Config
Log for #openttd on 23rd June 2015:
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10:34:55  <supermop> yo
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11:05:20  <V453000> sup
11:10:40  <supermop> just ate some pho
11:10:56  <__ln__> pho..ne?
11:15:49  <supermop> pho ga
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11:48:34  <supermop> someone want  to play cooperatively?
11:49:43  <Pokka> never!
11:49:47  *** Pokka is now known as Pikka
11:50:40  <supermop> someone want to play acrimoniously?
11:53:23  <andythenorth> bonjour
11:53:26  <planetmaker> now I need a dictionary
11:53:28  <planetmaker> bonjour
11:53:34  <Pikka> bonsoir
11:54:07  <planetmaker> never, supermop ! ;)
11:54:10  <Pikka> andythenorth, turns out that recolour masks aren't that hard. but still look a bit ugly :)
11:54:40  * andythenorth suppresses flippant answers to that :P
11:54:44  <andythenorth> too ugly to ship
11:54:45  <andythenorth> ?
11:54:51  <Pikka> well
11:54:56  <Pikka> fairly necessary for the base set
11:55:03  <supermop> little shunter thing looked good Pikka
11:55:11  <Pikka> too ugly to stop doing seperate sprites for each livery in my newgrfs, I think. :)
11:56:11  <Pikka> it's had a few refinements since then, un-cc'd the headlight, made the mask a bit lighter. It's looking good enough (tm).
11:56:17  <andythenorth> \o/
11:56:37  <Pikka> not sure what to do with the steamers
11:56:54  <Pikka> not sure if there's a better option than unmoving connecting rods
11:59:58  <supermop> base set cannot be animated?
12:00:09  <supermop> sounds like that should be fixed
12:00:42  <Pikka> I'm not sure if it can. I suppose I could try.
12:01:37  <Pikka> Base sets can't do anything that would potentially desync, but I don't know if OpenTTD does any checking on them to limit what you can do, planetmaker?
12:02:32  <Pikka> "This file can also contain some other NewGRF actions, as long as they are static and do not change game properties (1, 5, 6, 7, 8, 9, A, C, 10, 12, possibly some static features from 0 and 2)." is what the OpenTTD wiki says.
12:03:15  <supermop> patch the game so default trains are animated?
12:04:52  <Pikka> if you can do anything that doesn't change vehicle speeds/stats/etc, there's a *lot* you could add to a base set... any cosmetic vehicle change, different train end cars, gear up and down sprites for planes, etc.
12:05:09  <planetmaker> Pikka, I'm not entirely sure if there's a hard limit as in what they can actually do in their 'extra' grf
12:05:32  <planetmaker> i.e. I'm not sure whether it's enforced... in case of doubt it should. Except for water :D
12:05:46  <supermop> the TTD extra sprites could just reuse the same sprites for each frame?
12:06:05  <Pikka> are you talking about "patch the game so default trains are animated?"? So not happening. :P
12:07:03  <planetmaker> Pikka, using proper action2 etc for vehicles in the extra grf would definitely break in some way. At least other NewGRFs
12:07:17  <Pikka> fair enough
12:07:23  <Pikka> static wheels it is :)
12:07:24  *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds]
12:07:48  <planetmaker> Not sure whether you would simply define new vehicles (as a normal NewGRF does) or rewrite the default ones
12:08:24  <Pikka> I'm not sure "rewriting the default ones" is even possible any more.
12:08:29  <planetmaker> Pikka, that problem is actually why OpenGFX+ NewGRFs do exist - so that the base set can remain compatible to all newgrfs
12:08:36  <Pikka> yeah
12:09:02  <Pikka> okay, Pineapple Base+ newgrfs for animated wheels. Or just Pineapple Trains. :P
12:09:19  <planetmaker> I tried to put as much in OpenGFX itself... but yeah, vehicles and industries and airports - even their ground awareness - not possible :(
12:09:26  <planetmaker> :)
12:11:57  <supermop> why couldn't the game be patched to add trams to default vehicles?
12:12:13  <andythenorth> because it’s not TTD
12:12:18  <supermop> not saying it should be
12:12:24  <supermop> but just wondering
12:12:27  <andythenorth> the game has to stay true to TTD
12:12:28  <Pikka> it probably could, someone would need to make some default trams though :)
12:12:35  <andythenorth> there are no trams in TTD
12:12:44  <andythenorth> also, there might be newgrfs which depend on the absence of trams
12:12:54  <andythenorth> they might be broken by the introduction of trams
12:12:57  <andythenorth> it’s a change of API
12:13:03  <Pikka> there are no supercolossal airports in TTD either
12:13:15  <andythenorth> but there are in TTDPatch
12:13:19  <andythenorth> which is the same thing
12:13:25  <andythenorth> TTDPatch does not have default trams
12:14:29  * andythenorth _might_ have had too much coffee
12:14:33  <Pikka> maybe
12:14:43  <Pikka> I don't see how a newgrf could rely on an absence of trams ;)
12:15:01  <Pikka> it can't prevent other grfs from adding trams, apart from anything else
12:15:14  <andythenorth> engine pool remains a bug, remember?
12:15:20  * andythenorth is not being helpful
12:15:24  <andythenorth> I would put andythenorth on /ignore tbh
12:16:54  * andythenorth changes andythenorth into a better person
12:17:21  <planetmaker> supermop, yes and no. Generally NewGRFs rely on the fact that they can disable the default vehicles. If we add more default vehicles, we'd implicitly break all those
12:17:48  <Pikka> that's true...
12:17:53  <planetmaker> Similarily they can rely on a default vehicle having those specific stats and just change a part of them. Thus changing stats would break those
12:18:04  <andythenorth> also we should remove trams so we can do roadtypes
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12:19:09  <supermop> well thats the thing that's odd to me - the game doesn't really have a good built in concept of roadtypes, but sort-of has tramway built in
12:19:14  * andythenorth goes back to making up truck names
12:19:16  <supermop> albeit without the trams
12:19:41  <supermop> seems like either tramways should be removed from base sets, or trams added to them
12:19:42  <planetmaker> I still do have the idea of a set of default NewGRFs, each aimed for a specific feature (like trams, RV, trains, industries, airports, tracks, objects) which would ship with the game. And which would de-activate (by default) when the user loads another NewGRF touching their realm
12:19:51  <andythenorth> +1
12:20:36  <supermop> if the + newgrfs can be added by default (and on servers by extension) that would be neat
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12:34:00  <supermop> need to write some kind of about page for myself
12:34:13  <supermop> looking for a way to put off doing that
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12:53:04  <argoneus> oh planetmaker
12:53:04  <argoneus> :D
12:53:30  <planetmaker> I knew I knew that nick :P
13:02:42  <V453000> wat iz happening
13:03:20  <andythenorth> catz
13:03:31  <V453000> yetiz
13:03:38  <andythenorth> slugz
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13:20:29  <supermop> later
13:21:17  <argoneus> I just noticed
13:21:24  <argoneus> I accidentally had my private key in authorized_keys on a vps
13:21:28  <argoneus> jesus christ
13:21:37  <argoneus> time to generate a new one
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13:31:37  <planetmaker> hehe
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13:32:02  <SpComb> the private key isn't even a single line :P
13:32:37  <SpComb> but using `scp .ssh/id_rsa foo.bar:.ssh/authorized_keys` to deploy your ssh keys is indeed a very bad idea :P
13:32:59  <SpComb> although, as long as your private key is encrypted, it's not toooooo bad
13:33:11  <SpComb> and it is passphrase-protected with you using ssh-agent, right? :)
13:34:27  <planetmaker> :D
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13:35:15  <planetmaker> SpComb, but why not scp the key such way (except that one should not overwrite the authorized keys file but amend)?
13:35:27  <SpComb> 'cause there's ssh-copy-id
13:35:46  <SpComb> and it's way too easy to typo .ssh/id_rsa vs .ssh/id_rsa.pub if using tab-completion
13:36:35  <planetmaker> true
13:58:48  <argoneus> nginx is pretty cool :O
13:58:54  <argoneus> making custom configs is pretty graceful
13:59:00  <argoneus> like serving a specific file to be text
13:59:02  <argoneus> http://argoneus.com/authorized_keys
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14:28:30  * Sacro starts factorising argoneus' keys
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14:49:07  <argoneus> Sacro: it's only 2048bits
14:49:11  <argoneus> you might be done before you die
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15:00:17  <Alberth> hi hi
15:02:26  <planetmaker> o/
15:05:27  <Sacro> argoneus: 2048 secure bits?
15:05:34  <argoneus> what's a secure bit
15:09:23  <Sacro> If I told you it wouldn't be secure
15:12:14  <Alberth> you know that security by obscurity doesn't work, right?
15:13:03  <argoneus> Alberth: what is your opinion on changing the ssh port
15:13:10  <argoneus> it stops a lot of bots, doesn't it?
15:13:22  <argoneus> who portscan random ips
15:14:40  <Alberth> it stops bots?
15:15:17  <Alberth> they'd just scan anyway, wouldn't they?
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16:28:02  * andythenorth builds an 8-tile Alcohol pipeline
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16:54:13  <planetmaker> argoneus, different ssh port doesn't stop much
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17:10:37  <andythenorth> quak
17:11:28  <frosch123> moin
17:12:02  <planetmaker> moin :)
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17:19:14  <andythenorth> finally
17:19:17  <andythenorth> a new industry set
17:19:21  <andythenorth> maybe this won’t be rubbish
17:28:16  <V453000> onwards to yeti 0.2.0 too :P
17:28:19  <V453000> moar stuf
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17:38:24  <Alberth> hi andy, V, planetmak3r, and fr0sch
17:38:42  <Alberth> at least you can blame someone else if it's rubbish :)
17:44:55  <andythenorth> nice highlight avoidance :P
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17:47:22  <frosch123> leaving is also a type of highlight avoidance :p
17:48:42  <Alberth> :)
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18:04:18  <Eddi|zuHause> said the guy who joined, read one line of dialog, said "oh my god" and turned around immediately :p
18:04:46  <frosch123> i think it was an excellent choice
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18:13:49  <Wolf01> hi o/
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18:16:36  <Alberth> hi hi
18:25:38  <V453000> :)
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21:00:48  <luaduck> Just checking, are plane crashes default on or off?
21:07:16  <Rejf> luaduck: "on" and crash occurence is set to "normal"
21:07:52  <luaduck> huh, interesting
21:07:56  <luaduck> our server was set to off
21:08:00  <luaduck> must have been another op
21:08:18  <Taede> check gamelogs for rcon?
21:08:28  <Taede> if you're bothered enough that is
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22:05:34  <Wolf01> 'night
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