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Log for #openttd on 26th November 2011:
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00:45:16  <Wolf01> 'night
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01:05:29  <TrueBrain> Eddi|zuHause: lol, nice piece of code :) In which complexity is this?
01:06:42  <TrueBrain> somewhere between O(n) and O(n**2) by a quick look .. you should test it, and see how fast it is :)
01:12:43  <TrueBrain> seems to be really close to O(n); would be nice to have it in working order. Would speed up many scripts :D
01:13:32  <TrueBrain> for sure it should beat Zuu's O(n**2) implementation :D:D Hihihi :)
01:13:38  <Eddi|zuHause> in theory this has O(n*log(n)), but i haven't done all possible optimisations, so could be O(n^2) in the worst case
01:13:55  <TrueBrain> I don't see how it could be O(n**2)?
01:14:22  <TrueBrain> from what I read, it scales linear .. I don't see any additional for that scales with n?
01:14:24  <Eddi|zuHause> the Flip-recursion could in the worst case loop through all triangles
01:14:58  <TrueBrain> AH! Each projection can insert 2 ne wprojections
01:15:07  <TrueBrain> I was looking for something like that, and failed to find :D
01:15:32  <TrueBrain> well, then it would really depend on how much opcodes all the other stuff consumes :D
01:15:41  <TrueBrain> although I am willing to consider adding this to the C++ side
01:15:52  <Eddi|zuHause> like i said, there's lots of room for optimizations
01:16:07  <Eddi|zuHause> but i first wanted to try if it's actually correct :)
01:16:12  <TrueBrain> you also have to optimize within the domain of Squirrel; some stuff takes longer than other stuff :)
01:16:29  <TrueBrain> but I see use for this in both GS, AI, but also cargodist
01:17:57  <TrueBrain> so yeah, please do make it in working order and benchmark it against the greedy algorithm of Zuu :)
01:18:28  <TrueBrain> http://devs.openttd.org/~truebrain/nogo/ <- see info.nut.txt and main.nut.txt how to make a (simple) workable GS, but you could also try it for AIs ;)
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01:25:11  <Eddi|zuHause> TrueBrain: for testing, it'd be nice if i had a basic script that can place a sign (or more) into each town
01:25:30  <TrueBrain> script above does that
01:25:33  <TrueBrain> it reads something funny
01:25:36  <TrueBrain> cannot remember what it is :P
01:25:55  <TrueBrain> just strip out the rest, and you have yourself a nice test script
01:26:25  <Eddi|zuHause> ok, i'll look at this tomorrow-ish
01:27:44  <TrueBrain> cool :)
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03:03:23  <Eddi|zuHause> "pope sued for not wearing a belt, faces possible fine of 30€" ... some people have nothing better to do i suppose
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07:53:56  <Terkhen> good morning
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07:58:08  <andythenorth> morgen
07:58:40  <Rubidium> vandaag ;)
08:01:37  <planetmaker> moin
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08:30:04  <andythenorth> drive-in road stops for trucks - does it matter if I prevent HEQS from being compatible with them?
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08:38:18  <planetmaker> complete heqs?
08:38:21  <planetmaker> would be quite sad
08:38:48  <andythenorth> mostly the mog?
08:38:52  <andythenorth> or also the mining trucks?
08:38:52  <planetmaker> esp. as the drive-in stops use less space for small stations
08:39:13  <planetmaker> why would you make them articualted?
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08:51:34  <andythenorth> refittable trailers
08:51:58  <planetmaker> tbh, I hate it, if vehicles can only use dtrs
08:52:18  <planetmaker> those have lots less value for my playing style
08:52:32  <andythenorth> ok
08:52:53  * andythenorth wonders what auto-refit does with subtypes?
08:52:57  <planetmaker> but I also think that it would need just articulated rv use the drive-in ones ;-)
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08:57:30  * andythenorth presumes auto-refit will use first subtype
08:57:33  * Terkhen only uses dtrs
08:57:58  * andythenorth is plotting HEQS 2
08:58:04  <andythenorth> which will rework some things
08:59:07  <planetmaker> andythenorth: imho egrvts does it correctly. It offers both types of RV: articulated and non-articulated
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08:59:22  <planetmaker> with a tendency that the trailer RV carry a bit more
08:59:49  <andythenorth> which is worse?  Long buy menu, or long refit list?
08:59:59  <Terkhen> that's easy in egrvts because all road vehicles are standard-ish
09:00:05  <Terkhen> andythenorth: long buy menu
09:00:09  <andythenorth> bah
09:00:15  <andythenorth> I thought you'd vote the other way :P
09:00:37  <Terkhen> the refits are sorted in an easy way
09:00:47  <Terkhen> and you don't need to change it
09:01:07  <andythenorth> I could remove 6 vehicles from HEQS by making the trailer / non-trailer versions a refit
09:01:09  <Terkhen> in the buy menu, you need to change the sorting
09:01:17  <Terkhen> to find whatever you are looking for in an easy way
09:01:30  <Terkhen> "I want something powerful", "I want something big", "I want a small truck" and so on
09:01:37  <planetmaker> andythenorth: but then the refittable ones would not go to drive-in anymore
09:01:47  <planetmaker> thus indeed: both
09:01:57  <andythenorth> planetmaker: hence my question...
09:02:24  <andythenorth> and tbh, I think 'coal, no trailer', 'coal 1 trailer', 'coal 2 trailers', 'coal 3 trailers' clutters the refit menu
09:02:53  <Terkhen> it does, but I prefer to keep the clutter in the refit menu which is less cluttered than the buy menu :)
09:03:24  <andythenorth> hmm
09:03:33  <andythenorth> trams building for PAX by default, that's wrong :o
09:03:52  <Terkhen> HEQS has PAX trams?
09:03:57  <andythenorth> nope
09:04:02  <andythenorth> current nightly appears to :P
09:04:05  <andythenorth> this is incorrect
09:05:55  * andythenorth is planning to extend tram-style length refits to most HEQS vehicles
09:06:08  <andythenorth> but not ones where planetmaker wants drive-in stops :P
09:23:11  <andythenorth> hmm
09:23:17  <andythenorth> auto-refit appears to fail for me
09:23:21  <andythenorth> trams, with subtypes
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09:25:55  <andythenorth> refit flag is set, route menu allows refit
09:26:04  <andythenorth> refit cost is £0 for all vehicles in consist
09:26:07  <andythenorth> cargo is waiting
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09:29:21  <andythenorth> checkout HEQS tip if you wish to verify...
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09:35:23  <andythenorth> bbl
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09:36:49  <Alberth> bye andy
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09:52:45  <peter1138> TrueBrain, i saw an interesting landscape generation algorithm that used delaunay...
09:56:56  <planetmaker> have all a nice weekend :)
09:57:46  <peter1138> morning. you off, or just greeting everyone? :p
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10:49:05  <Wolf01> hello
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10:53:30  <Alberth> hello
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11:46:37  * andythenorth proposes registers for tiles that contain a route :P
11:46:45  <andythenorth> e.g. a tile with a railtype on or such
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12:05:49  <peter1138> do what?
12:06:23  <peter1138> registers... for tiles which contain road/rail/water?
12:06:37  <peter1138> how big do you want the map array?
12:07:23  <Rubidium> 640kB should be enough
12:08:27  <guru3> famous last words
12:11:31  * andythenorth thinks 8GB is a reasonable min. requirement for ottd
12:11:38  <andythenorth> so how many registers can we have :P
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12:18:02  <andythenorth> quak
12:18:14  <frosch123> moin
12:21:00  <Alberth> andythenorth: you should write NoAI scripts, it gives you full access to tiles :)
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12:30:33  <andythenorth> I think vastly increasing the map size is worth it, to add snowploughs :P
12:30:40  <andythenorth> and maintenance vehicles
12:36:41  <Alberth> but toyland has no snow :)
12:37:01  <andythenorth> sugar drifts
12:47:44  <CIA-6> OpenTTD: rubidium * r23330 /trunk/src/rail_gui.cpp: -Fix [FS#4853] (r23316): alignment of signals in the signals menu was incorrect
12:50:54  <CIA-6> OpenTTD: rubidium * r23331 /trunk/src/company_gui.cpp: -Fix [FS#4851] (rCS, r148): abort building/moving HQ when clicking on the button again, just like when building rail, stations, etc (sbr)
12:58:53  <frosch123> hmm, it's 14:00, but the daylight feels like 17:00
13:07:01  <andythenorth> try playing TTD
13:07:13  <andythenorth> it's always 14.00 in TTD :P
13:12:02  <TrueBrain> welcome to the winter time frosch123 :)
13:12:26  <andythenorth> frosch123 must be playing arctic :P
13:12:36  <andythenorth> we should all play tropical in November :P
13:12:52  * andythenorth used to go to India for November
13:13:00  <andythenorth> but not since the baby
13:28:41  <appe> :D
13:28:47  <peter1138> don't forget that 4:30 is in the top right...
13:29:49  <andythenorth> hmm
13:29:52  <andythenorth> sun rises in the east
13:30:03  <andythenorth> my brain fell out of my head for a bit :P
13:30:12  <andythenorth> so it's about 10.45 in TTD land
13:34:27  <CIA-6> OpenTTD: peter1138 * r23332 /trunk/src/blitter/8bpp_optimized.cpp: -Fix (r23316): Length of transparent pixels could exceed a byte. (frosch)
13:35:14  <andythenorth> hmm
13:35:26  <andythenorth> I thought I fixed auto-refit for trams, but I haven't :(
13:36:42  <appe> fun fact; "trams" is swedish for "sir, you speak utter rubbish, and we didnt bother listening to you anymore".
13:37:40  <andythenorth> so...
13:37:53  <andythenorth> the articulated trams go to a station with cargo waiting, and don't refit
13:37:59  <appe> ask Markk. he is full of trams.
13:38:13  <andythenorth> all vehicles have special flag enabled for auto-refit, and have refit cost 0
13:39:18  <andythenorth> non-articulated trams go to the station, refit, but don't load
13:45:56  <CIA-6> OpenTTD: peter1138 * r23333 /trunk/src/screenshot.cpp: -Fix [FS#4854]: Make zoomed in screenshot use the selected maximum zoom.
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14:43:52  <Markk> appe: eh-he-he
14:46:02  <__ln__> http://www.ustream.tv/nasajpl
14:48:56  <CIA-6> OpenTTD: frosch * r23334 /trunk/src/build_vehicle_gui.cpp: -Fix [FS#4820]: Road vehicle purchase info failed to display vehicles carrying no cargo. (Can only happen when NewGRFs are screwed up.)
14:50:23  <CIA-6> OpenTTD: frosch * r23335 /trunk/src/build_vehicle_gui.cpp: -Change: Make determination of vehicle weight when loaded consistent between road and rail vehicle purchase info.
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16:07:14  <CIA-6> OpenTTD: rubidium * r23336 /trunk/src/window.cpp: -Fix [FS#4709]: bring some more order in the ordering of the windows, e.g. don't let a save or load dialog get hidden by a new message (monoid)
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16:12:12  <peter1138> oh FIRS, why do you tease me so?
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16:12:49  <peter1138> andythenorth, ^^ oh FIRS, why do you tease me so?
16:13:02  <peter1138> you need a spec for smoke ;(
16:13:24  <Rubidium> peter1138: it's getting out of the wrong places, e.g. your ears?
16:13:42  <peter1138> it's getting out of the bounding boxes, certainly
16:14:15  <peter1138> hmm, would anyone create 8bpp ez sprites...?
16:14:57  <Rubidium> Sir Zephyris?
16:15:22  <peter1138> see, i tend to think that if you're going to the effort of EZ, you might as well use 32bpp
16:19:14  <Rubidium> well, 32bpp (ez) is mostly bickering about getting longer vehicles, smoother curves and the likes. It's also more complex with recolouring than "simple" 8bpp sprites
16:19:43  <peter1138> CETS has longer vehicles :D
16:21:22  <Rubidium> maybe make a grand post saying that OpenTTD now supports vehicles that are 4 times longer out-of-the-box
16:24:03  <peter1138> heh
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16:37:58  <michi_cc> peter1138: CETS vehicles as real 2x zoom sprites... tasty :) I don't think they would need 32 bpp.
17:09:38  <Elukka> https://dev.openttdcoop.org/attachments/1990/Hawthorn___Co.__6._Okt_1922.png
17:09:42  <Elukka> CETS vehicle length magic is lovely
17:09:49  <Elukka> i really need to get around to drawing more stuff
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17:16:27  <frosch123> omg... now they measure and stream the pulse of the players in esports :p
17:16:40  <Xaroth> o_O
17:18:03  <Alberth> ensuring you get a proper workout :)
17:21:44  <peter1138> Elukka, i fear the sprites are a bit big :S
17:21:53  <peter1138> there are glitches with bridges :(
17:22:20  <Elukka> i think that's a downside inherent to the longer vehicles
17:23:05  <peter1138> in theory you could have them made up from parts
17:23:12  <peter1138> more work to split up though
17:23:38  <peter1138> plus you need special handling for slopes
17:26:07  <CIA-6> OpenTTD: rubidium * r23337 /trunk/src/network/network_server.cpp: -Fix [FS#4826]: don't send chat messages to clients that haven't joined yet
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17:32:40  <Nite> Hi
17:32:48  <Nite> any ecs nerds here?
17:33:17  <George> Nite: ?
17:33:52  <Nite> Hi, how to make ecs to place less iondustreis on the map?
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17:34:59  <andythenorth> peter1138: I won't make 8bpp EZ
17:35:08  <andythenorth> or if I did, I'd do it with a photoshop batch :P
17:35:28  <George> http://wiki.openttd.org/Difficulty#No._of_industries
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17:36:13  <George> Nite: or do you  mean how to have less industry types?
17:36:59  <Elukka> what's EZ?
17:37:19  <andythenorth> Elukka: try an ottd nightly and find out :)
17:37:31  <George> if the second see http://www.tt-wiki.net/wiki/ECS_Vectors
17:38:06  <George> In general - you can use only several vectors in one game, not all of them
17:39:00  <Elukka> holy crap
17:39:02  <Elukka> zooom
17:39:08  <Elukka> awesome
17:39:16  <Elukka> i've been hoping since forever that that'd make it to trunk
17:40:52  <andythenorth> it's good for my eyes
17:46:07  <Eddi|zuHause> anybody seen my mouse?
17:46:17  <Alberth> ask your cat :)
17:46:36  <TrueBrain> Eddi|zuHause: it is on the shelve, where you left it
17:48:08  <Elukka> where did most of the locomotives in CETS go?
17:49:07  <Nite> it cleared up ty
17:49:42  <Nite> and you can use all of the vectors all time
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17:50:51  <Elukka> http://i195.photobucket.com/albums/z113/Elucca/zoom.png
17:50:53  <Elukka> EZ is the best thing
17:51:06  <TrueBrain> better than sex?!
17:51:21  <Elukka> hmm.
17:51:45  <__ln__> "insufficient data"
17:51:46  <Elukka> tough one
17:51:51  <Elukka> haha
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17:54:10  <andythenorth> Elukka: all it needs now is a pixel editor in game...
17:54:11  <Eddi|zuHause> how far is grfv8 support for nml?
17:55:01  <andythenorth> who will have the first v8 grf?
17:55:02  <andythenorth> :P
17:55:11  <peter1138> in game pixel editor... o_O
17:55:27  <peter1138> useless :S
17:55:32  <frosch123> add you own skins to your engines? :p
17:55:40  <frosch123> normal for modern games :p
17:56:02  <frosch123> take a look at skyrim character creation
17:56:09  <frosch123> tons of options with no particular use
17:56:17  <andythenorth> peter1138: in game pixel editor && save sprite to png
17:56:36  <frosch123> though i guess no game can beat the opening of outpost 1 ....
17:56:53  <Alberth> :)
17:57:07  <Alberth> andythenorth: save as newgrf, of course
17:57:10  <Elukka> yeah but character creation in an rpg isn't really development or modding
17:57:27  <andythenorth> Alberth: nfo editor in game :P
17:57:33  <andythenorth> might be...crashy
17:58:44  <frosch123> yeah, players first have to type in the hexcodes for the production callback before industries produce something :p
17:59:13  <frosch123> dongleware :p
17:59:23  <andythenorth> no no, the GS does that for them :P
17:59:23  <andythenorth> p
17:59:29  <andythenorth> cracked dongleware
18:00:18  <Alberth> in one of the first computers you had to enter the bootstrap code with hardware switches :p
18:00:52  <frosch123> switches?
18:01:15  <frosch123> or just bridging with some cables?
18:01:24  <andythenorth> hmm
18:01:41  <andythenorth> peter1138: wrt FIRS smoke - it's my own fault for trying to draw outside of the bounding box
18:01:49  <frosch123> s/cables/wires/
18:01:53  <andythenorth> I should fix it by redrawing the industries + moving the chimneys
18:01:59  <andythenorth> but that's an arse
18:02:10  <frosch123> just make the bb bigger?
18:02:20  <andythenorth> it's out of the tile
18:02:26  <andythenorth> afaik I can't go much bigger?
18:02:44  <frosch123> ah, outside of the tile to left/right
18:02:50  <frosch123> yeah, that needs resplitting
18:03:38  <andythenorth> it's using a TTD base sprite
18:03:50  <andythenorth> [or opengfx]
18:03:51  <andythenorth> I don't fancy drawing smoke much
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18:04:05  <andythenorth> without effect vehicles, there's no fix
18:04:15  <andythenorth> other than moving the chimneys....
18:05:02  <peter1138> yeah, it's completely outside the industry ground, so splitting won't help
18:05:11  <peter1138> hence the need for the effect vehicle specs :)
18:07:27  <frosch123> why effect vehicle? that makes no sense
18:07:36  <frosch123> you can add multiple sprites to a tilelayout
18:07:44  <frosch123> and bb do not need to be at the bottom
18:08:01  * andythenorth visits wiki
18:08:03  <frosch123> just move them higher if you need to
18:08:24  <andythenorth> my understanding is you can't extend beyond l/r tile border?
18:08:42  <frosch123> which industry are you talking about?
18:08:57  <peter1138> frosch123, standard coal plant uses effect vehicles
18:09:00  <peter1138> for this very reason
18:09:20  <CIA-6> OpenTTD: rubidium * r23338 /trunk/src/ (rail_cmd.cpp rail_gui.cpp): -Feature [FS#4841]: diagonal dragging the rail conversion tool when pressing CTRL
18:09:29  <peter1138> the sprite is too far away from the ground tile to be picked up when drawing the area the smoke covers
18:09:44  <TrueBrain> <3 Rubidium
18:09:48  <Eddi|zuHause> ah, this reminds me of a suggestion: in the sprite aligner, it would be useful to see the difference in offset wrt the "original"
18:10:05  <Xaroth> Rubidium: <3 <3 <3
18:10:24  <andythenorth> hmm
18:10:33  <andythenorth> we're still linking this from the newgrf wiki ;/
18:10:34  <andythenorth> http://users.tt-forums.net/purno/PDT/subpages/tt_light_effects.html
18:10:41  <andythenorth> here http://www.tt-wiki.net/wiki/GraphicsTutorial
18:12:45  <frosch123> ah, it extents to the right
18:15:28  <andythenorth> can I remove the link to Purno's tutorial from the wiki?  please?
18:16:25  <z-MaTRiX> hey
18:17:05  <peter1138> heh
18:17:19  <peter1138> it's a wiki ;P
18:17:40  <peter1138> make a better tutorial
18:17:45  <peter1138> even put it on the wiki
18:17:58  <Eddi|zuHause> peter1138> in theory you could have them made up from parts <peter1138> plus you need special handling for slopes <-- that's already (partially) implemented
18:18:26  <__ln__> what will happen to Tegel once they close it down?
18:19:24  <Eddi|zuHause> although, only for the 10lu passenger wagons which have "real" graphics. not any of the green-box-dummy-vehicles
18:19:25  <peter1138> a new circuit for topgear
18:20:05  <Eddi|zuHause> the current problem is that i need a dynamic offset-correction for the slices
18:20:18  <andythenorth> hmm
18:20:28  <andythenorth> the bunfight about GS started then
18:20:36  <andythenorth> w.r.t newgrf etc
18:24:47  * andythenorth is placing bet on "GS can't do very much to newgrf stuff"
18:25:10  <andythenorth> I did have lots of ideas for interesting gameplay by allowing GS to over-ride newgrf props
18:25:16  <andythenorth> but there are too many edge cases
18:25:47  <andythenorth> lots of newgrfs are very intricate, and it's not as simple as just changing a date or a capacity
18:26:49  <andythenorth> e.g. there are good gameplay reasons to change a vehicles cost or such in action 0, but GS has no idea what cb36 might also be doing
18:28:07  <peter1138> heh, collective pronoun for bankers: a wunch
18:28:11  <frosch123> andythenorth: you are too stuck in newgrfs :p there is no point in gs modifying the costs for single vehicles; but they could change the costmultilpiers to affect the cost of all vehicles
18:28:25  <andythenorth> frosch123: yup
18:28:40  <peter1138> mb would go mad :D
18:29:18  <frosch123> bool GSInfo::AllowMBGrfs()
18:29:26  <frosch123> { return false; }
18:30:27  <Alberth> doesn't it miss 'final' ?  :p
18:30:47  <frosch123> :p
18:33:33  <andythenorth> frosch123: I am too stuck in how railroad tycoon scenarios worked :P
18:33:53  <andythenorth> things like making one engine especially cheap in a scenario, due to 'a deal with the manufacturer' etc
18:34:22  <frosch123> i only know rt1, and i cannot remember scenarios in it
18:34:55  <frosch123> the engine quiz was nice at start
18:37:21  <andythenorth> GS might also want to control which vehicles are available.  That's plausible, as long as the GS author is careful
18:37:48  <frosch123> i doubt they want that :p
18:37:56  <andythenorth> depends who they are
18:38:04  <andythenorth> and what the idea is
18:38:42  <frosch123> ttd is not suitable for scenarios like: transport 100 ton of coal from a to b within 3 months
18:38:54  <andythenorth> how do you know? :D
18:38:55  <frosch123> at least i would consider that pretty stupid :p
18:39:16  <frosch123> win condition: build two trains :p
18:39:37  <Alberth> vehicle availability control seems to be detailed to me
18:39:52  <andythenorth> over-ride the climate availability
18:40:04  <andythenorth> and cross your fingers that it's not part of an articulated vehicle or such :P
18:40:18  <Alberth> frosch123: have 3 trains using the same 10 tiles of track without colliding for 3 months :p
18:40:23  <andythenorth> and that the GS doesn't turn *off* availability during game
18:40:46  <andythenorth> there are too many easily-hit edge cases to give GS unlimited control
18:40:55  <andythenorth> they're barely edge cases, more like common cases :)
18:41:10  <andythenorth> although it would be nice if it was possible :)
18:41:36  <frosch123> Alberth: yeah, even better :)
18:42:11  <andythenorth> transport 1m tonnes between A and B in 30 years, but in between A and B, are four towns, each of which will prevent you building until you've achieved their needs
18:42:14  <Alberth> andythenorth: sounds like you want to control too detailed items; in my view, the big gain is to get control of the overall world progress, imho
18:43:33  <andythenorth> Alberth: any GS is a win :)
18:43:38  <CIA-6> OpenTTD: translators * r23339 /trunk/src/lang/ (belarusian.txt italian.txt korean.txt slovak.txt):
18:43:38  <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
18:43:38  <CIA-6> OpenTTD: belarusian - 4 changes by Wowanxm
18:43:38  <CIA-6> OpenTTD: italian - 13 changes by lorenzodv
18:43:38  <CIA-6> OpenTTD: korean - 25 changes by junho2813
18:43:38  <CIA-6> OpenTTD: slovak - 33 changes by klingacik
18:43:49  <Alberth> :)
18:44:02  * andythenorth finds it helpful too see how far we could go, to find the limit
18:44:12  <andythenorth> already it's clear that:
18:44:34  <andythenorth> for the vast majority of newgrf action 0 props, or cb results, GS cannot touch them
18:44:57  <andythenorth> also GS are not a good way to try and influence the economy too much; town control and * dist are better
18:45:51  <andythenorth> also GS seem like they should be either tied to a set of specific newgrfs (and probably a scenario), or completely generic.  Nothing half-way in between
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18:47:03  <Alberth> I must have missed the town control discussion, but yeah, I think you are right
18:47:32  <andythenorth> for example, GS is a bad way to try and affect cargo payments
18:48:02  <andythenorth> but GS could set values on a town, which affect cargo payments
18:48:19  * Alberth nods
18:48:21  <andythenorth> (or abuse subsidies for same effect)
18:48:57  <Alberth> I was thinking in the context of industries, have GS change the probability of certain industries
18:49:25  <andythenorth> that's possibly safe
18:49:31  <andythenorth> there are a limited number of safe properties
18:49:40  <andythenorth> for industries it's quite blurred exactly which are wise
18:50:24  <andythenorth> rather than adjust probability, it might be better to make cost of funding industry £0 for GS
18:50:30  <andythenorth> and let it build wherever
18:50:47  <andythenorth> then give GS authors a library for randomising
18:50:55  <CIA-6> OpenTTD: rubidium * r23340 /trunk/os/windows/installer/install.nsi: -Fix [FS#4824]: [Windows] A text in the installer was so long that NSIS didn't display it right anymore
18:51:17  <Alberth> squirrel probably already has some random thingie
18:51:25  <andythenorth> I can think of lots of reasons to allow GS to adjust action 0 props or similar
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18:51:36  <andythenorth> then I think of all the unwanted interactions and confusions
18:51:47  <andythenorth> and the 'you changed your grf, now my GS broke'
18:52:06  <andythenorth> give the GS god powers, and make it behave like a scenario author....
18:52:25  <Alberth> for now, I think that the gs author should assume a better newgrf in such cases
18:52:45  <andythenorth> my solution above demands a lot more from GS authors :(  They have to write a lot more code
18:53:06  <Alberth> and it makes things very complicated
18:56:36  <andythenorth> for the GS author maybe
18:57:01  <andythenorth> FIRS scenario mode was envisaged for this kind of thing :)
18:57:12  <andythenorth> game script rather than goal script...
18:57:20  <andythenorth> [in my brain]
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19:09:06  <andythenorth> there is one industry case that I can't figure out
19:09:19  <andythenorth> should a GS be able to set initial production multiplier on construction?
19:11:14  <Alberth> sounds mostly as a difficulty setting to me, or not?
19:11:27  <andythenorth> not sure
19:11:49  <andythenorth> I can imagine uses for it
19:12:13  <andythenorth> but I don't think the GS will have enough hooks to make it worthwhile
19:12:35  <andythenorth> it more raises the question that the game can't set initial production multiplier for a newgrf
19:13:22  <andythenorth> it would be a big shortcut for me if I could set a flag saying 'let game set prod. multiplier to random amount on construction'
19:13:36  <Alberth> a newgrf parameter :)
19:14:17  <andythenorth> ever noticed in FIRS all industries of same type produce same amount when built?
19:14:19  <andythenorth> it can be solved
19:14:55  <andythenorth> frosch told me the newgrf solution
19:16:36  <Alberth> I didn't notice; I tend to connect them to my network at different dates :)
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19:18:57  <frosch123> i want gs to turn ottd into a lemming game
19:19:11  <frosch123> bring 50/100 rv save across the level crossing
19:19:22  <andythenorth> as in pysgnosis lemmings?
19:19:23  <andythenorth> :)
19:19:31  <andythenorth> many wasted hours
19:19:41  <andythenorth> why doesn't ottd include a thermonuclear weapon?
19:19:45  <andythenorth> for a game that's going badly
19:20:01  <andythenorth> just extend a disaster :P
19:20:09  <Alberth> not family friendly
19:21:57  <andythenorth> plane crashes are family friendly?
19:22:00  <andythenorth> ufos?
19:22:04  <andythenorth> mining subsidence?
19:22:06  <andythenorth> :D
19:22:16  <andythenorth> hmm
19:22:26  <andythenorth> does the dogfood principle apply to GS?
19:22:37  <Xaroth> dogfood principle?
19:22:42  <frosch123> [20:21] <andythenorth> why doesn't ottd include a thermonuclear weapon? <- it's more fun when you are close to reaching the goal. press it shortly before, and wonder whether enough make it in the following 5 seconds
19:22:59  <andythenorth> frosch123: that's the correct playing style :)
19:23:26  <Prof_Frink> The buttons don't work in wine :(
19:23:43  <Prof_Frink> Can use the keyboard to select actions, but not nuke.
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19:26:56  <andythenorth> Xaroth: as in 'eat your own'
19:27:00  <andythenorth> although I'm abusing it slightly
19:27:29  <andythenorth> it's used in many ways, but I recently saw it applied to APIs
19:28:11  <andythenorth> "don't eat people food, but give your developers dogfood" or such
19:28:41  <Alberth> you want to control a GS with GS ?
19:28:46  <andythenorth> nope :)
19:28:51  <andythenorth> in the case of GS....newgrfs have been written against an API which defines what ottd will / won't do
19:29:10  <andythenorth> GS should be able to modify the ottd side, but have no privileged access to change behaviour of newgrfs
19:29:35  <Alberth> Xaroth: practice what you preach
19:29:45  <andythenorth> the easiest example is some cb like production change cb, where returning 04 80 means 'do whatever ottd does'
19:30:03  <andythenorth> in which case GS would modify what ottd does, leaving the newgrf interface clean
19:30:13  *** LordPixaII is now known as Pixa
19:30:23  <andythenorth> at this point, newgrf has already delegated result to ottd anyway
19:31:19  * andythenorth thinks it should be 100% cast iron rule that GS have no privileged access to newgrf props or logic
19:31:25  <Alberth> that would be sane :)
19:31:39  <andythenorth> I haven't considered more than vehicle or industry newgrfs though :P
19:31:46  <andythenorth> stations - GS should have no opinion
19:31:54  <andythenorth> newgrf stations are irrelevant to GS
19:32:04  <andythenorth> unless you win by building grand central or such :P
19:32:23  * Alberth wonders about a 'realistic' goal :)
19:32:57  <andythenorth> railtypes - GS shouldn't care?
19:33:09  * Alberth thinks so
19:33:11  <andythenorth> or you win by building a certain type of rail track from A to B?
19:33:28  <andythenorth> or you get certain limited amounts of railtype 1, some amount of railtype 2?
19:34:00  <Alberth> it would not be my idea of a fun game
19:34:11  <andythenorth> limited track challenges are fun in RT3
19:34:22  <andythenorth> house sets...what could GS care about those?
19:34:23  <Alberth> yeah, I can see they might
19:34:55  <andythenorth> but even a limited track challenge is basically counting.  it doesn't modify newgrf props
19:35:17  <andythenorth> anything to do with where houses go etc is the domain of the house set, or town control
19:35:27  <andythenorth> airports?
19:35:27  <Alberth> other than it should get the cargoes of the houses right, house set does not matter, I think
19:35:41  <andythenorth> a GS can crash planes?
19:36:03  <Alberth> move the airport a tile just before touchdown :p
19:36:14  <Alberth> but no, imho :)
19:36:49  <Alberth> they are just details to get stuff and things moved from A to B, that's the player problem, not GS
19:37:03  <andythenorth> newobjects?
19:37:09  <andythenorth> build / remove.  but not change props
19:37:46  <Alberth> does not seem useful to me, tbh
19:38:17  <andythenorth> base costs?
19:38:44  <Alberth> no idea
19:39:46  <andythenorth> seems like if you want to tightly bind a GS to set of newgrfs, then you write some additional newgrfs of your own
19:39:49  <andythenorth> to do things like
19:40:03  <andythenorth> - make engine 'blah' available at a different date
19:40:12  <andythenorth> - change cargo payment rate for cargo 'foo'
19:40:18  <andythenorth> - change base costs for xyz
19:40:32  <andythenorth> and then you make sure the load order is correct
19:40:44  <andythenorth> i.e. use the existing APIs for doing such
19:41:31  <supermop> who is GS?
19:42:34  <Eddi|zuHause> Gris Sawyer
19:44:05  <andythenorth> Geyser Söze
19:51:18  <andythenorth> when I post in the forums that I don't think GS should be able to modify newgrf, ten people will popup and accuse me of horrors and crimes :P
19:57:34  <Alberth> so don't post it :p
19:59:52  <frosch123> gs should modify newgrfs using action6 :p
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20:02:42  <andythenorth> gs should modify newgrfs using raw nfo
20:02:51  <andythenorth> monkey patching into sprite numbers :P
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20:08:33  <peter1138> hm
20:08:51  <peter1138> Born_Acorn! neweffectvehicles!
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20:15:54  <peter1138> hmm, what else
20:16:08  <peter1138> minecraft...
20:16:13  <peter1138> or coding... :p
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20:18:41  <andythenorth> T_Tycoon is trolling
20:18:45  <andythenorth> quite elegantly
20:19:50  <andythenorth> 'big turnning point'
20:19:53  <andythenorth> :D
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20:21:05  <peter1138> meh, it's just graphics
20:21:35  <andythenorth> that's what hindu philosophy says too
20:21:42  <andythenorth> maybe budhism, not sure
20:21:45  <peter1138> and a slightly different projection, heh
20:21:59  <andythenorth> http://en.wikipedia.org/wiki/Maya_(illusion)
20:22:22  <peter1138> tl;dr
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20:23:02  <andythenorth> nvm
20:23:03  <andythenorth> cba
20:23:32  <andythenorth> also
20:23:34  <andythenorth> ViV?
20:25:01  <andythenorth> hrm
20:25:09  <andythenorth> my case that GS shouldn't modify newgrfs is bogus
20:25:13  <andythenorth> newgrfs can modify newgrfs
20:25:29  <andythenorth> therefore GS should be able to modify newgrfs
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20:25:48  <andythenorth> any other argument is logically flawed :(
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20:30:56  <andythenorth> bah
20:30:59  * andythenorth writes code
20:35:58  <TrueBrain> he, I am doing that too :)
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20:39:05  <andythenorth> what larks
20:39:13  <peter1138> LARKS!
20:39:23  <andythenorth> writing actual code is much easier than writing a monologue about possible code :D
20:40:13  * andythenorth pointlessly enables auto-refit for a vehicle with only one cargo type
20:40:15  <andythenorth> oops :P
20:40:45  <andythenorth> incidentally, does auto-refit...um...work?
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20:55:25  <andythenorth> action E is an abomination btw
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21:15:00  <Alberth> good night all
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21:57:27  <peter1138> i demand that cets be finished!
21:58:13  <andythenorth> you mean it isn't?
21:58:20  <andythenorth> why not? :o
21:58:47  <Rubidium> but... DNF XL 0.9 hasn't been released yet ;)
22:00:15  <peter1138> :)
22:01:37  <Rubidium> and probably won't be any time soon as now he (almost?) has to draw 2x, 4x, 1/2x, 1/4x, 1/8x graphics as well!
22:01:54  <TrueBrain> planetmaker: new NoGo release; you might want to upgrade :) Tons of new goodies :)
22:03:26  <peter1138> well
22:03:41  <peter1138> no, i'm not near doing that yet, heh
22:04:36  <Eddi|zuHause> Rubidium: to quote MB when presented with that thought: "LOL"
22:04:54  *** sla_ro|master [~slaco@95.76.27.160] has quit []
22:05:26  <TrueBrain> Eddi|zuHause: I always imagined there was just a big humming sound in MBs thoughts
22:06:15  <Eddi|zuHause> "insufficient data" :)
22:07:05  * andythenorth likes MB
22:07:08  * Rubidium just imagines him as a particular co-worker ;)
22:07:18  * andythenorth also likes going to sleep
22:10:12  <Rubidium> night andythenorth et al.
22:10:22  <andythenorth> good night
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22:26:43  <Terkhen> good night
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22:32:19  <Arkabzol> Hello.
22:52:44  <Eddi|zuHause> err... how do i get the town from a TileIndex?
22:52:52  <__ln__> http://www.telegraph.co.uk/news/politics/8917077/Prepare-for-riots-in-euro-collapse-Foreign-Office-warns.html
22:54:18  <Elukka> i wish we had it in us to do something and go out and protest
22:55:13  <SmatZ> Eddi|zuHause: Town::GetByTile() ?
22:55:14  <Eddi|zuHause> funny headline from today: "Commerzbank allows speculating on its own crash"
22:55:27  <SmatZ> :)
22:55:28  <Eddi|zuHause> SmatZ: i meant in AI/GS script
22:55:33  <SmatZ> oh...
22:55:58  <frosch> most likely in AITile
22:56:00  <Eddi|zuHause> there's AITile::GetClosestTown
22:56:09  <Eddi|zuHause> but i don't know how efficient that is
22:56:53  <Eddi|zuHause> maybe i need to drag the town index through my algorithm...
22:56:58  <frosch> it is efficient if called for house or road tiles
22:57:00  <glx> depends on tile type I think
22:57:19  <Eddi|zuHause> well, i am sure it's the center tile of the town :)
22:57:25  <frosch> though maybe only for town owned roads
22:57:31  <glx> then it's a road tile
23:02:55  <Eddi|zuHause> hmm... i can't reload the game script from the debug menu
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23:03:43  <frosch> highlight TrueBrain then :p
23:03:55  <glx> probably not implemented yet :)
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23:10:04  <TrueBrain> not even intended to be implemented
23:10:08  <TrueBrain> as it would make little sense :)
23:12:33  <Eddi|zuHause> well... it's extremely annoying to weed out syntax errors if i have to restart openttd each time
23:12:41  <TrueBrain> just hit: restart
23:12:44  <TrueBrain> in the console
23:12:57  <TrueBrain> as that is kinda the only way to test a gamescript ..
23:13:02  <TrueBrain> maybe I should put that under the button :)
23:13:37  <Eddi|zuHause> the squirrel docs don't seem to have documentation about builtin array/table functions
23:18:48  <Eddi|zuHause> how do i write a number into GSLog?
23:19:34  <TrueBrain> "" + integer
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23:39:21  <Eddi|zuHause> in AIList.Begin: "Returns: the item value of the first item." <-- either this is ambiguous or wrong. when i valuate the town list, i get the value "4" instead of the expected "126080"
23:40:21  <TrueBrain> remember the sorters
23:40:26  <TrueBrain> AIList is by default sorted
23:40:28  <TrueBrain> (by value)
23:40:51  <TrueBrain> if you want it sorted by insertion order, use a Squirrel array ;)
23:41:29  <Eddi|zuHause> no, i mean this seems to be returning the town-id, not the location.
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23:41:53  <Eddi|zuHause> list should be sorted by location
23:42:32  <TrueBrain> it returns the value of the variable 'item'
23:42:37  <TrueBrain> so it returns the key
23:42:46  <Eddi|zuHause> TrueBrain: then the wording is ambiguous
23:42:47  <TrueBrain> where list.GetValue(item) gives the value
23:42:54  <TrueBrain> not really ambigious
23:43:03  <Eddi|zuHause> well. i understood it the wrong way
23:43:10  <TrueBrain> at best you can be confused by 'the item value' being 'the value of the item'
23:43:11  <Eddi|zuHause> that must mean it's ambiguous
23:43:54  <TrueBrain> I am afraid it is a case of: too much used to documentation where 'value' immediatly triggers you to a key => value situation
23:44:07  <Eddi|zuHause> "the index 'sign' does not exist" :(
23:44:54  <TrueBrain> sadly, there is no wording that is, in your terms, un'ambigous' for everyone
23:45:49  <Eddi|zuHause> TrueBrain: i suggest "Returns: the 'item' value" (or item in italics)
23:46:10  <TrueBrain> make a patch :D
23:46:12  <TrueBrain> hihihihi :)
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23:47:01  <Eddi|zuHause> so... where do i get a sign-function from?
23:47:09  <TrueBrain> GSSign exists
23:48:16  <Eddi|zuHause> no
23:48:16  <Eddi|zuHause> i mean sign(-5) = -1
23:48:33  <TrueBrain> if (i < 0)
23:48:36  <TrueBrain> lolz
23:48:57  <Eddi|zuHause> well, yeah... but that's less "beautiful" :)
23:50:14  <TrueBrain> make a request :)
23:50:18  <glx> just do x/abs(x)
23:50:31  <glx> should do what you want
23:50:36  <Eddi|zuHause> glx: because / is such a heavily quick operation :p
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