IRC logs for #openttd on OFTC at 2016-02-16
⏴ go to previous day
00:11:10 *** Clockworker has joined #openttd
00:32:23 *** __builtin has joined #openttd
00:43:38 *** drac_boy has joined #openttd
01:21:35 *** Ketsuban has joined #openttd
01:37:52 <drac_boy> hm guess sim-a12 probably is around another night instead..ah well :)
01:44:52 <Eddi|zuHause> sometimes i think i should put him on ignore...
04:04:54 *** ChanServ sets mode: +v tokai
05:16:58 *** qwebirc63179 has joined #openttd
05:17:38 <qwebirc63179> And... why when I want to remoce a truck station, it tell me I can't do that and I must remove truck station first? http://imgur.com/4da2EKv
05:19:27 *** Supercheese has joined #openttd
05:19:37 <D-HUND> that's not a bus station
05:19:51 <D-HUND> it is the one for lorries
05:19:55 *** D-HUND is now known as debdog
07:09:34 *** tokai|noir has joined #openttd
07:09:34 *** ChanServ sets mode: +v tokai|noir
07:58:38 *** sla_ro|master has joined #openttd
08:01:15 *** smoke_fumus has joined #openttd
08:08:12 *** oskari89 has joined #openttd
08:26:34 *** sla_ro|master has joined #openttd
08:40:08 *** sla_ro|master has joined #openttd
08:45:11 *** oskari892 has joined #openttd
08:55:45 *** ckraniak has joined #openttd
09:41:53 *** ckraniak has joined #openttd
09:45:18 *** oskari89 has joined #openttd
10:23:14 *** zwamkat has joined #openttd
10:39:30 *** glevans2 has joined #openttd
10:41:18 *** Flygon_ has joined #openttd
10:45:05 *** sim642_ has joined #openttd
10:45:26 *** oskari892 has joined #openttd
11:14:55 *** Ketsuban has joined #openttd
11:45:33 *** oskari89 has joined #openttd
12:10:13 *** Clockworker_ has joined #openttd
12:45:40 *** oskari892 has joined #openttd
13:07:59 <argoneus> good morning train friends
13:37:15 *** roidal_ has joined #openttd
13:45:47 *** oskari89 has joined #openttd
13:47:32 <Wolf01> mmmh, and if I want to put a clock into a clock?
14:07:37 *** AdmiralKew has joined #openttd
14:07:45 <argoneus> he has a clock, quick arrest him
14:45:02 <Wolf01> I still can't understand the resolution (dpi) to use for my display and the correct font size :|
14:45:08 <Wolf01> every font is different
14:46:27 <Wolf01> for a small font I need to set more dpi to keep the lines close, for a larger font I need to reduce the dpi to make it readable
15:23:52 *** ChanServ sets mode: +v tokai
15:26:05 *** Clockworker__ has joined #openttd
15:38:10 *** Quatroking has joined #openttd
16:00:21 *** Belugas has joined #openttd
16:00:21 *** ChanServ sets mode: +o Belugas
16:06:43 *** ckraniak has joined #openttd
16:16:12 <Wolf01> uh, shit happened... the library has a function to check if the display is connected, the parameter is int and can check for 2 different models (1 and 2), if I check for 1 it works, if I check for 1 | 2 it doesn't, but it worked right before the conversion from const to enum... does anybody know if there might be something weird happening there?
16:16:53 *** tokai|noir has joined #openttd
16:16:53 *** ChanServ sets mode: +v tokai|noir
16:26:24 <Eddi|zuHause> how does your check look?
16:27:13 <Eddi|zuHause> (that doesn't sound like proper english, somehow)
16:28:02 <Wolf01> if (!IsConnected(MONO | COLOR))
16:30:49 <Wolf01> I called init for both panels, IsConnected(MONO) returns true
16:33:32 <Wolf01> I expect both function to work as the docs say
16:34:28 *** sim-al2 has joined #openttd
16:34:39 *** drac_boy has joined #openttd
16:36:17 <drac_boy> not sure why didn't think of this for a while but how do you find a grfid to use or is it just kinda like a random thing?
16:36:41 <Eddi|zuHause> Wolf01: and you are sure MONO and COLOR are set to the right version?
16:37:09 <sim-al2> I think the standard procedure for grfid is the initials of your name
16:37:32 <drac_boy> oh, thanks and btw hi again sim-a12 :)
16:38:01 <Wolf01> public const int LOGI_LCD_TYPE_MONO = (0x00000001);
16:38:01 <Wolf01> public const int LOGI_LCD_TYPE_COLOR = (0x00000002);
16:38:06 <sim-al2> There's a wiki page around here somewhere, one sec
16:38:27 <Eddi|zuHause> Wolf01: but you said you switched to enum?
16:38:49 <Wolf01> yes, I copied the values to the enum,
16:40:13 <Wolf01> both (int)(COLOR | MONO) and (LOGI_LCD_TYPE_MONO | LOGI_LCD_TYPE_COLOR) have 3 as result
16:40:13 <Eddi|zuHause> Wolf01: so what does the enum look like?
16:40:35 <Wolf01> public enum LCDType : int
16:40:35 <Wolf01> TYPE_MONO = (0x00000001),
16:40:35 <Wolf01> TYPE_COLOR = (0x00000002)
16:41:22 <Wolf01> but bow I tried again with constants and it doesn't work too
16:41:35 <Eddi|zuHause> i don't understand why you would do that, though
16:43:41 <Wolf01> I have a wrapper for the headers I got with the docs, it's not a problem with the wrappers because it doesn't work with their headers too
16:45:24 <drac_boy> funny enough it was just 2000hp which the then-soon deltic easily beat it at
16:46:13 <Eddi|zuHause> Wolf01: then your problem is somewhere else
16:48:36 <sim-al2> drac_boy: That was one of the early attempts at a high power diesel mechanical (as opposed to diesel-hydrauic common in Germany and exports or diesel-electric in much of the world)
16:52:08 <drac_boy> that was basically a yard goat with two huge engines in both ends... as yardmasters would say "anything except the kitchen sink"
16:52:29 <drac_boy> gearing was rather low for that reason (anyone want shove 110 wagons at 30mph?)
16:53:25 *** _johannes has joined #openttd
16:53:40 <Wolf01> I'll try to update the sdk
16:54:11 <Wolf01> meh, already the latest version
16:54:44 *** Alberth has joined #openttd
16:54:44 *** ChanServ sets mode: +o Alberth
16:56:06 <drac_boy> btw I kinda liked the uk diesel-hydraulics, too bad that as I recall politics basically was summed up as "stop anything that is not related to diesel-electric!" I think :-/
16:56:19 <drac_boy> (that including steam or turbines too)
16:56:43 <sim-al2> drac_boy: There were a small number of transfer locomotives like that, but for the more part they have been replaced with either low HP versions of mainline locomotives or former mainline locomotives with "slugs", esentially otherwise non-powered former locomotives that can draw power for their traction motors at low sppeds
16:57:31 <Eddi|zuHause> Wolf01: what do they call these types of bugs, where it works, but as soon as someone spots it, it becomes clear that it never could have worked in the first place?
16:57:49 <drac_boy> funny enough for some reason it was only certain diesel-hydraulic that had the interesting "little" nose bumps (instead of a fullsize hood like on the deltic or flat cab end as per anything else)
16:58:42 <sim-al2> Was the end of the tranmission there underneath the cab?
16:58:42 <Eddi|zuHause> drac_boy: no i don't.
16:59:07 <drac_boy> sim-a12 no I think the transmission was under the floor
17:00:01 <drac_boy> also one thing (which I'm still always curious about for some reason) was that the uk diesel-hydraulic seem to have inside bearing while everything else had outside ones instead (no outside frame in another word)
17:00:45 <Wolf01> Eddi|zuHause, it's funny because I never used the check for both panels, only for the MONO panel to throw exceptions if one tries to call functions explicit for the COLOR panel (all the others check internally the panel type and call the right function of the library)
17:00:50 <sim-al2> The export locomotives that Krauss-Maffei built for the SP, D&RG, and EFVM had a rather tight positioning of the cab just above the forward transmission
17:00:50 <Eddi|zuHause> Wolf01: so did you run the initialization correctly before calling the connected function?
17:01:14 <Wolf01> yes, it's a 4 lines code, I doubt to do something wrong :P
17:01:31 <Eddi|zuHause> you can do loads of things wrong in 4 lines :p
17:01:38 <Ketsuban> <Eddi|zuHause> Wolf01: what do they call these types of bugs, where it works, but as soon as someone spots it, it becomes clear that it never could have worked in the first place? <- Schrödinbug?
17:02:26 <drac_boy> sim-a12 well yeah the ML4000 did have a rather thick looking chassis when sitting next to any usa diesels
17:02:39 <drac_boy> probably was to do with the hydraulic components
17:05:52 <sim-al2> drac_boy: I suppose the British locomotives had the same bogie design as the V200
17:05:58 <drac_boy> oh and sim-a12 do you know that there is still one surviving ML4000 only because it was drivetrain-decoupled and had its nose butchered a bit aka turned into a genset-ready camera "wagon"? last I heard about it a few months ago the restoration group are looking to turn it back into a fully working locomotive again
17:06:22 <drac_boy> SP scrapped all other ML4000's as they had no purposes left tho..or something to that effect
17:07:02 <sim-al2> Yeah, they've been working on restoring in for the past few years, since it was in somewhat poor condition after not running for many years
17:10:07 <drac_boy> sim-a12 btw about transfers .. I know that not too long time ago some railroads when they had a bunch of GP's they didn't need on the mainline anymore thanks to newer cowl hood SD units...they just simply stripped the charger off them and sometimes change gear to keep them as low-maintenance switchers (still stronger than even a SW1500 in some cases)
17:11:31 <drac_boy> and CSX still apparently loves their old and new slug units .. even the few that are basically just engine-gutted locomotives (nothing like watching a train with 3 locomotives and only two of them are making smoke)
17:13:30 <drac_boy> usually easy to spot due to lack of radiators from no engine
17:14:30 <Eddi|zuHause> i swear half the words you say make no sense whatsoever
17:17:41 *** zeknurn` has joined #openttd
17:19:10 <sim-al2> I think that's the wrong picture, that's not even an EMD
17:21:11 *** zeknurn` is now known as zeknurn
17:23:45 <Wolf01> let see if the customer support answers me, I hate the forums because noone always reply on these questions :|
17:25:02 <drac_boy> I still kinda like the cow&calf pair that came from the emd switchers tho. but can see why they eventually died away
17:25:21 <drac_boy> (doesn't help that one railroad actually ordered two example of double-calfs)
17:35:54 <drac_boy> either way sim-a12 have fun with whatever else you were doing before me came ... I'm going off for a bit of lunch and many other misc things
17:44:36 <peter1138> Eddi|zuHause, maybe he has everyone else on ignore :p
17:48:59 <sim-al2> peter1138, what were you asking about?
17:59:41 *** sim-al2 is now known as Guest4094
17:59:42 *** sim-al2 has joined #openttd
18:04:08 <Wolf01> I am not sure what the documentation states, but I understand why your code it's not working.
18:04:08 <Wolf01> If you only have a MONO LCD (G510) your call to LogiLcdIsConnected(LOGI_LCD_TYPE_COLOR | LOGI_LCD_TYPE_MONO) will fail, because you are asking the SDK if there is both a COLOR and a MONO devices connected. The answer is False, since you only have a mono lcd.
18:04:08 <Wolf01> Don't get confused by the bitwise operator | , that's just creating a bit mask to pass as parameter to the function.
18:04:53 <Wolf01> as far as I understand, LogiLcdIsConnected(LOGI_LCD_TYPE_COLOR | LOGI_LCD_TYPE_MONO) works only if I have 2 keyboards connected
18:05:14 <Wolf01> (did they use AND instead of OR?)
18:05:57 *** Progman has joined #openttd
18:08:52 <Alberth> return ((real & mask) == mask; instead of ((real & mask) != 0; ? :)
18:09:09 <Eddi|zuHause> Wolf01: AND will be nonsense...
18:11:33 *** Sirenia has joined #openttd
18:16:08 <Wolf01> so, if I have both keyboards connected, LogiLcdIsConnected(LOGI_LCD_TYPE_MONO) should fail?
18:16:20 <Wolf01> because LogiLcdIsConnected(LOGI_LCD_TYPE_COLOR | LOGI_LCD_TYPE_MONO) must work then
18:17:05 *** Sirenia has joined #openttd
18:17:35 *** sla_ro|master has joined #openttd
18:27:51 *** Eddi|zuHause has joined #openttd
18:38:08 *** HerzogDeXtEr has joined #openttd
18:43:05 *** Sirenia has joined #openttd
18:59:11 <Wolf01> ok, at least they admitted the docs are not really clear
18:59:59 <Eddi|zuHause> so... i was wondering why after a restart my computer seemed to be louder, then i realized i only started fancontrol, but did not set the hard disks to spin down
19:01:10 <Wolf01> use ssds, you don't have to worry about the noise
19:02:13 <Eddi|zuHause> Wolf01: not having the money for a 6TB SSD right now :p
19:03:58 <Alberth> throw a few TB away? :)
19:04:24 <Wolf01> just redownload the things when you need them
19:05:00 <Wolf01> I suppose that at least 5 of those 6 TB are movies and music
19:06:36 <Eddi|zuHause> not all things can be downloaded :p
19:07:17 <Eddi|zuHause> that can ONLY be downloaded :p
19:07:58 <Wolf01> "you wouldn't download a car"...
19:08:13 <Wolf01> (EA has different opinion)
19:08:47 <Wolf01> I would too, just because it is possible
19:10:04 *** sim-al2 has joined #openttd
19:12:45 <Wolf01> ok, I don't want to continue developing today... I made most of the things work and I'm happy with it
19:14:01 *** Wormnest has joined #openttd
19:36:17 *** andythenorth has joined #openttd
19:37:07 *** lobster has joined #openttd
19:45:22 *** HerzogDeXtEr1 has joined #openttd
20:00:29 *** oskari89 has joined #openttd
20:14:37 <rah> I get this error when generating a map: "A fatal NewGRF error has occurred: UKRS2 must be loaded before this grf"
20:14:52 <rah> I've fiddled with the NewGRF order but I can't seem to make it go away
20:15:36 <rah> right yes, I just realised :-)
20:19:44 <Eddi|zuHause> the error window could tell you which GRF threw it
20:20:48 *** gelignite has joined #openttd
20:26:38 *** Clockworker has joined #openttd
20:41:50 *** frosch123 has joined #openttd
20:48:22 <Eddi|zuHause> which animal makes "hoin"?
20:49:24 <frosch123> i just noticed if you spell animal the old hebrew way, you get nml
20:49:46 <frosch123> Eddi|zuHause: thanks for that :)
20:50:36 <Eddi|zuHause> sure, that's what i wanted :p
21:14:48 <andythenorth> has he got a clutch in there too?
21:14:58 <andythenorth> or is that some sequential gearbox magix?
21:15:09 <Wolf01> I think the second one
21:15:13 * andythenorth zones out about gearboxes and such, I’ve built manual and RC vehicles with gearboxes
21:15:52 <andythenorth> ha those are unimog tyres, I thought they were 62.5 at first
21:20:04 <Wolf01> that guy is awesome, I can't even think about what he can do
21:21:08 <andythenorth> he must have time :)
21:22:04 *** HerzogDeXtEr has joined #openttd
21:27:25 <andythenorth> nicely inlaid to the patio
21:27:33 <andythenorth> I am *not* showing that to my kids
21:30:42 <Wolf01> I've seen his Komatsu excavator, on screen it looks like a kit you purchase, but if you couls see it on real you notice it's even better, really close to the original one, and every piece was made by him (ok, motors, pumps and the electronics were purchased)
21:31:35 * andythenorth has been considering making real stuff
21:31:39 <andythenorth> not lego stuff or pixels
21:31:45 <andythenorth> probably too much faff
21:32:27 <andythenorth> I got a bunch of childhood trains out of my parents loft
21:32:37 <andythenorth> intending to sell them on ebay or give them to my kids
21:32:58 <andythenorth> I found some where I had been scratch-building from styrene sheet
21:33:08 <andythenorth> mostly junk, but the newest ones weren’t bad
21:34:32 <andythenorth> but no undo, no autosave, no version control
21:35:18 <Wolf01> I tried to do something non lego, but I don't put much effort to finish the thing, even the anime mechas I have aren't painted
21:36:28 <andythenorth> with Lego, even a failed MOC is just parts for the next thing
21:39:39 *** mescalito has joined #openttd
21:40:05 *** Wormnest has joined #openttd
22:01:38 * andythenorth must to sprites?
22:07:07 *** supermop has joined #openttd
22:12:17 <andythenorth> so tempting to make the basic economies bigger
22:12:19 <andythenorth> not the point, eh?
22:12:55 <Wolf01> no, it's basic, what's the point to make it bigger?
22:14:21 <andythenorth> on the plus side, I was going to redraw the pyrite mine
22:14:27 <andythenorth> but all the pictures of real ones
22:14:30 <andythenorth> look like my sprites
22:19:20 <frosch123> can we automate the creation of the pictures on the industries page?
22:25:03 <frosch123> also, i have a feature request
22:25:20 <frosch123> have you played ecs?
22:25:43 <frosch123> when enabling transparency, some industries/houses show special sprites
22:26:11 <frosch123> which makes industries easily noticeable when enabling transparency
22:27:09 <frosch123> currently the town based industries like general store, grocers, hardware store, hotel, ... are quite hard to find
22:27:16 <frosch123> they would benefit from the transparency trick
22:29:09 <Wolf01> I have faeture request too: a good looking, easy to use, widely compatible grf set
22:31:26 <Eddi|zuHause> Wolf01: too many undefined words in there
22:31:31 <frosch123> "easy to use" is too subjective
22:31:55 <Wolf01> not too many parameters ;)
22:32:08 <Eddi|zuHause> Wolf01: the only words in there that have a clear definition are "a", "to" and "grf"
22:32:33 *** Supercheese has joined #openttd
22:33:35 <andythenorth> frosch123: iirc, it’s implemented in ecs / ttrs as a black ground tile with an icon on it?
22:34:05 <frosch123> something like that
22:34:07 <andythenorth> yeah, it’s desirable
22:34:11 <Eddi|zuHause> andythenorth: doesn't have to be black, but the icon might be useful
22:34:15 <andythenorth> I won’t get to it for v2
22:34:18 <frosch123> doesn't need to be completely black
22:34:20 <andythenorth> we should just automate that :P
22:34:31 <andythenorth> we have cargo icons, no?
22:34:42 <Eddi|zuHause> those are likely too small
22:35:00 <andythenorth> I have long wanted some way to see cargo production / acceptance on minimap or map
22:35:10 <andythenorth> industry chain view is close, but not quite
22:35:29 <Eddi|zuHause> andythenorth: that has nothing to do with the suggestion at hand, though
22:35:38 <andythenorth> well, if we automate it
22:35:43 <andythenorth> I don’t have to draw anything :P
22:36:15 <andythenorth> I would likely do it with icons
22:36:18 <andythenorth> or is that dumb?
22:37:07 <Eddi|zuHause> andythenorth: doesn't have to be a different icon for each industry. just a "this is an industry" icon
22:37:44 <Eddi|zuHause> possibly different icons for primary/secondary/tertiary
22:38:13 <Eddi|zuHause> or mine/farm/factory/office
22:40:40 <andythenorth> it’s a nice easy feature
22:40:59 <andythenorth> in most cases it’s just drawing something on the ground tile, within the footprint of the building
22:41:05 <Eddi|zuHause> if you don't want to draw so much, ask george for his icons
22:43:10 <frosch123> i like the idea of automating to draw input and output cargo icons on th etiles
22:43:25 <frosch123> but it may be a bit small
22:43:30 <frosch123> to put 5 icons on a single tile
22:43:46 <frosch123> either the 1 tile industries look weird
22:43:51 <frosch123> or the 20 tile industries look weird
22:52:29 <Eddi|zuHause> well, train fever has the cargo icons drawn next to the industry, buit i don't think it works very well.. i constantlx think: "well, is this oil or coal now? both are black"
22:53:18 <frosch123> true, is it pyrite or gold
22:55:29 <Eddi|zuHause> a better place for cargo icons would be next to the industry name
22:56:05 <Eddi|zuHause> so you have "Factory [steel][grain][livestock]/[goods]" in the title or the minimap legend
22:56:34 <frosch123> in the title it is pointless, the window already says the cargos
22:56:41 <frosch123> the smallmap is already way too crowded
22:56:52 <Eddi|zuHause> the industry list?
22:56:54 <frosch123> industries use small font, and the legend is still huge
22:57:09 <Eddi|zuHause> i don't know whether that already uses them
22:57:17 <andythenorth> I would have stacked icons vertically, in two stacks
22:57:20 <frosch123> i think someone suggested filters for the industry list
22:57:38 <andythenorth> perhaps with up and down arrows
22:57:45 <andythenorth> or cargo names, not icons
22:57:53 <andythenorth> more adjustable per font size etc
22:58:12 <Eddi|zuHause> i don't think you can fit icons on the actual minimap
22:58:17 <andythenorth> overlaid on main map
22:58:24 <andythenorth> once per industry
22:58:39 <Eddi|zuHause> what would be the use for that?
22:59:01 <andythenorth> avoids a trip to minimap
22:59:24 <andythenorth> what’s the use of the cdist map overlay, compared to minimap?
22:59:38 <Eddi|zuHause> no idea, never used that
23:07:21 <Eddi|zuHause> man these pirates spawn faster than i can sink them
23:07:52 <Eddi|zuHause> and i can't repair while under the influence of poison fog
23:12:35 *** andythenorth has left #openttd
23:40:00 *** Biolunar has joined #openttd
23:59:12 *** sim-al2 has joined #openttd
continue to next day ⏵