IRC logs for #openttd on OFTC at 2013-10-26
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06:47:39 <Supercheese> No one posted since you signed off ;)
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07:26:36 <andythenorth> depot sprites for trains
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07:48:47 <Supercheese> Lame, can't play OTTD using Roman Denarii
07:48:56 <Supercheese> Oh wait, custom currency
07:49:18 <Supercheese> Holy crap, when did that feature get added
07:50:33 <Alberth> before I started playing OpenTTD, afaik
07:50:45 * Supercheese has never used it
07:51:01 <Alberth> I tried it once, and confirmed it worked :)
07:51:24 * Supercheese wonders what the GPB -> Denarius exchange rate is/would be
07:53:54 <DorpsGek> Supercheese: Commit by dominik :: r1215 /trunk (9 files in 3 dirs) (2004-12-22 13:19:26 UTC)
07:53:55 <DorpsGek> Supercheese: Feature: You can now make a custom currency by chosing "Custom..."
07:53:55 <Alberth> 1:1 is the easiest :p
07:54:08 <Supercheese> I am clearly behind the times.
07:54:50 <Alberth> nah, OpenTTD just has a ay of keeping hidden treasures that you discover even after years of playing :)
07:56:42 <Wolf01> o/ Alberth, o/ andythenorth
07:56:55 <andythenorth> print 'buy menu width not implemented fully, returning 8'
08:00:48 <Rubidium> sounds like that fair random algorithm ;)
08:08:01 <andythenorth> so with an invisible leading part of an articulated train, the depot GUI is unusable
08:08:57 <Supercheese> translating OTTD is a lengthy process
08:09:15 <Supercheese> damned advanced settings menu... so many strings
08:09:50 <Rubidium> though as far as I can see on the forum there aren't enough settings yet
08:10:03 <andythenorth> there should be a setting
08:10:09 <andythenorth> 'more settings: on | off'
08:10:22 <Supercheese> "Show: Basic Settings"
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08:10:50 <Supercheese> Settings for settings for settings
08:11:02 <andythenorth> I have to special case every graphics chain of every vehicle for depot
08:18:06 <Supercheese> Dormiturus sum; valete
08:26:24 <andythenorth> so there's no graphics chain variable for 'vehicle is being dragged in depot'
08:26:46 <andythenorth> Eddi|zuHause: how on earth did you make the depot acceptable in CETS?
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08:52:27 <andythenorth> fuck me this is a pita
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09:12:14 <andythenorth> for depot view, I have to move the entire graphics chain to a different vehicle
09:12:22 <andythenorth> with subtle differences
09:30:31 <andythenorth> I need to preserve the load states too
09:30:40 <andythenorth> which means looking them up elsewhere in the chain
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09:58:55 <andythenorth> so can we just add 10/8 long vehicles to the game?
10:01:51 <Alberth> you have too many pixels? :)
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10:10:38 <V453000> 8/8 is best anyway? :P
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10:43:31 <andythenorth> just had an outstanding idea
10:44:04 <kero> be careful with outstanding ideas
10:44:25 <kero> they make you stand on entire nights coding and forgetting everything :)
10:45:47 <andythenorth> I don't consider it an outstanding idea unless it avoids coding
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10:47:13 <andythenorth> meh, thought of an edge case
10:47:18 <andythenorth> I bet no-one notices though
10:49:14 <Alberth> make it a contest to win a cookie :)
10:50:05 <andythenorth> actually someone will notice
10:50:17 <andythenorth> there's always someone :(
10:51:35 <kero> Yeah. Just see the 84 crates :)
10:52:09 <kero> Anyway. But ... you speaking about FIRS ?
10:58:24 <andythenorth> so each 'vehicle' is made up of three parts
10:58:28 <andythenorth> two are invisible
10:58:42 <andythenorth> the centre part is visible, and also contains the cargo capacity
10:58:55 <andythenorth> but in depot the visible part must be the first part
10:59:09 <andythenorth> which means I have to look up the cargo capacity from the second part
10:59:33 <andythenorth> my idea was to instead split the capacity 50:50 between first and second part
11:00:09 <andythenorth> but due to FIFO loading of vehicles, the two parts could contain different cargo amounts
11:00:17 <andythenorth> so depot view would be 'incorrect'
11:00:22 <andythenorth> some fucker is bound to report that :(
11:00:31 * andythenorth is quite sweary atm, sorry :P
11:01:47 <Alberth> add it to "known bugs" :p
11:01:47 <kero> why do you want vehicles with 2/3 as invisible ?
11:02:09 <Alberth> or rather "known features"
11:02:44 <andythenorth> kero: it's to support longer sprites
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11:04:17 <kero> your coming long-trucks set ? (wasn't there something like that in progress ?)
11:05:04 <kero> mmh yes. Still sleeping, seems
11:05:05 <andythenorth> so I have to patch nml first
11:06:41 <andythenorth> I bet Eddi|zuHause knows how to do this
11:06:54 <andythenorth> Eddi|zuHause is rarely unable to solve a problem :P
11:14:36 <Eddi|zuHause> andythenorth: var[0x61,...]
11:17:31 <andythenorth> Eddi|zuHause: how do you handle depot sprites?
11:17:37 <andythenorth> I tried reading CETS, but I need a clue :P
11:18:07 <V453000> what do you need for depot sprites?
11:18:21 <V453000> aka why make them differ from normal sprites?
11:19:25 <Eddi|zuHause> andythenorth: the depot check is in the vehicle template (in write.py)
11:19:54 <Eddi|zuHause> in the default/graphics callback check extra_callbac_info1
11:20:07 <andythenorth> V453000: the first vehicle is invisible, so you can't drag it around the depot :(
11:20:10 <Eddi|zuHause> if it's non-zero, it's in the GUI
11:20:34 <Eddi|zuHause> then the first vehicle must display a sprite
11:24:33 <Eddi|zuHause> so: switch(extra_callback_info1) { 0: normal_view; gui_view; }
11:24:40 <andythenorth> yeah I have that
11:24:48 <andythenorth> but what do you do to preserve load states?
11:25:00 <andythenorth> you have to go look up props on another vehicle?
11:25:13 <Eddi|zuHause> andythenorth: that is in tree.py
11:26:18 <kero> mmh andythenorth is it intended that all dredging site/fishing grounds have now only names like "Altdorf Sandbank" ? :)
11:26:18 <Alberth> can you please explain why the first sprite must/should be invisible?
11:26:35 <Eddi|zuHause> look for the line "if self.value == "load":"
11:26:51 <Alberth> ie what advantage does it have?
11:27:54 <Eddi|zuHause> Alberth: so it doesn't bend in curves
11:28:12 <Eddi|zuHause> andythenorth: slice_var = "[STORE_TEMP(%d, 0x10F), var[0x61, 0, 0x0000FFFF, %s]*100/var[0x61, 0, 0x0000FFFF, %s]]"%(veh_slice, "0xBC", "0xBA")
11:28:59 <Eddi|zuHause> STORE_TEMP(%d, 0x10F) stores the offset you want to check
11:29:14 <andythenorth> Eddi|zuHause: are you providing the cargo capacit on first slice, or middle slice?
11:29:25 <Eddi|zuHause> aond 0xBC, 0xBA are load
11:29:46 <Eddi|zuHause> i think the middle
11:29:57 <Eddi|zuHause> but it doesn't actually matter
11:30:04 <andythenorth> it does for engines with capacity
11:30:11 <andythenorth> TE will be wrong
11:30:51 <andythenorth> V453000: Alberth this is all to provide 10/8 long sprites
11:31:00 <Eddi|zuHause> hm, i don't think i ever checked that
11:31:14 <Alberth> Eddi|zuHause: ah, ok. It does seem to make life terribly complicated though
11:31:26 <V453000> I know what it s for :)
11:32:45 <andythenorth> I am not sure it's worth it
11:32:58 <andythenorth> it also prevents flipping engines, or using double-headed trains
11:33:05 <andythenorth> but I'm too far in the hole now
11:33:18 <Alberth> I am quite sure it isn't, imho
11:35:18 <V453000> engine flipping is nice :|
11:35:30 <Eddi|zuHause> i was thinking nmlc should support var61 by amending all "normal_variable" with "normal_variable(0ffset)" and all "param_variable(param)" with "param_variable(0ffset, param)"
11:35:34 <V453000> but you can do that automatically when vehicle is at the end of consist
11:35:45 <V453000> obviously not fully good, but at least somewhat :)
11:36:34 <Eddi|zuHause> why did my o turn into 0 there?
11:37:05 <Alberth> it thought ff is a hexadecimal number?
11:37:47 <andythenorth> Eddi|zuHause: that would be a nice interface
11:37:54 <Eddi|zuHause> most likely my hand offset :p
11:38:42 <Eddi|zuHause> shift+8 for ( and then moving to 0 is maybe not working properly :p
11:38:55 <Eddi|zuHause> there it happened again
11:41:51 <andythenorth> Eddi|zuHause: nml patch? :)
11:45:15 <NGC3982> I love how people try to cure hangover with pain killers.
11:45:27 <NGC3982> And complaining how it doesn't seem to work.
11:47:37 <Eddi|zuHause> andythenorth: why do you always troll the poor kid? :)
11:53:43 <andythenorth> Eddi|zuHause: I'm just a bad person
11:53:56 <andythenorth> with too little sleep
11:56:31 <juzza1> half of the time i am unable to decipher what he is trying to say
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12:02:01 <NGC3982> Can the -g function be used together with -c?
12:02:25 <NGC3982> That is, can i start a dedicated server from a save game, but still specify a configuration file?
12:06:09 <Alberth> config file also contains local (non savegame saved) values
12:06:40 <NGC3982> Yes, these are the values i wish to connect to my savegame.
12:07:00 <NGC3982> For instance, the server port and the server name.
12:07:38 <Rubidium> those are not stored in the savegame, so the ones from the configuration file will be taken
12:07:42 <Alberth> I would expect using both -g and -c would work
12:10:10 <Alberth> the "out" is already implied by "tried" :)
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12:30:01 <zydeco> hmm openttd fails to compile on mac os x 10.9
12:32:10 <zydeco> they removed some deprecated functions about 8bpp display modes from the headers
12:32:57 <__ln__> compile against an older SDK
12:36:51 <NGC3982> That worked out like a charm.
12:56:40 <andythenorth> I was going to test compiling on 10.9
12:56:44 <andythenorth> before I upgrade :P
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14:17:10 <zydeco> 10.9 doesn't seem to want to link with libstdc++
14:31:08 <zydeco> apparently clang changes the default to libc++
14:31:54 <zydeco> I'm trying, but it's slow on an old macbook air
14:34:23 <andythenorth> if you succeed, could you put the success steps somewhere? o_O
14:34:26 <andythenorth> maybe ottd wiki?
14:34:45 * andythenorth is holding off upgrading
14:35:56 <zydeco> ooh fullscreen works now
14:36:08 <kero> another proof that mac is evil :)
14:36:33 <zydeco> I used CFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk -I/usr/local/Cellar/lzo/2.06/include" LDFLAGS="-stdlib=libstdc++ -L/usr/local/Cellar/lzo/2.06/lib" ./configure
14:36:38 <andythenorth> debian *never* doing anything weird
14:36:53 <zydeco> but I'm not sure if the lzo ones are actually needed (I have homebrew)
14:37:07 <andythenorth> *nobody* I know has to recompile their debian own stuff due to packaging decisions :P
14:37:29 <kero> dunno. I don't like debian. To old stuff
14:44:29 * andythenorth has more of this train crap working
14:44:34 <andythenorth> it's not even hard :(
14:44:44 <andythenorth> and a total rewrite of most of my existing code
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14:50:58 <andythenorth> self-compiled? o_O
14:51:30 <kero> that one is the self-compiled, but I have the same thing on the last v50** nightlie
14:54:09 <zydeco> even if it's using the 10.8 sdk, it fails there
14:54:34 <andythenorth> kero: what are you reporting, the industry name?
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15:03:41 <Wolf01> bbl, maybe tomorrow :)
15:06:25 <andythenorth> kero: not sure :) I didn't set the industry name
15:08:35 <kero> Ok. It's not a "problem", anyway. Just wondering if it was intended :)
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15:49:43 * andythenorth needs to cherry pick some hg commits
15:49:47 <andythenorth> never done it before :|
15:50:08 <andythenorth> maybe I just patch
16:04:36 <andythenorth> manual diff ftw :P
16:20:57 <andythenorth> another problem :)
16:21:11 <andythenorth> I need to share the refit between 2 of the 3 articulated parts
16:21:12 <Taede> theres always something else
16:28:30 <andythenorth> Eddi|zuHause: how is your nml "property(offset)" patch coming? :)
16:28:45 <Eddi|zuHause> i thought you were writing that :p
16:29:33 <andythenorth> it would be useful though, no?
16:37:41 <michi_cc> zydeco: What's the error message you get?
16:47:46 <zydeco> oh, I fixed it by using the 10.8 SDK and -stdlib=libstdc++
16:48:12 <zydeco> if you use the 10.9 SDK, all the things related with 8bpp fullscreen have been removed from the headers
16:54:22 <glx> deprecated stuff as always
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17:02:45 <Snail> hi guys, I have problems with sprite recoloring in the nightlies
17:03:40 <Snail> I wrote code that changes the trains' recoloring when they reverse. It has always worked well and still works fine with 1.3.2 stable. But it seems to be broken in v25755 nightly
17:03:57 <Snail> did anything change w.r.t. that?
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17:13:19 <andythenorth> splitting capacity over two articulated parts looks odd in vehicle info window
17:13:35 <andythenorth> I guess I have to figure out cb61 in nml :(
17:14:21 <frosch123> Snail: fs#5775 likely
17:14:57 <frosch123> hmm, on reversal, might be something different then
17:15:19 <Snail> frosch123: yes, it happens when it reaches the end of the line
17:15:42 <Snail> recoloring works fine in 1.3.2 but it doesn't happen right away in 25755
17:16:00 <Snail> it only happens when I manually stop the vehicle after reversal... or when it brakes down
17:16:37 <glx> maybe you can try to find when it the problem starts using previous nightlies
17:17:06 <frosch123> it likely started when i changed the recolouring triggers for xussr :p
17:17:25 <frosch123> but i thought they would only happen more often, not less often :p
17:18:14 <zydeco> it seems to be removed
17:18:50 <michi_cc> Did apple finally kick out gcc completely?
17:19:55 <Snail> ah I see, this is why it's probably connected to the 32-day callback too
17:20:15 <andythenorth> michi_cc: seems so yes
17:20:54 <DorpsGek> Commit by michi_cc :: r25913 trunk/src/os/macosx/osx_stdafx.h (2013-10-26 17:20:48 UTC)
17:20:55 <DorpsGek> -Fix: [OSX] Compilation under OSX 10.9. (zydeco)
17:45:17 <DorpsGek> Commit by translators :: r25914 trunk/src/lang/luxembourgish.txt (2013-10-26 17:45:10 UTC)
17:45:18 <DorpsGek> -Update from WebTranslator v3.0:
17:45:19 <DorpsGek> luxembourgish - 6 changes by Phreeze
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18:20:32 <andythenorth> before I make a fool of myself...
18:20:33 <andythenorth> [STORE_TEMP(%d, 0x10F), var[0x61, 0, 0x0000FFFF, %s]*100/var[0x61, 0, 0x0000FFFF, %s]]
18:21:34 <andythenorth> Eddi|zuHause: %d = offset, stored in register, then the result is load amount / capacity?
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19:01:57 * andythenorth hopes brew has zlib deps
19:02:07 <andythenorth> I really don't want to install macports
19:02:22 <andythenorth> zydeco: how did you install the ottd compile deps on OS X?
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19:04:45 <NGC3982> This Flash versus Ion predicament is getting the better of me.
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19:05:55 <andythenorth> zydeco: how did you get lzma?
19:06:08 <andythenorth> I have installed xz with brew, but it's not recognised by ./configure
19:08:26 <zydeco> I have liblzma.{a,dylib,5.dylib} in /usr/lib, and they're symlinks to the one in brew's Cellar
19:10:51 <andythenorth> for now I am building without lzma
19:11:40 <andythenorth> compiling is slow on my wife's mac :(
19:11:52 <zydeco> I have a 1.6 GHz core 2 duo right now
19:12:06 <andythenorth> ok, I'll shut up
19:13:55 <andythenorth> 5 compile errors
19:14:05 <andythenorth> all video / display stuff
19:16:46 <andythenorth> zydeco: you had to solve any 8 bit crap?
19:17:33 <zydeco> yes, I used the 10.8 SDK
19:17:41 <zydeco> CFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk"
19:18:33 <zydeco> I suppose it could be checked with #if (MAC_OS_X_VERSION_MAX_ALLOWED < MAC_OS_X_VERSION_10_9)
19:18:43 <andythenorth> where are CFLAGS set?
19:19:20 <__ln__> andythenorth: they can be set either with "CFLAGS=... ./configure" or "./configure CFLAGS=..." probably
19:20:16 <zydeco> CFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk" LDFLAGS="-stdlib=libstdc++" ./configure
19:20:25 <zydeco> you need the stdlib ldflag too
19:21:57 <andythenorth> #include <lzo/lzo1x.h>
19:21:59 <zydeco> you can also add -I and -L flags with the paths to other headers and libraries, if it can't find the ones for lzma, lzo or whatever
19:22:11 <andythenorth> meh, the error didn't paste
19:22:15 <__ln__> what breaks without the stdlib flag?
19:22:36 <andythenorth> it's now failing on lzo for me
19:23:01 <zydeco> yes, 10.9 uses libc++ as a default
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19:23:26 * andythenorth is out of depth here
19:24:44 <zydeco> you can try --without-liblzo2
19:25:53 <zydeco> or add -I/usr/local/Cellar/lzo/2.06/include to cflags, and -L/usr/local/Cellar/lzo/2.06/lib to ldflags
19:28:59 <zydeco> but homebrew should symlink stuff in /usr/local
19:29:52 <andythenorth> using flags for no lzma and no lzo
19:30:13 <andythenorth> and full screen is back \o/
19:31:06 <andythenorth> so does this imply a patch for configure, or instructions on wiki or what? :)
19:35:34 <zydeco> I think the 8-bit stuff should be put between checks for #if (MAC_OS_X_VERSION_MAX_ALLOWED < MAC_OS_X_VERSION_10_9)
19:35:58 <zydeco> although the waiting for vertical blank is also deprecated
19:38:51 <andythenorth> how do I check a TTD var in nml?
19:38:56 <andythenorth> specifically 0x61
19:39:26 <V453000> frosch did that in nuts
19:40:03 <andythenorth> dunno why CETS works with var()
19:40:47 <Supercheese> var[0x61, 0, 0xFF]
19:40:50 <Supercheese> somethin like that
19:41:46 <Supercheese> oh, it's a more complicated var
19:42:33 <V453000> aka wtf through the roof
19:44:19 <andythenorth> aka we should add var 61
19:47:44 <andythenorth> urg, my nfo is all forgotten
19:48:37 <V453000> when seeing that page my first thought is "obtain more beer asap"
19:50:00 <Alberth> or (value >> 4) & 0xF
19:50:27 <Alberth> if you want values 0..15, yes
19:50:51 <Alberth> or you get 0, 16, 32, ... 15*16
19:50:54 <andythenorth> I need first word
19:51:47 <Alberth> oh, it's a 32 bit value?
19:52:43 <Alberth> ah, right value >> 16 then
19:53:11 <Alberth> ie shift 16 bits to the right
19:53:57 <Alberth> you really need to read about binary and hexadecimal numbers :p
19:54:17 <andythenorth> then we invented nml
19:54:31 <andythenorth> so I usefully forgot 90% of what I learnt
19:54:42 <andythenorth> I don't miss it :P
19:54:55 * Supercheese never learned it in the first place ;)
19:56:38 * andythenorth has failed at making this work
19:58:20 <andythenorth> but it fails in two interesting ways :P
20:01:12 <Alberth> what the heck is the use of 0x45
20:02:07 <andythenorth> that might be the issue
20:02:36 <Alberth> Curvature info (45) <-- no, that parameter in the specs
20:02:57 <andythenorth> oh that's for CETS and such :)
20:03:22 <Alberth> but I agree your 0x47 is not clear to me either, but I don't know what it means at all
20:03:47 <andythenorth> but I'm not sure if I have to add something to it to make it a 60+ var
20:04:44 <Supercheese> I know how to get cargo subtype, but not cargo class/type
20:04:56 <Supercheese> and I only know that because Eddi helped me with it :P
20:06:22 <andythenorth> I am being a dumbass
20:06:27 <andythenorth> I want type, not class :P
20:06:50 <andythenorth> eddi has identical code in CETS :P
20:08:03 <andythenorth> frosch123: sorry, was being an idiot :)
20:08:17 <andythenorth> 50% of my code failure just dissappeared
20:08:31 <frosch123> did you delete half of it?
20:08:44 <andythenorth> but probably fair
20:09:54 <andythenorth> yay, it all works now
20:10:01 <andythenorth> the other 50% was ESillyOops
20:29:51 <andythenorth> wish I could inspect consists in-game
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21:37:59 <andythenorth> articulated part IDs have to be less than 16000 or so ?
21:38:13 <andythenorth> and articulated building fails silently?
21:44:16 <Elukka> what sort of insanity are you working on if articulated buildings are involved
21:44:53 <andythenorth> Eddi|zuHause: do you happen to know the actual limit? Can't find it in docs
21:45:31 <Eddi|zuHause> andythenorth: callback result is 15 bits, the highest bit is reserved for "reverse the vehicle", so you have 14 bits, i.e. 2^14-1
21:45:55 <andythenorth> counted 13 bits :P
21:46:15 <andythenorth> meh, now I have to redesign this set again :)
21:46:19 <Eddi|zuHause> @base 16 10 4000
21:46:35 <Eddi|zuHause> so must be less than 0x4000
21:54:40 * andythenorth adds an ID guard on compile
22:32:08 <Chrill> quick question. I was playing a MP game with a friend, we wanted to merge our two companies so I saved the game, went into SP and could only buy 75%. Is this limited due to the game originally being multiplayer, or is there some other limit to buying 100% of a company?
22:33:26 <Tulitomaatti> sounds like a configurations option to me.
22:33:46 <Chrill> I tried to find an option regarding 100%/buyout or the like, failed to do so
22:37:22 <Tulitomaatti> and i'm not sure if you can make it ai controlled
22:45:46 <Eddi|zuHause> the usual solution is to let one company go bankrupt
22:46:00 <Chrill> indeed, we might just have to do so
22:46:05 <Eddi|zuHause> like, stop all trains, give all money away, and wait 9 months
23:30:07 *** Progman has joined #openttd
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