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00:00:28 <Samu> @calc 828 - 802 + 158 - 146 00:00:28 <DorpsGek> Samu: 38 00:00:40 <Samu> well, 38 tiles away then 00:02:30 <Samu> perhaps i could try a mix of 2 different searches 00:02:49 <Samu> first, it tries to Find the closest reachable ship depot 00:03:18 <Samu> if it does not find it, then resort to using the original search, based on distance manhattan 00:04:42 *** iSoSyS has quit IRC 00:05:19 <Samu> would be less cpu intensive in case the ship needs servicing and doesn't find any 00:05:34 <peter1138> Just make them sink. 00:05:50 <Samu> :) 00:06:23 <Samu> 38 is quite short, hmm let me see what the max distance was on the original 00:07:23 <peter1138> dosbox to the rescue 00:09:17 <Samu> maximum_go_to_depot_penalty / YAPF_TILE_LENGTH 00:09:30 <Samu> YAPF_TILE_LENGTH is 100 00:09:57 <Samu> maximum_go_to_depot_penalty is something i can find on config file 00:10:26 <Samu> 2000 00:10:33 <Samu> @calc 2000 / 100 00:10:33 <DorpsGek> Samu: 20 00:10:40 <Samu> orly? 00:10:52 <Samu> well then 38 is higher 00:10:54 <Samu> keks 00:10:59 <Samu> screw it 00:13:11 <Samu> i still need a fallback to the old find method when I manually click the button to send a ship to depot 00:13:26 <Samu> i don't like the "cannot find local depot" error message 00:13:47 <Samu> either this, or increase max node search thingy 00:14:01 <Samu> but I don't know how to increase that 00:15:50 <supermop_home> need a cheap peaty scotch for cocktails 00:16:00 <supermop_home> ardbeg is way too $ here now 00:16:52 <Wolf01> Ok, I seem to have fixed all the errors... today I might try to get it to the emulator 00:17:20 *** JezK has joined #openttd 00:18:05 *** Samu has quit IRC 00:34:54 <Wolf01> 'night 00:34:58 *** Wolf01 has quit IRC 01:16:37 *** orudge` has quit IRC 01:16:45 *** orudge` has joined #openttd 01:16:45 *** ChanServ sets mode: +o orudge` 01:37:05 <nekomaster> damn 01:37:16 <nekomaster> Making sprites takes me way too long 01:40:03 *** Sylf has quit IRC 01:50:07 *** orudge` has quit IRC 01:50:21 *** orudge` has joined #openttd 01:50:21 *** ChanServ sets mode: +o orudge` 02:12:17 *** Sylf has joined #openttd 02:24:55 *** glx has quit IRC 02:34:12 *** orudge` has quit IRC 02:34:14 *** orudge` has joined #openttd 02:34:14 *** ChanServ sets mode: +o orudge` 03:04:24 *** HerzogDeXtEr1 has quit IRC 03:13:06 *** chomwitt has quit IRC 03:23:31 *** smoke_fumus has quit IRC 03:58:31 *** Snail has quit IRC 04:26:34 *** sla_ro|master has joined #openttd 04:30:57 *** Hiddenfunstuff has joined #openttd 04:32:49 *** JezK has quit IRC 04:34:19 *** JezK has joined #openttd 04:43:30 *** tokai has joined #openttd 04:43:30 *** ChanServ sets mode: +v tokai 04:50:22 *** tokai|noir has quit IRC 04:51:37 *** orudge` has quit IRC 04:51:43 *** orudge` has joined #openttd 04:51:44 *** ChanServ sets mode: +o orudge` 05:32:42 *** Darkfirst has quit IRC 05:32:47 *** Darksecond has joined #openttd 05:44:45 *** nekomaster has left #openttd 06:07:04 *** Supercheese has quit IRC 06:14:57 *** Hiddenfunstuff has quit IRC 06:28:18 *** andythenorth has joined #openttd 07:08:37 *** orudge` has quit IRC 07:08:51 *** orudge` has joined #openttd 07:08:51 *** ChanServ sets mode: +o orudge` 07:17:21 *** andythenorth has quit IRC 07:20:38 *** JezK has quit IRC 07:23:47 *** Sova has joined #openttd 07:30:41 *** orudge` has quit IRC 07:31:10 *** orudge` has joined #openttd 07:31:11 *** ChanServ sets mode: +o orudge` 07:44:24 *** sla_ro|master has quit IRC 07:54:27 *** orudge` has quit IRC 07:54:35 *** orudge` has joined #openttd 07:54:35 *** ChanServ sets mode: +o orudge` 08:06:43 *** andythenorth has joined #openttd 08:23:02 *** andythenorth has quit IRC 08:46:06 <peter1138> http://direct.asda.com/LEGO-City---Cargo-Train---60052/000702811,default,pd.html?source=2925&promotype=Social+Traffic&cmpid=afc-_-GEOR-_-awin-_-201465-_%20-generic&cm_mmc=GEOR-aff-_-awin-_-Gratisfaction%20UK-_-201465&awin_aff=201465_Gratisfaction+UK_Gratisfaction%20UK_Social+Traffic&awc=2925_1490604356_892ed239ef0f485d6b016e0a30c8902e 08:46:11 <peter1138> uhm 08:46:17 <peter1138> i don't need a lego cargo train do i? 08:57:24 *** Wolf01 has joined #openttd 08:58:00 <Wolf01> o/ 08:58:47 *** Samu has joined #openttd 08:59:04 <peter1138> yes 08:59:17 *** ChanServ sets mode: +v orudge` 08:59:34 <Samu> hi 08:59:34 <Wolf01> Sadly that's not what she said :( 09:00:25 <Wolf01> Mmmh, looking for the CPC emulator I found I still have scout installed... 09:00:42 <Wolf01> What piece of crap 09:08:42 *** andythenorth has joined #openttd 09:09:08 <Wolf01> o/ 09:09:52 <Wolf01> Mmmmh, I really don't want to type all the code by hand 09:10:27 <Wolf01> Oh, autotype feature opened a textbox 09:29:14 <Wolf01> Good, only 1 error so far 09:37:00 *** Biolunar has joined #openttd 10:05:56 <Samu> wow, everytime the ship moves from a tile to another, it asks the pathfinder to chose track 10:06:21 <Samu> for the vast majority of time, the path is still the same 10:06:25 <Samu> :( 10:06:40 <andythenorth> ships are slow 10:06:55 <andythenorth> the water tile might have changed 10:07:08 <andythenorth> it’s inefficient eh? 10:07:40 <Samu> i think so 10:09:28 <Samu> i think it should be able to cache the path the first time it computes it 10:10:30 <Samu> the next time it is computing it, it could look at the cache first, see if all the nodes are still valid 10:11:17 <Samu> only if they're not, it would re-ask the pathfinder 10:12:07 <Samu> at least from my observations, that's what I think it should be doing 10:12:22 <Samu> but i'm no real programmer, i could be missing something obvious 10:12:52 <__ln__> https://github.com/luanfujun/deep-photo-styletransfer/blob/master/README.md 10:15:07 *** Sova has quit IRC 10:15:16 <Wolf01> Nice, some buildings look like photoshopped, but sky and lights seem from an hdr photo 10:32:10 <Samu> @calc 12 * 4096 * 4096 10:32:10 <DorpsGek> Samu: 201326592 10:32:21 <Samu> that is many nodes 10:34:15 <Samu> max_search_nodes = 1000000 10:34:21 <Samu> caps at this value :( 10:44:53 <andythenorth> this one is badass https://github.com/luanfujun/deep-photo-styletransfer/blob/master/examples/final_results/best51_t_1000.png 10:49:11 <dlite> Samu: couple of obvious things: If path is not computed at every tile, then the ship should at least check at minimum if the next tile in path is free to be moved to, if not, then compute new path 10:49:55 <dlite> this would lead to inefficient re-pathing if something changes midway, as the ship would first try original path and only then figure out a new, though i admit this is quite rare 10:50:38 <dlite> also, ship could always just check every now and then if the whole path it has is valid, this should be relatively quick compared to running whole pathfinder algorithm 10:51:30 <peter1138> Samu, yeah, that's why ship pathfinding kills performance 10:52:35 <peter1138> It should be possible to cache a path, and invalidate it if water is changed 10:52:51 <Samu> just tested 1000000 nodes, it is not enough to find a ship depot on the opposite corner of a 4096x4096 map :( 10:53:05 <Samu> and it stalls soooo much it's not worth it 10:53:21 <peter1138> this is partly why pbs for trains is not the performance hog that people claim. that reserved path is used instead of pathfinding 10:53:45 <andythenorth> reserved ship paths 10:53:49 <peter1138> could do! 10:54:02 <peter1138> need to stop ships from crashing into each other 10:54:05 <andythenorth> apply rule of the sea 10:54:18 <andythenorth> don’t go on reserved tiles 10:54:21 <andythenorth> problem solved 10:54:25 <peter1138> that might even work :p 10:54:32 <andythenorth> no need for collision detection or crap 10:54:38 <peter1138> just reserve say a dozen tiles ahead 10:54:39 <andythenorth> which is handy when we don’t have ship sizes 10:54:45 <peter1138> when it gets to the end, pathfind again 10:55:05 * andythenorth looks forward to ships going round in circles near an isthums :) 10:55:12 <peter1138> :DD 10:55:21 <andythenorth> how close can a ship follow another ship? 10:57:32 <dlite> implement path-finding as a gpu-shader on OpenCL to take the load out of the poor cpu 10:59:13 <peter1138> yeah no 10:59:58 *** Sova has joined #openttd 11:00:58 <andythenorth> does that make 1-tile canals one way? 11:01:04 <peter1138> andythenorth, hmm, yeah, 12 tiles may be too much, but 2 tiles wouldn't give much benefit. 11:01:11 <andythenorth> ha we could do it like railroad tycoon 11:01:11 <peter1138> andythenorth, yeah it would 11:01:25 <peter1138> how did that do it? 11:01:28 <andythenorth> make it so ships can pass through each other as long as one is stopped 11:01:36 <andythenorth> in RT 3, one train had to yield 11:01:36 <peter1138> ah 11:01:43 <peter1138> reasonable 11:01:46 <andythenorth> so it would unreserve at that point 11:02:05 <peter1138> damn it, i'm at work and now i want to implement this :p 11:02:34 <peter1138> also multistop docks 11:02:37 <peter1138> or rather 11:02:49 <peter1138> place dock tiles the same way as station tiles 11:02:57 <peter1138> and then any water next to a dock tile is dockable 11:03:25 <peter1138> unnecessary of course 11:03:26 <andythenorth> yes 11:03:35 <andythenorth> unnecessary but much better 11:04:35 <peter1138> maybe if the water tile next to the dock tile has a special flag, then it would be better for pathfinding 11:04:38 <peter1138> yes 11:04:44 <peter1138> heck could even just be a station tile itself 11:05:57 <peter1138> someone archive this convo please, for 5 years time when i decide to revisit it 11:06:25 <andythenorth> I’ll put it on the github :P 11:06:39 <andythenorth> https://github.com/andythenorth/NotWater/issues/1 11:07:26 <peter1138> "rivers have a flow direction, more powerful ships go faster upstream" 11:07:41 <peter1138> ^ that's why samu's patches for rivers and locks are a bit weird 11:08:01 <peter1138> i mean, river boats exist 11:08:24 <peter1138> but locks aren't usually used to block a river 11:08:31 <andythenorth> https://github.com/andythenorth/NotWater/issues/1#issuecomment-289422663 11:09:38 <andythenorth> I think samu’s attempt to only generate lockable rivers is good 11:10:14 <peter1138> hmm 11:10:35 <peter1138> and wider rivers, though that didn't work too well in the pics :) 11:10:40 <peter1138> it's a good aim though 11:11:10 <andythenorth> if someone teaches the pathfinder to go diagonally, I’ll draw the sprites 11:11:18 <andythenorth> I did draw some, but I had a rage quit about it 11:11:26 <andythenorth> then deleted them as a kind of door-slam-flounce 11:12:13 <peter1138> ? 11:12:16 <peter1138> oh for rivers 11:12:30 <andythenorth> yeah 11:12:31 <peter1138> http://fuzzle.org/~petern/ottd/halfriver.png 11:12:37 <peter1138> i may have a patch for it 11:12:42 <peter1138> doubt it 11:12:42 <andythenorth> nicely played 11:12:52 <peter1138> that would've been a manually placed one i guess 11:12:57 <andythenorth> I particularly like how the river ignores gravity in that example 11:13:06 <peter1138> yes yes 11:13:21 <peter1138> also the broken graphics on the last slope 11:13:33 <peter1138> although i like the winding bit and the double thick curve 11:13:49 <andythenorth> you’re enlarging the S-bends? 11:13:55 <peter1138> i did there 11:13:58 <andythenorth> like a geography GCSE project 11:14:05 <peter1138> i assume i placed it all by hand 11:14:06 * andythenorth did a lot of river traversing, in wellies 11:14:10 <peter1138> pic is from 2009 11:14:18 <peter1138> heh 11:14:43 <peter1138> http://fuzzle.org/~petern/ottd/half.png 11:14:44 <peter1138> haha 11:15:03 <peter1138> half-size gui sprites 11:15:52 <peter1138> http://fuzzle.org/~petern/ottd/icons.png 11:15:55 <peter1138> don't think that ever made it 11:16:28 <peter1138> why did i add joystick support? 11:17:20 <andythenorth> ugh http://dev.openttdcoop.org/attachments/download/8396/rivers_diagonal.png 11:17:25 <andythenorth> better http://dev.openttdcoop.org/attachments/download/8395/diagonal.png 11:18:58 <peter1138> That one looks shopped 11:19:16 <andythenorth> it is a painting with crayons 11:19:34 <peter1138> wonder if i still have the patch for halftile rivers 11:20:44 <andythenorth> this: http://dev.openttdcoop.org/attachments/download/2148/ugly_river_2.png 11:21:09 <peter1138> Seems not. 11:24:46 <andythenorth> also this http://dev.openttdcoop.org/attachments/download/3179/river_dock.png 11:25:09 <andythenorth> eh this one’s pretty nice though http://dev.openttdcoop.org/attachments/download/5621/dock.png 11:25:22 <peter1138> heh 11:25:26 * andythenorth cba to build shiny stations any more 11:25:29 <peter1138> that's one way to do it 11:25:33 <peter1138> yeah me neither 11:27:44 <peter1138> problem with my dock plan is savegame conversion ;( 11:28:03 <peter1138> hmm, probably not insurmountable 11:28:43 <andythenorth> fork it! 11:28:54 * andythenorth could get boring saying that 11:29:03 <peter1138> fork? 11:29:04 <peter1138> why? 11:29:16 <andythenorth> I have nothing :P 11:30:40 <peter1138> ok, some bits in m3 can be used to store ship path reservation 11:31:53 <peter1138> dunno if the docking part should be MP_WATER or MP_STATION. if it's MP_WATER then things like river/canal state still work. 11:33:15 <andythenorth> it doesn’t need any newgrf crap, right? It’s just a tile; 11:33:26 <andythenorth> or does it need a bouy or something on it? 11:34:12 <peter1138> no it's just a blank water tile that ships stop on 11:34:27 <peter1138> my previous attempts all failed because the dockable tile wasn't actually a thing 11:34:37 <peter1138> so it has to be looked up all the time from neighbouring tiles 11:45:33 <andythenorth> can it show animated seagulls? o_O 12:01:49 <Wolf01> peter1138, that's why I failed with the multitile docks too :( 12:13:28 <Wolf01> frosch is right also, we'll need a generic station type, accessible from every gui, and not just train station 12:13:37 <peter1138> hm 12:13:43 <peter1138> not fussed about gui :D 12:14:02 <peter1138> i had a patch for docks that mostly worked, it was the one that abused roadstops to list the dockable tiles 12:14:25 <peter1138> and each pathfinder call had to iterate the roadstop list to calculate the dockable location 12:14:32 <peter1138> dodgy 12:14:41 <peter1138> animated seagulls. well. 12:15:38 <peter1138> animated segfaults are more likely 12:15:43 *** FLHerne has joined #openttd 12:18:53 <andythenorth> so instead of docks, we get docking points? 12:18:59 <andythenorth> single tile, built on water? 12:19:06 <peter1138> no 12:19:15 * andythenorth was hoping docks would die :D 12:19:24 <andythenorth> dunno why 12:20:46 <peter1138> well that may be possible but not immediately what i'm thinking 12:21:13 <peter1138> docking points are automatically placed at water adjacent to dock tiles 12:21:23 <peter1138> initially that'll be adjacent to the existing dock layout 12:21:34 <peter1138> but could easily be a single tile, or a tile on water 12:22:11 <peter1138> this gives you multiple docking points, without any pathfinder trickery needed to find them 12:24:29 <peter1138> no external arrays as it's on the map 12:24:45 <andythenorth> with a seagull 12:24:47 <andythenorth> :P 12:25:02 <peter1138> MP_SEAGULL 12:25:14 <Wolf01> You could mark those tiles with a buoy or... seagulls 12:25:41 <peter1138> Wolf01, i'm more thinking of them being implicit tiles 12:26:01 <peter1138> but i suppose custom graphics are not impossible 12:27:19 <peter1138> Can I fix broken strings these days? 12:27:54 <Wolf01> Could those tiles allow to be modified at any time? Terraforming, adding new station parts over water 12:28:07 <peter1138> Wolf01, yes they would be treated as water tiles 12:32:08 *** Guest856 is now known as FR^2 12:45:15 *** chomwitt has joined #openttd 12:45:36 *** Snail has joined #openttd 13:04:47 *** Snail has quit IRC 13:06:15 *** sla_ro|master has joined #openttd 13:08:03 <Samu> hmm 13:08:11 <Samu> broken down vehicles still call the pathfinder 13:08:28 <Samu> do they really have to?, i mean they're basically stopped 13:16:02 <peter1138> probably shouldn't if they're stopped 13:20:07 <Wolf01> Mmmh, I should trim my beard :/ 13:24:59 <peter1138> nah 13:25:17 <peter1138> it's better looking homeless 13:27:19 *** juzza1 has joined #openttd 13:55:29 *** andythenorth has quit IRC 14:01:13 <Wolf01> Booored 14:02:05 <Wolf01> I should finish that patch for NRT but I don't even know what it should do exactly 14:03:33 <peter1138> merge it 14:03:53 <Wolf01> Nah, it's broken now 14:04:00 <peter1138> oh 14:04:36 <Wolf01> Or at least it does the right thing at the wrong place 14:06:11 <Wolf01> Like... disabling the construction of roadstops and depots because no vehicle is defined for that roadtype, but the roadtype is compatible with others, so vehicles for it exist anyway 14:19:54 <supermop> Wolf01: which patch? 14:20:18 <Wolf01> Rework of check to build roadtype infrastructures 14:20:41 <Wolf01> https://github.com/andythenorth/NotRoadTypes/tree/can-build-vehicle-infrastructure 14:21:16 <Wolf01> https://github.com/andythenorth/NotRoadTypes/blob/can-build-vehicle-infrastructure/src/road.cpp#L258 <- exactly this part 14:41:21 *** orudge` has quit IRC 14:43:20 *** orudge` has joined #openttd 14:43:20 *** ChanServ sets mode: +o orudge` 14:52:48 *** Alberth has joined #openttd 14:52:48 *** ChanServ sets mode: +o Alberth 14:52:58 <Alberth> hi hi 14:53:02 <Wolf01> o/ 14:58:02 *** Sova has quit IRC 15:06:35 <Wolf01> Mmmh, shouldn't the check for building infrastructures check on existing vehicles first and then on possible new ones? 15:10:05 *** andythenorth has joined #openttd 15:10:32 <Alberth> o/ 15:10:38 <andythenorth> lo 15:11:39 <Alberth> I guess you want both checks, order isn't very relevant, as it's not likely a user will try to overbuild on a vehicle, imho 15:12:15 <Alberth> unless you have other infrastructure in mind than I have :p 15:12:52 <crem> /msg nickserv identify <`5hb6��!8�Z�ͭd=ݔ$�$Etdl*ܲ��o�s�^�/��\���f��d+�Z:=Ŏ�!ǿ��(�W�b�zgh������Kx*�W���(gpg�fҧӓ���<�� 15:12:56 <crem> oops 15:13:09 <Wolf01> Nice password 15:13:27 <crem> already changed 15:13:40 <Wolf01> I should start to put arabic chars too 15:14:05 <Wolf01> Maybe even something like... щ(ಥДಥщ) 15:15:54 <Alberth> "please tell password" "I can't, but I can draw it for you" 15:16:00 <Wolf01> :D 15:17:15 <Wolf01> Ok, 55 minutes of work even today and I fixed part of the problem 15:47:37 *** Wormnest has joined #openttd 15:48:34 *** marrenarre has joined #openttd 15:49:14 <marrenarre> Hi. Is there any way to run an AI on a server as a client? What I mean is, can I connect to a server and have the game play for me based on an AI. 15:49:47 <Wolf01> andythenorth, peter1138, about ship pathfinding iirc somebody once tried to make it with super cells like map chunks, let's say 32x32, looking first if the bodies of water were connected so it could reach the destination, then for the exact path it suggested something like pbs but only in the 32x32 cell and just to reach the exit pont 15:51:23 <Wolf01> marrenarre, usually AIs aren't really multiplayer safe, but there might be some exceptions 15:51:41 <marrenarre> Wolf01: Why not? 15:52:01 <Wolf01> Desyncs 15:52:29 <planetmaker> marrenarre, no, AIs are a server-side extension. As client connecting to a server you cannot run an AI which plays for you 15:53:09 <marrenarre> planetmaker: So I would have to modify the game to do that? Is there any way to script my gameplay without modifying the game? 15:53:57 <planetmaker> no, I don't think there is a script interface for the client-side 15:54:25 <peter1138> Wolf01, why would it desync? 15:54:39 <planetmaker> the usual argument against that is "why have the game play itself?" 15:54:50 <planetmaker> desyncs with AI are or should be no issue 15:54:56 <peter1138> Why not? 15:55:18 <peter1138> Might be a nice competition 15:56:11 <peter1138> Damn it, my belt is losing inches but I'm still not losing weight :S 15:56:24 <V453000> sounds like a bug 15:56:26 <V453000> belt losing inches 15:57:02 <Wolf01> <peter1138> Wolf01, why would it desync? <- in fact, it shouldn't 15:58:51 <Wolf01> Eh, when I tried to do some gym I even gained some weight... which I dropped again when I finished the subscription... I have a black hole in my stomach 16:04:20 <marrenarre> planetmaker: Okay, thank you. 16:05:17 *** marrenarre has quit IRC 16:16:21 <Alberth> https://www.tt-forums.net/viewtopic.php?f=33&t=58905&hilit=ship+pathfinding&start=20 <-- Wolf01? / andythenorth / peter1138 ship pathfinding 16:16:57 <Wolf01> Exactly 16:18:11 <Alberth> JPS may outperform it, as that add nodes only at 'interesting' points, and never in the middle of sea 16:19:07 <Alberth> hmm, except for back-navigation, so not entirely never 16:35:03 <andythenorth> hmm 16:35:08 <andythenorth> coffee estate is tricky 16:35:52 <Wolf01> Don't forget a civet farm 16:36:30 <Wolf01> 0.1t/year of coffee production 16:46:53 *** TheMask96 has quit IRC 16:47:29 *** TheMask96 has joined #openttd 16:51:41 <andythenorth> I improved vineyard yesterday http://dev.openttdcoop.org/attachments/download/8394/vineyard.png 16:52:22 <andythenorth> coffee plantation should be like that, but with trees also http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#coffee_estate 16:53:06 <andythenorth> https://antoniorussouk.files.wordpress.com/2012/05/blue_mountains.jpg 16:54:03 <andythenorth> coffee bushes + tree cover 16:54:47 <andythenorth> http://cmhike.com/wp-content/uploads/2010/10/001-IMG_7093-CMU-Coffee-Plantation.jpg 16:55:08 *** chomwitt has quit IRC 16:55:14 <Alberth> like the vineyard, but an open space with trees near the house? 16:56:30 <Alberth> more different is perhaps better, darker green for the coffee-'vine' ? 16:57:13 <Alberth> or the colour of the small tree in the coffee-estate 16:57:14 *** glx has joined #openttd 16:57:14 *** ChanServ sets mode: +v glx 17:02:13 <peter1138> http://fuzzle.org/~petern/ottd/fixlangs.diff 17:02:44 <peter1138> ^ adds missing colour codes in translations 17:03:33 <andythenorth> something like this, plus trees http://dev.openttdcoop.org/attachments/download/8398/coffee_estate_improved.png 17:04:12 <supermop> andythenorth: sometimes they use nets 17:04:29 <supermop> for shade 17:10:10 <Alberth> peter1138: bit tricky that, but I guess translators will fix it again if it is wrong 17:12:23 <TrueBrain> planetmaker: tnx for email 17:12:29 <TrueBrain> totally and fully forgot we run Atlassian software 17:12:31 <TrueBrain> grr 17:15:47 <peter1138> Alberth, yeah... using --word-diff at least shows nothing in the translation itself is changed 17:16:18 <peter1138> although it adds "[- -]" and "{+ +}" to show changes 17:16:23 <peter1138> which also makes it harder to grok :p 17:19:39 <andythenorth> http://dev.openttdcoop.org/attachments/download/8399/coffee_estate_improved_2.png 17:19:43 <andythenorth> kind of a wall of green 17:19:47 <andythenorth> looks realistic 17:19:48 <andythenorth> but eh 17:20:11 <andythenorth> basically I like it, but need to try other trees 17:30:33 *** Stimrol has joined #openttd 17:32:13 *** orudge` has quit IRC 17:32:15 *** orudge` has joined #openttd 17:32:15 *** ChanServ sets mode: +o orudge` 17:34:32 *** FLHerne has joined #openttd 17:40:51 *** frosch123 has joined #openttd 17:43:09 *** Stimrol has quit IRC 17:47:26 *** HerzogDeXtEr has joined #openttd 17:59:09 <frosch123> hoi 17:59:58 <TrueBrain> there will not be any nightly today (in case anyone was waiting for one) 18:28:52 <peter1138> ok 18:34:46 *** FLHerne has quit IRC 18:36:24 *** Progman has joined #openttd 18:36:57 <peter1138> ooh it crashed 18:37:56 <TrueBrain> who did? 18:38:37 <peter1138> Couldn't get registers: No such process. 18:38:41 <peter1138> Well, that's less useful ;( 18:48:15 <andythenorth> probably that will do http://dev.openttdcoop.org/attachments/download/8400/coffee_estate_improved_3.png 18:48:31 <andythenorth> or is this one actually better? http://dev.openttdcoop.org/attachments/download/8399/coffee_estate_improved_2.png 18:48:58 <Alberth> a bit too many big trees, not? 18:49:38 <andythenorth> I think so 18:50:02 <Alberth> I like it better than the first attempt 18:50:26 <Alberth> that one is so flat, so similar to the vine yard 18:55:09 *** Pikka has joined #openttd 18:55:32 <peter1138> Well that was weird. 18:55:50 <peter1138> Could not debug it. Could not close debugger. Could not kill openttd. 18:55:56 <peter1138> Could not cleanly reboot... 18:59:06 <peter1138> On the other hand, multiple docks was working for a second ::p 19:01:06 *** orudge` has quit IRC 19:01:14 *** orudge` has joined #openttd 19:01:14 *** ChanServ sets mode: +o orudge` 19:03:27 <andythenorth> Alberth: #2 is too flat? 19:03:30 <andythenorth> lo Pikka 19:03:46 <andythenorth> it appears in same economy as vineyard, so it needs to look different :) 19:04:10 <Pikka> oh hello 19:04:21 <peter1138> peeka 19:04:27 <Pikka> oui 19:05:17 *** JacobD88 has joined #openttd 19:05:34 <andythenorth> Alberth: http://dev.openttdcoop.org/attachments/download/8401/coffee_or_wine.png 19:06:18 <Pikka> whatever happened to notfields 19:07:51 <andythenorth> it’s notdone 19:08:17 <Pikka> notwrong 19:12:45 <Alberth> I meant the "coffee_estate_improved.png" was too flat. Still a lot of trees on this one as well, but maybe it's better, it looks more different that way 19:13:02 <Alberth> o/ pikka 19:13:36 * andythenorth has ideas 19:13:48 <Alberth> oh dear :p 19:14:03 <Alberth> hopefully not notideas :p 19:14:38 <Alberth> some sort of fence could make it look different too 19:14:50 <Alberth> or some earth wall-ish 19:14:57 <andythenorth> hmm fences 19:15:46 <Pikka> hmm ideas 19:17:49 <andythenorth> what ho Pikka ? 19:17:53 <andythenorth> is it things? 19:18:09 <Pikka> possibly 19:19:18 <Pikka> not really sure yet 19:26:37 *** Alberth has left #openttd 19:30:04 *** JacobD88 has quit IRC 19:39:06 *** orudge` has quit IRC 19:39:06 *** HerzogDeXtEr has quit IRC 19:39:06 *** glx has quit IRC 19:39:06 *** zuzak has quit IRC 19:39:06 *** zeknurn has quit IRC 19:39:06 *** xQR has quit IRC 19:39:06 *** murr4y has quit IRC 19:39:06 *** Markk has quit IRC 19:39:06 *** michi_cc has quit IRC 19:39:06 *** Sacro has quit IRC 19:39:06 *** SpComb has quit IRC 19:39:06 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https://www.tt-forums.net/viewtopic.php?p=1147459#p1147459 19:42:58 *** nekomaster has joined #openttd 19:43:04 <nekomaster> Bonjour! 19:43:15 *** HerzogDeXtEr has quit IRC 19:43:15 *** zeknurn has quit IRC 19:43:15 *** zuzak has quit IRC 19:43:15 *** xQR has quit IRC 19:43:15 *** Markk has quit IRC 19:43:15 *** murr4y has quit IRC 19:43:15 *** fonsinchen has quit IRC 19:43:15 *** SpComb has quit IRC 19:43:15 *** Sacro has quit IRC 19:43:15 *** tycoondemon has quit IRC 19:43:15 *** orudge` has quit IRC 19:43:15 *** orudge has quit IRC 19:43:15 *** glx has quit IRC 19:43:15 *** michi_cc has quit IRC 19:43:15 *** Wormnest has quit IRC 19:43:15 *** tokai has quit IRC 19:43:15 *** a_sad_dude has quit IRC 19:43:15 *** Eddi|zuHause has quit IRC 19:43:15 *** NGC3982 has quit IRC 19:43:15 *** OsteHovel has quit IRC 19:43:15 *** Alkel_U3 has quit IRC 19:43:15 *** KouDy_ has quit IRC 19:43:15 *** Lamp- has quit IRC 19:43:15 *** Dakkus has quit IRC 19:43:15 *** crem has quit IRC 19:43:15 *** 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19:44:22 *** sim-al2 has quit IRC 19:44:27 <peter1138> ... 19:44:34 <peter1138> MP_SEAGULLS see 19:45:36 *** nekomaster has joined #openttd 19:45:36 *** Darksecond has joined #openttd 19:45:36 *** Sylf has joined #openttd 19:45:36 *** ST2 has joined #openttd 19:45:36 *** Compu has joined #openttd 19:45:36 *** sim-al2 has joined #openttd 19:45:36 *** supermop_home has joined #openttd 19:45:36 *** bwn has joined #openttd 19:45:36 *** jinks has joined #openttd 19:45:36 *** supermop has joined #openttd 19:45:36 *** mikegrb has joined #openttd 19:45:36 *** Smedles_ has joined #openttd 19:45:36 *** dustinm` has joined #openttd 19:45:38 *** Smedles_ has quit IRC 19:45:38 *** ST2 has quit IRC 19:45:38 *** Darksecond has quit IRC 19:45:38 *** nekomaster has quit IRC 19:45:38 *** supermop_home has quit IRC 19:45:38 *** jinks has quit IRC 19:45:38 *** bwn has quit IRC 19:45:38 *** Compu has quit IRC 19:45:38 *** dustinm` has quit IRC 19:45:38 *** mikegrb has quit IRC 19:45:38 *** sim-al2 has quit 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Extrems has joined #openttd 19:50:04 *** TheIJ has joined #openttd 19:50:04 *** ccfreak2k has joined #openttd 19:50:04 *** Speedy has joined #openttd 19:50:04 *** UD98 has joined #openttd 19:50:04 *** Mazur has joined #openttd 19:50:26 *** supermop has quit IRC 19:50:49 *** Progman has joined #openttd 19:50:49 *** andythenorth has joined #openttd 19:50:49 *** juzza1 has joined #openttd 19:50:49 *** Biolunar has joined #openttd 19:50:49 *** Samu has joined #openttd 19:50:49 *** Wolf01 has joined #openttd 19:50:49 *** APTX has joined #openttd 19:50:49 *** Milek7 has joined #openttd 19:50:49 *** ToBeFree has joined #openttd 19:50:49 *** funnel has joined #openttd 19:50:49 *** dlite has joined #openttd 19:50:49 *** kais58 has joined #openttd 19:50:49 *** rellig has joined #openttd 19:50:49 *** jonty-comp has joined #openttd 19:51:40 <glx> wow chan buffer filled with netsplits join/leave 19:57:28 <andythenorth> trainz http://www.railpictures.net/photo/611240/ 19:57:29 *** supermop has joined #openttd 19:57:42 <nekomaster> Are things fixed now ._. 19:57:56 <nekomaster> is IRC Armageddon over? 20:03:18 <peter1138> maaaybe 20:19:45 *** FLHerne has joined #openttd 20:23:59 *** orudge` has quit IRC 20:24:18 *** orudge` has joined #openttd 20:24:18 *** ChanServ sets mode: +o orudge` 20:26:54 <Wolf01> Wow, netsplotfest? 20:27:00 <Wolf01> splot 20:27:02 <nekomaster> lol 20:32:16 <peter1138> hmm, why is the intro game loaded twice? 20:32:32 <Wolf01> 'coz is cool 20:35:26 <frosch123> peter1138: before grf scan and after grf scan 20:35:32 <peter1138> yebbut 20:35:40 <peter1138> hm 20:35:58 *** gelignite has joined #openttd 20:35:58 <frosch123> to activate static grfs or something 20:36:06 <peter1138> such a silly concept 20:36:40 *** chomwitt has joined #openttd 20:37:02 <Wolf01> frosch123, I tried to fix the build infrastructure check today, I actually fixed it so it behave like the default NRT but last time you said about a lot of cases missing 20:37:44 <frosch123> that's long ago :p 20:37:50 <frosch123> a month or so 20:38:03 <frosch123> i guess there is stuff on paste 20:38:39 <Wolf01> Yes, that's implemented, but only that one, I should figure out the missing cases 20:44:53 <peter1138> hmm, right, oil rigs... 20:50:06 *** HerzogDeXtEr has quit IRC 20:50:07 *** frosch123 has quit IRC 20:54:23 *** HerzogDeXtEr has joined #openttd 20:56:45 <Samu> bah, i made ships able to service on competitor ship depots, i don't want this 20:57:55 <Wolf01> LOL 20:58:23 <Wolf01> Add a d->owner == _local_company 20:58:47 <peter1138> staring at yapf 20:58:52 <peter1138> still no idea how it works 20:58:57 <peter1138> templates, structs, typedefs... 20:59:25 <Wolf01> Maybe I could understand that, I do weird stuff 21:01:02 <peter1138> hmm, multiple inheritance 21:02:16 <Wolf01> That's my kind of stuff 21:02:37 <Samu> i need a way to make yapf test vehicle owner is the same as the tile owner at the destination 21:05:10 <Wolf01> Way -> == 21:05:21 <michi_cc> peter1138: The template and inheritance stuff is kinda misleading. Overall, it is simply some kind of object composition (which I'm sure has some fancy pattern name :P). 21:05:38 <peter1138> michi_cc, yup 21:05:43 <Samu> Severity Code Description Project File Line Suppression State Error C2065 '_local_company': undeclared identifier openttd D:\OpenTTD\trunk\src\pathfinder\yapf\yapf_ship.cpp 246 21:05:47 <peter1138> michi_cc, thing is i spend an hour figuring it out 21:05:52 <peter1138> then never have to touch it 21:05:57 <peter1138> so when i look again, i've no idea 21:06:00 <Wolf01> You should have seen my html forms framework... somefields had 6 levels of inheritance 21:06:19 <peter1138> i do c#, no multiple inheritance 21:06:24 <michi_cc> peter1138: For each kind of pathfinder, combine an origin provider, an destination provider, a cost function, and a node follow, spice up with a generic A* base and voila, YAPF is born :) 21:06:37 <michi_cc> s/follow/follower/ 21:08:06 <peter1138> the weird naming and code style doesn't help :) 21:08:32 <peter1138> m_ isn't used anywhere else 21:17:15 <Samu> i have a problem, yapf destination tile doesn't have tile owner, hap 21:17:17 <Samu> halp 21:17:51 <Samu> looks like ship depots are very unique, in that vehicles of any companies can go into 21:18:04 <Samu> but not actually stop to service on there 21:20:13 *** andythenorth has left #openttd 21:20:32 <peter1138> if you have the dest tile you can get the owner 21:22:21 <Samu> i have the dest tile, but v->owner isn't being accepted :( 21:23:48 *** UD98 is now known as Tenu 21:25:53 <Samu> bool bDest = IsShipDepotTile(n.m_segment_last_tile) && IsTileOwner(n.m_segment_last_tile, v->owner) && GetShipDepotPart(n.m_segment_last_tile) == DEPOT_PART_NORTH; 21:26:11 <Samu> 'v': undeclared identifier 21:26:14 <Samu> halp 21:27:59 <peter1138> TILE_ADD TileIndexDiffC 21:28:07 <peter1138> hmm 21:28:12 <peter1138> old macros ;( 21:28:27 <Wolf01> I remember the old macros 21:29:13 <peter1138> That's still used. 21:30:13 <Wolf01> There is also BEGIN_TILE_LOOP somewhere or it was definitely removed? XD 21:31:39 *** Progman has quit IRC 21:32:52 <peter1138> That got replaced with TileArea or something like that. 21:33:25 <peter1138> TILE_AREA_LOOP 21:33:27 <Wolf01> It was weird somewhat, the END_TILE_LOOP was "}}" IIRC 21:33:30 <peter1138> well, not so fun. 21:33:39 <peter1138> yeah, annoying macros 21:34:12 <Wolf01> At least now is more resembling a custom construct 21:35:22 *** Compu has quit IRC 21:36:53 <peter1138> I think TileArea was something I created originally for newgrf stations 21:37:24 <Eddi|zuHause> isn't that what iterators are for? 21:38:15 <Eddi|zuHause> not that i would have any clue how an iterator looks in C++ 21:38:25 <peter1138> Good to see code from 2004 still lying around 21:39:12 <peter1138> ^efaeb27 station_cmd.c (truelight 2004-08-09 17:04:08 +0000 196) #define M(x) ((x) - STR_SV_STNAME) 21:39:16 <peter1138> that's a good'un 21:40:03 <Eddi|zuHause> wow i have not read that name in ages 21:40:17 <peter1138> Yeah, I wonder whatever happened to him... 21:40:23 <Eddi|zuHause> ;p 21:40:31 <Wolf01> :D 21:40:51 <Eddi|zuHause> @seen truelight 21:40:51 <DorpsGek> Eddi|zuHause: I have not seen truelight. 21:41:14 *** Compu has joined #openttd 21:41:22 <Wolf01> Bah, useless bot... parse old logs :P 21:41:26 <peter1138> nice that git knows about moving files around and renaming... 21:42:55 <Wolf01> Mmmh, I only have logs from 2009 in this machine 21:48:05 *** FLHerne has quit IRC 21:49:11 *** gelignite has quit IRC 21:50:54 <Samu> looks like i got this 21:50:58 <Samu> bool bDest = IsShipDepotTile(n.m_segment_last_tile) && IsTileOwner(n.m_segment_last_tile, Yapf().GetVehicle()->owner) && GetShipDepotPart(n.m_segment_last_tile) == DEPOT_PART_NORTH; 21:51:01 <Samu> let's see 21:52:40 <supermop> hmm recruited wants to call me about job i applied for that i am 99% sure i cannot get 21:52:47 <supermop> recruiter 21:53:47 <Eddi|zuHause> and why do you apply for jobs you're 99% sure you can't get? 21:53:47 <supermop> that's the problem with recruiters instead of applying directly with the employer. Employer will take one glance, know they do do want to hire you, and then not waste any of your time 21:54:12 *** sla_ro|master has quit IRC 21:54:20 <supermop> recruiter has noting else to do all day but throw huge numbers of candidates at jobs 21:54:43 <supermop> Eddi|zuHause: not seriously looking for new jobs just yet, so just for warm up 21:54:55 <Samu> yep, it's heading to the correct company depot now 21:55:02 <Samu> not the competitor's 21:55:11 <Eddi|zuHause> well, i wouldn't know how that works... 21:55:23 <Eddi|zuHause> i didn't technically "apply" for my job 21:55:26 <supermop> also apply to 200 jobs that i have a 1% chance of getting, and maybe i get two offers to choose from 21:55:32 <Wolf01> supermop, at least you have that 1% of chance 21:55:34 <Eddi|zuHause> nor my previous job 21:55:41 *** Wormnest has quit IRC 21:56:36 <supermop> Wolf01: may be less - i am probably a bit under-qualified, and according to linked in, there are already 300 applicants 21:56:55 <supermop> also linked in job listing are mostly a joke 21:58:07 <Eddi|zuHause> i don't know how linked in works 21:58:19 <Eddi|zuHause> and i have no intention of finding out any time soon 21:59:14 <supermop> vast majority of hires do not come from there, or company already has someone in mind, but need to interview a few more people just to be sure 21:59:37 <Wolf01> Here they look for people under 30 to hire as apprentice, also I'm already qualified (even if I don't have all the knowledge) for every possible IT job, because that's how it works in Shitaly, it doesn't matter if you repaired printers or you were a developer... you have the same qualify, so you can't be an apprentice anymore 22:00:29 <Eddi|zuHause> i'm not entirely sure, but apparently the job i got was already open for like a year, and they didn't find any applicants 22:00:52 <DorpsGek> Commit by peter1138 :: r27832 /trunk/src/lang (21 files) (2017-03-28 00:00:45 +0200 ) 22:00:53 <DorpsGek> -Fix: Missing or incorrect colour codes in translations 22:01:09 <Wolf01> Oh, 2 jobs ago I was hired because other applicants didn't even know the difference from a domain address and email address 22:01:55 <supermop> Eddi|zuHause: i find it pretty useless, but its the kind of thing where it is looks weird if you don't have a profile 22:02:34 <supermop> i've never actually got a job from it 22:03:05 <Eddi|zuHause> i think we live in completely different worlds :p 22:04:41 <nekomaster> wtf 22:05:03 <nekomaster> I konw theres a differance between a domain address and email... but what is a domain address? 22:05:07 <peter1138> I do. I'm still in the same job I was in when I started on OpenTTD. 22:05:10 <nekomaster> something to do with networking? 22:05:16 <peter1138> Even my boss asks me why I am still there :p 22:05:57 <Wolf01> nekomaster shit@domain.com = email address, domain.com = domain address, com = 1st level domain 22:06:06 <Eddi|zuHause> my boss assumes i'll stay with the company for the next 40 years 22:06:07 <nekomaster> oh yeah 22:06:16 <nekomaster> I am a derp 22:06:52 <peter1138> we normally just call them "domains" 22:07:22 <Wolf01> We are strange people 22:07:25 <Eddi|zuHause> possibly a domain name 22:07:27 <nekomaster> hmm 22:07:53 <nekomaster> weird thing is how gmail.com and googlemail.com both goto the same addresses that use them but are considered different emails 22:08:07 <nekomaster> Example : Owen@gmail.com or Owen@googlemail.com 22:08:19 <nekomaster> (those aren't real emails, so dont try emailing owen at them) 22:08:27 <Wolf01> Do you know you own also O.wen@gmail.com? 22:08:46 <Wolf01> Also Ow.en@ Owe.n@ 22:08:55 <Wolf01> Or even o.w.e.n@ 22:09:13 <Eddi|zuHause> nekomaster: the reason for that is that some random guy registered "gmail" as a trademark in germany, before google could 22:09:28 <Eddi|zuHause> nekomaster: so in germany, google had to establish "googlemail" as a replacement 22:09:29 *** bwn has quit IRC 22:11:42 <nekomaster> heh 22:12:28 <nekomaster> I actually registered my own email twice with dropbox just so I could recommend my 2nd email for dropbox and get 500MB more space on my Main dropbox 22:12:36 <peter1138> o_O 22:12:38 <Wolf01> Ahah 22:12:47 <peter1138> My dropbox is massive somehow 22:12:59 <Eddi|zuHause> i haven't used my dropbox in ages 22:13:13 <nekomaster> if you link your dropbox with a phone, you get like 50GB of storage I think 22:13:17 <nekomaster> or some large amount 22:13:18 <Wolf01> I use it only for my lego stuff 22:13:25 <peter1138> Ah it was at one point. 22:13:34 <peter1138> It's 5.2GB which is bigger than the default. 22:13:35 <nekomaster> I guess they do that so that if your on a phone you're going to use dropbox to back up your phone data 22:14:26 *** bwn has joined #openttd 22:14:32 <nekomaster> I have 4.3GB used out of 53.38GB total space on my dropbox 22:14:35 <Eddi|zuHause> i only used dropbox because some guy at university shared some files i needed 22:14:45 <nekomaster> I use dropbox to store my OpenTTD projects 22:14:57 <nekomaster> it also gives me a nice stable location to link IMages from 22:15:10 <Eddi|zuHause> wouldn't a github or something be more fitting? 22:15:23 <nekomaster> I don't feel like going through the trouble of setting all that up 22:15:26 <nekomaster> and I'm a one man team 22:15:27 <peter1138> :s 22:15:36 <peter1138> Imagine if we'd had git from the start of ottd 22:15:46 <peter1138> All my dead patches would be... dead branches :p 22:15:50 <nekomaster> lol 22:16:06 <supermop> linked in seems to have a lot of trouble understanding my industry 22:16:19 <supermop> and keeps suggesting totally unrelated jobs 22:16:23 <nekomaster> Well I store my GRF, Heightmaps and Scenarios in dropbox and work out of my local dropbox folder in Windows 22:16:38 <nekomaster> even when I compile a new GRF dropbox syncs it quickly 22:17:27 <supermop> like in the same batch of recomendations, it will suggest to apply to be a senior architect, a graphic designer, a highly specialized civil engineer, and some kind of business strategy consultant 22:17:40 <supermop> as it thinks these are all basically design 22:18:13 <Eddi|zuHause> sounds close enough :p 22:19:02 <supermop> not to mention all the IT jobs that now have 'architect' in the title 22:19:13 <nekomaster> what? 22:19:24 <Eddi|zuHause> sounds like the kind of jobs a person with good charisma and people skills would go through, without the other people noticing in time that he is completely clueless about the actual job 22:19:28 <nekomaster> Doing to design a building out of ethernet cables and server racks? 22:20:08 <supermop> Eddi|zuHause: i am pretty clueless about most jobs, but i do a decent job talking with strangers, so maybe i should give it a shot 22:20:36 <nekomaster> after I go back to school for Grade 12 math to upgrade, I would prefer to get a job in retail again 22:20:46 <nekomaster> Preferably with electronics or computers 22:20:55 <supermop> fool my way into becoming the CEO of Prada or something 22:21:34 <supermop> once you make it to CEO, probably less of a problem if you have no idea or interest in what your company does 22:21:56 <Eddi|zuHause> supermop: well, you should not stick around a job for too long 22:22:37 <supermop> i generally stay in jobs too long 22:23:07 <supermop> and usually work in small companies where there is no real path to promotion or pay raises 22:23:18 <Wolf01> I would like to stay in a job enough to be independent 22:23:22 <Eddi|zuHause> i've recently seen one of those "motivational" calendars which had the phrase "it doesn't suffice to have no clue. you also have to be the boss" 22:23:35 <Wolf01> Which means... 20 years or so 22:24:50 <supermop> Wolf01: found the company 22:25:17 <nekomaster> hmm 22:25:39 <Wolf01> I would like to get a job about R&D... research and destroy 22:26:41 <supermop> i think there are still some italian defense contractors 22:26:43 <nekomaster> What if there was a company that hired people just to work at other jobs and fuck shit up 22:27:41 <Eddi|zuHause> there was a guy a few years ago, who was caught outsourcing all his work to india and go on vacation for the difference in salary 22:27:55 <nekomaster> hmm 22:28:14 <Wolf01> nekomaster, those are called temp agencies 22:28:19 <nekomaster> In india, who does techsupport for them? 22:28:22 <nekomaster> the chinese? 22:28:24 <nekomaster> Canadians? 22:28:28 <nekomaster> Moon men? 22:28:44 <Eddi|zuHause> moon meat miners? 22:29:01 <nekomaster> "Hello, you have reached Smell Tek Support, how may I help you?" 22:29:46 <Eddi|zuHause> tech support in india is probably more common for english-speaking countries anyway 22:30:20 <nekomaster> Weird thing is that I hear a lot of people saying shit about Indian tech support but I've had good experiences with Bell Canada's support 22:30:26 <Wolf01> Indeed, we (ab)use Romany and/or Albany 22:30:35 <nekomaster> the only thing that sucks sometimes is when their microphone is too low 22:31:29 <Eddi|zuHause> possibly german tech support sits in eastern europe 22:32:06 <Samu> just posted 22:32:07 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=76137 22:32:09 <Samu> it's ugly 22:32:32 <nekomaster> I hate the flooring in my apartment 22:32:33 <Samu> i don't know better, i'm surprised i made it that far 22:32:40 <Eddi|zuHause> where many people learn german as second or third language 22:32:49 <nekomaster> Parquet flooring always comes up after a few years of rough use 22:33:06 <nekomaster> so many tiles are missing around my desk that my computer chair gets stuck 22:33:32 <Eddi|zuHause> ever heard of carpets? 22:34:14 <nekomaster> Too much money and not really allowed in rentals 22:34:22 <nekomaster> you can't really change up the place in rental units in canada 22:34:27 <nekomaster> Its considered "damage" 22:35:00 <nekomaster> Someone in my building moved out about a year ago after having painted their apartment and they had to pay 500 bucks in damges to have the place repainted 22:35:36 <nekomaster> BUddy did a much better paint job then these apartments usually have and when they repainted the apartment it went back to being shittier 1 coating of paint 22:35:40 <Wolf01> But you are free to destroy your parquet 22:35:53 <Eddi|zuHause> uhm, don't you have to pay for repainting anyway after like 5 years? 22:35:59 <nekomaster> We'll probably have to pay for that even though I didn't do it on purpose 22:36:26 <Samu> where's a yapf expert? 22:36:35 <Wolf01> Samu, noone is 22:36:38 <Samu> or npf expert, opf expert, needs work on it 22:36:42 <Wolf01> We told you many times 22:36:46 <Samu> ok :( t.t 22:36:46 <nekomaster> Pretty sure most landlords dont repaint apartments while the tenent lives in the unit 22:36:53 <nekomaster> at least not in Canada 22:37:11 <Eddi|zuHause> no, the tenant is responsible for that 22:37:16 <Wolf01> But if you ask your landlord for repairs he should do it or let you do it 22:37:41 <nekomaster> Here in Canada they want you to file a request 22:37:53 <nekomaster> even if your licensed if you fuck up and cause damages your liable 22:38:06 <Eddi|zuHause> yeah, landlord is responsible for repairs, and tenant is responsible that the place looks new after he moves out 22:38:07 <Wolf01> Then do it, you will have to pay anyway, show yourself as one which cares 22:38:35 <nekomaster> Hell when we had a major issue with our drains backing up being on the first floor, we almost got a fine for using drain cleaner because "it might damage the pipes" 22:38:55 <nekomaster> at leeast we didn't have to pay the plumbers to come in and snake our drains out 22:40:30 <nekomaster> If you rent in Canada, be prepared for American level stupidity 22:41:45 <Wolf01> If you rent in Shitaly be prepared for literally everything 22:42:25 <nekomaster> Then again I guess it could be worse, I could live in a rat and/or roach infested building, or I could live in a country where my apartment could either fall apart with the slightest jolt 22:42:26 <Wolf01> Specially if you have neighbors which still use gas tanks instead of proper gas lines 22:42:28 <nekomaster> or get bombed 22:42:44 <nekomaster> I think its illegal to use gas in apartment buildings in most parts of Canada 22:43:02 <nekomaster> its even illegal to use Gas/Propane BBQ's on your own balcony in an apartment building 22:43:05 <Wolf01> Here is the normality, and I agree it should be illegal 22:43:52 <Wolf01> But the rule here is "it's not your business, gtfo, and don't dare to call the cops" 22:43:56 <nekomaster> I wish we could maybe afford to rent a townhouse (not like the row houses you get in Europe/UK) so we could have a bit of a yard to have a BBQ and store our bikes in 22:44:30 <nekomaster> Here in Canada its more like "It might be your buisness but the cops wont do much and filing complaints barely does much either" 22:44:35 <nekomaster> So pretty much live with it or leave 22:45:11 <Samu> so many typos 22:45:28 <Samu> is my topic clear enough? 22:47:46 <Wolf01> <nekomaster> So pretty much live with it or leave <- same here, but I would like to add "or die" 22:48:46 <nekomaster> depending on where you live in Canada, you might get hurt if you bother with the wrong neighbours 22:49:00 <nekomaster> Another thing, I would love to get out of this building 22:49:14 <nekomaster> A couple of weeks ago we had the POlice and SWAT all over this building 22:49:28 <nekomaster> Probably a bunch of Drug busts 22:59:44 <glx> [00:19:39] <nekomaster> Doing to design a building out of ethernet cables and server racks? <-- http://i.imgur.com/FcRcb0o.jpg 23:00:10 <nekomaster> Looks like a giant Switch or rack full of switches 23:05:35 <nekomaster> https://s-media-cache-ak0.pinimg.com/originals/27/10/1d/27101d4feca3bc14e4c83a969aa5774a.jpg 23:05:42 <nekomaster> i need to draw something like that 23:12:34 *** Biolunar has quit IRC 23:24:17 *** Samu has quit IRC 23:42:38 *** Samu has joined #openttd 23:45:12 *** Samu has quit IRC