Config
Log for #openttd on 23rd December 2011:
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08:42:42  <andythenorth> morfing
08:49:06  <peter1138> fellow
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08:53:12  <CIA-6> OpenTTD: peter1138 * r23661 /trunk/config.lib: -Fix (r23438): Remaining parts of configuration were skipped when grfcodec/nforenum were not usable.
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08:54:20  <peter1138> you missed it andy
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09:05:25  <appe> happy hanukka!
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10:23:12  <andythenorth> default – length of an RV is 32px?
10:24:23  <peter1138> no
10:25:05  <andythenorth> 28px?
10:26:36  <peter1138> yes
10:26:38  <peter1138> 28x12
10:27:23  <andythenorth> @calc 28/8
10:27:23  <DorpsGek> andythenorth: 3.5
10:27:25  <andythenorth> meh
10:27:34  <andythenorth> photoshop can't draw 0.5 pixels
10:28:46  <peter1138> vehicle spacing is probably 32px
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10:38:11  * andythenorth will use 4px per length unit
10:38:18  <andythenorth> should be alright
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10:58:54  <andythenorth> are newgrf docks plausible (other than direct sprite replacement)
10:58:55  <andythenorth> ?
10:59:11  <Yexo> as plausible as newgrf airports ;)
10:59:22  <andythenorth> I don't need new layouts
10:59:36  <Yexo> given a working implementation of newgrf airports, newgrf docks (with new layouts) become almost trivial
11:00:10  <andythenorth> sounds like, given 'an economically feasible source of nuclear fusion, cheap power becomes almost trivial' :D
11:00:13  <Yexo> any implementation now would only complicate further work
11:00:42  <Yexo> it's not that bad
11:00:55  <Yexo> newgrf airports is doable, I've proven that with my first implementation
11:01:00  <planetmaker> :-)
11:01:01  <andythenorth> what's needed to complete it?
11:01:16  <Yexo> it just takes a lot of time to work out all issues and make a new clean spec
11:01:28  <andythenorth> be nice to have something for ottd 1.3
11:01:39  <andythenorth> as nearly everything else is now done or nearly done :P
11:01:40  <Yexo> perhaps :)
11:02:01  <Yexo> still no cargod*st in trunk, still no moreheightlevels
11:02:14  * andythenorth wonders what's left to do
11:02:17  <Yexo> no underground building, no signals on bridges
11:02:20  <Yexo> no custom bridgeheads
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11:02:42  <andythenorth> meh to underground and signals on bridges
11:02:55  <andythenorth> no signals on bridges adds to gameplay
11:03:37  <andythenorth> roadtypes is far from essential (but would be nice)
11:03:52  <Yexo> see? enough to be done :)
11:03:55  <MNIM> Yexo: well, last time I heard signals on bridges/tunnels was hacky, at best
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11:04:16  <Yexo> MNIM: yes, that's why it's not in trunk
11:04:19  <andythenorth> rv-wagons would be worthwhile, but lack of it can be worked around
11:05:15  <MNIM> the only way it can be done properly is by re-doing completely how OTTD handles tunnels and bridges (IE - change them from wormholes to tiles)
11:05:36  <MNIM> which is, imaginably, a big undertaking
11:05:45  <andythenorth> EZ: done; YAIM: done; auto-refit: done; advanced sprite layouts: done; various newgrf things: done; town control: somewhat done; goals: somewhat done;
11:06:33  <andythenorth> transfer-and-leave-empty by default: done
11:06:47  <peter1138> EZ isn't done
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11:07:11  <andythenorth> don't go poking holes in my happy story :(
11:07:32  <andythenorth> rivers: done
11:07:49  <andythenorth> in-game readme and changelog: done
11:08:28  <andythenorth> I think large ships glitch more since EZ in trunk, but can't prove it :P
11:09:04  <andythenorth> newgrf control of vehicle smoke: not done :(
11:12:01  <andythenorth> pretty epic set of new features
11:12:06  <andythenorth> so is OTTD dying?
11:13:51  <peter1138> already dead
11:14:01  <MNIM> un-dead
11:14:05  <andythenorth> dying since the day you were born
11:14:08  <MNIM> it's a fricken zombie!
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12:27:46  <andythenorth> should turning on transparency speed up ottd?
12:27:53  <andythenorth> in flash games it's the inverse
12:28:32  <andythenorth> as the blend then has to be calculated for every pixel
12:32:52  <Eddi|zuHause> transparency probably not, but invisibility might
12:36:00  <peter1138> indeed
12:36:17  <peter1138> also, pausing it should speed it up
12:42:18  <TrueBrain> really?
12:42:22  <TrueBrain> I do need to try that :P
12:43:08  <appe> ah, the swedish winter is here
12:43:16  <TrueBrain> it come overnight?
12:43:20  <appe> that means christmas, snow and trains that will never, ever be on time.
12:43:21  <TrueBrain> or did it knock on your door?
12:43:39  <appe> it's one of the biggest media tabloi'ders of the swedish winters.
12:43:40  <appe> hehe
12:45:43  <Eddi|zuHause> the winter here is kind of a bust this year
12:46:45  <andythenorth> anybody want to join BANDIT?
12:47:01  <andythenorth> I could offload unimportant stuff like...coding
12:47:03  <andythenorth> and drawing
12:47:14  <andythenorth> and do the important work of managing the project
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12:48:44  <vargadanis> hello openttd fans
12:48:51  <vargadanis> how are you people today?
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12:51:28  <vargadanis> if I wanted to help out the openttd project a little bit, what would be a good and small thing to do?
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12:54:39  <Eddi|zuHause> join the BANDIT team :p
12:56:30  <vargadanis> am I going to have to apprehend innocent bypassing bugs? :)
12:56:39  <vargadanis> looking up the bandit team on wiki
12:57:03  <vargadanis> no luck :S
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13:04:50  <andythenorth> http://www.tt-forums.net/viewtopic.php?f=26&t=46297&p=986795#p986795
13:07:04  <appe> let's see
13:07:06  <vargadanis> I could bring a case of beer too :) hehe
13:07:40  <appe> the big x2k-route in sweden has an average wait of 31 minutes, right now.
13:07:48  <appe> 100% are late at least 18 minutes
13:08:00  <appe> more then 50% of the x2000 is more then 40 minutes late.
13:08:07  <appe> (wich is the refund time)
13:08:15  <peter1138> *than
13:08:20  <appe> ah, thank you.
13:09:18  <peter1138> maybe they're just early? :p
13:09:54  <appe> the thing is, so much people use these trains, the smaller routes need to wait for them when they are late
13:10:02  <appe> wich means not a single train in sweden is on time today
13:11:33  <vargadanis> appe, you have such things as refund time?
13:11:47  <vargadanis> damn... if we wait 40 mins we wait and that is it
13:12:17  <appe> yes, we do. although most people do not use it.
13:14:14  <vargadanis> when I play against AdmiralAI, he has his Co. value up so quick and I have no idea how he does that
13:14:32  <vargadanis> it seems the AI knows a few tricks I do not on how to get moving
13:14:46  <vargadanis> when starting a new scenario what tips would you give me ?
13:14:54  <vargadanis> what to watch out for and what not to do
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13:21:35  <andythenorth> hmm
13:22:17  <andythenorth> truck capacities match to NARS 2 or UKRS 2 (by visual comparison)?
13:22:24  <andythenorth> would be way too low for gameplay
13:22:32  <andythenorth> ach a vie
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13:34:44  <Eddi|zuHause> don't try to "match" things too hard. just make sure it's consistent internally, and then think about comparability with other sets
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13:44:53  <andythenorth> trucks need capacities slightly inflated
13:45:00  <andythenorth> otherwise you need way too many
14:11:59  <SpComb> 120t of Helium
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14:19:34  <SpComb> coop'd
14:19:53  <appe> trains with free wifi <3.
14:20:10  <appe> im on the x40 between vaxjo and jonkoping
14:20:36  <Belugas> hello
14:20:46  <appe> trains with free 3g connection and electrical sockets eveywhere
14:20:57  <appe> and for some reason, the cheapest per milage around here
14:20:58  <Eddi|zuHause> i knew a guy from vÀxjö university once
14:21:30  <appe> really? long time ago? :)
14:21:35  <appe> i used to live on the university
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14:36:56  <Eddi|zuHause> hm... now the passenger wagons are steaming...
14:38:33  <andythenorth> http://www.tt-forums.net/download/file.php?id=153695
14:44:30  <TrueBrain> just for shit and giggles: http://devs.openttd.org/~truebrain/brickland/Ingame.2.png
14:44:42  <TrueBrain> alignment is wrong, I know
14:47:47  <andythenorth> \o/
14:47:54  <andythenorth> could render the sprites needed with ldraw
14:51:20  <TrueBrain> used LeoCAD
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14:53:20  <Eddi|zuHause> use cubicles!
14:59:36  <peter1138> extra zoom voxels
15:00:40  <andythenorth> use opengl!
15:00:45  <andythenorth> faster!
15:00:53  <andythenorth> all modern games do!
15:00:56  <andythenorth> get more users!
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17:31:29  <andythenorth> hola
17:32:23  <peter1138> hula
17:32:54  <Rubidium> hila
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17:40:42  <Terkhen> hello
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17:55:40  <vargadanis> is there any other similar games to openttd?
17:58:38  <Eddi|zuHause> thou shallst not have any games besides this
18:02:01  *** valhallasw [~valhallas@D5225594.static.ziggozakelijk.nl] has quit [Remote host closed the connection]
18:04:38  <Eddi|zuHause> src/../src/SBB/../templates/gfx_front_vehicle_10.pnml:124:5: error: token """ is not valid in preprocessor expressions <-- any idea what i'm doing wrong
18:05:31  <vargadanis> Eddi|zuHause, seems like an extra " mark
18:06:55  <Eddi|zuHause> vargadanis: but the code looks like this:
18:06:56  <Eddi|zuHause> #define SLICE 0
18:06:58  <Eddi|zuHause> #include "../templates/gfx_front_vehicle_10.pnml"
18:07:15  <Eddi|zuHause> (and later:)
18:07:16  <Eddi|zuHause> #if SLICE == 0
18:07:26  <Eddi|zuHause> no " involved anywhere nearby
18:07:48  <vargadanis> ahm can you pastebin the related lines and surrounding for me somewhere pls?
18:08:51  <Eddi|zuHause> not sure what point in the code would be relevant besides this (except for the full source, which will probably scare you to death :p)
18:09:14  <vargadanis> line 120 to 129
18:10:41  <vargadanis> preprocessor means something is screwed up with the macro expansions... it is a C or C++ code I take it?
18:10:59  <Eddi|zuHause> no, worse, it's nml code: http://paste.openttdcoop.org/show/859/
18:12:10  <Eddi|zuHause> the #if SLICE line is the one he complains about
18:13:11  <vargadanis> weird..
18:13:17  <vargadanis> looks ok to me
18:13:27  <vargadanis> SLICE has been previously defined right?
18:14:03  <Eddi|zuHause> yes, unless i missed some places...
18:14:29  <vargadanis> I don't have a clue where to problem might be
18:14:53  <Eddi|zuHause> see, i don't either...
18:16:33  <vargadanis> back to ottd :)
18:16:42  <vargadanis> sorry I couldn't be more help
18:17:02  <vargadanis> thou shallst not stop looking for the error :)
18:17:16  <Rubidium> Eddi|zuHause: have you tried looking at the preprocessed source?
18:18:20  <Eddi|zuHause> Rubidium: how do i get that?
18:18:31  <Eddi|zuHause> cets.nml is not modified
18:20:28  <Rubidium> well, it should be cets.nml in the root I guess
18:21:09  <Eddi|zuHause> yes, but since it's an error, the file is untouched by the makefile
18:21:44  <Rubidium> oh, you mean it's the preprocessor bailing out?
18:21:49  <Eddi|zuHause> yes
18:22:01  <Rubidium> well, then show the diff ;)
18:22:17  <Rubidium> as tip works for me
18:23:43  *** valhallasw [~valhallas@D5225594.static.ziggozakelijk.nl] has joined #openttd
18:24:02  <Eddi|zuHause> www.informatik.uni-halle.de/~krause/cets_new_artic.diff
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18:26:23  <Rubidium> Eddi|zuHause: line 192?
18:26:38  <Eddi|zuHause> of what?
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18:27:06  <Eddi|zuHause> oh right
18:27:09  <Eddi|zuHause> i see it
18:30:15  <Rubidium> for the next time something like: grep -n SLICE cets_new_artic.diff|grep '"' work do wonders
18:37:40  <Eddi|zuHause> i did look over that line
18:37:45  <Eddi|zuHause> but i totally missed it
18:37:58  <Eddi|zuHause> a grep wouldn't have helped either
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18:40:06  <Eddi|zuHause> i blame python's syntax higlighting :p
18:41:19  <CIA-6> OpenTTD: translators * r23662 /trunk/src/lang/ (6 files): (log message trimmed)
18:41:19  <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
18:41:19  <CIA-6> OpenTTD: hungarian - 20 changes by Brumi
18:41:19  <CIA-6> OpenTTD: indonesian - 9 changes by fanioz
18:41:19  <CIA-6> OpenTTD: korean - 5 changes by junho2813, telk5093
18:41:20  <CIA-6> OpenTTD: polish - 2 changes by xaxa
18:41:20  <CIA-6> OpenTTD: serbian - 35 changes by etran
18:42:35  <CIA-6> OpenTTD: rubidium * r23663 /trunk/src/lang/korean.txt: -Fix: WT3 validation fluke
18:47:17  * Terkhen got no feedback for the translation as usual
18:47:44  <planetmaker> hm :S
18:47:53  <planetmaker> Well, luckily I got much feedback.
18:48:03  <planetmaker> good evening also
18:49:04  <Terkhen> I guess that I'm doing an awesome job :)
18:49:12  <Terkhen> since it requires no feedback
18:49:17  <planetmaker> :-)
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18:53:36  <Ammler> nobody uses it, all use catalan
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18:58:51  <Rubidium> sorry for not giving feedback Terkhen, but the feedback I'd give would be pretty useless
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19:22:24  <Wolf01> hello!
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20:02:56  <Terkhen> Rubidium: thanks anyways :)
20:03:14  *** Afdal [~chatzilla@host-174-45-176-7.chy-wy.client.bresnan.net] has joined #openttd
20:03:19  <Afdal> Hello all
20:03:42  *** pjpe [ae5b52e7@ircip3.mibbit.com] has joined #openttd
20:03:52  <Afdal> I'm looking for an IRC bot to relay messages between IRC and an openttd server
20:04:00  <Afdal> Are there any other bots than Autopilot?
20:05:01  *** KritiK [~Maxim@89-178-122-168.broadband.corbina.ru] has joined #openttd
20:05:01  <Afdal> I see planet maker is in here too
20:05:24  <planetmaker> he's in way too many channels :-P
20:06:35  <Eddi|zuHause> he's our irc-openttd bot :p
20:07:23  *** dlr365 [~Doug@d142-59-83-184.abhsia.telus.net] has joined #openttd
20:08:24  <Afdal> :o
20:08:56  <planetmaker> :-)
20:09:50  <planetmaker> Afdal: not that I know of another existing implementation
20:10:03  <Afdal> awww
20:10:06  <planetmaker> Afdal: further, ap+ / autopilot uses a deprecated way.
20:10:23  <planetmaker> OpenTTD has an admin port. Which would allow the same in a more sane way
20:10:23  <Afdal> What do you mean?
20:10:28  <KenjiE20> I really should start poking my code again
20:10:39  <Afdal> admin port?
20:10:54  <Afdal> I want to relay chat both to and from IRC
20:11:02  <planetmaker> I only know of two libraries which can help interface it (python and java) and a demo implementation (java)
20:11:10  <KenjiE20> ap is essentially a hack that 'listens' to console output
20:11:17  <planetmaker> ^^
20:11:29  <KenjiE20> the admin port is made to pass info out
20:11:57  <Afdal> Would it be relatively simple to code a simpler bot just for relaying?
20:12:05  <KenjiE20> I should get back into my project and nail down the library soon
20:12:10  <Afdal> I don't really know how I would go about doing that though
20:12:20  <Afdal> I've never used hooks or anything like that when programming
20:13:00  <KenjiE20> it's not the easiest thing to build around tbh, but it's better than the ap hack
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20:25:53  <Afdal> Well if these libraries are documented well and straightforward I might try coding one
20:26:01  <Afdal> Can you point me to them Kenjie20?
20:26:07  <Afdal> Java is perferable
20:26:17  <KenjiE20> they aren't
20:26:20  <KenjiE20> :p
20:26:58  <Afdal> D:>
20:27:04  <KenjiE20> the java one is on http://dev.openttdcoop.org/projects/joan
20:27:28  <KenjiE20> atm most of the implementations are proof of concept
20:27:36  <Afdal> hmm
20:28:08  <KenjiE20> I was working on a c#/mono one, but it's kinda stalled atm
20:28:54  <planetmaker> :-(
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20:37:34  <andythenorth> hmm
20:37:35  <andythenorth> http://www.tt-forums.net/download/file.php?id=153701
20:37:42  <andythenorth> everyone will just use the triple, right :P
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20:38:30  <peter1138> not when it's much slower
20:40:49  <andythenorth> it's much slower?
20:41:02  <Afdal> What does the server log output to anyway?
20:41:10  <andythenorth> irl road trains only travel in certain places - by special permit
20:41:14  <andythenorth> roadtypes?
20:41:26  <Eddi|zuHause> move them to HEQS
20:41:33  <andythenorth> they're valid trucks
20:41:50  <andythenorth> they'll likely be on a parameter though
20:42:21  <andythenorth> valid for parts of north america, australia, and some parts of europe
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21:03:46  <Eddi|zuHause> need roadtypes, and allow them only on out-of-town roads
21:04:12  *** dlr365 [~Doug@d142-59-83-184.abhsia.telus.net] has quit [Read error: Connection reset by peer]
21:07:26  <andythenorth> Eddi|zuHause: precisely
21:07:27  <andythenorth> ;0
21:08:23  <andythenorth> if someone brings roadtypes I can bring trucks
21:08:48  <andythenorth> and tractors, and bulldozers, and off-highway mining haulers
21:13:44  *** valhallasw [~valhallas@D5225594.static.ziggozakelijk.nl] has quit [Ping timeout: 480 seconds]
21:16:21  <fjb|tab> Did roadtypes die from technical reasons or lack of time?
21:17:11  <andythenorth> lack of developer
21:17:27  <andythenorth> I started a patch for it
21:17:49  <andythenorth> but it turned into 'andy codes by eddi, or frosch or some other poor person tells andy what lines of code to write'
21:18:20  <andythenorth> i.e. I just copy and paste code from other people :P
21:19:22  <fjb|tab> Didn't peter have an early version?
21:19:51  <andythenorth> it has been rumoured
21:19:59  <Eddi|zuHause> a "hmm... where did i actually put that?"-version :)
21:20:11  <Rubidium> I doubt petert ever did something like that
21:20:35  <fjb|tab> Not that peter...
21:22:21  <Eddi|zuHause> now... why is my graphics code not working properly?
21:22:27  <andythenorth> probably a bug
21:22:29  <andythenorth> :P
21:24:16  <fjb|tab> Eddi|zuHause: Just to annoy you.
21:24:52  <Rubidium> the graphics code doesn't observe Christmas? So it isn't in a helping mood
21:28:36  <Zuu> Hmm, the orders window is really wide with the auto refit option that get the same width as the widest string of any drop down list on that same line.
21:28:49  <Zuu> In swedish that dialog is now at minimum about 700 px wide.
21:29:06  <Zuu> (with the OpenGFX standard font)
21:30:11  <Zuu> The longest string is "full load, any cargo" which is about 1.5 times longer in swedish.
21:31:37  <Arkabzol> Heh.
21:31:54  * Zuu managed to crash two trains by placing a pbs signal (no removal of signs)
21:32:13  <Arkabzol> Weird that Swedish has longer sentences seeing as we have more letters in our alphabet and thus can have shorter words.
21:32:22  <Zuu> Hmm, actually it is not due to the signals.
21:33:27  <Zuu> I built a bypass section. And before adding signals to it a waiting train reserved a path through the free track of the passing track while the other was driving on the main track at the passing section.
21:34:16  <Zuu> Thus the two trains collided
21:34:38  <Zuu> Arkabzol: the problem is that "any cargo" takes four words in the current translation.
21:34:47  <Zuu> "vilket gods som helst"
21:35:04  <Arkabzol> I was thinking "all sorts last".
21:35:16  <Zuu> hmm "varfritt gods" could work
21:35:39  <Zuu> valfritt*
21:35:52  <Zuu> which means free of choice
21:37:30  <Zuu> although it could imply that the player has a choice
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21:40:08  * Zuu settles for "Full last, någon godstyp" which utilizes one of the extended characters :-)
21:40:40  <Eddi|zuHause> ah... evil bug...
21:40:48  <Eddi|zuHause> i spotted thee
21:43:07  <Zuu> hmm, actually if you got A and B with a single lane railway between them with no signals. If you add a bypass lane in the middle without signals and the trains use PBS signals at A and B to grant acces to the single lane track, then a crash is going to occur. :-)
21:44:02  <Eddi|zuHause> that shouldn't happen
21:45:43  <Zuu> when one train from say A come to the bypass lane, the train that waits at B will find a path through the other lane of the bypass section and head towards A. At a location between the bypass section and B the crash will occur.
21:47:07  <Zuu> And the irony of this is that by putting pbs signals to mark the waiting section as "safe" the problem is solved. :-)
21:47:33  <Eddi|zuHause> then your train A got into motion without reserving the full path
21:48:30  <Zuu> hmm, yes, you are right and that is what happened in my game as there was no signals at all (or other trains) when the train at A started its journy.
21:54:14  <Terkhen> good night
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22:14:40  <Eddi|zuHause> that may be a valid case for idiot-proofing: when placing a path signal, re-evaluate whether the paths of all surrounding vehicles end at a safe waiting point
22:16:48  *** sla_ro|vista [slaco@95.76.26.172] has quit [Quit: Sla Mutant Co-Op for Renegade - coming back soon]
22:18:10  <andythenorth> hmm
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22:18:22  <andythenorth> in 1980 BANDIT might have around 30 trucks in the buy menu
22:18:34  <andythenorth> eGRVTS has > 40
22:19:06  <peter1138> so, recolouring
22:19:09  <peter1138> then ez
22:19:14  <peter1138> then, FIRS in 32bpp-ez
22:19:33  <andythenorth> cgi? :P
22:19:48  <peter1138> if you wish
22:19:58  <Eddi|zuHause> nah, asp.net
22:20:40  <peter1138> hurr hurr
22:22:31  <FLHerne> what're the 'vocational only' ones for?
22:23:10  <andythenorth> heavier, more robust
22:23:26  <andythenorth> irl, it's a US term for dump trucks, cement trucks, heavy-haul etc
22:23:37  <andythenorth> in the set it will limit refits
22:25:13  <FLHerne> Oh, OK. I don't think I've heard that term before...
22:25:45  <FLHerne> Will the short 8-axle ones be articulated or rigid?
22:25:56  <FLHerne> 4-axle I mean
22:26:17  <FLHerne> 8 wheels though :p
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22:27:58  <andythenorth> rigid
22:32:41  <peter1138> hurr hurr
22:36:36  * andythenorth -> sleep
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22:43:21  * Zuu notices that in the advanced settings it says "disable trains for _computer_: [on/off]
22:43:24  <Zuu> not AI
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22:55:42  <Eddi|zuHause> if $someone is bored, he should write the nml code for throwing a warning when 90° curves are enabled
22:57:11  <Zuu> how does that relate to nml?
22:57:29  <Eddi|zuHause> it relates to CETS
22:57:50  <Eddi|zuHause> i have no real intention to make the curve-behaviour look good in 90° curves
22:58:10  <Zuu> oh okay
22:58:56  <Zuu> otherwise with the power of a GS that setting could be changed :-)
22:59:46  <Eddi|zuHause> hm... where's Elukka? looks like the 4-axle wagon is 1px shorter in -> direction than in <- direction
23:01:04  <Eddi|zuHause> and in / and \ direction the alignment doesn't match the engine
23:01:11  *** Adambean` [~AdamR@82.hosts.reece-eu.net] has quit [Quit: Gone fishing]
23:01:32  <kais58> I only know one elukka, I'll poke the one I know and see if it's the same guy for you
23:01:42  <vargadanis> omg, you must have big pixels if you notice that :)
23:02:00  <Zuu> Maybe you could wish for a action 14 to veto against certain settings. Allthough that colud give a mess if too many GRFs have different opinions on some settings.
23:02:32  <vargadanis> what is nml,
23:02:33  <vargadanis> <
23:02:39  <vargadanis> ? damn question mark
23:02:49  <kais58> nm, he's not online
23:03:43  <Eddi|zuHause> vargadanis: theres x2 and x4 zoom in now. and it looked odd without that, anyway...
23:03:43  <Zuu> vargadanis: a meta language to create NewGRFs.
23:05:35  <Eddi|zuHause> hm... weird... even the template seems wrong... so is actually the vehicle spacing different?!?
23:11:33  <TrueBrain> Zuu: just posted on forum, I can't understand what you meant with your Goal GUI company thingy :)
23:11:39  <TrueBrain> it doesn't make sense to me ..
23:20:17  <Zuu> I ment that if I register one goal for each company, they all show up in the list of company goals.
23:20:20  <TrueBrain> basically my issue is if you read the API, misunderstood the documentation of the API, or if there is a bug
23:20:33  <Zuu> I don't know
23:20:51  <TrueBrain> so wouldn't it then be a more logic conclusion to call it a bug? :) As obvious it doesn't comply with the API documentation :P Hehe :)
23:21:08  <Zuu> If it is a bug or a design flaw or if it is just how it was designed to be (that the GS author has to include the company name in the goal text)
23:21:09  <TrueBrain> it is really hard for me to decypher some of those replies in the NoGo thread :)
23:21:29  <TrueBrain> well, the documentation states the GSGoal.New(company) should only show for company
23:21:44  <Zuu> well, then it is clearly a bug
23:22:11  *** vargadanis [vargadanis@catv-89-135-23-65.catv.broadband.hu] has quit [Ping timeout: 480 seconds]
23:22:13  <Zuu> Which I should have reported earlier instead of working around it. :-)
23:22:18  <TrueBrain> yes :P
23:22:49  *** Lakie [~Lakie@109.176.242.224] has joined #openttd
23:24:32  <Zuu> And regarding debugging, I just realized that one can use the switch company cheat to check the goals of other companies
23:24:49  <Zuu> , when the bug is fixed
23:25:38  <TrueBrain> somehow a single line dropped out :P
23:25:42  <CIA-6> OpenTTD: truebrain * r23664 /trunk/src/goal.cpp: -Fix: adding goals with a company were still added for all companies. Tnx to Zuu for reporting (although cryptic :D)
23:25:48  <TrueBrain> sadly enough tha thappens with merging patches :)
23:26:06  <TrueBrain> there Zuu :)
23:26:23  <TrueBrain> now company should work as intended :P
23:26:44  <TrueBrain> I do wonder if removing goals always work as intended
23:26:45  <TrueBrain> but meh :)
23:27:27  <Zuu> TransportGoals does remove + create a harder goal every time someone is reaching his/her goal.
23:29:00  *** TGYoshi [~TGYoshi@86.81.146.146] has quit [Quit: Popidopidopido]
23:29:54  <CIA-6> OpenTTD: truebrain * r23665 /trunk/src/ (goal.cpp goal_gui.cpp): -Fix (r23664): revert, and apply other fix, which allows switching companies safely in SinglePlayer
23:30:02  <TrueBrain> seconds after commit I realised: doh, wrong way to fix it :D
23:30:04  <TrueBrain> hihihihihi
23:30:44  <TrueBrain> Zuu: please to keep me informed when you have the need to work around stuff; it is quiet possibly a bug :D
23:31:29  <Zuu> Yep, I think I didn't really reflect about it being a bug.
23:31:42  <glx> TrueBrain: it's so you ;)
23:31:47  <TrueBrain> I can understand that Zuu :)
23:32:15  <TrueBrain> but keep your posts going; just please add small code snippets so I know what you are talking about :)
23:32:18  <TrueBrain> I hate guessing :P
23:32:22  <TrueBrain> tnx glx .. I think :D
23:32:56  <TrueBrain> so Zuu .. how is NoGo working? A bit doable script-wise? And a bit fun game-wise?
23:34:39  <Zuu> It is clearly that it allows for many different creations that is yet for people to figure out.
23:35:05  <Zuu> The hard thing with it being so open is that you need a good idea before starting coding :-)
23:35:18  <TrueBrain> hehehe
23:35:22  <TrueBrain> that is good :)
23:35:37  <TrueBrain> I started with NoGo as a very specific platform, but it grew big really fast :P
23:35:57  <Zuu> But I'm sure I have a quite large benefit of having written AIs before writing GS scripts.
23:36:22  <TrueBrain> I think the wiki could use love in the scripting department ... it took me some reading before I had my first GS working :P
23:36:31  <TrueBrain> and I wrote some of those pages myself .. it is so sad :P
23:37:01  <TrueBrain> fun fact: yesterday it took 4 developers to help the 'original' 32bpp developer to get 32bpp pngs loaded ingame ... documentation is so important :D
23:37:22  <Zuu> I haven't yet checket out the wiki as I'm unsure if AI/GS should have a common coding part or not in the wiki.
23:37:53  <TrueBrain> I should make some pages about GS I guess
23:37:54  <Zuu> Also, when searching for nogo, I get no hits in the wiki
23:38:02  <TrueBrain> nobody made any page for it yet :)
23:38:16  * TrueBrain is not a big wiki fan ... information tends to get old really fast
23:38:21  <TrueBrain> but it is a necesity
23:40:06  *** Devroush [~dennis@178-119-153-135.access.telenet.be] has quit []
23:40:10  <Zuu> hmm, maybe it is not a bad idea to have one are afor AI, one for GameScript/NoGo and a third common area for general sqirrel coding topics.
23:40:33  <Zuu> But that need a wiki-guru to do the categories etc.
23:43:10  *** XaTriX [c130ac17@ircip4.mibbit.com] has joined #openttd
23:43:55  <XaTriX> hi
23:46:48  <Zuu> hello
23:46:52  <XaTriX> is that possible to use proxy on ttd ?
23:47:56  <Eddi|zuHause> unlikely
23:48:13  *** Progman [~progman@p57A1A6D2.dip.t-dialin.net] has quit [Remote host closed the connection]
23:48:26  <XaTriX> hmm
23:48:34  <Zuu> you could try some kind of tunneling if you have access to that.
23:48:58  <XaTriX> i've server with socks & ssh access
23:49:11  <XaTriX> tunneling work when ottd server is on my box
23:49:16  <XaTriX> but dont try for another server
23:49:24  <XaTriX> it could be works ?
23:49:53  <TrueBrain> make an ssh tunnel to a remote server
23:49:59  <TrueBrain> and connect to your local tunnel :)
23:50:15  <TrueBrain> but you woull have to join via the command line, as getting UDP to work would be tricky
23:50:30  <Eddi|zuHause> MAJOR SAVEGAME BREAKAGE ahead...
23:51:36  <Eddi|zuHause> https://dev.openttdcoop.org/projects/cets/repository/revisions/6bff3dc7da8c
23:51:41  <MNIM> what did you do now, eddi?
23:52:13  <XaTriX> connect to my local tunnel ??
23:52:28  <TrueBrain> an SSH tunnel connects a remote port to a local port
23:52:35  <XaTriX> yeah

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