IRC logs for #openttd on OFTC at 2016-06-03
            
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02:08:03 <Samu> i'm tired...
02:09:47 <Samu> trying to find or imagine all cases where the code could fail is tiresome
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04:32:22 <JetFox> Hello
04:35:56 <Mazur> Hi.
04:39:26 <JetFox> hows it goin
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07:56:52 <greeter> hmm, i have an issue installing the latest openttd on ubuntu. when i try installing the .deb file, the package manager says it depends on libicu52, but the only version i can get in the repos is libicu55. should i just try to install libicu52 from somewhere other than the repos?
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08:09:12 <Alkel_U3> I you just want the latest stable you can add the PlayDeb repository, although I didn't test if that works
08:09:35 <greeter> ah, i'll give it a try if this latest attempt of mine fails. i'm trying to compile from source
08:11:06 <Alkel_U3> or you can download the generic binaries if you don't need to install it system-wide. Those should have their dependencies bundled with, if I understand that correctly
08:11:27 <greeter> alright
08:11:55 <greeter> i actually didn't believe the generic binaries would work, so after trying both ubuntu and debian packages, i grabbed the source and decided to try it
08:13:12 <Alkel_U3> well that's pretty straightforward, too
08:13:46 <greeter> probably more straight forward than this rofl
08:15:15 <greeter> hmm, if compilation succeeds, i wonder if i can make a working .deb file for other 64 bit ubuntu 16.04 users
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08:23:27 <greeter> hmm, might be possible, but it sure isn't easy lol, even checkinstall complained, but it installed perfectly anyway :-)
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09:23:05 <greeter> how do i see the coverage area of a station that i want to build?
09:23:25 <greeter> oh never mind, i just found it
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10:30:16 <Wolf01> o/
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11:57:45 <Samu> hi~
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12:14:19 <Samu> Hey, I think the description of this setting "Distribution mode for ARMOURED cargo class" is incorrect
12:14:40 <Samu> subtropical don't have valuables, they have diamonds
12:16:06 <Samu> "bla bla (...) For temperate and subtropical you can also choose symetric as banks will send valuables back to the origin bank of some load of valuables."
12:21:51 <peter1138> They're still valuable ;p
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13:41:03 <Samu> think i found a code error: when typing in console "setting gui.ai_developer_tools 1", it is invalidating the wrong window, WC_AI_SETTINGS, it should be WC_AI_DEBUG
13:42:48 <Samu> line 627 settings.h
13:43:03 <Samu> line 1109 settings.cpp
13:43:54 <Samu> but WC_AI_DEBUG isn't prepared anyway
13:44:00 <Samu> to handle that request
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15:02:52 <Jaenster> dropsbek
15:02:55 <Jaenster> dropsgek *
15:04:33 <Xaroth|Work> you do know you're talking to a bot, right?
15:13:09 <supermop_> isnt it dorps not drops?
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15:26:32 <Eddi|zuHause> Der Drops is gelutscht!
15:33:56 <Samu> what do u think of infrastructure costs for company-owned land?
15:34:02 <Samu> make it expensive
15:44:29 <Samu> maybe make the cost raise based on duration the land is maintained
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15:46:51 <Samu> or nevermind...
15:50:31 <Samu> cargo flow legend button is buggy
15:51:07 <Samu> when a company bankrupts, and that company was not being filtered, the button becomes "pressed-down-yet-disabled"
15:54:13 <Samu> http://imgur.com/NAJVhzq - look at Cargo Flow Legend window, 3rd company button is pressed down, because it was a company I was watching but bankrupted
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15:55:08 <Samu> is it worth reporting?
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16:10:11 <Samu> Alberth - this window, WC_TEXTFILE, seems to have little flexibility
16:10:25 <Samu> it is the window for readme, licence and changelog
16:11:21 <Samu> imagine that I have a random ai company running and i'm looking at the readme of the chosen random ai, and suddenly an AI, which is not this one, bankrupts.
16:12:04 <Samu> I didn't want to close the window
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16:13:16 <Samu> it's not the readme of this company
16:13:33 <Samu> but if it was, that slot would go back to random, and random doesn't have a readme
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16:13:46 <Samu> so I have to close it anyway
16:13:52 <Samu> else openttd will crash
16:15:39 <Samu> i can't seem to link a company to the WC_TEXTFILE window so that I only close it when really necessary
16:15:45 <Samu> is there a way?
16:18:28 <Alberth> so display the readme of an ai rather than of a company?
16:21:09 <Alberth> ie I can display the readme of an ai before it's started (at least I hope you can)
16:21:30 <Alberth> at that moment, there is no company for this ai, yet I can read the readme
16:22:26 <Samu> there is no readme for random ai. before it starts it's just without readme. after it starts, it may have a readme
16:22:36 <Samu> at that point i can open the readme
16:23:03 <Samu> at that point as well, the company may bankrupt
16:23:19 <Alberth> the readme still exists after bankrupt
16:23:43 <Samu> i have code that changes its name, and associated readme back to random, so the window has to close
16:23:45 <Alberth> the readme window should not use company to find readmes
16:24:21 <Alberth> it should use the ai identification
16:24:50 <Samu> ah, i see
16:24:51 <Alberth> a company has no readme
16:25:25 <Alberth> maybe the ai that runs the company has one
16:25:53 <Alberth> and that will still exist no matter what happens to the company
16:26:24 <Samu> I see, so i got to make it open the textfile in some other way
16:26:37 <Alberth> think so indeed
16:27:17 <Alberth> it's fine to find the ai through the company when you open the window imho
16:28:14 <Alberth> but you should not use that link all the time until the window closes
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16:28:21 <Samu> openttd crashes when it tries to draw the readme for random ai
16:28:36 <Alberth> that sounds likely :)
16:28:52 <Alberth> button is not disabled?
16:28:57 <Alberth> woow :p
16:29:28 <Samu> button is disabled
16:29:46 <Samu> slightly complicated to explain
16:30:06 <Samu> readme button = disabled when slot is configured with random ai
16:30:14 <Alberth> ok
16:30:18 <Samu> readme button = enabled when random ai starts
16:30:30 <Samu> readme button = disabled when random ai dies
16:30:44 <Samu> problem is when i open it when it starts and leave it open and company dies
16:30:51 <Alberth> so button works as you'd think it should be
16:31:10 <Samu> it's not a problem with buttons, but with the opened window when the random ai died
16:31:11 <Alberth> but the window doesn't :p
16:31:54 <Samu> i think i know what I got to do
16:32:12 <Samu> problem is how it opens
16:32:15 <Alberth> great
16:32:15 <Samu> the textfile
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16:32:44 <Alberth> yo andy
16:33:09 <andythenorth> lo
16:39:28 <andythenorth> is cat?
16:43:34 <Alberth> cat is, afaik
16:45:35 <Samu> assert(c != NULL);
16:46:13 * andythenorth wonders how a new transport type would be added to the game
16:46:17 <andythenorth> presumably the map is full?
16:46:23 <Samu> how do i disassociate it from the config slot
16:46:30 <Samu> :8
16:46:33 <Alberth> you can make new tile types :p
16:46:52 <Alberth> although we currently have 16, so 4 bits exactly
16:46:58 <andythenorth> does that not eat all the memory or something? :P
16:47:25 <Alberth> no, you need a new bit for 16 new tile types
16:47:46 <Samu> c is not null.... 3435973836 unsigned int
16:47:54 <Alberth> each tile type is independent from all other tile types, so they have all bits free except those 5 for the tile type
16:48:20 <Samu> * @param c Buffer to place decoded character.
16:48:42 <Alberth> Samu: that looks like a pointer
16:48:59 <Alberth> ie a memory address
16:49:09 <Samu> the assert didn't trigger the crash
16:49:19 <Samu> it escaped the assert
16:49:26 <Samu> but crashed right in the next line
16:49:28 <Alberth> of course, 3435973836 is very much not NULL :)
16:49:41 <Samu> if (!HasBit(s[0], 7)) {
16:49:49 <Samu> * @param s Character stream to retrieve character from.
16:49:58 <Samu> S is NULL
16:50:00 <Samu> s
16:50:20 <Samu> shouldn't the assert be for s?
16:50:43 <Alberth> apparently not, but it doesn't matter, it crashes either way :)
16:51:21 <Samu> > openttd.exe!Utf8Decode(unsigned int * c, const char * s) Line 441 C++
16:51:41 <Samu> line 441, string.cpp
16:53:02 <Samu> 0x000000c3fe3add80 "AI licence of ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌ...
16:53:09 <Samu> that's random ai
16:53:10 <Samu> lol
16:53:49 <Samu> it must de-link from the slot
16:54:19 <Samu> don't know the right word for it
16:56:23 <Samu> i want it to "show and forget where it came from"
16:57:00 <Samu> instead of "show the readme of this slot and always keep track of it"
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17:02:34 * andythenorth ponders OpenTTD 2
17:05:01 <Alberth> but we already decided what's going to be in it :p
17:05:51 <Wolf01> also I won't like a pay2win game :P
17:08:17 <andythenorth> Alberth: what’s in it? :D
17:10:55 <Alberth> everything you ever wanted but were afraid to ask
17:17:19 <andythenorth> :P
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17:20:43 <Anolitt> Hi folks! I was just trying to generate an arctic climate map, but I keep getting the error message saying that no forest industry could be generated, and that I should try to change the map parameters and try again. But no matter what I do, I can't get forest to spawn. Anyone know if that's a bug or anything else?
17:21:11 <NoShlomo> Hello, are city builder scripts usually buggy/unstable? Keeping in mind I'm playing with a patched ottd client, I've tried both Aphid's citybuilder and simple city builder and they both crash
17:24:36 <Alberth> arctic forests must be above the snowline https://wiki.openttd.org/Forest
17:24:51 <Alberth> so make high mountains and have a low snowline
17:26:02 <Alberth> it might be best if you use the original max height setting of 16
17:26:22 <Alberth> loading a good heightmap will work too
17:28:26 <Samu> i don't know how to fix this
17:29:56 <Samu> it's 15, not 16
17:30:57 <Samu> it's the video thread dude that sets openttd to crash
17:31:03 <Samu> i dont know how to handle this
17:31:48 <Samu> i have the idea what needs to be done, but i don't know how to code it
17:32:29 <Alberth> getting the idea is often the biggest hurdle :)
17:36:35 <Alberth> NoShlomo: did you check the discussion threads for those scripts?
17:36:58 <_dp_> NoShlomo, we run servers with simple cb gs, never saw it crashing
17:37:00 <Alberth> I don't think you can generalize stability
17:39:30 <Samu> video thread wants to redraw all windowses, all widgets
17:39:42 <Samu> then it crashes on WC_TEXTFILE
17:39:49 <Samu> it's a widget?
17:40:45 <NoShlomo> Alberth _dp_ yeah, I haven't actually looked into fixing the problems I get with the scripts but I was wondering if this is common, my guess is the patched client somehow fucks with the scrips
17:40:52 <Alberth> WC_TEXTFILE is a window class
17:41:16 <Samu> ah, the window title
17:41:21 <Samu> it crashes on the title
17:41:22 <_dp_> NoShlomo, depends on what kind of patches you use
17:41:53 <Samu> AI licence of .... garbled stuff that makes it crash, this is the widget?
17:42:37 <Alberth> a widget is any rectangular shaped element in a window
17:42:51 <Alberth> buttons, list, matrix cells, anything
17:42:59 <Samu> even window titles?
17:43:16 <Alberth> the rectangle containing the window title is
17:44:05 <Alberth> that widget draws the text. If the text is garbage, it crashes, just like any code
17:44:42 <Alberth> ie letters are also drawn pixel by pixel
17:46:02 <Samu> it's not even getting to the point of actually reading a textfile yet
17:46:06 <Samu> :(
17:46:48 <Alberth> not sure, it may already have done that
17:47:03 <Alberth> you don't want to read data from disk while drawing
17:47:25 <Alberth> instead, you read the data, and then say "here, draw this"
17:47:45 <Samu> ah
17:48:29 <Alberth> although newgrfs are loaded on the fly, I think
17:49:11 <Alberth> with a lot of pre-processing to minimize the amont of work while drawing
17:49:18 <Alberth> *amount
17:49:54 <Samu> the garbled stuff is a NULL
17:50:02 <Alberth> but it's simple to check, put a breakpoint where it reads the text
17:50:13 <Alberth> if it crashes, it draws first
17:50:17 <Samu> tries to decode NULL as utf-8 thing
17:50:22 <Samu> but can't
17:50:29 <Alberth> if it hits the breakpoint it reads first
17:52:07 <Samu> i tried following breakpoints, but i get a crash coming from the video thread, and i dont know how to follow this part of the code
17:52:13 <Samu> oops, using breakpoints*
17:55:01 <Samu> the searching of things to redraw finds this window title widget
17:55:05 <Samu> and boom :o
17:55:46 <Samu> sorry, i can't seem to understand this
17:58:05 <Samu> VideoDriver::GetInstance()->MainLoop();
17:58:32 <Samu> this is what it's doing from openttd.cpp
17:59:27 <Samu> splits into 4
17:59:42 <Samu> Dedicated, NULL, SDL, Win32
18:00:01 <Samu> went with win32
18:00:20 <Samu> UpdateWindows();
18:01:04 <Samu> FOR_ALL_WINDOWS_FROM_BACK(w) - this is doing some magic as I don't understand how it gets the windowses
18:01:58 <Samu> but that widget title is found and asked to redraw
18:02:04 <Samu> hmm :(
18:02:11 <Xaroth|Work> look at the definition of it?
18:02:14 <Xaroth|Work> it smells like a macro
18:10:05 <Alberth> it is, it builds a for loop that walks through all windows from back to front
18:10:55 <Samu> GetString(buffer, strid, lastof(buffer));
18:11:08 <Samu> strid is...
18:11:11 <Samu> let me check
18:11:14 <Alberth> string id
18:11:30 <Alberth> it converts the string id to real characters
18:11:38 <Alberth> ie utf8 encoded string
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18:13:01 <Samu> STR_TEXTFILE_LICENCE_CAPTION :{WHITE}{STRING} licence of {RAW_STRING}
18:13:28 <Samu> AI license of
18:13:34 <Samu> Raw_string makes it crash
18:13:36 <Samu> :/
18:13:40 <Alberth> a char * parameter
18:13:55 <Alberth> which presumable should point to the name of the ai
18:14:05 <Alberth> but apparently doesn't
18:14:20 <Samu> AI license of (random)
18:14:43 <Samu> AI license of Random AI
18:14:53 <Samu> i keep getting that
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18:15:41 <Samu> the buffer changes
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18:17:25 <Samu> i dont even know what's in the buffer anymore? a NULL, it seems
18:18:12 <Alberth> NULL means "there is no buffer"
18:19:06 <Samu> how do i know what's in {RAW_STRING}
18:19:18 <Samu> can't really get how it changes
18:23:43 <Samu> there is a pointer to {RAW_STRING}
18:24:00 <Samu> but {RAW_STRING} content is NULL?
18:24:14 <Samu> i'm confused
18:25:23 <Samu> time to give up, I'm not going anywhere with this
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18:26:04 <Samu> ** Type for wide characters, i.e. non-UTF8 encoded unicode characters. */ typedef uint32 WChar;
18:26:25 <Samu> const char *s
18:26:30 <Samu> *s is NULL
18:27:52 <Samu> Unhandled exception at 0x00007FF635D18426 in openttd.exe: 0xC0000005: Access violation reading location 0x0000000000000000. If there is a handler for this exception, the program may be safely continued.
18:28:35 <Samu> well, sorry for bothering, but I guess I'm gonna resort to closing the window whenever the company bankrupts
18:28:47 <Samu> from the AI
18:28:54 <Samu> ai_core.cpp
18:30:55 <Samu> /* static */ void AI::Stop(CompanyID company) { bla; bla; if (AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME)->IsRandom()) { DeleteWindowById(WC_AI_SETTINGS, company); DeleteWindowByClass(WC_TEXTFILE); }
18:31:24 <Samu> it just closes it regardless for which slot it is
18:31:33 <Samu> but oh well, i don't know better
18:36:37 <supermop_> andythenorth: 08 should be chubby chibi
18:37:01 <andythenorth> Leanden needs someone drawing pixels for it
18:38:23 <supermop_> shouldn't have stuck my head out
18:39:05 <supermop_> i actually find ukrs and br set to have br blue as being too blue
18:39:16 <andythenorth> palette is limited :)
18:39:24 <supermop_> cant do it accurate in tt pallet
18:39:41 <andythenorth> there is a range that is close enough though
18:39:47 <supermop_> but, i like to use the more teal 'light blue' cc
18:40:20 <supermop_> which while a bit too green, is a good 'caricature' of br blue
18:41:27 <supermop_> i managed to convince my brother to powdercoat a touring bike frame he was building up in Rail Blue a few years ago
18:41:49 <supermop_> couldn't get him to bite on warning yellow for wheels and racks though
18:42:07 <andythenorth> :P
18:43:44 <supermop_> he lives in chicago so has room to accrue and build superfluous bikes, that i do not
18:44:48 <supermop_> should have tried to find some other bit of metal to go through the line with it though...
18:45:05 <supermop_> who doesn't want a Large Logo air conditioner
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18:45:41 <supermop_> large logo is a national treasure of British Design
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18:49:02 <supermop_> https://s-media-cache-ak0.pinimg.com/236x/e9/57/f8/e957f87fb1e6c5adf917f4715e61a45b.jpg
19:05:28 <Alkel_U3> nice :D
19:08:55 <supermop_> i'd drive that
19:10:11 <Anolitt> @Alberth ok, thank you!
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19:27:40 <Alberth> Large lego would be easy to get rid of here :)
19:33:11 * andythenorth has enough :|
19:42:56 <monsted> you can never have enough
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20:14:11 <Alberth> hola
20:14:18 * andythenorth wonders how long vehicles should be in / \ views
20:14:20 <andythenorth> is it known?
20:14:34 <frosch123> where is catherine?
20:14:34 <andythenorth> I think I’m doing it wrong
20:14:41 <andythenorth> cat is making pixels
20:14:57 <frosch123> hoi :)
20:17:34 <frosch123> Eddi|zuHause: http://www.heise.de/newsticker/meldung/MOnSter-6502-Diskret-aufgebauter-6502-dem-man-beim-Rechnen-zusehen-kann-3226757.html <- can you explain the usage of "maker" in the abstrat to me?
20:17:44 <frosch123> *abstract
20:18:19 <Eddi|zuHause> never heard the word used in that way before...
20:18:30 <Eddi|zuHause> a play on "Hacker"?
20:18:39 <frosch123> no, they are partipicants of the "maker fair"
20:19:53 <andythenorth> makers = hackers who make physical stuff
20:20:03 <andythenorth> e.g. mostly 3D printing, laser cutting etc
20:20:07 <Eddi|zuHause> that's what i thought
20:20:17 <andythenorth> but also robotics, machines, recycling & reuse
20:20:25 <andythenorth> craft, textiles, etc also
20:20:38 <andythenorth> overlaps with fine art occasionally, but mostly not
20:21:30 <andythenorth> http://dev.openttdcoop.org/attachments/download/7826/vehicle_length.png
20:22:54 <Wolf01> * andythenorth wonders how long vehicles should be in / \ views <- ask V, he should really know that now ;)
20:23:21 <Alberth> he may also have a different opinion than most others :)
20:25:05 <andythenorth> I get 10px (horizontal edge length) from the bounding box tool for 5/8 in \ view
20:26:23 <andythenorth> but the sprites are drawn at 12px for same measurement direction
20:26:41 <Wolf01> <andythenorth> but also robotics, machines, recycling & reuse <- looks like fallout
20:27:03 <andythenorth> also Iron Horse uses 10px for that dimension :P
20:27:16 <andythenorth> at some point the trucks have gone off-template :P
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20:29:23 <andythenorth> that will need fixed eh
20:29:25 <andythenorth> :(
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20:31:42 <andythenorth> looks better though
20:32:12 <andythenorth> only 4 angles on 10 trucks to fix :P
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20:41:33 <Wolf01> ok... now it makes sense, I read "angels" for 3 times in a row :|
20:42:06 <Wolf01> "dear satan.. I want a puppy this year..."
20:47:29 <Alkel_U3> http://starecat.com/content/wp-content/uploads/when-you-write-a-letter-to-satan-instead-of-santa-asking-for-a-puppy.jpg
20:47:57 <Wolf01> exactly
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20:58:26 <andythenorth> http://www.tt-forums.net/download/file.php?id=191995
20:59:28 <andythenorth> ?
20:59:36 <Wolf01> they look cool
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21:08:59 <andythenorth> so OpenTTD 2....
21:09:06 <andythenorth> - NotRoadTypes
21:09:10 <andythenorth> - flat docks
21:09:12 <andythenorth> - 2 tile locks
21:09:25 <andythenorth> - water types (ugh, but currently rivers and canals are daft)
21:09:33 <andythenorth> - deprecate old newgrf stuff :P
21:09:53 <andythenorth> - unitised transport type, with restrictions
21:10:25 <andythenorth> - ‘new improved’ landscape generator for Tropic
21:10:47 <Wolf01> paid dlc
21:11:15 <andythenorth> nah, none of it’s good enough :P
21:11:39 <Rubidium> isn't p1sim effectively openttd 2?
21:12:07 <andythenorth> only if you’re not using ‘effectively’ in the standard UK English sense :D
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21:14:03 <peter1138> openttd 2, rewrite from scratch
21:14:33 <andythenorth> always goes well :)
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21:16:04 <andythenorth> what’s gained? Other than ‘snappier’
21:16:28 <Rubidium> steam!
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21:27:52 <andythenorth> :P
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21:40:26 <Wolf01> http://eu4.factorio.com/assets//img/blog/fff-141-locomotive-movement.gif omfg it's fantastic O_O, where's V? I want to give him a cookie
21:45:16 <andythenorth> engineering supplies http://shropshirehistory.com/industry/sentinel_files/image119.jpg
21:45:30 <Wolf01> yeah
21:50:29 <frosch123> V453000: is honza the #coop honza?
21:53:22 <frosch123> hmm, maybe i am mixing up names
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22:00:43 <andythenorth> hmm
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22:01:01 <andythenorth> it’s hard to show capacity progression by size of truck sprites
22:01:13 <andythenorth> more capacity = ~same size, at TTD scale
22:05:13 <frosch123> add more wheels
22:05:31 <frosch123> early small trucks only need 3
22:06:08 <frosch123> then 2-2, 2-4, 2-6, 4-6
22:06:31 <andythenorth> http://dev.openttdcoop.org/attachments/download/7827/truck-size-capacity.png
22:06:35 <andythenorth> current state
22:06:40 <andythenorth> kind of works, not weird in game, but eh
22:07:26 <andythenorth> IRL legal weight limits simply increased as tyre + brake technology got better
22:08:20 <andythenorth> I could make the body less deep on the lower capacity versions
22:08:55 <frosch123> hmm, i see, the ttd scale weirdness limits the number of tires
22:09:21 <andythenorth> there are only so many grid positions for them
22:09:30 <andythenorth> in \ / angles especially
22:09:53 <andythenorth> also number of axles is completely realisms, for British truck history :P
22:20:11 <andythenorth> is this better? (extra axle on gen 3 truck) http://dev.openttdcoop.org/attachments/download/7828/truck-size-capacity-2.png
22:25:21 <frosch123> yeah, more axles in the back than in the front looks better
22:26:54 <andythenorth> maybe gen 4 should be longer http://farm6.static.flickr.com/5500/10643404345_1651900e14.jpg
22:27:12 <andythenorth> gen 2 is fine http://www.britishmodelbuses.com/LargeImages/EFE/34401_AEC%20MkV%204%20Axle%20Flatbed%20and%20Drag_ALAN%20FIRMIN_N_Final_Large.jpg
22:30:08 * andythenorth rejects a longer gen 4 truck, looks blearch
22:30:45 <frosch123> what about height?
22:31:08 <frosch123> or is that more a cargo-specific thing?
22:32:21 <andythenorth> hard to make it work well
22:32:29 <andythenorth> also doesn’t apply to flatbed trucks :)
22:34:08 <andythenorth> I could chibi the gen 1 trucks some more
22:34:19 <frosch123> moddern flat bed trucks are lower
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22:37:57 <andythenorth> http://dev.openttdcoop.org/attachments/download/7829/truck-size-capacity-3.png
22:38:03 <andythenorth> shorter early trucks?
22:38:12 <andythenorth> the body is almost invisible in \ / view
22:38:34 <Hiddenfunstuff> your 30 ton truck is strange
22:38:54 <frosch123> andythenorth: engine should be longer than the wagon
22:38:57 <Hiddenfunstuff> why would it have 2nd steering axle infront and the deadly trailer combination
22:39:25 <frosch123> Hiddenfunstuff: brittish trucks...
22:39:30 <frosch123> they are better with ships
22:39:31 <Hiddenfunstuff> Still
22:39:43 <Hiddenfunstuff> even as puny they are.. theres no need for 2nd steering axle
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22:40:02 <andythenorth> [shrug]
22:40:08 <Hiddenfunstuff> logical placement for that spare axle would be at the trailer's rear
22:40:12 <frosch123> Hiddenfunstuff: http://www.britishmodelbuses.com/LargeImages/EFE/34401_AEC%20MkV%204%20Axle%20Flatbed%20and%20Drag_ALAN%20FIRMIN_N_Final_Large.jpg <- andy posted a picture earlier
22:40:16 <andythenorth> why is that logical?
22:40:27 <Hiddenfunstuff> Because you dont need 2nd steering axle with so low weights
22:40:31 <andythenorth> eh?
22:40:41 <andythenorth> how much do you think trucks carry? :P
22:40:48 <Hiddenfunstuff> 60 tons?
22:41:00 <Hiddenfunstuff> infact... with new laws.. 76, more upcoming
22:41:07 <andythenorth> you’re in Finland or what?
22:41:10 <Hiddenfunstuff> yes
22:41:17 <andythenorth> ha ha
22:41:47 <andythenorth> 76t gross?
22:41:51 <andythenorth> or payload?
22:41:51 <Hiddenfunstuff> total yes
22:42:03 <Hiddenfunstuff> around 50-55 tons of it is free for load
22:42:25 <Hiddenfunstuff> or 40 tons depending what sort of design you have on the truck
22:42:26 <andythenorth> UK payload is about 18t on 4 axles, 2 of which would usually be steered
22:42:38 <Hiddenfunstuff> ridiculous
22:43:12 <andythenorth> bearing in mind also, UK has one of highest payloads in western world :P
22:43:28 <Hiddenfunstuff> Why not single steering axle at front, then triples in the rear.. 1 powered double wheel axle, liftable double wheel and maybe steerable as last or infront of the powered axle
22:43:29 <andythenorth> most of EU and most of US is lower
22:43:40 <Hiddenfunstuff> US is being babies.. EU is a toddler
22:43:52 * andythenorth might do a Finnish roster
22:43:58 <Hiddenfunstuff> both are lagging far behind in the efficiency in terms of transporting stuff in single truck
22:44:02 <andythenorth> to go with the ‘Finland-ish’ eonomy in FIRS
22:44:19 <Hiddenfunstuff> if you do.. you may ask us for details.. considering we are what you call.. a professional
22:45:56 <Hiddenfunstuff> just dont understand the deal with multiple steering axles if you dont even have multiple powered axles
22:46:04 <andythenorth> bridge laws?
22:46:13 <andythenorth> not sure if that’s true
22:46:27 <Hiddenfunstuff> bridge laws do apply at one point
22:46:29 <andythenorth> they’re usually 4x2 (tandem) in the twinsteer configuration,
22:46:46 <Hiddenfunstuff> how can 4x2 twinsteer?
22:47:10 <andythenorth> what is finnish convention for describing configuration? axles or wheels?
22:47:31 <Hiddenfunstuff> total numbers of wheels X powered wheels
22:47:36 <Hiddenfunstuff> thats globally
22:47:54 <Hiddenfunstuff> then manufacturers like to put all sort of dashes and sprinkling stars to mark steering or liftable axles
22:48:46 <andythenorth> eh you’re right, I’m wrong
22:48:57 * andythenorth has been making too many trains
22:49:03 <Hiddenfunstuff> Just pointing out right now before you confuse somebody else
22:49:57 <andythenorth> hmm even trains are same
22:49:59 <andythenorth> brain fart
22:50:59 <andythenorth> anyway, I have stuff like this saved for a scandinavian roster http://www.students.tut.fi/~lainiot/kuvia/raskas/2009_07_31_Volvo_FH12-380_Lappeenranta.jpg
22:51:23 <Hiddenfunstuff> Thats ancient combination for old weights
22:51:55 <Hiddenfunstuff> But still in use
22:52:11 <Hiddenfunstuff> Since not everybody can afford brand new truck and trailer combination for upgrading weights
22:52:19 <andythenorth> got a picture of newer combo?
22:52:39 <andythenorth> I want to do a roster with ridiculous capacity
22:52:45 <andythenorth> not US or Canadian
22:52:47 <Hiddenfunstuff> http://www.koneporssi.com/site/assets/files/21704/img_2736.jpg
22:52:53 <Hiddenfunstuff> Thats one of the more generic
22:53:05 <Hiddenfunstuff> steering - powered - powered - steering is the axle configuration in that
22:53:25 <Hiddenfunstuff> usually 9 axles in total equal in 76 ton possibility
22:54:11 <andythenorth> any bigger special types?
22:54:16 <andythenorth> logging trucks?
22:54:21 <Hiddenfunstuff> http://img.yle.fi/uutiset/rovaniemi/article8362435.ece/ALTERNATES/w960/Puutavarayhdistelm%C3%A4%20104%20tonninen%206%2007102015
22:54:23 <Hiddenfunstuff> 104 tons?
22:54:34 <andythenorth> B-train?
22:54:44 <Hiddenfunstuff> more like a semi trailer + full trialer
22:55:12 * andythenorth counting axles
22:55:20 <Hiddenfunstuff> 104 ton special permit combination under test scenarios
22:55:40 <Hiddenfunstuff> operates up north in predefined routes
22:55:51 <andythenorth> what HP?
22:55:56 <Hiddenfunstuff> 730
22:58:01 <andythenorth> biggest UK equivalent :P https://c2.staticflickr.com/8/7079/7062188597_931deb2ee1_b.jpg
22:58:11 <Hiddenfunstuff> Rofl
22:58:13 <andythenorth> 44t max gross
22:58:41 <Hiddenfunstuff> meanwhile you can put around same amount of weight on the truck alone here with 5 axles
22:58:56 <Hiddenfunstuff> actually i think even 4 is enough
23:00:10 <andythenorth> did all your bridges get rebuilt?
23:00:14 <Hiddenfunstuff> no
23:00:40 <Hiddenfunstuff> what sort of bridges do you build in the island that cant handle weight?
23:00:48 <andythenorth> old ones :P
23:00:50 <andythenorth> lots of them
23:01:02 <Hiddenfunstuff> obviously the 300 year old bridges are limited to like 3 tons max
23:01:13 <Hiddenfunstuff> as if such exists..
23:01:21 <Hiddenfunstuff> think worst are like 200 years old
23:01:38 <Alkel_U3> why somebody would build an old bridge today is beyond me :P
23:01:56 <andythenorth> it is confusing eh
23:02:05 <Hiddenfunstuff> atleast here the main bridges are built way oversize for its current requirements
23:02:26 <Hiddenfunstuff> and those that cannot handle the higher weight.. are marked so with max vehicle weight
23:02:31 <andythenorth> Canada 150t or so, but strictly off-highway http://www.heavyequipmentforums.com/attachment.php?attachmentid=119089&d=1400560620
23:02:36 <andythenorth> off-highway is cheating :P
23:02:43 <Hiddenfunstuff> yeah
23:02:56 <Hiddenfunstuff> also the canadian logs are bit larger
23:05:55 <Alkel_U3> Damn. That's one truck I wouldn't want to drive behind.
23:06:04 <Hiddenfunstuff> the canadian one?
23:06:09 <Alkel_U3> yeah
23:06:12 <Hiddenfunstuff> Yup
23:06:27 <Hiddenfunstuff> totally overloaded for its capacity
23:06:28 <glx> they are crazy in canada, they drive on iced lakes
23:06:34 <frosch123> isn't behind better than in front of?
23:06:35 <Hiddenfunstuff> not only canadians do that
23:06:38 <Alkel_U3> keep distance or... funstuff
23:06:48 <Hiddenfunstuff> Also you know what would be worrying?
23:07:01 <Hiddenfunstuff> that truck do a full stop and those logs slide front crushing the cab
23:07:06 <Hiddenfunstuff> or in case of an collision
23:07:27 <Alkel_U3> frosch123: I've seen some pictures and videos of the logs 'spilling'
23:07:31 <Hiddenfunstuff> Yup
23:08:17 <Hiddenfunstuff> Thats why sophisticated (read: europe) has those thick steel walls behind the cab to hold the logs against it so they cant slide forwards anymore
23:08:51 <andythenorth> the Pacific has a large water tank between the logs and the cab :P
23:08:56 <andythenorth> but still...
23:09:08 <Hiddenfunstuff> absolutely does nothing to stop the logs
23:09:18 <andythenorth> http://www.heavyequipmentforums.com/showthread.php?17877-Logging-Accidents-And-They-Walked-Away
23:09:52 <andythenorth> http://www.heavyequipmentforums.com/showthread.php?17877-Logging-Accidents-And-They-Walked-Away&p=228023&viewfull=1#post228023
23:10:08 <Hiddenfunstuff> Yuppp
23:11:01 <Hiddenfunstuff> isnt it fun how even a light object turns deadly in collision.. say a subwoofer box in trunk of your car..
23:11:19 <andythenorth> big logs, these are 100t *payloads* in some cases :P
23:11:24 <andythenorth> http://www.heavyequipmentforums.com/showthread.php?17877-Logging-Accidents-And-They-Walked-Away&p=232877&viewfull=1#post232877
23:11:33 <Hiddenfunstuff> you come to a sudden stop.. violently.. somehow that box in your trunk makes its way to your back of the head and killing you instantly
23:12:19 <Alkel_U3> reminds me of some other cargo needing proper securing :D https://netherregioniii.files.wordpress.com/2014/06/funny-truck-dirt-load-secure.jpg?w=500&h=666
23:12:31 <Hiddenfunstuff> ...
23:13:03 <Hiddenfunstuff> by law.. you should've made sure that none of the content could've find its way to somebody's windshield or fall off
23:13:15 <Hiddenfunstuff> basically cover it tightly with a tarp and then hope wind doesnt get under it
23:13:49 <Alkel_U3> so... why don't we have flatbeds hauling sand and gravel in openttd? :D http://i.imgur.com/rSgI1Qc.jpg
23:14:15 <Hiddenfunstuff> Yes. This is absolutely the best way to deliver loose material
23:14:21 <Alkel_U3> the second one isn't all flat, apparently
23:14:27 <Hiddenfunstuff> No
23:14:34 <Hiddenfunstuff> it has those 30cm tall sides
23:16:20 <Hiddenfunstuff> http://i.imgur.com/POJDCqt.jpg I'd say this is optimal load
23:16:43 <andythenorth> what could go wrong with that?
23:17:03 <andythenorth> Alkel_U3: that’s just to keep the doors strapped on :)
23:17:07 <Hiddenfunstuff> I dont know.. it was packed absolutely to the max like that all the way of the 10m space forwards
23:17:33 <peter1138> Probably overweight then...
23:17:38 <Hiddenfunstuff> nope
23:17:43 <Hiddenfunstuff> light parcels most of it
23:17:52 <Hiddenfunstuff> and the truck was more than capable of carrying it
23:17:59 <Hiddenfunstuff> Slightly oversize for its purpose
23:18:34 <Alkel_U3> andythenorth: yeah, the rail wagon doesn't look like utter nonsense, unlike the truck
23:21:16 <Hiddenfunstuff> peter1138 the truck was basic 3 axle 26 ton, had a trailer with it that was fortunately just pallet stuff so it was all just matter of playing tetris to fit them all in. and bam done.. had even like 800kg to spare from the 68 ton limit
23:21:34 <andythenorth> ‘cubed out’
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23:26:02 <Hiddenfunstuff> now though.. time to go work
23:34:06 <V453000> frosch123: honza is the most common name in czech republic :P
23:34:29 <Samu> virtual void OnInvalidateData(int data = 0, bool gui_scope = true)
23:34:40 <Samu> what is "data = 0" used for?
23:34:43 <V453000> also, just finished 0.13 achievement speedrun :D 7:43 to launch a rocket, with default settings and without peaceful mode
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23:36:42 <frosch123> i watched that speedrun that was linked from one of the fff
23:36:45 <Samu> ah, i think i understand
23:37:00 <frosch123> it's amazing how some things suddently later match up
23:37:14 <frosch123> but it is also worrying that people play the same map over and over again
23:37:24 <Samu> i can call OnInvalidateData and this data could be something I want, like a company slot
23:37:50 <Samu> is it not?
23:39:35 <V453000> it is on one hand absolutely incredibly amazing
23:39:49 <V453000> playing it within 2 hours is pure madness
23:40:04 <V453000> but playing one map, building exactly the same factory, is retardedly mad imo
23:40:29 <V453000> that is why I like the new achievement - it isn't peaceful which alone gives a lot of randomness and fun
23:41:22 <V453000> he basically just generated a great map to work with, thought of an excellent factory design to work with it, and invented execution order. The rest of the runs is just dull work and attempting to make the plan correctly. AI could do that
23:41:26 <V453000> anyway gnight
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