IRC logs for #openttd on OFTC at 2013-06-22
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06:29:43 <GriffinOneTwo> How do you access the measurement tool?
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07:45:05 <DorpsGek> Commit by rubidium :: r25432 trunk/src/station_gui.cpp (2013-06-22 07:44:59 UTC)
07:45:06 <DorpsGek> -Fix [FS#5608]: clang compiler error; sometimes it's more strict than others
07:48:54 <planetmaker> what a nice bug. Good morning
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07:57:42 <Rubidium> yay... another lovely OS X bug. This one might be a pretty big nail, as it implies that our current compiler miscompiles the code
08:15:11 <andythenorth> Nobody uses os x anyway
08:15:51 <Supercheese> This Nobody fellow, he gets around and does a great many things... ;)
08:16:22 <andythenorth> I am the only known os x user, and I'm not playing any more
08:16:41 <andythenorth> ^ some of this may be lies
08:17:29 <planetmaker> so... shouldn't it always crash if it's a compiler error and people do the same thing, Rubidium ?
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08:24:26 <planetmaker> also, when I self-compile and link to another SDK, the code being used and being compiled is different than the one on our CF
08:27:28 <peter1138> Amusing that we have developers using OS X but no OS X developer ;p
08:29:58 <Rubidium> planetmaker: not necessarily; the OS can create some sort of different state
08:30:31 <Rubidium> e.g. a different exception handling library
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09:12:46 <planetmaker> LordAro, you mentioned an existing patch for newgrf airports... are you sure that what you think of isn't already in trunk?
09:16:36 <LordAro> wait, i never pressed submit, tr now :)
09:17:02 <andythenorth> Is it time to start a GS?
09:18:05 <planetmaker> LordAro, yes, that's what came to my mind, too. I looked through it... are you sure that it implements really (much) more than currently in trunk?
09:19:40 <planetmaker> I only read over commits (which are burried deep inside it), but... it looked pretty much like what we already have
09:20:21 <planetmaker> maybe I missed the interesting ones... I only used a web browser to look through
09:21:14 <LordAro> i've always assumed it does, as there are no newgrf airports yet (not counting rotations)
09:21:59 <planetmaker> you can define new airports. you can define alternative tile layouts.
09:22:20 <planetmaker> Only thing - and granted, one of the most interesting ones - which does not work is new movement patterns
09:22:28 <planetmaker> as w/o those you can't really make different ones
09:22:49 <planetmaker> I can add tiles to the layout. I can leave out those which are not used by planes...
09:23:46 <Alberth> the airport.hg had some problems afaik
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09:24:05 <planetmaker> yes, if it was 'done' it would be trunked :-)
09:24:19 <Alberth> one I remember was the distinction between taxiing and flying at altitude 0
09:24:57 <planetmaker> I wonder whether that's documented somewhere...
09:25:53 <LordAro> i feel like i've asked this before, but what happened to Yexo? he hasn't had a shred of activity since the new year...
09:26:12 <planetmaker> I don't know either
09:26:34 <Alberth> most likely he just doesn't visit here any more
09:27:59 <LordAro> how busy does life have to get, in that you can't find a single bit of time in 6 months?
09:28:35 <Alberth> interests shift over time
09:29:39 <Alberth> probably he has a job doing programming somewhere, and then most interest in doing more programming in openttd disappears
09:29:48 <LordAro> true, but not even enough to say anything?
09:30:02 <planetmaker> what good would it do?
09:30:31 <Alberth> he's been here the past year before that to fix nml somewhat
09:30:33 <planetmaker> There are also communities I was involved in in the past. But where I dropped out rather quickly
09:31:05 <Alberth> but that's also a never-nding story, and the exciting new-ish ness disappears
09:31:35 <LordAro> dunno. the internet is a strange place - you might get run over by a truck and no one would ever know...
09:32:41 <planetmaker> can happen yes. But... that didn't happen to him afaik. He's pretty active in RL from what one can see (I looked a few weeks earlier)
09:33:06 <planetmaker> bad for NML is that hirundo also disappeared
09:33:09 <Alberth> but when you lose interest there is also no drive anymore to say good bye
09:33:49 <LordAro> andy said goodbye, but then he's still here :p
09:34:08 <planetmaker> you just proved Alberth's point ;-)
09:34:31 <Alberth> andy did not say goodbye due to lack of interest ;)
09:35:52 <LordAro> "It's not as fun as it was." <-- that sounds like like of interest to me :p
09:36:32 <Alberth> but anyway, newgrf airports don't seem too complicated to me; the biggest hurdle would be the NewGRF side, I think
09:37:22 <planetmaker> if I had an NML-way to create some... I would at least add a few proof-of-concept in OpenGFX+Airports :-)
09:37:29 <Alberth> I heard you have a free summer, right? :)
09:37:59 <Alberth> maybe you too, but I referred to LordAro :)
09:41:51 <Alberth> Like I said, getting some form of NewGRF working would be the first step :p
09:46:15 <planetmaker> well, yes. It's easy to write a NewGRF there, I think
09:54:05 <Alberth> lack of deadlock is not an easy property to obtain :p
09:54:39 <LordAro> i'd have thought that's up to the newgrf writer, not OTTD
09:54:45 <LordAro> it's the same for AIs
09:55:14 <Alberth> yes, but writing a NewGRF is thus less easy than it may seem :)
09:58:32 <peter1138> You would catch me writing a patch and then never doing anything with it...
09:58:48 <peter1138> Hmm, that typo for *wouldn't kind of spoiled that :S
10:20:17 <GriffinOneTwo> err, how do you buy aircraft (I have 2 large airports)
10:22:04 <GriffinOneTwo> ok, where are hangers in the menu?
10:22:48 <planetmaker> they're on the airports
10:23:11 <GriffinOneTwo> hmm, I see large, small, hub, and helo
10:23:23 <planetmaker> you don't build separate hangars, GriffinOneTwo
10:23:27 <planetmaker> they're part of the airports
10:24:07 <GriffinOneTwo> oh, geeze, I was clicking all over the airport, never hit that
10:26:04 <planetmaker> actually, there's two airports which don't have a hangar: the helipad and the oil rig
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10:32:17 <GriffinOneTwo> I did see the helo depot
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13:07:26 <andythenorth> LordAro: afaik yexo just got a strong case of RL. He didn't lose interest, just time I think
13:11:49 <jorenl> So I made the mistake of building two "out of town" airports with a passenger feeding system, obviously not realizing that they wouldn't accept passengers. Is there a certain creative trick to fix this? A two-way feeder like on the wiki would require two airports and that doesn't seem like the most realistic solution :(
13:17:17 <TWerkhoven> ctrl-place a station tile (certain train-station tiles look almost like townbuildings if you load the right newgrf) in the middle of the town and select the airport-name from the list
13:17:27 <TWerkhoven> the option: allow to join stations not directly adjacent
13:17:32 <TWerkhoven> needs to be enabled for that to work
13:18:06 <Wolf01> or enable cdist for passengers
13:18:56 <jorenl> @Wold01: what is cdist for passengers? :/
13:19:12 <Wolf01> do you play on stable or nightly build?
13:19:50 <Xaroth|Work> jorenl: you can always use the transfer command
13:20:23 <Xaroth|Work> to transfer the passengers to the airport, airport transports them large distance (again transfer) at which point they get moved to somewhere where they do accept passengers
13:20:42 <jorenl> Wolf01: I can't seem to find a full version number in the ui, but I think I'm using 1.3.1 stable.
13:21:06 <Wolf01> ok, so discard what I said before
13:22:35 <jorenl> @Xaroth|Work : both airports are a bit out of town, and use a train connection to feed passengers. If I have to use the same train to transport passengers who flew in (which openttd doesnt distinguish from passengers that are just dropped of by the airtrain) I'll obviously be transporting the same people back n forth without profit.
13:23:12 <jorenl> but I can try the non-adjacent joint station. (although it sort of makes the feeder obsolete)
13:23:41 <TWerkhoven> it does result in passengers magically showing up at the airport yes
13:28:13 <jorenl> Ok, it works. (the airports accept passengers). It would be more fun if it were possible to have the airport feeder trains pick up passangers from a seperate "arrivals" terminal though (like on most airports irl).
13:28:45 <planetmaker> simply activate cargo distribution ;-)
13:28:58 <TWerkhoven> not available in 1.3.1, is it?
13:33:02 <jorenl> also, can you temporarily disable certain orders in order lists?
13:34:32 <Zuu> But there is arleady a couple of nightlies to choose from which has cargodist.
13:34:52 <Zuu> Preferable grab the latest though :-)
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17:25:10 <andythenorth> peter1138: interested in snow-aware stations for CHIPS? I can draw but cba to learn how the grm nfo stuff works
17:31:30 <Eddi|zuHause> or implement stations in nml :)
17:35:57 <andythenorth> Always a smallish task can be growed into a big one :)
17:37:28 <planetmaker> hm, how complicated can it be to implement stations in NML...
17:38:12 <andythenorth> That can be answered empirically...
17:39:02 <andythenorth> Yexo coded CHIPS to learn the nfo station spec
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17:45:15 <DorpsGek> Commit by translators :: r25433 trunk/src/lang/brazilian_portuguese.txt (2013-06-22 17:45:08 UTC)
17:45:16 <DorpsGek> -Update from WebTranslator v3.0:
17:45:17 <DorpsGek> brazilian_portuguese - 29 changes by Tucalipe
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19:11:55 <Wolf01> lol, I wanted to link that yesterday evening
19:23:08 <Alberth> that's a lot of earth :o
19:24:58 <Alberth> fonsinchen: nice post about pax cdist, perhaps add it to the wiki?
19:37:59 <planetmaker> hm, yes, wiki might be a good place for it
19:57:07 <Eddi|zuHause> i would never dream of constructing such abominations :p
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20:47:02 <Eddi|zuHause> not for the sole purpose of having copper
20:47:27 <Eddi|zuHause> need to design a chain around it
20:47:45 <andythenorth> well the economy I'm designing is mostly 'export' to ports
20:47:57 <andythenorth> not to everyone's taste I guess
20:48:29 <andythenorth> I could use iron ore which already exists
20:49:22 <andythenorth> but I guess cobalt is not mined in large volumes
20:49:43 <Eddi|zuHause> i'm sure you're overthinking this
20:51:34 <andythenorth> overthinking it is just a form of meta-game
20:51:44 <andythenorth> set up arbitrary questions, then look for answers
20:51:57 <andythenorth> it's not massively different to actually playing ottd
21:00:44 <grep> hi everyone, I have a problem with building openttd
21:01:13 <grep> I'm building with a very weird toolchain and I am always getting -rdynamic flag, which isn't supported
21:01:45 <grep> how can I successfully get rid of rdynamic other than removing it from every generated makefile?
21:02:00 <grep> some neat ./configure voodoo would be much appreciated
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21:04:57 <glx> -rdynamic is added for icc, clang and gcc when supported
21:05:24 <grep> I'm using gcc, but it's clearly not supported by my toolchain
21:05:57 <glx> we use "has_rdynamic=`$1 -dumpspecs | grep rdynamic`" to check the support
21:06:39 <glx> with $1 being the compiler
21:08:31 <grep> strangely rdynamic comes up there
21:08:39 <andythenorth> coffee as a cargo?
21:08:43 <grep> but using that flag causes unknown flag error
21:08:51 <andythenorth> coffee is just a kind of fruit, right? :P
21:13:24 <grep> unrecognized command line option '-rdynamic'
21:18:01 <grep> I think I'm gonna change config.lib to not include that flag
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21:40:14 <grep> configure script checks for freetype but not for fontconfig
21:42:56 <glx> there's detect_fontconfig function in config.lib
21:43:05 <Rubidium> really? Then why does the line after "checking libfreetype... found" say "checking libfontconfig... found"?
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21:44:44 <grep> but the issue is that configure script checks with local system's pkg-config
21:44:53 <grep> I have a separate pkg-config for my toolchain
21:45:13 <grep> if that was used, it'd indicate which libs I'm really missing and which ones I'm not
21:45:14 <glx> so you are cross compiling
21:45:48 <glx> then you need to specify paths using --with-xxx stuff
21:46:12 <planetmaker> or compile in a chroot with the appropriate pkg-config
21:48:58 <grep> the chroot idea sounds pretty good though, thanks
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