IRC logs for #openttd on OFTC at 2014-05-20
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09:32:30 <Jensen1986> How do i get sound to Work on a saved game?
09:33:16 <planetmaker> sound settings are not part of a savegame. In the music tool (main toolbar ingame when map is loaded)
09:33:31 <planetmaker> you might need to install a music and / or sound set from online content
09:34:58 <Jensen1986> But is it possible to make the sound Work in a saved game? I dont have to start all over.
09:48:28 <V453000> just open the sound menu
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10:35:58 <Jensen1986> oh.. I thought you ment open the sound menu and insert the downloaded soundmix..
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13:24:17 <fkinglag> hello, is it possible to measure how long a train's route is?
13:25:48 <V453000> no, no reason to either
13:32:58 <LordAro> it'd be nice if we had a way to measure distance in some way though
13:33:06 <LordAro> for aeroplane range, at least
13:37:59 <V453000> part of the reason why plane range is a stupid feature
13:39:44 <fkinglag> plane range is strange
13:42:25 <Xaroth|Work> but then again, so do trucks, busses and non-el trains
13:59:11 <Pinkbeast> Yes, but with the occasional exception of steam locomotives they can so easily refuel in transit it's not worth worrying about.
14:06:14 <Pinkbeast> I think what I really mean is that diesel land vehicles typically have huge fuel capacity relative to their normal duties - if a lorry refuels every time the driver has a meal or rest stop, say, it'll never need to make a specific stop for fuel.
14:06:28 <Pinkbeast> A diesel locomotive is fuelled overnight at the depor.
14:06:49 <Pinkbeast> But a plane really does have a constrained range and stopping just for fuel is a bit more dramatic
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14:52:32 <planetmaker> fkinglag, what do you want to measure? time? distance?
14:53:03 <planetmaker> the distance is difficult, but you can look at station coordinates. The time can be looked-up, if you have it fill-out a time table in the orders
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16:05:30 <Phreeze> revisiting all the luxembourgish strings...corrected already about 150...OMG...
16:05:40 * Phreeze wants an autoreplace function
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16:06:21 <planetmaker> if you need a mass-replacement, then submit the corrected file to the bug tracker
16:06:57 <Phreeze> just seen that it would result in a mess, ass i have to check them per case
16:07:13 <Phreeze> in fact, some words dont take a "T" at the end
16:07:29 <planetmaker> :) Then do it piecewise. But then wt3 is good enough :)
16:07:34 <Phreeze> but if the word is alreadycorrect, and the translation is like blablatype, you cant just replace it
16:07:41 <Phreeze> it would result in blablaype
16:08:13 <Phreeze> yep, the webtranslator is ace if you had ever to work with get-localization....
16:08:39 <Phreeze> (still the forms are not long enough ^^)
16:09:02 <Phreeze> but someone once said it's technically not doable
16:09:10 <planetmaker> did you use devzone's web translator?
16:09:48 <Alberth> I think that one needs work to make it usable for openttd strings
16:10:02 <planetmaker> it's somewhat the spiritual successor and solves that better there imho
16:10:03 <Alberth> xussr set is already very slow to browse
16:10:18 <planetmaker> Phreeze, yes, for OpenTTD there's no other
16:10:31 <Phreeze> yes i used it already
16:13:13 <planetmaker> so I still believe that eints can be adopted, if someone [TM] rewrites the rest of OpenTTD pages into python3 :P
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16:15:27 <Alberth> you probably need to split loading of languages
16:15:58 <Alberth> saving and loading for each change is a bit slow :)
16:16:32 <Phreeze> someone give me 160k eur pls
16:17:14 <Alberth> oh, just another thing on 4 wheels :p
16:17:51 <planetmaker> tbh, I'd know better things to buy with 160k€
16:18:01 <Phreeze> someone got an idea when 1.4.1 comes out ?
16:18:20 <Phreeze> "when it's done" [TM] ? :)
16:18:36 <Alberth> probably less than a decade from now
16:18:52 <Phreeze> i have to check the rest of the strings quickly then
16:19:50 <planetmaker> not sure whether we do another string update
16:20:15 <Phreeze> i hate the word vehicle
16:20:25 <Phreeze> it has a lame translation in luxembourgish....
16:20:38 <Phreeze> we call "vehicles" by its name, like "car" or "train" etc..
16:21:00 <Phreeze> as in ottd theres "road vehicle" i can't just say "bus" or "lorry"
16:22:53 <planetmaker> "Straßenfahrzeug" ;)
16:23:08 <planetmaker> or simply "Fahrzeug"
16:24:00 <Phreeze> we dont use the word Fahrzeug, we would say "auto" or "lkw" or "bus" or "suv" etc ;)
16:24:21 <Phreeze> nvtl, i'm now used to the "generalizing" word
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17:45:22 <DorpsGek> Commit by translators :: r26602 /trunk/src/lang (luxembourgish.txt polish.txt) (2014-05-20 17:45:14 UTC)
17:45:23 <DorpsGek> -Update from WebTranslator v3.0:
17:45:24 <DorpsGek> luxembourgish - 135 changes by Phreeze
17:45:25 <DorpsGek> polish - 7 changes by Kilian
17:48:23 <rubenwardy> I prefer Git or Hg
17:49:00 <planetmaker> we have svn, hg and git repos
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18:51:43 <fkinglag> planetmaker, thank you for replying. I'll have to try that.
18:52:00 <fkinglag> hmm, nvm planetmaker isn't here.
18:52:22 <fkinglag> d'oh, shoulda scrolled up
18:52:50 <planetmaker> but I can't remember anymore the context :P
18:52:59 <Xaroth|Work> lies, planetmaker isn't here
18:53:00 <fkinglag> distance, time tables, etc.
18:53:18 <fkinglag> measuring distance of train routes was what I originally asked about.
18:53:45 <planetmaker> the rail build tool (or road) has a distance measure for straight lines
18:53:57 <planetmaker> with shift it's just a cost estimate, thus can be used for it
18:54:12 <planetmaker> possibly easier to just compare coordinates of two tiles, though
18:56:30 <fkinglag> yeah, I thought I'd try using the coordinates over straight lines. Should be easier to compare routes
19:00:02 <planetmaker> frosch123, would there be another language backport before 1.4.1?
19:00:31 <frosch123> unless you find a bunch of bugs :)
19:01:01 <Rubidium> ... and you do that before next sunday
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19:09:42 <planetmaker> V453000, you there?
19:10:05 <planetmaker> got time to test some nml versions for me whether they work?
19:10:56 <V453000> forget entirely when going yeti mayhem yesterday :D will try now
19:11:09 <planetmaker> no worries. Just remembered, too :)
19:12:06 <V453000> well the installer finished, seemed to only install python?
19:12:26 <planetmaker> it *should* rather install nml...
19:13:41 <V453000> ah right that is just choosing the python
19:13:54 <V453000> so, what do you need me to check?
19:14:05 <planetmaker> try to build a grf with that nmlc :)
19:14:26 <frosch123> pm wants to know whether pythons get along well with yetis and unicorns
19:14:36 <V453000> yetis dont get along with anybody
19:14:39 <V453000> they smash everything
19:14:51 <planetmaker> make sure there is a python farm :)
19:14:56 <frosch123> aren't they riding unicorns or something?
19:14:58 <planetmaker> for yummi food for the yetis
19:15:15 <planetmaker> wood be a nice joke :P Nerdy, but ncie ;)
19:15:32 <frosch123> and don't they a python as whip?
19:15:52 <V453000> already having Death Steel Mill
19:17:25 <V453000> frosch123: Yetis smash _Everything_
19:17:31 <V453000> including their own machinery and beer
19:18:07 <V453000> nuts seems to have built successfully with the first one
19:18:22 <V453000> now, how do I install the zip? there are some folders which causes my confooozion
19:18:58 <planetmaker> actually I'm not sure :P
19:19:24 <planetmaker> but the exe is supposed to be an easy fire-up installer. If that one works, that's good news really. Quite good
19:19:57 <V453000> well I guess I just need to find the Libs folder in python and rest goes to nml
19:20:49 <planetmaker> you might have a dir like c:\pythonXY or so
19:21:04 <planetmaker> rather it wants a c:\python33 where it probably wants to be unpacked to
19:21:12 <planetmaker> so you likely don't have that python version (yet)
19:21:48 <V453000> sooo I celebrate the circumstace with beer?
19:22:09 <Xaroth|Work> yay for python 2.7.
19:22:59 <V453000> I should just try to extract it to python27 folder then
19:23:02 <planetmaker> V453000, but you're sure that you actually used the new nmlc and not any other installed one, yes? :) (Just double checking) :)
19:23:11 <planetmaker> V453000, I don't expect it to work with python27
19:23:29 <planetmaker> better don't put it in that dir
19:23:39 <V453000> it looks like I still have 0.3.0
19:23:46 <V453000> which is the last one I was getting
19:24:01 <V453000> so apparently the installer worked just seemingly
19:24:14 <Xaroth|Work> nmlc doesn't work with python 2.7?
19:24:28 <planetmaker> it probably installed it. But the existing one has priority, V453000
19:24:43 <planetmaker> you might need to call it explicitly with the full path as to where the exe installed itself
19:24:54 <Xaroth|Work> cuz I'm pretty sure the nmlc I have installed on my server uses 2.7 :o
19:25:12 <planetmaker> Xaroth, every nml in the wild uses python 2.7 (or 2.6 or 2.5)
19:25:17 <planetmaker> this is a py3 test :)
19:25:57 <Xaroth|Work> though I have a test server with py3k installed as well iirc, if you need a place to test
19:26:01 <planetmaker> or rather the result of my very shallow learning curve to create something which hopefully is easily usable on windows
19:26:06 <planetmaker> or not. we shall see ;)
19:33:06 <V453000> need me to try something further?
19:33:25 <planetmaker> hm, I think currently not. Maybe tomorrow :) Thanks a lot
19:33:32 <V453000> PS getting the biggest BFU around here to do some tests isnt the best idea :D
19:33:36 <V453000> you are welcome however
19:33:41 <planetmaker> or did you try to locate the exe?
19:33:44 <planetmaker> and call it directly?
19:34:00 <planetmaker> I mean where it installed the nmlc.exe to?
19:37:57 <planetmaker> You now have something like C:\python33\nmlc.exe right?
19:38:24 <planetmaker> C:\Python33\Scripts\nmlc.exe
19:38:36 <V453000> I dont have python33 at all
19:38:50 <V453000> idk where it installed anything :|
19:39:12 <V453000> PS managed to get my render time from 0:58 to 6:30 just by replacing one material =D
19:39:18 <V453000> sadly, it looks better so I might keep it
19:39:51 <planetmaker> but what does the installer say when you run it? It tells me it will install to C:\Python33
19:46:40 <planetmaker> so, there's C:\Python27\scripts\nmlc.exe?
19:47:13 <planetmaker> what does it tell you, if you call it with --version?
19:47:22 <planetmaker> c:\python27\scripts\nmlc.exe --version
19:47:40 <planetmaker> (and from the time stamp, it's new, yes?)
19:50:35 <planetmaker> k, thanks nevertheless
19:50:53 <planetmaker> more poking at packaging tools ahead then
19:52:56 <andythenorth> planetmaker: dunno if it’s useful, but you can get free windows VMs from microsoft
19:53:27 * andythenorth uses them all the time for IE 7 crap and such
19:54:14 <planetmaker> hm... that's useful
19:54:39 <andythenorth> much easier than relying on reports via irc :)
19:55:14 <planetmaker> both is useful :)
19:55:44 <planetmaker> I was just setting up a VM... But my CD-Drive seems to be disconnected since I last added HDD to the computer :P
19:55:53 <planetmaker> made it difficult to insert the windows DVD I have ;)
19:58:02 <planetmaker> thanks, andythenorth :) probably saved me quite a bit time
19:58:23 <planetmaker> now downloads for quite some time... but that can be spent more productively then
19:58:39 <andythenorth> yeah, it’s a big download, and if you need IE7-11 it’s a lot of SSD gone :P
19:58:46 <andythenorth> but it’s otherwise very handy
19:59:03 * planetmaker doesn't have SSD ;)
19:59:11 <planetmaker> but big enough normal hdd :D
20:02:40 <frosch123> does not look like there is a undo knob
20:03:55 <andythenorth> last year SSD got cheap enough to be default imho
20:05:09 <Eddi|zuHause> when i bought my SSD, a 128GB SSD cost about as much as a 2TB HDD
20:05:47 <andythenorth> were you a happy shopper?
20:06:14 * andythenorth discovered that what is really needed is *fast*
20:06:19 <andythenorth> and an aggressive attitude to deleting
20:07:07 <Eddi|zuHause> frosch123: no matter how much HDD you got, it's always full
20:07:29 <Eddi|zuHause> i think i'm at 5TB total currently
20:07:46 <frosch123> i always buy the 0.5l sunflower oil bottle. it costs the same as the 1l bottle, but looks nicer, and i only need 0.5l until it looks gross
20:08:16 <andythenorth> frosch123: I am now suprised that you are not a mac user :o
20:08:25 <andythenorth> or worse, an ipad user :o
20:08:58 <frosch123> i have around 250 gb of data, which includes various vms and various backups
20:09:38 <frosch123> andythenorth: why? i think about stuff
20:10:05 * andythenorth was trolling with no real validity :P
20:10:27 <frosch123> i was just pointing out that the nominal value is not necessarily the actual value
20:10:51 <Rubidium> reducing waste and such ;)
20:15:42 <Xaroth|Work> only 250gb of data?
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20:16:06 <Xaroth|Work> I removed around that much worth of game screenshots a while ago :P
20:20:35 <frosch123> Xaroth|Work: my ottd bin and obj dirs are symlinked to a tmpfs
20:20:45 <frosch123> so, they are deleted on every boot
20:20:55 <frosch123> no way to pile them up
20:21:14 <Xaroth|Work> heh, that limits it quite a bit, yeh
20:21:41 <Xaroth|Work> but I'm a bit of a collection nutter.. 2tb+ worth of movies, 1tb+ worth of series :|
20:21:48 * Xaroth|Work contemplating building a new nas
20:22:52 <frosch123> i tried that, but concluded that i never watch movies if i always have the opportunity to watch them
20:23:05 <andythenorth> we store too much
20:23:06 <frosch123> so, i got rid of them :)
20:23:36 <Xaroth|Work> heh, I try to watch them at least once, but most at least twice
20:23:52 <Xaroth|Work> unless I downloaded them for the wife
20:23:58 <Xaroth|Work> in that case only if it's a good movie :|
20:24:35 <frosch123> well, back in tv age i was always happy to watch my favorite movies once a year or something
20:24:54 <frosch123> but once i had them captured, i never watched them again
20:25:27 <Xaroth|Work> I usually have something running on my 2nd screen
20:25:49 <Xaroth|Work> be it an episode, or a movie.. but usually that's just for the background noise factor :P
20:25:53 <frosch123> me too, but that is always twitch or yt, but no movie :p
20:26:05 <andythenorth> I have children for background noise
20:26:16 <Xaroth|Work> twitch is too annoying.. stutters too much and lags the crap out of this old beast :(
20:26:45 <frosch123> nah, it is fine, you just may not apply any logic
20:27:27 <frosch123> you just should not assume that selecting a lower quality makes it stutter less
20:27:58 <frosch123> the servers downscaling the quality are more busy than than those streaming the unscaled or something :p
20:29:08 <Eddi|zuHause> apparently i have 90GB in games
20:29:43 <Xaroth|Work> Mine shrunk down to 18.. but it used to be 250+ due to enormous amounts of screenshot
20:29:48 <frosch123> @calc 90*1024 / 283
20:29:48 <DorpsGek> frosch123: 325.653710247
20:29:54 <frosch123> 325 checkouts of ottd?
20:34:56 <Eddi|zuHause> i also have 700GB in uncut (and unwatched) tv recordings
20:35:34 <Eddi|zuHause> like 2 seasons of simpsons and how i met your mother...
20:36:01 <frosch123> you should stop making backups for others
20:36:20 <Eddi|zuHause> this doesn't include "distributed backups"
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20:40:55 <frosch123> it feels weird that ottd's obj directory is 328mb for a debug build, and the binary is 80mb
20:41:50 <frosch123> i mean there is only 41mb source, with 25mb in lang files
20:42:26 <frosch123> and 83mb for the whole hg history
20:42:31 <Eddi|zuHause> frosch123: btw. my OpenTTD directory is 6.5GB and contains 31 immediate subdirectories
20:44:29 <Eddi|zuHause> 26 of those contain bin directories, which amount to 0.5GB
20:45:01 <Eddi|zuHause> planetmaker: not included
20:45:21 <andythenorth> I have 2.5G of game and 500MB of checkouts for ottd
20:45:40 <planetmaker> but there's some stuff which is not immediately related. Like an 8GB checkout of LLVM ;)
20:45:57 <andythenorth> 3G of newgrf dev :P
20:45:57 <Eddi|zuHause> my grf development stuff is only 800MB
20:46:16 <andythenorth> planetmaker: you win?
20:47:09 <planetmaker> grfdev is also somewhat a stretch. Basically everything not directly openttd, thus nml, grfcodec, grfs, gs, ai,...
20:47:18 <planetmaker> andythenorth, a free cleanup of the disk? :D
20:47:36 <V453000> 8gb game folder in documents :)
20:48:20 <Eddi|zuHause> my .openttd is 2.5GB
20:49:09 <Eddi|zuHause> 130MB content_download, 200MB screenshot, 250MB data, 800MB grf development and 1.1GB savegames
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21:07:05 <steili> Hi guys, I'm trying to compile OpenTTD for the first time. I'm using VS2012 and I'm trying to compile the 32-bit version. I've cloned the git repo, and pulled the latest version right now. I've followed the guide on the wiki (http://wiki.openttd.org/Microsoft_Visual_C%2B%2B_2012), but I'm having a small problem: When building the solution, I get the following error:
21:07:12 <steili> 7>..\src\music\dmusic.cpp(114): error C2664: 'convert_from_fs' : cannot convert parameter 1 from 'WCHAR [128]' to 'const TCHAR *' 7> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
21:07:51 <steili> The line in question is this (from dmusic.cpp): DEBUG(driver, 1, " %d: %s%s", i, convert_from_fs(caps.wszDescription, desc, lengthof(desc)), i == port ? " (selected)" : "");
21:08:21 <steili> Do any of you know how to fix this?
21:09:02 <planetmaker> steili, do you have installed openttd-useful?
21:09:45 <Katje> hello, I think I've found a bug
21:09:54 <steili> planetmaker: Yes, it is located in the OpenTTD essentials folder
21:10:02 <Katje> I built a railway station, there was a farm nearby, but not within the catchment of the train station
21:10:27 <glx> but TCHAR should have been replaced by preprocessor
21:10:37 <Katje> so I built a lorry station next to the farm as a single part of the original station (ctrl click)
21:10:48 <Katje> I have since demolished the lorry station
21:10:49 <Rubidium> glx: because of that I'd almost reckon that it's building without unicode
21:11:04 <Katje> but live stock and grain still accumilates at the train station, even tho it does not have a farm in catchment
21:11:11 <Katje> any ideas why this might happen ?
21:11:44 <Rubidium> glx: is dmusic then the first file to be compiled?
21:12:14 <planetmaker> Katje, that depends on the station layout and station parts (catchment area)
21:12:18 <glx> it compiles multiple files at the same time (depending on CPU)
21:12:26 <planetmaker> i.e. an airport increases it. For every tile
21:12:26 <Katje> planetmaker: is there a way to work that out ?
21:12:42 <Rubidium> glx: the CF builds as one of the ten last files
21:12:51 <Katje> is there a way to display station catchments?
21:12:53 <Rubidium> steili: is this the only error you get?
21:13:29 <Rubidium> steili: and is dmusic one of the last files that is compiled?
21:13:55 <steili> Rubidium: I got a Warning C4005: "'FACILITY_DIRECTMUSIC' : macro redefinition" first, but I fixed that error using the guidelines in the Wiki
21:14:10 * andythenorth needs a pipeline
21:15:03 <steili> Rubidium: Yes, it is one of the last
21:18:13 <Rubidium> that doesn't make sense to me; I hope glx can make sense of it
21:18:48 <planetmaker> Katje, there's no direct way to display them
21:18:50 <Katje> is there a way to stop a cargo accumilating at a station that you have decided to stop serving for that cargo type ?
21:18:54 <glx> I guess the squirrel warnings comes from 64bit to 32bit conversions
21:19:10 <Katje> planetmaker: so building an airport as part of a station increases the catchment of the station itself?
21:19:23 <planetmaker> with recent nightlies stations will drop a cargo if unserviced for ~ 2 years
21:19:44 <Katje> is there a formula for calculating that increase?
21:19:53 <Katje> and does it depend how close the airport is to the station ?
21:20:14 <planetmaker> maximum catchment area of all station parts. the catchment size is documented in the wiki for each airport and other station types
21:21:05 <steili> glx: Would it help if I try to build the 64-bit?
21:21:23 <glx> I can confirm the sq warnings
21:21:50 <glx> but dmusic is ok for me in 32bits
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21:22:51 <Katje> so the big airport has a catchment of 8
21:23:06 <Katje> and as the station and airport are merged, the station has a catchment of 8 also ?
21:23:48 <Katje> the farm is 10 tiles from the nearest corner of the station...
21:24:07 <Katje> does demolishing the lorry station reduce the catchment?
21:24:49 <planetmaker> depends on the geometry of the remaining tiles...
21:25:07 <andythenorth> ah station catchments :)
21:25:23 <planetmaker> really, discussing station catchment without both, image or savegame is a very academic exercise
21:26:04 <Katje> is there an easy screen shot function ?
21:26:18 <steili> glx: Ok. I just realized that I might have one more clue for you. When fixing the 'FACILITY_DIRECTMUSIC' problem, I was asked to edit the 'dmerror.h' file under 'External Dependencies'. However, the 'dmerror.h' file I found there didn't contain the "#define FACILITY_DIRECTMUSIC" line which the Wiki specified. I had to open the file in explorer ('OpenTTD essentials\shared\include\dmerror.h') to find the a file which matched the description in t
21:26:18 <Katje> also is there an absolute maximium catchment possible?
21:26:29 <Katje> cos I could just move the station X tiles along to solve the problem...
21:27:08 <planetmaker> ctrl+s gives screenshot
21:27:34 <planetmaker> station size is a setting. catchment is defined around the station tiles and can't be changed
21:28:00 <Katje> does demolishing a station remove it's catchment ?
21:28:03 <planetmaker> max station spread is 64 tiles each direction. Default max is 12
21:28:10 <planetmaker> the one of that tile: yes
21:28:31 <glx> steili: I use an old directx sdk so was not concerned by this macro redefinition
21:29:26 <Katje> erm, where did it put that screen shot ?
21:29:50 <planetmaker> ~/.openttd/screenshot
21:29:53 <Katje> apparently max station size is 25
21:30:09 <planetmaker> C:\Users\blubber\Documents\OpenTTD\screenshots
21:30:20 <planetmaker> whereever, depends on OS and OS version. check readme chapter 4
21:30:32 <planetmaker> ~/Documents/OpenTTD/screenshots
21:30:47 <Katje> am runing debian, if that makes any difference
21:31:09 <Katje> so, we have the railway station and airport top of the picture, this is Slinning head
21:31:18 <Katje> which also has a bus station somewhere in the middle of the city
21:31:23 <Katje> bottom of the shot is a farm
21:31:34 <Katje> that farm appears to be putting cargo into slunninghead
21:31:56 <Katje> the lorry stations around the farm are part of slunninghead mines, and serve a different station
21:32:18 <planetmaker> maybe vehicles do. Via transfer
21:35:05 <planetmaker> with the screenshot I can't check each *individual* road station tile or the history of the cargo
21:36:38 <Katje> planetmaker: you have pm
21:37:52 <glx> on general page character set is not unicode
21:39:00 <glx> but that's weird as we specify it in the project file
21:40:48 <steili> glx: On my config properties -> Project Defaults, Character Set is set to 'Use Unicode Character Set'
21:43:15 <glx> but I get the same errors when I disable unicode
21:43:26 <glx> and no errors with unicode
21:44:28 <glx> seems unicode detection in squirrel is fucked up ;)
21:47:54 <glx> yes it should build out of the box on msvc
21:48:17 <glx> there's something on your side that disable unicode
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21:53:32 <steili> glx: Just throwing out some thoughts here: I'm using Windows SDK for Windows 8.1. Could that have anything to do with it?
21:54:52 <planetmaker> Katje, the catchment of the international airport is 10
21:55:03 <planetmaker> so the farm is in the catchment area
21:55:27 <planetmaker> feel free to correct the wiki. I go to bed. g'night everyone
21:55:42 <Katje> planetmaker: thank you muchly!
21:56:33 <glx> steili: shouldn't be the cause
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23:34:08 <steili> glx: Update: I managed to build 1.4 x64. trunk x64 doesn't display the Unicode error, but complains about snprintf is undefined - which you noticed. The only problem is trunk with 32-bit, which still has the initial problem.
23:35:32 <glx> snprintf undefined is a unicode error as it should use _snwprintf instead
23:36:56 <glx> and dmusic is disabled in x64
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23:52:36 <steili> Thanks for the help glx :) Guess 1.4 would have to do for now.
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