Config
Log for #openttd on 21st December 2010:
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00:29:13  <SmatZ> running out of disk space has really weird consequences
00:29:35  <SmatZ> applications crashing or misbehaving without any error messages
00:29:43  <SmatZ> warning: ignoring return value of ‘size_t fread(void*, size_t, size_t, FILE*)’, declared with attribute warn_unused_result
00:29:49  <SmatZ> that warning is there for a reason! :P
00:30:05  <SmatZ> actually, (f)write is more appropriate there :)
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01:06:36  <Wolf01> 'night
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01:43:38  <avdg> gn
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01:59:06  <DanMacK> Hey all
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06:44:39  <Terkhen> good morning
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07:57:37  <z-MaTRiX> hey-ho
08:02:09  <z-MaTRiX> sync
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08:52:16  <planetmaker> moin
08:55:01  <CIA-2> OpenTTD: rubidium * r21554 /extra/osie/ (13 files in 3 dirs): [osie] -Add: a small tool for extracting the savegame metadata from a screenshot
08:56:48  <planetmaker> :-)
08:57:01  <norbert79> moin moin
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09:09:45  <fjb> Moin
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09:29:13  <CIA-2> OpenTTD: rubidium * r21555 /trunk/src/misc_gui.cpp: -Fix [FS#4321]: strings for the query window weren't properly terminated to N characters anymore
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10:06:00  <CIA-2> OpenTTD: rubidium * r21556 /trunk/src/strings.cpp: -Fix [FS#4320]: argt wasn't updated when argv was updated due to ARG_INDEX, so there was a mismatch between argt's offset and argv's offset causing trouble when getting the gender of a string
10:06:37  <CIA-2> OpenTTD: rubidium * r21557 /trunk/src/settings_gui.cpp: -Change: close the query windows when changing the language as often the strings are partly translated, which causes trouble in some cases
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10:11:24  <CIA-2> OpenTTD: rubidium * r21558 /trunk/src/screenshot.cpp: -Codechange: add the graphics set and its version to the screenshot metadata as well
10:18:30  <fjb> Quak frosch123
10:20:22  <frosch123> moin :)
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10:28:10  <planetmaker> quak :-)
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10:30:12  <fjb> Moin planetmaker
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11:00:25  <greywall> how do people with servers in multiplayer restrict industries from going down in production?
11:01:20  <Eddi|zuHause> greywall: why would they do that?
11:01:23  <greywall> theres this USA map that always has a high number of production of oil on a rig, and it's always around 2 million barrels, when i try to do internet multiplayer, my industries keep dying
11:01:45  <greywall> i want to fixate or limit how much an industry can loose in production
11:02:16  <V453000> just service it?
11:02:42  <greywall> if people dont visit the map i dont want the industries to disappear because noone is servicing it
11:03:22  <greywall> also, how do you set the limit of the year in which the game stops
11:03:23  <Eddi|zuHause> greywall: use the "minimum players" setting to pause the server when nobody is there
11:03:38  <SmatZ> greywall: game runs indefinitely
11:03:57  <SmatZ> I wouldn't wonder if there were a newgrf that forbids industry closing
11:04:07  <greywall> ive seen multiplayer servers were they have a range
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11:04:13  <V453000> manual industries might
11:04:14  <greywall> 1980-2150 or something
11:04:31  <greywall> instead of the usual 19XX-2050
11:04:52  <Eddi|zuHause> there's a setting to automatically restart a server after a certain year, i believe
11:04:55  <V453000> but I am preetty sure it would also prevent them from growing
11:05:01  <SmatZ> Eddi|zuHause: ok then :)
11:05:07  <V453000> also, just prospect more industries when they die??
11:05:09  <Eddi|zuHause> and sometimes servers are specifically modified for these things
11:06:47  <SmatZ> restart_game_year right
11:08:58  <greywall> it'd be nice for designers to be able to select building styles from a graphics list, when designing towns
11:09:20  <greywall> instead of just clicking expand
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11:13:16  <greywall> sheesh... making a server is hard
11:13:27  <greywall> need to get a ton of stuff right
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12:31:13  <z-MaTRiX> hey-ho
12:33:39  <Alberth> hello
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13:50:06  <CIA-2> OpenTTD: terkhen * r21559 /trunk/src/vehicle_gui.cpp: -Add: Disable the refit button until a refit option is selected.
13:50:43  <CIA-2> OpenTTD: terkhen * r21560 /trunk/src/ (vehicle_gui.cpp vehicle_gui.h): -Codechange: Declare DrawVehicleImage in its header.
13:50:44  <DanMacK> Hello all
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13:52:22  <CIA-2> OpenTTD: terkhen * r21561 /trunk/src/ (vehicle.cpp vehicle_cmd.cpp vehicle_func.h): -Change: Allow to specify the number of vehicles to refit in the refit vehicle command.
13:53:25  * Rubidium waves to the Canadians
13:53:31  <CIA-2> OpenTTD: terkhen * r21562 /trunk/src/vehicle.cpp: -Change: Add articulated parts of vehicles in a refit selection to that selection.
13:54:39  <planetmaker> hello DanMacK
13:55:11  <CIA-2> OpenTTD: terkhen * r21563 /trunk/src/ (vehicle_gui.cpp vehicle_gui.h): -Codechange: Add function to get the width of a vehicle.
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13:56:20  <CIA-2> OpenTTD: terkhen * r21564 /trunk/src/roadveh_gui.cpp: -Fix: Avoid drawing road vehicles outside of their given space.
13:56:31  * DanMacK wants to get back to his TTD game... screw work
13:56:52  <LadyHawk> http://ladyhawk.flawlesscorruption.net/screens/DepotBlock.PNG << fastest so far, and brilliant for the traffic
13:57:06  <CIA-2> OpenTTD: terkhen * r21565 /trunk/src/ (roadveh_gui.cpp vehicle_gui.cpp vehicle_gui.h): -Codechange: Add pixel skip to DrawRoadVehImage().
13:57:24  <DanMacK> Impressive, I must say
13:57:36  * DanMacK plays with servicing off personally...
13:58:21  <CIA-2> OpenTTD: terkhen * r21566 /trunk/src/vehicle_gui.cpp: -Add: Draw current vehicle at the refit window.
13:58:38  <Chris_Booth> LadyHawk: you could speed it up a bit by using block signals on the merge rather than path signals
13:59:31  <CIA-2> OpenTTD: terkhen * r21567 /trunk/src/ (lang/english.txt vehicle_gui.cpp): -Feature: Allow to refit only the selected part of a train consist.
13:59:32  <Chris_Booth> but then I am talking about a very small % in high stress situations which you line doesn't seem to be under
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14:00:26  <CIA-2> OpenTTD: terkhen * r21568 /trunk/src/vehicle_gui.cpp: -Add: Show the selected consist part at the refit window.
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14:01:08  <Ammler> well, "depot balancing" doesn't work at all with pbs, it needs 2way eol, afaik
14:01:10  <CIA-2> OpenTTD: terkhen * r21569 /trunk/src/vehicle_gui.cpp: -Add: Don't close the refit window after refitting only a consist part.
14:01:18  <Wolf01> hello
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14:01:35  <DanMacK> My depots are mainly eye candy and building/refittign spots
14:01:36  <Wolf01> yeah, good one Terkhen :D
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14:01:52  <DanMacK> Servicing just complicates matters :P
14:01:56  <CIA-2> OpenTTD: terkhen * r21570 /trunk/src/ (lang/english.txt vehicle_gui.cpp): -Add: Allow to select a vehicle and the following chain with a keyboard shortcut.
14:01:59  <Ammler> as the train has the target depot already in the path and wouldn't change with pbs, so it needs to be forced with eol
14:02:06  <Terkhen> thanks, now we are only missing a select all button :)
14:02:39  <greywall> you guys watched Unstoppable movie?
14:02:46  <DanMacK> not yet
14:02:51  * DanMacK wants to see it though
14:02:57  <greywall> i can't believe they dont make more movies with trains in them
14:03:08  <greywall> last one i remember watching was under siege
14:03:10  <greywall> XD
14:03:18  <DanMacK> haven't seen that one either
14:03:27  <greywall> but i guess the budget 100 million for unsoppable is why
14:03:35  <Ammler> first mission impossible
14:03:55  <Muddy> greywall: well, if you're up for an incredible sucky movie, watch Snakes on a Train
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14:04:04  <greywall> ewww
14:04:37  <Heather> I have a likely noobish question for you folks
14:05:00  <Ammler> you are lucky, Chris_Booth is here ;-)
14:05:11  <DanMacK> go for it, we were all noobs at one point :P
14:05:24  <Chris_Booth> hi Ammler
14:05:29  <Ammler> Sali :-)
14:05:47  <Belugas> good day all
14:06:03  <DanMacK> Hey Belugas
14:06:06  <Ammler> Hello dadi
14:06:17  <greywall> lol
14:06:19  <Heather> I want a hub station for my passenger trains. I want trains from stations at various towns to drop off passengers at a hub station and pick up any passengers destined for their town and drop them off at the town
14:06:25  <greywall> Belugas i was just reading your wiki page
14:06:32  <Chris_Booth> I am a huge noob I was trying to build a YAPF trap device which used to take me a few seconds
14:06:38  <Heather> however... when a train hits my hub it drops off all the passengers... then picks up the very same passengers
14:06:40  <Chris_Booth> now I can't even get mine to work
14:06:43  <greywall> Belugas where are you emplyed that they need a delphi coder :O
14:07:11  <Belugas> well...
14:07:21  <Rubidium> Delphi's Oracle? :)
14:07:25  <Belugas> the location has nothing to do with delphi or not
14:07:37  <Belugas> I'm in Montreal, if you really want to know
14:07:45  <Chris_Booth> Heather: If you want a 'realistic' hub station you will need to use cargodist
14:07:46  <greywall> not where where, where as in what type of coding for what... why...
14:07:47  <Belugas> and we've been using delphi since 1998
14:07:54  <Belugas> ho..
14:07:58  <Heather> Chris_Booth, how do I do that?
14:08:00  <Belugas> in Store managements
14:08:11  <Alberth> hello
14:08:28  <greywall> so.. like inventory, checkout machines at checkout booths?
14:08:33  <Chris_Booth> Heather: it is a branch of openttd. you will need to download a new set of binaries to use it
14:08:46  <Heather> *sighs*
14:08:54  <Chris_Booth> it can be found on #openttdcoop,.dev if I recall
14:08:59  <Belugas> I'm in the Point Of Sales department (i MA the department) while we have head office, purchases, accounting, inventory tracking, etc etc
14:09:14  <greywall> got you
14:09:15  <Chris_Booth> all you need to do it place the new binary files where your current openttd install is
14:09:26  <Belugas> the company is called multidev
14:09:29  <Chris_Booth> and you can have a hub styled network
14:09:34  <Belugas> the product is Chaindrive
14:09:43  <greywall> so is openttd using c or c++ i haven't looked at the code yet, but i'm a c++ developer
14:09:55  <Chris_Booth> greywall: it uses both
14:10:14  <Chris_Booth> but all new stuff is C++ IIRC
14:10:15  <Alberth> C is a subset of C++, so both by definition :)
14:10:16  <Heather> I'm a C++ dev as well
14:10:41  <Heather> I dev homebrew for the nintendo DS
14:10:44  <greywall> Alberth i know, but i was wondering about if oop was replaced with struct and the like :)
14:11:13  <Alberth> where useful, yes
14:11:19  <greywall> ofcourse
14:11:26  <Alberth> but there is little difference between struct and class :)
14:11:44  <greywall> ughmmm, not the way i saw it
14:11:55  <Heather> a struct is a class, just very simplified
14:12:17  <Alberth> greywall: the main difference is that the default is public rather than private
14:12:19  <greywall> simplified yes, little difference... NO
14:12:35  <Alberth> you can do inheritance, methods, the whole oo
14:12:57  <greywall> i forgot... but we had a discussion about it and pointed out some downsides and differences
14:13:03  <greywall> though they were marginal cases
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15:24:07  <CIA-2> OpenTTD: alberth * r21571 /trunk/src/ (6 files in 4 dirs): -Codechange: Having a break after a return is no good.
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15:48:55  <CIA-2> OpenTTD: planetmaker * r21572 /trunk/src/video/cocoa/wnd_quickdraw.mm: -Codechange: [OSX] One palette is enough, we cannot use two colour depths at once
15:53:35  <CIA-2> OpenTTD: planetmaker * r21573 /trunk/src/video/cocoa/ (fullscreen.mm wnd_quartz.mm wnd_quickdraw.mm): -Codechange: [OSX] Unify the naming of variables among different screen drivers a bit
15:56:35  <CIA-2> OpenTTD: planetmaker * r21574 /trunk/src/video/cocoa/ (cocoa_v.h fullscreen.mm wnd_quartz.mm wnd_quickdraw.mm): -Codechange: [OSX] Move the variable declaration of the screen drivers to the generic class, deduplicating code
15:58:09  <CIA-2> OpenTTD: planetmaker * r21575 /trunk/src/video/cocoa/ (cocoa_v.h cocoa_v.mm wnd_quartz.mm wnd_quickdraw.mm): -Codechange: [OSX] Use the same class for the window delegate routines in windowed screen drivers
16:01:03  <CIA-2> OpenTTD: planetmaker * r21576 /trunk/src/video/cocoa/ (cocoa_v.h cocoa_v.mm wnd_quartz.mm): -Codechange: [OSX] Deduplicate code by moving the handling of the view for windowed screen drivers to a common class
16:01:42  <dihedral> how embarrasing must it be if you notice your job description mentions 'ubunt' and you payed 350 EUR for it :-D
16:02:53  <dihedral> planetmaker, do you use xcode?
16:03:10  <CIA-2> OpenTTD: planetmaker * r21577 /trunk/src/video/cocoa/ (cocoa_v.h cocoa_v.mm wnd_quartz.mm wnd_quickdraw.mm): -Codechange: [OSX] Deduplicate code by moving the handling of the window class for screen drivers to a common class
16:05:37  <CIA-2> OpenTTD: planetmaker * r21578 /trunk/src/video/cocoa/ (6 files): -Fix [FS#2585]: [OSX] A double mouse cursor was shown under certain circumstances (based on patch by matheweis)
16:06:20  <planetmaker> yes, I do use xcode. But only as editor
16:06:33  <planetmaker> I don't use an xcode project
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16:15:12  <planetmaker> oh, we have now the new refit window :-)
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16:16:18  <Terkhen> it is still lacking a select all button, but I think the solution proposed at the thread is good enough
16:16:54  <Terkhen> let's see what the supporters say :)
16:18:22  <planetmaker> It doesn't need it as clicking next to it works
16:25:50  <Terkhen> if the train is too big, there is no free space left
16:26:13  <Terkhen> you can always Ctrl+click the first vehicle, but that's a bit hidden
16:26:17  <avdg> pm: you've got good news again :(
16:26:34  <Eddi|zuHause> could enforce a few "free" pixels before the engine?
16:26:47  <CIA-2> OpenTTD: alberth * r21579 /trunk/src/airport_gui.cpp: -Codechange: Remove _build_air_button_proc and its functions to a switch statement, record the last started action.
16:27:09  <Eddi|zuHause> a propos "free": what about refitting free wagon chains without engine?
16:28:03  <CIA-2> OpenTTD: alberth * r21580 /trunk/src/airport_gui.cpp: -Codechange: Replace callback via pointer by a switch statement.
16:28:49  <Terkhen> enforcing free pixels also takes space as would the button, and the button is clearer
16:29:16  <Terkhen> how would that work? wagon chains don't have a vehicle window
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16:31:06  <CIA-2> OpenTTD: alberth * r21581 /trunk/src/rail_gui.cpp: -Codechange: Fix indenting code style of a few multi-line statements.
16:32:03  <avdg> pm: http://dl.dropbox.com/u/8529206/openttd/osxError.txt
16:36:13  <CIA-2> OpenTTD: alberth * r21582 /trunk/src/rail_gui.cpp: -Codechange: Simplify BuildRailClick_AutoSignals().
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16:41:00  <avdg> @above: compiled at r21578
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16:45:03  <fjb> Give the wagon chains a vehicle window. :)
16:47:56  <Terkhen> which means treating them as vehicles for everything else
16:49:38  <planetmaker> [17:26]	<avdg>	pm: you've got good news again :( <-- somehow smily and statement don't match ;-)
16:53:48  <planetmaker> seems to be a busy day... so far 36 revisions ;-)
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16:54:10  <avdg> yeah
16:54:19  <avdg> except here again
16:55:03  <planetmaker> ?
16:55:18  <avdg> I just can't get my job done here
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16:59:23  <planetmaker> :-P
16:59:31  <planetmaker> what're you doing?
17:00:19  <Belugas> a job :)
17:00:30  <planetmaker> :-P
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17:02:03  <avdg> try to code in all home madness :p
17:03:04  <supermop> would a 'one way tramway' be possible via newgrf, or would it have to wait for roadtypes?
17:03:22  <planetmaker> it's not possible right now
17:03:41  <avdg> hmm, is there work done to make it possible?
17:03:55  <planetmaker> not that I know
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17:04:23  <supermop> hmm
17:06:37  <supermop> i am going to sound like the consumate naive suggestion maker here
17:06:39  <supermop> but
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17:12:45  <supermop> we already have one way roads
17:12:53  * ABCRic found a bug
17:13:05  <ABCRic> anyone got bugspray?
17:13:33  <ABCRic> aircraft > refit > click aircraft sprite » crash
17:13:46  <Terkhen> meh, I solved that already
17:14:01  <Terkhen> in which revision?
17:14:12  <ABCRic> r21570
17:14:39  <planetmaker> supermop: roads are not trams. That simple ;-)
17:14:45  <ABCRic> which was your last commit, terkhen
17:14:52  <Terkhen> thanks, let's see why is that bug back
17:16:20  <supermop> would probably be better to implement via a roadtype anyway, as currently you can two-way tram over one-way road
17:18:26  <planetmaker> yes. That's the only viable solution really...
17:19:21  <supermop> i wonder what advantages a one way tramway would have...
17:19:38  <supermop> other than visually only having one track
17:19:55  * DanMacK doesn't think there would really be a benefit
17:20:04  <planetmaker> you could do the equivalent of cart races with trams. ;-)
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17:20:51  <supermop> planetmaker: great idea!
17:20:54  <ABCRic> supermop: the same as with one-way roads?
17:21:18  <Terkhen> unless you can somehow use both directions of the road/tram... not much
17:22:10  <Alberth> let's first do overtaking of normal RVs at one-way roads :)
17:23:34  <dihedral> sent out an application for a job today, 30 mins later i got a phone call, the lady invited me for tomorrow :-D
17:23:43  <Terkhen> :)
17:24:15  <dihedral> that's my fastest (yet) :-D
17:24:26  <dihedral> though it does sound a little desperate :-P
17:24:45  <Alberth> or very quiet at the HR department :)
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17:26:14  <supermop> two-lane one way roads would be nice
17:27:03  <planetmaker> well... *someone* will have to start that :-P
17:27:05  <supermop> i was thinking the oneway tram would have only one track, rather than two tracks running in the same direction
17:27:14  <supermop> but there is no real benefit to that
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17:27:45  <Alberth> yeah, no collisions with trucks :p
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17:28:02  <planetmaker> http://hg.openttd.org/developers/peter1138/roadtypes.hg/ <-- this attempt is about two years old
17:28:52  <planetmaker> hm, doesn't even seem to exist.
17:29:13  <CIA-2> OpenTTD: terkhen * r21583 /trunk/src/vehicle_gui.cpp: -Fix (r21566): The new scrollbar was not ignored correctly for ships and aircrafts.
17:29:36  <Terkhen> ABCRic: thanks for the report, you saved today's nightly :)
17:29:46  <ABCRic> Terkhen: :D
17:30:16  * ABCRic wanders off to compile
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17:33:01  <supermop> what about type types?
17:33:17  <Terkhen> metatypes?
17:33:20  <supermop> hehe
17:33:22  <supermop> yep
17:33:26  <supermop> being silly,
17:33:51  <supermop> but maybe it would be neat if everthing could be arbitrarily expanded via newgrf
17:33:57  <supermop> ie bridge types
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17:34:21  <Terkhen> there are bridge NewGRFs already
17:34:29  <supermop> yes,
17:34:51  <supermop> but you can only replace the existing bridges i think?
17:35:28  <supermop> ca one specify whether a new bridge is compatible with various track or road types?
17:36:02  <planetmaker> it's task of the railtypes to provide proper cover for bridges
17:36:30  <planetmaker> the bridge can make it easy by not providing to intrusive tiles which need over-painging
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17:36:36  <supermop> well
17:36:51  <supermop> lets say i want to make an old wooden tressle
17:37:04  <supermop> and make it only available to rail
17:37:13  <supermop> or
17:39:16  <DanMacK> You may need to have different graphics types for each, not sure if you can differentiate
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17:40:31  <supermop> i want to remake the tto monorail bridge, and have it only available to monorail and transrapid
17:42:44  <ABCRic> bridge made of NuTracks's subway == odd
17:43:25  <planetmaker> :-D
17:46:57  <ABCRic> specially when over water
17:48:32  <supermop> old london bridge
17:48:35  <supermop> pre fire
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17:49:53  <planetmaker> ABCRic: there are bridges with houses on them, no worry ;-)
17:49:54  <ABCRic> wait, the subway doesn't have covered diagonal tracks :(
17:50:11  <planetmaker> :-) Make a feature request
17:50:34  <ABCRic> planetmaker: but I doubt there are bridges with terrain over them xD
17:50:54  <planetmaker> there are...
17:51:21  <planetmaker> over highways. So that deer and other animals can savely cross them
17:51:48  <ABCRic> oh. I must do more research, then
17:51:59  <ABCRic> but not over water! :P
17:52:05  <Rubidium> you could consider those tunnels though :)
17:53:23  <planetmaker> :-) Those between Utrecht and Apeldoorn(?) look to me like bridges, though
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17:54:42  <Rubidium> IIRC that one has two "tubes", although I agree the one between Apeldoorn and Hengelo looks like a bridge
17:55:05  <Rubidium> then the one from Apeldoorn to Arnhem definitely has "tubes"
17:55:49  <planetmaker> :-)
17:56:18  <planetmaker> See you laters... sports :-)
17:59:26  <DanMacK> have fun :D
18:04:25  <CIA-2> OpenTTD: alberth * r21584 /trunk/src/rail_gui.cpp: -Codechange: Replace the _rail_build_button array by a switch.
18:05:51  <CIA-2> OpenTTD: alberth * r21585 /trunk/src/rail_gui.cpp: -Codechange: Move the simple click functions into the switch.
18:06:35  <CIA-2> OpenTTD: alberth * r21586 /trunk/src/rail_gui.cpp: -Codechange: Record the last started user action, and use that in the callback.
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18:07:19  <CIA-2> OpenTTD: alberth * r21587 /trunk/src/rail_gui.cpp: -Codechange: Move simple callback functions into the switch.
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18:11:31  <Alberth> hello stranger
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18:17:59  <Belugas> planetmaker? sports?  frosch123 has contaminated yu!
18:18:46  <ABCRic> oh noes!
18:19:25  <ABCRic> <insert preposterous consequence here>
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18:46:13  <CIA-2> OpenTTD: translators * r21588 /trunk/src/lang/ (11 files): (log message trimmed)
18:46:13  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
18:46:13  <CIA-2> OpenTTD: croatian - 56 changes by VoyagerOne
18:46:13  <CIA-2> OpenTTD: czech - 62 changes by SmatZ
18:46:15  <CIA-2> OpenTTD: english_US - 57 changes by Rubidium
18:46:15  <CIA-2> OpenTTD: finnish - 57 changes by USephiroth, jpx_
18:46:17  <CIA-2> OpenTTD: french - 57 changes by glx
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18:57:33  <Svish> Does it matter how much of an industry your station covers?
18:58:08  <Svish> should I try to cover the whole thing or does the station get just as much if I only cover one square?
18:59:58  <Rubidium> respectively: not really, nope, not always
19:00:29  <Rubidium> particular tiles of an industry accept (sometimes) different types of cargo
19:01:37  <Rubidium> and sometimes different "amounts", e.g. 1/8. However, you need 8/8 before the station starts accepting the cargo, but it doesn't matter for the accepted ammount whether it's 8/8 or 16/8
19:02:27  <Rubidium> likewise houses generally accept n/8 passengers and/or n/8 mail, so you need to cover multiple houses before the station starts accepting it
19:02:42  <Rubidium> the specific amounts can be found using the tile query tool
19:04:34  <Zuu_> If you happen to use FIRS, then the entire industries accept 8/8 of the accepted cargoes to make life easier for players.
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19:15:30  <z-MaTRiX> hey-ho
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19:20:27  * DanMacK thinks Svish got more info than he bargained for :P
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19:21:30  <Svish> O.o
19:21:42  <ABCRic> knowledge is power
19:21:53  <Svish> not if you don't have a clue what the knowledge you have means :p
19:22:52  <DanMacK> short answer...  when you're building the station, check what it accepts :P
19:23:53  <fonsinchen> Svish, you were asking how you should build your station if you want to maximise supply, not acceptance, right?
19:27:06  <ABCRic> so, when building near an industry, check what it supplies
19:27:21  <ABCRic> when building near houses, cover as much as you can
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19:27:55  <fonsinchen> the point is: Does it helpt to cover more tiles of an industry? I'm just looking that up in the code.
19:28:12  <DanMacK> Hey Andy
19:29:14  <andythenorth> evenings
19:30:02  * andythenorth wonders why FIRS screws with vehicle running costs :o
19:30:05  <andythenorth> http://www.tt-forums.net/viewtopic.php?f=29&t=51936
19:30:13  <andythenorth> say it ain't so :P
19:33:48  <Hirundo> I guess the combination of ex's city builder, luukland's city builder and FIRS is bound to go kaboom in some way :P
19:34:36  <andythenorth> oh
19:34:38  <fonsinchen> I guess it doesn't matter. FindStationsAroundTiles doesn't care how much overlap there is between the catchment areas, everything else only depends on cargo ratings.
19:34:39  <andythenorth> yes
19:35:03  <andythenorth> planetmaker: yet *more* FIRS checks? :|
19:35:06  <andythenorth> ^^
19:35:13  <andythenorth> it's like herding cats
19:35:42  <Alberth> he is off skiing atm
19:35:47  <Svish> fonsinchen, correct
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19:36:21  <Svish> fonsinchen, that's exactly what I am wondering. if it helps to cover more tiles.
19:36:29  <fonsinchen> it doesn't
19:36:48  <andythenorth> skiing planets?
19:37:51  <Terkhen> one of them
19:38:03  <andythenorth> Terkhen: we should try an icon for 'all'
19:38:07  <andythenorth> on partial refit
19:38:15  <andythenorth> but my head is fuzzy with ill
19:38:34  <Terkhen> :)
19:38:49  <Terkhen> get well soon
19:39:20  <Terkhen> that icon might be tricky
19:39:35  <Terkhen> I guess it can be train related, if road vehicles need it in the future a new one can be used
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19:39:50  <Alberth> andythenorth: he calls it 'sports'
19:40:25  <andythenorth> how odd
19:40:32  <andythenorth> I have been cycling in snow
19:40:36  <andythenorth> I call it unsporting
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19:56:26  <DanMacK> grr...  StupiD IE
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21:02:14  <marlin> Hi there
21:02:21  <Alberth> hi
21:02:25  <marlin> How can you disable Ipv6 at the server config?
21:04:54  <Rubidium> bind to a non-IPv6-ish address, e.g. 0.0.0.0 instead of :: ?
21:04:56  *** lugo [lugo@195.3.138.104] has quit [Ping timeout: 480 seconds]
21:05:26  <Rubidium> though what's the problem with IPv6?
21:06:32  <marlin> The server had no ipv6 addresses
21:06:37  <marlin> o yea
21:06:40  <Rubidium> that's no problem
21:07:10  <marlin> And i added server_bind_ip but it didn't work
21:07:52  <Rubidium> server_bind_ip is an ancient setting; it's something like server_bind_addresses IIRC
21:09:06  <marlin> k
21:09:26  *** marlin is now known as Marlinc
21:13:32  <Marlinc> Thank you
21:13:34  <Marlinc> I will try that
21:18:56  <Ammler> Marlinc: bind ip addresses has its own config section now
21:19:20  <Marlinc> Oke
21:24:06  <z-MaTRiX> hey-ho
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21:39:09  <andythenorth> FISH towboats will have 1, 2 or 4 barges
21:39:19  <andythenorth> so 3 vehicles, or 1 vehicle with capacity refit?
21:40:26  <planetmaker> hello
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21:41:41  <andythenorth> hi planetmaker
21:42:35  <DanMacK> 1 veh w/Capacity refit
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21:43:24  <planetmaker> ^
21:43:38  <planetmaker> bloated purchase lists suck
21:43:57  <andythenorth> yup
21:44:00  <andythenorth> my thinking too
21:45:30  <planetmaker> andythenorth: what was it easlier wrt FIRS consistency checks?
21:45:50  <andythenorth> planetmaker: http://www.tt-forums.net/viewtopic.php?f=29&t=51936
21:47:49  <planetmaker> is it urgent, andythenorth ? Otherwise I'll make a ticket and assign it to me
21:47:58  <andythenorth> not urgent
21:48:11  <andythenorth> yet another conflicting grf :|
21:48:21  <andythenorth> do they ever end? :D
21:48:25  *** nicfer1 [~nicfer@190.50.61.71] has quit [Read error: Connection reset by peer]
21:49:42  <planetmaker> they'll never end. I could write you one in 10 minutes ;-)
21:50:25  <CIA-2> OpenTTD: alberth * r21589 /trunk/src/ (gui.h misc_gui.cpp toolbar_gui.cpp): -Codechange: Move PlaceLandBlockInfo() to the right file, introduce a ShowLandInfo() function.
21:50:36  <CIA-2> OpenTTD: alberth * r21590 /trunk/src/toolbar_gui.cpp: -Codechange: All click handling functions of the main toolbar return CBF_NONE.
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21:54:31  <CIA-2> OpenTTD: alberth * r21591 /trunk/src/toolbar_gui.cpp: -Codechange: Align case functions.
21:55:23  <z-MaTRiX> isit coolnow?
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22:00:33  *** Fast2 [~Fast2@p57AF89E1.dip0.t-ipconnect.de] has joined #openttd
22:00:42  <Alberth> it is cool enough outside
22:00:51  <CIA-2> OpenTTD: alberth * r21592 /trunk/src/toolbar_gui.cpp: -Codechange: Return unique values for placing a sign and land-info querying, store the callback information locally, and use it instead of the global _place_proc.
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22:05:09  <Eddi|zuHause> feature request: when starting a game [or pressing 'apply changes' in the newgrf window], show a red error box if a GRF gets disabled by action B
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22:46:21  <Zuu_> NekoMaster ".... If not Im sure its not very hard to make a grf that can do this."  <-- why not do it then?! :-]
22:46:31  <Zuu_> :-p *
22:47:14  <Rubidium> Zuu_: exactly my thoughts
22:47:27  <Terkhen> because his list of started and then forgotten projects is too long already?
22:48:01  * Rubidium hopes his "realistic accel isn't realistic" project gets forgotten quickly
22:48:50  <supermop> ?
22:49:07  <Terkhen> :)
22:49:26  <Zuu_> supermop: http://www.tt-forums.net/viewtopic.php?f=31&t=51916
22:49:32  <supermop> what were you doing with acceleration, Rubidium
22:49:35  <supermop> ah ok
22:50:56  <Rubidium> I've done nothing with it lately
22:55:55  <Marlinc> Who knows openttd-python?
22:56:16  <Rubidium> RoR?
22:56:20  <planetmaker> its author presumably
22:57:14  <Rubidium> yorick?
22:57:26  <Xaroth> openttd-python?
22:57:46  *** bryjen [~bryjen@63.147.94.149] has quit [Quit: Quit]
22:57:57  <Marlinc> this python project will provide a library to the OpenTTD game
22:58:01  <Xaroth> ah
22:58:11  <Xaroth> it's mimicing a client
22:58:19  <Marlinc> Yes
22:58:28  <Xaroth> meh, not needed with the admin port :P
22:58:35  <Marlinc> :o?
22:58:59  <Marlinc> Is that easier then using that library?
22:59:04  <Xaroth> duh :P
22:59:23  <Xaroth> http://www.tt-forums.net/viewtopic.php?f=33&t=51854
22:59:37  <Rubidium> that library is utterly broken anyways
22:59:44  <Xaroth> seeing you're not mimicing a client, you don't have to constantly update the netcode anyhow
23:00:22  <Marlinc> Oke
23:00:28  <Marlinc> What data can you get?
23:00:37  <Marlinc> Using it
23:00:38  <Xaroth> http://pub.dihedral.de/openttd/admin_network.txt
23:00:43  <Xaroth> clients, companies
23:00:45  <Xaroth> chat
23:01:00  <Marlinc> Nice
23:01:46  *** dfox [~dfox@ip-213-220-225-182.net.upcbroadband.cz] has joined #openttd
23:02:18  * Rubidium actually wonders whether that library can actually join a 1.0.5 server
23:02:27  <Xaroth> mine? or openttd-python?
23:02:34  <Rubidium> openttd-python
23:02:49  <Rubidium> libottdadmin definitely can't :)
23:02:56  <Xaroth> it can't?
23:03:06  <Xaroth> well, not 'join'
23:03:08  <Xaroth> admin, it can :P
23:03:09  *** Biolunar [~mahdi@blfd-5d822b83.pool.mediaWays.net] has quit [Remote host closed the connection]
23:03:20  <Rubidium> how?
23:03:36  <Xaroth> wasn't the admin port in in 1.0.5?
23:03:41  <Rubidium> no
23:03:45  <Xaroth> ah
23:03:47  <Xaroth> then no, it can't.
23:03:55  <Xaroth> there are some flaws in that lib
23:04:05  <Xaroth> like structz.pack , if that's the pack i think it is
23:04:10  <Xaroth> it's not specified a LE/BE flag.
23:04:37  <Marlinc> Lol
23:04:46  *** greywall [~user@99-100-178-103.lightspeed.sntcca.sbcglobal.net] has joined #openttd
23:04:53  <Marlinc> You library can't connect to 1.0.5?
23:04:56  <Marlinc> Your*
23:05:04  <Xaroth> the admin port was added -after- 1.0.5, apparently
23:05:21  <Xaroth> so it can -try- to connect, but with no admin port.. not much to connect to now is there :)
23:05:29  <Rubidium> it was added to trunk before 1.0.5, but that doesn't mean it ends up in 1.0.5
23:05:38  <Marlinc> k
23:05:51  <Marlinc> There is a admin_port entry in my config
23:05:57  <greywall> is there a list of all the available newgrfs?
23:05:58  <Marlinc> Added by OpenTTD
23:06:00  <Rubidium> 1.0.5 is from the 1.0 maintenance branch, which was branched off trunk in early 2009
23:06:19  <Rubidium> Marlinc: then you ran a nightly (or equivalent)
23:06:21  <Zuu_> greywall: no
23:06:28  <greywall> y not?
23:06:35  <Marlinc> k
23:06:42  <Zuu_> Even if you call Internet a list, it will not contain all off-line NewGRFs.
23:06:44  <Rubidium> greywall: what do you consider "available"?
23:07:00  <Xaroth> greywall: www.google.com ?
23:07:03  <greywall> dont get nitpicky
23:07:22  <Xaroth> BaNaNaS has quite a few.. but surely not all
23:07:23  <greywall> i want to see if theres a way to stop industrie's production to not be decreased
23:07:52  <Zuu_> grfcrawler might still have some NewGRFs not on bananas.
23:07:54  * Rubidium "knows" of 1682 NewGRFs
23:08:45  <Zuu_> and then there is the grf development forum and possible some other websites apart from tt-forums and openttd banans-server that hosts NewGRFs.
23:09:42  <Rubidium> bananas only "knows" 455 NewGRFs
23:10:23  <Rubidium> grfcrawler only 270
23:11:00  <Rubidium> although grfcrawler doesn't always distinguish between versions, whereas bananas and my "secret" list does
23:12:10  <Rubidium> otherwise bananas knows 168 NewGRFs and the "secret" list knows ~750 NewGRFs
23:13:24  <dihedral> Xaroth, that txt file you linked to can also be found in the openttd trunk under docs/ ;-)
23:13:35  <Xaroth> dihedral: yes, your txt is in my browser history
23:13:39  <Xaroth> not the svn docs one :P
23:13:54  <dihedral> pffft ^^
23:14:21  <dihedral> though originally i wanted to name a dev in those docs :-)
23:14:34  <dihedral> however it was turned into 'foo' ^^
23:18:30  <Xaroth> Rubidium: how come the OpenTTD user on bitbucket is listed as 'Inofficial OpenTTD clone' ?
23:20:11  <Rubidium> cause it isn't an official repository (or clone thereof)?
23:20:20  <Xaroth> ah, right
23:20:23  <Xaroth> looked a bit off
23:20:26  <Xaroth> but makes sense
23:21:04  * Rubidium suspects it's Ammler
23:21:24  <Xaroth> hah
23:21:53  <Rubidium> in any case, that repository has 1.0 and trunk in a single repository, but we don't have that
23:23:24  <Ammler> it is clone of your repos :-)
23:24:47  <Ammler> (hourly sync)
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23:26:37  <Xaroth> as the dutch say
23:26:41  <Xaroth> "Dat kan sneller!" :P
23:26:59  <Wolf01> 'night
23:27:02  <Xaroth> nn
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23:27:22  <Marlinc> Xaroth, how can i download your library
23:27:32  <Marlinc> I don't have hg
23:27:36  <Xaroth> https://bitbucket.org/Xaroth/libottdadmin/overview
23:27:36  <Rubidium> Xaroth: as a wise Dutchman once said: 9 letters, 2 words
23:27:50  <Marlinc> Who is Dutch here?
23:27:57  <Xaroth> check the 'download' link there, Marlinc
23:29:01  <Xaroth> Rubidium: my crossword puzzle skills are a bit rusty, i do much better at sudoku :P
23:29:48  <dihedral> 9 rows, 9 columns, 9 blocks, 9 digits
23:29:52  <dihedral> fix!
23:30:30  <dihedral> i was faster writing a program to solve a multitude of sudoku's than my mother was at solving a single one.
23:30:40  <Xaroth> i would guess 'duurt lang' though
23:30:48  <Rubidium> :)
23:31:15  <dihedral> what on earth is my laptop doing in alaska? :-(
23:31:22  <Xaroth> vacation
23:31:36  <dihedral> pfft - it has not even started work yet :-D
23:31:43  <Xaroth> enjoying a white christmas, or something :P
23:32:03  <Rubidium> dihedral: Natty Narwals live around there?
23:32:18  <dihedral> bless you, what?
23:32:22  <dihedral> natty narwals
23:32:28  <Marlinc> Xaroth, how can i use the library
23:32:55  <dihedral> Xaroth, i was wondering if you were planing on adding docs to your project :-P
23:33:03  <Xaroth> dihedral: nah :P
23:33:08  <Xaroth> not yet
23:33:12  <dihedral> Rubidium, ah ^^
23:33:18  <Marlinc> Ah... :p
23:33:18  <dihedral> i was actually considering 10.04
23:33:33  <Xaroth> Marlinc: check the features section
23:33:42  <Marlinc> So Xaroth jij bent Nederlands?
23:33:45  <dihedral> i prefer a LTS release
23:33:50  <Xaroth> yes, but we talk english in here :)
23:33:54  <Marlinc> Haha
23:33:55  <Marlinc> Oke;)
23:34:55  <dihedral> anyway - it's past my bedtime :-)
23:34:57  <dihedral> good night
23:35:00  <Xaroth> nn dih
23:35:04  <Marlinc> Byebye
23:35:22  <Marlinc> Xaroth, got an example?
23:35:31  <Xaroth> libottdadmin / src / libottdadmin / features.py
23:35:41  <Xaroth> has some base features you can inherit from
23:35:42  <Marlinc> Oke thanks
23:36:27  <Terkhen> good night
23:36:41  <Xaroth> libottdadmin / src / libottdadmin / adminconnection.py .. AdminConnection.globalFeatures is a registry for features, though you can add them through initFeatures()
23:39:28  <ABCRic> good night
23:39:35  <Xaroth> nn Terk
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23:41:49  <Marlinc> Xaroth, can i PM you?
23:41:56  <Xaroth> you can at least try :P
23:42:52  <greywall> i wish that trains would stop in front of path signals if there is a exit or combo signal ahead
23:43:04  <greywall> ^ i mean only if they are red
23:43:10  <Xaroth> use entry signals?
23:43:27  <greywall> i want more than 1 train on the tracks
23:43:52  <greywall> and entry presignal will only allow 1 train on the tracks
23:45:36  <greywall> path signals are excellent when there are a lot of trains going by on multiple tracks and the destination is not ALL filled up, but when it occasionally fills up, the trains skip the path signal and enter a track all the way up to a sexit or combo signal even if it is red...
23:45:50  <greywall> thats bad because it might block all the other paths other trains could take
23:46:36  <greywall> and this 1 train will continue to block all the paths if it cross them all until this 1 single track is free, meanwhile all the rest of the tracks might be free already
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