IRC logs for #openttd on OFTC at 2015-12-10
            
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00:22:52 <sniperwhg> hi
00:22:56 <sniperwhg> anyone not afk?
00:29:48 <Mazur> <=================
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00:41:26 <sniperwhg> hi
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01:05:12 <Mazur> lo and bi.
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01:12:46 <drac_boy> hi
01:14:05 <Mazur> Feeding time at this zoo.
01:14:27 <Mazur> As as I'm my own keeper, I have to make the fodder first.
01:14:31 <Mazur> :-)
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02:19:56 <Wolf01> 'night
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04:55:43 <kirtan> Hello
04:55:57 <kirtan> Anyone around?
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05:10:45 <Sylf> 15 minutes later... maybe.
05:11:28 <kirtan> Why can't i post anything in dev channel :/
05:11:55 <Sylf> which dev channel?
05:12:12 <kirtan> openttd.dev
05:13:15 <Sylf> It's probably a moderated channel
05:13:47 <Sylf> you should ask any questions about openttd here anyway
05:14:13 <kirtan> Okay. So was OpenTTD made in C earlier and then ported to C++ ?
05:14:44 <Sylf> dunno. my guess is no.
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05:15:22 <glx> kirtan: exactly
05:15:39 <glx> and I'm off now
05:15:57 <kirtan> off in what sense?
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05:16:06 <Sylf> http://svn.openttd.org/tags/0.3.4/
05:16:07 <kirtan> Oops okat
05:16:11 <Sylf> looks like c to me
05:16:23 <kirtan> Okay
05:17:22 <kirtan> I am learning C++11 and C++14 so if any devs reading this want to port any small part of code to it, ping me
05:17:57 <kirtan> I just wanted to get started contributing to OpenTTD so...
05:18:22 <kirtan> It would be greate if you could point me to any code that needs rework
05:20:47 <Sylf> https://wiki.openttd.org/Development would be one place to start
05:20:50 <Sylf> https://bugs.openttd.org/ would be another
05:21:33 <Sylf> http://www.tt-forums.net/viewforum.php?f=33 might be third
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08:20:29 <Eearslya> kirtan: As far as I'm aware, it's already been fully ported. Could do what I've done, bugs.openttd.org has a bunch of bugs to fix and little feature requests to do.
08:21:41 <kirtan> Okay, also i don't see any standard C++ library in most includes like <vector> and <algorithm>. Any idea why?
08:24:19 <peter1138> NIH
08:24:54 <kirtan> ?
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10:13:27 <peter1138> often standard c++ libraries are not used
10:24:08 <planetmaker> kirtan, the code is indeed somewhat in a transition stage between C and C++ where some parts are C++ and some remain C. Considering speed issues, converting everything cleanly to C++ might even be a very hard challange
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10:24:58 <kirtan> Alright, is there anything that i could help with?
10:25:24 <kirtan> Some code you want to rewrite...
10:25:34 <peter1138> not really transition
10:25:37 <peter1138> it's just... how it is
10:26:04 <peter1138> bugs.openttd.org might be helpful in finding something to do
10:28:42 <kirtan> I went there and wanted to avoid writing new code as i wan't yet fully familiar with code base, and that's why i was thinking of porting tasks as the code is already written so I thought it would be easier to do that
10:32:40 <V453000> what openttd version of trunk do humanz use for android phones?
10:33:01 <peter1138> none, they're too small
10:33:29 <V453000> oh :D
10:33:59 <V453000> really?
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10:37:56 <peter1138> Yikes, £600 for a bike light
10:38:40 <V453000> soooo a guy who got openttd from the play store on android cant play trunk?
10:42:07 <peter1138> eh, anything on android is built with patches that aren't in trunk
10:42:20 <peter1138> unless that was all merged, but i doubt it.
10:43:47 <V453000> I see
10:44:07 <V453000> so the main openttd is not for phones and a dude called pylia is patching each stable release to release it on google play store
10:45:07 <kirtan> Is there any way to update OpenTTD from command line in linux :/
10:45:31 <blathijs> kirtan: What distribution?
10:45:43 <kirtan> Ubuntu
10:45:55 <blathijs> kirtan: How did you install it?
10:46:29 <kirtan> Most probably downloaded from openttd.org
10:46:39 <blathijs> kirtan: You could copy the URL to the most recent .deb file, download it using "wget" or "curl", and install it using "dpkg -i"
10:47:13 <kirtan> Can i install openttd from ppa?
10:47:20 <kirtan> if there is one
10:47:45 <kirtan> So i could update it from apt-get upgrade
10:48:54 <blathijs> kirtan: Not sure, I don't think there is an apt source for the official openttd.org builds. You could install from Debian testing/unstable, perhaps, those are usually updated pretty quickly
10:49:02 <blathijs> (by yours truly)
11:02:17 <planetmaker> kirtan, if you want to develop anyway, the update command should be like svn update && make
11:03:05 <planetmaker> for automatic updates, there are several auto-updaters for openttd, which also can be used to get the version of your favourite multiplayer server
11:03:13 <peter1138> git pull :p
11:03:17 <planetmaker> https://wiki.openttd.org/OpenTTD_Updaters
11:03:23 <planetmaker> hg pull :P
11:03:40 <planetmaker> but you need svn, if you want to play multiplayer from it
11:03:50 <kirtan> Does svn has commit history like git?
11:03:56 <planetmaker> (imho something we should look into changing)
11:04:13 <planetmaker> kirtan, both a revision control systems. So yes, of course
11:04:48 <planetmaker> but for local playing around with source, use our mercurial or git mirrors. It's easier tinkering if you have the whole history locally
11:05:17 <kirtan> That's what i was thinking
11:05:58 <kirtan> So then i could just send a pull request and my change would be merged if approved right?
11:06:19 <kirtan> Or is it mandatory to submit patches?
11:07:24 <peter1138> patches, sadly
11:07:42 <peter1138> the canonical system is svn, which doesn't have pull requests
11:08:23 <kirtan> Oh
11:08:35 <kirtan> Who's the main contributor BTW
11:16:57 <planetmaker> the person with most commits ;) Officially it's rubi
11:17:07 <planetmaker> de-facto currently it's frosch
11:18:32 <planetmaker> But then, anyone listed in the 'developer' section in the readme has svn access
11:18:33 <V453000> frog for king \o/
11:18:41 <kirtan> dafaq cloned from svn, found 1.5M files
11:19:08 <planetmaker> lol, did you clone our svn root with every frigging tag since time eternal?
11:19:24 <kirtan> looks like so
11:20:00 <planetmaker> :) You might even need to make a separate checkout for just trunk as our current svn version detection fails with the deep nesting trunk is found in
11:20:18 <planetmaker> for modern svn that is
11:21:57 <kirtan> ...and why isn't an auto-updater included in game itself?
11:23:34 <V453000> I was like "1.5MB source is nothing, what did you do wrong?" Then I realized that it is in millions of individual files XD
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11:23:53 <Wolf01> hi hi
11:23:57 <kirtan> lol
11:24:01 <V453000> yoyo
11:30:46 <planetmaker> kirtan, it usually is not needed to play with the newest version always. And people might not want it to phone home
11:31:10 <planetmaker> and it requires the game being installed in userspace instead of by a distro (or it would require admin priviliges)
11:31:29 <kirtan> Okay i've got 1.5.2 any majour changes in 1.5.3?
11:32:06 <planetmaker> no, the minor releases are bug-fix releases. The changelog will tell the exact ones.
11:32:55 <kirtan> Alright, and what happened to the pinapple guy? The one who wanted to work full time on OpenTTD graphics?
11:33:10 <V453000> busy with school and life stuff
11:33:22 <V453000> the Pikka guy :)
11:33:44 <kirtan> Yup him, it's sad he didn't made it through
11:34:03 <kirtan> His graphics are the best i've seen
11:35:12 <V453000> I only hate the way he handles vehicles in --- view
11:35:33 <V453000> even if it is "proper" in 3D terms, it is definitely wrong in game graphics term
11:35:57 <kirtan> Can you explain it?
11:36:45 <peter1138> planetmaker, quite often i get asked why it doesn't auto update
11:36:52 <peter1138> admittedly usually by the same person in #minecraft :p
11:40:53 <V453000> kirtan: yeah, vehicles in OpenTTD are 1,41x longer on diagonal tracks than on straight tracks visually. That means if you render from one 3D model which has size 1, there are 40% gaps between wagons - like in pineapple trains
11:41:14 <V453000> chinese trains somehow solve this issue but I do not yet know how, need more research
11:41:31 <V453000> I solved it by stretching the model by 40% which obviously is not very nice either
11:41:50 <kirtan> O.o that's interesting
11:42:15 <V453000> point is, when you are looking at a train move and it makes a turn, on straight tracks pikka has a nice consistent train, and on diagonals suddenly a train with huge gaps
11:42:32 <V453000> which makes a terrible impression graphically, in my opinion at least
11:43:59 <V453000> but in general, his graphics are very get-the-job-done-in-the-right-amount-of-effort-to-get-nice-results, which is great
11:44:28 <kirtan> Yup
11:44:37 <V453000> serious issues could appear with actual terrain though, that is a thing I would be very interested how is he doing that
11:44:47 <V453000> cause terrain in x4 is shit
11:45:07 <peter1138> even the original graphics look a bit weird in those turns
11:45:30 <V453000> look a bit weird != create huge gaps which make you think that those are not the same vehicles
11:45:32 <peter1138> i still prefer ukrs2 etc though, heh
11:45:40 <peter1138> V453000, er, some do!
11:46:00 <peter1138> original graphics often look very weird in north/south views too
11:46:02 <kirtan> And another thing I noticed was his vehicles individually looks cool but when you put them toget
11:46:16 <V453000> yeah, drawn graphics do not run into that issue because you are not going from one 3D file but drawing each individually
11:46:17 <kirtan> -her they were'nt that impressive
11:46:50 <peter1138> anyway, if it's all rendered it's shouldn't be too much work to do it either way
11:46:52 <V453000> yeah the || views in original are not great
11:47:05 <peter1138> once it's modelled everything else should be automatic ;)
11:47:21 <V453000> if it is all rendered, then I am thinking the best approach is to make 2 different models, one for each of the lengths
11:47:43 <V453000> anything else means stretching which is ugly and apparent, especially with round shapes
11:48:17 <V453000> large wheels/balls of cargo/similar non-rectangular things are super prone to stretching
11:48:30 <V453000> BUT if you do not focus on it too much, in general it looks a lot more connected and consistent
11:49:01 <V453000> and that is what I think pikka is basically trading
11:49:21 <V453000> first-sight looking good VS. making sense when inspecting things further
11:49:42 <peter1138> 4x zoom was a waste that i regret ;p
11:50:27 <V453000> that is a point that I would agree with but at the same time I think that screens are getting bigger and the adaptation kind of necessary
11:50:41 <peter1138> it started out as a replacement for the missing windows-only doubled up mode, but feature creep...
11:50:48 <V453000> it just brings a completely different approach to making graphics which just shows so many hacks in openttd
11:51:15 <peter1138> should've just done 2x mode with doubled pixels and no messing with high res.
11:51:17 <V453000> if people would continue to draw graphics by hand, there would be no issue at all
11:51:24 <V453000> hehe
11:51:25 <peter1138> but then, everyone wanted high res becuase high res!
11:51:36 <V453000> yeah moar pixulz
11:51:50 <Eddi|zuHause> OpenTTD HD
11:52:05 <V453000> Eddi|zuHause: for $100 on steam?
11:52:13 <V453000> HD AS FUCK for $200?
11:53:06 <peter1138> Pfft, we'll need a VR version for Vive/Rift...
11:53:54 <Eddi|zuHause> but we don't have any jumpscares
11:54:50 <Eddi|zuHause> well, pikka kinda got close to that, with the gravel pit sound effect :p
11:57:00 <V453000> regardless, 32bpp/EZ still needs a shitload of conventions how to do stuff PROPERLY. Which are not in zbase, they are not in pineapples, and they are not in my graphics either. Cutting ground tiles is a start in the right direction but I dont think the tile masks fit for my projects (mainly RAWR) 100%, although they are getting quite close.
11:57:15 <V453000> then there is the wtf like CC masks, vehicle length in diagonals, ...
11:57:33 <V453000> the fact that we can argue about camera angle one whole morning alone is showing something
11:58:40 <peter1138> nothing wrong with cc masks
11:59:34 <V453000> non antialiased edges?
12:00:06 <peter1138> well it's 8bpp, so no
12:00:44 <peter1138> you could always extend it...
12:00:53 <V453000> yes but you also want to use them for 32bpp
12:01:10 <peter1138> yes, 8bpp masks are suitable for 32bpp
12:01:20 <peter1138> just be careful with sharp edges
12:01:47 <V453000> yes, Leou with the chinese trains does seem to solve it nicely with 8bpp masks in the right spots
12:01:56 <V453000> but still it is kind of limited
12:02:17 <peter1138> so add an 8bpp alpha layer for cc masks
12:02:22 <V453000> making it a luma or alpha mask would be much more suitable
12:02:26 <V453000> yes something like that
12:02:35 <peter1138> 32bpp/4x is already massive so it won't make it much more massive
12:03:06 <V453000> well in the end it should reduce it because people would be motivated to use CC masks more, in any circumstance
12:03:41 <peter1138> don't get me to do it though
12:03:46 <peter1138> cos i'd be awkward
12:04:06 <V453000> add 32bpp company colour sliders while at it, thanks
12:04:09 <peter1138> and treat it as 2 pieces of 4-bit data :P
12:04:09 <V453000> :>
12:04:16 <peter1138> hah, that was done
12:04:20 <V453000> ikr
12:04:28 <peter1138> how many years ago now..
12:04:45 <Eddi|zuHause> well, my suggestion was to have the mask be RGBA, with B mapping the 1st company colour, G mapping the 2nd company colour, and R an optional 3rd colour (for cargos, etc.). but this needs a new method of defining which colour to use
12:05:20 <V453000> yes, that is a suggestion which makes sense to my non-programmer BFU self :)
12:05:21 <peter1138> that completely changes how cc mapping works
12:05:39 <Eddi|zuHause> yes.
12:05:46 <Eddi|zuHause> but maybe it's a change for the better?
12:06:14 <peter1138> good luck making it worth with 8bpp graphics
12:06:26 <peter1138> and if you want to scrap that
12:06:36 <peter1138> then just scrap everything and go 3d rendering with models
12:08:14 <Eddi|zuHause> you can't do blinking stuff with this method anymore
12:08:37 <Eddi|zuHause> or at least not easily
12:09:21 <peter1138> everyone turns that off anyway
12:09:30 <V453000> what is blinking?
12:09:35 <peter1138> cubicles!
12:10:39 <peter1138> damn, i really want to see 3d done properly now :p
12:14:04 <Eddi|zuHause> V453000: lighthouses, runways, fire, ...
12:18:17 <V453000> ah that shit
12:18:31 <V453000> pfft, make everything able to use multiple sprites like industries do
12:18:47 <V453000> then people can easily create mini-sprite animations for that stuff
12:19:32 <Wolf01> but what about the original graphics?
12:19:38 <peter1138> pixel shaders! vertex shaders! particle effects! bloom!
12:19:48 <V453000> the stuff I sez would only work with 32bpp Wolf01 ?
12:19:49 <peter1138> yeah well
12:20:08 <Wolf01> ah ok
12:20:13 <V453000> peter1138 using multiple sprites is apparently not an issue with industries so it does not sound like that much of a terrible idea to me
12:20:43 <peter1138> i don't know what you are refering to
12:20:57 <peter1138> but most stuff uses multiple sprites
12:21:09 <peter1138> vehicle rotation...
12:21:11 <peter1138> vehicle loading
12:21:15 <peter1138> rail types :p
12:22:54 <V453000> yes but at the same time
12:23:03 <V453000> like industry has a base, then building sprites atop of it
12:23:34 <V453000> ie I have a base which is not animated, and then atop of it is animated overlay or however is it called
12:23:50 <V453000> which means the animation only takes the amount of pixels necessary, reducing total file size for same effect
12:23:55 <Eddi|zuHause> vehicles don't have an animation counter, only a motion counter, which you cannot use during loading at stations
12:24:18 <V453000> having an airport sprite, on top of which you could have the yellow dots animate, would make an animated airport without much mess
12:24:19 <Eddi|zuHause> V453000: what you mean is called "child sprites"
12:24:24 <V453000> right
12:24:58 <peter1138> i think everything with buildings already supports multiple sprites
12:25:07 <V453000> well then! :D
12:25:31 <V453000> that is the solution for missing blinking
12:25:46 <peter1138> no, cos that isn't anything related to animation
12:26:01 <peter1138> animation is custom, and different, per class
12:54:04 <peter1138> hmm, should i attempt to cycle 500km at the end of this month?
12:54:12 <peter1138> christmas eve to new years eve challenge
12:55:41 <__ln__> that's too much
12:56:59 <__ln__> @calc 500/7/1.609
12:56:59 <DorpsGek> __ln__: 44.3931456983
13:01:07 <peter1138> 8 days
13:01:22 <peter1138> christmas eve included
13:01:42 <peter1138> @calc 500/8/1.609
13:01:42 <DorpsGek> peter1138: 38.844002486
13:02:01 <peter1138> Easily doable for some.
13:02:40 <peter1138> But I'm working for 3.5 of those days :S
13:03:43 <peter1138> So I have to do evening rides, or 70 miles a day for the remaining 4 days. Hmm.
13:04:35 <peter1138> Yeah, I think I won't :p
13:14:43 <Eddi|zuHause> just do 125km on each of those 4 days :p
13:15:28 <Eddi|zuHause> that's only like 5 hours :p
13:24:22 <peter1138> Not sure I could keep that up for 4 days
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13:33:09 <Wolf01> does ottd work on the windows phone 10 (ex. the lumia 950xl)?
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13:47:19 <planetmaker> peter1138, but as display sizes increase, the 4x zoom would have been required by some even now. And honestly, I don't see how it hurts
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14:47:52 <kirtan> If you guys like economy sim you might also enjoy Cities:Skyline
14:48:13 <kirtan> Well if you are willing to spend some cash
14:48:36 <kirtan> and have a low-end graphic card
14:48:46 <kirtan> It's really amazing
14:49:09 <peter1138> I think some people here have it.
14:50:16 <kirtan> Well it's worth it just for the graphics
14:50:52 <__ln__> umm, are you sure it runs on a low-end graphics card?
14:51:23 <kirtan> Mine is GT630 and ran fine on it
14:52:11 <kirtan> Actually some time ago I use to pirate a LOT, and so I did C:S
14:52:28 <kirtan> But then i stopped and turned to Open Source games
14:52:53 <__ln__> i haven't bothered to follow what those model numbers mean today, but they say the minimum requirement is GTX 260 with 512 MB RAM, and 512 MB RAM doesn't sound terribly low-end.
14:55:46 <kirtan> Well if you've built your system in recent years, and have dedicated graphics card, most likely it would be 1 GB or 512 MB atleast. I build mine ~3 years ago and got a 1G graphics.
14:56:36 <kirtan> ...and yes GT630 was considered low-end that time given its expensive price
14:57:49 <kirtan> The owner of shop who happened to be very good friend of my dad told us - "If you go below this than it is as good as no graphic card"
14:57:57 <kirtan> So, I sticked to that
14:59:07 <kirtan> And considering what people get in their computers(2GB,4GB) 512MB would be considered low-end
15:03:52 <peter1138> Yeah, mine has 4GB.
15:03:57 <peter1138> Crazy amount...
15:04:04 <peter1138> Probably can't even use it all, but it's there.
15:04:07 <kirtan> O.o
15:04:20 <kirtan> ...and you play openttd on it
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15:08:43 <slaca> hi guys, anyone use linux mint?
15:08:45 <slaca> hi guys, i updated mint to 17.3 cinnamon yesterday, and since that i cannot minimize the openttd 1.5.3.
15:09:00 <slaca> can hear the game sounds
15:09:16 <slaca> but cant see the icon after minimizing
15:12:13 <peter1138> you can't minimize, or you can but suffer problems restoring?
15:12:31 <slaca> cant restore
15:12:41 <slaca> because nothing to click on
15:13:36 <slaca> http://imgur.com/xGEVa0r
15:13:44 <slaca> no openttd icon on the panel
15:24:51 <Eddi|zuHause> i don't see how that would be openttd's fault
15:27:27 <slaca> me neither, i thought someone use this linux too here, and maybe he managed to solve this issue
15:27:55 <slaca> that's why i asked
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16:38:56 <Eddi|zuHause> what are the chances that a thread with russian letters and "Pharma" in it is not spam?
16:39:31 <Alberth> 0
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16:52:54 <argoneus> that doesn't seem too probabl
16:52:54 <argoneus> e
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17:39:24 <argoneus> how are my train friends doing
17:39:42 <Wolf01> ran out of ideas
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17:40:11 <argoneus> what are you ideaing
17:41:02 <Wolf01> upscaling a lego moc i've build
17:41:11 <argoneus> moc?
17:41:26 <Wolf01> my own/original creation
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17:44:38 <argoneus> wut
17:44:39 <argoneus> what lego
17:44:41 <argoneus> like irl?
17:44:47 <Wolf01> yes, irl
17:45:11 <__ln__> Wolf01: have you been to legoland?
17:45:17 <Wolf01> not yet
17:45:31 <__ln__> aww, pity
17:45:39 <__ln__> well i have
17:45:56 <peter1138> I have.
17:46:04 <Wolf01> i'm planning to go to the gunzburg one
17:46:38 <peter1138> There's only one.
17:46:41 <peter1138> The rest are fake.
17:48:06 <argoneus> l e g o
17:50:00 <V453000> omfg what has this channel turned into
17:50:16 <Eddi|zuHause> le(t it )go
17:52:31 <Wolf01> we should switch to #openttd.offtopic and leave this one for general talk about openttd only :P
17:52:50 <__ln__> would it be simpler to create #openttd.ontopic instead?
17:53:11 <Alberth> or talk about openttd in #openttd.offtopic?
17:53:31 <Eddi|zuHause> why? that would only leave an empty channel...
17:53:53 <Alberth> indeed, /me loves all the off-topics
17:54:07 <__ln__> you don't know it's empty unless you join it to witness that, and when you have joined, it's not empty.
17:54:30 <Eddi|zuHause> every channel i'm not in must be empty.
17:54:34 <Alberth> believe me, a channel with people not talking is also empty
17:54:51 <Wolf01> __ln__ is for sure Mr. Schrödinger
17:55:48 <Wolf01> oh, a russian suggestion in the forum, let see what it does mean
17:56:33 <Wolf01> it says to add pharmaceuticals and doctors to the game
18:02:04 <Eddi|zuHause> deducing "pharma" was as far as my russian got me...
18:02:23 <Wolf01> i just used google translate :P
18:02:43 <Wolf01> i don't even try to read an unknown alphabet
18:02:47 <Eddi|zuHause> that would be boring
18:03:10 <Wolf01> the only time i try to read russian is when geoguessr put me there
18:04:22 <Wolf01> about ottd instead, it would be possible to set a depot based refit or even better autoreplace?
18:04:31 <Eddi|zuHause> well, the alphabet is not that tricky. half the letters are the same, and half of the others are easy to remember... just the other half half i have problems with
18:04:40 <Eddi|zuHause> and then i still don't know any of the words
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18:08:31 <argoneus> google translate?
18:09:14 <__ln__> Eddi|zuHause: half of the words are loanwords from western languages.
18:09:31 <argoneus> what are you guys discussing gib link :<<
18:09:46 <Eddi|zuHause> __ln__: yes.
18:09:50 <argoneus> (please)
18:10:05 <Eddi|zuHause> argoneus: we are discussing the russian alphabet
18:10:12 <argoneus> oh
18:10:13 <Wolf01> http://www.tt-forums.net/viewtopic.php?f=32&t=74202
18:10:14 <argoneus> it's easy
18:10:26 <Eddi|zuHause> that's what i said
18:10:42 <argoneus> ah yeah that link Wolf01
18:10:42 <argoneus> hm
18:10:46 <argoneus> have fun with the russian spambots
18:11:02 <Wolf01> yes i know they are spambots
18:11:40 <Wolf01> i was just trying to be ehm.. funny
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18:28:36 <Alberth> o/
18:29:39 <Zuu> Hello
18:39:46 <Wolf01> see, questions about ottd are ignored in this #, it's really spammy
18:46:40 <Zuu> I made a patch so that when clicking on online content from AI/GS window, it should again show both AIs and GSes. This uses the solution discussed yesterday with type1 and type2 parameters that both default to CONTENT_TYPE_END. https://devs.openttd.org/~zuu/online_content/fix-ai-gs-list.patch
18:50:08 <Zuu> Maybe it should have an assert for that type1 should be non CONTENT_TYPE_END if type2 is non CONTENT_TYPE_END.
18:52:14 <Zuu> (in ShowNetworkContentListWindow)
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18:55:51 <Alberth> std::bitset<CONTENT_TYPE_END> types const reference?
18:56:19 <Alberth> handling them both types individually seems fine to me
18:56:38 <Zuu> Could use const.
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18:56:50 <Alberth> at least it doesn't look like anything break if you use type2 only
18:56:59 <Alberth> *breaks
18:57:59 <Zuu> My first though was that nothing breaks. But it will request all content in that case. Due to:
18:58:00 <Zuu> _network_content_client.RequestContentList(type1)
18:58:22 <Alberth> hmm
18:58:58 <Alberth> add a line if (type1 == CONTENT_TYPE_END) { type1 = type2; type2 = CONTENT_TYPE_END; } ?
18:59:11 <Alberth> or an assert :)
19:00:12 <Zuu> I think an assert would be most clean.
19:03:20 <Zuu> I may be tired, but I get it to this not so short assert: assert(type2 == CONTENT_TYPE_END || type1 == CONTENT_TYPE_END || (type1 != CONTENT_TYPE_END && type2 != CONTENT_TYPE_END))
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19:08:36 <Alberth> type1 != CONTENT_TYPE_END || type2 == CONTENT_TYPE_END ?
19:09:12 <Zuu> That is it yep :-)
19:09:25 <Alberth> (type1 != CONTENT_TYPE_END /* && type2 doesn't matter */) || (/*type1 is END && */ type2 == CONTENT_TYPE_END)
19:11:28 <Zuu> Updated patch with const reference and assert. Also clarified in doxygen this requriement on type1 and type2.
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19:15:16 <Alberth> please add a #, like #CONTENT_TYPE_END doxygen makes a link to the enum then
19:16:12 <Alberth> and variable references are with \a if \a type2 .... then also ... \a type1 ...
19:16:22 <Zuu> sure
19:18:14 <Alberth> if (type2 != type1) _network_content_client.RequestContentList(type2); <-- you're doing a CONTENT_TYPE_END request if only type1 is given?
19:18:50 <Zuu> Both type1 and type2 have default value CONTENT_TYPE_END.
19:19:10 <Zuu> So if you want that, you pass cv=NULL and can even omitt both type1 and type2.
19:19:40 <Alberth> ok
19:21:14 <Alberth> no other comments
19:21:49 <Zuu> Thanks Alberth for having a look at it.
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19:28:06 <DorpsGek> Commit by zuu :: r27468 /trunk/src (3 files in 2 dirs) (2015-12-10 19:28:01 +0100 )
19:28:07 <DorpsGek> -Fix (r27444): Game Scripts were not displayed in the content download window when opened from the AI/GS settings window.
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19:42:10 <andythenorth> o/
19:42:31 <Zuu> Hello andythenorth
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20:14:30 <Alberth> o/
20:29:16 <frosch123> hoin
20:30:30 <frosch123> Zuu: + if (type2 != type1) _network_content_client.RequestContentList(type2); <- that looks weird
20:30:47 <frosch123> if you only pass type1, and leave type2 as default, it request everythnig
20:31:05 <frosch123> i think it should be "if (type2 != CONTENT_TYPE_END)"
20:31:15 <Zuu> You are right
20:32:38 <frosch123> no idea what happens if "type1 == CONTENT_TYPE_END && type1 == type2"
20:33:04 <frosch123> does it request the same thing twice then?
20:33:20 <frosch123> maybe it could be put into the assertion
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20:33:44 <Zuu> type1 and type2 equal has to be allowed for the main content list.
20:33:57 <Zuu> But it shouldn't fetch the list twice.
20:34:06 <Zuu> type2 != CONTENT_TYPE_END solves that.
20:35:11 <frosch123> yeah, but in the theoretical case that type1=NEWGRF and type2=NEWGRF, it would fetch it twice
20:35:30 <frosch123> but it makes no sense to call the function that way anyway :)
20:35:45 <Zuu> Oh yes. That could have an assert and mention in the doxygen.
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20:42:35 <Zuu> https://devs.openttd.org/~zuu/online_content/fix-type2.patch
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20:45:30 <frosch123> looks fine
20:45:41 <Eearslya> Oh, speaking of patches, I did submit a patch to fix FS#6386 a while back
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20:52:02 <Zuu> Eearslya: Will that not make the buttons at the bottom of the window go out of the screen?
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20:54:15 <Eearslya> It will, but the player can move the window if they need to; this simply prevents the text overflowing onto the buttons and such
20:54:52 * andythenorth should learn how to patch the station building UI :P
20:54:59 <Zuu> How would you move the window if not with the title bar?
20:56:12 <Eearslya> Wait, which buttons are you talking about?
20:56:48 <Zuu> There is a button at the bottom that says 'Do it'.
20:57:00 <Zuu> And another to resize the window.
20:58:37 <DorpsGek> Commit by zuu :: r27469 trunk/src/network/network_content_gui.cpp (2015-12-10 20:58:33 +0100 )
20:58:38 <DorpsGek> -Fix (r27468): Don't fetch all content info from content server when showing a online content window with exactly one type of content.
21:00:16 * andythenorth wonders what the optimum number of nodes is in a pax network with cdist
21:00:38 <Eearslya> Ah, right. Still, I don't understand the question..The patch wouldn't make the title bar inaccessible..
21:00:43 <Zuu> andythenorth: Is there a table somewhere for what town effect the FIRS cargoes have?
21:00:58 <andythenorth> hmm
21:01:00 <andythenorth> probably not
21:01:02 * andythenorth looks
21:01:23 <Zuu> Eearslya: No, but how do you move the window top beyond the top of the screen?
21:01:29 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html#cargos
21:01:32 <andythenorth> not there
21:01:44 <andythenorth> do you want me to patch it?
21:01:56 <Zuu> I could make a GS. :-)
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21:02:39 <Zuu> People keep asking questions regarding playing Neighbours are important with FIRS. :-)
21:02:53 <Eearslya> ..Ah. I see your point. I was working under the assumption the window top would be in the middle of the screen, I didn't think that people might have an even -lower- resolution than 800x600.. XD
21:04:12 <Alberth> suggesting to make a GS is dangerous with andy, you know, zuu?
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21:04:52 <andythenorth> Zuu: I’ve pushed a docs change
21:04:53 <Alberth> Eearslya: mobile things and all that :)
21:05:11 <Eddi|zuHause> gui zoom?
21:05:23 <Alberth> that too
21:05:27 <Eearslya> So in that case, the only universal fix would be to add a srollbar. Fun.
21:05:54 <Zuu> Or reduce the maximum number of companies ;-)
21:06:23 <Zuu> But with a large enough font size, it will still not work even with one company. :-)
21:06:59 <Eddi|zuHause> still missing this x1.5 gui zoom...
21:07:04 <andythenorth> :P
21:07:08 <andythenorth> that would be optimal
21:07:26 <andythenorth> but 2x is better than 1x :P
21:08:06 <Eddi|zuHause> also, a font picker window
21:08:31 <andythenorth> Alberth: the monitoring of new possible goals is not foolproof :)
21:09:22 <Eddi|zuHause> andythenorth: whenever you make something foolproof, someone invents a bigger fool
21:10:50 <andythenorth> Zuu: http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html#cargos
21:11:03 <andythenorth> mind that I don’t pay any attention to town effect, so they might be nonsense
21:11:07 <andythenorth> someone should sort that out
21:11:15 <andythenorth> also the cargo graph colours are all nonsense :P
21:11:28 * andythenorth just noticed
21:11:55 <Zuu> People get confused about your Goods not having town effect goods.
21:12:05 <Zuu> Instead it is petrol that has this effect.
21:12:34 <andythenorth> for reasons I no longer recall :P
21:12:51 <andythenorth> ha ha
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21:12:56 <andythenorth> town effect should be refactored
21:13:09 <andythenorth> $everyone thinks goods and town cargos should grow towns
21:13:18 <andythenorth> what does grow towns? I never understand
21:13:28 <Zuu> Depends on the GS ;-)
21:13:28 <Alberth> buses? :)
21:13:49 <andythenorth> I think buses do it
21:13:57 <andythenorth> maybe Busy Buses GS?
21:14:24 <Zuu> But GS can tell OpenTTD that min Y cargo units during a month should be delviered in total from cargoes having town effect Z in order for the town to grow.
21:14:38 <andythenorth> indeed
21:14:46 <andythenorth> but not unless the GS I am using supports that :)
21:15:24 <Zuu> :-)
21:18:08 <frosch123> the goods town effect is a myth
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21:23:28 <Eddi|zuHause> some urban myths never die
21:25:17 <Eddi|zuHause> <andythenorth> for reasons I no longer recall :P <-- iirc you needed something that has TE_WATER
21:25:38 <Eddi|zuHause> and then everything went crazy
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21:29:17 <Zuu> andythenorth: I may come with bad news to you, but busy bee do use town effects in Cargo::GetWeight (in main.nut).
21:30:02 <frosch123> a ton of water is heavier than a ton of goods?
21:30:50 <Zuu> Weight here affects the likelihood for the cargo to get picked as a goal cargo.
21:31:51 <andythenorth> the weights are a mess :P
21:33:54 <Alberth> they are all 1 by default :)
21:34:21 <Alberth> also, blame houses not to have proper input and output cargoes :p
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21:35:36 <andythenorth> we could fix that? o_O
21:36:12 <andythenorth> I have one town with only two pickup stations, which is growing insanely :P
21:36:24 * andythenorth still doesn’t understand the growth mechanic :D
21:37:54 <Zuu> growth increase by number of (serviced) stations you have in the town up to 5. But IIRC having only one is worse than zero.
21:38:58 <Zuu> https://paste.openttdcoop.org/pfgaunv0v from FS#6378
21:40:31 <_dp_> hi, one is better than 0, with 0 it doesn't grow usually :P
21:41:10 <Zuu> You see the numbers on line 13-14. Those give the number of 70 tick intervals between town growth.
21:41:20 <Zuu> First value is 0 stations, second 1 etc.
21:41:34 <Zuu> Hi _dp_ you have a highlight on your FS#? :-)
21:42:28 <_dp_> and that is only growth rate part, there are also funding and required cargos(water, food) involved.
21:42:29 <Zuu> I still attempt to get it in, but haven't got around yet to find time to split it into parts.
21:42:46 <_dp_> what kind of highlight do you expect?)
21:43:01 <Zuu> I mean like this _dp_
21:43:13 <Zuu> Eg. that the client flashes or so when your name is mentioned.
21:43:32 <Zuu> Most IRC clients can also have a list of words that it will highlight on.
21:44:01 <_dp_> ah, no, just happened to check chat at same time)
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21:44:55 <frosch123> like earthquake
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