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Log for #openttd on 30th April 2016:
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01:09:59  <drac_boy> back for a bit :)
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01:27:00  <drac_boy> hm think just going to go to bed
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03:27:09  <Flygon> Ah crap
03:27:21  <Flygon> terrain.party website won't let me cover the entirety of New Zealand
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08:28:48  <DorpsGek> Commit by frosch :: r27552 trunk/src/lang/spanish_MX.txt (2016-04-30 10:28:40 +0200 )
08:28:49  <DorpsGek> -Feature: Mexican Spanish (Absay)
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09:47:07  <Samu> hi
09:48:02  <Samu> there is an issue related with the translation of strings
09:48:22  <Samu> makes it harder for translations
09:48:41  <Samu> I have to give an example, it's not easy to explain
09:49:20  <Samu> The tittle for the AI/Game Script window
09:50:26  <Samu> this tittle is either "Available AIs" or "Available Game Scripts"
09:50:38  <Samu> but the way the title is constructed
09:50:53  <Samu> makes it confusing for translators
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09:52:07  <Samu> "Available {STRING}", then 2 other strings that completes it: "AIs" or "Game Scripts"
09:52:54  <Samu> Wouldn't it be better to have 2 full strings?
09:55:23  <Samu> When this is translated to Portuguese, the translator didn't take into account how this is constructed, and translated it separately. When the 2 strings merge, the reading makes no sense
09:59:15  <Samu> "Available {STRING}" = "Disponível {STRING}"
10:00:01  <Samu> "AIs" = "IAs" / "Game Scripts" = "Scripts de Jogo"
10:00:42  <Samu> "Disponível IAs" - makes little sense
10:00:54  <Samu> "Disponível Scripts de Jogo" - makes little sense
10:01:39  <Samu> it should have been "IAs disponíveis" and "Scripts the Jogo disponíveis"
10:04:51  <Samu> just checked brazillian portuguese, it's also making little sense
10:05:21  <Samu> same kind of problem, due to how the title is constructed
10:06:45  <Samu> "Disponíveis Scripts do Jogo" - makes slightly more sense than "Disponível Scripts de Jogo", but it's still wrong
10:09:20  <Samu> the word disponíveis must be at the end of the title, the string would have to be constructed like "{STRING} Available" for the translator
10:22:00  <argoneus> morning
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10:23:29  <Wolf01> o/
10:33:57  <argoneus> \o
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10:46:23  <Samu> uhmm, what are these errors Severity	Code	Description	Project	File	Line	Suppression State Warning		STR_AI_CONFIG_CAPTION: Param idx #0 '<empty>' doesn't match with template command 'STRING' (warning)	langs	D:\OpenTTD\trunk\src\lang\arabic_egypt.txt	3471
10:46:38  <Samu> for every language but english
10:47:47  <Samu> STR_AI_CONFIG_CAPTION                                           :{WHITE}AI/Game Script {STRING}
10:48:51  <Samu> I am changing "AI/Game Script Configuration" to "AI/Game Script {STRING}" with 2 more strings to complete that one, "Configuration" and "Settings"
10:49:30  <Samu> how would I fix this for the other languages?
11:00:02  <Samu> t.t
11:05:06  <Samu> i hate strings
11:05:38  <Samu> the world should have just 1 language, things would be so much easier
11:10:30  <frosch123> learn esperanto then
11:10:59  <Samu> why are the other languages complaining?
11:11:08  <Samu> except english?
11:12:33  <Ketsuban> Esperanto is a terrible candidate for a world language. Lojban is better, but has the disadvantage of being spoken only by the kind of people who'd learn Lojban.
11:12:43  <Flygon> Everyone should learn Wiradjuri
11:12:46  <Flygon> IT HAS THE DJ SOUND
11:12:51  <Samu>  :(
11:13:03  <Flygon> Actually
11:13:03  <Flygon> No
11:13:09  <Flygon> Everyone should learn Pitjantjatjara
11:13:15  <Samu> i edited english.txt, isn't this the master language?
11:13:18  <Flygon> It has a perfectly consistant spelling system!
11:13:30  <Flygon> And fits inside ASCII
11:13:31  <Samu> the others are getting errors
11:15:07  <Samu> Warning STR_AI_CONFIG_CAPTION: Param idx #0 '<empty>' doesn't match with template command 'STRING' (warning) langs
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11:17:55  <Samu> how do i fix the other languages without editing them 1 by 1
11:25:29  <Wolf01> by regenerating them
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11:29:39  <Samu> they are missing the {STRING} part
11:29:55  <Samu> is this a parameter?
11:33:23  <Samu> here's what I've done to english
11:33:24  <Samu> https://paste.openttdcoop.org/pqvhmf0bu
11:33:50  <Samu> the other languages (I picked english_US), does that
11:34:11  <Samu> it complains about the {STRING} that I added
11:34:14  <Wolf01> bah, I've done all wrong, working with async changes how all the code works, the UI shouldn't await the entire list, the UI should pass the list to the function which fills it with time and the UI should await the function... now it might be fun to rewrite all the code
11:35:03  <Samu> :)
11:35:03  <Wolf01> samu, run the fucking strgen
11:35:30  <Samu> i did it :
11:35:38  <Samu> it complains
11:40:35  <frosch123> just run "sed -i '/STR_AI_CONFIG_CAPTION/ D' src/lang/*.txt"
11:40:57  <frosch123> if that command does not exist on your system, then get a better one
11:41:17  <Wolf01> mmmh, how the fuck do I order items without having all the items?
11:43:31  <Wolf01> I could run parallel tasks to get all the items in less time, but still I have to wait for everything
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11:45:11  <Wolf01> I don't know what could happen with items popping out in the middle of the list, the UI might explode
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12:18:44  <Wolf01> it's nice how a for explodes inside an async function
12:20:51  <Wolf01> for (int i = 0; i < n; i++) -> n = 5, I find i = 5 (out of range exception)
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12:23:52  <Wolf01> http://stackoverflow.com/questions/17449926/index-out-of-range-exception-using-tasks
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12:47:38  * Wolf01 must to something else
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13:18:36  <Leanden_> grrr
13:18:45  <Leanden_> Sprite Offsets doing my head in
13:19:32  <Leanden_> the sprite aligner numbers don't tie up at all with the NML offset figures
13:19:47  <Leanden_> can someone help me?
13:20:51  <Leanden_> Even the bounding blocks arent really useful as the default openttd wagons dont sit properly inside their bounding boxes
13:23:13  <V453000> they are values for x4 zoom
13:23:17  <V453000> just divide by 4
13:24:15  <Leanden_> so move by the relevant number in the sprite aligner and divide the absolute offset by 4 to get the actual result?
13:25:08  <Leanden_> (i.e. the Absolute Offset/4 is what i should put into the NML code?)
13:25:11  <V453000> the absolute offset is quite pointless I think
13:25:19  <V453000> you need to worry about the relative one
13:25:26  <V453000> and then substract/add that from your code
13:25:42  <V453000> that's what I always did
13:25:43  <Leanden_> ok so relative/4 added to whatever my NML says?
13:25:47  <V453000> yeah
13:25:52  <Leanden_> cool thanks
13:26:00  <Leanden_> that helps :)
13:26:04  <V453000> I am not sure if the current thing actually gives proper absolute values, but the relative always does
13:26:19  <Leanden_> Im trying to code this BRTrains set
13:26:35  <Leanden_> but had to go right back to the beginning because i was writing without testing and its all messed up lol
13:26:52  <Leanden_> progress :D
13:27:18  <Leanden_> is there an NML snippet which disables all default trains and wagons?
13:27:22  <V453000> hm :) good luck
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13:31:02  <drac_boy> hi
13:33:00  <drac_boy> got an interesting 'problem' here .. one book is 128 pages about crocodiles in general (sbb/db/etc) while another book is 110 pages that goes quite deep into just the swiss crocodile alone and its quite more expensive
13:33:19  *** Islacrusez [~m4rek@host-92-20-172-85.as13285.net] has joined #openttd
13:33:59  <Islacrusez> o/
13:35:28  <drac_boy> if you want know these are the two of them: http://i.ebayimg.com/00/s/NTAwWDQwNQ==/z/VKEAAOxyUylTVkNN/$_35.JPG vs http://www.heel-verlag.de/cosmoshop/pix/a/n/654704-1446806418.jpg
13:35:56  <drac_boy> hi isla :)
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13:40:42  <Islacrusez> Ayo Alberth
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13:41:49  <Alberth> hi hi
13:43:11  <andythenorth> moin
13:44:54  <Wolf01> o/
13:50:47  <drac_boy> hi wolf01 .. want me bore you? :P
13:53:40  <Wolf01> I'm already bored, building-new-outpost-bored
13:54:11  * drac_boy pokes wolf01 with a 850mm diameter driver axle then
13:55:40  <andythenorth> Lego isn’t usually dimensioned in mm
13:55:44  <andythenorth> except for tube
13:55:51  <andythenorth> and maybe string
13:55:55  <andythenorth> the standard unit is studs
13:56:31  <Wolf01> meh... wrong place for accumulators, there should be a station instead
13:57:01  * drac_boy throws something 1 stud and 10 studs long at andy :)
13:58:05  <Wolf01> wrong place for forest, there should be accumulators farm instead
14:00:00  <Islacrusez> so what's ottd development like these days; any significant changes in the past few years?
14:00:13  * Islacrusez is out of the loop
14:00:23  <Wolf01> ottd development these days resembles more factorio playing
14:00:58  * Islacrusez chuckles
14:01:14  <Islacrusez> don't blame you, that game is perfect on so many levels
14:07:01  <Samu> i installed sed, already ruined everything
14:07:05  <Samu> uninstalled it
14:07:13  <Samu> now fixing what i broke
14:07:25  * drac_boy is going stick to ttdxp+simutrans for now partially due to installers
14:07:29  <drac_boy> samu .. heh? :-s
14:07:47  <Samu> i broke the language files
14:10:44  <planetmaker> Samu, if your fixing what you broke with sed is much more difficult than running something like "hg revert src/lang/*" then you should consider to change how you work on the files :)
14:11:44  <Wolf01> btw, I should prepare myself, AFOL dinner this evening ;)
14:12:33  <Samu> i reverted but it is also reverting some vcxproj files for lang?
14:12:38  <Samu> i did not edit that
14:13:12  <Samu> something about spanish_MX.lng
14:14:57  <Leanden_> Well this is a nice milestone
14:15:01  <Samu> ... that's it... deleting entire trunk
14:15:04  <Samu> brb
14:15:06  <Leanden_> I have just successfully coded my first ever train in NML :D
14:15:14  <Leanden_> and its properly aligned :)
14:16:34  <Samu> re-downloading entire trunk again
14:16:48  <Samu> should fix my problems
14:17:05  <Samu> while getting rid of my code as well, bah... dont care, as long as it fixes it
14:19:46  <andythenorth> iz forums today?
14:20:41  <Alberth> not much
14:21:06  <Alberth> people stopped sleeping in tents on a slope, in australia, mostly
14:21:13  <Samu> no longer complaining about spanish_MX
14:21:17  <Samu> nice
14:21:26  <andythenorth> maybe I should play the game
14:22:06  <Alberth> I tried that yesterday with mostly vanilla, but tropical is too boring
14:22:39  <andythenorth> the economy, the vehicles, or the landscape?
14:22:41  <andythenorth> o_O
14:23:00  <Alberth> the climate, in particular the industry chains
14:23:10  <Alberth> perhaps I should concentrate on pax there
14:23:18  <drac_boy> going off for now here
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14:23:26  <Alberth> all these towns needing food & water
14:24:16  <Samu> oh, so it seems I was working with an old lang version without spanish_MX
14:24:27  <Samu> wasn't this the language just added?
14:24:35  <Alberth> yes
14:24:49  <Samu> oki, mystery solved
14:25:38  <andythenorth> I never liked micro-managing the lumber mill :)
14:26:12  <Samu> reverting now reverts correctly
14:26:16  <Samu> problem solved
14:26:57  <Alberth> it probably reverted correctly before too, except in a way you didn't expect?
14:27:18  <frosch123> Leanden_: https://newgrf-specs.tt-wiki.net/wiki/NML:Disable_items
14:28:34  <frosch123> Leanden_: V453000: the absolute values in the sprite aligner are affected by the transparency-cropping when compiling the nml file. that is, if your sprites have transparency along some border, the absolue offsets will differ
14:32:05  <Samu> it was creating a patch and the patch was adding changes to many lang vcx files
14:32:13  <Samu> v80 v90 v120 etc
14:32:22  <Samu> and i remember not touching that
14:32:24  <Wolf01> http://i2.wp.com/farm2.staticflickr.com/1457/26208725460_6dd10f7871_z.jpg?resize=625%2C417&ssl=1 neat
14:32:46  <Samu> then i wanted to revert, and it was touching them again
14:33:42  <Samu> at least now the trunk is 100% equal
14:33:45  <DorpsGek> Commit by frosch :: r27553 /trunk/projects (6 files) (2016-04-30 16:33:36 +0200 )
14:33:46  <DorpsGek> -Update: Project files
14:34:26  <Samu> or not...
14:34:40  <Samu> brilliant timing
14:35:32  <V453000> frosch123: they do, pretty much always :D
14:38:06  <Islacrusez> Wolf01, that's pretty awesome
14:41:43  <V453000> jayzus
14:43:00  <andythenorth> ha
14:43:19  * andythenorth doesn’t get excited by that kind of lego build :)
14:44:11  <Leanden> can someone help me quickly
14:44:21  <Leanden> ive managed to code a refit for a train in my BRTrains set
14:44:40  <andythenorth> what kind of refit? :)
14:44:41  <Leanden> but the artist has cleverly used 2CC colours, how can i disable the 2CC recolouring?
14:44:46  <Leanden> loco
14:44:57  <andythenorth> livery refit?
14:45:11  <Islacrusez> andythenorth, do you get excited by the guy who did HMS Hood with SNOTwork lego in minifig scale?
14:45:30  <andythenorth> nah
14:45:39  <Islacrusez> pfft
14:45:40  <Islacrusez> :P
14:45:41  <Leanden> yep livery refit
14:45:45  <Leanden> goods -> goods
14:45:48  <Leanden> but the capacity is 0
14:45:57  <andythenorth> oh that kind of livery refit
14:45:57  <Leanden> the refit works fine but the livery recolours to CC
14:46:11  <andythenorth> got photoshop or similr?
14:46:13  <andythenorth> similar *
14:46:15  <Leanden> i assume there is a callback
14:46:17  <andythenorth> I’d just repaint it
14:46:18  <Leanden> i have GIMP
14:46:24  <Islacrusez> what sort of lego work does excite you then? xD
14:46:31  <andythenorth> I’d just global replace the 2CC
14:46:37  <andythenorth> you can do it in code, but meh
14:46:41  <andythenorth> why add string?
14:46:44  <Leanden> id prefer code
14:46:50  <Leanden> instead of faffing with changing pixels :P
14:47:40  <Alberth> write a program to faf pixels :p
14:48:33  <andythenorth> you might be able to just ignore it in action 0
14:48:36  <V453000> just recolour code
14:48:50  <andythenorth> can’t remember, but I think there is a flag to enable 2CC for some vehicle types,
14:48:58  * andythenorth could look in the docs for you
14:49:19  <V453000> ie 	recolour_sprite { //CCblue 		0xC6:	0x92; 		0xC7:	0x93; 		0xC8:	0x94; 		0xC9:	0x95; 		0xCA:	0x96; 		0xCB:	0x97; 		0xCC:	0x98; 		0xCD:	0x99; 	} //CCblue
14:49:19  <andythenorth> TRAIN_FLAG_2CC
14:49:28  <andythenorth> V453000: very naughty :P
14:49:32  <V453000> cc1 ti blue
14:49:35  <andythenorth> recolour sprites are evils
14:49:37  <andythenorth> http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles
14:49:53  <V453000> are nice
14:50:08  <frosch123> Leanden: remove TRAIN_FLAG_2CC ?
14:51:40  <V453000> not for subrefits I guess
14:54:05  <Leanden> i dont have TRAIN_FLAG_2CC in there hmm
14:54:54  <Leanden> oh that looks good V45
14:54:59  <Leanden> can you do one for Green too? :D
14:55:57  <Leanden> wait recolour sprite
14:56:03  <Leanden> where does that variable/callback go?
14:56:10  <Leanden> in the spriteset?
14:56:52  <frosch123> you only need "recolour_sprite" for new colours
14:56:59  <frosch123> not for normal cc
14:57:20  <Leanden> i am so confused lol
14:57:29  <Leanden> i just want a line of code to change CC blue to Blue
14:57:32  <Leanden> and CC green to green :P
14:58:01  <frosch123> so, you do not want cc at all?
14:58:09  <frosch123> i have no idea what you want :p
14:58:14  <Leanden> indeed
14:58:20  <Leanden> i want to completely disable CC for all my trains :P
14:58:22  <V453000> Leanden: just pu there the right colour numbers :P
14:58:23  <frosch123> you said artist uses 2cc, but you did not enable 2cc
14:58:57  <Leanden> the artist designed the sprite in 2CC, but i want to use the CC as just a normal green
14:59:12  <frosch123> Leanden: ok, then just add "colour_mapping: return PALETTE_CC_FIRST;" to your graphics block
14:59:36  <frosch123> that will disable all cc, 1cc and 2cc
14:59:59  <Leanden> that worked a treat
15:00:01  <Leanden> thanks very much
15:00:45  <Leanden> YAY!!!
15:00:49  <Leanden> BRTrains set is go!
15:00:58  <Leanden> Thanks Frosch
15:01:05  <frosch123> yw
15:07:00  <andythenorth> Leanden: what scale is it roughly?  UKRS or UKRS 2?
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15:21:07  * andythenorth ponders 1 tile locks some more
15:22:16  <andythenorth> locks can have custom graphics? o_O
15:22:35  <andythenorth> L760 or so in water_cmd.cpp
15:22:56  <andythenorth> in fact all of DrawWaterLock()
15:23:15  <andythenorth> well that’s a pisser :)
15:23:19  <andythenorth> no 1 tile locks then
15:23:26  <andythenorth> ‘newgrf cannot be broken’ :P
15:24:20  * andythenorth reverts everything
15:41:46  <Samu> i just posted new version http://www.tt-forums.net/viewtopic.php?p=1167722#p1167722
15:42:56  <Samu> now i wanna get rid of the vertical scrollbar :|
15:49:27  <Wolf01> bye
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15:54:52  <Samu> http://i.imgur.com/6Go6VdG.png
15:55:22  <Samu> want to remove vertical scrollbar, then enumerate the slots
15:55:36  <Samu> and then... drag and drop
15:55:43  <Samu> which i assume is the most complicated one
16:12:43  <_dp_> hi, can openttd to reverse pathfinding? eg find closest depot from which current station is reachable.
16:12:56  <_dp_> *do
16:14:02  <Samu> just found another bug :(
16:14:17  <Samu> it's also present in 1.6.0
16:15:36  <Samu> click License from an AI, then select another AI and chose Random AI
16:15:41  <Samu> crash
16:16:07  <Samu> Random AI doesn't have a license
16:17:32  <Samu> also happens for the (none) GS
16:21:07  <Samu> changelog of Random AI
16:21:15  <Samu> hmm, I see the pattern
16:23:47  <Samu> void ChangeAI() - this thing will have to close every possible window that can leak information from the old AI to the new
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16:54:32  <Samu> can crash with readme, license and changelog
16:55:04  <Samu> and configure
16:55:15  <Samu> both AI and GS slots
17:04:57  <Samu> I guess i could post a patch for flyspray
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17:54:04  <Samu> uhm... i rather not
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18:14:19  <andythenorth> bah
18:14:43  <Samu> hi
18:15:33  <Samu> teach me how to remove a scrollbar
18:17:52  <Eddi|zuHause> _dp_: you can run the pathfinder from each depot
18:18:12  <Eddi|zuHause> but it's not very efficient, probably
18:18:52  <_dp_> Eddi|zuHause, yeah, but I hoped there was some better way)
18:19:52  <Eddi|zuHause> the pathfinder algorithm is not really made for something like "get me the shortest path to station involving a depot"
18:20:02  <Rubidium> make some sort of reverse pathfinder where it interprets signals as being reversed and then find the closest depot?
18:22:17  <Eddi|zuHause> just build your depots so all stations are reachable...
18:22:55  <_dp_> Eddi|zuHause, that's completely different problem
18:23:13  <_dp_> generally speaking it's not that hard to reverse pathfind in graph
18:23:41  <_dp_> but now that you mentioned signals... this is't exactly a graph I guess
18:24:24  <Eddi|zuHause> sure, it's just a directed graph
18:24:27  * andythenorth pissing about trying to draw an irone ore mine
18:24:43  <andythenorth> maybe I should just use the one from V453000
18:25:01  <Eddi|zuHause> an ironic ore mine?
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18:25:28  <Eddi|zuHause> produces irony and thrives on sarcasm as feedback?
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18:25:47  <andythenorth> nice idea
18:26:15  <Eddi|zuHause> this must be what V453000 thinks when he makes an industry chain :p
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18:27:44  <V453000> pf
18:27:49  * V453000 is making new stockyard
18:27:50  <V453000> doesn
18:27:53  <_dp_> Eddi|zuHause, not quite, it changes as train goes on it
18:27:54  <V453000> t give a shit
18:28:18  <_dp_> but for what I want I can ignore that, only direction matters
18:28:38  <_dp_> but I guess I'll settle for looping over deport, should work fast enough
18:29:12  <_dp_> don't want to write own pathfinder if there is no reverse already
18:29:23  <V453000> andythenorth: if you can convert it to 8bpp nicely, feel free to use anything from me, but .. :) idk if it would fit, probably not
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18:31:47  <andythenorth> probably not :)
18:31:57  <andythenorth> avoids me doing it :P
18:32:05  <andythenorth> ore mines http://www.travelling-australia.info/MainGraphics2006/P065260067Bz-750.jpg
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19:09:38  <Samu> :) just successfully removed vertical scrollbar and maintained clicking
19:09:44  <Samu> can select!
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19:10:43  <Samu> this->selected_slot = (CompanyID)this->GetRowFromWidget(pt.y, widget, 0, this->line_height);
19:13:24  <Samu> now, what next
19:13:34  <Samu> drag & drop slots
19:13:41  <Samu> is it easy to do? drag & drop?
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19:31:55  <Eddi|zuHause> _dp_: but a train on it doesn't change the topology of the graph, only the edge weights (except maybe for firstred_twoway_eol)
19:34:37  <Eddi|zuHause> and the pathfinder has a mode which irgnores train positions
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20:09:47  <drac_boy> hi
20:09:55  <_dp_> Eddi|zuHause, it does change, even without signals. just make a small loop, train can't go through it
20:10:16  <Eddi|zuHause> what do you mean?
20:10:27  <_dp_> Eddi|zuHause, or, rather, they can, but only because they can't crash into themselvel
20:10:38  <andythenorth> iron catz
20:10:57  <Eddi|zuHause> _dp_: i don't see the relevance
20:11:08  <drac_boy> just curious about it but how often any of you heard of using one single traction motor (sandwiched inbetween or so) to power both adjacent axles with? (kinda like a B'B with only two motors)
20:11:32  <drac_boy> I mean I know some high power locomotives had two motors per axle...but I'm curious about the other way around
20:12:59  <_dp_> Eddi|zuHause, that's example of train changing topology, it couldn't go there because it has non-zero length
20:12:59  <Eddi|zuHause> sure, B'B' was a thing (4 individual motors would be Bo'Bo')
20:13:17  * andythenorth wonders how to represent traction motors in TTD scale
20:13:24  <Eddi|zuHause> _dp_: i don't think you understand what i mean with topology
20:13:40  <andythenorth> I imagine the rating for continous tractive effort might be lower
20:13:46  <andythenorth> continuous *
20:14:06  <drac_boy> andy, don't bother. it'll be like 1/10th of a pixel :P
20:15:04  <Eddi|zuHause> andythenorth: i don't think it matters much stat-wise
20:15:37  <andythenorth> NO IT’S VERY IMPORTANT
20:15:42  * andythenorth back to drawing
20:16:08  <_dp_> Eddi|zuHause, regardless of what you mean, graph is a well-defined thing; neither pathfinding for trains is same as general graph pathfinding nor track network with signals is a graph, strictly speaking
20:16:54  <Eddi|zuHause> _dp_: but it still IS a graph. it may be a different graph for each individual pathfinder run, but it's still a graph
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20:18:15  <drac_boy> graph path...reminds me of Train Dispatcher if you ask me :)
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20:24:51  <_dp_> Eddi|zuHause, you can make some graph, but pathfinding on will not be 100% correct (and it's not in openttd)
20:28:45  <_dp_> Eddi|zuHause, http://imgur.com/a/RJ0zq
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20:29:20  <_dp_> Eddi|zuHause, for any sensible graph you can do that's probably a fine path, but train can never go there
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20:50:58  <drac_boy> think going for now as usual
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22:47:41  <Samu> hmm is there a guide for drawing strings?
22:48:19  <Samu> i need to composite a line with 3 Drawstrings
22:48:33  <Samu> quite the task
22:48:34  <Samu> lol
22:49:13  <Samu> draw 3 things in 1 line
22:49:37  <Samu> text + more text + optional text
22:50:13  <Samu> text = company # - # ranges from 1 to 15
22:50:32  <Samu> more text = name of AI script
22:51:00  <Samu> optional text = tell if it's Random AI, or just don't say anything
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22:51:48  <Leanden> Yo
22:51:57  <Leanden> anyone know anything about repositories and hg? :D
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23:54:47  <Sylf> Leanden, what about it?
23:56:47  <Samu> no more time for today, couldn't draw strings
23:57:00  <Samu> cyas, goodnight
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