IRC logs for #openttd on OFTC at 2013-05-03
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03:50:08 <DDR> Eddi|zuHause: As someone who has touched other GUI code: "Slap."
03:50:17 <DDR> A mere four hours later. :P
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04:49:46 <Nothing4You> hey there, i'm using version 1.3.0. is it normal that when i have a station with 6 tracks and i have trains incoming on the first two tracks, intended to distribute them to all six tracks, that they can't see the green signal on the last track?
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06:11:57 <Guest4135> Nothing4You: A screenshot might help here
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06:13:55 <Nothing4You> this way it works fine
06:15:01 <Nothing4You> my previous version had the tracks not in the middle but on the bottom
06:15:20 <Nothing4You> it couldn't fine the free tracks on the upper tracks
06:15:52 <Mortomes> Perhaps some track pieces are missing? Hard to tell with maglev track, can you change it (temporarily) to normal rails?
06:17:23 <Nothing4You> it wasn't maglev when i tried it
06:17:50 <Nothing4You> can't downgrade right now as i'm in a coop session with some friends
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11:24:49 <Eddi|zuHause> Nothing4You: most likely missing trackbit/electrification, or maybe stale reservation (which would be a bug)
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12:46:24 <__ln___> hmm, oh, that was the return key
13:13:03 <Eddi|zuHause> congratulations for finding the return key
13:16:16 <peter1139> do we call it return or enter these days?
13:17:39 <__ln___> in some rare cases those two aren't the same
13:19:00 <planetmaker> we return to enter ;-)
13:42:25 <Rubidium> we enter the carriage to return it?
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14:07:21 <Eddi|zuHause> hmzz... src/route_cmd.cpp:486:14: error: ‘struct Order’ has no member named ‘SetRouteNodeID’
14:07:36 <Eddi|zuHause> what's that about now :/
14:39:34 <Eddi|zuHause> anyone here ever set up a server that could open a data connection to a cellphone number?
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14:41:31 <andythenorth> No ottd on this ipad thing eh?
14:47:29 <Wolf01> try the javascript version
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15:17:49 * Wolf01 is going out (finally)
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16:49:50 <Eddi|zuHause> so, i managed to compile it, but the editbox behaviour is broken
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17:35:39 <Eddi|zuHause> "Republicans cooked up a new way to fight unemployment: forbid the Census Bureau to gather any data except pure population count."
17:45:15 <DorpsGek> Commit by translators :: r25217 trunk/src/lang/gaelic.txt (2013-05-03 17:45:08 UTC)
17:45:16 <DorpsGek> -Update from WebTranslator v3.0:
17:45:17 <DorpsGek> gaelic - 23 changes by GunChleoc
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18:44:28 <ZxBiohazardZx> how are they better?
18:44:49 <ZxBiohazardZx> wider options i see
18:46:21 <V453000> better than the original presumably
18:46:28 <V453000> not between each of the provided 6 options
18:49:35 <V453000> check how current opengfx/american roads replacement set tunnels look, ask again :)
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19:09:03 <andythenorth> so forums = nada
19:09:51 <Eddi|zuHause> pherhaps he meant nadja? :p
19:33:56 * andythenorth wonders, where did that rivers patch go?
19:34:26 <V453000> go figure how to redraw opengfx snow
19:38:27 <andythenorth> so these rivers get wider, then narrow again
19:38:31 <andythenorth> kind of funky :)
19:40:05 <andythenorth> so what does this do?
19:40:06 <andythenorth> for (PathNode *path = ¤t->path; path != NULL; path = path->parent, cur_pos++) {
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19:40:22 <andythenorth> gets Nodes out of the path?
19:40:32 <andythenorth> assuming various conditions
19:42:04 <Eddi|zuHause> starts at the beginning of the path, ends when the path has no items left, every step moves towards the parent path node, and increases a counter
19:43:05 <andythenorth> is the path multiple nodes with links between them?
19:43:15 <andythenorth> or one path, each tile is a node?
19:43:49 <Eddi|zuHause> depends on where the path is created.
19:44:33 <Eddi|zuHause> path is a linked list
19:46:48 <michi_cc> It starts at the end actually. That loop walks the pathfinder result backards from the found target tile to the origin tile.
19:48:59 <Eddi|zuHause> a Maeander that got too small?
19:56:40 <michi_cc> The second one is easy. My code changes river width depending on length from source. The riverfinder takes *any* water as the end, including existing rivers no matter which width they have at that point.
19:57:21 <michi_cc> The first is either a too small meander or (intentionally) caused by the Random() you can find in the code.
19:57:28 <andythenorth> the first one I think is an artefact of default river code
19:57:39 <andythenorth> as it happens even with the broken version of your patch I'm hacking :P
19:57:54 <andythenorth> (I broke it not you)
19:58:07 <michi_cc> Nevertheless I think it looks good and is certainly nothing to fix. The width issue is a problem, but hard to solve.
19:59:04 <andythenorth> michi_cc: what do rivers look like for you near coasts? You posted one screenie, any others?
19:59:20 <andythenorth> maybe I should be trying to fix my compiler, not the patch :P
19:59:33 <michi_cc> You'd somehow have to widen the existing river but at that point the pathfinder data is already gone.
20:00:02 <andythenorth> occasional lakes looks neat to me
20:01:29 <michi_cc> Unfortunately the river mouth is often smaller than the river leading up to it. This isn't an issue with the river widening code though but caused my the TGP generator that seldomly generates the needed four or five adjacent diagonal slopes.
20:01:51 <andythenorth> nah, I never got more than 1 tile on slopes
20:01:59 <andythenorth> I've tried about 20 newgames
20:02:13 <andythenorth> even with valid build locations
20:02:18 <andythenorth> my compile must be bad
20:05:16 <michi_cc> I've coded the circular tile search to place river at tiles which have the same slope as the center tile. So if you e.g. have a SE slope (down pointing to bottom right screen corner) only the same slopes will get river. I did this to avoid random offshoots into nothing.
20:05:39 <andythenorth> good call, my patch had those offshoots
20:06:20 <andythenorth> so...............
20:06:33 <andythenorth> can it terraform the coast tile? :P
20:09:43 <michi_cc> In practice it's quite difficult sensibly terraform in way it doesn't look stupid.
20:10:30 <andythenorth> unintended consequences?
20:10:36 <Eddi|zuHause> maybe a "MakeDelta()" function would indeed be sensible?
20:11:30 <andythenorth> I think this stuff makes rivers more fun
20:11:42 <andythenorth> even if there's a bit of unreality
20:11:57 <andythenorth> but the coast tile probably looks too silly to go in a release
20:12:40 <andythenorth> I'll regret the offer, but I'll do it if it can be coded at least in theory
20:12:58 <Eddi|zuHause> just replace the "corner" sprites
20:13:30 <andythenorth> I should figure out how the tile is actually drawn
20:13:34 <Eddi|zuHause> ships won't go into these corners
20:13:42 <andythenorth> which bits are set for which sprite :P
20:13:52 <andythenorth> ships currently look silly imho on corners
20:14:07 <Eddi|zuHause> that's because they are too long
20:14:35 <andythenorth> this is one reason yes
20:15:20 <Eddi|zuHause> i'm afraid that is a thing you won't be able to solve
20:16:13 <andythenorth> not worried about that
20:16:21 <andythenorth> use smaller ships is the only solution to that one
20:16:55 <andythenorth> but ship also travels diagonally on rivers that look like they are series of 90' curves
20:17:13 <andythenorth> so I could draw those as diagonals
20:17:20 <Eddi|zuHause> yes, ship "trackbits" are like rail-trackbits
20:17:59 <andythenorth> trying to work out which of the many sprites do what
20:18:03 <andythenorth> there are fricking loads :P
20:18:11 <andythenorth> I had to draw them all :)
20:18:14 <Eddi|zuHause> they are just randomness
20:18:36 <Eddi|zuHause> you want to replace the ones which have a corner-shore
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20:19:18 <Eddi|zuHause> both the inside and the outside of the corner
20:19:37 <andythenorth> I think that is going to do strange things to (1) river source (2) actual 90' corners, no?
20:19:40 <Eddi|zuHause> in several slightly different randomness variations, so it won't repeat itself that obviously
20:19:43 * andythenorth could just test :P
20:20:09 <Eddi|zuHause> "actual 90° corners" will look like rail curves
20:21:28 <Eddi|zuHause> like the pseudo-maeander you showed earlier will look like ___/\___ instead of ___--___
20:22:04 <Eddi|zuHause> and the spring of the river would not be touched, because it has 3 shores, not two, so different sprites altogether
20:22:41 <andythenorth> how do I compile ottd.grf or whatever it's called these days?
20:23:10 <Eddi|zuHause> the normal compile will take care of that, assuming that grfcodec was found during configure
20:23:17 <michi_cc> You have grfcodec in your PATH and type make in your ottd checkout.
20:24:46 <andythenorth> the dep check should find that the relevant png has changed?
20:24:50 <andythenorth> it doesn't for me :P
20:25:08 <andythenorth> media/extra_grf/rivers/temperate.png
20:25:24 <Eddi|zuHause> go into extra_grf and type "make -B" there?
20:25:48 <andythenorth> no makefile found
20:26:14 <michi_cc> If it works when you touch media/extra_grf/rivers/temperate.nfo the dep check is probably indeed broken (or at least incomplete).
20:26:38 <andythenorth> there's some make target to build the grf?
20:26:53 <Eddi|zuHause> there most likely is
20:26:55 <michi_cc> make file is in objs/extra_grf
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20:42:54 <andythenorth> ach, I can just use grfcodec :P
20:51:25 <andythenorth> make maintainer-clean, configure, make
20:52:58 <juzza1> does the game show true km/h or km-ish units on the purchase menu, when "measuring units" is set to metric?
20:53:52 <V453000> code values are different than shown values
20:54:12 <V453000> e.g. 400kmh in code == 402kmh in game
20:54:43 <juzza1> why is it like that? is the 400kmh in code counted as km-ish, and then calculated to true km/h in the menu?
20:55:02 <V453000> dont ask me about that, I Just know it is that way :)
20:56:29 <V453000> I dont like it and I think it is totally unnecessary complication but okay, it is that way
20:56:45 * andythenorth defeated by the makefile
20:57:32 <juzza1> yeah, im mainly curious why are the values a little off
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20:58:33 <V453000> me too actually ... but I believe it is some stupid conversion between some units which is not important at all
20:58:54 <andythenorth> during conversions?
20:59:26 <andythenorth> so I have modified png and nfo files in media/extra_grf
20:59:34 <andythenorth> but hg doesn't see them as modified
21:05:30 <ZxBiohazardZx> maybe andy --> Mercurial doesn't detect changes that change neither the file time nor its size
21:05:54 <ZxBiohazardZx> though unlikely
21:05:57 <andythenorth> I wonder if my checkout is screwy
21:06:07 <andythenorth> I've never had that issue with mercurial before
21:23:17 <Eddi|zuHause> juzza1: it's like this because some small but loud minority complained that a 1 mph = 1.6km/h conversion is not exact enough
21:27:10 <Eddi|zuHause> it was even worse a while ago, when some rounding issues prevented you to get "round" numbers as displayed speed, like you could either get 99km/h or 101km/h, never 100km/h
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22:06:22 <Zuu> Hmm, resting your feet on the shutdown button on your computer is not a good idea if you want to keep your OpenTTD game open. :-)
22:07:39 <Zuu> At least OpenTTD was very quick to respond on the signal frow Windows to ask applications to close down. :-)
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22:36:45 <LordAro> Zuu: you seem to have an oddly shaped/positioned computer ;)
22:45:58 <Zuu> LordAro: It is placed under my desk to the right.
22:46:53 <Zuu> Actually quite far to the right. Just about the discance that my feet reach when I strech my legs. :-)
22:53:47 <LordAro> but why is the power button within 'foot reach'? mine is approx 50cm off the ground :L
22:56:14 <Eddi|zuHause> it's better if you have a power button that is flat with the surface, instead of exposed
22:56:30 <Eddi|zuHause> makes it less prone to accidental hit
22:59:42 <juzza1> "num_vehs_in_consist / num_vehs_in_vehid_chain" won't this return 1 in a consist consisting of a single engine?
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