IRC logs for #openttd on OFTC at 2016-11-01
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11:11:23 <frosch123> what? is it april 1st?
11:12:22 <frosch123> there is a headline about an agreement between yt and gema, ... after 10 years?
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11:23:49 <Eddi|zuHause> i didn't expect that to happen in my lifetime
11:24:28 <andythenorth> Wolf01 seen the combine harvester? o_O
11:24:36 <andythenorth> it’s not my taste, but it’s pretty epic
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11:27:12 <andythenorth> I prefer toys to super-detailed models these days
11:27:19 <andythenorth> but if I was 15 I would have been drooling over that
11:27:52 <andythenorth> I have the road underlays about 50% done in test grf
11:28:00 <andythenorth> it’s not hard, just yak-shaving
11:28:19 <andythenorth> Wolf01 or Eddi|zuHause, there is one curve that is showing straight road
11:28:23 <andythenorth> I don’t understand why
11:28:43 <andythenorth> follow the most LH side road to the second corer
11:29:00 <andythenorth> might be a bug in the newgrf, but not sure how to diagnose
11:29:20 <andythenorth> AIUI, it needs to be just one big spriteset, in a specific order
11:31:46 <Wolf01> I'm trying to merge the gui branch in master, but I think it's better if I'll rewrite it from scratch
11:32:00 <Wolf01> I'll need to change too many things and deduplicate a lot of code
11:32:22 <andythenorth> build one to throw away :)
11:32:46 <Wolf01> Maybe I'll do common_road_gui.cpp
11:33:53 <Wolf01> Also I can't understand why it explodes roadtypes... I get 6 roads and 6 trams, with 3 roads repeated and 3 trams repeated
11:34:01 * V453000 has strong opinions today
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11:35:52 <Wolf01> Is the FOR_ALL_SORTED_ROADTYPES which should filter only the basetype I set... but it returns the road subtypes twice
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11:37:42 <Wolf01> Or maybe it's the inner for that's wrong
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11:39:54 <Wolf01> It's wrong because I don't even need the for...
11:40:31 <andythenorth> just the half-tiles needed...
11:40:49 <andythenorth> bridges, tunnels, depots
11:41:00 <V453000> my brain commits suicided when reading that
11:41:28 <V453000> getting RAWR/BRIX flashbacks XD
11:41:46 <Wolf01> Aren't the T pieces wrong?
11:43:09 <andythenorth> they are being shown where they shouldn’t be
11:43:23 <andythenorth> should be half-tiles in some places
11:43:27 <Wolf01> We need a proper roadbit map
11:45:55 <Wolf01> It's easy to work out, with pen and paper
11:46:24 * andythenorth took a day off work
11:46:41 <andythenorth> much easier to do ottd stuff if not worked 8-12 hours already
11:49:38 <V453000> me is big wannabe python programmer
11:50:00 <V453000> making a script which takes an image, filters some specific colours, and saves those specific image pieces in some places
11:55:42 <andythenorth> or in some other app?
11:57:13 <andythenorth> Wolf01: wondering if the patch from frosch added bridges and tunnels?
11:57:23 * andythenorth should probably read it :P
11:57:29 <frosch123> no, just plain track
11:57:33 <Eddi|zuHause> Wolf01: so something similar to the image that shows the mapping from height bits to slopes?
11:57:42 <frosch123> no catenary, no bridges, no tunnels, no level crossing
11:57:44 <andythenorth> unusual daytime frosch
11:58:10 <Wolf01> Eddi, sort of, I think I already found it somewhere, maybe in the forum or in some newgrf tutorial
11:58:38 <andythenorth> PIL is not the friendliest python module ever :)
11:58:50 <andythenorth> sometimes it rather sharply teaches you about the distinctions between copy() and deepcopy()
11:59:14 <andythenorth> it’s a bit of a crapshoot about what modifies the Image you’re operating on, and what returns a copy
11:59:19 <frosch123> andythenorth: it's an usual day in an unusual state
11:59:36 <andythenorth> frosch123: cryptic?
11:59:53 <Eddi|zuHause> andythenorth: half of germany has a holiday on 31.10, and the other day on 1.11
12:00:06 <Eddi|zuHause> protestant/catholic nonsense
12:00:39 <V453000> didn't get to that yet andythenorth :)
12:00:55 <andythenorth> V453000: it only comes up when you’re looking at the results, and asking ‘wtf'
12:00:58 <V453000> also I have some programmer helpers to warn me shit :D
12:01:06 <andythenorth> also Image.show() is a useful tool when debugging
12:01:16 <V453000> I'm creating copies atm to work with
12:01:20 <V453000> and only read from the sources
12:01:26 <V453000> & save copies upon output
12:02:20 <andythenorth> Wolf01: how about equivalent of sprite aligner tool, just show the bits in-game? o_O
12:02:26 <andythenorth> in-game docs are leet :P
12:03:27 <Wolf01> Oh, just a html table with the correct order of sprites to use should be enough
12:04:24 * andythenorth needs to do overlay sprites next
12:04:45 <frosch123> can you also remove the walkways from the underlay?
12:05:12 <V453000> not having to figure out correct order of sprites = heaven
12:05:31 <peter1138> I never have to do that.
12:05:50 <Wolf01> Mmmmh, I get an assert on base roadtype: 33554690... a bit too high, the limit is 2
12:06:13 <Eddi|zuHause> i don't know how that is difficult, just look at opengfx or another base set
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12:06:55 <Eddi|zuHause> @base 10 2 33554690
12:06:55 <DorpsGek> Eddi|zuHause: 10000000000000000100000010
12:07:30 <Eddi|zuHause> my guess is some bitstuffing that you didn't undo properly
12:07:56 <Eddi|zuHause> @base 10 16 33554690
12:07:56 <DorpsGek> Eddi|zuHause: 2000102
12:09:41 <Wolf01> I have 2 for loops which creates the identifiers
12:13:00 <Wolf01> Ok, thats the RoadTypeIdentifier "invalid"
12:13:37 <Eddi|zuHause> why is invalid not 0xFFFF...?
12:14:01 <Wolf01> Because it's a structure
12:14:37 <Wolf01> I needed to represent 0xffff... + 0xffff... in a different way
12:14:47 <Wolf01> if (!_sorted_roadtypes[ROADTYPE_ROAD][rst].IsValid()) continue; <- should be enough
12:15:51 <Wolf01> Initialized with the wrong values, basetype invalid + 0 subtype
12:16:23 <Wolf01> I hate that structure :(
12:18:37 <Eddi|zuHause> i really don't know what you're doing there, but it sounds a few layers too complicated
12:19:41 <Wolf01> I need to have both roadtype (road or tram) and subtype (one of the defined roads/trams) in the same variable, so I made a structure which could be packed to int
12:27:01 <Wolf01> 4+ are wrong, should be all like 3
12:27:29 <peter1138> have we got bridge and underground layers yet?
12:28:10 <andythenorth> only in a patch on your computer
12:28:28 <peter1138> wasn't it smatz who played with it?
12:28:32 <Eddi|zuHause> wasn't that smatz's patch?
12:30:06 * andythenorth making blue ones now
12:31:54 <peter1138> When I first started on OpenTTD, 256MB was a decent amount of RAM...
12:32:42 <frosch123> ottd started in 2004, in 2005 1GB was the standard amount
12:32:53 <peter1138> Well, enough for general use.
12:33:11 <Eddi|zuHause> i think i had 1GB when i found openttd
12:33:47 <Eddi|zuHause> but i upgraded that computer from 512 at some point
12:34:03 <Wolf01> I had 1GB, later 3GB cause XP x86
12:34:03 <andythenorth> we need a convert tool :P
12:35:30 <Wolf01> FOR_ALL_SORTED_ROADTYPES... 0, 1, 1350
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12:36:14 <andythenorth> along with this morning’s ottd trunk
12:36:18 * andythenorth learnt about git remotes
12:36:28 <Eddi|zuHause> Wolf01: encapsualate your operations on this data type better, and then make sure every operation checks for invalid first
12:36:50 <Eddi|zuHause> can't be more specific
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12:37:22 <Wolf01> I can't even understand how it manages to read uninitalized ones... there's a hard limit
12:40:11 <Wolf01> I managed to swap the variables and double convert the structure in the macro -.-'''
12:42:46 <Wolf01> C++ types are too loose, you won't get errors until runtime
12:44:38 <Wolf01> ROADTYPE_ROAD, RoadTypeIdentifier, uint8... 3 different things, sometimes it tells about invalid cast, sometimes it happily accepts everything you put there
12:46:30 <andythenorth> catenary for road? o_O
12:46:45 <Eddi|zuHause> you either use too little or too much object orientation, but i still think you're making it more complicated than it needs to be
12:48:09 <frosch123> in the 90's there was some program which people put into their login script to print some clever note on every login
12:49:12 <Wolf01> I would put a todo list on the login screen
12:49:17 <Eddi|zuHause> was that better than the windows loging screen where if you didn't know the password, you just press escape and it just logs you in anyway?
12:50:45 <andythenorth> Snail: does it compile yet? o_O
12:50:52 <Wolf01> That was just to enter the credentials for network, so it didn't ask for them when you needed to access the network for the first time
12:55:56 * andythenorth not sure what to do next :)
12:56:37 <andythenorth> the example grf could be refactored, but that seems like busy work
12:57:06 <andythenorth> I have reset the grf to use the defaults :P
12:57:59 <Wolf01> If you set the catenary flag on roads do you get some weird stuff?
13:00:42 <Wolf01> It's strange that I get img = 0 for standard roads when I open the road construction toolbar, but not for grf roads
13:01:41 <andythenorth> Wolf01: in stdout?
13:02:22 <Wolf01> Widgets don't get the image
13:02:43 <Wolf01> I think I have a problem with RoadTypeInfo
13:03:03 <Wolf01> Strange, because the names are all there
13:06:15 <andythenorth> adds catenary to one type
13:06:30 <frosch123> andythenorth: is it intentional that the original road/tram also get the red graphics?
13:06:42 <andythenorth> frosch123: it’s a side effect of the example grf
13:07:35 <andythenorth> Wolf01: that last grf was lies, fixing
13:09:27 <Wolf01> It's more all roadtypes look the same
13:09:51 * andythenorth thinks there is some problem
13:10:11 <Wolf01> I think I didn't pass the right value to road_cmd functions
13:10:12 <frosch123> default road, red road, blue road?
13:10:35 <frosch123> tram is all red though
13:11:05 <andythenorth> I am making a new grf
13:11:13 <andythenorth> but the results are odd
13:11:26 <andythenorth> I have normal road showing catenary, but the catenary flag isn’t set
13:11:52 <andythenorth> wolf road is correctly red, but shows no catenary, despite flag is set
13:12:03 <andythenorth> north road is blue, correctly no catenary
13:12:24 <andythenorth> also the strings in the buy menu don’t match to the types
13:12:58 <andythenorth> hmm, actually the red and blue are transposed
13:13:19 <Wolf01> Stupid tortoise svn plugin... I reverted all the changes from the entire repository instead of the branch
13:13:53 <Wolf01> It seem I'm not able to read before clicking "ok"
13:15:11 <andythenorth> should be more obvious which type is which :P
13:15:31 <Wolf01> The plugin is not project-path aware
13:16:25 <Wolf01> And since I have an all-in-one checkout, I ran into these problems
13:17:25 <Wolf01> Not so bad, I wanted to cleanup it anyway
13:17:38 <andythenorth> un-broke gui sprites for one type
13:19:43 <Wolf01> Could you change the order too? Game builds electric roads because they are first O_o
13:21:58 <andythenorth> I can, but there’s a bug there too
13:22:21 <andythenorth> the chosen type doesn’t match the type built
13:22:29 <andythenorth> dunno if it’s just wrong strings, or something else
13:22:41 <andythenorth> blue road is read
13:22:49 <andythenorth> the nml is correct
13:23:16 <Wolf01> Index to subtype bug, just make the right grf and I'll address that
13:23:30 * andythenorth looks up ordering spec
13:25:45 <Wolf01> I'm making some little fixes
13:26:14 <andythenorth> I can’t get ‘normal’ road into correct place
13:26:19 * andythenorth wonders what the default is for it
13:26:24 <andythenorth> for rails, 07 is normal
13:28:26 <andythenorth> sort order 99 and 100 seemed to work :P
13:36:19 <Wolf01> /* sort order */ 0 << 4 | 7,
13:38:48 <Wolf01> I copied from railtypes, so I think that has the same rules
13:47:13 <andythenorth> I think it would be more playable if smaller
13:47:15 <Wolf01> Too bad we don't have electric air valves
13:47:25 <andythenorth> large models tend to be less robust
13:48:37 <Wolf01> It's really clever, 2 pumps for 2 circuits so you don't have too much pressure drop
13:49:46 <andythenorth> isolated circuits eh
13:53:11 <Wolf01> This branch is 48 commits ahead, 15 commits behind andythenorth:dev. <- looks funny
13:53:31 <andythenorth> I have stopped maintaining andythenorth/dev
13:53:37 <andythenorth> it has bits of gui in it
13:53:41 <andythenorth> will be a bad patch
13:57:36 <Wolf01> I'm going to break things running fast
13:57:55 <Wolf01> But I think code will be pleased about the change, less confusion
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14:15:23 <Wolf01> At least now I use only one thing and I shouldn't have again the problem of storing a RoadType directly in a RoadTypeIdentifier variable because it is declared as uint8
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14:23:14 <Wolf01> Next is to add IsRoad() / IsTram() methods to replace all the "_cur_roadtype_identifier.basetype == ROADTYPE_TRAM"
14:24:36 <Wolf01> _cur_roadtype_identifier.IsTram() or a static function in road_gui?
14:27:54 <Eddi|zuHause> if you already bothered to make a struct, you might as well encapsulate the functions into it
14:30:05 <andythenorth> added a yellow road
14:30:14 <andythenorth> construction menu is now even more messed up :)
14:30:41 <Wolf01> I'm arriving at it, slowly :P
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14:34:53 * andythenorth should release this rainbow grf
14:35:02 <andythenorth> V453000 would like it
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15:10:15 <peter1138> Mega gameplay enhancement ;)
15:19:23 <Wolf01> About mega gameplay enhancement, what's the status of custom bridge heads?
15:19:24 <andythenorth> should make them company coloured :P
15:20:56 <frosch123> currently not supported :)
15:21:14 <frosch123> are railtypes cc-recolored?
15:22:37 <Wolf01> I have some memories of fences with cc-colored signs
15:26:02 <frosch123> default roads use the recoloring for dirt/grass
15:26:12 <frosch123> but i disabled that for custom roads, since it is stupid
15:26:53 <frosch123> and custom roads should not include the walkways anyway, so the recoloring only surprises wrt. which colors are useable
15:27:11 <andythenorth> not sure what the benefits of recoloring would be for roads
15:27:20 * andythenorth must go out soon, but if anyone does bridges, tunnels etc
15:27:26 <andythenorth> I’ll update the grf when I get back
15:28:44 <Wolf01> Splitting menu right now
15:29:45 <frosch123> i'll look into bridges/tunnels/levelcrossing/catenary
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15:47:00 <Wolf01> Ha! Found when it asserts for "img != 0", still looking for *why*
15:56:40 <peter1138> It asserts because img != 0
15:57:02 <Wolf01> Yeah, but I should figure out why is 0
15:57:14 <Wolf01> I'm thinking, is it too late to trash our fork and work directly on andy's repo? Maybe creating various branches and then merge all into andy's master?
16:01:02 <Wolf01> ottd->fork->fork... cross fork-branch merges... it will explode soon or later
16:04:50 <Wolf01> Ha! Found it, index to road subtype... index is 0, 1, 2, 3, 4, 5, road subtype in 0, 1, 2; 0, 1, 2
16:09:35 <Wolf01> Is index 0 or 1 based?
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16:19:47 <Eddi|zuHause> Wolf01: so what's the difference between a fork and a branch in that scenario?
16:20:09 <Wolf01> That I have 3 branches in my fork
16:20:15 <frosch123> Wolf01: why is there a catenary bit in the map array?
16:21:07 <Wolf01> frosch123, I think it was there before
16:21:45 <frosch123> if you don't know, i'll ignore/remove it :)
16:21:50 <Wolf01> Or maybe it was added when I and andy were working cluelessly to add features without newgrf
16:22:17 <Wolf01> Remove it, it could be retrieved from RoadTypeInfo in any moment
16:27:19 <andythenorth> Wolf01: I would much rather you worked out of ‘my’ repo :)
16:27:35 <andythenorth> we aren’t strangers, the whole github ‘fork’ thing just doesn’t apply
16:28:07 <andythenorth> just make feature branches, then merge them into a candidate build when ready
16:56:29 <frosch123> someone seems to like function overloading a lot :p
16:56:55 <Alberth> reduces the number of used identifiers :p
16:57:37 <frosch123> what to call variables of type RoadTypeInfo and RoadTypeIdentifier?
16:57:47 <frosch123> some places use rti for for either of them
16:57:53 <Wolf01> Does the same thing with different input, why not use the same name? :D
16:58:10 <frosch123> Wolf01: HasCatenary exists for RailType, RoadType and Tile
16:58:21 <frosch123> at least one of them is bonkers :)
16:58:29 <Wolf01> rti should be RoadTypeInfo, rtid for RoadTypeIdentifier
16:58:55 <Wolf01> I would remove the tile one
17:00:40 <Wolf01> I missed one point to add the new toolbar button for trams... and I can't find where, I'm following all the road button places and seem it's ok
17:00:56 <frosch123> oh, for levelcrossing there is also rti for RailTypeInfo :)
17:04:49 <Wolf01> No code duplication ad all
17:05:22 <Wolf01> But I would need to duplicate the roadstops gui part to hide the 4 bays for trams
17:05:29 <Wolf01> Or I'll leave them there?
17:05:43 <andythenorth> long-term they need to be hidden
17:05:46 <andythenorth> but that’s optimisation
17:08:02 <Wolf01> Trams button uses the rail sprite, we'll need a new one in opengfx or such
17:08:17 <andythenorth> there’s the one I made...
17:08:46 <Wolf01> And I noticed the weird behaviour about ordering as andy said before
17:08:54 <Wolf01> I'll need to look at it
17:11:03 <Wolf01> It took less time to rewrite from scratch without code duplication than trying to merge the old branch
17:11:07 <andythenorth> should I merge that into road-and-tram-types
17:11:18 <andythenorth> or are we keeping the gui branch separate?
17:11:34 <Wolf01> I made some fixes today
17:11:52 <Wolf01> If you want to merge it, I think it's ready
17:12:07 <Wolf01> Needs that ordering fix
17:12:35 <Wolf01> Which I don't know if it's because all roadtypes have the same order or what
17:13:38 <Wolf01> Also I defined the trams button only for full toolbar, if you can't see it get a bigger screen :P
17:14:10 <Wolf01> Just kidding, we should think about how to rearrange buttons
17:15:47 <andythenorth> Wolf01: is the button split in your dev branch?
17:15:52 <andythenorth> I merged, but no button :)
17:16:16 <andythenorth> that just splits the toolbar? o_O
17:22:23 <crem> Sorry for (kind of) offtopic. I played openttd ~5 years ago last time, and the very annoying thing was "local authorities" which disallowed to build around the city. Was it improved since then? Especially as I hear about trams, which I believe means more building around cities.
17:22:59 <crem> I know about "lots of trees" trick, but it doesn't help much, and kind of unrealistic.
17:24:58 <crem> It's mostly about development here as far as I can see :)
17:28:23 <Wolf01> You merged from my master, andy, I made changes in dev
17:28:48 <Wolf01> Which was already in sync with your road-and-trams XD
17:30:07 <Wolf01> I don't know how to handle this now... maybe merging from dev works and ignores the last duplicated merge
17:39:46 <supermop> crem: you are probably more on topic than andythenorth is 90% of the time
17:40:28 <Wolf01> frosch123, did you add or remove the BridgeHasCatenary?
17:40:58 <Wolf01> Because if andy merges it will be readded...
17:41:03 <ElleKitty> Gaby_ Hello, you =3
17:41:18 <ElleKitty> Welcomes to Gaby, first time on IRC
17:41:39 <frosch123> ElleKitty: you already brought in some stranger yesterday :p
17:42:25 <Wolf01> It's like when you find stray cats
17:42:30 <ElleKitty> frosch123 The stranger from yesterday is my decades-long friend! Gaby, however, is a total stranger =3
17:42:36 <supermop> crem: it hard to say "improved" as one of the objectives of the game is to replicate the gameplay of TTO/TTD, and stubborn local authorities are very much part of that original experience
17:42:54 <ElleKitty> I picked Gaby up earlier today, someone left him
17:43:32 <supermop> people have done work to make things more friendly, but the core gameplay is the same
17:43:43 <ElleKitty> Gaby_ When you type a few letters of someone's name, then press TAB, their name will be completed. And when you send such a message, it pings them so they hear it
17:43:50 <Wolf01> Better if I stop developing on my fork now and create a branch in andy's repo before doing more damage. I don't have any more things to commit from mine
17:44:50 <ElleKitty> Gaby_ Give it a try?
17:46:51 <Gaby_> First, Can I change the language ?
17:47:31 <ElleKitty> Gaby_ is totally a stray cat...
17:47:59 <ElleKitty> Gaby_ Yes, you can change to french, just go to settings
17:48:12 <ElleKitty> But your english is good, I dont know why you'd need to change
17:48:27 <Wolf01> Chat will still be in english though
17:48:50 <ElleKitty> Wolf01 It didnt even cross my mind to tell him that. Surely everyone knows this?
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17:50:15 <Wolf01> I don't know, in some chats with predefined messages you can compose your message in your tongue and others will see it in theirs
17:50:41 <Wolf01> Some Nintendo games have that
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17:52:24 <ElleKitty> Pfshh. Modern AAA "accessibility"
17:52:40 <ElleKitty> This "accessibility" of theirs is what made for lazy gamers
17:53:32 <supermop> surely some method of machine translation could try to translate messages in real time
17:53:33 <ElleKitty> This is one of the main reasons why AAA sucks now. Indy is where all the fun is
17:53:46 <Wolf01> It's mainly to put in comunication kids from the entire world, so you don't have bad language and everyone talks in his tongue
17:55:35 <ElleKitty> I'm divided on whether this is a good idea, or a really really bad one in a long run
17:56:42 <Wolf01> You have some limitations but at least you shouldn't be able to say weird things, flame etc
17:58:58 <ElleKitty> Seems a bit big-brotherish to me.
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17:59:57 <Wolf01> Better than leaving kids completely unattended
18:00:59 <ElleKitty> I was unattended as far as my computer is concerned... I got a few C&D's and an FBI notice, but I turned out just fine in the end
18:01:47 <ElleKitty> Anyway. My problem with this is that it's not just videogame chatrooms. Everything is more and more under surveilance.
18:02:29 <ElleKitty> You had Xbox 360 with optional Kinect, which can track your motions in the room. Then you got Xbox One with MANDATORY intenet and MANDATORY Kinect. Whoaaa, hold back right there
18:02:40 <Wolf01> Oh, when you can talk only about ingame things or if you like more cats than dogs I don't think is a problem
18:03:12 <ElleKitty> Then there are now those voice-command TVs so that you could "throw away that old remote that keeps getting lost", but it monitors everything you say in the room unless it's unplugged from the wall
18:03:22 <Wolf01> Just unplug the x-one when not in use
18:03:50 <ElleKitty> I shouldnt have to have to UNPLUG ITS POWER. Thats what the Power button should be doing
18:04:10 <Wolf01> Smart TVs are so 1984, I don't think I'll buy one... I don't even watch TV programmes
18:04:11 <ElleKitty> I expect that, when I press Power button on the box, that it powers down
18:05:09 <Wolf01> Think about it as another way to not waste electricity when "powered off"
18:05:19 <ElleKitty> TV is entertainment for people with medium and mediocre intelligence. They serve you a show, and you eat it up. Internet serves you what you ask of it
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18:17:58 <Wolf01> I don't trust anonymous IP addresses with strange names in jpgs
18:18:37 <Wolf01> Put a screen in imgur :D
18:19:13 <ElleKitty> Funny thing is, this is already from Imgur. I dont change their names when I save them to disk, this makes them easily searchable later
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19:06:23 <Alberth> dangerous site, wastes lots of time :)
19:07:06 <Wolf01> Nah, a friend linked it, I waste my life on 9gag
19:19:26 <andythenorth> Wolf01: I will revert the merge from your master
19:19:40 <andythenorth> I hate that bitbucket UI for pull requests, it’s failure prone
19:19:55 <andythenorth> it rebuilds the menu options with js so your choices change :P
19:25:09 * andythenorth wonders if github forks are just git remote
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19:51:02 <Alberth> it's mostly just git with a nice set of web pages :p
20:05:05 <Alberth> the latter gets extended continuously, lately they added a 'review' option
20:05:37 <Alberth> not sure what the added value is wrt just being able to add comment to a line of code, what was already possible :)
20:05:56 <Alberth> but progress is in small steps :)
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20:27:39 <argoneus> good evening train friends
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21:03:16 * andythenorth might play a game
21:03:25 <andythenorth> need some GS or something
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continue to next day ⏵