IRC logs for #openttd on OFTC at 2014-04-20
        
        
        
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04:56:58  <Supercheese> Is there any particular reason why the Advanced Settings help text never have ending punctuation?
 
04:57:37  <Supercheese> Several multi-sentence strings have their intermediate sentences punctuated, but never the ending one
 
04:58:56  <Supercheese> To be fair, most folks' IRC messages lack ending punctuation (such as this one)
 
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06:13:45  <andythenorth> “Something must be done"
 
06:15:05  <Supercheese> Let them eat cake
 
06:16:13  <andythenorth> where is our Bastille?
 
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06:34:23  <Supercheese> ECS Towns probably
 
06:34:30  <Supercheese> or perhaps ECS Basic
 
06:36:34  <Supercheese> whichever has the castle-y stuffs
 
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06:57:50  <schultza> is there a way to share railroad or other infrastructure at this time?
 
07:02:40  <schultza> ...or whatever command shows the last said statement from someone else.. .
 
07:08:00  <schultza> ill keep this open. pm any response just in case this channel gets active before i get back to my messages.
 
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07:19:41  <planetmaker> schultza, infrastructure sharing (for railroads) does not exist currently
 
07:20:13  <schultza> ah... is there going to be one?
 
07:20:23  <planetmaker> roads and canals can be shared
 
07:20:48  <planetmaker> there once was a patch, but it's thoroughly outdated
 
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07:23:17  <Supercheese> Several patchpacks have included it
 
07:28:07  <schultza> do any of these work with the current version of the game?
 
07:30:46  <Alberth> patchpacks are their own version of the game
 
07:30:59  <Alberth> usually not compatible with anything else
 
07:31:29  <schultza> do they plan on making a come back with it?
 
07:31:54  <Alberth> no idea, you have to ask the maintainers of the patch pack
 
07:32:26  <Alberth> a patchpack is basically a version of openttd, heavily modified by adding all kinds of patches to it
 
07:32:47  <Alberth> usually the first post in the thread lists the stuff they added
 
07:33:34  <Alberth> obviously, with all that extra functionality it's difficult to keep up with changes in the plain openttd version
 
07:34:00  <planetmaker> schultza, when I wrote infra sharing years ago, I basically stopped due to problems resolving certain griefing issues
 
07:34:39  <planetmaker> Meanwhile I have an opinion on how to solve that ("don't play with idiots"), but... would mean to rewrite everything anyway
 
07:35:57  <Alberth> infra structure payments get interesting :)
 
07:36:43  <planetmaker> yeah. don't play with idiots ;)
 
07:37:15  <planetmaker> then it will all be fair. And it will be easy to abuse. No matter how implemented.
 
07:37:30  <planetmaker> But you can always choose to not share your infrastructure or use shared infrastructure
 
07:42:17  <andythenorth> I would probably grief people :P
 
07:42:20  <andythenorth> just for the lulz
 
07:42:25  <andythenorth> especially pikka
 
07:43:41  <planetmaker> so the funny suggestions thread had one bonus for me: I know how to solve the multi-player griefer problems for infra sharing :P
 
07:44:06  <planetmaker> showing that you can do that with current infra structure means we can do that also with other infra structure
 
07:46:13  <Alberth> just add more interesting ways :p
 
07:46:31  <planetmaker> I might... if I have too much time.
 
07:46:43  <andythenorth> there should be griefing possibilities
 
07:46:44  <planetmaker> That decision was basically what stopped infra sharing from trunk really
 
07:46:52  <andythenorth> just add a honeypot
 
07:47:17  <planetmaker> just build bridges
 
07:47:37  <planetmaker> then trap the "enemy" cars by sending them on a circular route, buying all land around it.
 
07:48:21  <planetmaker> you might not need a bridge actually
 
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08:07:17  <peter1139> Aeropress makes a nice coffee, but you don't half get through it :S
 
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08:16:06  <andythenorth> a depot with metro railtype is building non-metro trains
 
08:16:40  <peter1139> i think that their "metro" just means "3rd rail"
 
08:17:10  <andythenorth> turns out it’s a parameter on the railtype grf
 
08:32:47  <Alberth> when in doubt what to do, add a parameter :)
 
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09:10:02  <andythenorth> does ‘refit any available’ work at transfer stations?
 
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09:28:50  <andythenorth> these ships will unload metal, then auto-refit ‘any available’, and sometimes reload the metal :(
 
09:29:06  <andythenorth> instead of loading the iron ore or coal
 
09:30:54  <planetmaker> well, 'any' means the thing which is stacked most. May be metal sometimes
 
09:31:24  <planetmaker> from my experience, with transfers it can work under some conditions, but usually it's then better to state an explicit refit
 
09:31:42  <planetmaker> the 'some conditions' are where  the transferred stuff is never the most abundant
 
09:31:53  <planetmaker> a condition which is hard to enforce :)
 
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09:46:05  <Qlimax> hey guys. someone here who´s in editing newgrf? got a trainset and want to reduce the prices of the trains. dunno where to change that in the nfo ^^
 
09:47:19  <planetmaker> Qlimax, generally I'd rather recommend to use a base cost newgrf than change a particular de-compiled newgrf
 
09:48:11  <Qlimax> k... ty... would take a look
 
09:48:31  <planetmaker> look for train action0, property 0x17 and global action0, property 0x08
 
09:48:37  <planetmaker> if you want to dig
 
09:48:58  <planetmaker> bug de-compiled code is a big big PITA. So you really only want to go for source changes, if you have the real source
 
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09:50:48  <planetmaker> Qlimax, mind also that you usually need the *exact* version of a newgrf. So keep your modified versions around or you might run in a situation where you can't load the savegame(s) any longer
 
09:55:05  <Qlimax> thank you for the info. downloaded a base cost mod and quartered the purchase cost. a train for 1 million is quite too much ;)
 
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09:57:19  <andythenorth> planetmaker: ‘refit available, from limited range’ ?
 
09:57:55  <planetmaker> not possible currently
 
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10:03:49  <andythenorth> should rivers be like unmovable objects?
 
10:04:15  <andythenorth> seems like a possible answer
 
10:04:39  <andythenorth> players who don’t like it can use existing magic bulldozer cheat, or turn rivers off in map gen
 
10:11:49  <Alberth> add flooding disaster for those tiles :p
 
10:12:40  <planetmaker> maybe it's a good idea, yes
 
10:12:55  <planetmaker> or yet another setting :P
 
10:23:03  <andythenorth> not a setting :)
 
10:25:39  <andythenorth> rivers seem a bit lame because so easily destroyed
 
10:25:57  <andythenorth> respawning them is complicated
 
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10:26:28  <andythenorth> but…if unmovable, how would we build locks over the rapids?
 
10:32:57  <planetmaker> that could probably be handled
 
10:33:04  <planetmaker> locks don't exactly destroy river
 
10:33:48  <planetmaker> they are concious of the water class beneath it and restore it upon destruction
 
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10:55:29  <Eddi|zuHause> i'd love an option "you cannot destroy (naturally occuring) water"
 
10:56:17  <Eddi|zuHause> there might need to be exceptions so you can terraform the land part of halftile shores
 
11:02:29  <andythenorth> Eddi|zuHause: can I still canalize a sea, then bulldoze the inner land?
 
11:02:46  <andythenorth> that’s my favourite station building trick in coastal cities :P
 
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13:39:00  <NGC3982> Hihi, when using a colorizing script for irssi, everyone but Eddi has nice marine colors. Eddi is pink. :P
 
13:58:05  <frosch123> shouldn't it assign different colours to everyone?
 
14:17:19  <DorpsGek> Commit by rubidium :: r26472 trunk/src/string.cpp (2014-04-20 14:17:13 UTC)
 
14:17:20  <DorpsGek> -Cleanup: pointless instance variable
 
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14:34:12  <NGC3982> frosch123: Yes indeed, and it does. Although, by chanse all the other colors (for the users here) was nice, mellow, bluish tints.
 
14:34:31  <NGC3982> Except for the Priscilla queen of the desert one.
 
14:55:34  <DorpsGek> Commit by rubidium :: r26473 trunk/src/blitter/32bpp_sse2.cpp (2014-04-20 14:55:28 UTC)
 
14:55:35  <DorpsGek> -Fix: make sure there is no uninitialised sprite data; the other blitters cleared the memory too
 
15:10:31  <DorpsGek> Commit by rubidium :: r26474 trunk/src/newgrf_station.cpp (2014-04-20 15:10:26 UTC)
 
15:10:32  <DorpsGek> -Cleanup: remove unneeded check for NULL
 
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15:47:56  <DorpsGek> Commit by rubidium :: r26475 /trunk/src (newgrf.cpp newgrf_spritegroup.cpp) (2014-04-20 15:47:50 UTC)
 
15:47:57  <DorpsGek> -Fix: potentially undefined shifts in NewGRF code
 
15:49:35  <Superuser> Why are you acting like a bot, DorpsGek?
 
15:50:35  *** Superuser was kicked by DorpsGek (should i try easter bunny instead?)
 
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16:43:28  <DorpsGek> Commit by rubidium :: r26476 trunk/src/ini_load.cpp (2014-04-20 16:43:22 UTC)
 
16:43:29  <DorpsGek> -Fix: prevent comparing to NULL when strndup could not allocate memory
 
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17:45:34  <DorpsGek> Commit by translators :: r26477 /trunk/src/lang (4 files) (2014-04-20 17:45:24 UTC)
 
17:45:35  <DorpsGek> -Update from WebTranslator v3.0:
 
17:45:36  <DorpsGek> catalan - 30 changes by juanjo
 
17:45:37  <DorpsGek> russian - 1 changes by Lone_Wolf
 
17:45:38  <DorpsGek> serbian - 18 changes by ivan_mile
 
17:45:39  <DorpsGek> turkish - 7 changes by wakeup
 
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19:07:25  <George> How to test tjhat a plane/helicopter is  loading to provide special graphics?
 
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19:26:05  <frosch123> same as for all vehicles?
 
19:26:16  <frosch123> moving/loading spritesets
 
19:27:14  <George> 0A     W     The currently active order. Bits 0..4 determine the type of the order:
 
19:27:57  <George> May be I've described idea wrong
 
19:28:48  <George> I mean is there a way to show opening nose graphics when starts loading and closing graphics when loading ends?
 
19:30:52  <frosch123> yes, same as you show open/close doors on box vans
 
19:35:09  <George> The van has only two possibilities - doors closed ("loaded: " graphics)  and oped ("loading: ").
 
19:35:33  <George> I'm asking about how to code several strites in between
 
19:36:03  <George> in case a van how to make a door slowly open/close
 
19:36:27  <frosch123> you can make it depend on how much is loaded
 
19:36:36  <frosch123> and you can make it depend on loading/unloading
 
19:36:53  <frosch123> so you could open it on unloading with gradually less cargo
 
19:37:03  <frosch123> and close it upon loading with gradually more cargo
 
19:37:18  <frosch123> but there is no animation frame or something if you mean that
 
19:37:52  <George> that means it would stay with closed nose unless first cargo is loaded
 
19:38:16  <George> Yes, I meant some animation
 
19:38:48  <George> I know there is none as default, but I was looking for a way with checking vars
 
19:39:55  <frosch123> there isn't even anything within the game
 
19:40:02  <frosch123> once the vehicle is loaded it starts moving
 
19:40:28  <frosch123> there is nothing inbetween
 
19:46:10  <George> well, and is it possible at least to have different graphics for loading/unloading?
 
19:46:55  <frosch123> there is a var for that since 3 week ago or so
 
19:47:44  <frosch123> "vehicle_is_unloading" in nml, requires ottd 1.5 and very recent nml
 
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