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Log for #openttd on 19th December 2012:
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00:37:06  <drac_boy> hmm any of you know of any 1000/1500VDC electrification aside to the few in switzerland?
00:42:39  <Eddi|zuHause> netherlands
00:43:00  <Eddi|zuHause> various commuter systems throughout the world
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00:58:52  <drac_boy> thanks, hadn't quite realized about netherlands
00:59:02  <drac_boy> then again I liked some of their earlier emu sets tho
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01:14:52  <JamesGo> drac_boy: I think the Woodhead Line in the UK used 1500VDC with overhead cables
01:41:07  <drac_boy> thanks, found some specs to look at which was one of the thing I was curious about
01:52:16  <drac_boy> on a non-project note..I'm curious about that French Narrow Gauge grf project on the forum .. cute little locomotives and wagons there :)
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01:59:12  <drac_boy> what does anyone else think of the little list given in first post? :p http://www.tt-forums.net/viewtopic.php?f=26&t=58283
01:59:50  <drac_boy> funny thing tho is #20 it wasn't too hard to see that theres a boxy locomotive but #21 I almost went "where's the locomotive?" because all 3 cars looked same :->
02:42:32  <DorpsGek> Commit by glx :: r24826 trunk/projects/determineversion.vbs (2012-12-19 02:42:25 UTC)
02:42:33  <DorpsGek> -Fix: determineversion.vbs could hang in a git checkout
03:02:40  <drac_boy> when they say Ladegewicht .. do they mean weight of cargo alone .. not cargo+wagon .. right?
03:20:32  <drac_boy> meh I'm stopping for now, too much typings as usual ;|
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04:31:08  <Supercheese>  Sweetness, new versions of UKRS and the addon set are forthcoming shortly
04:31:39  <Pikka> are they?
04:31:54  <Supercheese> sorry, eliminate shortly
04:31:56  <Supercheese> simply forthcoming
04:33:51  <Pikka> good news, it won't work in the stable :)
04:34:33  <Pikka> who is in charge of the openttd website these days, Rubidium?  I managed to lose my password.
04:35:01  <Supercheese> TrueBrain methinks
04:36:25  <Supercheese> Min version ~r24246, for current_max_speed?
04:36:35  <Pikka> yes
04:37:13  <Pikka> which doesn't in fact completely work anyway, doesn't work for bridge speeds :)
04:37:27  <Supercheese> Hmm, interesting
04:38:00  <Supercheese> Most of the time I just build bridges with speed limits far higher than the engines' anyway
04:38:44  <Pikka> I suppose I really ought to make it work with the stable
04:39:29  <Pikka> it would be easy to just make it use the old var for old versions, I shouldn't be so lazy :)
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06:58:19  <Flygon> http://i.imgur.com/ocCw8.jpg This NEEDS to be an OpenTTD function @_@
06:58:59  <Flygon> Or... a graphics set :p
06:59:37  <Supercheese> Well, I already did subways "under" roads
06:59:42  <Supercheese> just code trains as road vehicles
06:59:45  <Supercheese> :P
06:59:55  <Supercheese> trams, rather
07:00:07  <Flygon> What I meant is, full sized trains in the middle of the street
07:00:20  <Supercheese> Code full size trains as trams, then, eh
07:00:32  <Flygon> But I realized that could be done via some sort of 3 tile wide road-rail-road tomfoolery...
07:00:44  <Flygon> Making it pretty and seamless, though? @_@
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09:32:03  <Pikka> hmm
09:32:08  <Pikka> is autorefit amazingly broken?
09:32:58  <Pikka> hmm
09:33:04  <Pikka> saving and loading the game seems to fix it
09:33:52  <Pikka> and now closing the depot window seems to fix it... but it didn't before, or something
09:34:18  <Pikka> or just the train window
09:34:21  <Pikka> who knows
09:38:13  <V453000> that sounds very random :D
09:40:38  <Pikka> :]
09:40:59  <Pikka> well, it doesn't update whether a train can autorefit until you close the train window
09:41:18  <V453000> try to resize the train window
09:41:24  <Pikka> so by moving vehicles around you can easily end up with two identical trains, one of which will autorefit and the other won't
09:41:55  <V453000> I havent coded autorefit so I dont know how exactly it works :)
09:43:13  <Pikka> anyway, crisis averted. :)
09:44:14  <V453000> :D
09:44:31  <V453000> so far most of the wtf I have caused was due to my own stupidity
09:44:46  <V453000> like not copying the code in right places and forgetting things
09:45:04  <planetmaker> A Pikka! Hello :-)
09:45:11  <V453000> :)
09:45:15  <Pikka> hello planetmaker
09:45:31  <planetmaker> Pikka, autorefit doesn't magically change mid-game ;-) Afaik it's only feasible via developer options
09:45:55  <Pikka> ?
09:46:03  <Pikka> what I mean, planetmaker, is
09:46:30  <Pikka> if you build a single loco and give it an order to a station, the autorefit button is greyed out, because the single loco cannot autorefit
09:46:42  <planetmaker> ok
09:46:54  <Pikka> if you then give it some wagons, the autorefit button does not become ungreyed out
09:47:03  <Pikka> until you close and reopen the train window
09:47:06  <planetmaker> that sounds like a bug
09:47:17  <V453000> :o
09:47:25  <planetmaker> some re-draw command for that or those windows missing
09:48:04  <planetmaker> could you just post that as a bug please with that description? I'm still at work and likely would forget :-)
09:48:33  <Pikka> I could, but I can't remember my openttd password
09:48:41  <Pikka> or the password for the associated email address :)
09:48:43  <planetmaker> :-O
09:49:00  <Pikka> that's the main reason I'm in here. ;)
09:49:18  <Pikka> I had another bug to post too :)  and hopefully soon some grfs.
09:49:22  <planetmaker> I don't have the database passwords with me right now either
09:51:41  <V453000> lol I just wanted to ask something and realized halfway through writing the long question
09:53:07  <planetmaker> hm...hm, maybe I do...
09:56:16  <planetmaker> gah... as expected the user database freezes firefox :S
10:00:49  <V453000> I want the last vehicle in consist to be reversed... I know how to do that through alternate spriteset, but is there any more sophisticated way? I guess there isnt right?
10:01:14  <planetmaker> the articulated callback has a special value to be added to add the vehicle reversed
10:01:23  <planetmaker> 0x4000 or so
10:01:48  <V453000> does that apply for not articulated vehicles too?
10:01:50  <planetmaker> and dual-headed does that with the trailing part, too
10:02:08  <planetmaker> V453000, I bet the articulated callback applies *only* to articulated vehicles ;-)
10:02:20  <V453000> well yeah that is why I ask
10:02:28  <planetmaker> each part is a vehicle, mind
10:02:34  <V453000> because I want to flip only not articulated vehicles like that
10:02:55  <V453000> ah I said it wrongly, last vehicle in consist of whole train
10:03:05  <V453000> -> every engine which is at the end of the train is reversed
10:03:26  <V453000> but, that thing could be changed by player by flipping the train in depot
10:03:27  <Pikka> V453000, you can set a flag to allow the user to flip the vehicle
10:03:45  <V453000> I do that Pikka dont worry :) I just want an extra step by making it automatic
10:03:46  <Pikka> but if you want to make sure every one is flipped, then a second spriteset would be the easiest way
10:03:55  <V453000> yeah I think so, too
10:04:08  <V453000> I can just make a custom reversed template from the same image I guess
10:04:17  <Pikka> yep
10:04:26  <V453000> alright thanks :)
10:04:31  <Pikka> just swap sprites 0-3 and sprites 4-7 :)
10:04:35  <V453000> yeah
10:05:10  <V453000> the flipping is great but I am running into one issue there ... I have an articulated vehicle among my trains - so if you autoreplace to that vehicle and then back to normal vehicles, you lose your flip settings
10:05:20  <V453000> because articulated trains cant flip
10:05:29  <Pikka> I think user flipping is generally a bad idea
10:05:44  <V453000> also 90% people use it that way so having it default doesnt hurt :)
10:05:52  <Pikka> yes
10:06:00  <V453000> why is it a bad idea? :d
10:06:03  <V453000> it is just visual
10:06:12  <Pikka> yes, but it's unnecessary
10:06:25  <Pikka> if the vehicle looks "right" flipped, do it in the code
10:06:44  <V453000> well you could also say only one train is necessary for whole train set, rest isnt :P
10:07:03  <V453000> ah that you mean ... well that depends
10:07:20  <V453000> you can also add vehicles inside of the train and want one of them to be reversed
10:07:21  <V453000> etc
10:07:36  <planetmaker> yes... user flipping is not exactly necessary
10:07:41  <planetmaker> legacy, oh nice legacy
10:07:45  <V453000> it isnt, but it is nice
10:07:52  <Pikka> but it isn't legacy, planetmaker
10:07:56  <planetmaker> and how big the outcry was when enabling it always unconditionally was removed
10:07:59  <Pikka> :)
10:08:15  <planetmaker> it is :-) now you just need to enable it. kinda :D
10:08:22  <Pikka> I already disabled it for everything
10:08:25  <planetmaker> :-)
10:08:27  <Pikka> by setting the articulated flag
10:08:37  <V453000> :DD
10:08:38  <planetmaker> hehe. That's evil, though
10:08:38  <Pikka> and now I'm removing that because AI authors complained
10:08:52  <V453000> I dont support AIs at all
10:08:55  <planetmaker> what exactly was their issue? I read but forgot
10:09:17  <Pikka> they wanted to avoid articulated wagons because they couldn't tell how long they'd be or something
10:09:25  <planetmaker> he.
10:09:29  <V453000> :D
10:09:32  <planetmaker> they don't know with non-articulated either
10:09:36  <Pikka> true
10:09:38  <planetmaker> thus the reasoning is not valid
10:09:43  <Pikka> but it can't be longer than 8/8
10:10:05  <Pikka> so they can assume that everything's 8/8, and the worst thing that can happen is their train is a bit short
10:10:28  <V453000> the AI cannot do something like "buy wagons until length reaches over X" ?
10:10:36  <V453000> "then remove one" ?
10:10:43  <Pikka> I'd have thought so
10:10:44  <Pikka> but who knows
10:10:53  <V453000> pretty much :)
10:14:21  <planetmaker> well. yes. But... that's not a reason to not use articulated vehicles. Rather it might miss some AI callbacks, I guess
10:14:48  <planetmaker> So if an AI cannot do what you just said, it should get the possibility to do so
10:14:48  <V453000> I think all of my vehicles appear as passenger for AIs since I just copied the vehicles and adjusted them
10:15:33  <planetmaker> V453000, there's one flag which says "use this engine for passengers only". Unless that is set, the AI will use what they see fit. And they can ignore that flag, too
10:15:58  <V453000> yeah, I didnt really care about those things ... at least yet but I doubt I will
10:16:06  <Pikka> I didn't think any AI used that flag any more, planetmaker
10:16:34  <Pikka> it was a flag for the original TTD AI
10:16:50  <planetmaker> Pikka, not sure. It's there so that AIs can play according to what a train is supposed to be used for
10:17:34  <planetmaker> but I might be wrong :-)
10:17:58  <Pikka> one would hope that someone writing an AI would get it to look at stats and stuff rather than just that one binary switch which may or may not be set correctly :)
10:18:25  <Pikka> has anyone written a decent train AI yet, anyway?
10:18:37  <Pikka> last time I looked most AIs just spammed the map with a million roadvehicles
10:18:50  <V453000> yes that is pretty much what an AI is for I think
10:18:55  <V453000> :D
10:19:03  <planetmaker> ah, there's one, two or three which work somewhat. But... development there seems mostly dormant :-(
10:19:10  <V453000> I mean, it cant talk anyway, playing with people is just so much more fun
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10:19:20  <planetmaker> and I'd not give them an "excellent" there
10:19:22  <V453000> even if you have separate companies in separate areas, still the talking is nice
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10:27:45  <planetmaker> tsk. tsk. irc at work... ^ ;-)
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10:28:35  <V453000> sure irc is just that much better :) but talking about the game in the game and exchanging experience there is kind of better than AIs in my mind :P
10:30:20  <Terkhen> good morning
10:32:06  <V453000> hai Terkhen
10:34:38  <planetmaker> salut Terkhen
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12:00:33  <drac_boy> hi
12:02:41  * drac_boy pokes stimrol in case you're still there
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12:59:31  <drac_boy> just a bit of random photo posting again - http://en.wikipedia.org/wiki/File:Hoellentalbahn.jpg
12:59:45  <drac_boy> looks like a "cheap fast" locomotive .. nothing but just basic flat panels etc
13:00:07  <drac_boy> not too surprisingly the english wiki mentioned wartime locomotives
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13:10:36  <peter1138> what's the easiest way of implementing ssl? :S
13:11:23  <peter1138> need to replace code that uses a custom socket handler and sends an http request, as it needs to be https now :S
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13:13:08  <peter1138> tempted to just sent the request off to an external program like curl
13:13:12  <peter1138> *send
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13:15:59  <Flygon> drac_boy: It looks like it's towing W-class trams in ugly livery
13:16:42  <drac_boy> flygon heh :) btw how're you?
13:16:48  <Flygon> In fact, those ARE trams
13:16:51  <Flygon> I'm well
13:16:55  <Flygon> You?
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13:18:37  <Pikka> hello peter1138 and suchlike
13:18:47  <drac_boy> flygon btw during the interurban "fall" post-WWII .. sometimes you would find an interurban coach body fixed up a little bit aside to getting new trucks and being used in local passenger trains instead. the different comestic effects including roofline sometimes made them stand out in the midst of standard heavyweight coaches tho
13:19:14  <drac_boy> the railroad in question got cheap 'new' coaches tho so it works out for them :)
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13:19:25  <Pikka> planetmaker: did you have that database access, or do I need to bug someone else? :)
13:20:39  <Flygon> That would explain some W-class trams wagging around on 1500vDC 1600mm tracks in Melbourne, drac_boy :)
13:21:35  <drac_boy> heh
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13:26:11  <planetmaker> Pikka, your username is like your IRC name?
13:26:16  <Flygon> I'd wager a guess they just whacked a spare Tait motor onto the tram and called it a day
13:26:19  <Pikka> yes it is
13:26:39  <Pikka> I think
13:27:36  <planetmaker> I can only search for what I know ;-)
13:28:34  <Pikka> you can search for anything, I'd have thought
13:29:10  <planetmaker> well, yes. but if I search for the wrong name, I won't find your entry :-)
13:29:28  <Pikka> well, it should be like my IRC name
13:30:03  <planetmaker> k, let's search... it's terribly slow somehow...
13:30:06  *** RavingManiac [~RavingMan@182.55.106.160] has joined #openttd
13:30:32  <planetmaker> but maybe I'm just missing the way to efficiently find one user ;-)
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13:34:29  <planetmaker> ... and the website still loads ... with all user date ;-)
13:37:15  <V453000> how many users are there?
13:37:29  <drac_boy> V453000 too many to count I'm sure
13:37:34  <drac_boy> just look at the member list ;)
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13:39:32  <planetmaker> no clue really
13:44:46  <V453000> one hell of a lot sounds like a precise enough number to me
13:48:36  <Pikka> more than 7
13:50:28  <planetmaker> ha, see. It's pikka. Not Pikka
13:50:36  <Pikka> oops
13:50:48  <Pikka> that's a surprise
13:50:54  <planetmaker> hm... strange
13:51:29  <planetmaker> depends on where it's written. But in the list I could search easiest it's small. why ever
13:52:04  <Pikka> I blame Rubidium
13:52:46  <planetmaker> interesting e-mail address ;-) So. What should I do with your entry?
13:53:04  <Pikka> jim_spriggs@hotmail.com ?
13:53:08  <planetmaker> jo
13:53:41  <planetmaker> but did you try to login with all small letters?
13:54:01  <planetmaker> Login: pikka, Name: Pikka ;-)
13:54:07  <Pikka> yes, but I have no idea what the password is :)  I tried a few possibilities
13:54:21  <planetmaker> a lengthy one is all I see
13:54:23  <Pikka> can you change the email address or something?
13:54:28  <planetmaker> I guess
13:54:45  <Pikka> biggyfee at gmail dot etc
13:55:18  <planetmaker> changed
13:55:40  <planetmaker> hm, does that help you to reset your PW?
13:56:19  <V453000> you have awesome addresses Pikka :D
13:56:19  <Pikka> yes
13:56:41  <Pikka> I have got the pw recovery email, thanks :)
13:56:46  <planetmaker> great :-)
13:57:20  <Pikka> and we're in, time to post a million bugs :D
13:57:30  <planetmaker> :-) Looking forward
13:57:36  <Pikka> two, anyway
13:57:48  <V453000> that is close to a million
13:58:04  <planetmaker> and it's the only truely odd prime
13:59:40  <planetmaker> anyway, how's life in the post-bus-driving time? :-)
14:00:24  <V453000> Pikka: that was just dumb filtering tbh
14:00:40  <V453000> not trying "all cargoes" before writing a bug is ... )
14:01:08  <Pikka> life is not bad in the post-bus-driving time
14:01:26  <Pikka> not making as much money as I'd like, but then not doing as much work as I should :)
14:01:35  <planetmaker> :D
14:02:14  <V453000> aaaaand my automatic train reversing feature is alive :>
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14:17:47  <Pikka> first bug up
14:17:59  <Pikka> I have to write a newgrf for the second one so it will take a minute ;)
14:18:38  <peter1138> there are no bugs, only... features...
14:23:48  <Belugas> hello
14:24:51  <planetmaker> hi Belugas
14:24:53  <peter1138> hi sir
14:26:57  <Belugas> hi hi boys :)
14:27:11  <Markk> Hi girls.
14:27:13  <Markk> (:
14:27:33  * planetmaker decides to leave early today... still gotta get Christmas presents :D See you around later
14:27:36  <Belugas> i'm feeling a ittle blue :(  I was sure we were thursday, not wednesday
14:27:43  <Belugas> bye planetmaker
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14:37:34  <Belugas> haa...  my holidays are accepted!  cool!  Boosting my mood
14:37:45  <peter1138> HOLIDAYS ARE COMING, HOLIDAYS ARE COMING
14:38:59  <Belugas> Let the music be live!
14:39:20  <Pikka> whoops
14:39:33  <peter1138> let the music be... ninjamed?
14:39:50  <Pikka> in attempting to create a demonstration grf for a very minor bug
14:39:56  <Pikka> I have crashed openttd :)
14:40:32  <planetmaker> hm :-)
14:40:40  <Belugas> yes sir Nelson, yes indeed, big time!
14:41:02  <planetmaker> (and briefly back, grabbing some stuff from home ;-) )
14:41:03  <Belugas> Pikka, very bad boy
14:41:57  <Pikka> Assertion failed at line 376 of ..\src\train_cmd.cpp: max_speed == this -> GetCurveSpeedLimit ()
14:41:59  <Pikka> innit!
14:42:12  <Pikka> when I attempt to build my test train :)
14:42:18  <V453000> hmmm, is there any way to have a string in purchase_speed: string(stuff); ?
14:42:31  <planetmaker> Pikka: it's a new game with that grf?
14:42:37  <Pikka> yes
14:42:40  <planetmaker> then you're very very naughty
14:42:46  <planetmaker> As usual :-P
14:42:49  <V453000> it compiled but it seems to say 53kmh regadless of the string
14:43:08  <Pikka> I'd guess the answer is no then, V453000
14:43:39  <V453000> hm :)
14:44:11  <V453000> OK, poll: :D what value to give a train which changes max speed? :D
14:44:30  <peter1138> its max max at the time of purchase
14:44:38  <Pikka> yes
14:45:37  <Pikka> hmm
14:45:40  <V453000> well it changes based on amount of vehicles in consist
14:45:41  <Pikka> so the real question is
14:45:55  <Pikka> why does the test grf crash, and ukrs doesn't? :)
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14:46:31  <Pikka> the speed of what you'll get when you buy it, V453000
14:46:52  <Pikka> you can put an explanatory note in the additional buy menu text if you need to
14:46:57  <V453000> hm I will think about it :) string would be nice though :(((
14:47:04  <V453000> ofc there will be a note
14:47:11  <V453000> I already have a shitload of additional text
14:47:17  <V453000> more cant hurt
14:47:30  <Pikka> a novel in every trainset
14:48:01  <V453000> the more provided info the better I think
14:48:13  <V453000> loading speeds, capacities, attachment options, tilt
14:48:20  <V453000> + train class in my case
14:48:51  <V453000> oh and a few wannabe funny quotes
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14:53:51  <dihedral> oi
14:53:59  <peter1138> when you've got a lot of trains available, that text helps a lot
14:56:58  <peter1138> hmm, waypoint previews show the wrong railtype
14:57:15  <peter1138> who's responsible for that...
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14:59:14  <peter1138> gah, need paxdest :S
15:04:21  <Belugas> ain't my fault, i'm (almost) pretty sure!
15:07:41  <drac_boy> btw is there only one single road crossing sprite or is it perhaps plausible to have one for eg <1930 and another for 1930> constructions?
15:09:54  <peter1138> railtypes can do that i think
15:10:57  <Pikka> you can have multiple crossing types, however the vars available to you are very limited
15:11:04  <Pikka> and date of construction is not one of them
15:11:13  <drac_boy> ah, had to ask
15:11:33  <Pikka> current date, rail type, town zone, that's about it.
15:11:43  <peter1138> is it not? hmm
15:11:43  <drac_boy> guess you have to pick something generic enough that looks good in 1900 and 2000 at same time. a bit complicated I guess :)
15:11:51  <peter1138> oh welll
15:11:55  <drac_boy> current date? that probably still works
15:12:00  <peter1138> feature request :p
15:12:43  <drac_boy> it only takes a few day to convert a real road crossing so having all your road crossing change graphics on a particular date in game sounds fair
15:12:44  <Pikka> peter1138: /someone/ thought that saving things like construction date for every rail tile on the map would cause performance issues ;)
15:12:57  <peter1138> no, there's just no space
15:13:05  <Pikka> well
15:13:08  <Pikka> there you go :)
15:13:18  <peter1138> probably isn't for level crossing tiles either
15:13:21  <drac_boy> pikka I wasn't thinking of 'date of construction' .. just that the tool will build one sprite before a particular date and another one after a date
15:13:27  <Pikka> drac_boy: I use a combination of town zone and current date
15:13:49  <Pikka> so crossings in the centre of town will get upgraded before ones out in the sticks somewhere
15:14:13  <Pikka> town zone, current date, and a bit of psuedo-randomness by tile coordinate
15:14:51  <drac_boy> hmm
15:15:07  <drac_boy> I'll have to look this up when I get to working out rail details, thanks
15:15:59  <drac_boy> pikka so by town zone I'm going to guess that it'll show one particular road crossing if its within any five town zones but a different one if theres no town zone detected?
15:16:25  <Pikka> you can check individual town zones
15:16:26  <planetmaker> iirc one of the main points was to not have an action2 sequence for every rail tile
15:16:35  <Pikka> yes, planetmaker
15:16:39  <planetmaker> or at least no lengthy callbacks
15:17:14  <Pikka> down with 2048* maps!
15:17:23  <drac_boy> heh
15:17:41  <drac_boy> well I'll have to look this up when I get to rails then. would be nice to have different road crossing in different sections
15:20:13  <drac_boy> about town zones...
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15:21:08  <drac_boy> I'm a little confused I think...why does zone 2 not run all the way down to the bottom of the table? http://newgrf-specs.tt-wiki.net/wiki/TownZones
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15:22:07  <drac_boy> this talk about road crossing and town zones reminded me of that particular wikipage again :|
15:26:20  <planetmaker> drac_boy: think of it as the type of houses found typically in small towns. But not villages or metropolises
15:27:32  <planetmaker> opposite with TZ1 and 3: they're only found in big towns
15:28:13  <drac_boy> oh hm so could build fair-sized houses that look ok in something bigger than villages but out of place next to the big buildings of a city. right?
15:28:50  <planetmaker> yeah, kinda
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15:30:35  <Pikka> http://bugs.openttd.org/task/5398
15:30:42  <Pikka> well there's some fun for someone :)
15:32:02  <planetmaker> Pikka: you have also a crash.dmp, right? could you add that please?
15:32:13  <Pikka> I could
15:33:32  <Pikka> and I did
15:33:56  <planetmaker> merci
15:34:09  <planetmaker> it contains the info of how the game got there
15:34:24  <glx> does that mean I must get the trace for you ?
15:34:35  <planetmaker> :-) it could mean that ;-)
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15:41:20  <glx> done
15:43:38  <glx> indeed it's during var4C :)
15:46:23  <glx> cache mismatch it seems
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16:02:36  <drac_boy> great got to go for lunch -_-
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16:03:09  <Pikka> and I should probably get to bed
16:03:33  <Pikka> gotta go and shift some garden beds or something for my mother in the morning
16:09:18  <Pikka> goodnight gentlemen
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18:32:46  <LordAro> heyo
18:34:04  <FLHerne> LordAro: Hoy
18:34:17  <FLHerne> Drat, missed Pikka :P
18:34:33  * FLHerne is good at missing people
18:35:19  <FLHerne> Do people think keeping code and /tmp in a tmpfs would speed up compiling?
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18:37:03  <LordAro> FLHerne: not siginificantly, i'd have thought
18:37:11  <Alberth> o/
18:37:16  <LordAro> \o
18:37:34  <FLHerne> Well, my lump doesn't seem to be CPU- or RAM-limited at present
18:37:45  <LordAro> probably hard drive
18:38:18  <FLHerne> LordAro: Exactly. That's why loading everything into RAM beforehand might speed things up :D
18:38:36  <LordAro> ah, in that case, maybe :)
18:38:52  <LordAro> probably easier to upgrade to an ssd though
18:39:04  * FLHerne is conducting patch-merging by trial-and-error as usual :-)
18:39:17  <FLHerne> LordAro: spensiv :P
18:39:17  * LordAro does it that way too :)
18:39:41  <LordAro> wait for january sales :)
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