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Log for #openttd on 12th May 2013:
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00:04:03  <alluke> whos awake
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01:39:13  <Starmie> man
01:39:20  <Starmie> i just forgot my username on the forums
01:39:23  <Starmie> *pokerface*
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06:44:04  <Terkhen> good morning
07:20:10  <planetmaker> moin
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08:23:36  <Alberth> moin
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08:54:59  <Alberth> is there a way to detect whether an industry has limits on its acceptance rate, other than observing i->incoming_cargo_waiting[..] becoming > 0 ?
08:57:05  <planetmaker> I think not
08:57:33  <planetmaker> and it would be very hard to accurately get that: it could be 0 in January, 10 in March and 150 in August
08:58:06  <planetmaker> newgrfs have callbacks for acceptance. And can do basically everything there
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08:58:23  <Alberth> yeah, I thought as much :(
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09:06:01  <planetmaker> Alberth, what you can probably do, though: check for that callback being active at all
09:06:04  <LordAro|Phone> Boo
09:06:56  <Alberth> ieks, the phone of LordAro plays OpenTTD!
09:07:03  <Alberth> hi :)
09:07:10  <planetmaker> http://newgrf-specs.tt-wiki.net/wiki/Callbacks#Cargo_acceptance_.281F.29
09:07:14  <planetmaker> hi LordAro|Phone
09:07:44  <LordAro|Phone> Heh :)
09:07:59  <LordAro|Phone> Hi planetmaker &Alberth
09:08:42  <Alberth> I want to remove the "cargo waiting to be processed" text lines when not needed
09:08:50  <planetmaker> Alberth, property 22 industries, bit 4 (input) and 5 (for output)
09:10:14  <planetmaker> hm, that's rather related to production callback, no?
09:11:19  <Alberth> could be, the structure of the newgrf specs are beyond my understanding
09:11:52  <planetmaker> how much of the delivered cargo is processed is determined by the production callback. Which normally is run as often till there's no cargo left
09:12:10  <Alberth> for some industry sets :p
09:12:21  <planetmaker> also default industries
09:12:44  <Alberth> yes, but they don't have the callback afaik
09:12:50  <planetmaker> default behaviour is basically to run the production callback till all input is processed upon delivery of cargo
09:13:17  <planetmaker> I'm quite sure it's the same code. That callback needs not activation
09:13:18  <Alberth> ah, ok
09:14:26  <planetmaker> hm, no frosch here to kick me when I tell bullshit :D
09:14:43  <planetmaker> http://newgrf-specs.tt-wiki.net/wiki/Action2Industries
09:16:53  <Alberth> it's too early :)
09:17:35  <planetmaker> btw, Alberth did you plan to look at NML's snowline?
09:17:56  <Alberth> somewhat
09:18:01  <NGC3982> Morning.
09:18:38  <Alberth> I figured out what to do, ie add a multiplication/division code to each value the user supplies so it scales correctly
09:19:16  <planetmaker> hi NGC3982
09:19:17  <Alberth> the code after that should then continue to work
09:19:25  <NGC3982> What is up?
09:19:34  <alluke> the ceiling
09:19:37  <Alberth> the Internet is up
09:19:45  <planetmaker> rain clouds
09:20:06  <Alberth> and some sun
09:20:17  <planetmaker> not a single bit. Or better: well-hidden
09:20:31  <wakou2> Hi guys!
09:20:41  * Alberth sends some rays to planetmaker
09:20:45  <planetmaker> :-)
09:20:48  <Alberth> hi wakou2
09:20:55  <planetmaker> 'lo
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09:21:15  <planetmaker> Alberth, feel free to commit, if you have anything working
09:21:20  <wakou2> Could one of you do me a little favour please.... I am sure it would be a trivial matter for you, and about three week of work/study for me...
09:21:21  <NGC3982> I have a clear sky, but it's a tad cold.
09:21:35  <NGC3982> So if you could DCC me some rays, i'd be happy.
09:22:08  <Alberth> wakou2: that will be probably be 3 weeks well spent, you can use that knowledge for the remainder of your life
09:22:23  <wakou2> I could just record it I suppose, but I 'need' the .wav or sound that 'the people' make when a new vehicle is introduced....
09:22:54  <__ln__> the sound is most likely copyrighted
09:23:30  <Alberth> it definitely has a copyright, but its license may allow some uses
09:23:33  <planetmaker> it is. Under GPL v2 for instance
09:23:40  <planetmaker> one of them
09:23:41  <wakou2> Alberth: Yes, you are quite correct, of course. But my poor old brain simply does not 'get' coding, even a four line bash script makes me faint.
09:23:58  <Alberth> bash is horrible anyway :)
09:24:06  <wakou2> :)
09:24:27  <Alberth> use Python instead, much saner
09:24:48  <NGC3982> wakou2: What do you need it for?
09:25:13  <wakou2> And when people advise me to use sed or awk.........and give me an example consisting entirely of punctuation marks, I have to turn to strong drugs....
09:25:46  <wakou2> NGC3982: a trivial reason, but sort of important to me......
09:26:08  <Alberth> wakou2: they are fun to make, but not too often :)
09:26:08  <wakou2> You see, my first love was a pretty girl..................................
09:26:32  <wakou2> #wakou drifts off in to an old man's reverie
09:27:11  <wakou2> That sound file reminds me of her, and she is chatting to me on Facebook (we are both in our fifties!)
09:27:40  <wakou2> And I would like to send it to her so she know  WTF I am talking about....
09:28:04  <Alberth> she doesn't play OpenTTD? :(
09:28:19  <wakou2> :)
09:28:40  <Alberth> planetmaker:  http://devs.openttd.org/~alberth/diffs/1_cargo_waiting_remove.patch    perhaps something in this direction
09:28:49  <wakou2> That is why we never married. Simply incompatible!
09:32:19  <Rubidium> wakou2: see opensfx's sources, but you'll need to check what license it has and thus what you're allowed to do with it. It's definitely not GPL
09:38:24  <planetmaker> oh... sounds. yes, they're not gpl yet
09:41:16  <planetmaker> hm, looks interesting, Alberth
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09:57:11  <wakou2> Rubidium: TY Ty
09:57:22  <wakou2> BRB, called away
10:01:48  <NGC3982> Ah, this feels refreshing.
10:02:03  <NGC3982> Haven't played for a while now, and recently joined one of my own servers
10:02:20  <NGC3982> Don't you just love coming back to good stuff after some time without it?
10:07:39  <planetmaker> omg... http://cdn3.spiegel.de/images/image-493442-panoV9free-wclq.jpg
10:08:16  <planetmaker> "thanks for 18.6 billion Euro tax money. As we feel the need to say thanks, we prepared a chocolate present in our premises for you"...
10:10:08  <NGC3982> Wat.
10:10:27  <planetmaker> one of the banks which had to be bought by the state
10:10:31  <planetmaker> and ad of them
10:10:53  <Alberth> lol
10:11:21  <LordAro|Phone> They sound like nice people
10:12:13  <Alberth> they royally mess up with money of normal people, the state saves them, and they offer chocolate????
10:12:21  <planetmaker> right that.
10:12:53  <planetmaker> they recently made an effort to buy back the shares the state bought. But... yeah.
10:12:57  <NGC3982> Something tells me, they do not agree on the idea that they messed up.
10:13:40  <Alberth> pretty much every bank in the world did
10:14:15  <LordAro|Phone> In britain, we give them lots of money, but they continue to pay themselves (executives) vast bonuses (>£500000)
10:14:36  <Alberth> yeah, ain't it great?
10:15:25  <NGC3982> Blame your government
10:15:28  <NGC3982> Not the banks.
10:15:33  <Alberth> how do you convert a real number to integer in NML/NFO?
10:15:47  <planetmaker> NML knows int( )
10:15:49  <Eddi|zuHause> planetmaker: i do think it's fake/satire though
10:15:52  <planetmaker> NFO knows no real number
10:16:15  <NGC3982> Eddi|zuHause: That was my first impression. They aren't that dumb..
10:16:48  <planetmaker> I'd not count on that ^
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10:17:39  <Alberth> planetmaker: int() works on constants only, it seems
10:17:39  <Alberth> if not isinstance(val, (ConstantNumeric, ConstantFloat)): raise generic.ScriptError("Parameter for " + name + "() must be a constant", pos)
10:18:18  <Alberth> expression/functioncall.py  line 403
10:19:03  <Eddi|zuHause> Alberth: what else would you use it on?
10:19:20  <planetmaker> hm... there's one problem with snowline from 0 ... 1: NewGRF Parameters can only be integer
10:19:45  <Alberth> planetmaker:  hmm, no reals in NFO??   then what value is the parameter when you want snow at say 0.3 ?
10:19:45  <planetmaker> using 0 .. 1 as value there makes using parameters tricky. Or impossible?
10:19:57  <planetmaker> @calc 0.3*254
10:19:57  <DorpsGek> planetmaker: 76.2
10:20:01  <planetmaker> 76 :D
10:20:13  <Alberth> the user enters 76?
10:20:14  <Eddi|zuHause> just make it 0..100 and say it's percent
10:20:28  <__ln__> http://www.cbc.ca/news/canada/manitoba/story/2013/05/10/mb-ochre-river-beach-ice-wave-homes.html
10:21:01  <Alberth> Eddi|zuHause: good idea
10:21:06  <planetmaker> Alberth, yes, user would need enter 76 in the parameter
10:21:26  <planetmaker> and get snowline height of likely 5 or so
10:21:41  <Alberth> so no scaling at all then?
10:21:48  <planetmaker> up to the newgrf
10:22:01  <planetmaker> I'd offer the user height levels
10:22:10  <planetmaker> and scale that 0 ... 16 to 0 ... 254
10:22:37  <planetmaker> of course... we could simply say in NML: there's no height beyond 16 (yet). Thus we only allow values 0 ... 16
10:22:43  <Alberth> ok, so what would you enter in the snowline table then?
10:22:49  <planetmaker> but that then would need change again, should there ever be more height level patch
10:23:05  <planetmaker> the snowline table must have the values scaled to 0 ... 254
10:23:24  <planetmaker> @calc 255/16
10:23:24  <DorpsGek> planetmaker: 15.9375
10:23:38  <planetmaker> param_snowline * 16
10:23:45  <Alberth> in NFO it must, what about NML snowline table?
10:23:46  <planetmaker> ^ that's what I'd put there
10:24:10  <planetmaker> oh, hm
10:24:13  <planetmaker> bah
10:24:33  <Alberth> Hoe many heightlevels has the 'more height level patch' ?
10:24:35  <planetmaker> parameter severely screws a sane value range
10:24:36  <Alberth> 100, or more?
10:24:46  <planetmaker> 64, 128, 256... depends, I guess
10:24:57  <Alberth> k
10:25:09  <Alberth> 0-1000 seems the next sane scale then
10:26:12  <Eddi|zuHause> i do see advantages for both absolute and relative levels
10:26:22  <planetmaker> yes ^
10:26:29  <planetmaker> both has pros and cons
10:27:18  <Eddi|zuHause> and what exactly is holding back the moreheightlevels anyway?
10:27:34  <planetmaker> pile of code, I guess
10:28:45  <Alberth> absolute versus relative is a different problem imho
10:29:35  <planetmaker> I agree. And sorry, I did not think of the parameter thing before
10:29:53  <planetmaker> in conjunction with int ()
10:30:44  <Eddi|zuHause> "float parameters" could be an action14 thing?
10:31:04  <planetmaker> Possibly could, yes
10:31:09  <planetmaker> patch! :-P
10:31:23  <planetmaker> though it has the problem of multiplayer and float
10:31:30  <Eddi|zuHause> i.e. you give a min, max and step mapping from float to int
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10:32:37  <planetmaker> @calc 15*16
10:32:37  <DorpsGek> planetmaker: 240
10:32:47  <Eddi|zuHause> internally they are all integer values
10:32:54  <Eddi|zuHause> only for display they are converted to float
10:33:19  <planetmaker> hm, yes, that might work
10:34:06  <Eddi|zuHause> so you define 0=0 and 1=255, then it'll display 0.5 but the value is 128
10:34:12  <Eddi|zuHause> or something
10:34:16  <planetmaker> Alberth, in the sense of parameters... possibly I've been thinking too complicated. Maybe we just go for plain nfo values 0 ... 254 with special value 255 = SNOWLINE_NOWHERE
10:35:38  <Alberth> it's a bit weird to have an entire table for 255 :)
10:36:10  <planetmaker> hm?
10:36:26  <Alberth> tbh, 0-1000 or "no_snow" seems nicer to me
10:37:44  <Eddi|zuHause> is someone playing 256 heightlevels really bothered that he can only set the snowline on 125 and 127 and not 126 when the range is 0..100?
10:38:35  <planetmaker> my problem is: how do I work with parameters then, Alberth. Assume I want - as I do - set snowline via parameter at two dates and interpolate
10:39:11  <planetmaker> 	date: int(-50 * cos(2.0 * 3.141596 * (date - 15) / 365)) * snowline_2xamplitude / 100 + snowline_offset;
10:39:11  <planetmaker> snowline_2xamplitude = (param_snow_july - param_snow_january);
10:39:12  <planetmaker> snowline_offset = min(param_snow_january, param_snow_july) + abs(snowline_2xamplitude / 2);
10:39:21  <Alberth> you currently use "equal" it seems, and not "linear"
10:39:50  <planetmaker> yes, I know. To save calculations. And the separation is close enough
10:39:52  <planetmaker> in time
10:40:02  <planetmaker> and cosine != linear :-)
10:40:24  <Alberth> :)
10:40:44  <Alberth> I only look at what you do in the snowline table :)
10:41:16  <planetmaker> :-) I calculate heights first for dates. Then set it.
10:41:25  <Alberth> how does your caclulation fail in the new range of values?
10:41:38  <Alberth> ie it goes from the current 2-29 to 0-1000
10:42:34  <Alberth> which should be fixable by adjusting some magic multiplication constants
10:42:48  <planetmaker> Yes, would
10:43:08  <Eddi|zuHause> if you have 0..<range-1> as parameter, just put int(cos*100)*param*254/100/range into the table
10:43:41  <Alberth> Eddi|zuHause: the point is that for NML input, you don't want to see the 254
10:44:14  <Alberth> at least, that's what I think
10:44:31  <planetmaker> I agree, Alberth
10:44:41  <Alberth> lunch!
10:44:42  <planetmaker> ok... 0 ... 100?
10:44:42  <Eddi|zuHause> just make it a "unit" like km/h or mph?
10:45:14  <Eddi|zuHause> so you write "tiles" or "percent", and it'll be converted?
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10:45:39  <planetmaker> that sounds to me like the nicest solution really
10:46:04  <planetmaker> and most complicated
10:46:11  <planetmaker> guten Hunger, Alberth
10:46:13  <Eddi|zuHause> or "nfo" for no conversion
10:46:22  <planetmaker> err... enjoy your mean ^
10:46:39  <planetmaker> bah... *meal.
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10:47:18  <Eddi|zuHause> "you're mean" :p
10:48:18  <planetmaker> yes, also that. I removed binaries after a week someone asked for source without asking again
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10:53:39  <Alberth> quak
10:54:49  <frosch123> moin :)
10:55:30  <planetmaker> moin green-skin
10:56:06  <frosch123> oh, never noticed that combining frogs with unicorns results in greenhorns :)
10:57:25  <frosch123> http://wiki.openttd.org/Frosch/New_Results#CB_37:_Industry_window_acceptance.2Fcargo_text <- Alberth: i thought about letting the newgrf decide whether the text should be displayed
10:57:26  <planetmaker> :D
10:57:47  <frosch123> i think hiding and displaying it depending on whether stuff is waiting is weird
10:58:41  <Alberth> Eddi|zuHause:  "tiles" won't work, as I don't know the number of heightlevels in the game at compile time
10:59:50  <planetmaker> how difficult is it to add a "%" unit - and use NFO units, if that is not used?
11:00:07  <Alberth> frosch123: indeed, that is also my problem
11:00:30  <Alberth> so your solution seems a better direction to me
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11:02:50  <Alberth> planetmaker: not so difficult, basically just wrap whatever value you supply in the input in a conversion expression (ie from your supplied "X" to "X * 254 / 100")
11:04:35  <planetmaker> so we accept statements like
11:04:41  <planetmaker> 1: 128
11:04:46  <planetmaker> 15: 55%
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11:05:05  <planetmaker> and convert 55% to... 55/100*254
11:05:37  <Alberth> something in that direction indeed
11:05:39  <planetmaker> probably "55 percent" though in order to avoid conflicts wtih operator
11:06:07  <planetmaker> alternatively percent is normal and nfo means no conversion :-)
11:06:11  <planetmaker> what's better?
11:06:25  <Eddi|zuHause> the latter, i think
11:06:27  <planetmaker> 'nfo' exists already as unit
11:06:39  <Alberth> always a unit?
11:06:51  <planetmaker> :-) or that
11:06:56  <planetmaker> makes it clear
11:07:05  <Alberth> 33m  :p
11:07:10  <planetmaker> ?
11:07:19  <planetmaker> ogfx-landscape? likely
11:07:23  <Alberth> just kidding :)
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11:31:13  <Alberth> hmm, no 'percent' unit in nml, and it feels tmwftlb to add it
11:31:54  <frosch123> what unit does TE take?
11:31:57  <frosch123> maybe 0 to 1?
11:32:02  <frosch123> as float
11:32:26  <Eddi|zuHause> "float" is problematic because you can only use constants then, not parameters
11:32:51  <frosch123> then you are also screwed with %, aren't you?
11:33:33  <Eddi|zuHause> no, because % would allow for some integer maths
11:34:08  <Alberth> p * 254 / 100
11:35:15  <Eddi|zuHause> you could do "float" with no unit, and "int" with "percent" and "nfo" units
11:35:53  <Eddi|zuHause> 0..1, 0..100 and 0..254 respectively
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11:40:07  <planetmaker> http://devs.openttd.org/~planetmaker/patches/snowpercent.diff @ Alberth ?
11:41:47  <Alberth> the literal may be tricky (ie snow%   could be parsed as  snow % ), but perhaps "percent" ?
11:42:59  <planetmaker> I'm somewhat reluctant to use plain 'percent'. It'd be blocked to be used anywhere else. Even when other scaling is needed
11:43:14  <planetmaker> that's how I understand it currently at least
11:43:27  <planetmaker> 'snowpercent'
11:43:27  <frosch123> why do you scale to 254?
11:43:29  <frosch123> not 255?
11:43:37  <planetmaker> 255 = nowhere. regardless of height
11:43:55  <frosch123> yeah, and should you not be allowed to enter that value as "100 %" ?
11:44:44  <planetmaker> hm. probably :-)
11:45:45  <frosch123> and isn't it then the same percentage as for TE ?
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11:46:08  <Alberth> so 90% snow is only a little bit?
11:46:41  <frosch123> it's snowline height, nor snow height :p
11:46:44  <frosch123> *not
11:46:57  <frosch123> 100% snowheight of total landscape height would be a nice glacier though
11:47:30  <Alberth> exactly, so using 100% for no snow makes little sense imo
11:47:43  <frosch123> why?
11:48:06  <frosch123> if the snowline is at 100% of total landscape height, that means the snowline is above the landscape
11:48:08  <frosch123> thus no snow
11:48:37  <Alberth> hmm, good point
11:48:50  <Alberth> I was thinking in amount of snow
11:49:09  <Alberth> which is perhaps a better notion from NML perspective
11:49:56  <Eddi|zuHause> i would find that very confusing, if you use the reciproke in NML than everywhere else (settings, NFO, ...)
11:51:12  <Alberth> k
11:53:59  <DorpsGek> Commit by rubidium :: r25235 /trunk (4 files in 2 dirs) (2013-05-12 11:53:53 UTC)
11:54:00  <DorpsGek> -Fix [FS#5543]: keep all cargo whenever cancelling reservations (fonsinchen)
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11:55:13  <planetmaker> yes, I'd keep 100% = highest height
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13:13:05  <DorpsGek> TrueBrain: Commit by rubidium :: r25236 trunk/src/ai/ai_instance.cpp (2013-05-12 13:12:55 UTC)
13:13:06  <DorpsGek> TrueBrain: -Fix [FS#5547]: crash when AI is executing a command as it is bankrupted (removed from the game)
13:13:07  <DorpsGek> TrueBrain: The command is placed in a queue for processing before it is bankrupted, after that the command
13:13:08  <DorpsGek> TrueBrain: is executed. This command yields a failure because the company does not exist, but then it still
13:13:09  <DorpsGek> TrueBrain: needs to call the callback. This callback tries to access the AI's virtual machine without any
13:13:10  <DorpsGek> TrueBrain: (...)
13:14:35  <TrueBrain> stop making large commit messages that triggers my highlight! :@ :D <3
13:15:54  <glx> hmm why does it hl you ?
13:16:01  <TrueBrain> @more
13:16:01  <DorpsGek> TrueBrain: Error: You haven't asked me a command; perhaps you want to see someone else's more.  To do so, call this command with that person's nick.
13:16:09  <TrueBrain> hmm, funny, that doesnt work :P
13:16:11  <glx> in notice you are not hled
13:16:15  <TrueBrain> it does it when the stuff is too large :P
13:16:31  <TrueBrain> I believe there it has 1 or 2 lines more?
13:16:59  <glx> and of course it's a kind of hack so @more fails
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13:25:27  <frosch123> if it would depend on number of lines, then it would trigger for wt3
13:26:49  <Eddi|zuHause> @commit 25236
13:26:49  <DorpsGek> Eddi|zuHause: Commit by rubidium :: r25236 trunk/src/ai/ai_instance.cpp (2013-05-12 13:12:55 UTC)
13:26:50  <DorpsGek> Eddi|zuHause: -Fix [FS#5547]: crash when AI is executing a command as it is bankrupted (removed from the game)
13:26:51  <DorpsGek> Eddi|zuHause: The command is placed in a queue for processing before it is bankrupted, after that the command
13:26:52  <DorpsGek> Eddi|zuHause: is executed. This command yields a failure because the company does not exist, but then it still
13:26:53  <DorpsGek> Eddi|zuHause: needs to call the callback. This callback tries to access the AI's virtual machine without any
13:26:54  <DorpsGek> Eddi|zuHause: (...)
13:26:57  <Eddi|zuHause> @more
13:26:57  <DorpsGek> Eddi|zuHause: Error: You haven't asked me a command; perhaps you want to see someone else's more.  To do so, call this command with that person's nick.
13:27:09  <Eddi|zuHause> yeah, why doesn't it work?
13:27:13  <glx> oh totally broken
13:27:35  <glx> stupid DorpsGek
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17:28:17  <Etheereal> and hi
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17:45:20  <DorpsGek> Commit by translators :: r25237 /trunk/src/lang (unfinished/frisian.txt welsh.txt) (2013-05-12 17:45:13 UTC)
17:45:21  <DorpsGek> -Update from WebTranslator v3.0:
17:45:22  <DorpsGek> frisian - 8 changes by Flexo
17:45:23  <DorpsGek> welsh - 9 changes by kazzie
17:52:00  <Alberth> hi
17:54:15  <Etheereal> hello Alberth
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18:56:26  <frosch123> night
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19:05:27  *** imbitable [~user@162.173.1.93.rev.sfr.net] has joined #openttd
19:05:35  <imbitable> hi :)
19:06:46  <Rubidium> hi
19:07:13  <imbitable> hi Rubidium
19:07:55  <imbitable> first time on irc since... maybe 7 years
19:08:08  <imbitable> it's a bit awkward :D
19:19:02  <oskari89> Has anybody noticed, that how hard it is to maintain proper tracking table with changes on grf?
19:19:44  <Alberth> what exactly are you tracking?
19:19:59  <oskari89> The graphics
19:20:09  <oskari89> And the properties too
19:20:17  <oskari89> Of vehicles
19:20:48  <Alberth> do you use a version control system?
19:21:02  <oskari89> No, haven't heard of that
19:21:03  <Alberth> at least tracking textual changes is easy then
19:21:16  <oskari89> DevZone is used
19:21:33  <glx> devzone has a vcs IIRC
19:21:33  <Alberth> ah, so you use HG (or Mercurial) ?
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19:22:02  <Alberth> hi Zuu
19:22:14  <Zuu> Hello Alberth
19:22:36  <LordAro> hi Zuu
19:22:49  <oskari89> Alberth: Mercurial i think
19:22:59  <oskari89> But as tracking table, i meant this: http://users.tt-forums.net/finnish/table/ftsdiesel.html
19:23:13  <Alberth> then you already use a version control system :)
19:23:19  <LordAro> oskari89: mercurial is an example of a version control system :)
19:23:29  <LordAro> Alberth is too fast :l
19:23:29  <oskari89> It's a pain to update that always manually :P
19:23:52  <oskari89> Since the graphics change so often
19:24:23  <oskari89> And more of them, stats do change, etc....
19:24:49  <Alberth> ok, where does the data come from then?
19:25:00  <glx> just add a rule for commits: update this table before each commit
19:25:10  <glx> way easier
19:25:13  <Zuu> You could do like andythenorth and generate the website from the NewGRF data.
19:25:22  <oskari89> Hmmm
19:25:30  <oskari89> That could be nice :)
19:26:04  <Alberth> link the graphics directly from the devzone
19:26:27  <oskari89> True :P
19:26:42  <oskari89> But then, stat changes must be done manually
19:26:49  <Alberth> do you have the stats elsewhere?
19:27:04  <oskari89> On the already coded NML
19:27:13  <Alberth> by definition you don't want 2 sets of stats :)
19:27:13  <Zuu> For the SCP docs that are in the wiki, there is a script that generate the wiki source. http://wiki.openttd.org/SCPLib_doc  :-)
19:27:28  <glx> write a parser to generate the file
19:27:40  <Eddi|zuHause> do it like CETS and get the stats from a tracking table :)
19:27:42  <Alberth> just CPP is easier perhaps
19:28:21  <oskari89> :P
19:36:43  <juzza1> can someone here change my username for the openttd wiki?
19:37:19  <juzza1> for some idiotic reason i didnt register with my tt-forums/irc nickname
19:38:36  <DorpsGek> Commit by alberth :: r25238 /trunk/src (3 files in 2 dirs) (2013-05-12 19:38:30 UTC)
19:38:37  <DorpsGek> -Feature: Display imminent closure of an industry in its view window.
19:39:12  <Alberth> send an email to info@openttd
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19:39:48  <Alberth> although I don't know what the policy of such requests is
19:41:12  <Alberth> oskari89: as you can see, people don't use the NML source as starting point; they store the data in another way, and generate the NML parts from that data
19:46:56  <oskari89> Ok
19:49:31  <glx> Alberth: and the generated NML is then too big to be compiled ;)
19:49:40  <Alberth> and you can generate your html file from that data as well
19:51:47  <Alberth> some people hack NML to get around it ;)
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20:14:59  * Eddi|zuHause whistles innocently
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20:19:47  <Alberth> :)
20:20:05  <Alberth> good night
20:24:02  <imbitable> ++
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20:26:22  <__ln__> https://plus.google.com/100013123247538791993/posts/2W2onvw3Ly5
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21:38:44  <Terkhen> good night
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22:07:59  <planetmaker> @ports
22:07:59  <DorpsGek> planetmaker: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
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22:33:24  <planetmaker> juzza1, you're a funny guy. You ask for a user name change, but don't give your current user name...
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22:35:47  <V453000> that is simple math pm, he has only one name so if he gave you one he wouldnt have any :P sad panda then
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