Log for #openttd on 7th September 2013:
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07:31:56  <Alberth> o/
07:32:33  <planetmaker> moin
07:33:59  <Alberth> mornink
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07:38:31  <Alberth> pillow is literally providing the PIL interface?  that's nice
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07:40:07  <Wolf01> 'morning
07:40:51  <Alberth> mornink
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07:54:45  <Terkhen> good morning
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08:20:00  <peter1138> Bah, my crap but expensive bike light won't work right :(
08:20:53  <Xaroth|Work> Alberth: Pillow is a continuation of PIL
08:21:02  <peter1138> Maybe it doesn't like rechargables.
08:21:31  <peter1138> 2.4V vs 3V is quite a difference.
08:22:01  <Alberth> Xaroth|Work: yeah, I just didn't expect they don't deviate from the PIL interface
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08:29:31  <planetmaker> not yet :-)
08:30:13  <LordAro> /o
08:31:08  <planetmaker> hi LordAro
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11:38:51  <Rubidium> why can't news be brought objectively instead of sensationally?
11:39:45  <LordAro> because money
11:40:05  <LordAro> bbc is usually ok though
11:41:09  <Rubidium> so in the Netherlands there is a high speed rail line on which two services (should) run
11:41:29  <Rubidium> the Thalys from Amsterdam to Paris and the Fyra (from Amsterdam to Breda or Brussels)
11:41:53  <Rubidium> now the Fyra service has been running for a few years, but with non-high speed trains
11:42:35  <Rubidium> high speed trains for the Fyra service were ordered and taken into service in December last year to be taken out of service in January this year
11:42:42  <Miauw> Oh god, the Thalys.
11:42:45  <Miauw> I mean
11:42:50  <Miauw> The Fyra.
11:43:00  <Miauw> The goddamn drama that's been on the news over here in Belgium.
11:43:14  <Rubidium> news: "Fyra trains are not running anymore", except... the old non-high speed Fyra trains were taken back into service... so technically they are still running
11:43:15  <Miauw> About that thing.
11:43:37  <Miauw> Over here, nobody ever heard about Fyra until the high-speed trains.
11:43:43  <Miauw> It was called "The Fyra" here.
11:44:43  <Rubidium> today the news is: "Fyra trains are running again", except... it's those inherently unsafe V250 high speed trains... with only one train movement a week to prevent the trains from rusting solid without taking any passengers
11:44:56  <Rubidium> (and the old style Fyra trains are still running)
11:45:20  <Miauw> Didn't they catch fire while still anyway or something?
11:45:26  <Rubidium> having said that, the V250 trains for the Fyra service are, for current standards, nice death traps
11:45:33  <Miauw> Yeah.
11:46:04  <Miauw> And nobody liked their already generally late trains being discarded for this horrible thing they didn't even use...
11:51:01  <Rubidium> you know Fyra = 4 in Swedish? So, how were they expected to get a good grade for that project?
11:52:57  <Miauw> Heh
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12:09:42  <Eddi|zuHause> are those the ones where the bottom drops out?
12:10:09  <andythenorth> bonsoir
12:10:18  <andythenorth> @seen danmack
12:10:18  <DorpsGek> andythenorth: danmack was last seen in #openttd 19 hours, 46 minutes, and 9 seconds ago: <DanMacK> Hey all
12:10:32  <andythenorth> "danmack won't you come back?"
12:12:30  <Alberth> o/
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12:25:59  <planetmaker> andythenorth, so... should translations from eints also be pushed back into FIRS repository?
12:26:13  <andythenorth> do we trust it? o_O
12:26:36  <planetmaker> I do
12:26:36  <Eddi|zuHause> do you want to review it manually?
12:27:20  <planetmaker> also, Eddi|zuHause and andythenorth: it doesn't work on projects where the lang files are generated...
12:27:38  <andythenorth> figures :)
12:27:42  <Eddi|zuHause> planetmaker: must be attached to the .in files
12:27:42  <andythenorth> so FISH is out
12:28:50  <Eddi|zuHause> planetmaker: in CETS, the .in files are normal language files, they just need a different filename because the automatically generated strings have to be appended
12:29:24  <andythenorth> I could blat the generated stuff onto the end of the file manually during compile :P
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12:31:11  <planetmaker> Eddi|zuHause, as an idea... could the automatic generated stuff go into custom_tags.txt ?
12:31:34  <Eddi|zuHause> planetmaker: how would that work?
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12:32:23  <Eddi|zuHause> planetmaker: custom_tags can only replace the right side of a string definition?
12:32:33  <planetmaker> hm, yes
12:32:53  <Eddi|zuHause> but i need all the engine names, and the axle schemes from the table
12:35:08  <Alberth> extend nml?
12:35:24  <andythenorth> global strings, untranslated?
12:35:30  <andythenorth> is that what custom_tags is?
12:35:46  <planetmaker> it's global commands
12:35:52  <Eddi|zuHause> the makefile uses custom_tags to insert the revision number
12:35:59  <planetmaker> which can just be to replace {COMMAND} with "my custom text"
12:36:25  <planetmaker> so, yes, basically a custom replacement thing
12:36:55  <Eddi|zuHause> planetmaker: i don't really see a sane way other than what i'm currently doing
12:37:41  <frosch123> Eddi|zuHause: altenatively you could use a different folder for generated fiels
12:38:08  <frosch123> or for the input (eints supports reading lang files from a custom folder, but not custom filenames)
12:38:24  <planetmaker> good idea, frosch123 !
12:39:08  <Eddi|zuHause> well, if you want to patch that into CETS, go ahead...
12:39:15  <Eddi|zuHause> should be trivial change
12:39:31  <Eddi|zuHause> in scripts/ or so
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13:46:09  <andythenorth> meh
13:46:17  <andythenorth> porting ship nml to train nml
13:46:27  <andythenorth> action 0 block is causing a lot of nml whining :P
13:47:30  <andythenorth> seems that trains can't be 400t :P
13:48:49  <Alberth> land would buckle under the load :)
13:50:37  <V453000> XD
13:51:02  <V453000> dont tell me you are really making ships on wetrails
13:51:20  <andythenorth> ok
13:51:23  <andythenorth> I'm not :)
13:51:41  <andythenorth> although due to a temporary lack of graphics, some versions will show ships on rails :P
13:52:24  <V453000> wa? :D
13:53:14  <andythenorth> so which properties have to be defined to make a train appear?
13:53:16  <andythenorth> my trains aren't :P
13:53:47  <andythenorth> nvm
13:53:50  <andythenorth> forgot 'make install'
13:53:57  <andythenorth> just ran 'make'
13:54:01  <andythenorth> :m
13:54:13  <V453000> idontgetwhatareyoudoing
13:55:02  <andythenorth> newtrainsetwithdanmackallsecretnomoredetailsyet
13:55:23  <planetmaker> morethan1x?
13:55:52  <frosch123> V453000: he does a prequel to nuts. horses before they became educated
13:56:35  <andythenorth> V453000:
13:57:44  <V453000> XD
13:57:53  <planetmaker> lol
13:58:04  <andythenorth> I love templated newgrf frameworks :P
13:58:18  <andythenorth> 1hr work, all ships are now trains
14:00:43  <andythenorth>
14:01:58  <V453000> are quite low
14:02:09  <andythenorth> also quite slow
14:02:13  <andythenorth> missing some props :(
14:02:24  <V453000> slow iz k
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14:05:09  <V453000> andythenorth: do you intend to use nuts wetrails, or? :)
14:05:35  <V453000> might want to try to align it with those in case :P
14:05:56  <andythenorth> V453000: it will be trains soon
14:06:05  <andythenorth> when my canadian conspirator sends sprites
14:06:14  <V453000> boooooring
14:06:31  <andythenorth> :D
14:07:05  <V453000> <- is drawing new shippies though :>
14:07:14  <oskari89> 30000 kph logic maglev train was even more intresting :D
14:07:29  <oskari89> Andythenorth: Make your largest ship go that speed :)
14:07:37  <oskari89> It would be amusing sight
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14:21:05  <andythenorth> hmm
14:21:15  <andythenorth> TE is 0 if cargo capacity not set? :P
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14:24:33  <V453000> wut, no?
14:24:40  <andythenorth> something else then
14:25:01  <V453000> what does TE have to do with cargo capacity? :D
14:25:10  <andythenorth> dunno
14:25:21  <andythenorth> I have TE 0 for 2 trains, and it's set correctly for another 1
14:26:37  <V453000> it depends on weight
14:26:47  <V453000> but 0 is strange regardless
14:26:59  <planetmaker> 0 is default for unset
14:27:04  <V453000> :D oh
14:27:34  <andythenorth> docs imply 0.3 is default
14:27:56  <planetmaker> I think only for the default trains
14:28:08  <planetmaker> any unset property has a value of 0 as default, I'd think?
14:28:17  <planetmaker> got link to that piece of docs?
14:29:04  <andythenorth>
14:29:29  <Eddi|zuHause> in general, all but the original vehicle stats are 0 if not initalized
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14:29:51  <andythenorth> works fine if explicitly set
14:30:04  <Eddi|zuHause> so always initialize stuff explicitly
14:30:34  <V453000> in what case would you not want to set TE of your trains :D
14:30:46  <Eddi|zuHause> in the lazy case :p
14:31:12  <V453000> deosnt exist :>
14:31:28  <andythenorth> in the case where you read the docs :P
14:31:48  <Eddi|zuHause> maybe you read the docs wrong?
14:31:53  <andythenorth> possible
14:32:55  <planetmaker> yeah, but docs are at least mis-leading there
14:33:02  <andythenorth> "Default value is 0.3"
14:33:10  <andythenorth> pretty unambiguous description of the default value
14:34:17  <juzza1> maybe write "original trains use 0.3" is someone editing right now? i can
14:34:28  <planetmaker> andythenorth, I fixed wiki :-P
14:34:34  <andythenorth> Thanks :)
14:34:35  <juzza1> ok
14:36:39  <V453000> pfft "good"
14:36:40  <V453000> :D
14:36:55  <V453000> 255!
14:37:24  <planetmaker> for a value between 0 and 1? ;-)
14:37:37  <V453000> 255 is 1
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14:39:16  <V453000> idk if it worked differently when I was starting to code vehicles, but I have 1-255 used everywhere instead of 0-1
14:40:21  <juzza1> in properties, range is 0..1, if set via callback, it's 0..255
14:40:32  <planetmaker> V453000, uh... and value nfo?
14:40:41  <planetmaker> and what juzza1 says
14:41:02  <V453000> :d
14:41:55  <andythenorth> bbl
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14:49:46  <Eddi|zuHause> callbacks not being able to use the same units as properties is one of the big weaknesses of nml
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14:50:11  <planetmaker> yes
14:50:44  <Eddi|zuHause> but you need some stricter context for that to work
14:51:08  <planetmaker> yeah
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15:40:15  <V453000> is it possible to create a fake newtree / stolen trees newGRF which bananas would recognize and download for broken savegames missing that file?
15:42:51  <planetmaker> you can hardly fake grfID, some meaningful content and still obtain the same md5sum
15:43:16  <planetmaker> which by those means would be rejected by bananas as "duplicate entry"
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15:44:53  <Eddi|zuHause> you're better off just enablin developer tools and ignoring the grf
15:45:01  <Eddi|zuHause> +g
15:45:06  <V453000> well it isnt for me
15:45:20  <V453000> many of our archived savegames arent loadable for people who do not have the newgrf from times before
15:45:43  <LordAro> i think there should be a newgrf flag which shows that it only affects graphics, not gameplay, and therefore is optional
15:45:45  <V453000> also would it make sense to overwrite "duplicate entry" as the exception of a deleted newGRF?
15:45:46  <Eddi|zuHause> is it not in the grf pack?
15:46:07  <Alberth> LordAro: how to decide that is the problem
15:46:08  <V453000> only test.grf version of stolen trees is in the grf pack, not newtrees and stolen trees
15:46:10  <Eddi|zuHause> LordAro: that doesn't work
15:46:49  <Eddi|zuHause> LordAro: as another grf can check for presence of the grf and suddenly it does matter
15:47:20  <LordAro> surely you can test to see if a newgrf touches only actions that replace graphics?
15:47:28  <Alberth> can we not drop that feature?
15:48:06  <V453000> honestly a save should always be openable, if everything breaks after loading, too bad
15:48:30  <Eddi|zuHause> LordAro: yes we can do that, but only if we have the grf
15:48:32  <V453000> (regarding missing newgrfs)
15:48:40  <Rubidium> V453000: that's what you have a hex editor for
15:48:53  <V453000> hex editor?
15:49:03  <Rubidium> yes, to open the savegame
15:49:09  <V453000> :d
15:49:33  <V453000> anyway, if I wanted to stop people from having issues with missing newtrees/stolen trees, what options do I have?
15:49:45  <Eddi|zuHause> LordAro: that's what [newgrf-static] already does, just people don't know about it since there is no gui
15:50:25  <planetmaker> Eddi|zuHause, what would help to mark certain newgrfs as static, but still, on server-join prod clients to load it or obtain it
15:50:46  <Eddi|zuHause> V453000: load the savegame, remove grf, save again, publisch the modified savegame
15:50:56  <Rubidium> V453000: conquer the world, and by law require all NewGRFs to be freely redistributable
15:51:19  <Eddi|zuHause> -c
15:51:21  <V453000> Eddi|zuHause: would have to compile all the revisions to save in the old one again
15:51:27  <V453000> not really an option
15:51:43  <Eddi|zuHause> V453000: you can download old releases
15:51:49  <V453000> not that old
15:52:21  <Eddi|zuHause> V453000: or you just take 1.0-ish and forget about older stuff
15:52:33  <Rubidium> if they're that old, you'll likely not be able to compile them either
15:52:39  <V453000> mhm
15:53:20  <Eddi|zuHause> V453000: why would you care about someone loding your archived games with a 0.6?
15:53:22  <Rubidium> e.g. 0.7 fails to compile with 4.8
15:53:37  <V453000> valid point Eddi
15:54:02  <Eddi|zuHause> i had to fix two or three things while trying to compile stuff around r12xxx
15:54:40  <Eddi|zuHause> static cast, something about protected->public in yapf-rail and something else i forgot
15:54:58  <Alberth> const stuff
15:55:13  <Eddi|zuHause> yes that's the static cast
15:55:52  <Eddi|zuHause> @commit 18045
15:55:52  <DorpsGek> Eddi|zuHause: Commit by rubidium :: r18045 /trunk/src (4 files in 2 dirs) (2009-11-11 21:15:58 UTC)
15:55:53  <DorpsGek> Eddi|zuHause: -Fix: GCC 4.5@HEAD not compiling OpenTTD anymore because of a "non-placement deallocation function [is] selected for placement delete", or in other words delete(void *, size_t) is 'magic'.
15:55:54  <DorpsGek> Eddi|zuHause: We implemented these delete(void *, size_t) operator functions because MSVC warned that "no matching operator delete found; memory will not be freed if initialization throws an exception" for new(size_t, size_t).
15:55:55  <DorpsGek> Eddi|zuHause: This disables MSVC warning about this because we do not use exceptions in the (constructors that use the) overridden allocation functions, as such they will never be called; delete(void *) remains necessary though.
15:56:08  <Eddi|zuHause> that's the one
15:56:15  <Eddi|zuHause> i forgot
15:56:30  <V453000> what is the last revision loadable with 1.0.0?
15:57:13  <Rubidium> 21279?
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15:57:52  <V453000> ~2011?
15:58:04  <V453000> no 2010
15:58:33  <Eddi|zuHause> 1.x is in 201x. easy to remember :=
15:59:46  <V453000> :>
16:00:00  <V453000> 2.0 by 2020
16:00:01  <V453000> ?
16:00:03  <V453000> :D :P
16:00:11  <V453000> with all the features forums require?
16:00:18  <Rubidium> nah...
16:03:33  <V453000> hm
16:03:41  <V453000> well I will consider saving the things as suggested :P
16:03:47  <Eddi|zuHause> yes. we must implement everything from the 2.0 thread by 2020 :p
16:04:05  <Eddi|zuHause> V453000: you could keep the old files in the archive
16:04:15  <Eddi|zuHause> incase problems occur
16:04:28  <V453000> of course we would keep the files backed up somewhere
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16:05:27  <frosch123> if you only consider the start of the 2.0 thread, we actually achieved that stuff iirc :p
16:05:27  <Alberth> nah, just release 1.10  :p
16:05:35  <Rubidium> 1.A
16:05:46  <V453000> xd
16:06:07  <Eddi|zuHause> we had that same discussion with 0.x :p
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16:23:41  <Miauw> Heh.
16:23:54  <Miauw> I found a village on a really small island that literally just consists of 3 houses, 2 pieces of road and a bridge to the mainland
16:24:56  <Eddi|zuHause> i've had a town with 0 population (just a road, or a road with a church)
16:25:11  <Miauw> Actually, 2 houses
16:25:16  <Miauw> One of them was a church.
16:25:19  <Miauw> 50 people
16:25:48  <Eddi|zuHause> sometimes they can't even build bridges to the mainland
16:27:26  <Eddi|zuHause> like in,%2013.%20Apr%202027.png (12MB) the town of Bliesdorf was one like that
16:28:09  <Miauw> I'm playing on a map way too large for one person.
16:28:51  <Eddi|zuHause> it would probably be way too large for multiple persons anyway :)
16:29:24  <V453000> Eddi will you ever play another game to show? :D
16:29:47  <Eddi|zuHause> V453000: i was about to revive one of my older games, but then i got distracted...
16:30:06  <Miauw> I'm playing on the second size.
16:30:14  <Eddi|zuHause> Miauw: in singleplayer you get away with the CPU not keeping up with the calculation, the game will just run a little slower. but in multiplayer it will kick you out
16:30:23  <Miauw> I guess
16:30:40  <Eddi|zuHause> so in multiplayer the game can't get too big
16:31:07  <V453000> :P
16:31:12  <V453000> distracted is wrong
16:31:36  <Miauw> Besides, I've only actually DONE something on less than a quarter of this map
16:32:05  <Eddi|zuHause> yeah, i certainly played games like that as well :p
16:32:35  <Eddi|zuHause> the rather small map above was actually an exception, because i wanted a "quick" game which i could finish within like one month
16:33:41  <Eddi|zuHause> because this was a patched version with no savegame compatibility, and when those lay around for too long, you get annoyed because feature <X> is not in there yet, and you can't update
16:34:35  <Eddi|zuHause> anyway, gtg
16:38:57  <Miauw> Cya
16:39:21  <Miauw> I just realized a rather disturbing thing
16:39:35  <Miauw> I had two airplanes going between two airports.
16:39:40  <Miauw> But they don't show up in the list anymore
16:39:42  <Miauw> So they crashed
16:39:43  <Miauw> And I didn't notice
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17:45:26  <DorpsGek> Commit by translators :: r25755 /trunk/src/lang (3 files) (2013-09-07 17:45:20 UTC)
17:45:27  <DorpsGek> -Update from WebTranslator v3.0:
17:45:28  <DorpsGek> greek - 1 changes by Evropi
17:45:29  <DorpsGek> hungarian - 4 changes by IPG
17:45:30  <DorpsGek> indonesian - 1 changes by Yoursnotmine
17:45:51  <fjb> Moin
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17:54:56  <Alberth> hi hi
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19:03:33  <andythenorth> what should I set default_cargo_type to for train engines?
19:03:40  <andythenorth> I thought DEFAULT_CARGO_FIRST_REFITTABLE
19:03:47  <andythenorth> but that causes the vehicle to be hidden in purchase list
19:04:01  <andythenorth> ah
19:04:04  <andythenorth> vehicle is not refittable
19:04:09  <planetmaker> :-)
19:04:24  <andythenorth> so what should I use for default_cargo_type in that case?
19:04:27  <andythenorth> puzzling :)
19:04:38  <planetmaker> passengers or coal
19:04:46  <planetmaker> or goods
19:04:52  <andythenorth> ok thanks
19:05:09  <planetmaker> but I actually do think that it's a wagon/engine-specific thing
19:05:51  <peter1138> What's a good library/data structure for a key/type/value triplet list in C?
19:06:15  <peter1138> Arbitrary keys.
19:07:36  <peter1138> (Yeah, I probably shouldn't be using C, but I am...)
19:08:31  <LordAro> nested lists, maps, some other std object?
19:08:39  <Rubidium> that ain't C
19:10:57  <LordAro> damn
19:11:00  <LordAro> of course not
19:13:10  <LordAro> ignore my amateur opinion :L
19:43:34  <andythenorth> should I care much about TE coefficient in a train set
19:43:41  <andythenorth> I spent a lot of time on it in RV sets :P
19:43:47  <andythenorth> can I just use 0.3 for trains? o_O
19:45:52  * andythenorth likes the sound of no argument
19:48:06  <Alberth> as for a first approach, would be fine I guess :)
19:48:30  <Alberth> no idea what NUTS does there, but for industry it seems to be nicely tuned
19:50:31  <V453000> NUTS uses  values from 30 to 255
19:50:33  <V453000> need other hints? :D
19:55:30  <andythenorth> where do trains get sound effect from (using nml)?
19:56:19  <planetmaker> there's a soundXXX thing
19:56:30  <planetmaker> the finnish guys know by heart
19:57:30  <andythenorth> seems to be a cb for trains
19:57:34  <andythenorth> all other types have a prop
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19:58:10  <andythenorth> maybe I just read nfo spec :)
19:59:06  <andythenorth> ah
19:59:09  <andythenorth> I need prop 19
19:59:33  * andythenorth -> nml source
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20:00:19  <andythenorth> engine_class
20:00:43  <alluke> planetmaker: could you give me the permissions repair code again please?
20:00:52  <andythenorth> "Defines which livery colour settings apply to the vehicle" o_o
20:01:21  <andythenorth>
20:01:23  <andythenorth> ??
20:01:30  * andythenorth thinks another docs updated? o_O
20:01:54  <andythenorth> nml and nfo spec are at odds
20:03:14  <planetmaker> what is a permissions repair code?
20:03:53  <planetmaker> @ andythenorth
20:04:07  <planetmaker>  sound(soundfile[, volume])
20:04:38  <andythenorth> different use case :) but thanks, useful
20:06:31  <alluke> the one you told me put into terminal
20:06:42  <V453000> Q: any way to flip rear vehicle of 2headed engine Without defining new spritesets?
20:06:50  <alluke> something and path to the app
20:06:53  <V453000> (make both 2headed units look the same way)
20:07:11  <planetmaker> chmod u+x path/to/file?
20:07:22  <alluke> thanks
20:07:37  <andythenorth> sudo rm /* ?
20:07:41  <andythenorth> *don't* ^
20:07:43  <andythenorth> :P
20:08:42  <peter1138> +-rf
20:09:04  <andythenorth> frosch123: can you confirm that description for engine_class is wrong here?
20:09:11  <andythenorth> it's supposed to describe prop 19
20:09:38  <andythenorth> I'll fix, unless this is an EAndythenorth scenario
20:09:40  <andythenorth> but I tested it
20:11:58  <frosch123> peter1138: gnome lib (glib) has c++ datastructure for c
20:12:07  <frosch123> like lists, hashes etc
20:13:21  <peter1138> Yeah I could look at that.
20:13:33  <peter1138> Does it do the horrible GINT crap or is that gtk...
20:13:39  <peter1138> gpointer :S
20:14:17  <peter1138> Ah no, that's glib. Damn.
20:14:35  <frosch123> andythenorth: no idea, i would expect that nml solves the property mess and does it differently
20:15:01  <andythenorth> hmm
20:15:10  <andythenorth> nml just maps prop 19 to engine_class
20:15:13  <andythenorth> I think docs are wrong
20:16:20  <andythenorth> I've never coded trains before, so it's all a bit 'wtf' for me
20:16:23  <andythenorth> trains are bonkers
20:17:30  <V453000> :(
20:18:17  <frosch123> andythenorth: what would be wrong about docs?
20:18:24  <frosch123> that it does not mention the sound effect?
20:18:31  <andythenorth> no
20:18:34  <andythenorth> says "Defines which livery colour settings apply to the vehicle"
20:18:40  <andythenorth> which is possibly true
20:18:47  <andythenorth> but at least not the whole story
20:18:52  <frosch123> not?
20:18:53  <andythenorth> the prop *does* change sound effect
20:19:15  <frosch123> ... that's what i asked before
20:19:27  <frosch123> so, it changed livery and sound efffect?
20:19:30  <andythenorth> yes
20:19:34  <andythenorth> I was agreeing with you above
20:19:39  <andythenorth> English can be ambiguous
20:19:40  <andythenorth> :P
20:19:47  <andythenorth> sorry
20:22:17  <andythenorth> let's see if it also sets visual effect...
20:22:43  <andythenorth> yes
20:23:00  <andythenorth> no magic, literal interpretation of prop 19
20:23:03  * andythenorth docs
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20:24:14  <alluke> ehat the hell
20:24:36  <alluke> no such file or directory
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21:04:44  * andythenorth -> bed bed bed bed bed bed
21:04:44  <andythenorth> bye
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21:05:31  <V453000> bad
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23:54:14  <Wolf01> 'night
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