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Log for #openttd on 31st March 2016:
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00:29:36  <Compu> how do i change the soundfont openttd uses for midis in ubuntu? im using timidity afaik and i have a really nice soundfont i wanna use
00:32:46  <Compu> https://www.dropbox.com/s/4b9f7my244u4gtu/Van%20Halen%20-%20Jump.mid?dl=0 soundgasms
00:32:49  <Compu> oops
00:32:53  <Compu> wrong chat, sorry
01:03:44  <Sylf> It's probably not openttd issue.
01:04:15  <Sylf> See if you can configure timidity to use particular sound font, like in /etc/timidity/timidity.cfg
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03:09:53  <Sylf> yup, timidity soundfont works great after editing that cfg
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07:11:27  <Eddi|zuHause> i'm pretty sure i answered that a few days ago already
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08:15:29  <Wolf01> o/
08:18:34  <Eddi|zuHause> http://blog.dustinkirkland.com/2016/03/ubuntu-on-windows.html so does this mean we can now run wine on windows? :p
08:22:09  <degasus> Eddi|zuHause: wine 1.0 was the first one able to run in cygwin ;)
08:22:48  <Eddi|zuHause> but this is without cygwin. just natively running linux binaries
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08:26:06  <Wolf01> plot twist: win 10 is ubuntu with a custom wine version and a theme
08:27:27  <Eddi|zuHause> well, this seems to be "just" console so far, i wonder if you can also run X and stuff
08:27:35  <Wolf01> btw, I really hope it will support all the base shell commands
08:30:14  <Wolf01> "But there are some imperfections still, especially around tty's" and "screen" doesn't work... just the main 2 things I use
08:31:18  <Wolf01> and I suspect the problem are with colorcodes in strings because the standard console doesn't support them
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11:28:06  <Eddi|zuHause> i think we're now back in the "embrace" phase. we all know how that goes on...
11:30:33  <Wolf01> heh, MS already owns a lot of technologies used on linux, I don't think that it will take long time
11:31:56  <Wolf01> and I just tried my app on the real device, it still hasn't catch fire, I'm expecting it to work well
11:32:32  <Wolf01> also I'll need to buy a developer license...
11:35:28  <Wolf01> mmmh, only 
11:45:13  <Wolf01> bye
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12:34:01  <Eddi|zuHause> https://www.youtube.com/watch?v=HMQkV5cTuoY
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13:49:33  <uij2> so i was replacing my trains with train X and then train X got discontinued now i'm trying to replace my trains with another model but it won't let me http://i.imgur.com/sLiOS2J.jpg
13:55:00  <planetmaker> uij2, there's a minimum cash limit which you must have before replacement can take place. Though honestly it looks like you should have enough
13:57:10  <uij2> it's not that they are not being replaced it just doesn't allow me to click to start replacing "Start Replacing Vehicles" is disabled
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14:29:52  <uij2> okay i found the problem. i was also replacing the new model with the discontinued model
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15:42:15  <_johannes> Alberth: I printed the estimates, however, somehow, they were all 0
15:44:27  <Alberth> definitely not too high thus :D
15:45:27  <Alberth> but degrading to Dijkstra algorithm isn't helping much in performance :p
15:45:54  <_johannes> having 0 as an estimate sounds wrong?
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15:46:49  <Samu> supermop: http://www.tt-forums.net/viewtopic.php?f=33&t=74668&p=1166186#p1166186
15:46:59  <supermop> yeah i saw
15:47:01  <Samu> I created a topic to consolidate all the info
15:47:04  <Samu> ok then
15:47:11  <Samu> I just updated it right now
15:47:14  <Nathan1852> What is the best wayto build a 'museum'?
15:47:25  <supermop> hire renzo piano
15:48:03  <Samu> how are the sprites going? :o
15:48:20  <Samu> or if you could help me do something about it, what shall I do?
15:49:42  <Alberth> _johannes: it means expansion in any direction is equally good, so it expands in all directions, instead of towards the end-goal only
15:50:52  <_johannes> I thought the estimate is the geometrical or manhattan distance or something like this
15:50:58  <_johannes> and that once can not be 0
15:53:51  <_johannes> s/once/one
15:56:53  <_johannes> Alberth: wait, maybe I did that one wrong ;)
16:03:46  <Alberth> if you used non-zero estimates, then something must be wrong indeed :)
16:04:16  <_johannes> ok Alberth I looked up wrong: the estimate is increasing until (and including) it reaches 81 from 87
16:04:31  <_johannes> but then, when it reaches 82 from 81, the estimate is lower
16:05:04  <Alberth> the sum is the important number :)
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16:08:02  <_johannes> Alberth: sum = cost + estimate ?
16:08:57  <_johannes> in the code, there is "n.m_estimate = n.m_cost + d;"
16:09:05  <_johannes> which variable do you mean there?
16:09:12  <supermop> i haven't started yet, as still working this week on a hardware project, but my plan for this  weekend is pretty simple:
16:09:44  <supermop> cut the existing sloped rivers in half and paste them back together
16:11:29  <Alberth> _johannes:  cost + estimate, smallest sum is most promising to expand further
16:12:03  <_johannes> Alberth: so you'd like n.m_estimate + n.m_cost ?
16:12:18  <supermop> if i have time, add some rocks
16:12:22  <_johannes> which means 2 * n.m_cost + d ?
16:12:48  <Alberth> I don't know what m_cost or d is
16:13:21  <Alberth> cost = cost of path from start to where you are    estimate = guess of cost you must make to reach end
16:13:45  <Alberth> where estimate <= real cost of that path
16:13:59  <Alberth> +remaining
16:15:14  <Alberth> to be clear:   where estimate <= real cost of that remaining path
16:16:20  <_johannes> Alberth: I get what you mean, but why do they say "n.m_estimate = n.m_cost + d" ?
16:16:37  <_johannes> it looks like what you call estimate is d here ?
16:18:59  <Alberth> sounds possible, you never need the estimate anymore after computing it, only the real cost and the sum, perhaps it re-uses the estimate variable
16:23:39  <Samu> alright, supermop, thanks. If you have any question or doubt, and you can't find me here, post in the topic, I'll be looking at it.
16:24:47  <_johannes> Alberth: if that's the case, then for the sum that you asked for, it's like I said:
16:24:52  <_johannes> it is increasing until (and including) it reaches 81 from 87
16:24:59  <_johannes> but then, when it reaches 82 from 81, the sum is lower
16:26:13  <Alberth> so it shouldn't expand 87
16:26:26  <_johannes> it should
16:26:32  <_johannes> that's what I meant by including
16:26:41  <_johannes> from 81 to 87, it's still increasing
16:26:51  <_johannes> err from 87 to 81
16:27:04  <_johannes> but from 82 to 81, the sum is lower
16:27:04  <Alberth> ah, 81 -> 82, the sum decreases
16:27:14  <Alberth> that should not happen
16:27:52  <_johannes> so I conclude that 81 only got visible to 82 after 87 had been expanded
16:29:03  <Alberth> 87 lower than 82 ?
16:29:32  <Alberth> or equal
16:30:39  <_johannes> what do you mean by "82"? It's the start node, I can not see it getting expanded
16:32:38  <_johannes> oh oh also, there's a bug in the image I have drawn, the node 81 does not get discovered in the beginning, 82->85 is the first
16:33:46  <Alberth> discovery isn't very important. You normally unfold all direct neighbours of a node, doesn't matter in which order
16:34:18  <_johannes> maybe, for the start nodes, only the non-turnaround-neighbours are discovered?
16:34:40  <_johannes> that would explain why it does not see 81 yet in the beginning
16:34:52  <Alberth> if 82 is the start, you'd unfold all direct neighbours of 82, then pick lowest sum of those, unfold its neighbours, ...
16:35:25  <_johannes> ok, but it did not pick 81, which had the lowest sum
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16:36:44  <_johannes> If I look at PfSetStartupNodes() , it looks very much like it ignores neighbours behind the train
16:36:50  <Alberth> if it's not reachable from 82, that's fine, but then you cannot use it as short cut either
16:37:51  <_johannes> the train can not reach it in the beginning without a turnaround
16:38:28  <_johannes> hmm maybe I need to think more about it
16:39:13  <Alberth> all paths are either there, or they are not there
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16:39:45  <Alberth> if you don't do that consistently, I'd expect problems
16:40:07  <_johannes> well, I have not changed anything about yapf :P
16:40:27  <supermop> oh man zaha died this morning
16:41:11  <Alberth> _johannes: doesn't mean much, it's a complicated piece of software, it wouldn't be the first bug in it :)
16:43:02  <Eddi|zuHause> who or what is a zaha?
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16:44:05  <Alberth> dead man
16:44:27  <supermop> hadid
16:45:31  <supermop> she was a major inspiration to me to go into architecture when i was in high school, though my design thinking grew away from hers in university and subsequent years
16:45:47  <supermop> she still remains an important motivation
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17:04:48  <Eddi|zuHause> doesn't sound like a person i would have come across befor
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17:08:29  <supermop> i guess not. most famous female architect, but architects in general aren't that well known among people who don't care about architecture
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17:21:40  <Eddi|zuHause> if you'd point a gun at me and tell me to name an architect, i'd maybe say "Hundertwasser"
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17:45:46  <DorpsGek> TrueBrain: Commit by translators :: r27529 /trunk/src/lang (4 files in 2 dirs) (2016-03-31 19:45:35 +0200 )
17:45:47  <DorpsGek> TrueBrain: -Update from Eints:
17:45:48  <DorpsGek> TrueBrain: scottish gaelic: 3 changes by GunChleoc
17:45:49  <DorpsGek> TrueBrain: frisian: 6 changes by BAJansen
17:45:50  <DorpsGek> TrueBrain: spanish: 13 changes by SilverSurferZzZ
17:45:51  <DorpsGek> TrueBrain: (...)
17:48:26  <andythenorth> o/
17:48:38  <andythenorth> but is it release? o_O
17:48:54  <Alberth> o/
17:49:33  <Eddi|zuHause> it's not 1.4. yet
17:52:07  <Samu_> glx
17:53:22  <Samu_> i tested dpi at 125% with that change in the visual studio file https://bugs.openttd.org/task/6366?project=1&pagenum=3
17:53:49  <Samu_> but I only got 1 monitor, I don't know what would happen on multiple monitors
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18:09:00  <supermop> planetmaker: did you make the current ogfx river and rocks sprites?
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18:11:16  <Eddi|zuHause> i think that is unlikely
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18:18:41  <supermop> have a few minutes to hack at pixels over lunch and was hoping wouldnt ned to dig through the whole ogfx sources
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18:21:59  <Hewimp> Anyone found Train Bridge mod where can overpass anoter bridge ?
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18:25:33  <Hewimp> ?
18:26:03  <Hewimp> anyone not afk ?
18:26:17  <Alberth> I don't think it exists
18:26:52  <Alberth> and yeah , people are not always watching random persons entering the channel demanding an answer in 5 minutes
18:27:01  <Hewimp> bummer would think over pass be god idea
18:27:13  <Hewimp> good
18:27:22  <Hewimp> thanks
18:27:23  <Alberth> irc is a slow medium, expect to wait an hour or so
18:27:27  <Alberth> yw :)
18:27:51  <Alberth> you'd need to change the source code afaik
18:27:53  <Hewimp> anyone do mods  ?
18:27:57  * andythenorth is doing FIRS 2 credits
18:28:08  <andythenorth> and apologising pre-emptively for anyone I missed :o
18:28:14  <andythenorth> sorry!
18:28:30  <Hewimp> Testing mods
18:28:47  <Alberth> thus defeating doing credits completely :p
18:29:00  <andythenorth> there is that yes
18:29:03  <Alberth> Hewimp: "mods" has no real meaning in OpenTTD
18:29:09  <Hewimp> found few bugs no idea who to tell :)
18:29:49  <Samu_> I am messing with the difficulty.max_no_competitors in the source code and put 15 there, instead of 14
18:30:00  <Samu_> tested it and.... it werks!
18:30:29  <Alberth> Hewimp: without indication where you found them, no way to point directions
18:31:04  <Samu_> the part that works is: game will always attempt to use all 15 company slots for AIs
18:31:05  <Hewimp> Download them all new to this
18:31:23  <Hewimp> just checking out what they do or break
18:31:44  <Hewimp> some defently add to the game
18:31:47  <Samu_> the part that breaks: AI/Game Script Settings window from main menu
18:32:06  <Hewimp> still no idea how to add them without making a new game every time
18:32:09  <Samu_> max no of competitors there is still only 14
18:32:33  <Samu_> it shows 15, if i configure it on the openttd.cfg first
18:32:45  <Alberth> Hewimp: a better strategy is to find nice ones, and use those, there is a lot of old stuff there
18:33:21  <Alberth> Hewimp: adding newgrfs voids warranty of sane results, restarting is the only safe way
18:33:35  <Hewimp> their great thanks to all that worked on them :)
18:33:54  <Hewimp> have to expect few flaws
18:34:38  <Hewimp> i see
18:35:10  <Hewimp> thanks to hlp got my map to hight map but can you make that a senero again ?
18:35:14  <Hewimp> Help
18:35:54  <Hewimp> so got my base map i drew :)
18:36:38  <Hewimp> still not shure how change the production without senerio.
18:36:44  <Alberth> you can only restart making a scenario from the height map, but that's not really want you'd want, in general
18:37:02  <Hewimp> i liked the map i drew :)
18:37:04  <Alberth> change production?
18:37:43  <Hewimp> Melium falcon map
18:38:54  <Alberth> don't know what that means either
18:39:15  <Hewimp> i bad speller
18:39:25  <Hewimp> Star wars Melium falcon
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18:40:38  <Hewimp> Millenium ?
18:41:02  <Hewimp> star ship :)
18:43:05  <Hewimp> so i can load a hight map why would taht be bad ?
18:43:10  <Alberth> yeah, so how is that related to production change?
18:43:20  <Hewimp> That Grr
18:43:37  <Hewimp> the starting stuff always statrs low
18:43:50  <Hewimp> to ittle to move
18:44:04  <Hewimp> if had one that change it to max would be much better
18:44:35  <Alberth> play with a different industry set?
18:44:59  <Alberth> has different characteristics
18:45:01  <Hewimp> dose taht change the Production ?
18:45:13  *** Samu_ [~oftc-webi@po-217-129-255-23.netvisao.pt] has quit [Quit: Page closed]
18:45:13  <Alberth> or use manual industries newgrf
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18:45:32  <Hewimp> ya we were checking some out just needed a guide where what to what we got lost :)
18:45:41  <Alberth> nidustry set tends to change production, cargos, everything
18:46:12  <Alberth> that's why I added the industry chain window :p
18:46:12  <Hewimp> tryed taht no Idea how to get it to do anything
18:46:51  <Hewimp> above my pay grade
18:47:18  <Alberth> manual industries fixates production, I think it has a parameter to also allow changing production, but it's a long time since I played withit
18:47:44  <Hewimp> ok have to play around with it see how to get it to work
18:48:18  <Hewimp> Sweet
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18:49:02  <Hewimp> sorry hit wrong button
18:50:16  <Hewimp> trying to find my map so toss on thumb drive for my son
19:02:43  <Hewimp> once we pick the Stuff we like w can try again
19:02:59  <Hewimp> had problem with him Join when we hit 4 Mb data
19:05:45  <Alberth> 2 players need about 1024x512
19:07:18  <Alberth> if your son is not too old, and you play coop with him  512x512  (normal single player) would work too
19:10:40  <andythenorth> my 6 year old seems to like toyland :(
19:10:43  <andythenorth> sad times
19:11:01  *** Hewimp [~oftc-webi@c-24-22-206-47.hsd1.wa.comcast.net] has quit [Ping timeout: 480 seconds]
19:11:18  <Alberth> hmm, chemicals transport over 4 tiles
19:12:22  <Alberth> hmm, that doesn't bring you to make new toyland industries?
19:12:35  <andythenorth> nah
19:13:11  <andythenorth> Alberth: are you hinting I need to fix proximity checks? :)
19:14:05  <Alberth> nah, just pondering whether there is any point in playing firs2 currently
19:14:43  <sim-al2> That extreme flowchart though
19:14:44  <Alberth> graphics and chains seem much improved tome
19:14:51  <supermop> andythenorth: motivation to draw brio sprites for toyland
19:15:35  <Alberth> sim-al2: you don't play "extreme" with a flowchart, you use a busy bee to tell you what to connect :)
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19:16:21  <andythenorth> what Alberth said
19:16:40  <andythenorth> which economy are you using?
19:16:53  <andythenorth> the checks do exist, they’re just incomplete, and mostly derived from ‘extreme’
19:16:55  <Alberth> tropical basic
19:17:28  <andythenorth> yeah, unlikely I’ve set those correctly :P
19:18:26  <andythenorth> I have some family stuff going on, but I’ll patch when I can
19:18:45  <andythenorth> or you can, it’s ‘just’ a python prop on the Industry object
19:19:01  <andythenorth> and there is a method for getting prop values specific to an economy
19:19:14  <Alberth>  http://devs.openttd.org/~alberth/Beedgrove_rivers_transport_1927-12-02.sav
19:19:17  <andythenorth> but it would need an nml switch adding to check economy economy
19:20:13  <Alberth> and there is an extreme short piece of road somewhere too :)
19:20:21  <Samu> The AI/Game script settings window needs some adjustings, maybe even an overhaulÂŽ
19:20:36  <Samu> I see now why you couldn't put 15 AI companies in there
19:20:40  <andythenorth> Alberth: well IRL, chemical plant is often next to copper refinery ;)
19:20:44  <andythenorth> you need PIPE grf
19:20:54  <Alberth> yep, was thinking that too :)
19:21:07  <Alberth> so maybe that's the answer :)
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19:21:35  <andythenorth> your trains won’t be going round the mountain on that map eh?
19:21:36  <andythenorth> :)
19:21:52  <Samu> i have some ideas how to improve that window
19:21:53  <Alberth> Samu: I am gussing 2 slots are actually used for something else
19:21:58  <Alberth> *guessing
19:22:27  <Alberth> but yeah, that window is less than optimal to say the least :)
19:22:31  <Samu> slot 1 is the culprit
19:22:43  <Samu> 1 and 2
19:23:08  <Samu> forcing slot 1 to always be Human is what I need to think about
19:23:48  <Alberth> you definitely want that, or you cannot log into the game to fix things as administrator
19:24:16  <Alberth> (I think, never tried that)
19:24:52  <Samu> problem is, there are 3 ways to start a game, 3 game modes or whatnot, whatever you call it
19:25:05  <Alberth> only 3?
19:25:16  <Samu> single player
19:25:32  <Samu> then dedicated multiplayer and non-dedicated multiplayer
19:26:00  <Samu> this window is fine for single player
19:26:24  <Alberth> don't think it is
19:26:28  <Samu> for non-dedicated multiplayer, the host still goes to company 1
19:26:36  <Samu> but the host can go to spectator mode
19:26:37  <Alberth> close button is always lost with me
19:26:42  <Samu> and kill company 1
19:27:09  <Samu> then the always Human slot will turn into a possible AI slot
19:28:10  <Samu> must have to improve this, as the only AI slot that can be configured starts at slot 2
19:28:20  <Samu> even if slot 1 already has no human
19:28:49  <Samu> it would start a Random AI when the game tries to create Company 1 AI
19:29:54  <Samu> finally, the 3rd game mode, the dedicated server mode, will actually start with 0 human players
19:30:10  <Samu> slot 1 can't be configured
19:30:16  <Samu> it is starting a Random AI
19:30:35  <Samu> now, about the max_no_companies setting
19:30:49  <Samu> 14 is fine for single player mode
19:30:57  <Samu> but not for the other 2 modes
19:32:07  <Samu> I can configure slots 2-15, but in a dedicated multiplayer (and assuming no human ever joins), only the 14 companies will start, and their configurations are set from range 1-14
19:32:48  <Samu> not even from range 2-15
19:32:50  <Alberth> assume humans will join, save games gets run in different modes and exchanged
19:33:36  <Alberth> people prepare maps in other setups than where they are played
19:34:14  <Alberth> administrator needs to log in to fix an emergency
19:34:39  <Alberth> MP game gets saved, and continued in SP mode
19:34:46  <Alberth> it all, and more, happens
19:35:05  <Samu> I see :( single player games can't start as spectator
19:35:38  <Alberth> you also have a huge number of existing saves that should not break
19:36:18  <Alberth> but you only add more companies, so that may not be a problem
19:37:36  <Alberth> but so far I have not heard a convincing reason why there are not currently 15 companies
19:38:26  <Alberth> the guy that implemented the current system didn't pick the current limit out of a high hat, he thought about it, and decided you couldn't want more
19:38:34  <Alberth> why?
19:39:59  <Alberth> if it was really as simple as changing a number, he would have done that too
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19:44:56  <Samu> let me save a game with 15 AIs
19:44:58  <Samu> brb
19:48:16  *** MonkeyDrone [~Monkey@84.255.150.186] has quit [Ping timeout: 480 seconds]
19:51:26  <Samu> uh oh... there's something terribly wrong when loading the savegame
19:52:41  <Samu> I entered a dedicated server with 15 AIs, as spectator, then i saved the game
19:53:02  <Samu> those 15 AIs were started via 'startai' x15 script
19:53:09  <Samu> in the scripts folder
19:53:48  <Samu> now, when i load the savegame, I am getting completely different AIs taking over. It is not taking the configuration settings that were being used on the server
19:54:45  <Samu> I, as human, was put into company slot 1, which is AI controllable
19:56:57  <Samu> either the savegame or the loadgame is wrong
19:58:01  <andythenorth> so I should release FIRS tomorrow morning?
19:58:04  <supermop> Samu: if you look at the way ogfx river banks are drawn here, maybe there is a way to just composite what you need in code? http://dev.openttdcoop.org/projects/ogfx-landscape/repository/changes/src/gfx/water/riverbank_nogrid_temperate_ne.gimp.png
19:58:20  <Alberth> andythenorth: sure, why not?
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19:58:25  <andythenorth> Alberth: are the industry conflicts unacceptable?
19:58:35  <andythenorth> April 1st is a fairly arbitrary date eh?
19:59:43  <Alberth> I find industries next to each other reduces the need to connect them a lot
19:59:52  <Alberth> but maybe it's just me
19:59:54  <andythenorth> doesn’t it just :)
20:02:06  *** _johannes [~johannes@port-92-203-173-36.dynamic.qsc.de] has quit [Ping timeout: 480 seconds]
20:04:22  <Alberth> even if they're technically not connected :p
20:08:16  *** Wolf01 [~wolf01@0001288e.user.oftc.net] has joined #openttd
20:08:44  <Wolf01> o/
20:12:38  <andythenorth> lo Wolf01
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20:13:50  <Wolf01> andy, did you read about the pf switch?
20:14:14  <Wolf01> (totally unrelated to the ottd pathfinder)
20:15:53  <supermop> alberth needs belts
20:16:24  <andythenorth> Wolf01: yeah
20:16:30  <andythenorth> the train guys are upset
20:18:00  <Wolf01> not only them, also some of my group
20:19:11  <andythenorth> stockpile the old ones, quick!
20:20:44  <Wolf01> heh, too bad the boxes are exactly the same
20:20:56  <andythenorth> bricklink :P
20:21:02  <Wolf01> yeah
20:21:53  <andythenorth> it makes zero difference to me, I only use them for polarity reversal
20:22:03  <andythenorth> I could do the same by cutting the wires and rejoining
20:23:25  <Wolf01> http://www.bricklink.com/store.asp?p=mixedbricks.com&itemID=43240378 <- lol, who does want a power functions set box
20:23:50  <andythenorth> ha
20:24:00  <andythenorth> this box thing I never understand
20:24:10  <andythenorth> I guess it’s a market, and people are free to buy what they want :)
20:26:45  <Wolf01> no doubt
20:28:03  <Wolf01> I have 2 chicken men to sell, I got them with the past 2 orders :P
20:28:17  <andythenorth> I have the red jet plane to sell
20:28:23  <andythenorth> and maybe a few other things
20:28:30  <andythenorth> enough technic and city already
20:30:09  <Wolf01> the easter promotional set is 6.50€, not so bad
20:30:34  <Wolf01> 2 of them, MISB
20:31:42  <andythenorth> I sold another 4 Power Puller wheels :)
20:31:50  <andythenorth> £60, to a good home
20:31:56  <Wolf01> :)
20:32:12  <andythenorth> found another guy on ebay, £35 per wheel :O
20:35:20  <Wolf01> wow
20:35:43  <andythenorth> yeah
20:35:50  <andythenorth> not necessarily selling at that price...
20:37:24  <Wolf01> http://www.commitstrip.com/en/2016/03/31/where-should-we-keep-our-open-source-code/ <- ha! reminders me what appened with some newgrfs
20:38:07  <Wolf01> *reminded
20:38:46  <Wolf01> I'm still too weird this evening, drove 70km to see an Escher exposition :P
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20:40:39  <andythenorth> sounds great
20:41:46  *** Samu [~oftc-webi@po-217-129-255-23.netvisao.pt] has quit [Ping timeout: 480 seconds]
20:41:48  <Samu_> Samu:
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20:49:59  * andythenorth wonders if FIRS needs a manual
20:50:01  <andythenorth> or gameplay guide
20:50:26  <Samu_> supermop: I dont understand what to look at
20:50:35  <Samu_> the spriteset?
20:51:59  <Samu_> http://dev.openttdcoop.org/projects/ogfx-landscape/repository/revisions/80770173d7de/entry/src/rivers.pnml
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20:54:03  <Wolf01> grrr, I was writing a reply to him
20:55:36  <supermop> the pngs
20:55:52  <supermop> the river banks are drawn separately
20:56:23  <supermop> so i assume the code just composites on whatever bank a tile needs?
20:58:40  <supermop> and fills in the middle with water?
20:59:40  <Samu_> let me look at the function static void DrawRiverWater(const TileInfo *ti)
20:59:47  <Samu_> I think it is this one who draws
21:00:07  <Samu_> there's only 5 images
21:01:01  <supermop> there are several of those files tho
21:01:45  <supermop> brb
21:01:47  *** supermop [~supermop@static-71-249-209-97.nycmny.east.verizon.net] has quit [Remote host closed the connection]
21:02:28  <Samu_> https://git.openttd.org/?p=branches/1.6.git;a=blob;f=src/water_cmd.cpp;h=4392eb2103732a53a0aba4aee9e53e48804f0e12;hb=HEAD#l612
21:02:42  <Samu_> sorry, i'm not sure where to look for that
21:02:51  <Samu_> but I think it's somewhere in this
21:02:58  <Samu_> that* link
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21:23:02  <Samu_> so what you're telling me is that the sprites already exist, but the code is not there to display them?
21:23:17  <Samu_> and I only need to write the missing code?
21:23:35  <Samu_> crap, he's not in channel
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21:28:09  <Samu_> okay, back to my other project
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21:29:57  <NGC3982> dbg: [net] getaddrinfo for hostname "f", port 5001, address family either IPv4 or IPv6 and socket type tcp failed: Name or service not known
21:30:15  <NGC3982> That is the error message i receive when i use 'openttd -D -c config.cfg'
21:30:30  <NGC3982> Where port is set to 5001, as the only altered post in the config file.
21:30:36  <NGC3982> Newly installed on a new system.
21:34:28  <Eddi|zuHause> you have a weird host line in your cfg?
21:35:05  <NGC3982> server_find_address was not empty.
21:35:30  <NGC3982> It works when removing the "f ="
21:35:55  <Eddi|zuHause> well, there you go.
21:35:57  <NGC3982> Although, i just installed the latest version on two different PC's running the same Ubuntu distribution, with the first PC running into this issue, and the other did not.
21:36:03  <NGC3982> Funny.
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21:50:43  <Samu_> guys, i have a problem, who can help me?
21:51:07  *** Hewimp [~oftc-webi@c-24-22-206-47.hsd1.wa.comcast.net] has joined #openttd
21:51:36  <Hewimp> Hello Back anyone find way to put Lights on Bridge so more 1 Train can use it ?
21:51:43  <Samu_> loading a savegame with AIs is causing issues
21:52:28  <Hewimp> think some ai Bugfed i see some crach when they attempt to start game
21:52:35  <Samu_> I saved a game with, lets say, 15 MogulAI's
21:52:57  <Samu_> when I load it back, I am getting all the MogulAIs being replaced by randomly chosen AIs
21:53:08  <Samu_> what is wrong?
21:53:33  <glx> mogulAI not saving itself ?
21:54:23  <Samu_> I don't think it's a mogulAI issue, it was just an example
21:55:05  <Eddi|zuHause> no, there isn't a way to put signals on bridges
21:55:37  <Samu_> I am trying to reproduce this bug, and I can't seem to get repeatable results
21:55:47  <Eddi|zuHause> (unless you want to dig through poorly written patches on the development forum, or use one of the highly unstable patchpacks)
21:56:25  <Samu_> gonna try these steps
21:56:28  <glx> the easy way is to use smaller bridge and raised land
21:57:12  <Samu_> I start a dedicated server with its own config file, this config file has the 15 AI's set up
21:57:29  <Samu_> 15 MogulAIs for simplifying
21:57:43  <Samu_> the AI's are launched with 'startai' in the console
21:58:02  <Samu_> now, I launch OpenTTD as GUI
21:58:07  <Samu_> I join the server
21:58:11  <Samu_> I save the game
21:58:23  <Samu_> then I load the game i just saved, and
21:58:26  <Samu_> ... poof
21:58:36  <Samu_> the mogulAI is being replaced by random AIs
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22:00:54  <Samu_> you can try it yourself
22:01:01  <Samu_> the servers are up
22:01:16  <Samu_> enter my server, save game, then load the game and see it happening
22:02:47  <Samu_> https://www.openttd.org/en/server/99178 - this is the MogulAI server
22:10:40  <Samu_> question
22:10:49  <Samu_> is game_start.scr carried over to the savegame?
22:15:25  <Samu_> this is what I got in game_start.scr. This is only on the server script folder https://paste.openttdcoop.org/puj83etor
22:15:42  <glx> save on server or client ?
22:15:59  <Samu_> save was on client, client does not have any script
22:16:05  <Samu_> load was also on client
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22:16:42  <Samu_> client script folder is emtpy, not running anything
22:19:56  <Samu_> I also have a pre_dedicated.scr on the server, with this simple line: debuglevel net=1
22:21:29  <Samu_> oh, and the server openttd.exe file was converted, with that utility you gave me to download
22:21:41  *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving]
22:22:56  <glx> .scr are local to the server
22:29:32  <glx> after reading the code it seems to work as intended
22:31:51  <Samu_> intended? :(
22:32:59  <glx> if you save on the server it will work
22:33:45  <Samu_> ok, testing that
22:36:27  <Samu_> yup, you're right
22:36:52  <Samu_> saved on server, loaded on client, MogulAIs are still MogulAIs
22:36:59  <glx> client doesn't have AI info so it can't save it
22:37:47  <Samu_> interesting
22:37:50  <glx> it just knows there's an AI
22:39:58  <Samu_> thanks, another mystery solved :p
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23:01:38  <Samu_> I have a request
23:02:23  <Samu_> when hosting a multiplayer game, could it start with 0 humans?
23:02:39  <Samu_> instead of putting the host in company 1?
23:02:53  <Samu_> host would start as spectator
23:08:04  <Samu_> hmm, in fact, it should also do the same for when loading a save in multiplayer
23:08:40  <Samu_> i dont have much time today, but I'm going to investigate this tomorrow
23:10:06  <Wolf01> 'night
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