IRC logs for #openttd on OFTC at 2014-03-20
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10:36:52 <NGC3982> I need a little fantasy boost
10:37:03 <NGC3982> On what train set to use
10:37:10 <NGC3982> Like UKRS, but not UKRS.
11:01:53 <NGC3982> It's always fun to use the DBSET whilst knowing how much Arriva was fined for being ass faces in Sweden.
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11:11:24 <DorpsGek> __ln___: Terkhen was last seen in #openttd 4 days, 14 hours, 33 minutes, and 1 second ago: <Terkhen> in fact, I think that the improved acceleration for RV patch implemented those at some point
11:14:44 <planetmaker> NGC3982, use Japanese for a change
11:15:37 <NGC3982> That sounds nice. I only notice one set in the downloadable content, i guess that is it? :-)
11:16:10 <planetmaker> that's one version of them, yes
11:16:18 <planetmaker> combine it with the other japanese stuff for a nice theme
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12:04:38 <lugo> ehm, wasn't there a setting for sepcifying the year an ai is supposed to be founded?
12:05:35 <lugo> not the specific year, but a number of years after game start
12:08:49 <NGC3982> Scroll down to "Configuring AIs".
12:10:16 <lugo> well, 'after the start of the last ai'... what about the first ai then?
12:10:38 <NGC3982> No, "The AIs will start automatically after a given amount of days, with some minor random variation."
12:11:00 <NGC3982> That does not seem to take the first AI into consideration.
12:12:01 <NGC3982> Don't count on it, i have never used it. Please try it before applying it to something serious.
12:15:30 <NGC3982> lugo: I noticed something. If you want to start a game with a preferable starting year given per specific AI, there is a column in the config file.
12:15:51 <NGC3982> The "[ai_players]" seems to have pre-written parameters on start_date.
12:16:00 <NGC3982> Although, i do not think that is applicable in-game.
12:16:47 <lugo> just trying out civil ai
12:17:08 <lugo> is it supposed to be used with sepcific grfs?
12:17:08 <planetmaker> lugo, for the first AI that indicates time after game start
12:17:20 <lugo> like generic cars or something
12:17:28 <Pikka> it should be able to handle any newgrfs
12:17:37 <Pikka> even if it doesn't have cars, it will build busses
12:18:13 <lugo> planetmaker: ok, maybe that could be better described in the text?
12:29:19 <lugo> mh, i have some water-cycle pixels in my opengfx+trees
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12:58:41 <lugo> tried to circle the flashing pixels
13:04:39 <Eddi|zuHause> <NGC3982> It's always fun to use the DBSET whilst knowing how much Arriva was fined for being ass faces in Sweden. <-- wasn't there something about a cleaning woman accidently getting a train going?
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13:09:54 <Pinkbeast> Eddi|zuHause: There was a nice piece in _Steam Railway_ about a group of spotters just before the world ended in 1968 who bagged six of the then-surviving A4s on one shed.
13:10:25 <Pinkbeast> They couldn't get decent photos of them - all under cover - but there was a bit of pressure left in Kingfisher, so one of them hopped up and reversed it out into the sunlight :-)
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13:20:06 <Eddi|zuHause> the point of the story is?
13:27:22 <Pinkbeast> Cleaning woman, nothing. Random people aren't really meant to be able to pop into sheds and start moving locomotives around.
13:28:41 <__ln___> That's a severe limitation on random people's freedom.
14:06:33 <Eddi|zuHause> Pinkbeast: the point was, when this happened the train company was immediately like "this terrorist woman stole the train", and after a few days it was more like "well it was our fault for not securing the train correctly" (like, applying brakes)
14:10:16 <Eddi|zuHause> Pinkbeast: well i forgot to mention that the train ended up in a house near the end of the track
14:11:14 <Pinkbeast> Oh, that's a bit more dramatic. I don't imagine anything happened with mine besides the shed crew coming back and going "what the hell?"
14:16:29 <Pinkbeast> Some designs of reverser made locomotives a bit prone to going off on little trips by themselves, but the A4s didn't have that problem.
14:21:33 <Eddi|zuHause> never heard of that before
14:23:33 <Pinkbeast> Eddi|zuHause: There was a nasty death on the NYMR a couple of years ago where... I think Southern 825, but anyway, if you don't engage the catch the reverser can spontaneously switch from forward to reverse, and someone was crushed as a result.
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14:41:52 <lugo> Pikka, it's doing well. Thank you very much for that AI. I used to connect most towns with roads by hand. So this is very helpful and appreciated!
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19:14:50 <Phreeze> puh, it's done...last EMU of the set
19:15:19 <Phreeze> but research for my steamers is very slow and i can't find enough information on all the engines....most of them don't have any pics
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19:15:53 <Phreeze> only find information about those steamers that were renamed during WW2 and adopted by the Reichsbahn
19:16:50 <andythenorth> tram is just a misc. flag
19:16:56 <andythenorth> don't see why that needs it's own class
19:17:15 <andythenorth> oh trailing units need the flag too
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19:17:36 <andythenorth> also hello bears
19:18:19 <andythenorth> oh look a pikka bear
19:18:46 <andythenorth> did you make it yet?
19:19:35 <Pikka> or did you mean gamescript
19:37:22 <andythenorth> this might get silly
19:37:25 <andythenorth> if we play long enough
19:46:32 <andythenorth> I have 8 buses to add to that list
19:46:42 <andythenorth> for a 75 year game, that's quite enough trucks
19:46:50 <andythenorth> for a 150 year game, it might be not enough
19:47:51 <Alberth> don't play 150 years? :)
19:48:09 <Alberth> or repeat from the start after 100 years :)
19:49:33 <Alberth> make the stats decreasing could be a nice twist too :p
19:49:44 <andythenorth> 'due to legal constraints'
19:49:50 <andythenorth> diminishing vehicles
19:49:59 <andythenorth> eventually everything is 1t
19:50:04 <andythenorth> but travels at 150mph
19:50:22 <andythenorth> maybe I should add quadcopters
19:55:31 <V453000> it is sad that many vehicle sets obey your suggestion to the point :D
20:00:59 <andythenorth> that's when good neighbours
20:01:52 <peter1139> become good friends
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20:05:24 <planetmaker> looks pretty monotonuous list, andythenorth ;)
20:05:46 <andythenorth> saves on drawing sprites
20:06:11 <planetmaker> invert colour scheme on every 2nd? :)
20:27:14 <Phreeze> i wonder if that guy is dumb or dumb
20:29:32 <frosch123> Phreeze: sounds like the ottd scenarios with CC-BY-ND license
20:35:28 <Phreeze> hm, don't know those scenarios
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20:44:43 <bcmpinc> Hi, git.openttd.org seems to be down, as it is giving 502 - bad gateway errors.
20:47:43 <V453000> they look nice andythenorth
20:50:25 <andythenorth> I could put some actual graphics in
20:50:59 <V453000> that would completely destroy the idea of the set wouldnt it
20:51:16 <andythenorth> I could add a parameter
20:51:20 <andythenorth> 'all graphics same'
20:51:31 <V453000> btw nuts will get its first parameter after 2 years :D
20:51:36 <andythenorth> V453000: I might do no cargo support
21:24:11 <V453000> can I make articulated vehicles look different without creating a new item?
21:24:45 <V453000> like an engine articulating itself, but the articulated parts having different sprites
21:26:33 <andythenorth> you don't already? o_O
21:26:46 <V453000> no I always do it through another item atm
21:26:49 <andythenorth> yes you can do it
21:26:56 <andythenorth> frosch added some stuff recently that makes it easier
21:27:00 <V453000> some switch with is_vehicle_articulated?
21:27:15 <andythenorth> you probably want to count the position in the articulated consist?
21:27:51 <andythenorth> position_in_articulated_veh
21:27:54 <andythenorth> and position_in_articulated_veh_from_end
21:27:55 <frosch123> you can make stuff depend on the first articulated part
21:28:01 <andythenorth> thank frosch123 ;)
21:28:29 <frosch123> i think there is some example code somewhere
21:28:35 <frosch123> probably in iron horse
21:29:53 <andythenorth> unfortunately not
21:30:02 <andythenorth> I am ashamed to say I never used the new var :)
21:30:21 <andythenorth> why do something simple, when you can do this? o_O
21:30:22 <andythenorth> expression_template = Template("[STORE_TEMP(${offset}, 0x10F), var[0x61, 0, 0xFFFFFFFF, 0x25]]")
21:31:02 <andythenorth> followed by another switch
21:31:03 <andythenorth> expression_template = Template("[STORE_TEMP(${offset}, 0x10F), var[0x61, 0, 0x0000FFFF, 0xC6]]")
21:31:16 <andythenorth> have fun with figuring out what I did :P
21:33:02 <andythenorth> IH is very expensive on vehicle IDs :P
21:33:08 <andythenorth> is all I'm saying
21:34:25 <frosch123> well, V wants [ STORE_TEMP(- position_in_articulated_veh, 0x10F), var[0x61, 0, 0xFFFF, 0xC6] ]
21:34:39 <V453000> oh god not this again :D
21:34:44 <V453000> it is in rainbow slugs somewhere
21:34:59 <andythenorth> V453000: you can probably do it simple :)
21:36:16 <andythenorth> just a switch checking that var
21:36:26 <andythenorth> with different spritesets for results...
21:38:14 <V453000> unrecognized identifier
21:38:22 <planetmaker> V453000, position_in_articulated_veh
21:38:44 <planetmaker> position_in_articulated_veh_from_end
21:38:56 <planetmaker> dunno which NML you use. Always use 'latest' :P
21:39:06 <V453000> I have like oldest atm :D :P
21:39:34 <planetmaker> that's very new. And need OpenTTD 1.4.0.r26157
21:39:46 <planetmaker> and some new-ish NML
21:39:53 <frosch123> nml from 2013-12-13 20:45
21:40:07 <Eddi|zuHause> man this fibonacci 2048 is genuinely driving me crazy :p
21:40:21 <andythenorth> oh you really raised the game :(
21:40:30 * andythenorth worries for Eddi|zuHause
21:40:44 <andythenorth> bye planetmaker :)
21:40:47 <Eddi|zuHause> well, i did win it :p
21:41:30 <Eddi|zuHause> but it's so difficult seeing which ones will merge. suddenly they all merge into one and you didn't even realize it would work :p
21:48:55 <V453000> new NML requires switch to have return?
21:49:05 <frosch123> we got the other end of the V cow
21:49:38 <V453000> I need to fix ALL of my switches
21:49:40 <frosch123> i am not aware of any nml change in that area
21:49:50 <frosch123> unless it is 3 years ago :p
21:49:50 <andythenorth> no templating? :(
21:49:53 <V453000> NML screams unexpected token }
21:50:11 <frosch123> andythenorth: V does the anti-templating :)
21:50:15 <andythenorth> be faster to 'fix' nml if it is an issue
21:50:52 <V453000> fuck I I just fix switches
21:51:36 <V453000> idk, 50k lines of code
21:52:01 <V453000> this is utter shit :|
21:52:45 <andythenorth> maybe someone can write a sed rule or such
21:53:17 <andythenorth> I'd probably try it in python, but I'm a dumbass :P
21:53:20 <V453000> that would probably take time, I will have it quicker if I just add return everywhere
21:53:45 <V453000> but this is exactly the thing why I absolutely hate to update nml
21:54:25 <andythenorth> python has some triple split thing, split on switch, then on } then add 'return blah' and rejoin :P
21:54:33 <andythenorth> I dunno, probably it wouldn't work
21:54:48 <andythenorth> I write stuff like that quite often to fix my broken code
21:55:10 <andythenorth> see if Eddi|zuHause will do it, he's much smarter than me ;)
21:55:45 <V453000> return isnt exactly necessary
21:55:49 <V453000> it just needs the default value
21:55:53 <V453000> typing result isnt a must
21:56:39 <V453000> well I am at 7200 lines already, might not be that long :)
21:57:41 <V453000> SWITCH FROSCH CODED IS BORKD
21:58:04 <frosch123> pff, waranty expired long ago
21:58:28 <V453000> what can I put to return?
21:58:46 <V453000> certainly not hm this is :D
21:59:05 <NGC3982> Aren't you guys suppose to idle?
22:00:15 <V453000> I just HOPE this wont break anything :D
22:01:14 <andythenorth> Xaroth|Work: string.partition()
22:01:38 <Xaroth|Work> <pre split> <splitting entity> <post split> iirc
22:01:39 <andythenorth> not actually needed for this case :P
22:01:47 <andythenorth> I thought about it some more
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22:07:25 <V453000> :DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
22:07:28 <V453000> :DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
22:07:31 <V453000> :DDDDDDDDDDDDDDDDDDDD
22:08:14 <V453000> after fixing many switches
22:09:38 <V453000> now it throws new errors on line 629
22:09:45 <V453000> toolbar_caption: string(STR_RAIL); in railtypes?
22:10:08 <frosch123> what does "nmlc --version" say?
22:10:27 <glx> (latest is not a version ;) )
22:10:36 <V453000> 0.2.5.r2135:6f38df710194
22:10:43 <V453000> guess that isnt latest
22:11:02 <frosch123> no surprise you had to change stuff
22:11:02 <V453000> so what have I fucked up
22:11:11 <frosch123> you changed it to an older syntax :p
22:11:18 <frosch123> anyway, var is named "position_in_articulated_veh"
22:11:20 <V453000> I overwrote my documents/user/NML
22:12:13 <frosch123> V453000: i guess blame planetmaker
22:12:25 <frosch123> the compile farm does weird "latest" things
22:12:39 <V453000> so I just download the highest rev manually
22:14:54 <frosch123> it says 0.3 ni the changelog
22:16:10 <V453000> aha I tried the v5114
22:16:12 <V453000> not the one without v
22:17:18 <frosch123> 2129 shuold also work
22:17:30 <V453000> r2129 old as hell? :d
22:17:45 <V453000> 5100 gives a ton of case mismatch to path things, but lets see if it works
22:17:51 <frosch123> there is a difference in the naming schema :)
22:18:19 <frosch123> the 5x names are borked for nml since they do not deal with branches
22:18:19 <V453000> so 2135 didnt, 2129 might?
22:18:33 <frosch123> 2129..2135 should work
22:19:02 <V453000> switch fixing and the toolbar caption thing at railtypes
22:19:51 <frosch123> where do you get them from?
22:19:53 <V453000> lets see if 5100 has the articulated thing
22:20:06 <V453000> unknown property: toolbar_caption
22:20:34 <frosch123> not "nightly" but "push"
22:21:30 <V453000> I will try to let it complete the compilation, sec should only take a few minutes
22:23:05 <Eddi|zuHause> <V453000> I just HOPE this wont break anything :D <-- there's always "revert" for that :p
22:25:48 <V453000> well it looks like 5100 has the articulated property
22:25:58 <V453000> so if nothing else, that works :D
22:27:04 <V453000> lets try the push thing just out of curiosity
22:28:32 <V453000> back to 5100, the things I need for now seem to work :) thanks
22:34:10 <Eddi|zuHause> i just lost with a 15xx and two 6xx
22:34:43 <Eddi|zuHause> because i made a wrong move :/
22:43:00 <NGC3982> I suddenly enjoy having all the trees visible when i play.
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