IRC logs for #openttd on OFTC at 2013-04-27
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08:26:41 <NGC3982> Can i set a new password for a player, via console?
08:26:50 <NGC3982> As a server administrator, that is.
08:26:54 <planetmaker> but you can move him into the company
08:27:00 <planetmaker> and then he can set himself
08:27:13 <planetmaker> or you can move into that company and set it
08:28:18 <NGC3982> Oh, the latter seems right for me. I forgot my own company password..
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10:22:54 <ZxBiohazardZx> nah more then that
10:23:15 <TheBix> ZxBiohazardZx, hey how come my train keeps entering the depot and won't drive past it?
10:23:42 <TheBix> is there something im missing that isn't in the tutorial?
10:24:39 <TheBix> LANJesus, this wasn't mentioned in the tutorials
10:26:22 <TheBix> LANJesus, also theres a video on the tutorial page that shows a train driving past the depot just fine
10:26:31 <TheBix> so theres something im missing or a bug
10:27:14 <planetmaker> electic engine with an unelectrified piece of track ahead?
10:27:22 <planetmaker> thus that it has no path?
10:31:08 <NGC3982> TheBix: Please contribute with a screenshot.
10:31:08 <TheBix> as you can see, it says its headed for the woods station but it has entered the depot
10:31:08 <TheBix> when it leaves the depot it heads back to the mines station and repeats the cycle and never reaches the woods station
10:31:08 <NGC3982> TheBix: You have a missing tile.
10:31:08 <TheBix> NGC3982, oh wow, silly me
10:31:08 <NGC3982> A tip: When having issues like this, using the transparency buttons to navigate between levels of sight always help.
10:31:08 <TheBix> the tutorials said that right clicking on buttons provides a description but this hasn't worked for me
10:31:33 <NGC3982> TheBix: Yes, click the big gear button right next to the double-speed arrow in the gameplay menu.
10:32:00 <NGC3982> In the list, you will find transparency options (hotkey ctrl+X).
10:34:08 <planetmaker> By default, TheBix , the tooltip appears by hovering over the buttons
10:34:19 <planetmaker> you can change it to right click in the adv. settings
10:38:07 <NGC3982> Speaking of, i have been starting to feel the tree transparency to be a kind of cheat.
10:38:34 <planetmaker> town sizes and vehicles are a cheat ;-)
10:39:34 <NGC3982> It feels more real having to track down track errors manually, for some reason.
10:40:00 <planetmaker> how does that relate to transparency?
10:40:40 <Alberth> he wants to walk in the forest, inspecting all tracks
10:41:13 <ZxBiohazardZx> TheBix most likely servicing or tracklayout errors
10:41:33 <ZxBiohazardZx> ow nvm you miss a tile
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10:48:34 <NGC3982> The fences are a good giveaway.
10:49:19 <ZxBiohazardZx> blegh splits suck?
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10:50:31 <ToBeFree> split resistance, obviously
10:56:25 <NGC3982> Wolf01: I read "< Wolf01> stargate fences?"
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12:38:16 <Eddi|zuHause> gnah, why must the next saveload version be something evil-ish like "introduce the engine pool" :/
12:45:47 <Rubidium> Eddi|zuHause: because you're living way too much in the past?
12:46:24 <Eddi|zuHause> yes, the game is only in 1942 :p
12:47:01 <Eddi|zuHause> but this old paxdest patch really is unplayable
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13:47:45 <oskari89> Regearing cargo, which industry sets it disables?
13:51:28 <Eddi|zuHause> ECS has trouble if regearing is activated afterwards
13:52:36 <Eddi|zuHause> otherwise i have no experience with regearing
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14:06:21 <NGC3982> Uhm, do any of you have an idea on how fast oil and diesel can be shipped in Sweden, by train?
14:06:53 <NGC3982> I am unaware of cargo specific speed limits.
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14:24:24 <Eddi|zuHause> moving liquids is always a bit tricky, if the tank is not entirely full
14:24:52 <NGC3982> Yes, i got in touch with a few friends that work on the railway
14:25:03 <NGC3982> And it does not seem to exist any cargo specific limits
14:25:31 <NGC3982> Although, 110-120km/h seems to be a normal maximum speed around here.
14:25:31 <Eddi|zuHause> there are physical forces and electrostatics to be considered
14:26:05 <Eddi|zuHause> but i guess the problem is acceleration more than actual speed
14:26:23 <NGC3982> And trying to stop, i guess.
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14:28:35 <Alberth> that could be considered negative acceleration :p
14:29:50 <Alberth> I would expect that wagons are designed such that no nasty things happen no matter what the train driver tries
14:30:09 <Alberth> otherwise, people may get upset with them
14:30:24 <Alberth> (them = the wagon designers)
14:31:06 <NGC3982> I have a few train driver friends that helped me out with this on Facebook, and it seems like they do not approve of the Swedish speed limit regulations for radioactive material
14:32:08 <NGC3982> It seems like you cannot ship it by train over a certain speed (by law), but at the same time, they say that the carts containing radioactive material are much more protected than a normal tanker wagon.
14:32:10 <Eddi|zuHause> wait, your radioactive trains manage anything other than walking speed?
14:32:12 <Alberth> depends on who make that limit
14:33:04 <NGC3982> I guess regulations make uranium carrying carts virtually indestructable in comparison to a diesel tanker wagon
14:33:47 <Alberth> if some politician invented that law, it is likely not based on technical concerns :)
14:33:48 <Eddi|zuHause> but i don't remeber lots of people trying to stop a diesel tanker train :p
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14:34:48 <NGC3982> Trying to stop it does not seem to be the reason for the regulations
14:34:58 <NGC3982> And i don't really follow
14:35:34 <Alberth> well, politicians don't follow logic
14:35:48 <Eddi|zuHause> most of the cost of shipping radioactive containers over here is police force fending off protesters
14:36:22 <Alberth> if they used logic, their decisions might be understandable :)
14:36:33 <NGC3982> I understand having a low speed limit on radioactive material, but i do not understand why you at the same time can drive hundreds of tonnes of diesel in five times the speed.
14:36:45 <NGC3982> Though, i have noticed something strange with 1.3.0, from 1.2.3.
14:37:20 <NGC3982> While right-click scrolling the map, the minimap flashes in white (sometimes).
14:37:44 <NGC3982> It's not really a problem.
14:49:04 <Alberth> your cursor is over one of the industry legends then
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15:03:31 <Alberth> the text-thingies at the bottom of the minimap explaining what colour each industry is :)
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15:09:00 <juzza1> can i use some callback to rename my vehicle after a specific year?
15:29:17 <Eddi|zuHause> no, names can not be changed
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16:37:56 <Eddi|zuHause> hm, random idea: in scenario editor, when you place a river tile, allow ctrl+click to generate a whole river
16:39:25 <Eddi|zuHause> and i like the idea of randomly placing lakes (although not necessarily correlated to rivers)
16:53:02 <Ristovski> APTX_: doesn't work for me either
16:53:13 <Ristovski> "HTTP Error 500 (Internal Server Error)"
16:54:34 <Ristovski> APTX_: I betya is some broken formatting which is making the server shit itself
16:57:53 <Ristovski> planetmaker: Any idea why the wiki is returning 500, aka internal server error
16:58:49 <Ristovski> APTX_: if the main page works for you, that means you probably just have it cached
17:00:34 <Eddi|zuHause> and i almost never visit the wiki, so caching is probably not the case
17:01:04 <Eddi|zuHause> ah, now i got an error
17:02:13 <Eddi|zuHause> it happens very randomly, though
17:02:33 <planetmaker> no, I don't know. But yes I know it happens. And I asked those who can do something about it to take a look
17:02:35 <Eddi|zuHause> have you tried contacting TrueBrain?
17:05:32 <planetmaker> but maybe Rubidium or TrueBrain can have a look at wiki VM before more people encounter many blank pages
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17:25:46 <Eddi|zuHause> hm, the debug levels for sl don't really give much useful information
17:39:32 <Eddi|zuHause> " * Do something of which I have no idea what it is :P"
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17:45:15 <DorpsGek> Commit by translators :: r25210 trunk/src/lang/gaelic.txt (2013-04-27 17:45:08 UTC)
17:45:16 <DorpsGek> -Update from WebTranslator v3.0:
17:45:17 <DorpsGek> gaelic - 6 changes by GunChleoc
17:58:24 <Eddi|zuHause> well the code is from r1 and the comment from r2387
17:58:52 <Eddi|zuHause> but i am a step closer to savegame conversion
17:59:09 <Eddi|zuHause> i have now found all places where i need to hack in settings
17:59:26 <Eddi|zuHause> but now need something for the "invalid chunk types"
18:01:11 <Eddi|zuHause> or rather "unknown chunk"
18:01:57 <Eddi|zuHause> and maybe match the yapp stuff onto what actually got in trunk later
18:08:23 <Sacro> install: cannot change permissions of `///usr/local/share/pixmaps': No such file or directory
18:09:37 <Alberth> perhaps point ./configure to an install directory where you have write access?
18:09:48 <Sacro> Alberth: no, it doesn't respect DESTDIR being the problem
18:10:55 <Alberth> build directory and install directory are separate things in sane build environments
18:11:27 <Sacro> and make DESTDIR=$pkgdir install
18:11:32 <Sacro> is standard nomencleture in arch
18:12:09 <planetmaker> provide us with a patch so that it does respect it :-)
18:12:10 <Alberth> ok, that's good, there are too many build environments that think the build path and the install path are the same
18:20:52 <Sacro> now why can't it find the lang directory
18:21:18 <Sacro> strace shows it finding it
18:23:31 <Alberth> does ./openttd -d 9 display why it is rejected?
18:24:49 <Sacro> oh there we go, had to compile it with the path i was moving it into
18:24:53 <Sacro> now it needs a graphics set ><
18:27:58 <Sacro> I put it in data/baseset
18:29:22 <planetmaker> data/baseset sounds wrong
18:29:31 <planetmaker> OpenTTD does not want a data directory anymore
18:29:49 <planetmaker> it still does, yes
18:29:58 <planetmaker> but use baseset directly
18:30:36 <planetmaker> unless you run OpenTTD pre-1.2 alongside.
18:30:44 <planetmaker> it makes no sense to use the legacy paths
18:32:27 <Sacro> argh fuck, just overwrote my openttd.cfg ><
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18:40:06 <Sacro> why is the version I compiled 24662M
18:40:13 <Sacro> and the windows client 24663M
18:41:37 <Alberth> you didn't update at the root of the check-out?
18:41:53 <Eddi|zuHause> why did you check out a version from half a year ago?
18:43:04 <Sacro> Eddi|zuHause: Reddit servers have is2, cargodist and daylength
18:43:16 <Sacro> though they provide a slightly retarded diff
18:43:21 <Sacro> I might bitch for a full source dump
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18:44:38 <Sacro> it's just deleting files that don't exist in .svn
18:47:33 * Wolf01 is going to watch ironman 3 and quits before somebody spoilers it :D
18:55:24 <Sacro> maybe I didn't trash my cfg, just added a load of stuff
19:01:59 <ZxBiohazardZx> wrong channel, incomplete sentance
19:04:25 <Supercheese> be glad, I think there might be auto-kick if you do that in this channel :P
19:05:03 *** Supercheese was kicked by DorpsGek (Wrong channel. Retry in #openttdcoop.)
19:05:38 <__ln___> ZxBiohazardZx: *sentence
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19:20:13 <planetmaker> hola andythenorth
19:26:07 <ZxBiohazardZx> lol supercheese
19:26:19 <ZxBiohazardZx> and yes __ln__ your right
19:43:14 <Eddi|zuHause> hm... i somehow don't manage to just skip a whole chunk without knowing its specific data format :/
19:45:41 <Eddi|zuHause> so i have to replicate some functionality for understanding the data, even though the final result doesn't interest me :/
19:46:13 <Eddi|zuHause> just to know how much data i have to read
19:48:10 <frosch123> it is possible to skip unknown chunks
19:51:21 <frosch123> you have to uncompress it before though
19:51:42 <Eddi|zuHause> that won't be an issue, since i' modifying the saveload code
19:52:24 <Eddi|zuHause> but if i provide an empty function, it won't read any data
19:55:49 <Eddi|zuHause> and there i can't find a way to know the size of the chunk to just read all of it
19:57:00 <frosch123> isn't it enough to just put a NULL into the table instead of a function?
19:57:11 <frosch123> or does that only work for saving it?
19:57:17 <__ln___> can anyone point me to a book, article or reliable web page that compares different approaches to cross-platform software? e.g. native applications vs. java vs. python.
19:57:25 <frosch123> anyway, the data format contains the information of the length
19:57:36 <Alberth> do you know what follows? then you can read upto that
19:57:41 <frosch123> but it would not try to skip them with the chunk handlers
19:57:42 <michi_cc> Do you still have the sources for the old code? Simplest way is to NULL the save proc in the old version and save.
19:57:44 <frosch123> but on a lower level
19:58:13 <michi_cc> Otherwise look at SlLoadChunk() in saveload/saveload.cpp
19:59:23 <michi_cc> And replicate what SlLoadCheckChunk() does in there as well.
19:59:32 <Alberth> __ln___: java vs python is about different application areas, imho
20:00:11 <Alberth> python is good at glueing, where you mostly wait for other code
20:00:18 <Eddi|zuHause> i still have the old code, and managed to load-ish the savegame yesterday (but it had some issues which might or might not be related)
20:00:36 <Eddi|zuHause> i think i have the essence of the data format now, to try and just read it
20:05:22 <andythenorth> drawing good winding wheels for a coal mine is bloody hard
20:11:53 <Eddi|zuHause> hm, this is too complicated, i'll try nulling the save function
20:15:02 <andythenorth> RL, the wheel spokes are way too thin to show up in TTD
20:15:34 <andythenorth> also the cables are too thick, but it's TTD style :P
20:15:55 <andythenorth> I might trim them
20:18:31 <Eddi|zuHause> could scrape off one or two pixels
20:18:48 <Eddi|zuHause> and then animate them ;)
20:21:50 <andythenorth> I will animate them
20:23:04 <planetmaker> even TTD ones are animated :D
20:24:04 <planetmaker> surprisingly simple, though
20:26:30 <Eddi|zuHause> hm... it still doesn't load...
20:26:37 <Eddi|zuHause> i must have missed something
20:27:15 <Eddi|zuHause> the initial check now runs, but the loading stops at chunk VEHS
20:27:35 * andythenorth wonders if the default coal mine tile has animation frame
20:27:57 <andythenorth> FIRS uses default tiles, changing that would break savegames a bit
20:28:16 <planetmaker> andythenorth, original coal mine has 3-stage animation
20:28:29 <andythenorth> I'll reuse that if I can
20:28:50 <planetmaker> it then means to replace the appropriate sprites in the base set simply. Easy...
20:29:23 <planetmaker> iirc... I hope I don't confuse mines :D
20:30:27 <planetmaker> my memory served me well :-)
20:31:09 <andythenorth> I can replace base set sprites? o_O
20:31:24 <planetmaker> if you don't change the industrie's graphics? Sure.
20:31:27 <andythenorth> I have been adding my own graphics in the nml block thus far
20:31:39 <andythenorth> maybe that's the same thing
20:31:57 <planetmaker> use a replace block
20:32:15 <planetmaker> not base_graphics as I linked
20:32:36 <planetmaker> replace coal_mine_anim1(2013, ...)
20:33:49 <Eddi|zuHause> the NFO equivalent would be action A (or action 5, i always mix those up)
20:34:06 <planetmaker> action5 corresponds to replace_new
20:34:39 <Eddi|zuHause> maybe nml should abstract from that?
20:34:59 <planetmaker> difficult. But in general I agree
20:36:56 <planetmaker> you can use one block instead of the many I used there
20:37:33 <andythenorth> something to figure out tomorrow :)
20:37:54 <planetmaker> it actually has also animation of the same kind... so it's an example :-)
20:49:34 <planetmaker> g'night, andythenorth
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