IRC logs for #openttd on OFTC at 2013-07-01
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00:16:54 <TomyLobo> i could be totally off though
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01:40:02 <Milaga> @TomyLobo its on my list of things to check out eventually. Too many games, not enough time.
01:40:41 <Milaga> So with ECS vectoring, do industries really need to get all of the resources to produce their product?
01:48:25 <Eddi|zuHause> some of them have a "main" ressource that get you started, and an "additional" ressource to increase productivity
01:50:02 <Eddi|zuHause> but i never played with ECS long enough to figure out all the details
03:13:31 <Milaga> This scenario I'm playing has all of them active. The resource trees are extremely complex. So much for starting off with a good ol' Steel industry.
03:22:04 <Milaga> Yeah, I'm looking there. The information is not very thorough. For example, where does Potash come from?
03:22:41 <Milaga> Which I need to make glass to make vehicles ... or do I?
03:33:29 <planetmaker> I would think that its docs are quite extensive... but I don't see the source of potash in the overview chart either
03:41:44 <Eddi|zuHause> it was either missed, or references a different version where it doesn't exist
03:45:09 <Milaga> I'll muddle through. When I'm done with the session tonight I'll look for a PDF or something.
03:45:36 <Eddi|zuHause> you have the charts ingame as well
03:45:54 <Eddi|zuHause> on an industry, you can open the chain view
03:46:16 <Eddi|zuHause> and from there you can show all related industries on the map
03:46:30 <Eddi|zuHause> i.e. all industries that accept or produce this cargo
04:04:38 <planetmaker> indeed... use the ingame information. Contrary to websites it should be accurate :-)
04:14:11 <Eddi|zuHause> why the hell is 90% of the time needed for a system update spent in installing texlive packages?
04:18:50 <Milaga> Oh, I just noticed that ... the cargo tree has a nice link to highlight everything relevant on the map
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13:15:29 <Eddi|zuHause> "NSA and other anglo-saxon agencies do not have direct access to DE-CIX's internet nodes" ... so... only german, french, ...?
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13:25:26 <planetmaker> I'd be surprised if the Verfassungschutz has no access at DE-CIX
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15:26:33 <DorpsGek> Commit by rubidium :: r25547 trunk/src/gfx.cpp (2013-07-01 15:26:27 UTC)
15:26:34 <DorpsGek> -Fix [FS#5626]: ICU returns the width of the visual run as if the trailing space was added (in case a newline was added). This caused the width to be more than the requested width, but it would still be drawn correctly
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17:15:36 <DorpsGek> Commit by frosch :: r25548 trunk/src/depot_gui.cpp (2013-07-01 17:15:30 UTC)
17:15:37 <DorpsGek> -Fix [FS#5629] (r25537): Removed too much code and forgot some other places.
17:45:35 <DorpsGek> Commit by translators :: r25549 /trunk/src/lang (4 files) (2013-07-01 17:45:24 UTC)
17:45:36 <DorpsGek> -Update from WebTranslator v3.0:
17:45:37 <DorpsGek> finnish - 41 changes by jpx_
17:45:38 <DorpsGek> korean - 39 changes by telk5093
17:45:39 <DorpsGek> polish - 6 changes by p0358
17:45:40 <DorpsGek> slovak - 37 changes by Milsa
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18:22:09 <NGC3982> Has there been any indication of zBase having issues in 1.3.1?
18:23:24 <NGC3982> Openttd.exe crasches when changing to zBase in the menu.
18:24:09 <planetmaker> does it also crash when you change to another 8bpp baseset?
18:24:35 <Rubidium> are you in full screen?
18:24:50 <NGC3982> Darnit, i can't seem to start the game
18:24:53 <Rubidium> so, sounds like FS#5571
18:26:37 <NGC3982> Yes, that looks plausible.
18:32:49 <NGC3982> I'm a fair bit unfamiliar with the bugs section. As far as i can see, there is not yet a solution?
18:34:18 <Rubidium> besides not using Windows or not using full screen when switching... nope...
18:34:52 <NGC3982> I guess i will also have to reinstall OpenTTD to force it to un-use the graphics set.
18:35:04 <planetmaker> you guess wrongly
18:36:06 <planetmaker> it might not even have any effect. Opposed to editing your openttd.cfg
18:36:12 <NGC3982> Don't leave me hanging, bro.
18:37:02 <planetmaker> look for graphics or fullscreen. or both
18:39:41 <NGC3982> That does not look right.
18:40:40 <planetmaker> set explicitly a graphics set then. Or you look at the wrong openttd.cfg
18:41:07 <planetmaker> zBase|OpenGFX|original_dos|original_windows
18:42:26 <NGC3982> There we are. Thanks.
18:54:46 <Xaroth|Work> NGC3982: you can also try removing openttd.cfg
18:54:49 <Xaroth|Work> and letting it re-create itself
18:57:03 <NGC3982> That made OpenTTD unstartable.
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19:00:44 <NGC3982> I uninstalled it, removed the folders, and i'm now reinstalling.
19:00:48 <NGC3982> Should be a quicker fix.
19:01:32 <planetmaker> uninstall does not remove ... openttd.cfg, savegames, newgrfs...
19:01:40 <planetmaker> so... no. not a fix, if it's your cfg
19:02:10 <NGC3982> Yes, that is why i removed the folders, the cfg, the NewGRFs and the savegame files..
19:48:58 <DorpsGek> Commit by rubidium :: r25550 trunk/src/video/win32_v.cpp (2013-07-01 19:48:52 UTC)
19:48:59 <DorpsGek> -Fix [FS#5571]: [Windows] Race condition between two drawing threads could crash OpenTTD
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19:53:11 <DorpsGek> Commit by frosch :: r25551 trunk/src/gfx_layout.cpp (2013-07-01 19:53:05 UTC)
19:53:12 <DorpsGek> -Fix (r25465): Possible reading of uninitialised memory due to undefined execution order.
19:54:44 *** Dr_Tan is now known as Nat_aS
19:55:00 <Nat_aS> so I haven't played in ages
19:55:06 <Nat_aS> what's changed lately?
19:55:29 <frosch123> usually everyone gets older
19:59:59 <frosch123> V453000: they stay immature forever?
20:00:12 <Supercheese> most cartoon characters do not age
20:00:24 <V453000> no they are mature since always and forever
20:00:31 <Supercheese> reference Mickey Mouse
20:01:44 <frosch123> Supercheese: you know the baby in roger rabbit?
20:02:07 <frosch123> he has an issue with not getting older :p
20:02:09 <NGC3982> frosch123: Man, that baby haunted me in my entire youth.
20:02:27 <NGC3982> First time i watched the movie, i was like "oh look, a cute baby! Wait.. what?"
20:03:49 <SkeedR> Ok, so, I'm playing OTTD r25001, is there a way to make the font bigger?
20:03:52 <Nat_aS> I have a question, I'm using Linix Mint right now, and I can install normal OTTD through the package manager, but what if I want to install cargodist, How does that work. I don't know how to install things in unix
20:04:14 <planetmaker> unzip. start. done
20:04:31 <SkeedR> Was that at me planetmaker?
20:04:39 <planetmaker> that was at Nat_aS
20:05:04 <planetmaker> you: quit openttd. open openttd.cfg. find font size lines. edit. save. restart openttd
20:05:19 <V453000> frosch123: thanks for the hunt on the bugs n crashes to restore the unicorn domination :)
20:05:22 <planetmaker> also choose a different font
20:05:25 <Nat_aS> planetmaker that's for trunk though
20:05:39 <Nat_aS> I can do that in the package manager, how do I do that for cargodist?
20:05:52 <planetmaker> unzip. start. done
20:06:17 <frosch123> V453000: easy if you have ssh access to machine where it is reproducible :)
20:06:42 <V453000> still needs the effort to do it :)
20:06:53 <frosch123> Nat_aS: hint, you do not need to patch trunk to play with cdist for about 2 weeks now
20:07:34 <Nat_aS> is the version in the package manager that up to date?
20:07:38 <SkeedR> Can OTTD use system fonts?
20:07:56 <planetmaker> package manager usually never supply trunk. But some more or less outdated stable release
20:08:33 <frosch123> though also on linux you do not need the full path, but can just set the font name
20:08:38 <Nat_aS> that's what I was assuming
20:09:30 <SkeedR> I don't suppose anyone can say what size the map key uses?
20:09:46 <planetmaker> your openttd.cfg can
20:10:07 <SkeedR> heh, just realised that was a lazy question
20:10:10 <Supercheese> M by default, eh?
20:10:21 <Supercheese> or the legend of the map?
20:10:36 <SkeedR> Not the shortcut, the text that tells you what stuff is on the map
20:10:45 <SkeedR> That's the word I wanted
20:11:14 <Nat_aS> Hmm, how do I figure out of my OS is 32 or 64 in linix mint
20:12:01 <Supercheese> I've always wished someone would come up with a map projection method and called it "Zelda", for obvious reasons ;)
20:14:18 <NGC3982> Noted: Since 1.3.x, being able to put signals on rails under trains, but not being able to one-way a road with a vehicle on it.
20:14:34 <Nat_aS> nothing there with the numbers 32 or 64 in the reply
20:14:50 <planetmaker> getconf LONG_BIT maybe
20:15:14 <Nat_aS> geeze, I can find out everything BUT that
20:15:43 <Supercheese> it's really 34-bits, but it gave up two for a shave and a haircut
20:17:14 <Nat_aS> so I'd want generic i686?
20:24:25 <Nat_aS> so is cargodist the default, or do I have to turn it on?
20:24:39 <frosch123> turn it on in the settings
20:24:54 <frosch123> you have to say which cargo classes and such
20:26:48 <Xaroth|Work> Nat_aS: did you have x86 in your uname -a ?
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20:34:24 <Nat_aS> no but it did have i686
20:34:46 <Nat_aS> Linux COMPUTERNAME 3.2.0-23-generic #36-Ubuntu SMP Tue Apr 10 20:41:14 UTC 2012 i686 i686 i386 GNU/Linux
20:35:26 <frosch123> yeah, that means 32 :)
20:35:27 <planetmaker> i686 also indicates 32bit. 64bit are indicated by x86_64
20:41:18 <Nat_aS> Also unplayably large and with square rivers
20:41:29 <Nat_aS> why do people do this?
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21:35:58 <Eddi|zuHause> __ln__: that is from xkcd
21:52:10 <Nat_aS> Is there any way to do partial refits?
21:52:29 <Nat_aS> and yes the picture __ln__ linked is from XKCD
21:53:33 <Eddi|zuHause> Nat_aS: for trains, you can click on one or more wagons in the refit gui
21:53:55 <Eddi|zuHause> Nat_aS: for other vehicles, you can only refit the whole vehicle (-chain)
21:54:24 <Nat_aS> The problem is, I want to auto-refit a train that uses tropical boxcars to be all food one way, and maize/fruit the other
21:54:40 <Nat_aS> And I don't think that's possible
21:55:09 <Nat_aS> auto refit half the cars to be food/goods one way, and maize/fruit the other
21:58:45 <Eddi|zuHause> no, you cannot do partial refits in orders, but autorefit should look at what is there to load, if you don't refit to a specific cargo (and the vehicle set supports it)
21:59:26 <Nat_aS> auto-refit automaticaly refits everything so it can hold the cargo avalable?
22:00:30 <Nat_aS> the auto-refit button is grayed out
22:02:54 <Nat_aS> oh, it needs to be explicitly supported by the grf
22:03:02 <Nat_aS> where is the guy who made the tropic set
22:03:15 <Nat_aS> I must track him down and force him to add this at gunpoint
22:03:41 <Eddi|zuHause> isn't that really really ancient?
22:03:59 <Nat_aS> although the carrages are kinda meh
22:04:31 <Eddi|zuHause> you could try to combine it with other sets which have better wagons
22:04:34 <Nat_aS> because they are nonstandard lenghts and are constantly being replaced
22:04:54 <Nat_aS> then I'd have a long list of vehicles in the depot.
22:13:11 <Supercheese> you can add autorefit yourself, but you'd have to decompile, edit NFO, recompile
22:13:38 <Supercheese> batch replacement may or may not work, I think it's a bitmask portion for autorefit
22:18:31 <Eddi|zuHause> you don't have to do a decompile, you can provide an addon-grf, when you know the vehicle IDs in the GRF itself. (assuming you don't need fancy callbacks or graphical changes)
22:21:22 <Supercheese> addon grfs are not as good
22:21:29 <Supercheese> you can only load so many grfs at once
22:22:02 <Nat_aS> so how do you decompile a GRF
22:22:13 <Nat_aS> and what would I have to add to each one?
22:30:42 <Supercheese> looks like misc flags
22:30:51 <Supercheese> just a sec, playing a round of war thunder
22:32:12 <Nat_aS> I was gonna go for a walk anyhow lol
22:34:14 <Eddi|zuHause> at some point i'll set up a regexp on incoming messages that goes like "s/ *lol$/./"
22:45:08 <Supercheese> seems like you'd look for action 0, property 27
22:45:32 <Supercheese> it's a bitmask, so you'd have to add 10 to the current value
22:45:51 <Supercheese> although that presumes refit cost is zero
22:47:38 <Eddi|zuHause> yes, you must set the refit cost to 0, unless you want to dig deep into the callbacks
23:46:40 <Nat_aS> and how would a GRF patch work?
23:53:47 <Eddi|zuHause> you mean an add-on grf?
23:54:27 <Eddi|zuHause> you make a new grf, set the grf override, and then set the properties for the vehicles
23:54:56 <Supercheese> you'd still have to set the bitmasks and stuff, but you could then do it in NML, which would be quite a bit easier
23:55:13 <Supercheese> although you'd have to look at the NFO to figure out the original bitmasks...
23:55:28 * Nat_aS dosn't understand any of this
23:55:38 <Supercheese> which train set is it?
23:55:46 <Nat_aS> Tropic Refurbishment set
23:56:00 <Nat_aS> IDK if the guy who made it is even still around
23:57:48 <Eddi|zuHause> "Tropic Set Adam Kadlubek Feb 13 2005 15:05:54 GMT"
23:59:05 <Eddi|zuHause> it's even older than the DBSetXL :p
23:59:06 <Nat_aS> There is form activity on it as recent as 2011 though
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