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Log for #openttd on 8th February 2015:
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00:13:12  <chillcore> goodnight
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01:29:29  <Wolf01> 'night
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08:49:51  <Wolf01> hi hi
09:00:21  <Alberth> moin
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09:08:26  <Alberth> o/
09:08:30  <V453000> o/
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09:11:59  <andythenorth> moin
09:18:42  <V453000> wtf izup andythesouth
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09:19:38  <andythenorth> SARS
09:20:04  <Principal8> is it possible to set up openttd in "sandbox mode"?
09:20:11  <Principal8> with infinite funds
09:20:16  <Principal8> or everything is free
09:20:50  <andythenorth> cheat
09:20:58  <andythenorth> ctrl-alt-c
09:21:04  <Principal8> ok, thanks
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09:21:24  <V453000> SARS?
09:21:38  <V453000> South Antarctican Replacement Snow?
09:21:52  <andythenorth> caballo de hiero
09:22:12  <andythenorth> many years ago I tried to persuade pikka to make SARS after NARS
09:25:26  <V453000> -> pineapplez :P
09:30:55  * andythenorth considers a QLDR roster
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09:35:00  <peter1138> Quite long, didn't read?
09:36:27  <andythenorth> yes
09:36:30  <andythenorth> one engine
09:36:32  <andythenorth> one wagon
09:36:36  <andythenorth> sorted
09:36:43  * andythenorth biab
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09:41:54  <supermop> yo
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09:50:45  * andythenorth wonders if there’s a way to have hg track file name changes
09:51:01  <Alberth> hg mv old new    afaik
09:51:12  <andythenorth> yeah that’s what I want to avoid
09:51:17  <andythenorth> yak-shaving
09:51:39  <andythenorth> probably I should get a UI client
09:51:42  <Alberth> oh, the magic git "lets guess what the user did" is better? :)
09:51:54  <andythenorth> lower friction
09:52:29  <Eddi|zuHause> afair, "hg addremove" tries to record things as move when the files are identical
09:53:42  <Eddi|zuHause> alternatively, you can override "mv" with a macro that checks for hg, and uses "hg mv" instead
09:54:08  <Alberth> but you have to type a command to move a file anyway, so hg mv is as good as mv
09:54:31  <andythenorth> I tend to use my file browser
09:54:41  <andythenorth> usually
09:54:44  <andythenorth> or in my editor
09:54:56  <andythenorth> addremove looks like the closest I’m going to get
09:55:08  <andythenorth> or I give in and install a hg UI client :(
09:55:36  <Alberth> if there is one that does what you want :)
09:56:04  <andythenorth> probly
09:56:21  <andythenorth> there will be some for “OS X users who are terrified of the terminal"
09:56:55  <andythenorth> and they’ll hide everything away, and do magic, and it will be impossible to understood what it’s doing
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09:59:47  <Alberth> as long as it doesn't fail, it's ok :)
10:01:51  <andythenorth> maybe I just need to learn mv better
10:02:07  <andythenorth> typing the path twice is a bore
10:02:47  <Eddi|zuHause> you can drag and drop the file from the browser
10:02:57  <andythenorth> or copy-paste
10:03:01  <Eddi|zuHause> also, /oath/to/{file1,file2}
10:03:30  <andythenorth> that’s what I need I think
10:07:08  <Alberth> cd path/to ; hg mv file1 file2
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10:32:48  <jogi> Hello all
10:33:41  <jogi> Just a quick question:
10:34:24  <jogi> I just started making edits to the openttd source
10:35:03  <__ln__> you are brave
10:35:17  <jogi> When I have written a patch from the todo list from the wiki and submitted it to flyspray, is there anything else I should do?
10:35:32  <jogi> Well, thanks
10:36:07  <Alberth> nope
10:36:21  <jogi> ok great
10:36:22  <Eddi|zuHause> "don't call us, we call you."
10:36:55  <__ln__> 1. wait, 2. wait more, 3. wait a few more months, 4. remind the developers about it, 5. wait more, 6. get kicked from the channel, 7. wait, 8. patch applied.
10:37:00  <Alberth> you wrote http://bugs.openttd.org/task/6078/getfile/10125/FS6078v2.patch ?
10:37:10  <jogi> yep
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10:37:56  <chillcore> hello all ;)
10:38:43  <jogi> __ln__: Are you speaking from experience? ;-)
10:38:49  <jogi> hi chillcore
10:38:58  <Alberth> jogi:  http://bugs.openttd.org/task/6078#comment13766
10:39:12  <Alberth> hi hi chillcore
10:39:41  <chillcore> hello alberth
10:39:56  <jogi> thank you alberth for your your comment
10:39:58  <Alberth> jogi:  the question is how to change it. One solution is to move the checks + warnings to the order gui. That would definitely work
10:40:46  <Alberth> I can imagine there are ways to give your feedback of the command to a specific player only, but I don't know exactly if that's possible, and how
10:41:15  <jogi> I thought about doing it in the CheckOrders(), function, but that gets called every day for each vehicle, so I feared making edits there because of performance
10:41:46  <Alberth> you don't want a warning every day either :)
10:42:14  * chillcore pokes frosch to commit FS#6156 fixes if he finds a few moments
10:42:22  <Alberth> especially if you share a wrong order with 50 vehicles :)
10:42:33  <Alberth> little early for frosch :)
10:43:08  <__ln__> jogi: yes i am
10:43:53  <Alberth> adding it to the gui is conceptually nicer too, you check and warn before applying the change, instead of afterwards
10:43:56  <chillcore> Alberth: np ... I am reluctantly going to look at compiling a windoze binary for v
10:44:12  <Eddi|zuHause> i've had patches sit there quietly for a year. and then they got commited. and then the bugs were found. :p
10:44:43  <chillcore> might take a bit or maybe I will just have to connect my xp machine for a bit ... which is a terrible idea seeing as it runs now
10:45:04  <Alberth> catch it quickly before it leaves the room :)
10:45:35  <Pikka> andythenorth: been writing AI today.Who knows, I might do some newgrf work some time soon at this rate. :)
10:46:31  <jogi> Alberth: If I think about it, maybe I should only take the check for servicing into that function, because the settings can change without making a change to the order
10:47:11  <jogi> for the rest, I will take a look into the order gui.
10:47:47  <jogi> Maybe useless conditions could be marked in red or something like this
10:48:06  <Alberth> good idea
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10:48:42  <Alberth> currently "Invalid order" is in red, if a vehicle wants to visit a non-existing station
10:49:07  <chillcore> Alberth: is there somewhere in the code a functional slider I can lurk code of off?
10:49:42  <Alberth> only sliders we have are the scrollbars, afaik
10:49:43  <chillcore> music volume perhaps ?
10:49:50  <Alberth> :O good point
10:50:20  <chillcore> I don't know how it functions yet ... could be just checking the point being clicked though ...
10:50:43  <Alberth> it was some make-believe indeed, iirc
10:50:55  <Alberth> but if it works..... :)
10:51:45  <chillcore> I'll have a looksie. just found a few more snippets in my code that are in the wrong patch still too
10:52:11  <Alberth> scrollbars have page magic, you may want just a single point in a range instead of an interval
10:54:01  <chillcore> an actual slider would be cool though ... not sure though if the slider itself should contain the value in it. or if the values should be visible outside of it (on a button as is now)
10:54:32  <chillcore> Also had a quick look at your doings ... seems a bit complicated with all that magic gathereing of guis in one
10:54:44  <chillcore> that is what makes worldgen so compliated IMHO
10:55:00  <Alberth> yeah, I was thinking how to untangle that mess iirc
10:55:09  <Alberth> a class for each page or so
10:55:49  <chillcore> huhu seems like the esiest way ... now there is the gui for new game and the one for scenario editor just describes the differences between them?
10:56:10  <chillcore> just a hint ignore scenario editor untill you understand new game
10:56:21  <chillcore> makes it a whole lot easier
10:56:45  <Alberth> no worries, I was not going to mess in the scenario world soon :)
10:56:45  <Eddi|zuHause> i think new game and scenario editor warrant much different gui setups
10:56:56  <chillcore> I agree eddi
10:57:48  <Eddi|zuHause> PS: what i always missed in scenario editor was to run the individual map generation steps individually
10:57:51  <Alberth> the entire scenarios are kind of dead until we fix the file format :(
10:58:06  <Eddi|zuHause> like generate hills, generate towns, generate industries, ...
10:58:13  <chillcore> there should be 4 guis ... new game, scenario and then for both ... original and 'whatsitcalled' again terraingenerotor
10:58:22  <chillcore> try my patch eddi?
10:58:45  <Eddi|zuHause> probably not.
10:58:52  <chillcore> terrain is a seperate step ... but if you have still eg. rivers enabled it takes a bit
10:59:18  <chillcore> not showing them all at once though ... ;)
10:59:26  <Eddi|zuHause> generate rivers should also be one of those individual steps
10:59:30  <chillcore> yes
10:59:52  <chillcore> but  did not get that far yet
11:00:04  <chillcore> for  now smootness is functional as seperate process
11:00:10  <Alberth> I wonder why you want that in the SE, it sounds like manual "new game"
11:00:25  <Eddi|zuHause> Alberth: you can make adjustments inbetween
11:00:30  <chillcore> once that is done properly I can move the rest too
11:00:37  <Eddi|zuHause> Alberth: or save, try with some settings, see it not working well, reload.
11:00:55  <Alberth> yeah, undo last generation would be spiffy
11:01:00  <chillcore> albert new game is just play ... scenario is tweak like crazy (or skip steps you never change anyways)
11:01:36  <Alberth> sure, but "tweak like crazy" sort of makes "generate some random setup" sort of useless
11:01:49  <chillcore> yes and no ...
11:02:03  <Eddi|zuHause> Alberth: one of the problems is that in scenario editor you cannot actually reproduce the later stages of a "new game"
11:02:08  <chillcore> perhaps yo want rondom terrai but manual placements of indstries and stuffs
11:02:09  <Alberth> ie you may have to fix practically all generated things afterwards
11:02:21  <chillcore> how so?
11:02:57  <Eddi|zuHause> Alberth: like, if you placed manual towns, you cannot run "random industries" [with the appropriate density options], only this not-very-well controlled "create many industries"
11:03:06  <Eddi|zuHause> or... trees
11:03:07  <Alberth> say you generate towns, but you don't like the positions, so you have to 'move' the towns afterwards
11:03:18  <chillcore> with my patch: you tweak terrain like crazy untill happy, then the next step you generate the rest, and yes terrain gets re-generated in the process but result remains
11:03:48  <Alberth> Eddi|zuHause: true, you need more fine-grained control on the generation process
11:03:52  <Eddi|zuHause> Alberth: but all that is for the player to decide. the scenario editor should support that with options
11:04:35  <chillcore> I see ... generating towns during setup of terrain makes no sense really ... untill you are happy with terrain everything gets destroyed anyways
11:04:36  <Eddi|zuHause> Alberth: and the options should not only consist of "create random set without parameters to tweak, or place everything individually"
11:04:55  <Alberth> Eddi|zuHause: no argument from me :)
11:05:02  <Alberth> I fully agree :)
11:05:05  <chillcore> ^^^ in scneario editor that is
11:05:35  <chillcore> CTRL new game is everything random ... not planning to change that in any way
11:05:47  <jogi> Thank you for your time, I'm off to lunch
11:05:57  <Alberth> bye jogi
11:05:58  <jogi> bye
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11:06:37  <Alberth> in newgame, you still have options, and that's good
11:06:41  <chillcore> however ... I do plan to add a button to generate random settings ...
11:06:48  <chillcore> true and you should have
11:06:53  <Alberth> the main problem in worldgen is weird order of steps
11:07:01  <chillcore> indeed
11:07:15  <Eddi|zuHause> things like town name set should be in world generation settings
11:07:43  <Alberth> and long turn-around time to generate a nice looking map
11:08:23  <chillcore> should it Eddi? that is changing newgrf settings ingame practically and opens the can of worms again
11:08:50  <Alberth> newgrf settings should be in the steps too, imho
11:09:11  <Alberth> ie before you generate towns/industries/etc :)
11:09:22  <chillcore> ok ... then I will have to use a lot of _game_mode magics
11:09:34  <chillcore> that or scenario editor should be loosened up
11:10:02  <chillcore> hmm ... something to ponder about
11:10:21  <chillcore> I know Rubi does not like that much
11:10:34  <chillcore> I had some of that magic in tgp.cpp
11:10:39  <chillcore> he removed it all
11:10:55  <chillcore> ^^^ MHL patch
11:11:07  <Eddi|zuHause> well, a new scenario editor could be designed towards the new scenario [heightmap] format
11:11:42  <Alberth> calculation code should not be mixed with control flow code if possible
11:11:56  <chillcore> huhu ...
11:12:06  <Eddi|zuHause> chillcore: i don't see any harm in changing the town name generator when to towns exist.
11:12:23  <Eddi|zuHause> s/to/no
11:12:26  <Eddi|zuHause> /
11:12:39  <chillcore> there is plety of room for improvments: alberth
11:12:56  <Alberth> problem is that it's a newgrf Eddi|zuHause, so you can have all the side effects of newgrf changes
11:13:01  <chillcore> Eddi: and what do you when you have industries named after them alreaydy?
11:13:15  <Alberth> can't have industries without town :p
11:13:19  <Eddi|zuHause> chillcore: cannot have industries without town
11:13:22  <chillcore> or when you edit an existing savegame?
11:13:34  <Eddi|zuHause> then changing town name is forbidden
11:13:52  <chillcore> how does the game know that this is not a new scenario you are creating?
11:13:54  <Alberth> chillcore: that's what the new format fixes
11:14:01  <chillcore> ok
11:14:02  <Eddi|zuHause> Alberth: adding a town name newgrf and selecting the town name generator are two different steps
11:14:13  <Alberth> fair enough
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11:15:07  <chillcore> hmm ... lots of things happening ... you could be right eddi not going to argue untill I see things happening ;)
11:15:12  <Alberth> chillcore: the new scenario file format basically specifies how to generate a scenario from scratch, instead of saving it as a save game http://wiki.openttd.org/Terkhen/Scenario_format
11:15:18  <Eddi|zuHause> also, town name newgrfs should work separate from all other newgrfs
11:15:43  <Alberth> so you don't edit a save game, you edit the generation specification
11:15:57  <chillcore> ah like that
11:16:23  <Eddi|zuHause> with the new format you might lose some precision, like which house goes where exactly
11:17:05  <Alberth> it's more detailed specification, which is left out for now, but not impossible to add again
11:17:13  <Alberth> and there are cases where people want that
11:17:56  <Alberth> in particular, you may want to use some external script to generate such things instead of placing each house in the editor
11:18:24  <chillcore> yes ... scripts too ...
11:19:00  <Eddi|zuHause> well, "script" in this context would be a gimp-fu or something
11:20:05  <Eddi|zuHause> but we're digressing, i think :)
11:20:28  <Alberth> we are? it's still all OpenTTD :p
11:20:30  <andythenorth> huh, I turn away for 5 minutes, and people are talking about stuff :o
11:21:07  <Alberth> no vehicle groups yet :p
11:21:19  <chillcore> hehe ye it is kinda three topics in one eddi
11:21:42  <Eddi|zuHause> andythenorth: weirdm we've beent talking for like 20 minutes
11:21:56  <chillcore> gotta love spaghettios
11:23:00  <chillcore> but in all fairness the code has come a long way during the last couple of years
11:23:35  <chillcore> lees spaghetti ... still too much magic nrs though ... getting there
11:24:39  <chillcore> I'll have a quick look at that music volume slider code ... brb
11:26:51  <chillcore> 				int x = pt.x - this->GetWidget<NWidgetBase>(widget)->pos_x;
11:26:58  <chillcore> poitnreference indeed
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11:27:54  <chillcore> would introducing a real slider be hard much?
11:28:39  <Alberth> it's like a horizontal scrollbar mostly, without the page magic
11:29:02  <chillcore> why did I not think of that hehe.
11:29:27  <Alberth> just a class with some widget functions, and a drawing routine
11:29:47  <Alberth> maybe you wanted vertical sliders :p
11:30:16  <Alberth> shouldn't be very complicated
11:30:21  <chillcore> Hmm that would make for an intersting gui
11:30:37  <Alberth> callback to the window with the new value may be tricky
11:30:40  <chillcore> labels vertically too for saving screen estate
11:31:29  <Alberth> people turning their monitor to read the labels :p
11:31:47  <Alberth> width is much less of a problem than height at current screens
11:31:56  <chillcore> true that
11:32:21  <chillcore> remind me of this game I played ... "liquidsketch"
11:32:56  <chillcore> I believe it was by Purno's brother ... pretty sweet anyways... turn ipad and water flows
11:33:12  <chillcore> except here we make trains glide down rails
11:33:34  <Alberth> wow :)
11:33:48  <Eddi|zuHause> my grandmother had a pen with the wuppertal schwebebahn that slided when you tilted the pen
11:34:14  <chillcore> hehe I had the same but with superman in it
11:34:21  <Eddi|zuHause> and that was even before wuppertal was in the world that you could reach :p
11:34:51  <chillcore> anyhoo now we disgress :P
11:35:28  <chillcore> maybe I will tackle them sliders later when a true live preview is available?
11:36:05  <chillcore> which is not something I would now how to start with at this point in time ... welp
11:36:11  <Eddi|zuHause> i think peter's true colour company colour patch had horizontal sliders for the rgb values
11:36:13  <chillcore> know*
11:36:50  <Eddi|zuHause> not sure if you mean that
11:37:13  <chillcore> got a link to that Eddi? <- I collect links at the moment.
11:37:20  <chillcore> yes pretty much that
11:39:00  <Eddi|zuHause> probably around here: http://fuzzle.org/~petern/ottd/
11:39:49  <chillcore> thank you eddi
11:41:40  <chillcore> before I forget ... Andy: about a gui for hg ... I did not know I had one (workbench) installed by default untill I entered "thg" in terminal ;)
11:41:48  <chillcore> ^^^ linux
11:42:02  <andythenorth> k ta
11:42:05  <chillcore> np
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12:04:48  <chillcore> Just thinking out loud and totally unrelated. Would it be a good idea to skip savegameversions 200 to 250? there is a bunch of patches out there (including some of mine) that have their values set to 200 to avoid having to adjust it while bumping ... so there will be a ton of savegames out there that will suddenly become valid.
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12:06:31  <chillcore> in a few 'time units' we will have to go from byte to uint anyways
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12:15:29  <Eddi|zuHause> chillcore: savegame version is not the only thing that makes a game "valid"
12:16:44  <chillcore> true but OpenTTD does not know that untill it crashes?
12:17:01  <chillcore> might just refuse to load ... never really tested
12:17:34  <Eddi|zuHause> the most common thing of changing settings will lead to "invalid chunk" errors
12:17:45  <Eddi|zuHause> it won't crash
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12:18:39  <chillcore> hmm ok ... I guess untill FS gets swamped with bugreports the subject is moot
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12:34:04  * chillcore will be back laters ... switching to windoze HDD, setting up environment to produce test binaries ... needs feedback on usability badly in order to proceed.
12:34:05  <chillcore> bb
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13:55:33  <chillcore> V453000: I am sorry but I will not be compiling a binarie for windoze. my brain advises against it. I duno what happened to sourceforge the last couple of years but the place is riddled with crapware
13:56:18  <chillcore> read: way too many buttons that make you download stuffs without knowin what you get. aka. click link think it is the download button and got something else
13:56:47  <chillcore> not that I have any of that stuffs downloaded as I moused over and looked ata the links
13:56:47  <andythenorth> it scamware mostly, no?
13:56:59  <chillcore> yeah make pc faster kinda shit
13:57:13  <chillcore> amongst others
13:57:20  <andythenorth> “Why so slow is Mac?"
13:57:31  <andythenorth> “Special software to remove viruses and malware"
13:57:35  <andythenorth> yeah, right
13:57:37  <chillcore> yes
13:57:47  <andythenorth> idiots gonna id
13:57:51  <chillcore> also the compiling page on wiki is i a pretty bad shape
13:59:20  <chillcore> mentions zlib 1.2.7 at top but is dead link then lower (in instructions) it gives the instructions for 1.2.8 ...
13:59:40  <chillcore> I needed to do some digging in a completely other sectio to get it
13:59:49  <chillcore> ^^^ on sourceforge that is
13:59:52  <chillcore> hmm
14:00:09  <Alberth> compiling is a dying art
14:00:17  <chillcore> sorry v ... maybe I could go the openttdcoop way but I feel it is a bit too soon
14:00:28  <chillcore> yeah long live linux
14:01:09  <Alberth> ask for a build at the forum?
14:01:51  <chillcore> I did alberth ... seems like everyone is busy doing other stuffs
14:01:54  <chillcore> hehe
14:02:36  <chillcore> that or I buried the request to deep in my post
14:04:11  <V453000> :)
14:06:31  <chillcore> hope you understand, I would apreciate someone messing about very much though for the defaults ... so it double stings a bit
14:09:14  <chillcore> the compiling page I mentioned being out of shape is the mingw/msys one
14:09:24  <V453000> I got enough of my things to do :P no worries
14:09:29  <chillcore> k
14:09:49  <V453000> want to get done some RAWR bridges this week
14:09:56  <chillcore> cool
14:12:33  <chillcore> maybe it is time to provide our own deps in a sane way? it'sall  GPL v2 after all?
14:12:46  <chillcore> for windoze that is
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14:13:41  <Alberth> you only need deps for development, for building a release, you have to build everything anyway
14:14:09  <Alberth> unless you have other ideas about 'deps' than source file dependencies
14:14:18  <roidal> Alberth: are you one of the openttd-dev's?
14:14:19  <chillcore> for windoze that is meant ... my prob right now is that I do not trust what I downloaded just now
14:14:39  <chillcore> *I meant
14:14:48  <Alberth> roidal: yeah, I do commit stuff every now and then
14:15:10  <roidal> k
14:15:45  <roidal> so, you know this stuff very well?! :D
14:15:57  <chillcore> that last  (of mine) sentence no sense make
14:16:09  <Alberth> roidal: not likely :p
14:16:32  <roidal> :(
14:16:47  <roidal> iam still wondering about town-growth
14:16:49  <Alberth> for some reason "have commit rights" seems to imply "knows everything" :)
14:16:54  <chillcore> that is what I meant alberth  them source zips may or may not have surprises... etc
14:17:02  <chillcore> ^^^ better
14:17:23  <roidal> Alberth: wouldn't say "knows everything" but "knows much more than me"
14:17:26  <roidal> :D
14:17:42  <Alberth> about town growth?  I doubt that :)
14:17:56  <Alberth> it's not a topic I am interested in :)
14:18:16  <Alberth> players are often much more knowledgeable in such details
14:19:15  <roidal> iam generally interested in gamce mechanics
14:19:19  <Alberth> but in general, the Game Mechanics wiki page explains how it works at code level
14:19:56  <Alberth> and then there is the actual source code itself as final and definitive source of knowledge :)
14:20:16  <Alberth> (some every revision X :p )
14:20:37  <Alberth> but sure, ask away, maybe someone in the channel knows the answer
14:20:57  <Alberth> s/some//
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14:21:25  <roidal> yes, was reading the wiki, and it writes about "stations within town influence",
14:22:01  <roidal> now i try to figure out how far town influence goes
14:22:24  <Alberth> right :)
14:23:19  <roidal> is it written in C oder C++
14:23:21  <roidal> ?
14:23:23  <chillcore> good question ... need digging in the source for that I am afraid
14:23:47  <chillcore> both roidal but movement is towards c++ completely
14:24:36  <roidal> don't like C++ :D
14:24:38  <chillcore> also since c is valid c++ ... it is c++ ;)
14:25:27  <roidal> :D
14:26:27  <Alberth> random guess is, the station tile with the label is the location of the station. If that tile has an authority (query the tile with the "?" button), the station is part of town influence
14:26:35  <Alberth> but again, this is a random guess
14:27:28  <Alberth> /me fails to see the fascination with town growth in a tycoon game
14:29:09  <Alberth> it's not anywhere near modern c++ such as c++11
14:29:14  <chillcore> it just gives an extra goal alberth ... make town grow by transporting stuffs to it
14:29:15  <michi_cc> chillcore: What's wrong with the openttd-useful.zip we provide? Except for the special case of cross-compiling to windows, using MSVC is mostly a lot easier.
14:29:34  <chillcore> I see town as industry made of houses?
14:30:08  <chillcore> ooh did not think of that one ... thanks michi_cc
14:30:11  <roidal> Alberth: its only because iam wondering that i have a city with no growth even if i deliver goods
14:30:22  <Alberth> true, that's how Busy Bee uses towns, but those town goal scripts concentrate on towns only, I think
14:30:51  <roidal> and the game mechanics wiki says that in this case there should be growth :)
14:31:12  <efess> roidal - I think you need to move passengers to stimulate growth
14:31:23  <roidal> chillcore | it just gives an extra goal alberth ... make town grow by transporting stuffs to it <- and thats another point
14:31:32  <roidal> like to choose cities and make them very big :D
14:32:01  <chillcore> I do prefer just the terminal and modyfying files manually. Also the exe is not produced in bin? so extra steps are needed to provide binaries opening door to mistakes. michi_cc
14:32:13  <Alberth> http://www.tt-forums.net/viewtopic.php?p=1142107#p1142107  <-- first answer by pikkabird may be a cause perhaps, but you'll have to check the source if the claim is true
14:32:15  <chillcore> last time I used it anyays
14:32:15  <roidal> efess: i have another city only delivering goods, but this one is growing...so...
14:32:43  <Alberth> s/if/whether/
14:34:18  <Alberth> if it is true, I can even see that it should be considered to be a bug
14:34:37  <Alberth> although it's also 'realistic' :p
14:34:44  <chillcore> moehahahaha
14:35:11  <roidal> :P
14:35:19  <Rubidium> Alberth: then we should really start using mercurial because then everyone knows everything and we don't need to answer such questions anymore ;)
14:35:55  <Alberth> just stop advertising svn as the master repository :)
14:35:59  <chillcore> roidal there is more then just delivering goods that influences towns growth or not grow
14:36:15  <chillcore> +th
14:36:29  <chillcore> or shrinkage for that matter
14:36:56  <chillcore> fraquency of vehicles visiting stations is one of them
14:37:08  <chillcore> road works too
14:37:11  <chillcore> etc etc etc
14:37:53  <Alberth> good point, growth does some random walk, which may fail
14:38:46  <Alberth> playing sub-tropical roidal?  then you need to work for getting growth :)
14:40:13  <roidal> temperate
14:40:40  <roidal> and luky for me the game shows the town-groth-rate in the city-overview window
14:41:29  <roidal> and i see in cities where the station is very near to the center that the growth-rate increase very short after unloading some cargo
14:42:46  <roidal> and at one city, where there was too less place for the station beside the center, there i deliver cargo without affecting the growth-rate, even if the station is still within the influence area
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14:46:19  <roidal> but i see you guys are bored from my questions :D
14:47:12  <chillcore> UpdateTownRadius() in town_cmd.cpp
14:47:31  <roidal> oh, cool, thanks!
14:47:33  <chillcore> not at all roidal see I consider myself to kow a bit due to making my patchpack
14:47:45  <roidal> patchpack?
14:47:50  <chillcore> still had to search and that may not be the only function
14:48:01  <chillcore> lol ... it is old  ... r22555
14:48:23  <chillcore> try grasping vanilla first maybe?
14:48:26  <roidal> but, know i was able to build a station a little bit more near of the center
14:48:29  <Eddi|zuHause> that sounds like a chill's patchpack revision
14:48:35  <roidal> and now it affects the growth :)
14:48:39  <chillcore> indeedeleedom eddi
14:48:54  <Eddi|zuHause> not sure if you've heard of that one :p
14:49:06  <chillcore> it's a first ...
14:49:32  <chillcore> cool though have a revision dedicated to me ...
14:49:55  <chillcore> and not so much cause I got stuck there ... which may be for the better in the long run :P
14:50:35  <chillcore> it was fun while it lasted but toomuch bandage in the end
14:50:43  <chillcore> *duct tape
14:51:10  <Eddi|zuHause> you could just make a new one :p
14:51:36  <chillcore> I could ... but I figured it benefits openttd moe me doing single patches
14:51:58  <chillcore> also peeps stopped trying single pacthes and I was holding peeps back from making their own
14:52:03  <chillcore> which is sad in itself
14:52:30  <chillcore> maybe I will someday ...
14:52:49  <chillcore> tbh it was more work then a normal day job ... my choice offcourse
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14:53:35  <chillcore> I even dreamt code at some point ... waking up and thinking I need to write this down so I remember this tomorrow
14:53:41  <Alberth> and you learned a lot :)
14:53:44  <Eddi|zuHause> https://pbs.twimg.com/media/BaLjOiSCIAAKl58.png <-- i'm assuming there's some pronunciation thing going on here?
14:53:58  <chillcore> I can not describe how much Alberth
14:54:23  <chillcore> thanks again to all of you ;)
14:56:34  <Alberth> and I do write things down in the middle of the night, to prevent it from circling in my head for hours :)
14:59:23  <roidal> O.o