IRC logs for #openttd on OFTC at 2013-12-17
        
        
        
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06:55:24  <Taede> Neighbour: its min_active_clients
 
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09:20:36  <Xaroth|Work> __ln__: that pretty much sums up all of php
 
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11:05:45  <andythenorth> so I am going to put a new FIRS out near Christmas
 
11:05:58  <andythenorth> anyone can help test the new economy to see if I've missed anything?
 
11:14:24  <Alberth> sounds like fun, currently trying to fix an nml error though
 
11:15:17  <Alberth> can action 8 or 14 refer to anything that is defined before them?
 
11:15:53  <Alberth> hmm, maybe nml can take care of that problem by itself
 
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11:26:31  <Alberth> andythenorth: ok, what should I do?
 
11:27:16  <andythenorth> get FIRS from bundles
 
11:27:19  <andythenorth> I'll find the url
 
11:27:46  <andythenorth> set economy parameter to Heart of Darkness
 
11:28:02  <Eddi|zuHause> Alberth: nothing except deactivation/compatibility checks should be before action 8/14
 
11:28:17  <andythenorth> try a game, see if I've missed any obvious things, like new cargo icons, cargo labels, broken industry layouts, tile acceptance, wrong cargos etc :)
 
11:28:29  <andythenorth> usually I make mistakes with tiles and cargos :P
 
11:28:44  <andythenorth> I've tested it for gameplay and I think it's ok
 
11:28:50  <Alberth> Eddi|zuHause: hmm, those are not so easy to detect I guess
 
11:29:18  <andythenorth> map and cargo colours I often forget too :)
 
11:29:43  <andythenorth> Alberth: ogfx + tropical might suit this btw ;)
 
11:30:22  <Alberth> announcement needs some thinking too thus :p
 
11:30:44  <Eddi|zuHause> Alberth: i guess allowing actions 6/7/9/D and B should be sufficient
 
11:31:01  <Eddi|zuHause> if B is the "show error message" thingie
 
11:33:08  <Alberth> gah, stupid file names of bundles :(
 
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11:42:57  <Alberth> all firs bundles are named "firs.tar.zip", and contain firs/firs.grf
 
11:43:17  <Alberth> so you cannot download a version and just drop it into the newgrf folder
 
11:44:00  <Alberth> nor can you easily find out what version a given .tar file is
 
11:44:28  <Alberth> andythenorth: tile acceptance should be the same for all tiles?
 
11:44:47  <andythenorth> should be yes :)
 
11:44:58  <andythenorth> most industries have only one tile defined, so it can't vary
 
11:45:10  <andythenorth> some have two (the second one is for animation, or used on water or such)
 
11:45:11  <Alberth> eg diamond mine northern tile does not accept Engineering supplies
 
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11:46:12  <andythenorth> wonder why that is :)
 
11:46:23  <andythenorth> thanks, I'll file a bug
 
11:48:09  <Alberth> should I file bugs for things that I find?
 
11:48:20  <andythenorth> if you don't mind
 
11:48:46  <Alberth> explaining to you or making a bug is about the same amount of work :)
 
11:53:48  <Eddi|zuHause> <Alberth> all firs bundles are named "firs.tar.zip", and contain firs/firs.grf <-- isn't that something the makefile should handle?
 
11:55:01  <Alberth> no idea, it manages to insert a revision in the readme, so I wonder why not in the filename or directory name? it would make things much easier
 
11:55:22  <Eddi|zuHause> i'd blame planetmaker
 
11:57:20  <andythenorth> just maintaining everyone's makefiles for them
 
11:57:23  <Eddi|zuHause> well, it works with cets
 
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12:05:26  <planetmaker> Alberth, simple: during development keeping the filenames is *much* more convenient
 
12:05:52  <planetmaker> the zip could well have version and should
 
12:06:07  <planetmaker> so iirc the release builds
 
12:06:11  <planetmaker> but not nightlies
 
12:06:52  <planetmaker> for the reason: development. you'd have to re-add the grf everytime. as now you can simply type 'reload_newgrfs'
 
12:07:47  <Eddi|zuHause> planetmaker: that applies to the grf name, but not to the bundle name
 
12:07:50  <planetmaker> so for developing the newgrf it's plain annoying to have the version in the filename or the tar
 
12:07:53  <Alberth> people push to devzone, wait for the compiler to build a nightly, and then download it, and reload the grf?
 
12:08:11  <Eddi|zuHause> planetmaker: if you want to overwrite stuff, use the grf only
 
12:08:29  <planetmaker> Eddi|zuHause, that doesn't test ingame text files
 
12:08:50  <planetmaker> Alberth, well, I don't wait for devzone, I compile locally and reload newgrf.
 
12:09:04  <planetmaker> that's the same makefile call - a plain, plump and not-so-painful 'make'
 
12:09:27  <planetmaker> and target 'all' creates the tar
 
12:09:46  <Xaroth|Work> btw Alberth, if you're working on nml .... :P
 
12:09:48  <planetmaker> so that you can also nicely test the readme, changelog ingame
 
12:09:57  <Alberth> so perhaps learn jenkins about a more painful "make me_a_numbered_nightly" ?
 
12:10:05  <Eddi|zuHause> and exactly how often do you test the readme?
 
12:10:26  <planetmaker> sounds like a plan, Alberth
 
12:10:31  <planetmaker> not too difficult either
 
12:10:46  <andythenorth> fwiw, the current setup offers me no problems :)
 
12:11:43  <Alberth> andythenorth: that's the argument of planetmaker too, which I fully agree on, development should be as easy as possible
 
12:12:28  <planetmaker> the parameter to make to include version in grf and tar is not much work. Shall be done :)
 
12:12:46  <andythenorth> the only issue I have is sometimes I have an issue where I am uncertain which grf is being used
 
12:12:50  <Eddi|zuHause> imho it should be only in the tar, not in the grf
 
12:12:54  <Alberth> Xaroth|Work: I would not call it working :)     I am mostly clueless about what the code is doing :)
 
12:14:46  <Eddi|zuHause> i'm still waiting that someone actually includes the actionC stuff i did
 
12:15:54  <planetmaker> Eddi|zuHause, the problem I have with that actionC stuff is that it requires to put constraints on how NML can order code - or it will be unpredictably wrong at times
 
12:16:46  <Alberth> actionC does not make sense from nml perspective
 
12:17:02  <Alberth> it's like commenting the output of a c++ compiler :)
 
12:17:12  <Eddi|zuHause> planetmaker: if you want to reorder code you must define "sequence points" of some sort, otherwise you get unpredictable behaviour
 
12:17:26  <Eddi|zuHause> Alberth: call it "debug symbols" or so
 
12:17:55  <Eddi|zuHause> *don't drop the keyboard*
 
12:18:16  <Xaroth|Work> Alberth: bollocks, i had a strange request for it :P
 
12:19:40  <planetmaker> Eddi|zuHause, the sorting of real sprites and action2/3 is not well defined, there's quite some freedom there. This freedom is severely limited by requiring actionC to be inserted between certain points
 
12:19:58  <planetmaker> the resulting grf nevertheless gives the same results
 
12:20:13  <Alberth> actionC is simply the wrong solution for the problem you're solving
 
12:20:36  <Alberth> so I won't add that feature
 
12:20:42  <Eddi|zuHause> Alberth: yes, but the "real" solution is too complex to fit into my attention span :)
 
12:23:06  <planetmaker> Eddi|zuHause, yet, for your purpose there does exist the 'eddi-nml' branch/fork and that's nicely available on the DevZone's CF as well
 
12:23:38  <planetmaker> up to you to keep it updated :D
 
12:25:49  <planetmaker> Alberth, there the actual NML code gives things in the wrong order already. The NML defines the grf block after the switches and spritesets. It rather indicates that NML parses and writes sequentially
 
12:25:50  <Eddi|zuHause> Alberth: exactly, if you make action8/grf-section a "sequence point" as in "actions may not be pushed beyond this", you can make actionC/comment the same
 
12:27:01  <planetmaker> the error reported there is more a limitation of the actual grf specs. And possibly a failure in NML docs to indicate that the grf block must be the first thing in your nml grf as well.
 
12:27:33  <planetmaker> (or alternatively taking precaution that the grf block's code is written first into the grf file)
 
12:27:59  <Alberth> I'd say nml should re-shuffle the declared blocks to make it work for grf
 
12:28:16  <planetmaker> I'd prefer that, too
 
12:28:27  <planetmaker> that's why I didn't close it ;)
 
12:30:23  <planetmaker> but let's add a comment in this sense :)
 
12:32:59  <Alberth> andythenorth: bulk terminal has no input -> output definition (x amount in = y amount out) ?
 
12:37:59  <Eddi|zuHause> i think it's meant to work more like a primary industry
 
12:40:07  <planetmaker> yup, it's a harbour which accepts and provides regardless, I think+
 
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12:49:45  <andythenorth> it's not strictly primary, secondary or tertiary :)
 
12:49:49  <andythenorth> needs a new definitions
 
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13:26:06  <Alberth> andythenorth: the only remaining things I could find are that the Sugar Refinery is difficult to see at the standard green minimap with heights, and the General Store and the Builders Yard are both white in a city on the map
 
13:26:25  <Alberth> not sure you want to change that; minimap colours are always difficult
 
13:27:49  <Alberth> oh, and Chips thinks copper ore is pink, while your cargo icon is green-gray-ish :)
 
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13:38:52  <andythenorth> minimap colours are a pain in the arse :)
 
13:39:08  <andythenorth> as are cargos :)
 
13:39:17  <andythenorth> maybe I should change CHIPS :)
 
13:39:21  <andythenorth> thanks for testing :)
 
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14:37:30  <peter1138> But why would a Windows install run really slow? :S
 
14:37:56  <peter1138> Seems to be struggling with lots of disk IO.
 
14:38:08  <Eddi|zuHause> hard disk not running in DMA mode?
 
14:38:31  <Eddi|zuHause> no clue how one would check or fix that in windows
 
14:43:02  <juzza1> I once had a similar problem, fixed it by changing the HDD to IDE mode instead of AHCI in the bios
 
14:43:11  <juzza1> it would install _very_ slowly or not at all
 
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18:45:21  <DorpsGek> Commit by translators :: r26163 /trunk/src/lang (czech.txt latvian.txt) (2013-12-17 18:45:13 UTC)
 
18:45:22  <DorpsGek> -Update from WebTranslator v3.0:
 
18:45:23  <DorpsGek> czech - 4 changes by retro
 
18:45:24  <DorpsGek> latvian - 6 changes by Parastais
 
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20:41:57  <DorpsGek> Commit by zuu :: r26164 trunk/src/script/api/script_industrytype.hpp (2013-12-17 20:41:51 UTC)
 
20:41:58  <DorpsGek> -Doc: Fix Game Script API docs on that deity can build/prospect independent of advanced setting for that
 
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22:18:38  <blathijs> Neighbour: Hacking on openttd? :-)
 
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22:53:31  <djura-san> SO i wanted to give a little update on that "project" of mine. In a single city with ~500 citizens, no industries and no money boos, it is possible to grow a city. I had some problem tho: i wanted to make it very good looking so i built some roads. 100y later, roads and stations were costing me too much so i decided to allow city to build roads but not to touch my core of the town. IT seems that it worked ot but i have to yet se how much mone
 
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23:06:23  <Eddi|zuHause> pro tip: build the roads as another company that you can let go bankrupt
 
23:09:25  <djura-san> Eddi|zuHause: could you please elaborate on that?
 
23:10:00  <djura-san> Eddi|zuHause: i was not aware of the fact that i can found new company in game but now your comment makes sense. Actually, it makes sense a lot
 
23:11:01  <Eddi|zuHause> you need to load your game as multiplayer (server)
 
23:11:19  <Eddi|zuHause> then you can use the company windows to move between companies
 
23:12:40  * djura-san is looking at "Multiplayer" dialogue
 
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23:13:49  <Eddi|zuHause> should be "start server" and "load game" or something like that
 
23:14:11  <djura-san> Eddi|zuHause: i never really lookied into it. Seems very good but my town is developed already. Any new tips to share? :)
 
23:14:47  <Eddi|zuHause> use a city builder game script next time ;)
 
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23:21:03  <djura-san> Eddi|zuHause: i will have to search for that.
 
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23:36:28  <Eddi|zuHause> if you find one, please tell us, because to my knowledge those people are very protective of their precious scripts
 
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23:37:22  <Eddi|zuHause> "Das kann doch nicht Wahrstein. Da könnt ja Jever kommen."
 
23:39:29  <LordAro> so, i have a bouncer now
 
23:40:16  <Eddi|zuHause> so he doesn't let you in if you wear bad clothes?
 
23:40:46  <LordAro> something like that :3
 
23:41:01  <Supercheese> After all, bouncing is what he does best
 
23:41:28  <Eddi|zuHause> no idea what that means
 
23:41:53  <Eddi|zuHause> i only know a tigerduck, but that's probably not what's meant :p
 
23:42:11  <Supercheese> Ah, you must not be familiar with Winnie the Pooh, the A.A. Milne children's story
 
23:42:32  <Supercheese> and the Disney adaptations thereof
 
23:43:23  <LordAro> that link will work also :)
 
23:43:46  <Eddi|zuHause> i have heard of winnie pooh, but never actually seen it
 
23:44:09  <LordAro> well, tigger is a character in it
 
23:44:11  <Supercheese> it is probably more of a Disney, and thus American, thing
 
23:44:33  <LordAro> American? how dare you sir
 
23:44:34  <Eddi|zuHause> it's not like i have never seen a disney thing before :p
 
23:44:42  <Supercheese> although I suspect Disney has translated it into zillions of languages
 
23:44:45  <Supercheese> they tend to do that
 
23:45:42  <Eddi|zuHause> but opposing to most other disney things, this one seems to be aimed at a very young (pre-school) audience
 
23:46:07  <LordAro> well, small children anyway
 
23:46:08  <Eddi|zuHause> so at the time where it would have been available to me, i was already too old to care
 
23:46:46  <Supercheese> it was very popular when I was a lad
 
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