Log for #openttd on 7th September 2014:
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01:01:33  <keoz> Rubidium: since I see you are extremely motivated on squirrel today: I noticed something that looks weird to me: if you save a boolean value (true|false), it becomes an integer when loading back a savegame (0|1). Maybee is there something to fix there (or maybee not). (sorry for not doing a proposer bug report).
01:03:20  <keoz> (In a GS. G'night).
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06:46:09  <DorpsGek> Commit by rubidium :: r26784 /trunk/src (5 files in 3 dirs) (2014-09-07 06:46:03 UTC)
06:46:10  <DorpsGek> -Codechange [Squirrel]: use WChar for the lexer
06:49:30  <Rubidium> keoz: does help?
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07:18:35  <andythenorth> o/
07:19:36  <Rubidium> oi
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07:38:28  <andythenorth> what do Bananas dependencies actually do?
07:39:09  <peter1138> what do you think dependencies does
07:39:16  <peter1138> do does
07:39:47  <andythenorth> does do do
07:39:57  <andythenorth> either
07:40:09  <andythenorth> forces you to download something else before you can download the item
07:40:18  <andythenorth> or downloads the other thing for you automatically
07:40:29  <andythenorth> dunno which
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07:46:05  <peter1138> auto
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07:46:28  <peter1138> manual would be retarded
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07:49:56  <andythenorth> yes, we have never shipped anything retarded, any of us :)
07:49:59  <andythenorth> thanks
07:50:22  <andythenorth> so if Iron Horse needs Termite, am I going to get whined at if I make Termite a dependency?
07:50:35  <Rubidium> andythenorth: kinda; I tend to try to avoid to write manuals ;)
07:51:23  <Rubidium> andythenorth: I guess 95% doesn't even notice it's selected as dependency
07:51:38  <andythenorth> it’s a bit ‘meh'
07:51:46  <andythenorth> without the right tracks, some vehicles just won’t show up
07:51:55  <andythenorth> but it’s not allowed to put railtypes in the vehicle grf
07:52:11  <Taede> call them bonus vehicles
07:52:21  <andythenorth> doesn’t matter what I call them :P
07:52:29  <andythenorth> nobody reads readmes
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08:29:24  <peter1138> hmm, downloaded a torrent with a license file that says "all rights reserved"
08:29:33  <peter1138> so... uh...
08:31:57  <Rubidium> it can get worse
08:32:44  <Rubidium> for some reason Imperial College expects that no one downloads copyrighted materials over their internet lines
08:33:27  <Rubidium> like... what internet page doesn't contain copyrighted materials?
08:33:39  <peter1138> that shows a lack of understanding about copyright
08:34:10  <Rubidium> and don't say because that contains the twitter icon, which is copyrighted
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08:44:42  <Wolf01> hi hi
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09:22:23  <keoz> Rubidium: yes, the patch fixes the problem. Just tried it.
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09:30:44  <Tou1on> ПрОвет
09:31:03  <DorpsGek> Commit by rubidium :: r26785 trunk/src/script/script_instance.cpp (2014-09-07 09:30:57 UTC)
09:31:04  <DorpsGek> -Fix [Squirrel]: loading a value saved as boolean caused it to be of type integer instead of boolean
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09:40:50  <Pikka> merry times with forum users, hooray
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09:59:44  <andythenorth> si
09:59:49  <andythenorth> where?
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10:01:38  <AndChat364656> ПрОвет
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10:03:28  <AndChat364656> Ку
10:05:38  <Alberth> try talking english
10:08:09  <AndChat364656>  Finding help in nonnative language does not help
10:11:00  <Pikka> hither and yon, andythenorth
10:11:15  <Pikka> chap with the spammy name has been making spammy posts :)
10:11:38  <andythenorth> oh that yes
10:11:49  <andythenorth> I think he ploughs his own furrow
10:11:58  <andythenorth> takes all sorts to make a world
10:12:04  <Pikka> filthy swine
10:13:01  <andythenorth> well futility has to exist somewhere
10:13:03  <andythenorth> might as well be forums
10:13:15  <andythenorth> if only we could channel people’s efforts into useful things :P
10:13:19  <Pikka> could be his own forums, though
10:13:24  <Pikka> hmmm
10:13:47  <Pikka> on an unrelated note, why aren't my assignments done yet?
10:13:55  <andythenorth> because you didn’t outsource
10:14:01  <andythenorth> or because the humanity
10:14:14  * andythenorth makes grfs
10:14:23  <Pikka> doesn't he just
10:17:49  <Alberth> yep, no way to keep up with all his releases :)
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10:18:41  <andythenorth> bananaanans!
10:18:52  <Pikka> batman!
10:22:15  <keoz> Please: in Bananas I'm trying to edit a Gamescript entry, by setting a trunk revision as Maximum possible OTTD version for the script. I tried to choose "Nightly" and in the open field, "r26774" but that doesn't work. What's the right way to do that ?
10:23:01  <keoz> (by "doesn't work" I mean that I have an "* Invalid value." message.)
10:24:49  <andythenorth> but will I load graphics Squid?
10:24:52  <andythenorth> is question
10:25:03  <keoz> Oh I think it's fine, the "r" was not necessary.
10:30:07  <Alberth> that was my first thought when I read your question :)
10:32:46  <andythenorth> this ogfx SRN 4 is only the size of a fishing boat in Squid
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10:32:53  * andythenorth needs hoverzellepins
10:33:50  <Pikka> botherzellepins
10:34:04  <andythenorth> yes
10:34:55  <andythenorth> Pikka: got 3DS Max?  I don’t have it
10:35:00  <andythenorth> I am considering
10:35:47  <Pikka> not 2012
10:36:00  <Pikka> and will the model look good rendered at ttdscales?
10:36:06  <Pikka> do we even need hoverzeppelins?
10:36:29  <Pikka> are hoverzeppelins a bad feature, and unrealistic to boot?
10:37:53  <andythenorth> I like them
10:37:55  <andythenorth> in my game
10:38:13  <Pikka> hmm
10:38:16  <andythenorth> I think 70mph ships are a BAD FEATURE
10:38:21  <Pikka> okay
10:38:22  <andythenorth> but otoh, I don’t care
10:38:29  <andythenorth> unrealisms is more better
10:38:31  <Pikka> next weekend?
10:38:41  <andythenorth> do your assignments?
10:38:48  <Pikka> assignments now
10:38:53  <Pikka> hoverzeppelins next weekend
10:39:08  <andythenorth> indeed
10:40:25  <andythenorth> probly need to un-realism the SRN 4
10:40:45  <andythenorth> almost nothing else in Squid is specific model
10:42:49  <andythenorth> hmm
10:42:56  <andythenorth> random wagon colours in Iron Horse
10:43:03  <appgreidd> what about trolleybuses?
10:43:03  <andythenorth> shall I just randomise between 1CC and 2CC?
10:43:15  <andythenorth> there are no trolleybuses in OTTD
10:43:24  <appgreidd> I know :(
10:43:42  <appgreidd> it would be fun to electrify the streets
10:43:58  <Pikka> I'll do hoberkellepins, you do roadtypes
10:44:19  <andythenorth> I’m doing wagon colours :P
10:44:23  * andythenorth busy
10:44:30  <andythenorth> dunno, could do grey, brown etc
10:44:32  <andythenorth> but meh
10:45:03  <andythenorth> oh there’s that train colour super yak shaving UI
10:45:04  <andythenorth> fine
10:45:11  <andythenorth> I’ll just 1CC / 2CC random
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10:59:09  <appgreidd> where can I set whether the trains reverse on red light or just stop
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11:06:21  <Xaroth|Work> in your settings
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11:31:04  <andythenorth> too soon for another IH release? o_O
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11:35:35  <andythenorth> random coloured cabeese?
11:35:49  * andythenorth cba to decide how many wagon types get random 1CC / 2CC
11:35:51  <andythenorth> some? all?
11:36:43  <andythenorth> also mail cars are coloured as freight wagons
11:36:45  <andythenorth> which is lame
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11:38:41  <Pikka> unless wagon override, andy
11:38:55  <Pikka> but bad feetures and all
11:39:37  <andythenorth> there is wagon over-ride?
11:39:44  <andythenorth> :o
11:39:51  <andythenorth> what witchcraft is that?
11:41:00  * andythenorth doesn’t like random coloured cabeese
11:41:03  <andythenorth> looks daft
11:43:17  <Wolf01> indeed, I always thought they were all red
11:45:39  <Wolf01> I couldn't believe my eyes, I want one, in my garden
11:46:22  <andythenorth> round and round the garden
11:47:12  <Pikka> choo choo
11:50:51  <Wolf01> meh, I'm tired of this stupid game (2020 my country), too much pay2play and too little automation, I think it's time to resurrect my old idea for playing OTTD with touch screens, by getting rid of the CTRL/SHIFT keys
11:54:44  <andythenorth> pay2play bores the arse off me
11:54:56  <andythenorth> I don’t have any ethical problem, it’s just boring
11:55:09  <Pikka> my favourite is pay2notplay
11:55:20  <Pikka> "this action will take 10 minutes, give us money to make it happen instantly"
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11:55:32  <Wolf01> I found a little trick to regenerate the energy in 5 minutes instead of 2 hours, and it involves only "alt+tab" in the right moment
11:56:12  <Wolf01> but I can't always find the right moment, so I have to wait some more time, or 2 hours directly
11:56:42  <andythenorth> Pikka: exactamly
11:56:52  <andythenorth> everything is timed or staged to the next payment opportunity
11:57:25  <Pikka> and it's all just cow clicking anyway
11:57:45  * Pikka grumbles about the masses being easily entertained by flashing lights
11:57:48  <andythenorth> shameful
12:00:08  <frosch123> oh, it's september
12:00:18  <frosch123> for a week even :o
12:00:47  <andythenorth> pikka how do I mail wagon over-ride magic?
12:01:19  <Pikka> ehhh
12:01:40  <Pikka> well, it would end up the same colour as the locomotive, which is probably not what you want
12:01:51  <andythenorth> no :)
12:02:00  <andythenorth> could redefine mail as pax :P
12:02:06  <Pikka> sounds like a great feature
12:02:27  <andythenorth> this is an oversight in the yak-shaving livery UI
12:02:34  <Pikka> yes
12:02:41  <andythenorth> it was clearly made by a train nerd without a full plan
12:02:47  <Pikka> mind you
12:02:58  <Pikka> liveries vs station refitting?
12:03:16  <Pikka> mailvan.mail -> mailvan.goods = repaint?
12:03:21  <andythenorth> instant respray
12:03:43  <Pikka> that's why in pineapple I don't have different vehicle appearances for different cargos
12:03:51  <Pikka> no magic changing wagon bodies
12:05:08  <andythenorth> +1
12:05:16  <andythenorth> nobody really gets salmonella from rice, right?
12:05:18  <andythenorth> just a myth?
12:05:21  * andythenorth eats the rice
12:08:13  <andythenorth> ho
12:08:21  <andythenorth> this railcar gets instant rebuild at stations
12:08:24  <andythenorth> we’ll live with that
12:22:25  <Pikka> nope
12:22:32  <Pikka> I demand you fix it immediately
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12:44:28  * andythenorth failed to do it immediately
12:44:32  <andythenorth> was hanging out washing
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12:45:35  * andythenorth wtfs
12:45:38  <andythenorth> grf separators
12:45:43  <andythenorth> such a non-problem
12:46:07  <Alberth> let's just reduce the max # grfs to 5 or so
12:47:09  <Alberth> I always wondered how you can have separators tbh, as newgrfs are order-dependent?
12:47:56  <andythenorth> why are we even letting this guy use the forums to so ineptly try and keyword SEO his own project?
12:48:22  <andythenorth> it’s like he read a black hat SEO article from 1998
12:48:36  <andythenorth> I’m surprised his sig doesn’t contain links coloured to the background colour
12:49:25  <andythenorth> “one way to increase your page rank is to obtain links from other high-ranked sites covering similar subjects”
12:49:51  <andythenorth> “include key phrases alongside your links to be indexed for those key phrases"
12:51:04  * Pikka shrugs
12:51:31  <Pikka> I got rid of the threads in the graphics forum and posted a request for immediate hanging in the mod forum
12:51:32  <andythenorth> well yes
12:51:35  <Pikka> that's about all I can do :)
12:51:44  <keoz> Yeah. That guy ... That's just spam.
12:51:46  * andythenorth goes back to finding bugs
12:52:02  <keoz> Or trolling. Or both.
12:52:09  <andythenorth> my railcar jumps off the rails in one \ direction
12:52:16  <andythenorth> looks odd in stations
12:52:18  <Pikka> sounds like a feature
12:52:34  <andythenorth> good feature
12:52:39  <Pikka> although shouldn't your railcar have the same offsets in both \ directions?
12:52:52  <andythenorth> I would have thought so
12:52:57  <andythenorth> the sprites are in same place
12:57:08  <andythenorth> yeah, clearly I have no idea what I’m doing with offsets
12:57:12  <andythenorth> someone else should do it :P
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13:11:45  <keoz> Alberth: speaking about GRF's max limit: I've been thinking to increase that limit. Should I expect something trivial or lot of problems ? :)
13:12:02  <Alberth> the latter
13:12:04  <andythenorth> there is the problem of ‘why?’
13:12:10  <andythenorth> but that never stopped anyone
13:12:15  <Alberth> that too :)
13:12:28  <keoz> Evidently :)
13:13:25  <Alberth> the technical problem of enlarging the limit is the size of network packets in MP
13:13:37  <Alberth> or rather, of the Internet in general :p
13:14:20  <Alberth> current limit is based on filling one packet with newgrfs
13:14:40  <Alberth> thus if you want more, you need to split it over multiple network packets
13:15:05  <keoz> yeah. here it comes difficult when there is to deal with networking stuff
13:16:14  <Alberth> also, I don't understand why the current limit is not sufficient, but that is perhaps just me
13:16:20  <keoz> Anyway. If I do it it wouldn't be for an eventual trunk inclusion, just for my personal and not-MP use.
13:16:35  <Alberth> find a random patch then
13:16:39  <keoz> I'll maybee try and enjoy seeing my game crash endlessly
13:16:59  <Alberth> there are several around that just change the limit, and claim "it works"
13:17:18  <keoz> Oh. Never heard about them.
13:17:25  <keoz> I'll have a look
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13:18:31  <keoz> as for the sufficient/not sufficient, well, when you can't put anything inside anymore, it is not sufficient anymore :p
13:19:46  <Zuu> Sorry for OT, but Noooooo.... Rail buses (in Train Fever) has gone out of production in my game. Now I have to move around rail buses in a not fully connected network. :-)
13:20:34  <Alberth> Zuu: off topic?  you're talking about a game and about transport :p
13:20:51  <Zuu> I'm talking about the wrong game :-)
13:21:13  <Alberth> minor point :p
13:21:33  <TrueBrain> wait, is Zuu implying this channel can be on topic?
13:21:33  <frosch123> excommunication!
13:21:33  <Alberth> hmm, we don't have a patch in the issue tracker, only a feature request :p
13:21:36  <TrueBrain> I RESENT THAT STATEMENT
13:21:58  <frosch123> TrueBrain: this topic is about the olympic games
13:22:04  <Zuu> In that game frequency is king, so low capacity rail buses that go only a bit slower than a 3-4 times as expanisve train is relly nice.
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13:24:43  <keoz> Alberth: you many votes ? :p
13:24:56  <Alberth> ?
13:25:23  <keoz> the feature request
13:28:02  <Alberth> oh, don't know, never look at that
13:28:08  <keoz> I did. 2 :)
13:28:26  <andythenorth> hrm
13:28:38  <keoz> UDP packet. 1500 bytes or so, no ?
13:29:31  <TrueBrain> bit less
13:29:34  <TrueBrain> overhead and everything
13:29:34  <andythenorth> no Train Fever mac
13:29:41  <andythenorth> that means you get more newgrfs
13:29:57  <andythenorth> TrueBrain can you do a banaramas rename?
13:30:02  <andythenorth> also hi :)
13:30:09  <TrueBrain> depends on my mood, I guess
13:30:21  <andythenorth> how is your mood?
13:30:26  <TrueBrain> not sre :P
13:30:28  <TrueBrain> what do you need remnamed?
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13:31:10  <andythenorth> “FISH 2” - “Squid Ate FISH!”
13:31:16  <andythenorth> doesn’t matter if not in mood
13:31:21  <andythenorth> will keep
13:31:39  <TrueBrain> hmm
13:31:40  <TrueBrain> squid ...
13:35:57  * andythenorth biab, chores
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13:36:24  <DorpsGek> Commit by frosch :: r26786 trunk/src/network/network.cpp (2014-09-07 13:36:18 UTC)
13:36:25  <DorpsGek> -Fix: Also replay failed commands.
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13:52:27  <DorpsGek> Commit by frosch :: r26787 trunk/src/saveload/order_sl.cpp (2014-09-07 13:52:20 UTC)
13:52:28  <DorpsGek> -Fix (r20547): Loading a game with order backups leaked Orders and left unreachable items in the pool.
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14:21:22  <DorpsGek> Commit by frosch :: r26788 /trunk (3 files in 2 dirs) (2014-09-07 14:21:16 UTC)
14:21:23  <DorpsGek> -Add: Desync replay option to skip/replay failed commands
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15:07:32  <DorpsGek> TrueBrain: Commit by frosch :: r26789 /branches/1.4 (5 files in 3 dirs) (2014-09-07 15:07:22 UTC)
15:07:33  <DorpsGek> TrueBrain: [1.4] -Backport from trunk:
15:07:34  <DorpsGek> TrueBrain: - Fix: Incorrect CFLAGS when enabling gprof profiling (r26737, r26735)
15:07:35  <DorpsGek> TrueBrain: - Fix: Do not reset the last selected airport or layout, unless it is really necessary [FS#6083] (r26732)
15:07:36  <DorpsGek> TrueBrain: - Fix: Use the normal search path to look for xdg-open at Unix [FS#6077] (r26724)
15:07:37  <DorpsGek> TrueBrain: (...)
15:09:16  <DorpsGek> TrueBrain: Commit by frosch :: r26790 /branches/1.4 (6 files in 5 dirs) (2014-09-07 15:09:05 UTC)
15:09:17  <DorpsGek> TrueBrain: [1.4] -Backport from trunk:
15:09:18  <DorpsGek> TrueBrain: - Fix: Loading a game with order backups leaked Orders and left unreachable items in the pool (r26787)
15:09:19  <DorpsGek> TrueBrain: - Fix: Buffer overrun in SQCompiler::Error (r26764)
15:09:20  <DorpsGek> TrueBrain: - Fix: Desync due to not always properly restoring game state from the savegame (r26753)
15:09:21  <DorpsGek> TrueBrain: (...)
15:16:24  <frosch123> andythenorth: the 2-4-0-chaplin is driving backwards
15:16:42  <frosch123> in rc-1, already known/fixed?
15:17:08  <andythenorth> random direction
15:17:20  <frosch123> feature?
15:17:31  <andythenorth> is it wrong compared to depot view?
15:17:54  <frosch123> no, depot and map are consistent
15:18:04  <frosch123> purchase list is forward :)
15:18:19  <andythenorth> BAD FEATURE
15:19:04  <DorpsGek> Commit by rubidium :: r26791 /branches/1.4/src/lang (23 files) (2014-09-07 15:18:58 UTC)
15:19:05  <DorpsGek> [1.4] -Backport from trunk: language updates
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15:25:29  <|xk05|> there needs to be an easier solution to the goofy problem of having an airport that is now too busy to conveniently upgrade
15:26:00  <DorpsGek> Commit by frosch :: r26792 trunk/src/gfx.cpp (2014-09-07 15:25:54 UTC)
15:26:01  <DorpsGek> -Fix: TC_NO_SHADE did not work for 32bpp text rendering.
15:26:01  <Alberth> but you have "close airport"
15:26:22  <|xk05|> what does that do?
15:26:40  <Alberth> other than that, yes a better way would be useful
15:26:50  <Alberth> it closes the airport? :)
15:27:05  <Alberth> airport gets skipped in the order lists, I think
15:27:09  <frosch123> it unbusyfies an airport :)
15:27:26  <|xk05|> ah, but you still have the routing issues, though, right?
15:27:33  <|xk05|> ill try it
15:27:41  <Alberth> what routing issues?
15:28:05  <Alberth> planes just skip the order and go to the next airport on their list
15:28:33  <Alberth> not sure what they do when they have only 2 airports, they probably stay in the hangar or so
15:28:40  <|xk05|> so if you rebuild a larger airport, they return?
15:29:00  <Alberth> if you 'unclose' the airport :)
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15:29:28  <|xk05|> oh, i see what it did
15:29:44  <|xk05|> everything just stayed in the pattern above the site
15:30:14  <|xk05|> so 'close airport' is addressing that specific issue, ok, cool
15:30:37  <Alberth> not really cool, imho, but it's the best we have currently
15:30:59  <Alberth> or rather, least worse :p
15:31:38  <|xk05|> naturally, i cannot build a hub yet, so i can just chalk that one up to a learning experience :p
15:31:42  <andythenorth> I thought close airports was quite good?
15:31:48  <andythenorth> did I miss something? o_O
15:32:42  <frosch123> some drama
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15:35:23  <Alberth> |xk05|: you may also make enough room in advance, so the time to swap airports is as small as possible
15:36:02  <Alberth> please do make sure, an AI doesn't use your empty space to dump its own airport, as happened to me once :p
15:36:14  <|xk05|> so, if the aircraft are going to just stay in the pattern above the site, your upgrade better /be/ an upgrade, or you've only stacked /more/ planes at once, i can see some problems with that if your not adding runways
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15:37:35  <Alberth> I usually send planes already circling above the airport to their next destination, to clear the sky somewhat
15:37:49  <|xk05|> Alberth, thats a good idea
15:38:55  <|xk05|> in 2 years i can upgrade to hubs, so, if i just have to expand, i can branch until then
15:41:10  <DorpsGek> Commit by frosch :: r26793 /branches/1.4 ( src/gfx.cpp) (2014-09-07 15:41:03 UTC)
15:41:11  <DorpsGek> [1.4] -Backport from trunk:
15:41:12  <DorpsGek> - Fix: TC_NO_SHADE did not work for 32bpp text rendering (r26792)
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15:45:16  * andythenorth considers splitting oil tank wagon and tank wagon in Iron Horse
15:45:42  <andythenorth> or foodstuffs tanker
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15:51:17  <|xk05|> have you seen a multiplayer server with fire engines?
15:53:06  <APTX> guys
15:53:40  <|xk05|> i found the eyecandy vehicles newgrf, but i havent found it in multiplyer, yet. the fire trucks, ambulances and cop cars are fun :)
15:54:08  <APTX> what did openttd just do?
15:55:27  <APTX> apart from mesing up the terminal...
15:56:55  <DorpsGek> Commit by frosch :: r26794 /branches/1.4 (7 files in 4 dirs) (2014-09-07 15:56:49 UTC)
15:56:56  <DorpsGek> [1.4] -Update documentation
15:57:22  <andythenorth> meh no pikka
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15:58:05  <Alberth> APTX:  I'd suspect llvm more than openttd, tbh :)
15:58:23  <APTX> Alberth: so I have the llvm source in disk
15:58:30  <APTX> why would that affect openttd?
15:58:33  <andythenorth> base set has oil tanker and water tanker
15:58:36  <andythenorth> hmm
15:58:45  <APTX> *on disk
15:58:52  <andythenorth> ok so there are a few reasons I want to split tankers
15:58:55  <Alberth> if it fails to compile openttd or iconv properly, anything can happen
15:59:02  <andythenorth> would you know what a ‘foodstuffs tanker’ was?
15:59:08  <APTX> Alberth: does openttd just read random files?
15:59:27  <DorpsGek> Commit by frosch :: r26795 /tags/1.4.3-RC1 (3 files in 3 dirs) (2014-09-07 15:59:22 UTC)
15:59:28  <DorpsGek> -Release: 1.4.3-RC1
15:59:33  <Alberth> not that I am aware of
15:59:34  <Rubidium> APTX: no, just those mentioned in readme.cfg
16:00:04  <Rubidium> though a ls in /home/aptx/projects/llvm-3.5/llvm/tools/baseset/ will probably mess up your console as well
16:00:33  <APTX> that doesn't even exist
16:01:00  <Alberth> I mean that the c++ compiler may generate wrong code, which works incorrectly on some case that happens to exist in the program or in one of its libraries
16:01:43  <APTX> I'm not using llvm to build openttd
16:02:26  <Rubidium> APTX: try openttd -d9 and paste that output
16:03:09  <DorpsGek> Commit by rubidium :: r26796 trunk/src/script/squirrel.cpp (2014-09-07 16:03:02 UTC)
16:03:10  <DorpsGek> -Fix: reading of high byte of "ASCII" files yielded a negative int8, then casted to an uint32 which caused the Squirrel lexer to bail out. Regardless... the file isn't actually ASCII, but that's beyond the point for now
16:03:47  <DorpsGek> Commit by rubidium :: r26797 trunk/src/script/squirrel.cpp (2014-09-07 16:03:41 UTC)
16:03:48  <DorpsGek> -Codechange: rewrite the UTF8 reading code to make use of already existing functions instead of partially trying to implemented them
16:05:19  <APTX> Rubidium: it started reading tar files, can't really post the logs
16:05:59  <Rubidium> why?
16:06:23  <Rubidium> though the last hundred lines before that errors might be enough
16:06:41  <Rubidium> ... to figure out where it tries to get that path name from
16:07:00  <frosch123> APTX: with "paste" Rubidium meant ""
16:08:15  <APTX> that's a lot of logs
16:09:54  <DorpsGek> Commit by alberth :: r26798 /trunk/src (autoreplace_gui.cpp build_vehicle_gui.cpp) (2014-09-07 16:09:48 UTC)
16:09:55  <DorpsGek> -Codechange: Code style fixes.
16:10:33  <DorpsGek> Commit by alberth :: r26799 /trunk/src (3 files) (2014-09-07 16:10:27 UTC)
16:10:34  <DorpsGek> -Codechange: Export vehicle sorting data and functions.
16:11:20  <DorpsGek> Commit by alberth :: r26800 /trunk/src (4 files in 4 dirs) (2014-09-07 16:11:14 UTC)
16:11:21  <DorpsGek> -Feature[FS#1640]: Vehicle sorting in autoreplace GUI.
16:11:57  <frosch123> he, the weather is not that bad... why so many commits? :p
16:12:04  <DorpsGek> Commit by alberth :: r26801 /trunk/src (autoreplace_gui.cpp lang/english.txt) (2014-09-07 16:11:58 UTC)
16:12:05  <DorpsGek> -Add: Labels above the lists in the autoreplace GUI.
16:13:04  <DorpsGek> Commit by alberth :: r26802 /trunk/src (7 files in 2 dirs) (2014-09-07 16:12:58 UTC)
16:13:05  <DorpsGek> -Add: Command to set visibility of an engine for a company (based on patch by Juanjo).
16:13:35  <DorpsGek> Commit by alberth :: r26803 /trunk/src (build_vehicle_gui.cpp rail.h) (2014-09-07 16:13:29 UTC)
16:13:36  <DorpsGek> -Doc: Document some fields in the build vehicle gui, and the rail definition struct.
16:13:59  <APTX> Rubidium: it doesn't happen again
16:14:12  <DorpsGek> Commit by alberth :: r26804 /trunk/src (6 files in 5 dirs) (2014-09-07 16:14:06 UTC)
16:14:13  <DorpsGek> -Feature: Allow hiding of non-interesting engines in the build vehicle GUI.
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16:14:39  <Rubidium> frosch123: critical mass
16:14:44  <DorpsGek> Commit by alberth :: r26805 /trunk/src (4 files in 4 dirs) (2014-09-07 16:14:38 UTC)
16:14:45  <DorpsGek> -Feature: Allow hiding of non-interesting engines in the autoreplace GUI.
16:15:13  <Alberth> sorry, should have kept them for another day :p
16:15:30  <Rubidium> you generally need at least two people (somewhat) active to get commits flowing (reviews and the likes), so whatever is saved until critical mass is reached
16:16:02  <Rubidium> also, if critical mass isn't reached the channel is boring so you do other things, making it hard to reach the critical mass
16:18:16  <APTX> Rubidium: why does openttd look for tars?
16:18:21  <Alberth> somewhat, although I need much more time than a single weekend to write such a patch queue
16:18:38  <Alberth> APTX: it's our container storage format
16:19:03  <Rubidium> APTX: because that's the way content can be easily packaged, and thus the way content from bananas and such is distributed
16:19:16  <APTX> but why does it look through all of home?
16:19:30  <Rubidium> check readme.txt
16:20:13  <Rubidium> it tells you where it looks for stuff
16:20:16  <APTX> where's that usually installed?
16:20:29  <Rubidium> in the installation folder
16:23:07  <APTX> I guess it wasn't packaged...
16:30:32  <APTX> right, the issue doesn't happen anymore, though I'd love to know why it did happen in the first place
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16:33:46  <APTX> thanks for the help
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16:36:38  <andythenorth> would you expect a Chemical Tanker to refit oil?
16:36:46  <andythenorth> or an Oil Tanker to refit chemicals?
16:36:48  * andythenorth ponders
16:37:40  <FLHerne> Oil is a (mix of) chemical(s) :P
16:38:45  * FLHerne thinks chemical-free products should be priced much higher, because absolute vacuums are quite tricky to obtain
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16:45:14  <Alberth> I wouldn't refit probably, but that may be just me
16:48:00  <frosch123> @topic set 1 1.4.2, 1.4.3-RC1
16:48:00  *** DorpsGek changed the topic of #openttd to: 1.4.2, 1.4.3-RC1 | Website: * (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | for dev-talk | #openttd.notice for commit notices
16:51:01  <__ln__>
17:03:34  * Rubidium ponders the irony of CC-BY-ND for
17:04:24  <Alberth> :D
17:08:22  <andythenorth> ‘edibles tanker'
17:08:29  <andythenorth> refits milk, alcohol, water
17:09:12  <Alberth> don't confuse the latter two  :p
17:14:09  <andythenorth> edibles?
17:14:11  <andythenorth> drinkables?
17:14:13  <andythenorth>
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17:18:32  <Alberth> alcohol and water :)
17:18:46  <Alberth> edibles would be ok to me
17:19:13  <Alberth> so much nicer than steel tanker wagons!
17:20:06  <Alberth> now just hope they don't carry beer, or they may disappear with V nearby
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17:43:16  <Alberth> keoz:  you don't support opengfx+industries?
17:45:52  <DorpsGek> Commit by translators :: r26806 /trunk/src/lang (esperanto.txt gaelic.txt) (2014-09-07 17:45:44 UTC)
17:45:53  <DorpsGek> -Update from WebTranslator v3.0:
17:45:54  <DorpsGek> esperanto - 1 changes by Ryton
17:45:55  <DorpsGek> gaelic - 49 changes by GunChleoc
17:49:01  <keoz> Alberth: at least, not for now. I've been considering it but I need to better understand how it works.
17:49:20  <Alberth> ok
17:49:38  <Alberth> removed the newgrf
17:49:38  <keoz> If I'm not wrong, the problem with opengfx is that you have a variable number of cargos depending on settings.
17:50:23  <Alberth> that's entirely possible
17:50:38  <Alberth> I don't know such details :)
17:50:51  <keoz> That's not necessarily a problem but I need to figure out a way to handle the case :)
17:51:49  <andythenorth> an edibles tank car is quite different to an edible tank car :P
17:55:46  <andythenorth> ho
17:55:53  <andythenorth> FIRS supply stockpiles?
17:55:55  <andythenorth> the wheel turns
17:56:50  * andythenorth rejects that one
17:59:02  <|xk05|> beer. trucks.
18:00:05  <|xk05|> no. easier to just change the graphics, right? now all food trucks will be beer trucks. because beer is food.
18:11:04  *** OpenGame [] has joined #openttd
18:11:30  <OpenGame> Hi. Can an admin activate my acc pls? I've got no email to activate my account.
18:12:04  <frosch123> what account? where?
18:12:32  <OpenGame> My central user management account for openttd
18:12:35  <OpenGame> same name as here
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18:21:04  <andythenorth> I don’t get it
18:21:14  <andythenorth> why do I have to change FIRS Supplies, again? :(
18:24:18  <Alberth> you don't, imho
18:24:53  <keoz> FIRS is fine as it is.
18:25:20  <keoz> (well, still better with the some hacks I did to it :-) )
18:25:30  <Alberth> the step from 2x to 4x is nasty, but in a good way, I think now
18:26:15  <Alberth> my biggest problem is more that once it is running, you don't need to look after it much, industries stay as they are, supplies continue to work
18:26:42  <keoz> well that was the intent, no ? :p
18:26:55  <Alberth> if it was, then it works :p
18:27:03  <keoz> For myself, I reenabled all industries closure
18:27:17  <keoz> I like it more seing the map changing over time
18:27:44  <keoz> and, additional feature: opening/closure of farms are perfect to reduce the problem of to many trees :-)
18:27:57  <Alberth> :D
18:28:18  <Alberth> you can set the tree growth algorithm in the generate map window, you know ;)
18:28:40  <keoz> well you have not that many choices
18:28:43  <keoz> IIRC
18:29:29  <Alberth> 'none' works quite good :p
18:29:59  <keoz> No, something else I was thinking to is a patch for stopping industries growth. I already did it for personal use, its quite a trivial change and in trunk it could be optional. What would you think about that ?
18:30:04  <Alberth> I have 'improved' currently, some trees in temperate looks good
18:31:11  <Alberth> I like change in production, as it means I have to adjust my network to copy with the extra trains
18:31:36  <keoz> stopping industries growth doesn't mean stopping closure/opening
18:31:57  <Alberth> I know
18:32:04  <keoz> Ok, sorry :-)
18:32:25  <keoz> Yes, I read you to fast.
18:32:52  <Alberth> closing well-serviced industries would be a good way to cause major havoc in a network :)
18:33:12  <keoz> that's pervers :p
18:33:25  <Alberth> industry chains go down :D
18:33:58  <keoz> with complex chains as in FIRS, that'd be the kind of think where I say "Oh hell, better go out drink a bear"
18:34:04  <Alberth> it does mean you should spread out to reduce your risks
18:34:57  <Alberth> I am very happy with the basic climates, they are sufficiently complicated to me
18:35:35  <andythenorth> I find them much more fun
18:35:41  <keoz> Don't play with it since years :p
18:35:44  <andythenorth> although I like Heart of Darkness best
18:36:01  <keoz> I love FIRS. Definetely. In its most complex flavour :p
18:36:26  <keoz> andythenorth: the good news, is that RCG supports Hearth of Darkness now :p
18:36:40  <andythenorth> RCG o_O ?
18:36:46  <andythenorth> City Growth?
18:36:57  <keoz> yep
18:37:20  <keoz> the script I did to change completely city growth based on cargo deliveries
18:38:54  <andythenorth> black tank wagons, or company colour?
18:39:05  <keoz> Both, obviously.
18:42:03  <andythenorth> hmm
18:47:58  <andythenorth> determined how? o_O
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18:58:16  <keoz> Na I was joking andythenorth. Though it could still be possible. In pikka's UKRS2, the settings allow choosing between 2CC or original colors.
18:58:27  <Alberth> keoz: a rewording suggestion
18:58:44  <Alberth> also, perhaps explain in a story book what each category is?
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19:00:21  <Alberth> and I getloads of debug messages: dbg: [script] french:1: warning: STR_TOWNBOX_0: Param idx #0 'STRING' doesn't match with template command 'STRING3'   also for other STR_TOWNBOX strings
19:00:24  <keoz> Alberth: thanks for the suggestions. I'll have a look on it.
19:01:05  <keoz> mmh strange about those messages. I had them once but I thought it came from another script. Then they disappeared oO
19:01:48  <keoz> you're using the forums' topic -r109 I suppose ?
19:01:58  *** trendynick [] has quit [Ping timeout: 480 seconds]
19:02:42  <keoz> Ok. All of this in the TODO list :)
19:03:24  <keoz> Alberth: as about the storybook, in the last revisions I implemented a storybook page about categories. You don't have it ?
19:04:06  <Alberth> story book button is greyed out
19:04:20  <keoz> That's not normal :/
19:05:20  <Alberth>    to give you an impression of the changes
19:06:01  <Alberth> using default industries
19:06:08  <peter1138> stockpil.):
19:07:02  <keoz> Yeah I like better the first line as it
19:07:29  <Alberth> also when I start a new game, I have no story book, so it's not  in reloading a game
19:07:38  <keoz> for the other ones, i'll keep the "*"
19:07:54  <keoz> yes that's normal. The SB is only built on map generation
19:08:01  <keoz> and when reinitializing data
19:09:39  <keoz> Once more: we agree that you're using the -r109 which I posted on the forum ?
19:09:48  <Alberth> yes
19:09:54  <keoz> OTTD version ? trunk ?
19:10:01  <Alberth> sorry if that was not clear
19:10:20  <keoz> I was pretty sure but wanted to be completely :)
19:10:35  <keoz> may I get a savegame ?
19:10:43  <keoz> (on the forum topic, eventually)
19:10:47  <Alberth> trunk 21667:624bb55eac8e, or svn r26805
19:11:00  <keoz> that's extremely old :p
19:11:50  <frosch123> it's outdated for 90 minutes or so
19:12:16  <keoz> Mmh. There were a lot of squirrel changes today. But I updated my trunk, so I don't think it comes from there.
19:12:23  <Alberth>
19:13:06  <OpenGame> Hi. Can an admin activate my central user management system account please? I've got no email to activate my account.
19:13:09  <Alberth> 21667 is the hg local revision number, not an svn number :)
19:13:16  <keoz> Thanks. I'll have a look on this. Meanwhile you can either use the last stable (v4) or, if everything else works with the -r109, going on on this;
19:13:41  <keoz> Was joking :)
19:14:00  <frosch123> OpenGame: just try to register again
19:14:11  <OpenGame> Won't work as the email server seems to be offline frosch123
19:14:26  <frosch123> then wait till it is online again?
19:14:59  <Alberth> keoz: no problem, just having a quick go to get an idea what your script does
19:15:03  <keoz> Alberth: Actually, the version I posted today should have been tested some more before public releasing, because there are really a huge lot of changes (the SB among). But since Rubidium made a really quick fix about a little bug in Squirrel, the GS was broken. Hence a fast release.
19:15:10  <Alberth> it doesn't have a goal right?
19:15:23  <keoz> no goals
19:15:27  <keoz> that's normal
19:16:03  <Alberth> some andy-s are hooked on goal-ish scripts :)
19:16:05  <keoz> it's just really intended to remasterize city growth. Though I don't exclude to add some optional extra challenges, once the basic mechanism is correctly built.
19:16:43  <Alberth> in a sense you're copying the tropical behaviour to other climates
19:17:01  <keoz> can be. Never played tropical :p
19:17:01  <Alberth> there you have to bring water and food to desert towns to grow
19:17:25  <keoz> But what I wanted was a script were you also need to have a local functional industry for a city to growth
19:17:37  <keoz> hence the impact of raw/transformed goods on growth
19:17:44  <Alberth> what and CS made all this effort to bring you 4 climates with different challenges in each :)
19:18:19  <keoz> I'm terribly conservative in this respect. I always play same climate with same GRF's :p
19:18:21  <Alberth> you seem to be doing a better job at it than the tropical game
19:18:57  <keoz> I try at least :p
19:19:55  <Alberth> I will probably not play your script much, I prefer focussing on industries rather than towns
19:20:04  <Alberth> but we'll see :)
19:21:47  <keoz> Outch. There were still 20 commits since the pull I did this morning oO
19:22:08  <keoz> k. updating once more :)
19:22:24  <Alberth> the newgrfs of that game should all be on bananas, but sometimes I get temporary versions of newgrfs. If you have trouble loading the game, just let me know
19:22:45  <Alberth> you didn't pay attention to the Dorpsgek spam with commits? :)
19:23:11  <keoz> Yes, I've seen it but I didn't think they were so much :)
19:23:50  <Alberth> some were in the 1.4 branch, so they don't count :p
19:24:02  <keoz> oh, actually some commits "jump" 3/4 commit numbers. Didn't know that happens.
19:24:41  <Alberth> yeah, those are changes outside   /trunk
19:24:49  <keoz> ok
19:25:02  <Alberth> today in /tags/1.4.<something> I think
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19:25:17  <keoz> I thought revision numbers were branch specific
19:25:38  <Alberth> no, they are shared over the entire repository
19:25:59  <keoz> Yes. thinking to, it's normal.
19:26:13  <Alberth> which is also probably the only way to keep sane if you work in lots of branches :)
19:26:21  <keoz> I use heavily hg since I discovered it but never played with branches so far
19:26:45  <Alberth> I just make new hg clones instead of branching
19:27:04  <keoz> same here. I even prefer have separated clone for working on patches
19:27:14  <keoz> even if theorically I could queue them together
19:27:55  <Alberth> yep, I have 29 openttd clones currently :)
19:28:08  <Alberth> some are quite old :)
19:31:30  <keoz> Mmh. When loading your game with an updated perfecly vanilla trunk; I have the storybook.
19:31:33  <keoz> wtf ?
19:31:56  <keoz> that means at least that the storybook is stored in the savegame
19:34:11  <keoz> Well ok, I'll search into it. Thanks for reporting it and for the other suggestions, btw.
19:35:38  <Alberth> weird :(
19:36:09  <keoz> I'll start fixing the STRING bug. Maybee the one solves the other ...
19:38:46  <Alberth> deleting the unpacked directory also didn't fix it, so it's not directory versus tarfile either
19:39:09  <Alberth> do you use hg for openttd as well?
19:39:48  <keoz> yes
19:40:04  <keoz> I just tried with r26805
19:40:37  <keoz> You play english ?
19:42:09  <keoz> I'm suspecting some problem with the init phase, the storybook creation being done at an unallowed moment. I already had some issues with that. I thought it fixed but there's maybee still something wrong with it.
19:42:48  <Alberth> yes, I play english
19:45:05  <keoz> No, it can't be that. If there was a unallowed creation of the SB, it wouldn't be in the savegame
19:46:53  <keoz> Alberth: do you have the SuperLib v38 ?
19:47:08  <Wolf01> aaah a pleasure for the eyes :D
19:47:34  <keoz> Yes, you necessarily have, the game would complain without that.
19:48:47  <frosch123> Wolf01: proper engines have 3 lights
19:48:57  <Alberth> looks like it
19:51:15  <Alberth> good night
19:51:37  <keoz> What do you developers do when you can't reproduce a bug ? :p
19:52:03  <frosch123> depends on the type of bug
19:52:07  <keoz> g'night Alberth
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19:52:21  <frosch123> if it is a crash, you already started off the wrong way :p
19:52:33  <frosch123> you should have enabled core files in advance
19:53:26  <keoz> na it's "just" a gamescript, in which there is a storybook: alberth is unable to see the SB while I see it in its savegame
19:53:28  <frosch123> that is: you should make sure in advance, that whenever you may hit on a bug, you don't need to reproduct it
19:53:52  <frosch123> just blame the user :)
19:54:01  <keoz> I hoped for that answer :p
19:58:15  <andythenorth> :(
19:58:27  <andythenorth> how do I explain kindly to aantano that he’s missing the point
19:58:28  <andythenorth> ?
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20:00:13  <keoz> andythenorth: well, you actually did, no ? It would be useless to repeat it endlessly :)
20:01:23  <keoz> you also can cut off the point by explaning him that he's free to hack it's FIRS version.
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20:06:37  <Supercheese> Whoah, it's been a commit storm
20:06:55  <frosch123> it's all the dutch's fault
20:07:07  <andythenorth> @calc 1440/56
20:07:07  <DorpsGek> andythenorth: 25.7142857143
20:07:32  <andythenorth> such a crap suggestion, I don’t even know how to explain it again
20:07:41  <andythenorth> he just posts the same long paragraphs again and again
20:07:59  <andythenorth> a single Squid freighter could put an industry at max production for 2 year
20:08:01  <andythenorth> years *
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20:11:19  <andythenorth> isn’t the actual feature he wants ‘turn off news messages’ ?
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20:17:23  <keoz> actually, that's the first thing I thought reading its first message. Who cares about some vehicles being deficitary ?
20:17:56  <keoz> in any case, with wide cargodist distribution, vehicle profit become still less significant
20:19:41  *** OpenGame [] has quit []
20:33:57  <andythenorth> partial compiles ftw
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21:05:57  <andythenorth> probly I shouldn’t release another Horse today
21:06:02  <andythenorth> 2 is enough
21:06:22  <Pikka> so many horses
21:06:33  <Pikka> when are we getting a stable? :D
21:07:03  <andythenorth> let’s get two
21:07:11  <andythenorth> I added another tanker
21:07:17  <andythenorth> stole the idea from Pineapples
21:07:18  <Pikka> a horsetanker?
21:07:24  <andythenorth> horsetanker is good idea
21:07:32  <andythenorth> but also Edibles Tanker
21:07:34  <Pikka> ukrs had horsetankers
21:07:48  <Pikka> "livestock" in milk tanks
21:07:49  <andythenorth> can’t go wrong with a horsetanker
21:08:07  <andythenorth> this one has alcohol, milk, water
21:08:40  <Pikka> separate tankers for potables?
21:08:45  <Pikka> realism gone mad
21:09:18  <frosch123> is there an industry grf which adds horse milk?
21:09:26  <frosch123> maybe some egyptian economy?
21:09:55  <frosch123> quarries and pyramid construction places and such?
21:10:44  <andythenorth> why are my engines showing up as pax refittable?
21:10:48  <andythenorth> default cargo is probably PASS
21:10:55  <andythenorth> how do I unset the default cargo? :(
21:11:09  <frosch123> though i guess the stone/mummy ratio is hard to the deliveries
21:11:37  <frosch123> andythenorth: do you do refitting?
21:11:56  <andythenorth> no
21:11:58  <frosch123> did you set the capacity property?
21:12:07  <frosch123> or did you only do callbacks?
21:12:09  <andythenorth> to be strict, why are my engines showing in the buy menu filter for pax?
21:12:14  <andythenorth> would be more accurate
21:12:31  <Pikka> link to code for the lazy, please
21:12:47  <frosch123> most likely you did not set the capacity property, resp. set it to a non-zero value
21:12:59  <andythenorth> would you like an nml or nfo flavour?
21:13:01  <frosch123> which would be required if the engines were refittable or something
21:13:10  <Pikka> either, but I found it :)
21:14:02  <andythenorth> so much faff with default capacities, default cargos, refit masks
21:14:07  *** DabuYu [DabuYu@] has quit [Ping timeout: 480 seconds]
21:14:48  <andythenorth> let’s see what the nfo says
21:15:00  <Wolf01> 'night all
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21:15:45  <andythenorth>
21:15:52  <andythenorth> nfo never lies
21:16:39  <Pikka> is chaplin a loco
21:16:52  <andythenorth> yes
21:17:02  <Pikka> Name: chaplin_switch_cargo_capacity what's this in aid of?
21:17:19  <andythenorth> won’t do anything on a loco
21:17:24  <andythenorth> it’s just templated code
21:17:46  <Pikka> it might do *something*
21:18:24  <frosch123> don't look at the switches, the issue is with properties
21:18:33  <andythenorth> happily returns our old friend wx8000 in all case
21:18:40  <andythenorth> always nice to see wx8000 here
21:19:03  <Pikka> why does it set 1D four times?
21:19:11  <andythenorth> dunno yet
21:19:21  <andythenorth> but one or more of the articulated parts will have pax set for default
21:19:28  <andythenorth> 99% certain guess
21:19:39  <andythenorth> it quite likes 1D eh?
21:19:43  <andythenorth> that’s nmlc’s doing
21:19:53  <frosch123> settings the cargotype is not the issue
21:20:00  <frosch123> every vehicle has a cargo type
21:20:07  <frosch123> it's the capacity property that matters
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21:20:13  <andythenorth> bum
21:20:16  <Pikka> you're not making an articulated vehicle out of all the same ID?
21:20:18  <Pikka> shameful
21:20:18  <andythenorth> it’s not the cargo type then :P
21:21:01  <frosch123> Pikka: it's easier to not use the same id
21:21:20  <andythenorth> there we go
21:21:23  <andythenorth> cargo capacity 1
21:21:26  <andythenorth> on the lead slice
21:21:27  <frosch123> then you can zero all the properties for the purchase list and such
21:21:35  <andythenorth> there is a reason for that 1
21:21:39  <andythenorth> but I forget what it is
21:21:41  <frosch123> andythenorth: are you sure, you didn't want top make them refittable? :)
21:22:04  <frosch123> if you use cargo subtype for refitting, you need to set it to 1
21:22:21  <andythenorth> no subtypes
21:22:23  <frosch123> you likely copied it from bandit or heqs
21:22:27  <andythenorth> maybe
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21:23:00  <andythenorth> I don’t know what bug I’d introduce by changing it :P
21:23:15  <Pikka> only one way to find out :D
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21:23:37  <andythenorth> “# provide default capacity (set as property) so lead vehicle has same refittability as trailing slices, this prevents an issue with auto-refit”
21:23:40  <andythenorth> looks revealing
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21:24:15  <frosch123> sounds road-vehicle-ish :)
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21:25:07  <andythenorth> nah road vehicles don’t have all this 3-part silliness
21:25:28  <andythenorth> it’s intended for wagons, I either need to special case it for engines, or ignore the bug
21:25:37  <Pikka> oh, you do those 3 part wagons
21:26:37  <Pikka> btw, I was reminded recently that using 3-part wagons tripled the rolling/air resistance for trains, do you counter that effect in hoss? ;) or do you not care since it affects all your vehicles equally?
21:27:10  <Pikka> it was an issue with the compartment coach in UKRS2 because the extra drag was quite noticable with the low-powered 19th c locos
21:27:27  <Joakim> Is there any specific version numbering system for OpenTTD? Or is that just incrementet after each release? (0.release version)
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21:28:24  <andythenorth> think I ignored air drag
21:28:26  <andythenorth> let’s see
21:29:10  <andythenorth> yeah can’t see that handled anywhere
21:29:31  <andythenorth> probably counters the stupidly high speeds in IH
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21:30:48  <planetmaker> <-- does that help, Joakim ?
21:30:50  <planetmaker> not sure what kind of reply you expect
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21:31:40  <frosch123> <- or that
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21:31:56  <andythenorth> will it be releasing?
21:31:57  <andythenorth> nah
21:31:58  <andythenorth> bed time
21:32:11  <Pikka> goondight
21:32:15  * Pikka -> uni
21:32:24  <andythenorth> indeed
21:32:25  <andythenorth> bye
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21:36:28  <planetmaker> frosch123, I wonder whether the "MiniIN" information should go from that page :)
21:36:28  <planetmaker> yes/no?
21:36:30  <planetmaker> it's so old even I don't remember that :P
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21:37:11  <frosch123> possibly, but i won't do it. starting editing likely results in rewriting or deleting it completely
21:37:24  <frosch123> which is the case for all wiki pages, so i avoid them
21:37:48  <frosch123> that seems to be the case for wikis in general
21:37:59  <frosch123> if you know stuff, then they are terrible wrong
21:38:09  <frosch123> but if you do not know stuff, they help you nevertheless :)
21:38:20  <planetmaker> :)
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21:42:46  <Joakim> planetmaker: Yeah, a bit! But how is it decided to go from like 1.3.3 to 1.4.0?
21:44:18  <frosch123> there are major versions 1.1, 1.2, 1.3, 1.4, 1.5 and such
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21:44:29  <frosch123> currently 1.5 is developed in parallel
21:44:58  <frosch123> 1.4.3 is a maintenance release for 1.4, independent of ongoing work for 1.5
21:46:30  <Joakim> i see, thanks! So after for example 1.3.3, and no new stuff is going in, the next step is to release the next stable version witch is 1.4?
21:46:37  <frosch123> so, there is no such change as 1.3.3->1.4.0
21:46:42  *** ^Spike^ [] has quit [Ping timeout: 480 seconds]
21:46:57  <frosch123> there was 1.3.0 at some point, and from there went 1.4.0 and 1.3.1 independent in parallel
21:47:05  <Joakim> oh
21:47:23  <frosch123> at some point 1.3.x stops, and only 1.4 is done
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21:48:02  <frosch123> but e.g. 1.1.5 has been released after there has already been a beta for 1.2
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21:49:34  <frosch123> <- 1.1.5 on 2012-01-14, <- 1.2.0-beta1 on 2011-12-24
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21:49:47  <frosch123> they have nothing to do with each other :)
21:49:56  *** Born_Acorn [] has quit [Ping timeout: 480 seconds]
21:49:57  <Joakim> Right
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21:50:52  <Joakim> But i assume that 1.1.5 had some fixes for 1.1.x, and the fixes was merged into 1.2?
21:51:16  *** heffer [] has joined #openttd
21:51:31  <frosch123> sure, but even though 1.1.5 was released after 1.2-beta1, it was a step backwards from a feature point of view
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21:53:21  <Joakim> I see, thanks! Im comparing a few open source projects for a school project, thought it would be fun to compare the different ways to do versioning :)
21:53:32  <frosch123> almost all software uses 3 numbers: x.y.z
21:54:01  <frosch123> z is for maintenance, y for new versions, x for non-technical reasons like marketing
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22:01:46  <frosch123> night
22:01:50  *** frosch123 [] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn]
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23:03:10  <Eddi|zuHause> uhm i have no idea wtf happened. i came home, computer was on a hung boot prompt, and any attempt of rebooting detected zero hard drives...
23:03:44  <Eddi|zuHause> i now shuffled around some disks to the secondary sata controller, and suddenly everything is back, even the ones on the primary controller
23:04:34  *** Natio [] has quit []
23:07:33  <b_jonas> ugh
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