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Log for #openttd on 3rd January 2018:
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12:37:26  <Samu> hui
12:52:47  <Samu> i finally catched AIAI screwing itself
12:54:51  <__ln__> "catched" = caught
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12:59:52  <Samu> caught
12:59:58  <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=47298&p=1200703#p1200703
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17:40:40  <Borg> hmmm bug in NFO new GRF
17:40:58  <Borg> u cant use 1F 00 xx (shift X,Y positions)
17:41:08  <Borg> because NFO things its end of string..
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18:31:32  <Eddi|zuHause> can you elaborate?
18:32:29  <Eddi|zuHause> i think some of the NFO string stuff was disabled when we introduced flexible font sizes and stuff
18:33:26  <Eddi|zuHause> so this fixed movement is incompatible with a scaling GUI
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18:42:09  <Borg> Eddi|zuHause: hmm it works.. I tried it.. using 1F 01 04 and it shifted string correctly
18:42:24  <Borg> but when I wanted no shift for X axis.. string was not displayed at all :)
18:42:28  <Borg> I already posted a bug
18:45:24  <Borg> Eddi|zuHause: also, I dont see an problem why scaling gui should break shift ? AFAIK scalling its just x2 or x3 or x4 so fixing 1F is trivial.. adding mul
18:45:46  <DorpsGek> Commit by translators :: r27957 trunk/src/lang/spanish_MX.txt (2018-01-03 19:45:37 +0100 )
18:45:47  <DorpsGek> -Update from Eints:
18:45:48  <DorpsGek> spanish (mexican): 3 changes by Absay
18:46:48  <Eddi|zuHause> well, 00 is the end of the string
18:46:57  <Borg> well.. only when scaning chars
18:47:03  <Borg> if you encounter 1F
18:47:11  <Borg> u expect codes here.. so checking in loop for 00 is bad
18:47:20  <Borg> there is reason why pseudo sprites have length
18:47:52  <Eddi|zuHause> you can't convert every builtin c-string functions to handle 1F as a special code
18:47:54  <Borg> uf you encounter any code that have args.. you should just check for out of bounds...
18:48:07  <Borg> s/uf/if/
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18:48:29  <Borg> hmmm its all about string codes in GRF only... whats the problem?
18:48:55  <Borg> there is already sprite length for every pseudo sprite.. they are read as binary data
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19:09:39  <m3henry> Good evening
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19:10:32  <Alberth> o/
19:10:43  <m3henry> o/
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19:16:24  <Borg> yo
19:16:31  <RafiX> o/
19:17:28  <Borg> okey.. transfer stations for multiple cargo is indeed bad idea
19:18:47  <m3henry> Alberth: I submitted the first wave of std::vectorizations in @fs 6649
19:25:20  <michi_cc> m3henry: As of now our Compile farm is not completely C++11 ready (no auto and stuff).
19:28:46  <m3henry> Fair enough, what platforms are stuck in 03?
19:29:34  <V453000> andythenorth: I need a clear and well reasoned explanation why should new train set not be all slugs
19:31:01  <LordAro> m3henry: all of them, probably
19:31:06  <LordAro> CF is quite old
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19:33:36  <m3henry> bummer
19:34:57  <LordAro> not really clear how near its replacement is to being completed
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20:26:17  <andythenorth> V453000: I have nothing
20:31:02  <frosch123> it's probably fine if some slugs have horns
20:31:57  <frosch123> maybe pick an animal for each engine class
20:32:14  <frosch123> fast -> slug, strong -> duck
20:32:15  <m3henry> Slug-ify all the animal kingdom?
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20:50:17  <__ln__> https://twitter.com/_DanielSinclair/status/948650057636737029
20:52:52  <andythenorth> lo frosch123
20:53:09  <frosch123> hoi
20:55:07  <andythenorth> remind me, why not just two catenaries? o_O
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21:03:19  <Eddi|zuHause> how to do sprite sorting then?
21:05:03  <andythenorth> is it significant?
21:05:09  <andythenorth> tram -> road
21:05:38  <Eddi|zuHause> it should be well-defined.
21:06:02  <LordAro> __ln__: well that's more fun
21:06:23  <Eddi|zuHause> and people will want a way to detect multiple configurations to provide custom combined sprites
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21:55:18  <V453000> frosch123: that's not how this works, slug master race
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22:32:01  <m3henry> Is there any reason that company value should have a minimum of £1?
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22:45:05  <Eddi|zuHause> you mean besides the value making no sense anyway?
22:47:24  <m3henry> Admittedly the code doesn't seem correct
22:51:20  <m3henry> But it doesn't make sense for there to be a minimum
22:51:20  <m3henry> But sum(assets) + money - loan =: value
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22:56:48  <glx> maybe it's used in a division somewhere
23:02:15  <Eddi|zuHause> what would a negative value achieve? that you get money by buying shares?
23:03:08  <Eddi|zuHause> imho, it should only consider assets, money and loan is irrelevant
23:03:43  <Eddi|zuHause> maybe assets+x*(yearly profit)
23:03:57  <Eddi|zuHause> where x is an arbitrary value
23:05:48  <m3henry> If the purchaser of the shares also inherits a proportional share of the debt, that would make sense
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23:07:05  <ST2> I bet m3henry works on a bank :D
23:07:33  <m3henry> that way purchasing shares of a company with negative value wouldn't increase the value of the purchaser
23:07:52  <m3henry> lol
23:09:11  <m3henry> But when purchasing a negative value company, you're essentially agreeing to pay the liabilities owed by the company in exchange for the assests it holds
23:12:31  <Eddi|zuHause> mind that i'm not an expert in stock market, and i hate stock market features in a game like this
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23:28:56  <Kalaskow> Hello! Anyone tried compiling OpenTTD on MVS 2017?
23:29:30  <sim-al2> I did
23:29:34  <sim-al2> didn't go well
23:31:08  <Kalaskow> getting some 1083s on, what looks like the essentials files :/
23:31:15  <sim-al2> yeah
23:31:19  <sim-al2> that was the problem I had
23:31:42  <Kalaskow> are those supposed to be packed into zips?
23:31:58  <Kalaskow> no wonder it cant find them :/
23:32:40  <sim-al2> did you download both of the "useful" files mentioned on the wiki page?
23:33:06  <sim-al2> IIRC one is a library and the other for music
23:33:38  <Kalaskow> only sources.. do i need those headers as well?
23:33:43  <Kalaskow> (also music, yes)
23:34:00  <sim-al2> the headers are suppsoed to already be included in VS
23:34:11  <sim-al2> if you look in the file structure they're defintely there
23:34:30  <sim-al2> I don't understand why the program can't see them though
23:34:32  <ST2> https://www.openttd.org/en/download-openttd-useful - version 5.1
23:34:38  <ST2> http://ftp.snt.utwente.nl/pub/games/openttd/binaries/extra/openttd-useful/6.0/index.html - version 6.0
23:35:12  <ST2> maybe 6.0 not finished yet
23:35:33  <ST2> I still use VS 2013 ^^
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23:38:13  <Kalaskow> do i need a $ infront of (working directory) ?
23:38:31  <Kalaskow> Uhm (WorkFolder) i meant
23:46:41  <Kalaskow> K... changed to absolute Paths
23:46:45  <Kalaskow> seems so work now
23:46:58  <ST2> with 5.1 or 6?
23:48:15  <Kalaskow> 5.1
23:48:26  <ST2> good good :)
23:49:02  <Kalaskow> k.. it compiled... lets see if it launches :D
23:49:17  <sim-al2> hmmm should try that
23:50:07  <ST2> and now sim-al2 saw the light xD
23:50:37  <Kalaskow> :/
23:50:45  <Kalaskow> "No available language packs"
23:50:58  <ST2> under "bin" folder
23:51:30  <ST2> put the "lang" folder on the binaries/executables
23:51:54  <Kalaskow> i better copy all the folders there, right?
23:51:56  <ST2> folder
23:52:10  <ST2> nah, "lang" will do
23:52:16  <Kalaskow> kk
23:52:27  <ST2> ofc, depends on how you're making it
23:52:41  <Kalaskow> didnt change the makefile
23:53:03  <ST2> I usually copy a working OpenTTD folder, and replace what I need there :)
23:53:33  <Kalaskow> ok.. got it running
23:53:34  <Kalaskow> nice
23:54:21  <ST2> I usually have the openttd.cfg file on the executable folder too - that way you can run different instances with different settings
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23:55:53  <Kalaskow> ill go with a single instance for now :)
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