Config
Log for #openttd on 28th October 2012:
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00:03:34  <krinn> night all
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00:10:30  <Eddi|zuHause> man, Siedler with low population growth is really annoying
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00:45:53  <supermop> hmm?
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03:45:18  <MinchinWeb> Is this where I could request that  GSOrder.AppendOrder()  be implemented?
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06:26:38  <andythenorth> hi
06:30:10  <Rubidium> 'lo andythenorth
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08:20:28  <__ln__> http://edition.cnn.com/2012/10/28/world/americas/canada-earthquake/index.html
08:32:13  <Terkhen> good morning
08:33:07  <Rubidium> 'ola Terkhen
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09:20:30  <andythenorth> hmm
09:20:38  * andythenorth have never done class inheritance in python
09:20:40  <andythenorth> should I bother?
09:20:43  <andythenorth> what's the gain?
09:20:44  <andythenorth> :P
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09:34:34  <Zuu> In scripting languages the gain isn't as large. But you can still gain a bit if common code can be put in the parrent.
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09:51:44  <Wolf01> moin
09:52:41  <andythenorth> lo Wolf01
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10:15:44  <andythenorth> for nml, why does 'hide_sprite: 0;' cause the sprite to be hidden?
10:17:01  <andythenorth> does setting any value for hide_sprite cause it to be hidden?
10:19:02  <andythenorth> Yexo Hirundo_ ^
10:21:12  <planetmaker> hide_sprite: 0; should show it...
10:21:23  <planetmaker> and for me it worked that way... got an example (patch)?
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10:21:39  <planetmaker> e.g. look at the wood I comitted yesterday.
10:21:57  <andythenorth> yup, 2 mins
10:23:15  <andythenorth> planetmaker: diff against FIRS tip http://paste.openttdcoop.org/raw/1835/
10:23:39  <andythenorth> l69 of diff is relevant
10:23:57  <andythenorth> with this, biorefinery smoke won't show
10:24:10  * andythenorth is reading nml source
10:26:20  <andythenorth> afaict, an nml expression returning False isn't same as returning 0
10:26:41  <andythenorth> if I spent the time to read the raw nfo, I could probably figure out why :P
10:27:05  <andythenorth> but that would be a lot of work to figure out where register values are being set
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10:29:01  <andythenorth> I can work around this, but it's a bug in nml, or the nml docs
10:31:58  <planetmaker> andythenorth, if you compare to other parts of the code "0" always hides it...
10:32:24  <planetmaker> actually: of course 0 does NOT hide it
10:32:29  <planetmaker> hide_sprite: false
10:32:33  <planetmaker> means to draw it :-)
10:32:41  <andythenorth> does 'false' work for you?
10:32:43  <planetmaker> no
10:32:48  <andythenorth> seems 'false' != 0
10:32:49  <planetmaker> but to illustrate it
10:32:49  <andythenorth> :P
10:33:14  <andythenorth> could be I just read the docs wrong
10:33:20  <roidal> what the reason when the deticated server disables newgrf's?
10:33:24  <andythenorth> " If set to 1, this sprite will not be drawn at all"
10:33:27  *** Eddi|zuHause2 is now known as Eddi|zuHause
10:33:35  <andythenorth> ^ I imply from that 0 = draw
10:33:39  <andythenorth> 1 = not draw
10:34:13  <planetmaker> roidal, not found
10:34:39  <roidal> intresting
10:35:04  <roidal> does the server need the grfs unpacked in the newgrf directory instead of download_content?
10:35:28  <planetmaker> no. if received via content_download it's fine
10:35:39  <planetmaker> andythenorth, yes
10:35:58  <planetmaker> hide_sprite: 0 means draw and hide_sprite: 1 means 'not draw'
10:36:31  <roidal> no, i copied it from a other machine to the server?
10:36:35  <roidal> maybe thats the problem?
10:37:00  <planetmaker> if in the right place: no
10:37:35  <roidal> then i have no idea whats the problem :(
10:37:44  <andythenorth> planetmaker: http://paste.openttdcoop.org/show/1836/
10:37:49  <andythenorth> ^ causes sprite to be hidden
10:39:37  <roidal> is there a way to get debug-messages?
10:39:41  <roidal> in the terminal
10:39:51  <andythenorth> I'll try my hide_sprite workaround to see what happens
10:43:42  <Yexo> good morning
10:45:12  <andythenorth> lo Yexo
10:48:36  <andythenorth> hmm
10:48:39  <andythenorth> workaround works
10:49:17  <andythenorth> so setting any constant value for hide_sprite causes sprite to be hidden afaict
10:49:50  <Yexo> any non-zero constant should do that
10:50:01  <andythenorth> zero does it too
10:50:38  <andythenorth> nml bug?  or docs bug?
10:50:49  <Yexo> not sure yet, looking at it now
10:53:09  <Yexo> output from nml looks ok
10:53:21  <Yexo> are you sure your testing is ok?
10:54:39  <planetmaker> roidal, ./openttd -d grf=1
10:54:45  <planetmaker> or use a higher number for more output
10:55:27  <andythenorth> Yexo: I'll test again
10:56:06  <roidal> planetmaker: thanks...figured it out...i copied the openttd.conf from a windows to a linux machine...so in the newgrf-settings the "\" must be replaced with a "/"
10:57:26  <andythenorth> Yexo: confirmed, setting hide_sprite to 0 hides sprite
10:58:43  <Yexo> hmm, could you make an nml ticket about it so I don't forget?
10:59:01  <Yexo> don't have enough time to look more detailed at it now
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10:59:28  <andythenorth> k
10:59:32  * Yexo is off to learn some Chinese basics ;)
10:59:44  <andythenorth> ho
11:00:26  <planetmaker> Chinese basics. ho ho
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11:24:10  <TrueBrain> http://binaries.openttd.org/stats
11:24:12  <TrueBrain> check out the average distance :D My algorithm seems to work :D
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11:42:34  <andythenorth> TrueBrain: nice post :)
11:42:38  <TrueBrain> tnx :)
11:51:40  * andythenorth needs a growl notification for when FIRS has finished building
11:51:48  <andythenorth> wonder if OS X terminal has a 'bounce' command :P
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11:57:46  <andythenorth> ah
11:57:50  <andythenorth> make && say done
11:57:55  <andythenorth> does the job :P
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12:06:35  <andythenorth> 24 open FIRS tickets
12:06:42  <andythenorth> any of you file a bug, /me will be sad :|
12:13:13  <DorpsGek> Commit by truebrain :: r24635 /extra/website (14 files in 4 dirs) (2012-10-28 12:13:06 UTC)
12:13:14  <DorpsGek> [Website] -Update: updates to latest online version. tnx to frosch for the work on BaNaNaS
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12:18:52  <Flygon> Yep. Nothing like chaining together 7 Le Belges so I can do frieght
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12:42:06  <andythenorth> Terkhen: planetmaker want to help with some FIRS smoke animation?
12:42:13  <andythenorth> needs random triggers, like oil wells
12:42:20  <andythenorth> I have toddler-management to do
12:43:32  <planetmaker> on my todays agenda is child management, too. not toddler, but 5 years later
12:43:53  <andythenorth> I send you mine
12:43:59  <andythenorth> they play together, we write code
12:52:47  <V453000> :D
12:52:51  <V453000> plan
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13:00:33  <planetmaker> sound ok ;-)
13:00:43  <planetmaker> it's fine weather outside, so they'll mostly play by themselves
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13:27:45  <DanMacK> Hey all
13:31:25  <Flygon> Yo
13:34:44  <Flygon> Urg
13:34:48  <Flygon> I need waypoints for my tras
13:34:51  <Flygon> trams*
13:47:55  <Terkhen> andythenorth: you want smoke turning on and off randomly?
13:51:20  <andythenorth> yes
13:51:25  <andythenorth> oil wells trigger would do it
13:51:34  <andythenorth> just don't have any free hands to type it :P
13:51:42  <TrueBrain> yet you can type it here .....
13:51:45  <TrueBrain> suspecious ....
13:51:49  <andythenorth> this is not me
13:51:51  <andythenorth> this is my bot
13:51:55  <andythenorth> I have a partial implementation, I'll commit
13:51:56  <TrueBrain> ah
13:51:57  <TrueBrain> pfew
13:51:59  <TrueBrain> :)
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14:14:08  <Alberth> hi hi
14:14:56  <andythenorth> lo Alberth
14:17:17  <andythenorth> Terkhen: I might have found some typing time :)
14:18:45  <Terkhen> andythenorth: I'll check it later, bbl :)
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14:34:09  <andythenorth> when there are two chimneys very close together
14:34:18  <andythenorth> should the smoke animation be same for both?
14:34:24  <andythenorth> or different?
14:37:29  * Alberth throws a dice
14:37:50  <Alberth> it's 'odd' !
14:38:52  <andythenorth> heads or tails?
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14:46:34  <Alberth> heads
14:48:27  <andythenorth> given this in nml '3701 + animation_frame'
14:48:44  <andythenorth> there must be a way to use ternary operator to include a frame offset
14:49:21  <andythenorth> so anim_offset = 4 starts the animation at 3705
14:49:38  <andythenorth> but loops round to start on 3701
14:50:12  <andythenorth> can't use a tile trigger for this
14:51:19  <andythenorth> 3705, 3706, 3707, 3701, 3702, 3703, 3704
14:51:21  <andythenorth> etc
15:15:52  <andythenorth> this is embarassingly basic maths I can't do :P
15:15:59  <andythenorth> Eddi|zuHause: you like this kind of problem?
15:16:20  <Eddi|zuHause> err...
15:17:12  <Eddi|zuHause> andythenorth: you might want to try the "modulus" operator
15:17:51  <Eddi|zuHause> so if you loop 7 frames, "3701 + frame%7"
15:18:05  <Eddi|zuHause> not sure if nml has that
15:18:14  <Eddi|zuHause> but rather likely
15:18:20  <andythenorth> seems to http://newgrf-specs.tt-wiki.net/wiki/NML:Elementary_values
15:18:40  <Terkhen> andythenorth: IIRC I made different smoke animations for buildings with more than one chimney at one point
15:18:52  <Terkhen> or maybe I only planned it
15:18:56  <andythenorth> Terkhen: you did, they're on different tiles though
15:19:01  <andythenorth> so they use tile triggers
15:19:13  <Terkhen> oh, ok
15:19:21  <Terkhen> what did you want me to check, btw?
15:20:37  <andythenorth> glass works
15:20:43  <andythenorth> needs the tile triggers addded
15:20:47  <andythenorth> I didn't do it yet
15:22:56  <Terkhen> I don't remember how to do that anymore, let me check other industries
15:23:25  <andythenorth> check oil wells
15:23:27  <andythenorth> or the brick works
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15:27:45  <andythenorth> brick works has desync smoke
15:29:54  <andythenorth> so I have
15:29:54  <andythenorth>                 sprite: 3701 + (animation_frame - 1)%7;
15:30:11  <andythenorth> which doesn't break, but doesn't have the intended result :)
15:30:17  <andythenorth> -1 is the offset
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15:31:55  <Terkhen> andythenorth: sprite:  3701 + ((animation_frame + 6) % 8); <-- that's how I did it with brick works
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15:32:03  <Terkhen> you should stick to positive offsets
15:32:05  <andythenorth> k
15:32:12  <Terkhen> I don't remember if % broke with negative offsets
15:32:22  <Terkhen> also, 8 should be the size too
15:32:42  <andythenorth> ah
15:32:50  <andythenorth> that's why it's skipping a frame
15:33:39  <andythenorth> thanks :)
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16:06:38  <andythenorth> can a spritelayout get tile random bits?
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16:11:27  <Yexo> have you tried var 0x5F?
16:11:32  <Yexo> not sure if/how that's available in nml
16:11:40  <andythenorth> haven't tried
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16:12:42  <Yexo> variable name "random_bits"
16:12:55  <andythenorth> That's what I'm looking for :)
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16:15:06  <TrueBrain> Experimental feature test 1 ...... lets see how well Rubidium can program Python :D
16:15:25  <Rubidium> .... NOT AT ALL
16:15:34  <Eddi|zuHause> <Terkhen> I don't remember if % broke with negative offsets <-- yes, because computers usually do "round towards 0", because it's easier to implement, but maths needs "round towards -infinity" because that makes more sense
16:18:00  <TrueBrain> meh; stupid Python 2.5 ....
16:18:06  <andythenorth> random_bits works
16:18:06  <TrueBrain> right, test 1 is a fail .....
16:18:08  <TrueBrain> *sad panda*
16:18:09  <andythenorth> my nml doesn't :P
16:19:42  <Kjetil> nml.. nonsense-markup-language ?
16:20:14  <Eddi|zuHause> something like that :p
16:21:59  <TrueBrain> test 2 ....
16:22:01  <TrueBrain> I am so excited!
16:24:47  <Rubidium> FAIL
16:25:20  <TrueBrain> well, a partial success
16:25:23  <TrueBrain> test 3 ....
16:25:55  <Kjetil> Was it a triumph ?
16:26:06  <TrueBrain> is a fail ever?
16:26:34  <TrueBrain> well, it is transfering data ...
16:26:37  <TrueBrain> 4 MiB done ...
16:26:46  <TrueBrain> this will take a while .....
16:26:49  <TrueBrain> 5 MiB ...
16:26:57  <andythenorth> meh
16:27:04  <andythenorth> think I have to use animation triggers for this
16:27:11  <TrueBrain> 7 ...
16:27:17  * TrueBrain goes to get some dinner ...
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16:27:48  <TrueBrain> 12 MiB
16:27:50  <andythenorth> cheating in the spritelayout fails
16:27:52  <TrueBrain> reaching the former barrier ....
16:28:17  <TrueBrain> owh, no, biggest so far was 20 MiB
16:29:46  <TrueBrain> 25 MiB done ...
16:30:34  <TrueBrain> 30 MiB ...
16:33:12  <TrueBrain> almost 20% done ....
16:33:13  <TrueBrain> right, food ...
16:35:53  <andythenorth> hmm
16:35:59  <andythenorth> animation triggers will have to wait :(
16:36:06  <andythenorth> baby feeding, bath, bed :P
16:36:46  <andythenorth> can't close the glass works ticket :p http://dev.openttdcoop.org/issues/1818
16:41:33  <TrueBrain> 100 MiB .....
16:45:06  <Yexo> what are you measuring?
16:45:47  <TrueBrain> how far this transfer is of experimental feature test 3
16:46:06  <TrueBrain> almost half-way .... someone has a SLOW upstream :(
16:46:07  <Yexo> and what does test 3 do?
16:46:39  <TrueBrain> upon success it tells me the experimental features is 1 step closer to be non-experimental, and just a feature
16:46:55  <Yexo> you're very helpful :p
16:46:59  <TrueBrain> I know right!
16:47:42  <TrueBrain> but ... 145 MiB!
16:47:53  <TrueBrain> I am going to cry if it fails at 99% :(
16:50:13  <Rubidium> it's more likely to fail at 100% uploaded state
16:50:27  <TrueBrain> yeah
16:50:41  <TrueBrain> we should hav euploaded it to the server
16:50:45  <TrueBrain> and try it from there :P
16:54:30  <TrueBrain> 190 .....
16:54:32  <TrueBrain> tick tack
16:58:59  <Rubidium> 80%
16:59:28  <TrueBrain> damn, a lot of traffic over our mirrors ...
16:59:33  <TrueBrain> we are too popular! :P
17:00:34  <TrueBrain> 5 GiB of traffic in an hour or so
17:00:42  <TrueBrain> 7k downloads (well, redirects)
17:03:37  <Yexo> andythenorth: in your test case for #4458 you write "(building sprites should be hidden for industries including Bauxite Mine, Hotel, or Stockyard)."
17:03:52  <Yexo> your patch however sets "hide_sprite: 0;" which implies that the sprites should be shown
17:04:04  <Yexo> what did you expect (sprite hidden or shown) and what was the result?
17:04:09  <peter1138> herpderp
17:04:09  <andythenorth> sprite shown
17:04:16  <andythenorth> patch shows the failure case
17:04:34  <peter1138> should i get back in openttd coding?
17:04:43  <Yexo> so "Attached patch against FIRS r3095 should reproduce the issue in (building sprites should be hidden for industries including Bauxite Mine, Hotel, or Stockyard)." is wrong and I should read it as "building sprites should be shown for industries..." ?
17:05:08  <andythenorth> Yexo: I'll rewrite those words :)
17:05:12  <andythenorth> peter1138: no, it's finished
17:05:20  <peter1138> ok
17:06:08  <TrueBrain> almost complete!!
17:06:12  * TrueBrain jumps up and down
17:06:14  <TrueBrain> lets see what it does
17:06:56  <Rubidium> quick, copy the tmp file
17:07:07  <TrueBrain> like I can ... will be hard to copy that :P
17:07:08  <Kjetil> copy the garbage file instead!
17:07:15  <TrueBrain> its gone already
17:08:15  <andythenorth> Yexo: rewritten
17:08:32  <andythenorth> peter1138: are there any interesting problems left? o_O
17:08:37  <Yexo> thanks
17:08:46  <andythenorth> you threatened to fix terragenesis once
17:08:49  <Yexo> I've reproduced it easily with your diff
17:09:09  <andythenorth> nml bug or docs bug?
17:09:24  <Yexo> the docs are ok
17:09:39  <Yexo> your code doesn't work as it should, so there is a bug in nml or in openttd, most likely in nml
17:09:50  <peter1138> i guess 32bpp crash remapping
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17:10:23  <peter1138> but, no dev environment set up in windows
17:10:32  *** roland is now known as Guest3464
17:12:10  <peter1138> except codeblocks
17:12:17  <peter1138> but there's no project file for that
17:13:47  <TrueBrain> test 3 is highly successful
17:13:58  <TrueBrain> minor glitch, nothing fancy
17:14:39  *** roidal [~roland@93-82-54-145.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds]
17:22:19  <TrueBrain> haha, and ofc this crashes a different system
17:22:20  <TrueBrain> how lovely
17:26:50  <Yexo> andythenorth: issue fixed
17:27:23  <Yexo> !(some_constant) was parsed to (bool)some_constant instead of "!(bool)some_constant"
17:31:33  <andythenorth> :)
17:31:34  <andythenorth> thanks
17:32:16  <TrueBrain> crashes left there, we have a nice juicy huge bigass file for those who know how to find it available via BaNaNaS
17:32:18  <TrueBrain> how lovely :)
17:33:46  <Terkhen> nice :D
17:34:03  <andythenorth> Yexo: would it interest you to automagically convert FIRS industries like claypit (54 spritesets) to the python templating format? :P
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17:36:54  <Yexo> I think the simplest solution would be to reuse nml's parsing and just add some custom output
17:37:05  <Yexo> ie add some hacks to nml to make it do the conversion
17:38:40  <andythenorth> ho ho
17:38:48  <andythenorth> mostly I have been converting manually
17:38:53  <andythenorth> but that industry scares me :P
17:38:59  <andythenorth> some others too :)
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17:46:15  <DorpsGek> Commit by translators :: r24636 /trunk/src/lang (10 files in 2 dirs) (2012-10-28 17:45:58 UTC)
17:46:16  <DorpsGek> -Update from WebTranslator v3.0:
17:46:17  <DorpsGek> afrikaans - 98 changes by Oomjcv
17:46:18  <DorpsGek> catalan - 4 changes by arnau
17:46:19  <DorpsGek> czech - 18 changes by metis
17:46:20  <DorpsGek> finnish - 3 changes by jpx_
17:46:21  <DorpsGek> italian - 3 changes by lorenzodv
17:46:22  <DorpsGek> korean - 6 changes by telk5093
17:46:23  <DorpsGek> latvian - 5 changes by Parastais
17:46:24  <DorpsGek> russian - 3 changes by Lone_Wolf
17:46:25  <DorpsGek> spanish - 3 changes by Terkhen
17:46:26  <DorpsGek> tamil - 7 changes by aswn
17:46:43  <TrueBrain> someone didnt know about wintertime
17:49:53  <TrueBrain> there, fixed .. it will commit again in 1 hour :D
17:50:24  <andythenorth> hrn
17:53:51  <Terkhen> are we going to have two nightlies today, or just two translator commits? :P
17:55:03  <TrueBrain> the latter
17:55:05  <TrueBrain> dont be silly :D
17:55:23  <andythenorth> Terkhen: so oil well animation....stop/start is just a random switch thing?  But then you have to explicitly handle getting to the right frame?  To avoid jerky animation?
17:56:10  * Terkhen checks the code
17:56:20  <andythenorth> it kind of makes sense, but...I miss something
17:56:31  <andythenorth> the comment for result 11 on _tile_oil_well_anim_next_frame
17:56:34  <andythenorth> confuses me
17:57:14  <Terkhen> andythenorth: check _tile_oil_well_random_trigger
17:57:20  <Terkhen> it does not stop the animation
17:57:23  <Terkhen> it decides between two animations
17:57:34  <Terkhen> _tile_oil_well_stop_anim will stop after completing the animation cycle
17:57:42  <Terkhen> _tile_oil_well_start_anim restarts it
17:57:49  <Terkhen> restarts it once it is done*
17:58:59  <andythenorth> the coment that confuses me is this:
17:59:00  <andythenorth> 	11: return CB_RESULT_STOP_ANIMATION; // Don't actually stop animation, just keep looping the same frame over and over.
18:00:46  <TrueBrain> does anyone has any BaNaNaS content he/she can upload?
18:00:49  <TrueBrain> I need to test somethng new ....
18:01:18  <andythenorth> TrueBrain: I can
18:01:30  <Terkhen> andythenorth: that looks wrong, yes
18:01:36  <TrueBrain> I made some changes to the web-frontend .. it should auto-mirror now
18:01:38  <TrueBrain> I hope
18:01:39  <TrueBrain> I think
18:01:41  <TrueBrain> I estimate
18:02:06  <TrueBrain> so if you have anything to upload, that would be awesome, as then I can check it :D
18:02:43  <andythenorth> doing it now
18:02:48  <andythenorth> FISH 2 alpha-4
18:05:45  <andythenorth> TrueBrain: done
18:05:48  <TrueBrain> hmmmm
18:05:51  <TrueBrain> you didnt get any error?
18:07:21  <andythenorth> no
18:08:53  <TrueBrain> nasty typo ...
18:08:57  <TrueBrain> well, at least no error :D
18:08:59  <TrueBrain> hihi
18:09:00  <TrueBrain> tnx!
18:10:05  <TrueBrain> okay ... BaNaNaS now publishes files directly on the mirrors when they are uploaded
18:10:13  <TrueBrain> no longer waiting for the next nightly!
18:10:15  <TrueBrain> \o/
18:18:37  <DorpsGek> Commit by truebrain :: r24637 /extra/balancer (12 files in 3 dirs) (2012-10-28 18:18:31 UTC)
18:18:39  <DorpsGek> [Balancer] -Update: update to live version of new balancer (2.0, new and improved!)
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18:26:09  <Yexo> downloading zBase from BaNaNaS :)
18:26:50  <TrueBrain> :D
18:27:07  <TrueBrain> andythenorth: if you have another upload for BaNaNaS, please prod me first (when-ever) ..
18:27:15  <TrueBrain> I have another pending change; I would love to see if it works :)
18:27:22  <TrueBrain> no rush, but .. when you do, please do let me know :)
18:28:24  <andythenorth> nothing imminent sorry :P
18:29:01  <TrueBrain> too bad :(
18:29:03  <TrueBrain> :D
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18:39:01  <Yexo> takes a while to download 279MiB on a not-so-fast connection
18:39:43  <TrueBrain> yup
18:39:53  <TrueBrain> at least it will punish those: select all, download
18:39:54  <TrueBrain> people :P
18:40:18  <Alberth> wes hould have zbase in several variants :p
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18:45:32  <Yexo> download complete :-D
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18:45:49  <TrueBrain> gratz
18:45:51  <TrueBrain> :D
18:46:03  <Yexo> nice work
18:46:18  <TrueBrain> mostly Rubidium :)
18:46:38  <Yexo> so nice work Rubidium and TrueBrain :)
18:54:44  <Zuu> Yellow buses in zBase cause me to think that I'me seenig an explosion all the time. :-p
18:55:10  <Zuu> And yea, great wok. You made me play OpenTTD a bit :-)
18:55:14  <Zuu> work*
18:55:48  <peter1138> zbase is on there now?
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18:57:32  <peter1138> hmm
18:57:39  <peter1138> not available for 1.2.3-RC1?
18:57:54  <Yexo> nope, only recent nightly
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19:02:32  <Zuu> Hello MinchinWeb_
19:02:39  <MinchinWeb_> Hello!
19:02:45  <Zuu> I hope you manage to follow the discussion that ended up from your post :-)
19:02:50  <supermop> subway closes at 7
19:02:55  <MinchinWeb_> I just saw that
19:02:56  <Zuu> managed*
19:03:09  <MinchinWeb_> I think I can do it as an AI
19:03:35  <Rubidium> supermop: here the subway closed at 6
19:03:38  <MinchinWeb_> If I have the player build the canals and the AI runs the ships, money won't be a problem
19:03:38  <Zuu> At my next last post there is a sample AI that do all the communication stuff already.
19:03:55  <Rubidium> ... but tomorrow they'll open at 8 ;)
19:04:24  <Zuu> When you are done, I will add the AI into the scenario and use the cheats to give it enough money that money wont be a problem.
19:04:30  <supermop> no timetable for ours to reopen, governor says it'll be indefinate
19:05:03  <supermop> last year they didn't close it until midnight after it had already started raining
19:05:34  <Zuu> That said, it is also possible that the GS builds the canal, but that needs to be done before/after AI or additional synchronizaton is needed.
19:05:50  <Zuu> But if you want to do that, you are free to experiment with that too.
19:05:57  <MinchinWeb_> the only 'issue' as such I ran into is with my Ship Pathfinder. If the canal isn't three wide, it can't seem to find the path. So that's why the canal is three wide
19:06:41  <Rubidium> they just need some places where they can turn around
19:06:53  <Zuu> Can you run the ship pathfinder from oilrig2 -> lock 2 and then from lock1 -> refinery dock?
19:07:42  <Zuu> I can verify that lock 2 is the one near oilrig2 if that is useful.
19:08:08  <MinchinWeb_> yes, but the way it's set up is that the pathfinder hands off that path as the basis for the orders
19:08:29  <MinchinWeb_> so, running the pathfinder isn't hard; it's putting together the orders
19:08:33  <Zuu> Ok, fine. if you want to build the canal 3 tiles wide, that is up to you.
19:10:47  <andythenorth> Terkhen: so I have this http://paste.openttdcoop.org/show/1840/
19:10:54  <Zuu> Though, IIRC the human will not use buyos, so you could probably do without buyos too.
19:10:58  <andythenorth> which I thought would stop and start animation randomly, per tile
19:11:37  <supermop> Rubidium: where do you live with a subway?
19:13:02  <andythenorth> seems that some tiles are randomly stopped
19:13:06  <andythenorth> and some are running
19:13:11  <andythenorth> but nothing causes them to change
19:15:41  <Rubidium> supermop: Amersfoort
19:17:04  <DorpsGek> Commit by rubidium :: r24638 /trunk/src/network/core (tcp_content.cpp tcp_content.h) (2012-10-28 19:16:58 UTC)
19:17:05  <DorpsGek> -Codechange: add some #ifndefs so MSU code doesn't need to compile it, and doesn't need all the required dependencies
19:18:05  <DorpsGek> Commit by rubidium :: r24639 /extra/masterserver_updater (config.lib src/shared/string_type.h) (2012-10-28 19:18:00 UTC)
19:18:06  <DorpsGek> [MSU] -Fix: make the content server compile again
19:18:26  <MinchinWeb_> Zuu: buoys are needed to get out of the lake, are they not?
19:18:46  <MinchinWeb_> On the 'short' connection, I don't expect any bouys will be built
19:18:51  <Zuu> When I play it as human, i don't run into that problem.
19:19:09  <andythenorth> periodic processing loop - what, how often etc?
19:19:11  <andythenorth> for industry tiles
19:19:15  <andythenorth> http://newgrf-specs.tt-wiki.net/wiki/Action0/Industry_Tiles#Triggers_for_callback_25_.2811.29
19:19:20  <andythenorth> ^ no details there
19:19:35  <Zuu> It depend on what pf you use. I beleive it uses yapf for ships. Or at least not the fastest/worst one.
19:19:58  <supermop> Rubidium:  ah, no hurricanes there
19:20:33  <supermop> are you guys teaching AIs to use boats?
19:20:37  <Yexo> andythenorth: if you're talking about bit 1 ("the tile is processed in the periodic processing loop") it's the tileloop, so 1/256 ticks
19:20:46  <andythenorth> ta
19:21:02  <Yexo> for bit 2 ("the industry of the tile is processed in the periodic processing loop (synchronized animation)") it might be another value, I'd have to check that
19:21:04  <andythenorth> trying to figure out why my code does unexpected things :P
19:21:13  <andythenorth> it's bit 1 I refer to
19:21:23  <andythenorth> I'm trying to desync animation on multiple tiles
19:21:42  <andythenorth> http://paste.openttdcoop.org/show/1840/
19:21:54  <andythenorth> I get a stopped animation, or a running animation, and they don't change :P
19:23:05  <Rubidium> supermop: yet the subway closed before yours closes
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19:24:52  <Terkhen> oh, he's gone
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19:25:08  <Terkhen> andythenorth: the paste you shown me is missing anim_next_frame at the graphics block
19:25:18  <andythenorth> yes
19:25:27  <andythenorth> is that needed in conjuction with anim_control?
19:25:39  <supermop> Rubidium: normally ours runs 24hrs, luckily i can just walk to work though
19:26:48  <Terkhen> IIRC we used anim_next_frame to loop back from the "end" frames to the beginning frames, and anim_control to switch between "stop" animation and "loop" animation
19:26:50  <Terkhen> bbl
19:27:47  <andythenorth> I am testing using anim_next_frame
19:27:49  * Rubidium can walk to work as well... it's just a bit far
19:27:55  <andythenorth> and ignore anim_control, which I don't understand :P
19:28:12  <Rubidium> a bicycle seems to be the fastest mode of transportation for the distance I have to travel
19:28:48  <dada_> anyone know if it's possible to configure hotkeys through the console in 1.2.2?
19:28:57  <dada_> or do I need to modify my cfg?
19:29:23  <andythenorth> hmm
19:29:31  <andythenorth> problem I have is re-randomising bits
19:30:41  <andythenorth> nvm
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19:35:14  <Yexo> dada_: you'll need to change hotkeys.cfg
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19:37:30  <andythenorth> so how do I get new random tile bits?
19:37:32  <Yexo> hi joan_ . Are you leaving again in a minute?
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19:37:59  <andythenorth> I thought this would use a random trigger http://paste.openttdcoop.org/show/1841/
19:38:22  <Yexo> it should
19:38:31  <Yexo> oh, no
19:38:45  <Yexo> random_switch only works if it's referenced in the "default" graphics chain
19:39:16  <andythenorth> hmm
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19:39:25  <andythenorth> hth do the oil wells work then :)
19:39:27  <andythenorth> interesting
19:41:56  <Yexo> random_trigger:     ${industry.id}_tile_oil_well_random_trigger; <- I don't see that in your example
19:42:12  <andythenorth> no
19:42:16  <andythenorth> indeed
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19:43:04  <Yexo> <Yexo> random_switch only works if it's referenced in the "default" graphics chain <- that was not 100% true, it only works if it's referenced in callback 1
19:43:13  <Yexo> in nml "random_trigger" is the name for callback 1.
19:43:23  <andythenorth> k
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19:43:45  <Yexo> if you don't use "random_trigger" but use a random_switch in the default chain it'll work too, because every unimplemented callback falls through to the default chain
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19:44:01  <andythenorth> I'll use random_trigger
19:44:09  <andythenorth> just figuring out what return values it wants
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19:44:21  <Yexo> doesn't matter I think, as long as it's not CB_FAILED
19:44:40  <Yexo> and even that might work
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19:56:40  <MinchinWeb_> supermop: Yes, I am trying to teach my AI to use ships :)
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20:02:38  <supermop> coo
20:02:39  <supermop> l
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20:04:17  <DorpsGek> Commit by rubidium :: r24640 /extra/masterserver_updater/src/contentserver (3 files) (2012-10-28 20:04:11 UTC)
20:04:18  <DorpsGek> [MSU] -Codechange: do not read the whole file at once, but read it along the way of the client downloading it
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20:17:15  <DorpsGek> Commit by rubidium :: r24641 extra/masterserver_updater/src/contentserver/tcp.cpp (2012-10-28 20:17:08 UTC)
20:17:16  <DorpsGek> [MSU] -Fix: logic error causing no downloads at all
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21:06:09  <Terkhen> good night
21:07:49  <andythenorth> bye Terkhen
21:20:08  <keoz> I have a question (about advanced settings): when should settings be saved in openttd.cfg ? On quit ? Or just closing the "Advanced setting" window ?
21:22:39  <keoz> because i'm changing some of them, but the modifications are not saved in the default config file, they are only in the saved game
21:23:09  <Yexo> there are actually two sets of settings in OpenTTD.
21:23:36  <Yexo> set 1 is the "new game settings", used when starting a new game. This set is stored in the config file when you quit openttd. It's also used to initialize the settings of a new game
21:24:14  <Yexo> set 2 is the settings of the current game. These settings are changed when you open the advanced settings windows from within a savegame. Changing settings here doesn't change the values in set 1, so they don't get stored in your config file nor used for new games
21:24:36  <Yexo> you can change the values in set 1 by opening the advanced settings window from the main menu
21:24:45  <Yexo> keoz: ^^ I hope that answers your question
21:25:58  <Ammler> isn't there also a save_config or something to "copy" the ingame settings?
21:26:25  <NGC3982> Evening.
21:27:03  <DorpsGek> Commit by rubidium :: r24642 trunk/src/network/core/tcp.h (2012-10-28 21:26:57 UTC)
21:27:04  <DorpsGek> -Codechange: add helper function to see if there is anything in the send queue
21:27:50  <DorpsGek> Commit by rubidium :: r24643 extra/masterserver_updater/src/contentserver/handler.cpp (2012-10-28 21:27:44 UTC)
21:27:51  <DorpsGek> [MSU] -Fix: do not (basically) busy-loop because we can send data, even if there is no data to send
21:27:54  <keoz> Yexo ok !
21:28:18  <keoz> that means that in order to change it permanently, i need to change the advanced settings from the game menu
21:28:23  <Yexo> yep
21:28:24  <keoz> all clear, thank you
21:28:50  <Yexo> first time I've heard it this way, most people change a setting in the main menu and wonder why it doesn't affect their savegames
21:29:17  <keoz> :)
21:30:03  <andythenorth> eez bedtime
21:30:04  <andythenorth> bye
21:30:13  <Supercheese> vale, dormiture
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21:31:06  <keoz> Yexo : i like doing things differently as most
21:34:00  <DorpsGek> Commit by rubidium :: r24644 /extra/musa (13 files) (2012-10-28 21:33:55 UTC)
21:34:01  <DorpsGek> [MUSA] -Add: monkey uploader service ape
21:39:34  <DorpsGek> Commit by rubidium :: r24645 extra/musa/COPYING (2012-10-28 21:39:28 UTC)
21:39:35  <DorpsGek> [MUSA] -Fix: forgot a file
21:47:36  <Ammler> the bananas main nav doesn't fit one row anymore (here)
21:48:47  <Ammler> maybe "Base Replacements" -> "Base Sets"
21:50:11  <planetmaker> hm. the nav bar breaks depending on the "zoom level" I choose in FF
21:51:14  <Ammler> he, if I zoom in, it has 1 row
21:52:24  <Ammler> it does not just split to 2 rows, it kinda also felt from the "black" top background
21:53:07  <planetmaker> yes. sometimes it's one row below black, sometimes on the black where it belongs, sometimes too long. Depending on the zoom level
21:54:21  <Ammler> (using standard view)
21:54:46  <Ammler> if I would zoom in twice, it is again working
22:01:33  <Ammler> I mean, what does opengfx replace?
22:02:06  <Supercheese> original TTD graphics
22:02:22  <Ammler> well, someone needs to have that
22:02:49  <Supercheese> alternatively, in the absence of the TTD graphics, OGFX doesn't replace anything
22:03:11  <Supercheese> hmm, perhaps the naming is a tad incorrect
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22:03:30  <Ammler> at leat became :-)
22:03:44  <planetmaker> I agree with ammler here. I should read base sets.
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22:03:59  <TrueBrain> I blame planetmaker, he wanted GS on there :P
22:04:04  <planetmaker> it's no replacement.
22:04:08  <TrueBrain> planetmaker: feel free to read that
22:04:18  <planetmaker> TrueBrain, :-) s/base replacement/base set/
22:04:20  <planetmaker> read what?
22:04:27  <TrueBrain> [23:04] <planetmaker> I agree with ammler here. I should read base sets.
22:04:32  <planetmaker> :D
22:04:34  <Ammler> :-P
22:04:50  <planetmaker> damn you playing words on me, TrueBrain ;-)
22:04:57  <TrueBrain> damn your finger too fat to type
22:04:57  <Ammler> well, I suggested it more to fit in the nav again ;-)
22:05:10  <planetmaker> but yes ^^
22:05:23  <TrueBrain> I refuse to make that change at this point
22:05:30  <planetmaker> k
22:05:36  <planetmaker> but why?
22:05:42  <TrueBrain> soly because I did 30 seconds ago
22:05:45  <planetmaker> is it more than replacing one text or graphics?
22:05:48  <Ammler> but Replacement is just wrong
22:05:58  <planetmaker> haha :-)
22:06:00  * planetmaker hugs TrueBrain
22:06:01  * TrueBrain rolls over the floor laughing
22:06:18  * planetmaker tickles TrueBrain for more lulz
22:06:57  <Ammler> planetmaker: maybe we also need to cleanup some readmes and descriptions
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22:09:10  <planetmaker> hm, yes
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22:28:15  * TrueBrain flexse
22:28:17  * TrueBrain flexes
22:28:19  <TrueBrain> grr
22:28:39  <TrueBrain> balancer rewrite, check
22:28:42  <TrueBrain> musad online, check
22:28:51  <TrueBrain> check system for 270 MiB files, check
22:28:54  <TrueBrain> wrote forum post, check
22:28:59  <TrueBrain> now I need a hug!
22:29:04  * planetmaker hugs TrueBrain
22:29:08  <planetmaker> :-)
22:29:09  <TrueBrain> :D
22:29:18  * planetmaker pats TrueBrain
22:29:28  <planetmaker> and... now we stop it publicly :-P
22:29:36  <Supercheese> http://farm4.static.flickr.com/3201/2908113771_91ae23e0bc.jpg
22:29:43  <Supercheese> Chocolate hugs
22:29:47  <TrueBrain> how cute!
22:30:05  <planetmaker> oh... just for you TrueBrain: http://thenicestplaceontheinter.net/ :D
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23:17:40  <Yexo> good night
23:21:16  <Wolf01> 'night
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