IRC logs for #openttd on OFTC at 2016-07-17
            
00:01:18 <Milek7> and there is free 0 and 1 bits in m6
00:01:23 <Milek7> so much place for extra companies :D
00:11:57 <Milek7> why there is Tile and ExtendedTile struct?
00:12:05 <Milek7> *TileExtended
00:26:05 <Eddi|zuHause> hysterical raisins
00:26:45 <Eddi|zuHause> Tile was to be extended by 1 byte, but that would have meant poor alignment for 64bit machines
00:26:57 <Eddi|zuHause> so the extra byte got its own array, so it could be packed better
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00:27:45 <Eddi|zuHause> tile was 64 bits, so an extra byte would make that 72 bits, but alignment restrictions would have blown that up to 128 bits
00:27:53 <Eddi|zuHause> most of which would have been unused
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00:34:01 <Milek7> and with seperate structure it is packed diffirently?
00:34:04 <Milek7> strange
00:46:07 <Wolf01> 'night
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01:53:53 <Samu> nonocab trains finished, updated topic
01:54:12 <Samu> nonocab npf ships also finished
02:30:56 <Eddi|zuHause> Milek7: yes, alignment for array members must be powers of two, so 1 byte, 2 bytes, 4 bytes, 8 bytes, 16 bytes...
02:31:19 <Eddi|zuHause> so when you want to store 9 bytes, it's better to have one array with 8 byte members, and one with 1 byte members
02:31:53 <Eddi|zuHause> otherwise the 9 bytes would be rounded up to 16 bytes
02:32:31 <Eddi|zuHause> which is a giant amount of wasted space, if you have 4 million array members
02:34:04 <Eddi|zuHause> it's easier on 32bit systems, because the doubling stops after you reach the bitwidth, so you can have 3 times 32bit, so 12 bytes
02:34:52 <Eddi|zuHause> but it's still 3 bytes wasted for every 9 bytes stored
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07:00:57 <MonkeyDrone> hello people
07:01:08 <MonkeyDrone> i've a gameplay related query
07:01:50 <MonkeyDrone> i placed a second train station with CTRL and it is some distance away from the other one. I want to remove it now but it says train in station , even though this part is abandoned and empty. How can i remove it?
07:03:27 <MonkeyDrone> ooo clear tool , fancy ;p
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09:46:42 <andythenorth> o/
09:50:26 <Alberth> o/
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10:11:14 <andythenorth> hmm
10:19:58 <andythenorth> foundry transporters
10:20:03 * andythenorth deletes them
10:24:30 <Milek7> Eddi|zuHause: i think it is overoptimization
10:24:44 <Milek7> these days there is a lot of available memory
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10:33:52 <Alberth> and still not enough cpu time
10:33:56 <Alberth> hola
10:36:21 <frosch123> hoi
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11:17:03 <MonkeyDronez> oi
11:17:10 <MonkeyDronez> ooo frosch123
11:17:21 <MonkeyDronez> can i eat your head for a minute? :D
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11:18:10 <frosch123> i need it for drinking tea
11:19:09 <MonkeyDronez> hehe, i've a question regarding server-side scripting. All these gaming communities have scripts setup that do motd privately to people and have aliases setup. I did assign a alias on server side but it doesn't transfer to the clients. I was wondering if you know how how it all works.
11:20:08 <frosch123> i think they all use "soap"
11:20:34 <frosch123> https://dev.openttdcoop.org/projects/soap
11:20:37 <frosch123> and related tools
11:21:06 <MonkeyDronez> alright, thank you frosch123 , i'll look into it
11:21:12 <MonkeyDronez> just need some direction to go with
11:26:15 <MonkeyDronez> btw frosch123 , has V453000 talked to you yet about 3D?
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11:44:40 <Wolf01> o/
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11:49:28 <Milek7> "Pack a VehicleListIdentifier in a single uint32."
11:49:34 <Milek7> overoptimization again
11:50:26 <Alberth> the program was written in the previous century
11:51:02 <Milek7> openttd?
11:51:05 <Milek7> or original ttd?
11:51:07 <Alberth> where nobody would ever need more than 640K
11:51:22 <Alberth> and it was expected to sell 5 computers to a country
11:52:04 <Alberth> the former was constructed from the latter
11:53:54 <Alberth> VehicleListIdentifier is a bit different, it was that or turning the entire program upside down
11:54:48 <Wolf01> oh, speaking about code, in the GetButtonArrangement() member function could I replace the numbers for the byte array arrangement with the enum values?
11:56:05 <Milek7> ./nat/x86-linux-dregs.c:146: internal-error: x86_linux_update_debug_registers: Assertion `lwp_is_stopped (lwp)' failed.
11:56:05 <Milek7> A problem internal to GDB has been detected,
11:56:08 <Milek7> oops
11:57:05 <Alberth> Wolf01: :O such a treasure for refactoring! yes please :)
11:57:31 <Wolf01> more because it's driving me mad
11:57:44 <Alberth> haha, indeed :)
11:58:08 <frosch123> does anyone have gcc-6 ?
11:58:29 <Milek7> milek7: ~$ gcc --version
11:58:29 <Milek7> gcc (GCC) 6.1.1 20160707
11:58:42 <frosch123> what does "gcc -dumpversion" print?
11:59:07 <Milek7> 6.1.1
11:59:18 <frosch123> what distro?
11:59:23 <Milek7> arch
11:59:31 <frosch123> ok, thanks :)
11:59:36 <frosch123> i'll blame the suse guys then
12:04:31 <Milek7> vehiclelist.cpp:26
12:04:33 <Milek7> assert(c < (1 << 4));
12:05:00 <Milek7> strange
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12:06:19 <Milek7> ok, error is somewhere else
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12:14:11 <Milek7> asserts are enabled by default or some special configure option is needed?
12:20:36 <frosch123> i always do --enable-debug=3
12:20:53 <frosch123> but the output will tell you whether assertions are enabled or not
12:24:05 <Milek7> where?
12:24:49 <frosch123> "checking assert... enabled"
12:26:06 <Wolf01> https://paste.openttdcoop.org/psukpluqs which one is better? I like more the arrange15 one even if it takes more space
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12:26:27 <Milek7> frosch123:
12:26:28 <Milek7> ./configure --enable-debug=3 | grep assert
12:26:28 <Milek7> checking assert... disabled
12:28:44 <frosch123> no idea why it would be different for you
12:36:33 <andythenorth> Wolf01: got any screenshots? o_O
12:36:47 <Wolf01> for?
12:37:49 <andythenorth> toolbar arrangement
12:37:57 <Wolf01> nah, just refactoring trunk
12:38:10 <Wolf01> preparing soil for heavy patching
12:38:21 <andythenorth> arrange15 is ‘correct’ to my eyes
12:38:28 <andythenorth> depends which languages you’re used to I think
12:38:42 <Wolf01> I'm used to think in 80 chars soft-wrap
12:38:43 <andythenorth> vertical lists are easier to scan
12:38:49 <andythenorth> demonstrably
12:39:00 <andythenorth> optimising space is wrong, I have scroll
12:39:05 <andythenorth> optimise readability :)
12:39:38 <Wolf01> the arrange14 is like the original one, with aligned widgets
12:39:43 <frosch123> andythenorth: you mean "screensize grows faster than code is being refactored"
12:40:15 <andythenorth> probably :)
12:40:45 <frosch123> poor notebook users :p
12:43:07 * andythenorth has had same screen size for 10 years
12:44:11 <Wolf01> the main problem here is what do you want to preserve: widget alignment (to visually see if both toolbars match the length) or just readability, I'll go for the second
12:46:08 <Wolf01> the "top" toolbar should match the length of the arrangement (buttons will shift if it doesn't match the length), I don't know what could happen if the bottom one doesn't
12:47:24 <andythenorth> I’d write a guard for something like that
12:52:25 <Wolf01> sure
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12:58:30 <andythenorth> RV sound effects
12:58:31 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/NML:List_of_sound_effects
12:58:35 <andythenorth> which ones should I use?
12:58:59 <andythenorth> I have buses, coaches, mail vans, freight trucks, pax trams, freight trams
13:00:30 <frosch123> randomise the SOUND_COMEDY_CAR_xxx
13:01:00 <andythenorth> :P
13:05:44 <Wolf01> nice behaviour, if I add buttons, the overflowing ones won't be printed, if I remove buttons it prints a spacer and then a pause button on the right
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13:06:16 <andythenorth> SOUND_CAR_HORN for trams
13:06:19 <andythenorth> SOUND_CAR_HORN_2 for pax trams :P
13:06:27 <andythenorth> important that I share my thoughts here, eh?
13:06:51 <Wolf01> :)
13:07:00 <andythenorth> whistle for steam trams
13:07:00 <frosch123> i don't mind, i play all games muted
13:07:04 <andythenorth> me too
13:07:15 <frosch123> except that you cannot mute factorios startup sound :/
13:07:16 <andythenorth> because crossing bells
13:07:29 <frosch123> it works fine with trance or techno, but is annoying with metal
13:10:20 <Milek7> just unplug speakers :P
13:10:27 <DorpsGek> Commit by frosch :: r27616 trunk/config.lib (2016-07-17 13:10:21 +0200 )
13:10:28 <DorpsGek> -Codechange [FS#6487]: [Build] Change the GCC version detection so that it works with two-digit and truncated versions.
13:12:17 <Eddi|zuHause> i like game sounds, just if it gets too repetetive, like the ottd title screen it gets too much
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13:27:47 <Milek7> gdb is broken
13:29:30 <Wolf01> https://bugs.openttd.org/task/6488 patch done, I saved it in git format, I hope it works
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13:35:00 <Eddi|zuHause> you know i hate when two people have the same colour? now they also have the same length and same structure...
13:35:25 <Wolf01> for me you all have the same colour :|
13:37:02 <Wolf01> the only exception are long time friends for who I set a particular nick colour
13:37:45 <andythenorth> “There ought to be a setting for [x]” is an internet law similar to Godwin
13:37:50 <andythenorth> needs a name
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13:51:42 <frosch123> "feature creap" ?
13:54:26 <Milek7> Wcls *AllocateWindowDescFront(WindowDesc *desc, int window_number, bool return_existing = false)
13:54:31 <Milek7> in window_gui.h
13:54:47 <Milek7> it should be Wcls *AllocateWindowDescFront(WindowDesc *desc, WindowNumber window_number, bool return_existing = false)
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14:00:39 <Alberth> there are about 110 windows rather than 5
14:00:54 <andythenorth> SOUND_FACTORY_WHISTLE for steam trams eh?
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14:01:28 <Milek7> Alberth: hm?
14:01:33 <Alberth> producing sound from pax :p
14:02:51 <Alberth> Milek7: that enum lists about 5 window classes, so ok, 15 windows, there are close to 10 times that amount
14:03:10 <Milek7> what enum?
14:03:13 <Alberth> ie 90% isn't covered by the enum
14:03:21 <Alberth> WindowNumber
14:03:25 <Milek7> this is typedef
14:03:33 <Milek7> to int32
14:03:59 <Alberth> ah, right, wrong line, I see, sorry
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14:09:08 <andythenorth> Road Hog compile got slow :(
14:09:18 <andythenorth> switch count has grown rapidly
14:09:22 <andythenorth> bloody switches
14:14:04 <argoneus> good morning train friends
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14:27:20 <andythenorth> Road Hog 1k gets nearer
14:27:45 <andythenorth> it’s “interesting” making an RV set when most of this channel is ‘meh’ about RVs :D
14:29:23 <frosch123> is it different for train and industry sets?
14:29:30 <V453000> one day I shall make a RV set and show you how it's done :P
14:32:02 <andythenorth> it’s different for industry sets
14:32:05 <andythenorth> trains, dunno
14:32:46 <andythenorth> V453000 easy, just two vehicles: pax, and universal freight vehicle
14:33:01 <V453000> exactly? :D
14:33:46 <andythenorth> but trams
14:34:00 <andythenorth> also, parenting
14:34:02 <andythenorth> biab
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14:40:09 * Wolf01 will be back later or directly tomorrow
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14:40:19 <Samu> test
14:40:21 <Wolf01> 'night
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14:40:32 <Samu> i think i'm lagging today
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14:56:31 <andythenorth> http://dev.openttdcoop.org/attachments/download/7913/colbiggan_box_tram.png
15:00:17 <frosch123> evil pantograph making vehicles asymmetric :)
15:00:33 <andythenorth> and headlight
15:01:41 <frosch123> is the roof flat or round?
15:02:15 <andythenorth> yes
15:02:16 <andythenorth> either
15:02:38 <andythenorth> is small pixels :)
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15:23:39 <_dp_> hi! does anyone know a good way to pass some data from gs to client patch that unmodded clients will just silently ignore?
15:24:01 <_dp_> like mb somehow doing an invisible string, or putting it in inaccessible place
15:34:28 <_dp_> oh, it seems it only complains about too many parameters for SRINGx, not initial strings
15:34:32 <_dp_> guess that will do
15:34:42 <Milek7> add new function
15:35:01 <Milek7> and catch exception in unpatched clients?
15:36:01 <_dp_> Milek7, I mean gs is on server, and clients connect to it
15:37:57 <Milek7> ah, so i don't know
15:38:16 <Milek7> maybe patched clients can send magic packet after connecting
15:38:42 <Milek7> and server would know that it can send special packets to that client
15:38:56 <_dp_> Milek7, need patched server for that
15:39:07 <Milek7> yes
15:39:20 <Milek7> you need patched client anyway, so why not server?
15:39:39 <_dp_> Milek7, with patched server it's easier, can just add stuff to savegame, but need solution for any server
15:39:54 <_dp_> well, long story, reasons xD
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15:48:12 <Milek7> hm
15:48:34 <Milek7> 60 companies would be sufficient?
15:49:12 <Alberth> I think 15 is
15:49:26 <Milek7> but maybe if i'm anyway changing that, so maybe 250
15:49:29 <Milek7> Alberth: no
15:50:48 <_dp_> how many times does company appear in map array?
15:51:02 <_dp_> coz even if you have infinite memory it still adds to savegame size
15:51:32 <Alberth> Milek7: considered other limits, like total #vehicles that runs, and the cpu power that everybody needs
15:51:43 <Alberth> ?
15:52:23 <_dp_> Alberth, even 15 is too much if you consider that :p
15:53:04 <Alberth> indeed
15:53:13 <Milek7> not all players on servers have 100 trains
15:53:28 <Milek7> many buys 1 train and go away
15:53:29 <Alberth> 60*100 = 6000
15:53:54 <Milek7> why would create fancy autoremove algorithms, when it is possible to have more companies?
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15:54:38 <Milek7> _dp_: you mean in tile?
15:54:53 <_dp_> Milek7, yep
15:54:58 <Alberth> what makes you think that everybody has enough cpu power to run such a map at the proper speed?
15:55:15 <Milek7> there is plenty of space to include extra company bits
15:55:30 <Milek7> eg. bit 7 in m1
15:55:40 <Milek7> and bit 0, 1 and m6
15:55:57 <_dp_> Milek7, that doesn't sound like plenty :p
15:56:05 <Milek7> and for roads where two owners are stored is also m4
15:56:47 <Milek7> _dp_: there is already 5 bits for companies in most tiles
15:56:57 <Milek7> so extra 3 bits and you have whole byte
15:58:48 <_dp_> Milek7, ok, I guess it won't add much to savegame then, at least compared to damn trees xD
16:02:45 <Wormnest> I get AIOrder.ERR_ORDER_TOO_MANY Is this a global or per company maximum number of orders and not per vehicle?
16:09:14 <Milek7> why there are functions in .h files?
16:09:28 <Milek7> .h should be only header, not code
16:12:17 <frosch123> Wormnest: there is a limit per vehicle
16:12:24 <frosch123> and a limit for the game
16:13:19 <frosch123> Wormnest: human reach the "game limit" when not using shared orders
16:13:43 <Wormnest> Thanks frosch123. I guess nonocab with 5000 ships and lots of buoys is reaching the game limit
16:14:12 <frosch123> 254 per vehicle, 64000 total
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16:15:25 <Wormnest> that would be 12 orders per vehicle for 5000 ships which is indeed not enough
16:15:43 <frosch123> teach it to share orders :)
16:15:44 <Wormnest> That means I need to give higher priority to implementng shared orders
16:16:00 <Wormnest> yep
16:16:14 <Wormnest> thanks
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17:31:11 <Milek7> hm
17:31:24 <Milek7> gcc don't have types wider than 128 bits
17:32:05 <Milek7> but i need bitmask for 240 companies
17:35:11 <_dp_> looks like someone made a bot to spam servers with companies...
17:35:31 <Milek7> _dp_: hm?
17:35:43 <_dp_> Milek7, check n-ice servers with 15+ clients
17:36:00 <_dp_> just banned him out of our servers too
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17:44:38 <Milek7> there is some function for getting/setting tunnel/bridge owner?
17:46:08 <Milek7> ok, Get/SetRoadOwner is propably used
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17:56:26 <andythenorth> trams
17:56:52 <andythenorth> Eddi|zuHause: some time ago we discussed optimum tram lengths, and concluded >= 16/8
17:57:03 <andythenorth> since then I made a lot of trams shorter, for visual reasons
17:57:23 <andythenorth> >= 16/8 length is more important than visual appearance?
17:57:39 <andythenorth> ‘yes’ would be ok, just need to be sure the change has a rationale
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18:08:28 <Yho> A TextEffect is a small window with text used for errors, right ?
18:08:46 <frosch123> [17:32] <Milek7> but i need bitmask for 240 companies <- std::bitset<MAX_COMPANIES>
18:09:15 <frosch123> Yho: no, it's the cost/income animation
18:09:30 <frosch123> the raising numbers when you build stuff
18:09:37 <frosch123> or also the loading indicators of vehicles in stations
18:09:49 <Yho> Ah yes it makes sense too
18:12:14 <andythenorth> well
18:12:32 <andythenorth> for trucks, the length stays ~same across generations
18:12:36 <andythenorth> not always but often
18:12:38 * andythenorth doing same for trams
18:18:40 <frosch123> trucks follow the laws for maximum truck length, right?
18:19:02 <frosch123> just like ships follow the rule of "either fit through panama canal, or be as big as possible"
18:20:55 <andythenorth> well there was lots of rationale
18:21:06 <andythenorth> but mostly it just looks good in buy menu to keep them same length
18:21:22 <andythenorth> not all types do it, which seems to provide nice variety
18:22:31 <andythenorth> tram capacity progression is a bit steep
18:22:46 <andythenorth> 48t->72t->96t
18:23:41 <andythenorth> 48->60->72?
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18:32:47 <andythenorth> or even 36->48->72?
18:34:10 <V453000> 6 6 6
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18:37:29 <frosch123> andythenorth: make them useful :)
18:37:52 <frosch123> btw. if you use multiple of 12 for capacity, you should definitely use barrels :p
18:38:31 <frosch123> 36 -> 60 -> 144
18:38:53 <frosch123> gross tram
18:41:19 <andythenorth> anything over 20t is useful imho
18:41:25 <andythenorth> 30t-40t are sweet spots
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18:43:54 <Yho> I think I have just found an error in a comment : vehicle_gui.cpp:2375. It says "callback method after the cloning of a vechicle" while it seems to be for start-stop callback.
18:44:17 <Yho> It's not very important but it can confuse the reader
18:44:34 <andythenorth> ‘wrong comments’ is definitely a thing in OTTD source :)
18:44:42 <andythenorth> not many, but occasionally
18:44:53 <andythenorth> based on what I’ve seen
18:55:06 <andythenorth> Yho: provide a patch? o_O
18:56:46 <Yho> andythenorth: I could. I had hoped a developpr would just correct it directly but they are not here
19:15:08 <MonkeyDrone> does there exist an excel sheet that lists all comparison data on all the engines?
19:15:19 <MonkeyDrone> i need to educate myself on all of em :D
19:19:32 <Alberth> just default set?
19:19:56 <Alberth> https://wiki.openttd.org/Trains , although not a spread sheet
19:20:36 <Alberth> I am not sure how useful it is, you need to play the game throughout the ages anyway, just find the engine as you play?
19:20:48 <Alberth> also, stats are randomized afaik
19:21:30 <andythenorth> only intro date
19:21:40 * andythenorth has considered randomised stats before :P
19:22:15 <Alberth> anything wrong with that?
19:22:32 <andythenorth> with random map, random industry gen, and random GS
19:22:40 <andythenorth> it was one more thing to make a game unplayable :)
19:24:08 <Alberth> I guess you need to have at least 2-3 engines at all times, so you can avoid the bad one
19:25:05 <andythenorth> it was one way to have lots of engines, whilst not having one always be the most boss
19:25:13 <andythenorth> fewer engines is a better solution :)
19:25:51 <Alberth> I was playing mostly default, but in 2000, with train length 7, and monorail
19:26:05 <Alberth> 7 is too long, you don't get enough traffic :p
19:26:15 <andythenorth> 5 seems to be winning
19:26:25 <andythenorth> I boringly build everything 5 now :|
19:26:30 <andythenorth> very boring player
19:27:28 <Alberth> monorail is very expensive, it took a lot of years before I had comfortably enough money
19:28:01 <Alberth> maybe also due to 7 length though
19:33:44 <andythenorth> visually plausible? http://dev.openttdcoop.org/attachments/download/7914/tramz_capacities.png
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19:36:28 <Alberth> 1 vs 2 is a bit weird, isn't it?
19:37:04 <andythenorth> maybe
19:37:07 <andythenorth> what’s weird about it?
19:37:10 <Alberth> the other way around seems more likely, but the cargo wagons are equal
19:37:28 <Alberth> weird is equal cargo wagons, but more tonnes
19:37:52 <andythenorth> I might make the tanks longer on 2
19:37:58 <andythenorth> or bigger
19:38:12 <andythenorth> it’s cheap copy-paste :D
19:39:00 <Alberth> 2 engines vs 1 engine is nice, and makes it easily reconizable
19:39:22 <andythenorth> I think it’s better to not reuse the wagon from earlier version
19:39:43 <Alberth> seems like it, or you must make a longer chain
19:40:09 <Alberth> the first one shorter :p
19:40:11 <andythenorth> yeah, longer I’m trying to avoid
19:40:20 <andythenorth> it’s nice to have them all same 16/8 length
19:40:57 <Alberth> yep, less mess when upgrading
19:45:40 <DorpsGek> Commit by translators :: r27617 trunk/src/lang/latvian.txt (2016-07-17 19:45:36 +0200 )
19:45:41 <DorpsGek> -Update from Eints:
19:45:42 <DorpsGek> latvian: 6 changes by Parastais
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20:06:27 <MonkeyDronez> ok guys, question
20:06:48 <MonkeyDronez> I have a train length of 15 units. It has 3x engines and the rest is cargo.
20:07:26 <V453000> answer is yes
20:08:26 <MonkeyDronez> i just got the new engine unlocked but it's a dual engine, so i would like to replace the 3x engines with 2x of the twin engine
20:08:39 <MonkeyDronez> there has to be an easy way to do this :P
20:08:45 <V453000> of course
20:08:49 <V453000> there isn't :>
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20:09:54 <V453000> that's why you use NUTS :P
20:10:46 <Alkel_U3> there's a patch for template-based replacements so that you can be more specific about how the resulting consist looks. It's in JGR's patchpack and I think thatgot there originally from some other pack
20:12:38 <Sylf> yo V
20:12:39 <Alkel_U3> other than that... I hope you like tedious micromanagement :P
20:12:48 <V453000> hi Sylf :) how are you?
20:12:54 <Sylf> goodgood
20:12:57 <Sylf> you?
20:13:00 <V453000> great
20:13:06 <V453000> had a vacation in the last week
20:13:16 <Sylf> cool
20:13:21 <V453000> finalized concept of my new train set, and set up technical pipeline
20:13:24 <V453000> now I just need to shit models
20:13:32 <Sylf> you're taking vacation, leaving the busy factorio team behind?
20:13:53 <V453000> yeah, had no warm water in our flat so we kind of had to go elsewhere for the week
20:14:16 <Sylf> Awesome XD
20:14:48 <Sylf> But the team quickly made 9 patch releases, so someone's been busy
20:15:02 <V453000> I know :) programmers have a lot of bug work now
20:15:12 <V453000> gfx is busy, but not breaking
20:15:49 <V453000> I played factorio quite a bit during June to test things, it made me not really want to play now :D
20:16:07 <V453000> sooooo we might have a new train set :> better than ever I dare say
20:29:04 <MonkeyDronez> ah sorry, got busy
20:29:10 <MonkeyDronez> tedious micromanagement it is, hehe
20:30:08 <MonkeyDronez> what about BRIX
20:30:10 <MonkeyDronez> brixxxxxxxxx
20:30:19 <MonkeyDronez> hehe, yes, you know what i mean when i say brixxx
20:31:04 <MonkeyDronez> hmmm, i have 41 trains i need to refit , the whole engine replacement stuff
20:31:17 <MonkeyDronez> fooooooooooooook it
20:31:49 <andythenorth> train length 5, never double head
20:31:58 <andythenorth> ^ all your auto-replace problems solved
20:32:06 <MonkeyDronez> lol
20:32:26 <MonkeyDronez> well length 15, 3 engines rolling it. the nightmare is real
20:33:16 <MonkeyDronez> damn bubbleheads is doing it automatically, he's in my team, i shall earn the ways!
20:34:46 <MonkeyDronez> there is an option in auto replace called 'Car Removal', it keeps the length!
20:34:48 <MonkeyDronez> HAH!
20:34:55 <andythenorth> yup
20:35:25 <Alkel_U3> yeah, but it doesn't help with the engines
20:40:49 <MonkeyDronez> it's cool
20:40:49 <MonkeyDronez> i have 5 engines on the trains instead of 4
20:40:49 <MonkeyDronez> i can live with that ;p
20:40:49 <MonkeyDronez> it is a very long train :P
20:41:04 <MonkeyDronez> these 41 trains enter and exit two stations, with 3 lines going both ways and it's always full. i love it
20:41:32 <MonkeyDronez> http://i.imgur.com/tQd2Nku.jpg
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20:45:53 <andythenorth> large flat maps :P
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20:53:53 <Milek7> hm
20:54:01 <Milek7> if i increase max_companies
20:54:26 <Milek7> then it cannot load saves created in unmodified versions
20:55:04 <Milek7> "Invalid chunk size"
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21:02:42 <andythenorth> http://dev.openttdcoop.org/attachments/download/7915/dump_tram_capacities.png
21:02:44 <andythenorth> o_O
21:02:57 <andythenorth> engine on no.3 is ugly, will fix that
21:05:00 <V453000> yeah 3 needs some more love
21:05:04 <V453000> other than that it's fabulous af
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21:05:29 <Milek7> ok, need some addational SLE_CONDARR
21:07:55 <Samu> my internet today is doing bad
21:11:02 <andythenorth> bbl
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21:40:20 <Samu> nice bug, blizzard: https://1drv.ms/v/s!Ah9vX-Q9n7Ijih8jch26nYNX1MqT
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21:54:44 <NGC3982> woops
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21:58:30 <NekoMaster> Hello everybody :)
22:00:06 *** fjb_ has joined #openttd
22:00:09 <NekoMaster> Anyone around to help me with a problem?
22:00:35 <Supercheese> Let's see, I have a crossbow and a flamethrower handy, I should be able to handle it ;)
22:01:16 <Eddi|zuHause> i have vassals with an army size of 1 million men, does that help?
22:01:35 <NekoMaster> I'm trying to compile NML code with the make command after setting up all the tools and I get this in my command LIne
22:01:43 <NekoMaster> -> /bin/bash: cc: command not found Error 127
22:01:51 <NekoMaster> * make: *** [NARS_ADDON.nml] Error 127
22:01:56 <Eddi|zuHause> you did not install a c compiler
22:02:09 <Eddi|zuHause> or it's not in your $PATH
22:04:03 <NekoMaster> I did everything I was told to on this page : http://dev.openttdcoop.org/projects/home/wiki/Setting_up_a_Windows_compile_environment
22:04:32 <Milek7> case 0xAE: return this->t->have_ratings;
22:04:40 <Milek7> why newgrf can read these variables?
22:05:16 <NekoMaster> What package is for MinGW that handles Compiling C?
22:06:13 <Supercheese> gcc?
22:06:37 <Sylf> Nekomaster, are you running that under a DOS prompt?
22:07:11 <NekoMaster> I'm running it under Command Line in Windows 10
22:07:32 <Sylf> Take a read of Adding all programs to the PATH variable section of that setup page
22:07:53 <NekoMaster> I did and I have everything in my paths
22:08:18 <Sylf> also, you'll want to use mingw shell
22:08:34 <Sylf> mingw should have installed some bash or something in the start menu
22:09:05 <NekoMaster> i have bash, and its open, but I have no idea what I'm doing
22:09:57 <Sylf> In the bash is where you'll need to navigate to where the source code is, and run the make command
22:10:15 <Sylf> You can keep the windows 10 command prompt closed permanently
22:10:42 <NekoMaster> I dunno how to navigate in bash, cd doesnt seem to do anything
22:11:03 <Sylf> cd by itself returns you to the "home" directory
22:11:11 <Sylf> ls -l
22:11:16 <Sylf> is just like dir in command prompt
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22:12:38 <Sylf> to access your C: drive, for examlpe,
22:12:42 <Sylf> cd /c
22:12:43 <NekoMaster> Ok so I'm in the nars_addon folder where the pnml is
22:13:03 <NekoMaster> but when I do "make" it says no targets specified and no makefile found
22:13:14 <NekoMaster> this is the nars_addon folder I got from the nars_addon_source.tar
22:13:22 <Sylf> take a screenshot of the window, plz?
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22:13:55 <NekoMaster> Of which window? bash or my explorer window?
22:14:02 <Sylf> bash.
22:14:05 <NekoMaster> and where shall I post the picture?
22:14:10 <Sylf> Or copy/paste the output to https://paste.openttdcoop.org/
22:14:11 <NekoMaster> Send it via pm?
22:14:44 <Sylf> screenshots can go to imgur.com
22:14:56 <Sylf> or any image posting services
22:16:28 <NekoMaster> I didn't think about imgur because I havent used it in for so long
22:17:05 <NekoMaster> Heres the screen shot of my bash window
22:17:05 <NekoMaster> http://imgur.com/AR54gTH
22:18:01 <Sylf> cd /d/GRFPROJECTS/NARS_ADDON
22:18:03 <Sylf> then make
22:18:30 <NekoMaster> ahh I see
22:18:43 <NekoMaster> though it would help if bash would show where I am like commandline does
22:19:02 <NekoMaster> and I get this in bash
22:19:02 <NekoMaster> [CPP] NARS_ADDON.nml
22:19:02 <NekoMaster> /bin/bash: cc: command not found
22:19:02 <NekoMaster> make: *** [NARS_ADDON.nml] Error 127
22:19:15 <Sylf> the letter ~ is actually your current location
22:19:26 <Sylf> ~ in unix-speaks means you're in your home directory
22:19:37 <Sylf> oh wait, nevermind
22:19:42 <Sylf> that bash prompt doesn't even show that
22:20:00 <NekoMaster> its been a while since I've used linux and terminal stuff
22:20:03 <Sylf> you can use
22:20:05 <Sylf> pwd
22:20:10 <Sylf> to show your current directory
22:20:43 <NekoMaster> anyways, I still get /bin/bash: cc: command not found
22:20:59 <Sylf> can you type gcc
22:21:24 <NekoMaster> gcc.exe :fatal error: no input files
22:21:28 <Sylf> ok good.
22:21:32 <NekoMaster> compilation terminated
22:22:16 <Sylf> On line 107 of Makefile, it has CC ?= cc
22:22:18 <Sylf> Change that to
22:22:22 <Sylf> CC ?= gcc
22:22:39 <NekoMaster> this is the makefile you made and posted though
22:22:45 <Sylf> yes
22:23:20 <NekoMaster> ok, I set cc ?= gcc
22:23:31 <Sylf> save the file, and you can try make again
22:24:36 <NekoMaster> Nope, still saying the same thing
22:24:54 <Sylf> another screenshot plz?
22:25:18 <NekoMaster> one moment
22:25:48 <NekoMaster> http://imgur.com/EhndqVE
22:27:29 <Sylf> how about
22:27:31 <Sylf> which gcc
22:27:40 <Sylf> (that's the command)
22:28:16 <NekoMaster> ok i did that and bash said "/usr/local/bin/gcc.exe"
22:28:55 <Sylf> this isn't really a proper way, but...
22:29:07 <Sylf> cp /usr/local/bin/gcc.exe /usr/local/bin/cc.exe
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22:29:34 <NekoMaster> did I mess something up while I was installing stuff?
22:29:45 <Sylf> I've no idea
22:29:53 <Sylf> I've never used MinGW myself
22:29:57 <NekoMaster> oh
22:30:00 <NekoMaster> what do you use?
22:30:07 <Sylf> I'm on Linux.
22:30:10 <NekoMaster> ahh
22:30:20 <NekoMaster> I would use linux but lately I find it kind of clunky
22:30:35 <NekoMaster> or at least hte environment that is
22:30:45 <NekoMaster> i miss the XFCE ofr Xubuntu 10.04
22:30:59 <NekoMaster> and nice, the thing finally compiled
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22:33:24 <NekoMaster> So I'm in game and I can see and use the FP45 that you coded
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22:34:17 <Sylf> I didn't code reliability information
22:34:33 <Sylf> it's probably using whatever the default value, or some random value
22:34:42 <NekoMaster> I'd just keep things at the default value or what ever
22:35:16 <Sylf> I also didn't take too much time adjusting TE or running/purchase cost
22:35:42 <Sylf> I still need to learn how to code B unit
22:35:42 <NekoMaster> and me, you, or we will set the reliability stuff as we go, based on real life data. for Example, the Bombardier H-616 (High Reliability-616) was actually very unreliabile
22:35:51 <NekoMaster> Yeah, there will be some B units
22:36:19 <NekoMaster> in the past I remember using GRF maker and b units where just replacing the sprites of adjacent engines of the same type
22:36:30 <Sylf> yes
22:36:38 <NekoMaster> So any extra Locomotvies, say a EMD F-unit that you connected it would replace the sprite with another one
22:36:56 <Sylf> I just need to learn how to do that in NML
22:37:01 <Sylf> shouldn't be too difficult
22:37:03 <NekoMaster> Though for now we'll just tackle regular single unit locomotives
22:37:12 <NekoMaster> I my self have to learn how to add locomotives period
22:37:29 <Sylf> any 8/8 length single unit loco should be basically a copy of FP45
22:38:03 <NekoMaster> Though the FP45 spirte is a bit off, sits a bit too low on the tracks
22:38:40 <NekoMaster> http://imgur.com/q7PIOA0
22:38:54 <Sylf> We'll work through them, each direction at a time. We can take the discussion to PM
22:39:06 <NekoMaster> PM on the forums or IRC PM?
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22:43:08 <Milek7> almost done
22:43:38 <NekoMaster> herpderp
22:44:11 <Milek7> only need to save/load/convert these new std::bitset
22:44:20 <Milek7> and fix multiplayer passwords
22:47:09 <Eddi|zuHause> so, youtube suggests me a video with a thumbnail that has two girls close to each other and the text "lesbian drama", how high are the chances that there's any lesbians in the video? :p
22:47:25 <NekoMaster> probably click bait
22:47:59 <Alkel_U3> best case it's never gonna give you up
22:49:03 <Eddi|zuHause> well, the problem about clickbait is that it works more often than it should.
22:49:22 <NekoMaster> you know I've never been rick rolled
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23:22:28 <Eddi|zuHause> well, i'm not sure if i've ever been rick rolled in the strict sense, but i have definitely clicked on a video expecting it to be never gonna give you up, and it was.
23:22:41 <NekoMaster> lol
23:22:51 <NekoMaster> I've listened to the song my self because I actually kinda like the music
23:23:06 <NekoMaster> but thats not a rick roll if you looked for his song
23:24:35 <Eddi|zuHause> well, it was this video: which at that time (1st april) was titled "an important message from..."
23:24:47 <Eddi|zuHause> https://www.youtube.com/watch?v=lPYwcTDVRAg
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23:46:02 <Wolf01> moin
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