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 there once was a patch, but it's thoroughly outdated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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