IRC logs for #openttd on OFTC at 2012-11-10
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06:58:26 <__ln__> how do you draw numbers 7 and 1 using a pencil?
06:59:27 <Supercheese> that's a strange question
06:59:47 <Supercheese> You mean with the line middleway up the 7?
07:00:15 <Supercheese> I do write 7s that way
07:00:39 <Supercheese> 1s are just vertical lines
07:03:44 <__ln__> since 2004 school kids over here have been taught not to draw the middle-horizontal line for 7, and that's a big mistake in my opinion.
07:07:05 <andythenorth> in the UK it's non-standard to bar the 7
07:07:37 * andythenorth was taught to do it though - bad handwriting
07:08:31 <Supercheese> It's a bit like starting floor numbering as Ground floor, then First floor above it, Second, etc.
07:08:42 <Supercheese> vs. First floor at ground, Second above it, Third, etc
07:09:09 <Supercheese> I wish everyone would do it the same way -- same with 7s
07:10:09 <andythenorth> monoculture is boring
07:15:34 <__ln__> i don't know if it's even cultural; the floor numbering seems to vary even within one country.
07:32:15 <andythenorth> see also my latest comment :P
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07:38:10 <peter1138> LordPixaII, fix yer conn :p
07:38:52 <Rubidium> andythenorth: for the first many years it just accepts junk and then at some point it accepts engineering supplies too and provides some scrap metal/plastic/whatever
07:39:20 <Rubidium> to model the extracting of useful supplies from the garbage
07:42:12 <andythenorth> this is a producing industry
07:42:19 <andythenorth> it just produces scrap metal
07:42:26 <andythenorth> there is no junk input :)
07:42:36 <andythenorth> I figure it 'harvests' its own junk
07:43:47 <peter1138> __ln__, that's a 78
07:45:04 <__ln__> probably, but not certainly enough
07:46:29 <peter1138> is for me, the line across the top of the 7 is way too long to be a 1
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09:01:36 <andythenorth> is there a case in FIRS for having original TTD production change behaviour, but with closure disabled?
09:01:40 <andythenorth> for primary industry
09:02:05 <Supercheese> An 'I hate supplies' parameter?
09:02:33 <andythenorth> othogonal to supplies
09:03:01 <andythenorth> supplies can work with original behaviour
09:03:13 <Supercheese> Hmm, I dunno; I'm sleepy; it's 1 AM here
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09:03:58 <Supercheese> I should sleep. Valete omnes
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09:18:41 * andythenorth wonders if planetmaker is awake yet
09:19:19 <Alberth> awake probably, available here is a different matter :)
09:24:28 * Alberth waves back from #freerct
09:27:19 <LordAro> i did it for the benefit of everyone else :)
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10:43:31 * andythenorth could use a report on which permanent storage is in use for an industry
10:43:42 <andythenorth> reading all code to figure out it is...not exciting :P
10:44:38 <andythenorth> FIRS does use identifiers instead of numbers, but I can't be sure if they're used comprehensively :P
10:45:07 <frosch123> can't you grep for the assignment operator?
10:45:20 <frosch123> and just check which use numbers
10:58:34 * andythenorth needs a not-stupid variable name
10:58:42 <andythenorth> for a modified version of production_rate_1 and production_rate_1
10:58:46 <andythenorth> production_rate_2 *
11:00:02 <andythenorth> irc really is like teddy bear coding :P
11:00:29 <Alberth> this teddy bear sometimes talks back :p
11:01:21 <andythenorth> I shoud just get a bear
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11:14:24 <andythenorth> prod_multiplier is an array of up to 2 ints
11:14:27 <andythenorth> how do I get the first int
11:14:36 <andythenorth> nml refuses prod_multiplier[0] and prod_multiplier(0)
11:14:43 <andythenorth> and I can't find anything in docs
11:19:25 <andythenorth> reading nml src, not actually sure there is anything to read prod_multiplier
11:19:35 <andythenorth> setting it is a custom function
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12:22:59 <andythenorth> rm * .orig is not same as rm *.orig :P
12:23:31 <^Spike^> let me guess... it had trouble finding the .orig file? :)
12:23:53 <andythenorth> now has trouble finding some other files too
12:25:25 <Ammler> just ignore such files
12:26:07 <Alberth> that works until you have more .rej and .orig files than source files :P
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12:49:54 <andythenorth> FIRS secondary industries - industry window text states default production ratios
12:50:07 <andythenorth> i.e. "2t cargo out per 8t coal delivered" etc
12:50:26 <andythenorth> should they show _current_ production ratios?
12:51:22 <Alberth> would seem useful, wouldn't it?
12:51:36 <andythenorth> not sure how to do it without spamming the window
12:51:45 <andythenorth> I don't want a stats-smorgasboard :P
12:52:33 <andythenorth> I think it's needed though
12:53:53 <Alberth> you could abstract away from actual values
12:54:05 <Eddi|zuHause> "Recently delivered: Coal, Steel; Current conversion ratio: 4/8"
12:54:35 <andythenorth> ^^ the first 4 lines of that window are utterly pointless
12:55:07 <Eddi|zuHause> yes, they are. it's hardcoded they appear when the production callback is used
12:55:14 <andythenorth> with the full power of hindsight, making the industry window text depend on production cb was done by someone smoking crack
12:55:29 <andythenorth> at the time, I'm sure it was a nice new feature :)
12:56:15 <Eddi|zuHause> andythenorth: yes, it's a legacy problem, but how to change it without breaking everything?
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12:58:43 <andythenorth> Eddi|zuHause: plaster a new cb over the top, giving full control of industry window
12:58:50 <andythenorth> i.e. newgrf has a blank canvas
12:59:09 <frosch123> yay, NewCanvas support!
12:59:24 <frosch123> grfs should be able to draw stuff using Lines, instead of only sprites
12:59:25 <Eddi|zuHause> or just add a "suppress stockpile display" flag?
12:59:47 <andythenorth> frosch123: charts... :P
13:00:05 <andythenorth> we have a winner
13:00:22 <frosch123> andythenorth: minimap
13:00:32 <frosch123> grfs should be able to draw lines on the minimap
13:03:57 <Eddi|zuHause> to mix with the ones from cargod*st?
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13:08:22 <andythenorth> ¿ wrt FIRS, "Current cargo production" and then show current ratios?
13:08:47 <andythenorth> and maybe change the last string to be more useful?
13:09:04 <andythenorth> [screenshot gives context]
13:10:29 <Eddi|zuHause> can NewGRFs do CargoLists as string parameters?
13:11:35 <frosch123> that's already a hack for gs:p
13:12:22 <andythenorth> I could do some kind of colour coding, red / green etc for current production level
13:12:29 <andythenorth> colour for information sucks though
13:13:10 <Eddi|zuHause> that's totally stupid
13:13:53 <Alberth> low production levels are not dangerous :p
13:17:46 <andythenorth> can't think of any good solutions
13:17:57 <andythenorth> there's no need for players to understand the mechanic in detail
13:18:05 <andythenorth> deliver all cargos regularly, get higher production
13:20:19 <frosch123> yup, who plays anyway
13:20:29 <frosch123> players can just refer to the offline handbook
13:20:46 <frosch123> online help is just a temporary phenomenon
13:21:01 <frosch123> it will vanish with the touch screen era
13:21:16 <andythenorth> I can touch my screen
13:21:22 <andythenorth> just fingerprints though
13:21:36 <Alberth> symbols and some handwaving :)
13:21:52 <andythenorth> I am running out of FIRS distractions. Everything left is either too hard, or involves doing actual work :P
13:22:17 <Alberth> update the wiki page? :D
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14:25:44 <Rubidium> andythenorth: show FIRS to andy 2.0 and andy 2.1?
14:26:24 <Rubidium> or make a toyland version
14:27:06 <Rubidium> [farm] -> <organic foods> -> [blender] -> <baby food> -> [baby] -> <soil nutrients> -> [farm]
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15:01:46 <frosch123> make sure not to mix up the position of the blender in the chain
15:02:57 <Eddi|zuHause> as in "what's orange and turns red when you push the button?" :p
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15:03:14 <andythenorth> what have you been feeding them?
15:03:22 <Eddi|zuHause> carrots, maybe :)
15:03:31 <andythenorth> "soil nutrients" are pre-blended in my experience btw
15:03:37 <Eddi|zuHause> what do i know about babys anyway :p
15:04:24 <andythenorth> about as much as I know about constructing a tree function?
15:04:27 <frosch123> you should know it from the first person view
15:04:49 <Eddi|zuHause> yes, but i don't seem to be able to remember that :p
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15:16:37 <andythenorth> so FIRS needs a port industry (and / or warehouse)
15:16:46 <andythenorth> it's been suggested about 7 times, including by me
15:17:31 <andythenorth> can't rely on just 'port', some maps don't have sufficient water
15:18:06 <andythenorth> solution to that?
15:18:09 <Eddi|zuHause> "international/container trading post"
15:18:26 <Eddi|zuHause> my city also has a "port", even though no ships can reach it :)
15:18:27 <andythenorth> Railroad Tycoon has 'warehouses'
15:18:43 <Eddi|zuHause> at least no ships of a size that would make it worthwhile :)
15:18:57 <andythenorth> 'Import / Export Facility' ?
15:19:53 <Alberth> I'd make that separate from an industry set
15:20:31 <Alberth> a big ware house of 8x8 tiles or so :)
15:21:19 <Eddi|zuHause> oh, that reminds me of another (orthogonal) parameter: large/small industry layouts
15:21:59 <Alberth> Eddi|zuHause: make smallFIRS :p
15:22:35 <Eddi|zuHause> armstrongfirs! :p
15:22:58 <andythenorth> Eddi|zuHause: I'm favouring small layouts where possible :P
15:22:59 <Alberth> sounds like a feasible economy
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16:35:51 <Kylie> soi tried to run trains between 3 small towns
16:36:21 <DanMacK> Buses are usually better to start
16:37:47 <Eddi|zuHause> "advanced": send busses from the outskirts of the town to the train station with "transfer and leave empty" orders, that way, it's easier to get the train full
16:39:03 <Kylie> well, this is a maglev network
16:39:17 <Eddi|zuHause> that has nothing to do with anything :)
16:39:44 <Kylie> they require expensive trsains. expensive trains = huge ridership
16:40:21 <__ln__> i wonder if "bi" would be an acceptable plural..
16:40:26 <Kylie> soim just connecting to the station with buses and we will see if that works
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16:45:58 <Kylie> sounds like the north station requires a lot of buses
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17:01:31 * DanMacK has an issue setting up VM for Devzone... can anyone help?
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17:07:57 <frosch123> what exactly is the problem?
17:08:54 <DanMacK> Need to switch to 32 bit display in Virtualbox... I don't have the GUI screen
17:12:06 <frosch123> hmm, i lack context :p what has that to do with devzone?
17:12:29 <frosch123> anyway, virtualbox just runs for me, no idea why there should be some 32bit switch? what would be the other option?
17:13:26 <DanMacK> I'm using Foobar's guide for setting up... :P
17:13:35 <frosch123> well, if you run it in windowed mode, it should just do anything, shouldn't it?
17:14:16 <frosch123> can you give me a link? so i can actually see what you are trying to do :p
17:14:37 <DanMacK> one sec, I may have solved it... took some digging
17:15:12 <DanMacK> He suggests installing Fedora on a Virtual Machine
17:15:51 <DanMacK> Although that may be for nml compiling as well
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17:16:29 <DanMacK> reading on, looks like that's just for compiling grfs
17:18:13 <Alberth> nml runs on almost anything
17:18:32 <andythenorth> frosch123 industry layouts with custom terraforming...think it will ever happen?
17:18:33 <frosch123> but you will need "make" and "cpp" for most stuff
17:18:39 <andythenorth> DanMacK is drawing mines...
17:18:44 <Alberth> and python and pil :)
17:18:51 <frosch123> andythenorth: i hope it will happen somewhen :p
17:19:38 <Alberth> andythenorth: I hope not the pointy black ball-like ones
17:20:34 <andythenorth> the 'needs to go on a certain hillside' kind :)
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17:32:54 <andythenorth> was the idea to return tile corner heights?
17:33:08 <andythenorth> [from the layout definition]
17:34:03 <frosch123> and corner heights from layout is troublesome, since there are more corners than tiles
17:34:30 <frosch123> so, either it is redundant, or misses stuff
17:36:36 <Eddi|zuHause> you can define tile height as the north height, but you need additional "void" tiles at the southern corners (that's how it's done internally)
17:36:47 <andythenorth> returning slope makes sense, as per wiki
17:37:03 <andythenorth> I prefer doing it in layout
17:37:16 <andythenorth> dunno if that's a good implementation though
17:39:17 <andythenorth> seems to me to be intrinsic to layout
17:39:39 <andythenorth> whereas a cb requires first checking layout, then position, which creates a lot of varact 2
17:40:52 <Eddi|zuHause> runtime-wise it's rather unimportant, since it's only a user-initiated action, so it's not very often
17:41:17 <andythenorth> grf writing time, varact 2 is a lot of work
17:41:21 <Eddi|zuHause> or it's a very rare repeated function
17:41:26 <andythenorth> I could template that, others might not :P
17:41:42 <frosch123> andythenorth: it all depends on the usecase :p
17:41:48 <frosch123> a property can also be a lot of work
17:41:55 <andythenorth> can we define the use case?
17:42:08 <andythenorth> I thought the wiki had it covered tbh ;)
17:42:46 <frosch123> imagine a number of new objects, which all have the same slope shape, but look differently
17:42:56 <Eddi|zuHause> andythenorth: example: the industry consists of 3 2x2 houses, which in itself must be at the same (foundation-)height, but between them, the height difference is irrelevant
17:42:58 <frosch123> for the property you need a preprocessor or copy and paste
17:43:05 <frosch123> for the cb, you can do it with grf methods
17:43:26 <Eddi|zuHause> a property might not be flexible enough
17:43:52 <frosch123> Eddi|zuHause: that does not matter
17:44:14 <frosch123> in any case ottd would take the industry location, then resolve the info for all tiles, and then check with own magic
17:44:32 <frosch123> so, the only thing that cbs have more is checking "location", and date and such stuff
17:44:47 <frosch123> and possibly other future variables similar to "layout" or whatever
17:45:03 <frosch123> properties otoh are always quite fixed, and cannot be extended
17:45:36 <frosch123> so, imo the question is, what variables are actually needed, and is that selection likely to change
17:45:36 <andythenorth> how are tilegroups assigned / defined?
17:45:59 <frosch123> ofc we can always reserve some flag in the property, which means: call cb for this tile :p
17:46:09 <frosch123> andythenorth: some byte?
17:46:22 <frosch123> it does not exactly matter, does it?
17:47:12 <andythenorth> wondering if it was a property, or some new construct
17:47:50 <frosch123> if it is a property, then the whole layout stuff is in one property
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17:48:09 <frosch123> likely replacing the old layout property, instead of adding to it
17:48:38 <frosch123> however, it also remains open whether to tie the construction-check with the autoslope-check and the foundation-drawing thingie
17:48:42 * DanMacK thinks he missed something interesting
17:50:24 <Alberth> would it make sense to consider a property for most 'normal' cases, and have a cb for special cases?
17:50:48 <frosch123> yeah, except the "normal" is so difficult :p
17:51:49 <Alberth> you could hide some magic in nml perhaps
17:52:18 <Alberth> but that needs a more readable form of specifying
17:53:54 <frosch123> well, you could say we do everything via callback, and nml allows to specify callback results via a layout-like matrix :p
17:54:16 <frosch123> let's see, i do not even know the nml syntax for layouts
17:54:47 <frosch123> hmm, looks like a switch
17:55:08 <frosch123> andythenorth: why do you consider a cb more work than a layout?
17:55:19 <frosch123> the nml syntax looks the same for both, doesn't it?
17:56:50 <frosch123> it's "position": "value"
18:00:17 <Alberth> a 2D representation would be better :p
18:00:53 <Alberth> but that is just a change in syntax
18:04:33 <frosch123> anyway, imo cb/property is not that important; the questions of what needs to be part of it sounds more pressing :)
18:05:24 <DanMacK> That would definitely make industry layouts more interesting
18:05:33 <frosch123> i.e. how to combine or separate the construction check with/from autoslope and foundation drawing
18:10:44 <DanMacK> Was it something we said?
18:11:49 <DanMacK> So or just committing to devzone tortoisehg/mercurial should be sufficient?
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18:14:36 <Alberth> the current setup needs a precise match; enabling autoslope would already a step forward, and enabling terraforming to make things fit would be heaven?
18:15:29 <Alberth> in the latter case you could aim for minimal terraforming and do the remaining parts with autoslope
18:18:23 <Alberth> imho just enabling autoslope would be enough for now
18:22:02 <frosch123> Alberth: what do you mean exactly?
18:23:05 <frosch123> hmm, i think we fail at the term "autoslope"
18:23:29 <frosch123> with that i mean terraforming industry tiles by the player after construction
18:23:38 <frosch123> (possibly adding foundations)
18:24:43 <Alberth> ah, ok, autoslope is for me adding a foundation, like when building a depot at a non-flat tile
18:25:24 <frosch123> yeah, autoslope is a weird term from ttdp
18:25:25 <Alberth> but it is very defendable to always do terraforming to make an industry fit the terrain
18:25:34 <frosch123> no idea what the actual idea was behind that idea
18:26:55 <Alberth> it adjusts slopes automagically :)
18:28:06 <Alberth> haha, something entirely different! :D
18:28:38 <Alberth> you call my form of autoslope 'adding a foundation' ?
18:28:53 <frosch123> i call it "drawing a foundation" :p
18:28:57 <Alberth> sounds much better :)
18:29:29 <Alberth> yeah it does not get really added
18:29:50 <frosch123> foundations do not really exist, they are only an imagination of the renderer :p
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18:34:04 <Alberth> to recap: drawing foundations would help a lot already I think, the ultimate would be to terraform to match the layout, where you can choose between doing terraform all the way, or do minimal terraform (and maximal foundation drawing)
18:35:23 <Alberth> tbh I slightly favour full terraforming, I don't trust the imaginary foundations to be strong enough for the heavy industry :p
18:35:52 <Alberth> on the other hand, we also do foundation drawing under an airport, so my argument does not really hold
18:36:15 <frosch123> well, we already draw foundations/terraform for flat industries
18:36:46 <frosch123> hmm, i said that ambivalent
18:37:02 <frosch123> we terraform for industries which need flat land
18:37:17 <frosch123> and we draw flat foundations for tiles which want one
18:37:32 <frosch123> those two options are independent
18:38:07 <frosch123> but there is nothing for sloped industries or sloped foundations
18:38:17 <frosch123> and autpslope is currently only "yes" or "no"
18:38:31 <frosch123> esp. with sloped industries there is basically only the "no" option
18:40:16 <Alberth> afaik specifying a sloped layout in NFO is a nightmare, so now with NML is the first time it becomes feasible.
18:40:55 <Alberth> thus the need for autosloping sloped industries has never been very high
18:41:03 <frosch123> well, there are different things which might add up in nml
18:41:30 <frosch123> one issue is checking the slope, which is the same in nml and nfo wrt. "complicatedness"
18:42:11 <frosch123> the other issue is to draw an industry on any slope, which needs adv. spritelayouts. this is relatively new and can be used in nml by great advantage
18:42:24 <frosch123> but it is so new, that i do not know any nfo grf which uses it
18:42:30 <frosch123> everything since then has used nml
18:42:43 <frosch123> (though i am not up-to-date with ecs developement)
18:44:44 <frosch123> [19:35] <Alberth> tbh I slightly favour full terraforming, I don't trust the imaginary foundations to be strong enough for the heavy industry :p <- btw. all default industries stand on foundations :p
18:44:55 <frosch123> (when using autoslope)
18:45:19 <Alberth> does ttdp support the advanced spritelayouts? if not, that could be a reason to refrain from using it
18:45:39 <frosch123> but ecs dropped ttdp support 4 years ago
18:45:59 <frosch123> adv. spritelayout should be newer than the latest ttdp commit
18:46:00 * Alberth never digs near industries :p
18:46:54 <DorpsGek> Commit by translators :: r24677 /trunk/src/lang (7 files in 2 dirs) (2012-11-10 18:46:41 UTC)
18:46:55 <DorpsGek> -Update from WebTranslator v3.0:
18:46:56 <DorpsGek> danish - 13 changes by Knogle
18:46:57 <DorpsGek> korean - 3 changes by telk5093
18:46:58 <DorpsGek> latvian - 8 changes by Parastais
18:46:59 <DorpsGek> polish - 5 changes by wojteks86
18:47:00 <DorpsGek> russian - 1 changes by Lone_Wolf
18:47:01 <DorpsGek> spanish - 2 changes by Terkhen
18:47:02 <DorpsGek> tamil - 4 changes by aswn
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18:48:59 <andythenorth> frosch123: cb is more work because first a switch is needed for checking which layout num, then a switch per layout to find tile position
18:49:26 <andythenorth> which is already the case in the graphics chain
18:49:40 <andythenorth> so changing one item might mean changing in 3 places
18:50:15 <andythenorth> I can template all of that, so I don't care
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18:51:59 <Eddi|zuHause> so maybe layouts should become a feature, then they can have callbacks of their own?
18:52:26 <andythenorth> layouts are kind of odd right now
18:52:49 <andythenorth> they specify tiles, but of course it's nearly always the same tile :)
18:53:00 <andythenorth> most of the time that's quite redundant information :)
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20:34:37 <Eddi|zuHause> comment to that was "he probably didn't talk to bradley manning"
20:37:37 <DorpsGek> Commit by alberth :: r24678 /trunk/src (15 files) (2012-11-10 20:37:31 UTC)
20:37:38 <DorpsGek> -Codechange: Introduce scope resolver base class and prepare for adding derived classes.
20:38:51 <DorpsGek> Commit by alberth :: r24679 /trunk/src (4 files) (2012-11-10 20:38:46 UTC)
20:38:52 <DorpsGek> -Codechange: Add resolver classes for towns.
20:39:17 <DorpsGek> Commit by alberth :: r24680 /trunk/src (newgrf_canal.cpp newgrf_spritegroup.h) (2012-11-10 20:39:11 UTC)
20:39:18 <DorpsGek> -Codechange: Add resolver classes for canals.
20:39:45 <DorpsGek> Commit by alberth :: r24681 /trunk/src (newgrf_cargo.cpp newgrf_spritegroup.h) (2012-11-10 20:39:39 UTC)
20:39:46 <DorpsGek> -Codechange: Add resolver classes for cargoes.
20:40:11 <DorpsGek> Commit by alberth :: r24682 /trunk/src (4 files in 2 dirs) (2012-11-10 20:40:05 UTC)
20:40:12 <DorpsGek> -Codechange: Add resolver classes for houses.
20:40:51 <DorpsGek> Commit by alberth :: r24683 /trunk/src (4 files in 2 dirs) (2012-11-10 20:40:46 UTC)
20:40:52 <DorpsGek> -Codechange: Add resolver classes for objects.
20:41:14 <DorpsGek> Commit by alberth :: r24684 /trunk/src (4 files in 2 dirs) (2012-11-10 20:41:08 UTC)
20:41:15 <DorpsGek> -Codechange: Add resolver classes for stations.
20:41:40 <Eddi|zuHause> is that one of those things that break all patches?
20:41:51 <DorpsGek> Commit by alberth :: r24685 /trunk/src (5 files in 2 dirs) (2012-11-10 20:41:45 UTC)
20:41:52 <DorpsGek> -Codechange: Add resolver classes for rail types.
20:42:20 <__ln__> why isn't 'hice' the plural of 'house'?
20:42:25 <DorpsGek> Commit by alberth :: r24686 /trunk/src (3 files in 2 dirs) (2012-11-10 20:42:19 UTC)
20:42:26 <DorpsGek> -Codechange: Add resolver classes for airport tiles.
20:42:56 <DorpsGek> Commit by alberth :: r24687 /trunk/src (newgrf_airport.cpp newgrf_spritegroup.h) (2012-11-10 20:42:50 UTC)
20:42:57 <DorpsGek> -Codechange: Add resolver classes for airports.
20:43:47 <DorpsGek> Commit by alberth :: r24688 /trunk/src (newgrf_generic.cpp newgrf_spritegroup.h) (2012-11-10 20:43:40 UTC)
20:43:48 <DorpsGek> -Codechange: Add resolver classes for generics.
20:44:08 <__ln__> is this an attempt to get more cake sooner?
20:44:17 <DorpsGek> Commit by alberth :: r24689 /trunk/src (4 files in 2 dirs) (2012-11-10 20:44:10 UTC)
20:44:18 <DorpsGek> -Codechange: Add resolver classes for industries.
20:44:44 <DorpsGek> Commit by alberth :: r24690 /trunk/src (7 files in 2 dirs) (2012-11-10 20:44:38 UTC)
20:44:45 <DorpsGek> -Codechange: Add resolver classes for industry tiles.
20:45:10 <DorpsGek> Commit by alberth :: r24691 /trunk/src (4 files in 2 dirs) (2012-11-10 20:45:04 UTC)
20:45:11 <DorpsGek> -Codechange: Add resolver classes for vehicles.
20:46:04 <DorpsGek> Commit by alberth :: r24692 /trunk/src (23 files in 2 dirs) (2012-11-10 20:45:59 UTC)
20:46:05 <DorpsGek> -Cleanup: Cleanup final parts of the old resolver code.
20:46:45 <DorpsGek> Commit by alberth :: r24693 /trunk/src (24 files) (2012-11-10 20:46:39 UTC)
20:46:46 <DorpsGek> -Doc: Add some doxymentation into the newgrf code.
20:48:26 * Alberth tries to remember what he wanted to change in the code :p
20:48:52 <frosch123> industry amounts or something like that
20:49:11 <MNIM> heya guys, I could have sworn this was in the wiki, but I can't find it any more. Where can I find what corners get you what speeds?
20:49:30 <Alberth> something in that direction indeed :)
20:50:40 <frosch123> yeah that table looks better
20:50:48 <frosch123> i wonder what nonsense the other table displays :o
20:56:25 <Supercheese> Ack, 13 new entries in commit RSS
20:57:58 <Supercheese> still, rather much for a ~10 minute burst
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20:58:52 <MNIM> thanks! it's a bit hard to find. Wouldn't a link to it from the junctions or train building page be a good idea?
21:00:23 <Rubidium> Eddi|zuHause: it hasn't broken any of my patches ;)
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21:56:20 <MNIM> Whoops. I was working on improving the throughput of a heavily used line and instead of improving it I crashed two trains in a place where I can't easily make a detour.
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21:59:48 <MNIM> oh wait, I can make a detour. got that access lane there.
22:02:50 <Eddi|zuHause> why does the electrification end in the middle of nowhere?
22:14:33 <MNIM> well. long term progress, really. Focussing on throughput, economy and connecting smaller towns first before electrifying the whole line.
22:15:33 <MNIM> Currently only one shorter sideline is completely electrified.
22:16:38 <MNIM> the mainline that runs from north to south via the eastern corner of the 1024^2 map is mostly non-electrified
22:17:54 <MNIM> the part of the screenshot is the busiest part, on the east-south leg between some large industries.
22:19:09 <Alberth> haha, the ECS coal mine runs out of coal and then a month later finds new coal, twice already :)
22:23:46 <frosch123> Alberth: it's just a normal procedure to get rid of some employees
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22:26:01 <frosch123> also a method to get rid of people
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22:37:21 <DorpsGek> Commit by michi_cc :: r24694 trunk/src/roadveh_gui.cpp (2012-11-10 22:37:14 UTC)
22:37:22 <DorpsGek> -Fix (r18136): Road vehicle selection frame wasn't drawn properly in the depot window.
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