IRC logs for #openttd on OFTC at 2016-04-12
            
00:13:05 <glx> you can run the build (debug or release) without MSVC
00:19:00 <Samu> it's funny. it's something I never managed to do, create a standalone openttd.exe file
00:19:20 <Samu> i've always had msvc trailing to test code changes
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00:23:44 <Samu> wow it works
00:24:45 <Samu> nobody told me I had to copy the built openttd.exe into an installed openttd
00:25:05 <Samu> and overwrite the existant openttd.exe
00:27:59 <Samu> release win32 works
00:28:04 <Samu> why not the release x64?
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00:30:31 <Samu> let me see which ones work, brb
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00:32:09 <Samu> debug x64 works
00:33:41 <Samu> debug win32 works
00:33:47 <Samu> release win32 works
00:33:59 <Samu> release x64 fails, it's the only one that fails
00:34:12 <Samu> halp!
00:38:09 <glx> I can confirm the compiler error
00:38:34 <glx> it's not related to openttd
00:38:56 <Wolf01> I can confirm it too, it's being ages I compile only on x86 because x64 never worked
00:39:20 <Wolf01> (VS2010,12,13 and 15)
00:39:40 <glx> that's why I used sdk7.1 compiler ;)
00:41:58 <glx> oh and google gives a lot of resuts for "c1001 xtree"
00:42:39 <glx> https://connect.microsoft.com/VisualStudio/Feedback/Details/2113677
00:43:04 <Wolf01> ha! found it too :D
00:44:32 <Samu> glx, i added this thing in the configuration manager: http://i.imgur.com/0RJ8voQ.png
00:44:37 <Samu> fixes dpi scaling stuff
00:44:40 <Samu> at least for me
00:45:06 <glx> I can't test that
00:47:03 <glx> "The bug will be fixed in VS2015 Update 2 RTM" <-- it's not
00:47:26 <glx> oh I'm still on update 1
00:47:56 <glx> I though I installed an update 2
00:48:37 <glx> maybe it was 2012 update 5
00:49:04 <Wolf01> I lost 2 days of work because of update 2
00:52:26 <glx> and I have 3 uninstallable product updates
00:55:43 <glx> wow now I can install them, it even says update 2
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01:09:28 <Samu> i'm installing the update 2, too
01:09:43 <Samu> let's see what happens
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01:37:18 <Wolf01> 'night
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01:48:40 <Samu> mvse 2015 with the update 2:
01:48:54 <Samu> debug win 32 works
01:48:59 <Samu> release win 32 works
01:50:02 <Samu> release x64 works
01:51:26 <Samu> debug x64 works
01:51:30 <Samu> :)
01:51:39 <glx> cool, still installing it
01:51:41 <Samu> at least it builds, didn't actually ran it
01:52:16 <Samu> i get some shift warnings in all of them, no idea what that means
01:52:24 <Samu> i guess it's not important
01:52:45 <Samu> 7>..\src\3rdparty\squirrel\squirrel\sqdebug.cpp(118): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
01:53:15 <Samu> 7>..\src\genworld_gui.cpp(902): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
01:53:26 <glx> yes usual
01:53:33 <glx> not important
01:54:19 <Samu> ok, then I'm off to bed, cyas good night
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12:31:37 <Samu> hi
12:33:20 <andythenorth> o/
12:33:28 <Wolf01> o/
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13:41:56 <Samu> i'm back to the saveload.cpp file
13:42:07 <Samu> when i save using the lzo encoder
13:42:17 <Samu> i can't load it back
13:42:39 <Samu> broken savegame - unexpected end of chunk.
13:44:26 <Samu> is that intended? to never use lzo to create savegames?
13:44:38 <Samu> i was only experimenting zlo
13:44:39 <Samu> lzo
13:47:39 <Samu> wait a minute
13:47:46 <Samu> now it loads
13:48:09 <Samu> so it depends on the build I had chosen to save?
13:50:00 <Samu> i saved with debug x64, i can load with debug x64, but not with release x64
13:50:23 <Samu> can't load in official 1.6.0 either
13:55:44 <Samu> it loads on debug win32 and also on release win32. it's only release x64 that it doesn't load
13:56:00 <Samu> turns out official 1.6.0 is x64 too
13:56:09 <Samu> and i guess it's release
13:56:40 <Samu> gonna try official 1.6.0 win32, brb
13:59:06 <Samu> doesn't work on official 1.6.0 win32, downloaded from https://www.openttd.org/en/download-stable
13:59:22 <Samu> what could this all mean?
14:06:10 <Samu> can someone try loading this savegame in your openttd? https://onedrive.live.com/redir?resid=23B29F3DE45F6F1F!1263&authkey=!AHcsjB_LoOMjjK0&ithint=file%2csav
14:06:18 <Samu> file name is Unnamed, 1950-01-02 lzo preset 0.sav
14:06:21 <Samu> 27.8 MB
14:07:55 <Samu> does it load, or does it say broken savegame - unexpected end of chunk.
14:08:02 <Samu> ty
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14:37:01 <Samu> it appears to be a bug with openttd 32-bit version when saving a game with map sized 4096x4096
14:37:08 <Samu> have to test this better
14:37:29 <Samu> lzma error code
14:37:40 <peter1138> solution: don't play stupid map sizes
14:37:53 <Samu> :O
14:38:36 <Samu> seems to be the overhead of 15 AIs + the process of saving
14:38:52 <Samu> I'm merely pushing openttd to its limit :)
14:39:03 <Samu> it can save on the 64-bit
14:39:07 <Samu> but not on the 32-bit
14:40:21 <Samu> i currently got 16 GB RAM installed on the system, can't be that
14:44:23 <Samu> with lzma preset 9, the overhead is an extra 690.000 KB just for lzma, on top of mem copy
14:45:01 <Samu> what is the limit for 32-bit applications in openttd? what about large-adress aware stuff?
14:46:54 <Samu> no i'm wrong, 690.000K already includes mem copy
14:50:39 <Samu> weird, it doubles the effort for server to client, i just monitorized mem needed for a player to join a server
14:50:54 <Samu> about 1.1 GB more memory
14:51:02 <Samu> just during a client join
14:51:18 <Samu> well i gotta go now, be back alter
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15:25:23 <peter1138> thanks rain, waiting for me to go outside :p
15:26:16 <peter1138> monitorized...
15:29:21 <andythenorth> it will do that
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15:38:45 <Wolf01> I'm tired :(
15:50:14 <supermop_> yo
15:55:48 <V453000> sup
15:58:12 <supermop_> rain
15:58:24 <supermop_> rhino modelling
15:59:21 <supermop_> and designing interiors for conversion of an old grain elevator at a brewery in Guang Zhou into a boutique beer hotel
16:08:05 <supermop_> andythenorth: does IH have some kkind of pallet means of switching headlights on and off, switching 1/2 cc etc?
16:08:22 <andythenorth> headlights are drawn on
16:08:46 <andythenorth> flipping 1cc and 2cc is automated with pixa
16:09:34 <V453000> brewery sounds great
16:10:44 <Alkel_U3> oh! Yesterday I should've checked TTD instead of TT for the water level settings. It was there in the original map generator, but not for Arctic and Tropic
16:10:53 <Alkel_U3> it didn't occur to me until now
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16:18:37 <Wolf01> o/
16:18:40 <Alberth> hi hi
16:18:41 <andythenorth> lo Alberth
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16:27:25 <CrazyIvan532> Hello everyone, so i am trying to compile the latest stable release on my rasberry pi 3 but ive hit an error and im not sure what it means. the error is makefile:234: recipe for target 'script/api/script_industrytype.o' failed
16:28:25 <Alberth> there should be a compiler error too
16:29:00 <Alberth> you can use a paste service, like paste.openttdcoop.org if you have more text
16:29:01 <CrazyIvan532> make[1]: ***[script/api/script_industrytyper
16:29:18 <CrazyIvan532> make[1]: ***[script/api/script_industrytype.o] Error 1
16:29:22 <CrazyIvan532> is that it?
16:30:11 <Alberth> no, you run "make", which runs the c++ compiler. That program gives an error, and then "make" reports the build failed, and on what file
16:30:30 <Alberth> the c++ error is the root cause
16:30:53 <Alberth> anything "make[1]: ..." is from make
16:32:00 * andythenorth needs to search forum PMs
16:32:05 <andythenorth> can’t see how
16:33:04 <CrazyIvan532> i cant copy and paste it because im not sure how to on a raspi
16:40:29 <Alberth> line number?
16:41:16 <Alberth> although not very useful without error message
16:42:54 <Alberth> it complains about a name?
16:43:04 <Alberth> try to find that name in other files
16:43:16 <CrazyIvan532> im gonna have to run the compile again this may take a few minutes, i closed the terminal window
16:43:50 <Alberth> make should pick up where it error-ed the last time
16:44:04 <CrazyIvan532> nope has to run it all over again
16:44:09 <CrazyIvan532> for some reason
16:44:39 <Alberth> weird
16:45:08 <CrazyIvan532> the latest stable is 1.6.0 isnt it?
16:45:24 <CrazyIvan532> has anything changed since 1.5.3 to be able to compile it?
16:45:58 <Alberth> no idea, not much, would be my guess
16:46:02 <CrazyIvan532> oh thats strange its failed at a different point this time
16:46:37 <Alberth> perhaps your compiler changed more than the openttd source :)
16:46:55 <CrazyIvan532> viewport.cpp this time
16:47:12 <CrazyIvan532> void viewportDODraw
16:51:45 <Alberth> pretty sure nothing changed there the last year
16:53:56 <CrazyIvan532> ok ive actually made progress, not sure what i did differently, all i did was update the os on my pi
16:54:16 <CrazyIvan532> rerun make and it did it fine this time :/ im not sure what was happening
16:55:36 <Alberth> you got an executable now?
16:56:38 <CrazyIvan532> yep worked first time after the update
16:57:18 <CrazyIvan532> is there a way to remove GFX files too, ive got an oversized gui which looks aweful on the raspi touchscreen
16:59:46 <Alberth> can't do that in the newgrf window?
16:59:58 <Alberth> otherwise, close openttd, and edit the openttd.cfg file
17:00:26 <planetmaker> oh, there's even an UI zoom setting in the game options. Maybe that helps?
17:00:29 <planetmaker> g'evening also :)
17:00:40 <Alberth> don't know what needs changing though, never installed such a file
17:00:45 <Alberth> evenink planetmaker :)
17:00:59 <andythenorth> lo planetmaker
17:01:05 <CrazyIvan532> cant seem to remove them from in there just activate or deactivate
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17:01:26 <Alberth> deactivate should be sufficient to disable
17:02:11 <CrazyIvan532> it doesnt seem like it has
17:02:55 <Alberth> close openttd, and edit the cfg file?
17:03:14 <Alberth> program shouldn't load things that are not in that file
17:03:21 <CrazyIvan532> where do i find the config file
17:03:37 <Alberth> ~/.openttd/openttd.cfg ?
17:03:57 <Alberth> othewise, check the readme, it has a list of places to look
17:06:13 <CrazyIvan532> is that the same when its built from source?
17:07:45 <Alberth> should be, unless you give weird configure values :p
17:08:13 <Alberth> but euhm, find / -type f -name openttd.cfg -print
17:08:20 <CrazyIvan532> ive got a lot of files that have config in the title, just not one that looks like that
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17:24:07 <CrazyIvan532> im confused as to why it still has them and my saved games since i extracted the new version to a different file
17:27:29 <CrazyIvan532> ok i got it seems the zbase gfx set for some reason has bigger icons than the default base set, causing the toolbar to look odd
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17:29:20 <peter1138> zbase has a lot of things wrong
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17:29:55 <CrazyIvan532> anyone perhaps recommend an alternative that looks similar without the issues?
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17:31:24 <Alberth> the opengfx baseset?
17:31:55 <CrazyIvan532> i was hoping for one that looks a little less jagged round the edges
17:34:00 <Alberth> reduce zoom :)
17:34:54 <CrazyIvan532> you mean zoom out or is that the name of a set lol?
17:35:35 <Alberth> I am always confused about zoom directions :)
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17:37:34 <supermop_> do i need to draw 8/8 trains to look like 7.5/8 to get a visible gap between cars in / and \?
17:38:36 <andythenorth> just leave a row of pixels out or so
17:38:42 <andythenorth> it’s all not very scientific tbh
17:38:46 <andythenorth> and full of mistakes :)
17:38:52 <andythenorth> nobody really notices when playing
17:39:08 <Alberth> make train fast enough :p
17:41:48 <supermop_> oof
17:42:16 <supermop_> that throws off my set of placeholders
17:42:38 <supermop_> can leave off two pixels easier than 1
17:42:59 <supermop_> but i guess being placeholders it doesnt matter
17:43:44 <Alberth> remove random pixel in each row ?
17:44:03 * andythenorth watches ‘real’ trains go round a circle
17:44:12 <supermop_> lego?
17:44:13 <andythenorth> no need to worry about lengths
17:44:24 <andythenorth> HO
17:45:16 <supermop_> need to "decide" on a remaining lengths in spreadsheet so can start assigning each vehicle a placeholder
17:45:30 <supermop_> kids old enough for HO now, andythenorth ?
17:45:37 <andythenorth> debatable
17:45:52 <supermop_> andythenorth is old enough for HO at least
17:45:52 <andythenorth> I am definitely old enough though
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17:46:29 <supermop_> could use some Z gauge here
17:46:43 <supermop_> no room for N in manhattan apartment
17:47:06 <supermop_> maybe one N tram stop
17:49:31 <peter1138> have we done the 3d-model-graphics version of the game yet?
17:49:43 <andythenorth> nobody finished it
17:51:30 <supermop_> andythenorth: cargosprinter method for EMUs or fixed consists? or just single/double 8/8 units?
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17:52:04 <supermop_> peter1138: what 3d model version?
17:53:31 <peter1138> the one we all want :p
17:54:15 <supermop_> rendered base set?
17:54:30 <supermop_> or in game rendering?
17:54:40 <Alberth> 3D openttd :p
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17:56:01 <andythenorth> supermop_: 8/8 units
17:56:26 <supermop_> pointy ends go away when sticking them together?
17:56:28 <andythenorth> assuming they’re blunt ended, and don’t have fancy end units
17:56:45 <andythenorth> if they have fancy end units (1) choose a different one to draw or (2) I’ll have to figure something out
17:56:47 <supermop_> duckbilled shinkansens,
17:57:15 <andythenorth> shinkansens should be built as 4 tile fixed consists
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17:58:13 <supermop_> would you allow this guy as a "shinkansen" graphically then, or am i pushing my luck?
17:58:14 <supermop_> https://en.wikipedia.org/wiki/KiHa_281_series
17:58:54 <andythenorth> probably a case for doing it as two 8/8 units and using the cargo sprinter magic
17:59:07 <supermop_> o
17:59:08 <supermop_> k
17:59:34 <supermop_> that just turns the intermediate units into a flat fronted versions?
17:59:45 <andythenorth> yes
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18:01:10 <supermop_> for shinkansen, 8 cars of 8/8, or some other amount of a different length (8+6+6+6+6+6+6+6+6+8?)
18:01:13 <Rubidium> andythenorth: I won't agree; E2/E5 are 10 cars
18:01:40 <andythenorth> not realistic?
18:01:49 <supermop_> Rubidium: no E2s in iron crane
18:02:04 <supermop_> but the above 8s and 6s give 10 cars
18:02:22 <andythenorth> you need to fake more :P
18:02:37 <andythenorth> use pre-production prototypes or never-built units or something
18:02:42 <supermop_> i only have 4 generic shinkansens
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18:03:01 <Rubidium> and the plethora of 12 car consists get even shorter?
18:03:12 <andythenorth> don’t listen to Rubidium he’s a naughty troll :)
18:03:12 <Rubidium> just so it fits in 4 tiles
18:03:35 <supermop_> a roughly 60s on, a roughly 80s one, a mid 90s one, and a late 90s/00s one
18:03:54 <supermop_> Rubidium: i like short cars personally
18:04:13 <andythenorth> supermop_: cargo sprinter substitutes an intermediate car when needed: https://dev.openttdcoop.org/projects/iron-horse/repository/entry/src/graphics/cargo_sprinter_template.png
18:04:19 <andythenorth> see middle set of sprites
18:04:21 <Rubidium> supermop_: start with DHR
18:04:56 <supermop_> andythenorth: stylistically i think i am set for shinkansen, just wondering if it looks better to have end cars a different length
18:05:20 <andythenorth> if they’re fixed consist yes
18:05:22 <andythenorth> otherwise no
18:05:29 <andythenorth> we could build them as individual vehicles
18:05:37 <andythenorth> with front and back engines separate
18:05:38 <andythenorth> but eh
18:06:31 <supermop_> have a 1000hp shinkansen dining car
18:06:45 <supermop_> and hook it up to a steam engine
18:06:45 <Rubidium> supermop_: it would be realistic for the N700 series to have longer end cars
18:07:36 <Rubidium> likewise for the 500 series (my favorite)
18:07:50 <Rubidium> although the difference is about 10%
18:08:16 <supermop_> Rubidium: "500" is my third shinkansen, 700/n700 basis for 4th
18:08:48 <supermop_> 2nd is amalgamation of 100 and 200, maybe 300 instead
18:08:57 <supermop_> 1st is 0 of course
18:09:04 <supermop_> powers and speeds faked
18:09:47 <Rubidium> IIRC the odd first digit ones are for the east, the even ones for the west
18:10:02 <supermop_> 6/8 shinkansen cars may look too tiny next to the regular NG trains
18:10:11 <supermop_> correct Rubidium
18:10:11 <Rubidium> uhm... I reversed east and west I guess
18:10:20 <supermop_> 300 is west
18:10:23 <supermop_> yeah
18:10:45 <supermop_> 800 on kyushu
18:11:59 <Rubidium> oh, so they've messed the nice system up...
18:11:59 <supermop_> Iron crane gets only 4 though, use on either side of your map as you please
18:12:27 <supermop_> well east now uses E(n)
18:12:57 <Rubidium> and the bilevels?
18:13:41 <supermop_> believe those are all to the east
18:16:15 <supermop_> andythenorth: your CS sprinter looks like 7/8?
18:16:26 <andythenorth> might be
18:16:28 <supermop_> ok
18:16:34 <andythenorth> it fits to the container lengths
18:16:49 <andythenorth> you don’t have to use that length
18:17:18 <supermop_> using 6/8 would necessitate rewriting all the weird cod though, right?
18:17:25 <supermop_> code
18:17:32 <supermop_> or cod too i guess
18:17:42 <andythenorth> no
18:17:59 <andythenorth> all units have to be same length, and the sprite swapping code doesn’t touch length
18:18:23 <andythenorth> it should work with anything up to 10/8
18:18:33 <supermop_> still easiest to just provide sprites same size as what you have and use same template though, right?
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18:19:40 <supermop_> you have code that randomizes color of the pink and purple containers?
18:20:12 <andythenorth> yes
18:20:16 <supermop_> cool
18:20:31 <andythenorth> only to blue and white currently, but that’s variable
18:21:13 <supermop_> every container ive seen i japan is the same maroon JR Freight livery though
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18:21:23 <supermop_> lunch time
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18:50:10 <Wolf01> I always fail to understand how to pass data to event handlers :| I usually implement the handler on the same class (usually with a delegate) and get the data from the class, but what when I have a shared handler?
18:52:13 <Wolf01> I don't know if I need to do some magic with that lambda brainfuck or just duplicate the code
18:52:29 <andythenorth> does the code do the same thing?
18:52:46 <Wolf01> yeah
18:52:58 * andythenorth has no ideas
18:53:08 <andythenorth> I have NFI about ‘proper’ OO code
18:53:25 <andythenorth> I would just pass classes around that have some common interface
18:53:34 <andythenorth> or better yet, try and avoid the whole situation :)
18:53:49 <Wolf01> I could put the code on a common class and then use the handler to call it
18:54:03 <andythenorth> I would end up having some class like ‘Application’ or whatever
18:54:33 <andythenorth> but my ways probably aren’t recognisable to most OO coders
18:54:41 <andythenorth> I just try and keep it really dumb as far as possible
18:55:01 <andythenorth> and keep entities as self-contained as possible :P
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18:56:06 <supermop_> ok
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19:23:31 <Wolf01> o/
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19:29:41 <frosch123> hoi
19:30:24 <V453000> hy frog
19:39:25 <frosch123> V453000: https://www.tt-forums.net/viewtopic.php?f=26&t=73374&start=100 <- haha, i thought i already had encountered the most stupid message today
19:40:12 <V453000> XD
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19:41:13 <V453000> well at least he knows where to look :P
19:41:40 <frosch123> yeah, not the most obvious place for f backstage photos
19:41:49 <V453000> :D
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19:59:37 <andythenorth> also
20:00:01 <andythenorth> what to do about tropic landscape gen? o_O
20:00:54 <supermop_> idk
20:01:03 <supermop_> what is tropic supposed to be
20:01:54 <andythenorth> a landscape for building trains on?
20:03:03 <andythenorth> all landscapes should be much the same, irrespective of chosen climate
20:03:08 <andythenorth> gameplay needs
20:03:19 <andythenorth> - mountains (which can be suppressed by choosing flat landscape)
20:03:35 <andythenorth> - valleys (which are created by mountains being formed)
20:03:53 <andythenorth> - open water (which can be suppressed by turning down sea amount)
20:03:57 <andythenorth> - rivers (which can be disabled)
20:04:10 <andythenorth> all this crap about plateaus and sine waves is not doing anything for gameplay
20:05:25 <supermop_> would be nice to have different shapes of mountains or canyons or plateaus , but not dependent on climate
20:06:38 <andythenorth> so many tuning controls already, and then they behave differently depending on chosen climate
20:06:43 <andythenorth> meh
20:07:12 <supermop_> although with tropic, the shape of the land has a big effect of the greenness of the land
20:10:12 <andythenorth> [shrug]
20:10:24 <andythenorth> works fine for me with temperate terrain algorithm :)
20:11:50 <supermop_> yeah that seems reasonable
20:13:45 <andythenorth> maybe expose the algorithm in terrain gen window?
20:13:57 <andythenorth> and make it an explicit choice, not a climate-dependent choice?
20:14:37 <andythenorth> or could we provide a box to paste code into? o_O
20:15:59 <supermop_> why not just have multiple generators selectable
20:16:31 <andythenorth> V453000: your child shares birthday with mine? o_O
20:16:37 <andythenorth> I think we knew that already?
20:16:55 <V453000> we might have mentioned it but I haven't remembered it tbh
20:17:45 <andythenorth> I remember nothing any more :P
20:17:52 <andythenorth> due to ENoSleep
20:19:12 <V453000> :D
20:21:47 <andythenorth> I can’t remember what it felt like to have enough sleep most days :)
20:27:14 <supermop_> andythenorth: just delete all but one, either temperate or arctic
20:30:20 <andythenorth> that’s not how trunk commits get made ;)
20:30:35 <supermop_> i just acheived a goal of deliver 1000 mnsp to a flour mill, then busy bee gave me a goal to deliver more mnsp to the same mill
20:31:03 <supermop_> fine as i already have trains headed there, but is that intended?
20:36:47 <andythenorth> there is code in recent BB to try and avoid it
20:36:56 <andythenorth> it’s mostly succesful in my test games
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20:42:00 <supermop_> ah this is rewarding bee
20:46:53 <supermop_> express emus all seem to be 21,000 mm, and commuter all 20,000 (except for very old 17,000mm ones from the 20s)
20:47:08 <supermop_> going to use 7/8 for all of those
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21:04:46 <andythenorth> supermop_: sometimes it’s useful to consider visual progression
21:04:56 <andythenorth> i.e. generations look longer / bigger
21:05:06 <andythenorth> other times, it’s more useful to keep train lengths unchanged
21:05:09 <andythenorth> potato / potato
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21:06:17 <supermop_> assuming user replaces like for like, increasing car length could make trains protude from platforms and get stuck in termini?
21:06:21 <frosch123> i prefer noodles and rice
21:06:46 <andythenorth> noodles / rice
21:06:47 <andythenorth> hmm
21:06:52 <supermop_> frosch123 is still in singapore?
21:06:56 <andythenorth> dunno if the analogy holds :)
21:06:57 <frosch123> not necessarily together :p
21:07:09 <frosch123> supermop_: nope, back to normal
21:07:13 <andythenorth> rice noodles
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21:11:44 <supermop_> pho
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21:46:04 <Eddi|zuHause> wtf is a rice noodle?
21:47:43 <Taede> thin noodles you usually put in soup
21:47:50 <Wolf01> https://s-media-cache-ak0.pinimg.com/736x/66/d1/b6/66d1b6d8f6a87e368f9c07490f63be81.jpg
21:47:52 <Taede> also known as glass noodle
21:48:21 <Eddi|zuHause> yeah, glass noodles i know. never heard the term "rice noodle" for those, though
21:48:22 <Wolf01> I always order that when I go on a chinese restaurant
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21:54:52 <supermop_> don't think anyone calls banh pho "glass noodles"
21:55:16 <Wolf01> indeed they are more like plastic
21:56:22 <Samu> hi
21:56:34 <Wolf01> hi
21:56:37 <Samu> who's a savegame expert?
21:56:52 <Samu> saveload.cpp file
21:59:37 <Samu> the issue i have is a savegame file that used lzo encoder
22:01:38 <frosch123> Eddi|zuHause: noodles made of rice
22:02:09 <Wolf01> IE, is that you?
22:02:13 <frosch123> about everything you can make from some grain you can make from about any grain
22:02:49 <supermop_> man researching steam locomotives really doesn't hold my interest
22:02:51 * andythenorth has been exploring this a lot
22:03:00 <andythenorth> due to body can’t process wheat
22:03:13 <supermop_> andythenorth: just eat pho
22:03:35 * andythenorth is eating corn pasta
22:03:40 <Samu> when the server is generating a map, the client attempting to join receives a timeout error
22:04:06 <Samu> (because the server is taking time to generate a 4096x4096 map)
22:04:17 <Samu> how do i increase this timeout thing?
22:04:21 <frosch123> andythenorth: there is a gluten free restaurant in my town with corn pasta
22:04:31 <frosch123> my niece cannot handle gluten
22:08:51 <supermop_> just end up reading about old rail disasters instead
22:09:40 <Samu> there is a bug somewhere in the saveload.cpp in one of the builds, i had a lzma error earlier today, and now i can't reproduce it for some reason
22:09:56 <Samu> i was messing with the different builds
22:10:21 <Wolf01> you saved it with x64 release, does it work now?
22:11:20 <Samu> there is another issue with the lzo too, but the lzma error kind of surprised me
22:11:34 <Samu> i'm testing all the different encoding methods
22:12:08 <Samu> i remember lzma was set in the code to use preset 9 which is very memory intensive
22:12:22 <Samu> i'm not really sure what was the build, if 32-bit debug or 32-bit release
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22:12:50 <Samu> and then the issue was that i was using another client to joing the server
22:13:16 <Samu> so, i had 2 builds, not sure if the 2nd build was also 32-bit or 64-bit, i have to test all combinations
22:14:18 <Samu> it appears that the server failed to create the savefile
22:14:27 <Samu> and the client attempting to join, could not load the save
22:15:24 <Samu> but since this was me experimenting with preset 9, i don't know if you really care about it
22:19:09 <Samu> about the lzo: when the build is release x64, it cannot load the savegame encoded in lzo. but apparently all builds can generate the savegame correctly
22:21:20 <supermop_> andythenorth: 1870,1890, 1900, 1910, 1920, 1940 enough steam engines?
22:21:33 <andythenorth> there’s no right amount :)
22:21:56 <andythenorth> one every 10 years is quite closely spaced
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22:23:50 <supermop_> ooh a DanMacK
22:24:11 <supermop_> this guy seems like he may know a thing or two about steam trains?
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22:27:39 <Eddi|zuHause> an andythenorth and a DanMacK can never be in the same place at the same time!
22:28:12 <supermop_> andythenorth: that sequence is: general, express, general, general, heavy freight, general
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22:32:46 <sim-al2> Small detail, but some cars seem to be 19500mm long, with 20000mm long end cars
22:33:12 <sim-al2> Some private railways still use 18000mm long cars
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22:35:22 <andythenorth> that is indeed a small detail
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22:40:30 <Arioch> test
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22:40:41 <sim-al2> oh
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22:41:12 <Arioch_Tmp> hello! anyone is active ?
22:41:24 <sim-al2> hi
22:41:31 <supermop_> i feel like 6 engines is enough, but seems weird to be in a situation where the "fast engine" is much older than the "slow engine"
22:42:26 <Arioch_Tmp> can anyon report bug for 1.6.0 ? i have no account there...
22:42:39 <Arioch_Tmp> Sad, i did not make it timely with 1.6rc1
22:43:00 <sim-al2> Yeah, seems that there used to be general-purpose engines that were used on passenger and freight, and geared high, but replaced with dedicated engines in recent times
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22:45:53 <Samu> i have a bad habit of not taking notes of the tests I conduct :(
22:48:45 <Wolf01> just read the chat logs
22:49:54 <andythenorth> run a keylogger
22:49:55 <andythenorth> :P
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22:51:49 <Samu> generating a world in debug mode takes sooo much time :(
22:53:01 <supermop_> should dates be revised so that there is a bigger gap between engines, but "different" engines are released closer together
22:53:21 <andythenorth> I tend to release pax and freight at same time
22:53:39 <andythenorth> otherwise you get weird effects where new pax engine is boss for freight, but only for 7 years or so
22:53:47 <andythenorth> kind of odd
22:53:50 <andythenorth> not good hax
22:55:15 <supermop_> these wikipedia pages will say things like "x was the most powerful japanese steam locomotive" but not say what the HP was
22:55:33 <supermop_> but they will give the diameter of every wheel
22:55:55 <sim-al2> Steam locomotive horsepower is somewhat difficult, compared to combustion engine
22:56:20 <supermop_> the "real" fastest JNR steam engine seems to top out at 80mph
22:56:24 <sim-al2> There are formulas to calculate if you have the size of the grate, etc
22:56:30 <supermop_> might need to fake that upward
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22:57:11 <sim-al2> 130 km/h is pretty fast on 1067mm gauge already
22:57:20 <sim-al2> Especially pre-war
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22:57:48 <supermop_> yeah that is the record for a NG steam train globally
22:58:02 <supermop_> or at least was
22:58:11 <sim-al2> Many of the normal carriages used into the 70's had a top speed of only 95km/h
22:58:58 <sim-al2> Pretty much all locomotive-hauled express trains were timetabled for 100km/h, but allowed 110km/h if required to make up time
22:59:21 <supermop_> i should make room for another 30s/40s/50s locomotive - because these huge smoke deflectors look badass
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23:00:02 <andythenorth> steam locomotive HP is easy to set
23:00:19 <andythenorth> the numbers in the brit roster are about right for the speeds needed
23:00:40 <andythenorth> and there’s little to be gained from changing them, unless the whole roster is slower, in which case reduce by 10% or whatever
23:00:46 <andythenorth> low HP is boring to play with though
23:01:37 <sim-al2> Though when you're dealing with engines of less than 1000hp like many of these narrow gauge engines were, 10% is a big deal
23:03:56 <sim-al2> Supermop, check this site out: http://homepage3.nifty.com/EF57/engines/LM-flame.html
23:04:58 <sim-al2> Has maximum horsepower at the drivers (PS is a German horsepower unit, really really close to American/British definitions of horsepower)
23:06:38 <sim-al2> The C62 seems to be rated for "only" 1620PS, and normal service speed is 100 km/h
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23:08:11 <supermop_> 1600 is fine i think
23:08:38 <supermop_> ill just step each worse engine incrementally downward from that
23:09:05 <sim-al2> It's worth mentioning, but often the record speed of a locomotive is far higher than what could actually be reasonably used in service
23:09:28 <supermop_> i was thinking my little bear, which will be the first diesel, in the 50s or so will be 800 hp
23:09:38 <sim-al2> The Mallard for example starting overheating during it's run
23:10:17 <supermop_> if players want to run 1 car trains downhill they should be able to get high speeds though
23:10:51 <supermop_> you can always set your service speed downward with timetables
23:11:00 <sim-al2> True
23:12:24 <supermop_> the shear number of types introduced there in the 30s has be wondering if my list is skewed too early
23:12:58 <supermop_> i don't want to buy a ton of locomotive right before i start electrifying though
23:13:34 <sim-al2> Electrification began very early in Japan, but didn't really finish all the major lines until the late 60's
23:13:54 <sim-al2> Steam lasted into the 70's in the rural areas, especially the far north and south
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23:26:52 <Wolf01> I really miss Japan :(
23:27:51 <supermop_> sim-al2: any player starting a game in 1900 or so will have plenty of cash to electrify almost everything by the 50s
23:32:08 <sim-al2> Yeah, the game mechanics allow that pretty easily, can't really prevent it
23:37:05 <supermop_> i dont want to have only one locomotive from 1870 until 1920, then a flood of new options for the last 20-30 years of steam
23:37:53 <sim-al2> There were a variety of imports during the 1870's
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23:57:08 <Samu> sometimes i feel like i'm the only one testing stuff no one cares about
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23:57:49 <Wolf01> it might be :/