Log for #openttd on 17th April 2016:
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00:19:39  <Wolf01> 'night
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07:11:53  <andythenorth> o/
07:13:22  <Alberth> moin
07:24:09  <andythenorth> so I tried to understand timetabling again :)
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07:28:10  <andythenorth> I wanted to stop my ships bunching up
07:28:12  <andythenorth> it looks ugly :)
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07:34:38  <Alberth> I always do auto-fill with one ship, after being done add some slack time, and then ctl-start with a ship that is about to eneter the first destination
07:36:43  <Alberth> whole time table stuff seems extremely basic though
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07:54:31  <Alberth> hmm, I want a "display supplying industries of this industry type" button in minimap :p
07:54:50  <andythenorth> Alberth: +1
07:55:24  <andythenorth> timetables I just can’t make work :)
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08:06:22  * andythenorth wants some ‘hold for 10 days after previous vehicle in shared order set departed'
08:06:25  <andythenorth> rate limiter
08:10:50  <Alberth> time tables should perhaps be automagic
08:11:07  <Alberth> although for industry pickup that might fail
08:12:29  <Alberth> euhm, perhaps not, you want evenly spaced unless there is some bottleneck, and then they will all be stuck at that point
08:16:49  *** Samu [] has joined #openttd
08:16:52  <Samu> hi
08:17:29  <Samu> I just discovered lzo also has presets, from 0 to 9. openttd was misleading me to believe there was no presets
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08:27:35  <Samu> eh, ok i see why you didn't bother with lzo presets
08:27:59  <Samu> they all result in the same file size, just tested
08:28:48  <andythenorth> if I’ve understood the wiki correctly, timetables currently are ‘space all your vehicles out manually first'
08:29:10  <Alberth> euhm, not exactly, there is a ctl-click
08:32:14  <andythenorth> hmm
08:32:31  <Alberth> fill table, add slack
08:33:03  <Alberth> then ctl-click "start date" when the vehicle you click approaches the destination of the first order
08:33:28  <Alberth> I always do ctl-click on "set date" too, not sure it's needed
08:33:49  <andythenorth> I still need to distribute the vehicles first?
08:34:03  <Alberth> vehicle approaching destination isn't needed, but it reduces mess a bit
08:34:13  <Alberth> not needed, they do need slack
08:34:52  <Alberth> give it a 1000 in total or so
08:35:09  <Alberth> I usually add a few 100 on every destination
08:35:24  <andythenorth> travel time, or wait time?
08:35:49  <Alberth> I always do travel time, as I have breakdowns
08:35:59  <Alberth> , but others do wait time only
08:36:29  <Alberth> basically travel times are all equal anyway, modulo breakdowns
08:36:54  <andythenorth> ho, so now the ships are waiting for a long time at each station
08:37:08  <andythenorth> but they’re evenly spaced
08:37:16  <Alberth> \o/
08:37:24  <andythenorth> sat full for a long time though
08:37:30  <Alberth> wait time may be a bit too long :p
08:37:43  <andythenorth> 1 day
08:37:50  <andythenorth> I bumped travel time up
08:37:55  <andythenorth> now I reduced it
08:38:45  <Alberth> it should be mostly have the same effect; either the vehicle must stay long due to being early, or because it must wait a long time in a station
08:39:05  <andythenorth> or I set a speed limit?
08:39:15  <andythenorth> speed limit seems like the most anti-OpenTTD thing ever :)
08:40:10  <Alberth> depends on how you want to play openttd today :p
08:40:18  <andythenorth> ha now they’re all late :)
08:40:31  <andythenorth> even though the total travel time is about 150% of the measured time by autofill
08:41:47  <andythenorth> timetables are like a mini-game within OpenTTD :)
08:42:03  <Alberth> yeah, time tables make a mess, it takes time for the vehicle to sort it out
08:42:35  <Alberth> and with RV that's difficult due to not being able to overtake in a station
08:48:08  <andythenorth> maybe I should just use full load instead :)
08:48:26  <andythenorth> that distributes vehicles at stations, which is visually less nice, but stops the bunching
08:57:03  <Alberth> iirc vehicles don't leave if they are loading and their time is up
08:57:25  <Alberth> and there is freight to load :)
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09:13:26  <Samu> gonna see if I can find a way to fix this bug I reported
09:24:24  <_johannes> why do the openening brackets for functions start on the next line, but for classes + control flow on the same line?
09:24:40  <_johannes> is this really desired?
09:25:51  <Alberth> it's the coding style
09:26:20  <Alberth> any coding style other than your own are just insane, don't think about it, just follow it
09:27:53  <Alberth> basically the entire purpose of a coding style is to a) unify how code looks, and b) stop arguing and thinking about such details
09:31:50  <_johannes> hmmm ok
09:41:01  <Samu> bug is still present in nightly r27540
09:41:55  <Samu> dpi scalling stuff bug is also present in nightly r27540 :(
09:44:26  <Samu> I did this for dpi scalling
09:44:35  <Samu> but I only have windows 10 and 1 monitor to test
09:44:58  <Samu> it works for my case
09:45:58  <Samu> i can try testing this on windows 7 on my parents system, but it also only uses 1 monitor
09:51:29  <Alberth> /me gets scared of visual studio doing stuff it shouldn't do
09:58:28  <Samu> just tested nightly r27540 on windows 7 - there is no dpi bug there
09:58:53  <Samu> also tested my build
09:59:04  <Samu> also works there
09:59:51  <Samu> but as i said, there's only 1 monitor for each system :( can't test this further in the case of 2 monitors
10:12:35  <Samu> here's the dpi scaling bug in action:
10:13:06  <Samu> they're both set to 640x480, but one is upscalled
10:13:45  <Samu> i wouldn't mind if it actually worked correctly, but it doesn't track mouse cursor correctly
10:14:44  <Samu> dragging the viewport to scroll just doesn't work on the upscalled
10:14:52  <Samu> works very erratically
10:15:00  <Samu> the other doesn't have the problem
10:15:25  <Samu> maybe I should make a video about this scrolling
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10:24:36  <Alberth> windows is being silly, and then theyh add more silliness to visual studio to fix it
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10:28:21  <Samu> i made the video, but meh, it's not easy to spot when i'm scrolling
10:28:57  <Samu> not easy to know how much I moved my hand
10:29:05  <Samu> and how much it should have scrolled
10:29:20  <Samu> uploading
10:31:08  <Samu>!1268&authkey=!AM2Nh-VrpBKm1w8&ithint=file%2cm4v
10:34:43  <Samu> there's also the fullscreen issue, not sure if Bandicam can capture that
10:36:31  <Samu> nop, it cannot
10:36:46  <Samu> let me find my bug report about dpi scalling, i had sometihng there
10:44:49  <Samu> does the bug tracker accept mp4?
10:45:14  <Samu> oh, m4v
10:45:16  <Samu> ok it accepts
10:45:23  <Samu>
10:48:33  <ST2> windows 10 virus: no thaks!
10:53:14  * Rubidium doesn't trust the Indian rail's delay information; 46 minutes late, then the next stop timetabled 13 minutes later it's 25 minutes late. How is that possible?
10:54:09  <Rubidium> hmm, or am I reading the data incorrectly?
10:55:55  <Rubidium> in any case, it's a mess going from 33 minutes early to 32 minutes late (at the same station; yay for waiting 1 hour more than scheduled)
10:56:06  <Rubidium> in the end it even managed to be on time
10:56:19  <Rubidium> so it's probably, like Alberth's ships timetabled for breakdowns
10:57:44  <Alberth> works for trains too, even in reality :)
10:58:20  <Rubidium> there is so much slack in those time tables
10:59:22  <Rubidium> lets let the train wait there for 45 minutes so another train can pass. That first train can easily make up time four stations from now
11:00:40  <Rubidium> e.g. going from 1 hour late to 17 minutes late between two stations (scheduled 1:50, actual 1:03)
11:02:05  <Samu> st2 do you enable autosave on the big map servers? I have to check it out
11:02:14  <Taede> sounds like the timetable are suggestions rather than rules
11:02:19  <Samu> i made a patch, don't know if you were reading the chat
11:02:23  <Samu> :p
11:06:34  <Alberth> it's a good way to avoid ever being late :)
11:07:20  <Eddi|zuHause> there's a railway in tansania where delays are counted in days rather than minutes :p
11:42:38  <Samu> i just noticed when openttd is launched, SaveOrLoad is executed twice
11:42:45  <Samu> interesting
11:43:19  <Samu> for the opntittle.dat
11:45:46  <Samu> 		WaitForSingleObject(this->thread, INFINITE);
11:45:55  <Samu> what does INFINITE do?
11:46:05  <Samu> wait forever?
11:50:58  <Samu> _save_thread->Join();
11:51:12  <Samu> 		WaitForSingleObject(this->thread, INFINITE);
11:51:19  <Samu> and now OpenTTD is stuck
11:51:28  <Samu> what's wrong?
11:53:16  <Samu> cpu usage is 0%, it's stuck, waiting for something but cpu is at 0% so I don't know :(
11:54:08  <Samu> I'm talking about this
11:54:14  <Samu> forgot to mention
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11:59:10  <Samu> hey frosch123 maybe you could help
12:00:53  <Samu> it's still waiting, 10 minutes have passed
12:01:47  <Samu> WaitForSingleObject(this->thread, INFINITE); - does infinite really mean infinite?
12:04:04  <frosch123> you could wait indefinitely, and find out
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12:05:14  <Wolf01> o/
12:05:57  <Samu> 15 minutes have passed, still waiting
12:06:21  <Samu> gonna have lunch, be back later see if it got through
12:08:37  <Alberth> hi hi
12:26:24  <frosch123> "How many videos on this page seem to be clickbait (sensationalistic or lowbrow content)?" <- lol, since when does yt frontpage have that poll?
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12:40:25  <Alberth> :)
12:46:29  <argoneus> "all of them"
12:54:38  <argoneus> how are you guys doing on this sunny sunday afternoon
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12:59:29  <frosch123> samu is waiting indefinitely to see if something happens after an infinite amount of time
12:59:40  <frosch123> that's about as exciting as it gets
13:02:16  <argoneus> hm
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13:10:17  <drac_boy> hi
13:10:23  <argoneus> hi drac_boy
13:10:25  <argoneus> how are you doing
13:12:52  <drac_boy> doing ok atm, you?
13:19:17  <argoneus> is ok
13:23:06  <Samu> 0xFFFFFFFF - how much is this in milliseconds?
13:24:31  <Samu> 4294967295 milliseconds, hmm help me at math
13:25:31  <Alberth> 2*sqrt(pi) = ?
13:26:20  <Samu> (((4294967295/1000)/60)/60)/24 = 49 days
13:26:30  <Samu> so i have to wait 49 days
13:26:34  <Samu> keks no thx
13:26:37  <drac_boy> doing anything now argoneus?
13:27:09  <Alberth> that dpesn't sound close to infinity
13:27:53  <Samu> my horrible math
13:28:03  <Samu> that is incorrect
13:29:38  <argoneus> drac_boy: playing dark souls 2
13:31:28  <Samu> 49,710269618055555555555555555556 days
13:31:40  <Samu> it was correct, but i was using the wrong calculator
13:32:09  <Samu> it is beside the point, not gonna wait
13:34:17  <drac_boy> lazy morning here..still waiting for monday before I can try call a store to ask about a refrigerator that...well..lets just say it need to go under the countertop whether it has freezer section or not
13:34:31  <drac_boy> sorted out some old books yesterday tho..may finish that later on today
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13:42:06  * drac_boy idly throws some random industries at andy for no apparent reason? :)
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14:21:01  <drac_boy> think just going off for now
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15:00:55  <Samu> why can't i find the lzo files here? lzo1x_999_compress_level
15:01:03  <Samu> erm..
15:01:08  <Samu> here;a=summary
15:02:36  <Samu> looking for lzo1x.h in there and can't find
15:04:05  <Samu> LZO_EXTERN(int) lzo1x_999_compress_level
15:04:27  <Samu> i think this should be the function that openttd had to use to benefit from lzo presets
15:04:41  <Samu> it's not using this one, but another
15:05:00  <Samu> openttd only uses lzo1x_1_compress
15:05:11  <Samu> that's a generic
15:07:18  <Samu> Memory required for the wrkmem parameter.
15:07:23  <Samu>  When the required size is 0, you can also pass a NULL pointer.
15:07:30  <Samu> what's a NULL pointer?
15:08:30  <Samu> could it be related to the unexpected end of chunk bug I found yesterday?
15:10:18  <Alberth> lzo is an external dependency, openttd doesn't keep those sources
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15:21:40  <Samu> ok :(
15:25:39  <Samu>  nullptr
15:26:19  <Samu> there's some nullptr in the chunks part of the code
15:26:27  <Samu> i can see some relationship
15:26:33  <Samu> but I don't know what it means
15:35:49  <planetmaker> I wonder whether those lzo header files are in openttd-useful for those poor guys who work on windows :)
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15:37:01  <andythenorth> o/
15:38:33  <andythenorth> what shall I call me new ship set? o_O
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15:40:12  <V453000> SHIT
15:40:25  <V453000> SHITS?
15:40:32  <andythenorth> I like it
15:40:40  <andythenorth> but I can’t teach my kids to swear yet
15:41:06  <andythenorth> there must be a way to make ships suck less
15:41:13  <andythenorth> I am going to try one more time
15:41:24  <frosch123> is there any theme? or is it just "ships"?
15:41:48  <planetmaker> Poseidon
15:41:53  <planetmaker> Neptun
15:42:04  <planetmaker> just needs proper words to give them meaning :P
15:42:12  <andythenorth> the only theme so far is “All versions of FISH have sucked, not that"
15:42:23  <V453000> uranus shits
15:42:27  <V453000> ?
15:42:32  <andythenorth> you need to sleep more
15:42:43  <frosch123> does it need to be 4 letters?
15:42:51  <andythenorth> no
15:42:58  <andythenorth> probably the name is the most important thing though
15:43:04  <andythenorth> not the theme or sprites
15:43:12  <andythenorth> Alberth said ‘Squish’ the other day
15:43:19  <andythenorth> which gave me the idea to start again
15:43:53  <frosch123> call it Jelly then
15:44:13  <Alberth> sorry andy
15:44:17  <frosch123> if you squish fish, you get jelly
15:44:30  <Alberth> /me likes
15:45:55  <andythenorth> hah
15:46:00  <andythenorth> now I need the theme
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15:52:30  <frosch123> andythenorth: "loading speed" is the most important property of ships, right?
15:53:12  <andythenorth> last time we discussed it, that and speed
15:53:17  <andythenorth> capacity is really meh
15:55:45  <planetmaker> maybe whale or shark ;)
15:55:47  <Samu> this fixed it
15:56:00  <Samu> intersting
15:56:24  <Samu> must check if it still works on the other builds
15:56:26  <Samu> brb
15:59:13  * andythenorth lacks ideas for a roster
15:59:18  <andythenorth> something about ships just sucks
16:01:48  <V453000> there isn't much to make thips interesting
16:02:01  <V453000> unless you make some really revolutionary graphics
16:03:05  <V453000> the only thing I could imagine to do a "good" ship set, would be 1. unique graphics for all cargoes, 2. interesting variety but not too much, 3. reasonable stats
16:05:19  <Samu> patch ->
16:05:27  <Samu> lel
16:05:42  <Samu> now it loads lzo compressed savegames on release x64
16:06:06  <Samu> can't believe it was something so simple
16:06:45  <Samu> i don't know about the rest of the operating systems though
16:08:02  <andythenorth> V453000: graphics support requires very limited range of ships
16:08:07  <andythenorth> or longer life than most of us get
16:08:09  <Alberth> stack cargo on the deck?
16:08:19  <andythenorth> still has to be drawn, for all angles
16:08:25  <andythenorth> multiple loading states
16:08:31  <V453000> look how much nuts has
16:08:32  <andythenorth> :P
16:08:35  <V453000> it is doable
16:08:58  <andythenorth> do nuts wagons get lower in water when they are loading?
16:09:06  <andythenorth> do they have sprites for moving and stopped?
16:09:12  <V453000> that they don't :)
16:09:13  <andythenorth> is every angle uniquely shaded?
16:09:20  <V453000> generally is, yes
16:09:20  <andythenorth> all 8
16:09:30  <V453000> not always, but usually
16:09:40  <V453000> unique graphics for all cargoes? check :P
16:09:45  <V453000> not the latest FIRS shit though
16:09:47  <Alberth> make a bigger difference between loaded and unloaded, ie more than 1-2 pixels height
16:10:07  <andythenorth> Very Loaded Ships
16:10:26  <V453000>
16:11:21  <V453000>
16:11:21  <Alberth> +1 to the ducks
16:12:13  <V453000> this was probably one of the most insane things I ever did
16:12:18  <V453000> the amount of sprites is just plain retarded
16:23:39  <andythenorth> I could drop the stuff like ship moving sprites
16:23:51  <andythenorth> animated palette doesn’t work in my openttd anyway
16:24:03  <V453000> heavy loaded ships which sink a lot is actually one of the very few interesting things that you can do with ships
16:24:11  <V453000> if a new set, I would do that, and exaggerate it
16:24:24  <andythenorth> waterline
16:24:35  * andythenorth considers freight submarines
16:24:38  <andythenorth> way easier to draw
16:24:51  <V453000> XD
16:24:53  <V453000> nice
16:25:17  <andythenorth> April 1st
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16:30:53  <DorpsGek> Commit by frosch :: r27541 /trunk/bin/baseset (8 files) (2016-04-17 18:30:45 +0200 )
16:30:54  <DorpsGek> -Update: Baseset translations
16:33:26  <Wolf01> basement traslation
16:33:37  <Wolf01> I need coffee
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16:37:18  <andythenorth> how about just one ship, universally refittable?
16:37:32  <andythenorth> with subtype capacities 50t-1000t
16:37:42  <frosch123> nah, make 3 ships per generation: small, medium, large
16:38:04  <frosch123> add a grf parameter to scale the capacity by factor 0.1 to 100
16:38:04  <andythenorth> I kind of did that :)
16:38:19  <frosch123> make the generations advance in loading speed
16:38:42  <frosch123> ignore passengers?
16:39:05  <frosch123> a new generation every 30 years is probably enough
16:39:36  <frosch123> though it would be nice if modern ships were containerish, while old ones are not
16:39:54  <andythenorth> currently, a new generation every 100 years is quite enough :)
16:40:12  <frosch123> in 2030 you should introduce self-discharging bulk ships
16:40:27  <frosch123> they drive on land, and open at the bottom
16:40:35  <andythenorth> I _think_ that needs a patch :P
16:42:17  * andythenorth wonders about symmetrical ships
16:42:41  <frosch123> submarines have less pixels
16:42:57  <andythenorth> yup
16:48:41  <Taede> can submarines go through underwater tunnels to go from lake to lake?
16:50:43  <DorpsGek> Commit by frosch :: r27542 /trunk (9 files in 2 dirs) (2016-04-17 18:50:37 +0200 )
16:50:44  <DorpsGek> -Fix (r27367) [FS#6427]: ICU got disabled for Windows builds.
16:59:19  <andythenorth> meh, I could just use NewShips
16:59:31  <andythenorth> michael didn’t bother with different sizes, definitely easier
16:59:41  <Eddi|zuHause> andythenorth: ships can't be symmetrical, there must be a red and a green light.
16:59:55  <andythenorth> Eddi|zuHause: that is some good trolling
16:59:58  <andythenorth> :)
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17:02:00  <Eddi|zuHause> anyway, rotational symmetry for ships is almost unheard of... the only ships that might pull that off are car ferries
17:02:35  <Eddi|zuHause> i also don't understand how that would make drawing ships easier
17:03:14  <andythenorth> 4 fewer angles to draw
17:03:48  <andythenorth>
17:03:59  <Eddi|zuHause> yes, but i don't quite follow the argument "less == easier"
17:04:50  <andythenorth> more completable
17:04:53  <andythenorth> less tedious
17:05:04  <andythenorth> less cognitively demanding
17:05:05  <andythenorth> more fun
17:05:07  <andythenorth> dunno :)
17:05:28  <Eddi|zuHause> ifÂŽthat is your problem, you probably should not do a ship set at all.
17:05:57  <andythenorth> well so far, I haven’t :|
17:07:21  <Eddi|zuHause> "declutter your life"... either you do something, then actually do it, or you don't do it, and stop worrying about maybe doing it.
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17:09:06  <andythenorth> I am not worried
17:09:10  <andythenorth> I am problem solving
17:09:23  <andythenorth> only one person has made a playable ship set so far
17:09:36  <andythenorth> there are at least 3 or 4 playable train newgrfs, maybe even 5 or 6
17:10:04  <andythenorth> there is at least one RV set that doesn’t totally suck
17:10:07  <andythenorth> maybe 2
17:10:13  <DorpsGek> Commit by frosch :: r27543 /trunk/src/script/api (script_execmode.hpp script_testmode.hpp) (2016-04-17 19:10:07 +0200 )
17:10:14  <andythenorth> there is 1 plane newgrf
17:10:15  <DorpsGek> -Fix (r27379): ScriptExec/TestMode::FinalRelease is not part of the API.
17:10:15  <Eddi|zuHause> i'm just saying, if you want to do a ship set, do it all the way, and not cut corners.
17:10:47  <Eddi|zuHause> or don't do a ship set, then stop worrying about which corners to cut
17:10:49  <andythenorth> but what is ‘all the way’
17:10:52  <frosch123> andythenorth: i am quite happy with old fish :)
17:10:53  <andythenorth> is it all cargos?
17:11:00  <Eddi|zuHause> either way, worrying about cutting corners doesn't help anybody
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17:11:07  <planetmaker> I honestly wonder about what shortcomings FISH should have :)
17:11:09  <andythenorth> or is having sprites for wake that don’t work anyway on my openttd
17:11:12  <andythenorth> ?
17:11:29  <andythenorth> FISH is lit wrong, and doesn’t have autorefit sprite
17:11:33  <andythenorth> Squid is just a mess
17:11:42  <andythenorth> sprite / support /s :)
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17:12:17  <frosch123> ogfx+trains is about the only grf i could ever use autorefit in
17:12:41  <andythenorth> I use it everywhere, for every vehicle that supports it :)
17:12:43  <andythenorth> all routes
17:13:31  <V453000> shame it is a bad feature :P
17:13:36  <andythenorth> it’s a great feature :D
17:13:44  <andythenorth> the cb for it is a BAD FEATUER
17:13:48  <V453000> yeah, makes all cargo work as one
17:13:53  <andythenorth> typing is a BAD FEATURE
17:14:11  <andythenorth> I just use it to avoid ever having to refit in depot
17:14:24  <andythenorth> I set it on the order at pickup station instead
17:14:33  <frosch123> working around bad ui design :)
17:14:35  <andythenorth> #winning
17:14:41  <frosch123> just lke nuts does with autoreplace and vehicle length
17:15:01  <frosch123> but yes, autorefit is better than nuts universal wagons :p
17:15:10  * andythenorth tests original FISH
17:15:14  <andythenorth> yeah it’s just better
17:15:16  <andythenorth> more cohesive
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17:16:16  <frosch123> factorio wagons are autorefit by default
17:16:18  <andythenorth> Squid is
17:16:31  <frosch123> it's a gui hell to make them only take a specific cargo :p
17:16:35  <V453000> factorio is something different :P
17:17:40  <andythenorth> old FISH, more or less
17:18:28  <andythenorth>
17:18:35  <andythenorth> I dunno, something just isn’t as good
17:24:42  <andythenorth> V453000: what do you think of the black ship sprites?
17:25:17  <V453000> missing highlights, but other than that it's fine
17:27:00  <andythenorth> hmm
17:27:07  <andythenorth> this is why I need to start a new set
17:27:17  <andythenorth> I really dislike all the old-time ship sprites
17:27:32  <andythenorth> I want to make one that ignores reality and draws mostly CC ships
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17:29:17  <Samu> i'm reading the lzo faq, there is a notice about using the safe decompressor
17:29:43  <Samu> - When using a safe decompressor you must pass the number of bytes available in 'dst' via the parameter 'dst_len'.
17:30:16  <Samu> there's also another warning about not using a safe decompressor
17:30:59  <Samu> If the compressed data gets corrupted somehow it will probably crash your application because absolutely no additional checks are done.
17:41:10  <andythenorth> maybe ships need to be rendered
17:49:38  <frosch123> there is so much magic in squirrel_export.awk and doxygen_filter.awk
17:49:55  <frosch123> i can't tell what it does intentionally
17:50:12  <frosch123> and what only works by coincidence
17:53:39  <Alberth> isn't awk magic by itself? :)
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17:56:33  <V453000> andythenorth, a good ship model will take a while as well
17:56:47  <V453000> but yeah ships and planes are the best candidates for rendering
17:56:50  <andythenorth> nah, computer makes it for you
17:56:55  <andythenorth> just press a button
17:56:57  <V453000> especially since they don't care about the 141% bullshit in curves
17:57:33  <andythenorth> when I was learning CGI I did actually make a coastal ship
17:57:44  <andythenorth> in Bryce, which is designed for modelling landscapes :P
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17:58:55  <frosch123> we need to add articulated ships, so that ships are also affected by the 141% bs
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17:59:26  <andythenorth> V453000: also you’ll make the ships for me, no?
17:59:45  <andythenorth> I just project manage
17:59:57  <V453000> yes, after I am done with BRIX, my train set, and factorio mods
18:00:16  <frosch123> andythenorth: too late, V just got a new project manager
18:00:45  <frosch123> V453000: isn't it weird that the internet knows what is going on at your work :p
18:01:07  <V453000> not really tbh :)
18:01:44  <V453000> oh yeah and we are being managed
18:01:48  <V453000> nerds under control
18:02:06  <andythenorth> this is a nice buy menu
18:02:32  <V453000> andythenorth: -> ship set done? :P
18:03:05  <andythenorth> this is not
18:03:25  <frosch123> oh, i thought it was an everyone-does-what-they-like-startup
18:03:45  <V453000> that would turn into total mayhem frosch123 :D
18:04:58  <frosch123> V453000: management is defined by how many status reports you need to write
18:05:12  <andythenorth> I write about 3 per year
18:05:33  <V453000> 0 :)
18:06:02  <andythenorth> maybe newgrf needs a project manager
18:06:05  <frosch123> the best management you can get, if there is a meeting every morning, and you need to submit a weekly report to the next management level by friday 23:59
18:06:30  <andythenorth> V453000: can you manage me?
18:06:52  <V453000> probably not, you ponder too much shit :P
18:07:39  <andythenorth> better than actually making it :P
18:08:08  <andythenorth> sometimes
18:09:17  <andythenorth> ha ha, I could delete Squid and release FIRS 1 :D
18:09:24  <andythenorth> it never had a 1.0.0, it was 0.9.2
18:09:35  <andythenorth> FIRS / FISH /s :(
18:11:52  <Alberth> make fish π  :)
18:12:58  <Alberth> ꀟ   could also work :p
18:15:29  <andythenorth> ha ha
18:15:41  <andythenorth> unicode jokes :)
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18:19:38  <frosch> <- so, i have no idea what that "virtual_class" in squirrel_export.awk is about
18:19:53  <frosch> but it does not change anything for old api functions, but breaks some new ones
18:21:19  <frosch> the script_text.hpp change is about: GetEncodedText is not supposed to be exported. it was not exported because the "/*" around the "virtual" broke the export scripts :p
18:23:46  *** frosch123 [] has quit [Ping timeout: 480 seconds]
18:31:25  <Alberth> looks ok to me, GetEncodedText seems the only /* virtual */ case
18:45:40  <andythenorth> name some sea animals
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18:47:39  <frosch> kraken
18:47:40  <frosch> mermaid
18:47:55  <frosch> moby dick
18:48:16  <frosch> anything else that is known to sink ships?
18:49:56  <frosch> leviathan
18:49:58  <frosch> cecaelias
18:50:31  <frosch> <- more of them
18:50:40  <andythenorth> sea slug?
18:50:52  <andythenorth> nemo
18:50:54  <andythenorth> neptune
18:50:58  <andythenorth> leviathan
18:51:05  <andythenorth> kraken is good
18:51:08  <frosch> 32 names on that list
18:51:09  <V453000> I see historically and i think of realizm
18:52:54  <frosch> V453000: i would guess a major percentage of common history is pure fiction
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18:55:32  <V453000> XD point
19:01:54  <Eddi|zuHause> frosch: you mean like "napoleon was short"?
19:02:34  <Wolf01> V453000, I was dreaming about a 3D factorio... I shouldn't play too much on night
19:03:01  <Eddi|zuHause> factory fever! :p
19:03:04  <Wolf01> 3D as multiple layers of factories, not 3D graphics
19:03:06  <Hiddenfunstuff> tetris effect!
19:05:18  <V453000> O_O
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19:14:58  <frosch> Wolf01: i bet there are "how to rotate the map" questions for f :p
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19:16:29  <Wolf01> frosch: did you mean this?
19:20:15  <frosch> Wolf01: exactly :)
19:20:27  <frosch> it all started with V linking a guy asking for diagonal belts
19:21:01  <frosch> since then i collect all issues shared by ottd and f :p
19:21:28  <frosch> which turned out way nummerous than i initially expected
19:21:49  <frosch> like the recent train perspective thingie
19:22:01  <Wolf01> why not making a new game with entirely no content but diagonal belts/roads and rotatable map?
19:22:13  <frosch> i am sure you will find posts on tt-forums that modern 3d games would never have issues like ottd does with diagonal trains :p
19:25:30  <V453000> factorio isnt exactly modern 3d game :P
19:25:39  * andythenorth is shocked
19:25:40  <Eddi|zuHause> frosch: wait, there are two game similar in scope and target audience, and you wonder that they have similar issues?
19:26:16  <frosch> Eddi|zuHause: there was even a fff which talked about desyncs due to using floating point computations in the gamestate
19:26:48  <Eddi|zuHause> factorio fan fiction? :p
19:27:12  <Wolf01> fan for fun?
19:27:29  <frosch> effing forest
19:27:59  <Alberth> Wolf01:  stacked factories like  rollercoasters?
19:28:15  <Wolf01> yes, sort of
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19:39:12  * andythenorth ponders double-decker ships
19:39:24  <Wolf01> diagonal ships
19:39:27  <andythenorth> yeah
19:39:34  <andythenorth> that roller coaster is quite awesome btw
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19:46:06  <Alberth> apparently, it's a challenge at one of the more complicated levels, where you get really small amounts of land :)
19:46:30  <Alberth> but indeed, it's impressive :)
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19:50:33  <DorpsGek> Commit by frosch :: r27544 trunk/src/script/api/script_text.hpp (2016-04-17 21:50:27 +0200 )
19:50:34  <DorpsGek> -Fix-ish: Mark ScriptText::GetEncodedText as not part of any API, instead of relying on the export script to break on '/*'.
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19:51:48  <DorpsGek> Commit by frosch :: r27545 trunk/src/script/api/squirrel_export.awk (2016-04-17 21:51:42 +0200 )
19:51:49  <DorpsGek> -Fix: Remove special handling of classes with virtual methods from squirrel_export.awk. It seems to serve no purpose, except to break on 3 classes.
19:56:25  <frosch> the "rename vehicles" button is in such a silly position :p
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20:01:57  <andythenorth> bed
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20:15:59  <frosch> wow, "svn blame" considers locally modified lines, and prints no revision for them
20:16:08  <frosch> what is the purpose of that?
20:16:32  <Wolf01> I've never understood it too
20:20:59  <DorpsGek> Commit by frosch :: r27546 trunk/src/vehicle_gui.cpp (2016-04-17 22:20:52 +0200 )
20:21:00  <DorpsGek> -Fix: Remove SetFill from vehicle GUI buttons, so that the viewport is resized instead of them in case of long window titles.
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20:45:14  <Samu>
20:45:27  <Samu> :)
20:45:40  <Samu> speed of the compressors
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20:45:58  <Samu> finally figured out the mem usage of them all
20:47:18  <Samu> "avg up rate" is something I had in mind
20:47:53  <Samu> it should be "avg encoding rate"
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20:53:30  <Samu> the encode time is misleading, it is the sum of encoding + game state dump
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20:53:55  <Samu> bah, i suck
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21:07:13  <Samu> strange, the new revision build of openttd.exe is 13,4 MB, the previous was 5,1 MB
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22:21:44  <Wolf01> 'night
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