money that money wont be a problem.
19:04:30 <supermop> no timetable for ours to reopen, governor says it'll be indefinate
19:05:03 <supermop> last year they didn't close it until midnight after it had already started raining
19:05:34 <Zuu> That said, it is also possible that the GS builds the canal, but that needs to be done before/after AI or additional synchronizaton is needed.
19:05:50 <Zuu> But if you want to do that, you are free to experiment with that too.
19:05:57 <MinchinWeb_> the only 'issue' as such I ran into is with my Ship Pathfinder. If the canal isn't three wide, it can't seem to find the path. So that's why the canal is three wide
19:06:41 <Rubidium> they just need some places where they can turn around
19:06:53 <Zuu> Can you run the ship pathfinder from oilrig2 -> lock 2 and then from lock1 -> refinery dock?
19:07:42 <Zuu> I can verify that lock 2 is the one near oilrig2 if that is useful.
19:08:08 <MinchinWeb_> yes, but the way it's set up is that the pathfinder hands off that path as the basis for the orders
19:08:29 <MinchinWeb_> so, running the pathfinder isn't hard; it's putting together the orders
19:08:33 <Zuu> Ok, fine. if you want to build the canal 3 tiles wide, that is up to you.
19:10:54 <Zuu> Though, IIRC the human will not use buyos, so you could probably do without buyos too.
19:10:58 <andythenorth> which I thought would stop and start animation randomly, per tile
19:11:37 <supermop> Rubidium: where do you live with a subway?
19:13:02 <andythenorth> seems that some tiles are randomly stopped
19:13:06 <andythenorth> and some are running
19:13:11 <andythenorth> but nothing causes them to change
19:15:41 <Rubidium> supermop: Amersfoort
19:17:04 <DorpsGek> Commit by rubidium :: r24638 /trunk/src/network/core (tcp_content.cpp tcp_content.h) (2012-10-28 19:16:58 UTC)
19:17:05 <DorpsGek> -Codechange: add some #ifndefs so MSU code doesn't need to compile it, and doesn't need all the required dependencies
19:18:05 <DorpsGek> Commit by rubidium :: r24639 /extra/masterserver_updater (config.lib src/shared/string_type.h) (2012-10-28 19:18:00 UTC)
19:18:06 <DorpsGek> [MSU] -Fix: make the content server compile again
19:18:26 <MinchinWeb_> Zuu: buoys are needed to get out of the lake, are they not?
19:18:46 <MinchinWeb_> On the 'short' connection, I don't expect any bouys will be built
19:18:51 <Zuu> When I play it as human, i don't run into that problem.
19:19:09 <andythenorth> periodic processing loop - what, how often etc?
19:19:11 <andythenorth> for industry tiles
19:19:20 <andythenorth> ^ no details there
19:19:35 <Zuu> It depend on what pf you use. I beleive it uses yapf for ships. Or at least not the fastest/worst one.
19:19:58 <supermop> Rubidium: ah, no hurricanes there
19:20:33 <supermop> are you guys teaching AIs to use boats?
19:20:37 <Yexo> andythenorth: if you're talking about bit 1 ("the tile is processed in the periodic processing loop") it's the tileloop, so 1/256 ticks
19:21:02 <Yexo> for bit 2 ("the industry of the tile is processed in the periodic processing loop (synchronized animation)") it might be another value, I'd have to check that
19:21:04 <andythenorth> trying to figure out why my code does unexpected things :P
19:21:13 <andythenorth> it's bit 1 I refer to
19:21:23 <andythenorth> I'm trying to desync animation on multiple tiles
19:21:54 <andythenorth> I get a stopped animation, or a running animation, and they don't change :P
19:23:05 <Rubidium> supermop: yet the subway closed before yours closes
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19:25:08 <Terkhen> andythenorth: the paste you shown me is missing anim_next_frame at the graphics block
19:25:27 <andythenorth> is that needed in conjuction with anim_control?
19:25:39 <supermop> Rubidium: normally ours runs 24hrs, luckily i can just walk to work though
19:26:48 <Terkhen> IIRC we used anim_next_frame to loop back from the "end" frames to the beginning frames, and anim_control to switch between "stop" animation and "loop" animation
19:27:47 <andythenorth> I am testing using anim_next_frame
19:27:49 * Rubidium can walk to work as well... it's just a bit far
19:27:55 <andythenorth> and ignore anim_control, which I don't understand :P
19:28:12 <Rubidium> a bicycle seems to be the fastest mode of transportation for the distance I have to travel
19:28:48 <dada_> anyone know if it's possible to configure hotkeys through the console in 1.2.2?
19:28:57 <dada_> or do I need to modify my cfg?
19:29:31 <andythenorth> problem I have is re-randomising bits
19:35:14 <Yexo> dada_: you'll need to change hotkeys.cfg
19:37:30 <andythenorth> so how do I get new random tile bits?
19:37:32 <Yexo> hi joan_ . Are you leaving again in a minute?
19:38:45 <Yexo> random_switch only works if it's referenced in the "default" graphics chain
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19:39:25 <andythenorth> hth do the oil wells work then :)
19:41:56 <Yexo> random_trigger: ${industry.id}_tile_oil_well_random_trigger; <- I don't see that in your example
19:43:04 <Yexo> <Yexo> random_switch only works if it's referenced in the "default" graphics chain <- that was not 100% true, it only works if it's referenced in callback 1
19:43:13 <Yexo> in nml "random_trigger" is the name for callback 1.
19:43:45 <Yexo> if you don't use "random_trigger" but use a random_switch in the default chain it'll work too, because every unimplemented callback falls through to the default chain
19:44:01 <andythenorth> I'll use random_trigger
19:44:09 <andythenorth> just figuring out what return values it wants
19:44:21 <Yexo> doesn't matter I think, as long as it's not CB_FAILED
19:44:40 <Yexo> and even that might work
19:56:40 <MinchinWeb_> supermop: Yes, I am trying to teach my AI to use ships :)
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20:04:17 <DorpsGek> Commit by rubidium :: r24640 /extra/masterserver_updater/src/contentserver (3 files) (2012-10-28 20:04:11 UTC)
20:04:18 <DorpsGek> [MSU] -Codechange: do not read the whole file at once, but read it along the way of the client downloading it
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20:17:14 <DorpsGek> Commit by rubidium :: r24641 extra/masterserver_updater/src/contentserver/tcp.cpp (2012-10-28 20:17:08 UTC)
20:17:15 <DorpsGek> [MSU] -Fix: logic error causing no downloads at all
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21:20:08 <keoz> I have a question (about advanced settings): when should settings be saved in openttd.cfg ? On quit ? Or just closing the "Advanced setting" window ?
21:22:39 <keoz> because i'm changing some of them, but the modifications are not saved in the default config file, they are only in the saved game
21:23:09 <Yexo> there are actually two sets of settings in OpenTTD.
21:23:36 <Yexo> set 1 is the "new game settings", used when starting a new game. This set is stored in the config file when you quit openttd. It's also used to initialize the settings of a new game
21:24:14 <Yexo> set 2 is the settings of the current game. These settings are changed when you open the advanced settings windows from within a savegame. Changing settings here doesn't change the values in set 1, so they don't get stored in your config file nor used for new games
21:24:36 <Yexo> you can change the values in set 1 by opening the advanced settings window from the main menu
21:24:45 <Yexo> keoz: ^^ I hope that answers your question
21:25:58 <Ammler> isn't there also a save_config or something to "copy" the ingame settings?
21:27:03 <DorpsGek> Commit by rubidium :: r24642 trunk/src/network/core/tcp.h (2012-10-28 21:26:57 UTC)
21:27:04 <DorpsGek> -Codechange: add helper function to see if there is anything in the send queue
21:27:50 <DorpsGek> Commit by rubidium :: r24643 extra/masterserver_updater/src/contentserver/handler.cpp (2012-10-28 21:27:44 UTC)
21:27:51 <DorpsGek> [MSU] -Fix: do not (basically) busy-loop because we can send data, even if there is no data to send
21:28:18 <keoz> that means that in order to change it permanently, i need to change the advanced settings from the game menu
21:28:50 <Yexo> first time I've heard it this way, most people change a setting in the main menu and wonder why it doesn't affect their savegames
21:31:06 <keoz> Yexo : i like doing things differently as most
21:34:00 <DorpsGek> Commit by rubidium :: r24644 /extra/musa (13 files) (2012-10-28 21:33:55 UTC)
21:34:01 <DorpsGek> [MUSA] -Add: monkey uploader service ape
21:39:34 <DorpsGek> Commit by rubidium :: r24645 extra/musa/COPYING (2012-10-28 21:39:28 UTC)
21:39:35 <DorpsGek> [MUSA] -Fix: forgot a file
21:47:36 <Ammler> the bananas main nav doesn't fit one row anymore (here)
21:48:47 <Ammler> maybe "Base Replacements" -> "Base Sets"
21:50:11 <planetmaker> hm. the nav bar breaks depending on the "zoom level" I choose in FF
21:51:14 <Ammler> he, if I zoom in, it has 1 row
21:52:24 <Ammler> it does not just split to 2 rows, it kinda also felt from the "black" top background
21:53:07 <planetmaker> yes. sometimes it's one row below black, sometimes on the black where it belongs, sometimes too long. Depending on the zoom level
21:54:46 <Ammler> if I would zoom in twice, it is again working
22:01:33 <Ammler> I mean, what does opengfx replace?
22:02:06 <Supercheese> original TTD graphics
22:02:22 <Ammler> well, someone needs to have that
22:02:49 <Supercheese> alternatively, in the absence of the TTD graphics, OGFX doesn't replace anything
22:03:11 <Supercheese> hmm, perhaps the naming is a tad incorrect
22:03:44 <planetmaker> I agree with ammler here. I should read base sets.
22:03:59 <TrueBrain> I blame planetmaker, he wanted GS on there :P
22:04:04 <planetmaker> it's no replacement.
22:04:08 <TrueBrain> planetmaker: feel free to read that
22:04:18 <planetmaker> TrueBrain, :-) s/base replacement/base set/
22:04:27 <TrueBrain> [23:04] <planetmaker> I agree with ammler here. I should read base sets.
22:04:50 <planetmaker> damn you playing words on me, TrueBrain ;-)
22:04:57 <TrueBrain> damn your finger too fat to type
22:04:57 <Ammler> well, I suggested it more to fit in the nav again ;-)
22:05:23 <TrueBrain> I refuse to make that change at this point
22:05:42 <TrueBrain> soly because I did 30 seconds ago
22:05:45 <planetmaker> is it more than replacing one text or graphics?
22:05:48 <Ammler> but Replacement is just wrong
22:06:01 * TrueBrain rolls over the floor laughing
22:06:18 * planetmaker tickles TrueBrain for more lulz
22:06:57 <Ammler> planetmaker: maybe we also need to cleanup some readmes and descriptions
22:28:39 <TrueBrain> balancer rewrite, check
22:28:42 <TrueBrain> musad online, check
22:28:51 <TrueBrain> check system for 270 MiB files, check
22:28:54 <TrueBrain> wrote forum post, check
22:29:28 <planetmaker> and... now we stop it publicly :-P
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