IRC logs for #openttd on OFTC at 2017-01-08
            
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00:32:15 <planetmaker> SpComb, you *can* transfer any cargo between companies. All you need to do is give them a trip to an oil rig :)
00:32:22 <SpComb> convenient
00:32:29 <planetmaker> adventure tours
00:32:47 <SpComb> but there would be more to multiplayer + cargodist if you could transfer pax between companies
00:32:53 <planetmaker> it's actually interesting when cargodist decides on its own that it wants to use such route
00:33:03 <planetmaker> well, you can
00:33:07 <planetmaker> via oil rig :)
00:33:21 <planetmaker> but only one player gets to be paid
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00:46:56 <Wolf01> 'night
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00:55:03 <_dp_> ephja, what growth conditions are you looking for? They are the same for all towns as I see it
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02:03:59 <Eddi|zuHause> well, growth is handled differently for towns and cities, and the number of stations might be different as well
02:04:54 <Eddi|zuHause> it'll be more difficult to factor in geographic limitations like terrain blocked by tracks or mountains
02:05:29 <Eddi|zuHause> and you're basically doomed if a game script comes into play
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06:41:00 <BlackFox> Hi, I've got a quick question. Can I stockpile resources on some station (that doesn't accept anything) and will they dissapear if I leave them there?
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07:37:33 <Lejving> can't say for sure BlackFox but I think they'll eventually just disappear yes
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09:17:11 <BlackFox> Lejving: they do dissapear, and it's kinda sucky
09:17:18 <BlackFox> I was going to stockpile tons of oil for the future
09:17:25 <Lejving> ah :(
09:17:50 <Lejving> should be a setting for that
09:17:58 <Lejving> I think that about all the things though =)
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09:33:58 <Alberth> o/ andy
09:34:24 <Alberth> and we have too many settings already :)
09:35:18 <adf88> what's the status of "stop accepting cargo button" ?
09:35:50 <adf88> do you know if anyone is working on it
09:35:50 <adf88> ?
09:35:52 * andythenorth needs a ‘close dock’ button :P
09:36:00 <andythenorth> adf88: almost nothing is being worked on :)
09:36:18 <adf88> ok ;)
09:36:46 <andythenorth> that’s not a bad thing
09:36:49 <andythenorth> but eh
09:37:17 <andythenorth> there are a lot of code quality things being committed https://git.openttd.org/?p=trunk.git;a=shortlog
09:37:47 <adf88> iknow, i keep track of all changes
09:38:15 <adf88> I have an atom feed on the trunk repo :)
09:38:25 <andythenorth> you have a stack of patches somewhere too?
09:39:24 <adf88> I post all patches on tt-forum
09:40:54 <adf88> an idea came to my mind some time ago
09:41:18 <adf88> ability to refit any vehicle to "void" cargo
09:42:13 <adf88> e.g. you could refit a PAX loco to void to prevent taking PAX from a given station
09:42:34 <adf88> what do you thing?
09:46:30 <Lejving> why not checkboxes? [ ] Wood [ X ] Passengers [ X ] Goods [ ] Copper ore
09:46:34 <Lejving> in the station window
09:47:12 <andythenorth> ‘no loading’ doesn’t perform same result? o_O
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09:47:59 <adf88> "no loding PAX but load other" would do...
09:48:49 <adf88> but you can't set loading options on certain type of cargo
09:49:17 <adf88> i realized something :)
09:49:26 <adf88> this is not a way to go
09:49:29 <adf88> :)
09:49:38 <adf88> forget it...
09:49:49 <Lejving> sorry already commited
09:49:51 <Lejving> can't reverse!
09:51:10 <adf88> until we can set refit-at-station order to certain wagons this wouldn't be much of use
09:51:40 <adf88> and ability to set refit options to individual wagons would be too complicated
09:52:13 <andythenorth> I’ve seen the gui for it in other games
09:52:19 <andythenorth> but we’d need a rework
09:52:29 <andythenorth> it would require depot gui + refit orders gui combined
09:52:49 <andythenorth> and it won’t transcend shared orders across different consists
09:53:12 <andythenorth> so all consists in a shared order set would need to be identical
09:53:50 <andythenorth> it’s a big change, and probably, on balance better
09:54:03 <andythenorth> but removing the old shared orders system would be way too much social drama
10:08:43 <andythenorth> Alberth: any chance you could check this out and see if it builds? http://dev.openttdcoop.org/projects/unsinkable-sam/repository
10:08:50 <andythenorth> it’s failing on Jenkins https://jenkins.openttdcoop.org/job/unsinkable-sam/93/console
10:16:28 <Lejving> how much involved do you need to be to be adding commits to openttd?
10:16:52 <Lejving> been thinking I wanted to try contribute but not sure if I want to dedicate my life to it :P
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10:20:14 <Alberth> adf88: stations stop accepting by themselves nowadays, after a year or 2
10:20:56 <Alberth> andythenorth: I'll try
10:22:02 <adf88> yes, I know
10:22:17 <adf88> actually the most problematic is the situation
10:22:27 <adf88> when you play on a online game
10:22:38 <adf88> which has vanilla trains
10:22:42 <Alberth> andythenorth: how do you build?
10:23:00 <adf88> and your loco want to take passangers
10:23:12 <adf88> even thought you don't wan't it
10:23:52 <adf88> and there is no simle way to prevent it
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10:25:09 <andythenorth> Alberth: python 3.4, I just run make
10:26:41 <Alberth> oh, I have chameleon not installed
10:26:52 <andythenorth> sorry, there are some deps :P
10:27:49 <Alberth> adf88: yep, I think the only way out is to make orders more precise, by splitting them into smaller pieces, so you can have a number of orders for loading/unloading at the same station
10:28:40 <adf88> that would do too
10:28:40 <adf88> https://www.tt-forums.net/viewtopic.php?p=1108919#p1108919
10:32:33 <adf88> however, it seems a bit overcomplicated
10:32:45 <adf88> i'm not sure if this is the right way to go
10:33:48 <adf88> another, simpler way would be to allow to refit to a "void" cargo
10:34:37 <andythenorth> Lejving: to get anything good into the game takes a bit of dedication :)
10:35:12 <Lejving> heh RIP irl then
10:35:47 <Alberth> andythenorth: Only persistent error is
10:35:47 <Alberth> make: *** No rule to make target 'docs/license.txt', needed by 'doc'. Stop.
10:36:06 <andythenorth> Alberth: python 3.4?
10:36:58 <Alberth> 3.5
10:37:16 <andythenorth> dunno what Jenkins uses
10:37:47 <andythenorth> Road Hog and Iron Horse have similar code, which doesn’t fail
10:37:56 <andythenorth> I’ll have to see what’s different there :)
10:37:57 <andythenorth> thanks
10:38:17 <Alberth> andythenorth: at least if you specify "python3" everywhere in the build
10:39:20 <Alberth> make the "docs/license.txt" target work?
10:39:45 <andythenorth> I will
10:39:51 <andythenorth> biab ;)
10:39:59 <Alberth> add a "python --version as command in the makefikle
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10:40:23 <Alberth> so it echoes its version to the output
10:44:05 <Alberth> adf88: well, at low level, you don't want to bolt more stuff onto the existing orders, so breaking it up seems the right direction. How to display that to a user will be a major problem then, as you're basically free to do anything you like
10:45:14 <Alberth> but anyway, with vanilla, you're pretty much doomed
10:48:06 <Alberth> I am not sure what the problem in MP is, why vanilla is so popular. Sure some people are clueless about pressing "download missing stuff", but that should be fixable with a single entry page, or existing users helping?
10:48:06 <Alberth> Is it maybe that a different trainset upsets people? Are there servers with eg OpenGfx+ newgrfs? those should not have that problem
10:50:59 <adf88> yep, vanilla veh set is popular
10:52:07 <adf88> do you suggest to change this fact? :D
10:52:11 <Alberth> I play with it a lot too
10:52:32 <Alberth> no, I am just wondering why it is
10:53:52 <Alberth> there is a download button, where you can just download what you are missing, if it's on bananas
10:54:08 <Alberth> but apparently this is not working in some way
10:54:39 <Alberth> I can see new users would play vanilla, the game is big enough to play for years with it
10:54:58 <adf88> this puzzels me too
10:54:58 <Alberth> maybe they never realize download stuff exists at all
10:55:21 <adf88> these alternative sets are really great
10:55:50 <Alberth> well, it assumes you have an active interest in the game, I think
10:56:05 <Alberth> if you're a casual gamer, you don't have that
10:56:24 <Alberth> or you assume "the game handles everything", which is not true
10:57:21 <Alberth> on the other hand, reddit uses FIRS at least, and I heard it's a popular server too
10:58:08 <Alberth> but perhaps a different audience
11:00:23 <adf88> in this moment, 6 out of 10 most peopled servers don't use GRF's at all...
11:01:49 <Alberth> it may depend on what you aim for
11:02:02 <Alberth> I also hardly use newgrfs
11:02:32 <Alberth> but I play for making a network for industrial cargo
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11:05:04 <Alberth> so Nuts and Firs are interesting, Squid for ships, and Chips for platforms
11:05:35 <adf88> almost classic :)
11:05:35 <Alberth> where alternative trains are Iron horse, or OpenGFX+trains
11:05:43 <Alberth> and that's about it
11:06:36 <andythenorth> ach Jenkins uses python 3.2.3
11:06:44 <andythenorth> and my python 3.2 is currently broken
11:07:35 <Alberth> mostly the thing I am missing is a fast backbone train, eg maglev, around 1930-2000, for experiments with map-wide feeders
11:08:17 <andythenorth> when I started playing openttd, I didn’t use grfs for about 4 years
11:08:24 <andythenorth> I thought they were hacks and would break my game
11:08:33 <andythenorth> FWIW
11:09:17 <Alberth> :)
11:09:57 <SpComb> GRFs are hard because you have to choose
11:10:46 <Alberth> good point, no simple way to decide what a random GRF provides
11:11:27 * andythenorth https://pbs.twimg.com/media/CnOgEYtWcAApmTg.jpg
11:11:43 <michi_cc> The biggest problem with NewGRFs is that they aren't called mods ;P
11:11:47 <andythenorth> debugging a remote Jenkins is hard :P
11:12:31 <andythenorth> Feature: ‘NewGRF’ is now ‘mod’
11:12:46 <Alberth> game script is "mod"
11:12:50 <Alberth> AI is "mod"
11:12:52 <Alberth> :)
11:14:35 <Alberth> andythenorth: it doesn't output the Python error?
11:14:51 <andythenorth> it does yes
11:15:05 <andythenorth> https://jenkins.openttdcoop.org/job/unsinkable-sam/94/console
11:15:11 <andythenorth> I’m trying to pickle a PIL module
11:15:15 <andythenorth> which works elsewhere
11:16:04 <Alberth> why would you want to do that?
11:16:43 <andythenorth> I have no explicit reason
11:16:54 <andythenorth> “I’m trying” = my code apparently does that
11:17:03 <Alberth> ha :P
11:17:25 <andythenorth> I know why the pickle is there
11:17:50 <andythenorth> I don’t know why ImagingCore needs to be pickled with my ship object
11:18:16 <Alberth> self.sprites = sprites
11:23:02 <adf88> "they aren't called mods" - don't laugh, it's a real problem actually
11:23:23 <adf88> my suggestion: "NewGRF" -> "NewGRF add-on"
11:25:51 <andythenorth> ach, removing the ‘raise’ lets Jenkins build
11:26:03 <andythenorth> but the pickle still fails
11:26:10 <andythenorth> nothing changed there :P
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11:31:56 <andythenorth> reading the pickle bugs in python 3.2 is a long way from drawing ships eh? o_O
11:33:46 <SpComb> tsk, it's 2017 and still no new dbset releases!
11:33:55 <V453000> xd
11:36:00 <Eddi|zuHause> Lejving: you need to keep the rating above 50% so cargo does not disappear
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11:37:02 <Alberth> andythenorth: pickle is quite discouraged, json or yaml is much more encouraged
11:37:05 <Eddi|zuHause> SpComb: <insert joke about 16.16.16 joke here>
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11:43:08 <Rubidium> Eddi|zuHause: that's still 4 months away ;)
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12:00:06 <SpComb> openttd really needs some community-curated newgrf bundles
12:02:44 <Eddi|zuHause> SpComb: all that is needed for that is bananas to allow uploading/downloading newgrf presets
12:06:27 <SpComb> like if I want to try FIRS 2, it seems like DBSet is out of the question
12:06:29 <Alberth> and a website so you can read about them
12:08:35 <Eddi|zuHause> SpComb: you could always customize the dbset firs/ecs extension grfs
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12:08:50 <SpComb> not going down that rabbit hole
12:11:40 <andythenorth> Alberth: pickle is used by multiprocessing :)
12:11:54 <andythenorth> I’m only using at as a guard, to find out ahead of time if multiprocessing is going to barf
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12:36:28 <SpComb> the 2cc 2.0-alpha1 default train list is way too long..
12:36:55 <Eddi|zuHause> then don't try CETS with all options enabled :p
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12:45:16 <DorpsGek> Commit by frosch :: r27726 trunk/src/rail_cmd.cpp (2017-01-08 12:45:08 +0100 )
12:45:17 <DorpsGek> -Fix: Improve error message when trying to build rail track over a depot. (adf88)
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13:26:29 <Wolf01> Moin
13:32:13 <andythenorth> lo Wolf01
13:33:08 <Alberth> o/
13:36:11 <andythenorth> meanwhile http://bundles.openttdcoop.org/unsinkable-sam/push/LATEST/docs/html/ships.html
13:43:12 <Wolf01> The 1870 large freighter is wip, I hope
13:43:30 <Wolf01> Ok, they are all 1870
13:43:48 <Wolf01> Nice small tanker
13:50:49 <andythenorth> unfinished magic :)
13:50:50 * andythenorth bbl
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13:51:30 <frosch123> Wolf01: the headlines on the intro page even mention it: Intro dates 1870-1870
13:51:48 <Wolf01> TL;DR :P
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13:58:06 <SpComb> but myes, combining multiple NewGRFs, with multiple different variants of the same NewGRF released over more than 10 years, is hard
13:59:31 <SpComb> in terms of compatibility/interactions between different NewGRFs... I guess that mostly affects non-standard industry sets
13:59:48 <SpComb> I'm almost convinced that the right thing to do is just play with MB's GRFs and ignore everything else :P
14:01:13 <SpComb> DBSetXL + Alpine + newstations + Raichase's dbset play guide = best gameplay ever
14:02:56 <SpComb> http://users.qmsk.net/~terom/openttd/dbsetxlguide/ make that Uwe's guide
14:03:21 <frosch123> i think you should play with "alpine" for once
14:03:30 <frosch123> that should be punishment enough for you
14:04:00 <SpComb> there was something flawed with alpine, I can't exactly remember what
14:04:11 <frosch123> :)
14:04:29 <SpComb> but it's a single, coherent gameplay, not exactly easy to achieve if you just start combining random NewGRFs
14:08:11 <SpComb> there's just too many to choose from, and you don't know what fits together
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14:18:03 <Alberth> what more excuse do you need to play OpenTTD?
14:18:20 <Alberth> ie test!
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14:23:22 <Eddi|zuHause> i think some buildings in alpine were buggy, the snowy version just sinks into the ground, and some pavements are missing
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14:29:08 <Alberth> Should there be anything that #define OPENTTD_MSU ?
14:29:38 <Alberth> files only have #ifndef OPENTTD_MSU
14:30:55 <frosch123> huh?
14:31:35 <Eddi|zuHause> Alberth: sounds like something that would come from ./configure
14:32:10 <frosch123> ah, check svn://svn.openttd.org/extra/masterserver_updater
14:32:18 <frosch123> trunk/src/network/core is an external there
14:32:29 <frosch123> "core" is shared between openttd and the master server stuff
14:34:29 <Alberth> Eddi|zuHause: yes, I thought so too, but a global recursive grep proved otherwise :)
14:34:48 <Alberth> frosch123: :o even more code :)
14:58:20 <frosch123> your grep was not global enough :p
14:58:30 <Alberth> :D
15:00:07 <Eddi|zuHause> checking that would have been my next suggestion
15:03:38 <Alberth> a scary lot of newgrf code seems to assume that filenames are unique
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15:16:37 <frosch123> https://paste.openttdcoop.org/pzafzgnpd?/pzafzgnpd <- i am not sure whether that improves the comments
15:17:16 <frosch123> there are currently 3 constants which kind of define the maximum number of newgrf
15:17:47 <frosch123> this diff removes one, and turns another one into something else: one limit for real newgrf, one limit for all newgrf including static ones
15:23:42 <Eddi|zuHause> does "static" include the baseset?
15:23:57 <frosch123> in that context, yes
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15:24:57 <Eddi|zuHause> and how much does this destroy patches that increase the grf limit (for single-player purposes)?
15:25:34 <frosch123> they need to modify the @9277 hunk instead
15:25:54 <frosch123> but yes, those 1-line patches need to be rewritten :)
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15:26:59 <Eddi|zuHause> "cannot be used for any long-term usage." sounds odd
15:30:41 <Alberth> if (num_non_static == NETWORK_MAX_GRF_COUNT) { <-- make that >= ?
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15:33:31 <Alberth> also, src/newgrf.cpp now has 2 "is not loaded as the maximum number of GRFs has been reached" for different limits, bit of rewording would be nice
15:34:03 <frosch123> yup, any good idea for a message? :)
15:34:25 <Alberth> max number of file slots would be one
15:35:27 <Alberth> perhaps not even mention "max number of GRFs" there
15:36:05 <Alberth> other one would be smthing like "max network packet size" ?
15:36:16 <frosch123> well, i can change the DEBUG, not problem. it's a technical message
15:36:19 <frosch123> i wonder more about
15:36:23 <frosch123> STR_NEWGRF_ERROR_TOO_MANY_NEWGRFS_LOADED :Too many NewGRFs are loaded
15:36:38 <Alberth> although if the first one becomes slots, the second doesn't need to be changed
15:37:07 <Alberth> right, keep the network limit as "too many newgrfs" :)
15:37:12 <frosch123> "too many newgrf" vs. "too many static newgrf"?
15:37:28 <frosch123> "too many newgrf" vs. "too many open files"?
15:37:49 <frosch123> though it's only about newgrf
15:40:21 <Alberth> yes, newgrf_gui mesg could also happen without static newgrf, by the looks of it
15:40:58 <Alberth> "too many open files" could also be a system message, better keep some opentdd-ish in there, imho
15:44:46 <SpComb> UKRS2 running costs are high :(
15:45:16 <Eddi|zuHause> yeah, some people make masochistic difficulty like that
15:47:31 <Alberth> oh, I found your 62 :)
15:47:43 <frosch123> i removed it last night
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16:02:37 <Alberth> Oh, we also have GRFFile things
16:03:11 <Alberth> more unique filename assumptions :p
16:08:53 <V453000> yo humenz
16:08:54 <V453000> wat new
16:09:41 <Alberth> less magic "62" numbers in openttd source code
16:16:11 <V453000> is 62 some special hentai secret?
16:18:32 <ZirconiumX> <V453000> is 62 some special hentai secret?
16:18:39 <ZirconiumX> No context.
16:21:45 <LordAro> i mean, the last context was about 48 hours ago, so..
16:22:52 <NGC3982> Trains.
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16:32:36 <V453000> gg
16:32:52 <adf89> "The anser is 42" :D
16:32:58 <adf89> answer
16:34:41 <adf89> i just released new Polyline tool
16:34:54 <adf89> check out if you like
16:35:03 <adf89> https://www.tt-forums.net/viewtopic.php?f=33&t=57080
16:35:12 <frosch123> anything different? or just maintenance?
16:35:34 <adf89> a ;ittle
16:35:38 <adf89> litlle
16:35:42 <adf89> damn
16:35:45 <adf89> little
16:36:02 <adf89> "After placing a rail track at tunnel/bridge/station entrance, snapping will be carried over, up to the other end."
16:36:11 <adf89> "After build a rail station you can snap new rail track to it (CTRL-click the polyline button or press CTRL+A)."
16:36:37 <LordAro> that thread's so old it has a post by me in it
16:37:30 <Wolf01> Good news adf88+1
16:39:02 <Wolf01> I would like to have it as default autorail behaviour, there is too much CTRL in this game
16:39:35 <adf89> I still use original autorail a lot
16:40:42 <adf89> I hae no idea how could the two tool be integrated into one
16:41:02 <adf89> besies http://dilbert.com/strip/2016-06-12
16:42:03 <Wolf01> What do you use autorail for?
16:42:21 <adf89> placing tracks? :p
16:42:24 <adf89> I use it
16:42:46 <adf89> when there is a lot of micro-constructing in a single area
16:42:53 <Wolf01> I mean, why is so different from laying a straight poliline?
16:43:02 <Wolf01> *poly
16:43:09 <adf89> e.g. when constructing station entrance etc.
16:43:25 <adf89> snapping is not always desired
16:43:29 <Wolf01> Them make polyline activate on drag > x
16:44:27 <Wolf01> And a setting to invert snapping mode with ctrl
16:44:56 <adf89> CTRL is for removing tracks
16:45:45 <Wolf01> Don't you ctrl+click on the button? -> To open polyline tool click or CTRL-click on the new button
16:46:24 <Wolf01> Normal click > snap, ctrl+click no-snap, setting to invert
16:47:50 <adf89> it was like that before
16:48:07 <adf89> but I decided that another button is usefull
16:48:37 <Wolf01> Also I know there's ctrl to remove things while building, but is inconsistent, you don't ctrl+click to remove a station, or a signal, or a bridge
16:50:18 <adf89> the two buttons (autorail and polyline) could be integrated into one, maybe, I must rethink on it...
16:50:47 <frosch123> i really like the ctrl->remove thing :)
16:50:53 <Wolf01> I use R
16:51:24 <Wolf01> At least it works with signals and stations too
16:51:56 <Wolf01> And with mices without buttons
16:52:07 <Wolf01> Like my finger
16:54:14 <adf89> ah, I remember why I added another button
16:54:26 <adf89> it was for keyboardless playing
16:56:32 <frosch123> another button is not the worst thing :)
16:56:42 <frosch123> people can assign hotkeys as they like
16:56:44 <SpComb> ah yes, play for a couple hours and then notice you're missing a ship set for FIRS, and you can't transport sand
16:56:48 <Wolf01> 6 buttons just to build the same thing...
16:56:50 <frosch123> and after all we still have the single-direction tools
16:57:05 <frosch123> Wolf01: better than the signal gui :)
16:57:55 <Wolf01> I don't even use that, I just lay pbs everywhere
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16:59:17 <adf89> block signals have a nice property which makes them better the PBSs in some cases
16:59:36 <Wolf01> Straight rail
16:59:47 <adf89> they turn red ONLY when there is atrain after them
17:00:03 <adf89> red block signal = bigger penalty
17:00:20 <adf89> green block signal = lighter penalty
17:00:27 <Wolf01> I don't know what are penalties :P
17:00:34 <V453000> gg
17:00:41 <V453000> hello adf :)
17:00:46 <adf89> hi
17:00:50 <frosch123> doesn't reserver track also imply a penalty?
17:01:22 <frosch123> though the amount of reserved track is different to the amount of red signals
17:01:27 <adf89> reserver, yes
17:01:40 <frosch123> don't copy my typos :p
17:01:44 <adf89> but when a train passes over that PBS, it's no longer reserved
17:01:59 <adf89> block signal is still red
17:02:16 <frosch123> i thought regular track with reservation also has a penatly
17:02:18 <frosch123> not just signals
17:02:27 <V453000> when you have a bigger network, trains have a much easier time to choose their paths with block signals
17:02:37 <V453000> because of the firstred penalty differences
17:02:51 <V453000> idk how the non-firstred influences it but I guess it can't hurt
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17:05:16 <frosch123> cat arrived
17:05:56 <adf89> when path reserving, the most important is the (signal) tile where reservation ends
17:06:16 <andythenorth> nmlc info: DCxx strings: 236/256
17:06:21 <adf89> so called "firstred" mentioned by V453000
17:06:24 <andythenorth> so what happens when FIRS runs out? :P
17:07:15 <andythenorth> that’s 5 more cargos, and FIRS is ‘done’?
17:07:53 <V453000> the difference is especially massive when you actually use pre-signals in splits, cause exit has firstred of like 40 000 by default
17:07:56 <V453000> or something like that
17:08:34 <frosch123> andythenorth: we encountered various string limits recently
17:08:43 <frosch123> it's one of the next ones to tackle
17:08:59 <frosch123> but i have not seen that code refactoring gui since
17:09:06 <frosch123> *guy
17:09:21 <andythenorth> kanban board guy?
17:09:24 <andythenorth> or someone else?
17:09:50 <frosch123> nah, not that one
17:10:02 <frosch123> not the manager :)
17:10:24 <V453000> ._. 70k solar panels stopped being enough
17:10:50 <LordAro> frosch123: string limits?
17:11:12 <LordAro> V453000: get yo some nuclear ;)
17:11:28 <V453000> I could, but don't want to use those yet
17:11:37 <V453000> prototype changes stc
17:11:38 <V453000> etc
17:12:15 <frosch123> LordAro: 256 cargo strings per grf (andy's limit), 1024 other string per grf, 6100 string for all grfs total (user limit, reported by 2 different guys in last two months)
17:12:28 <Alberth> just nuke the entire planet, and you don't need any defense anymore :p
17:15:09 <frosch123> andythenorth: http://webster.openttdcoop.org/index.php?channel=openttd&date=1481932800#1481986065 <- that guy
17:15:21 <frosch123> the "unit testing" guy, not the "management" guy
17:15:51 <andythenorth> I missed that :)
17:17:56 <LordAro> frosch123: i see
17:18:16 <andythenorth> wow there’s lots :P
17:18:37 <frosch123> what? people also talk when andy is not here?
17:19:18 <andythenorth> well mostly the channel is me, sometimes someone else
17:19:21 <andythenorth> talking to ourselves
17:19:30 <andythenorth> Eddi|zuHause even has stats to prove it
17:19:55 <andythenorth> is increasing the string limit just work, or are we up against hard limits?
17:20:34 * andythenorth reads the ‘development is stalled’ part
17:20:50 <frosch123> the global limit should be pure work to increase to 32bit
17:21:23 <frosch123> the cargo string part needs some more design since it involves newgrf specs
17:22:04 <andythenorth> ho, these https://wiki.openttd.org/Objectives
17:22:31 <andythenorth> I am now delaying buying a new computer, despite my battery is end-of-life in this one
17:22:33 <frosch123> i guess there are cheap solutions to increase it to 2k or something, and more tricky solutions to increase it to 60k
17:22:41 <andythenorth> because I won’t be able to compile ottd on a new mac
17:23:04 <andythenorth> frosch123 go cheap? o_O
17:23:21 <frosch123> cheap is no fun :)
17:23:25 <andythenorth> ‘no-one will ever need 60k strings’ …. < 5 years later, regret
17:24:39 <andythenorth> do we have a docker build of ottd? :P
17:24:52 * andythenorth doesn’t actually use docker, and is trolling
17:25:04 <frosch123> i think tb had a perliminary docker compile farm
17:25:13 <frosch123> rb may have had a prelininary osx compile farm
17:25:46 <andythenorth> I might have to compile in a VM
17:26:16 <frosch123> does sdl2 support osx?
17:26:33 * andythenorth looks
17:26:48 <frosch123> it says so, but ofc noone really knows :)
17:26:50 <andythenorth> apparently https://wiki.libsdl.org/Installation#Mac_OS_X
17:26:54 <frosch123> but sdl2 port is also over-due
17:26:59 <andythenorth> https://wiki.libsdl.org/FAQMacOSX
17:27:00 <frosch123> i think LordAro was working on it :)
17:28:13 <andythenorth> one of the macports guys offered help making the current OS X port work
17:28:37 * andythenorth is in catch 22: can’t test the build, don’t have a new OS X; can’t upgrade because ottd won’t work :P
17:28:59 <frosch123> the limiting factor is the compile farm afaik
17:29:27 <andythenorth> I believe current binaries work fine on [whatever version OS X now is]
17:29:31 <LordAro> wuh
17:29:33 <frosch123> we can likely make it compile on newer osx by dropping the compile farm and not offering any osx builds again :)
17:29:33 <andythenorth> it’s compiling that doesn’t afaik
17:29:34 <andythenorth> 
17:29:48 <frosch123> andythenorth: i think the binaries also do not really work
17:29:59 <andythenorth> I should upgrade my wife’s mac and find out
17:30:07 <andythenorth> but that would mean interrupting netflix
17:30:09 <andythenorth> so eh
17:30:15 <frosch123> 80% of osx fs reports are about crashes in icu, which look like incompatible shared libs
17:30:42 <andythenorth> do they give the OS X version?
17:30:50 <frosch123> but i can't even check whether we link icu statically or not
17:31:02 <frosch123> andythenorth: usually they do
17:31:03 <andythenorth> I am on 10.10.5 / Yosemite, I think I’m two versions behind release
17:31:27 <andythenorth> ~everything works fine, except that palette animation has to be disabled
17:31:27 <Rubidium> frosch123: we link it statically, but that's doubtful for "own" builds
17:31:51 <frosch123> andythenorth: fs 6524 is 10.12.1
17:31:55 * andythenorth looks
17:34:15 <frosch123> hmm, i wonder where i got the icu idea from
17:34:28 <frosch123> i thought crash.log contained some backtrace
17:35:31 <michi_cc> It does, unless the stack went away.
17:36:02 <frosch123> yeah, but it is missing in both osx reports i just looked at :)
17:36:47 <michi_cc> Maybe both reports involve stack corruption :)
17:36:52 <Rubidium> by the looks of it, it is an official build (rev.cpp was built at the right time)
17:38:27 <frosch123> i wonder how long win10 will support .exe :)
17:39:32 <andythenorth> hmm, ottd does build on OS X 10.9 and 10.10, I have used both
17:39:36 <andythenorth> https://bugs.openttd.org/task/6295
17:46:59 <michi_cc> I think that the compile farm uses --enable-universal (which TrueBrain might be able to comfirm), which means that FS#6295 should be safe to apply.
17:48:37 <LordAro> michi_cc: http://farm.openttd.org/browse/OTTD-RLS-OSX-71/metadata :)
17:48:53 <LordAro> (yes)
17:50:21 <michi_cc> So the FS path won't affect the compile farm. I might affect users self-compiling on 10.5 or something, but I'm note sure there are any left :)
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17:51:42 <andythenorth> vanishingly low :P
17:51:58 <andythenorth> if you’re on the apple train, you don’t get backwards compatibility past ~5 years
17:52:19 <andythenorth> yeah I can boot the imac in my loft and run 10.2 perfectly fine, but...why?
17:55:45 <frosch123> Eddi|zuHause: when splitting openttd.grf into two files, one which is loaded always, and one specific to the original gfx baseset. how to name those two files?
17:56:25 <Eddi|zuHause> _basic and _extra?
17:56:39 <Eddi|zuHause> or _base
17:56:53 <frosch123> there are orig_dos.obg and orig_win.obg
17:57:12 <Eddi|zuHause> _base and _orig?
17:57:29 <frosch123> maybe openttd.grf is the "always" one, and the new one could be orig.grf or trge.grf
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17:58:02 <Eddi|zuHause> openttd.grf and orig_extra.grf?
17:58:18 <Eddi|zuHause> not fond of the trg* naming
17:58:22 <frosch123> orig_extra sounds fine
17:58:49 <frosch123> ok, next one: what grfid to use for openttd.grf
17:59:29 <frosch123> orig_extra would keep the FF "OTT"
17:59:39 <frosch123> https://newgrf-specs.tt-wiki.net/wiki/Action8#GRFID
17:59:55 <frosch123> it does not exactly need the "OT" part
18:00:08 <frosch123> i could just go for FF FF FF FE
18:00:14 <michi_cc> Eh, so what.
18:00:25 <DorpsGek> Commit by michi_cc :: r27727 trunk/config.lib (2017-01-08 18:00:18 +0100 )
18:00:26 <DorpsGek> -Fix(-or-not) [FS#6295]: [OSX] Out-of-the-box compilation on newer OSX versions (dunn).
18:00:50 <michi_cc> AFK for a few hours, so if it burns or hords of angry users descent on this channel, somebody hit revert :)
18:01:24 <frosch123> be careful
18:01:30 <frosch123> all the bot attacks have been on sundays
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19:45:44 <DorpsGek> Commit by translators :: r27728 trunk/src/lang/latin.txt (2017-01-08 19:45:37 +0100 )
19:45:45 <DorpsGek> -Update from Eints:
19:45:46 <DorpsGek> latin: 1 change by Supercheese
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23:22:17 <Lejving> funded industries dies as well if not used right?
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