Config
Log for #openttd on 13th November 2013:
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01:08:37  <alluke> whats your excuse for not to be sleeping?
01:11:29  *** Bloody_Mikey [Bloody_Mik@h47n8-vb-d2.ias.bredband.telia.com] has joined #openttd
01:11:35  <Bloody_Mikey> Hi
01:12:01  <Bloody_Mikey> Anyone online
01:12:11  <Bloody_Mikey> i seem to have a problem i cant find to fix
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01:12:56  <Bloody_Mikey> i have an ubuntu server 13.10 now and i am trying to do openttd -D and it works well But No one els can se it not even me
01:14:57  <alluke> night
01:15:55  <alluke> i remember something that you have to configure the ports to make hsting work
01:16:19  <Bloody_Mikey> hsting?? hosting
01:16:30  <Bloody_Mikey> do i have to cange it to something random?
01:16:36  <glx> @ports
01:16:36  <DorpsGek> glx: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
01:17:08  <Bloody_Mikey> Yea and both are open
01:17:18  <Bloody_Mikey> even 3977 are open
01:17:28  <glx> and it's set to advertise ?
01:17:40  <Bloody_Mikey> Not really
01:17:44  <Bloody_Mikey> should it
01:17:57  <glx> to be in the list it should
01:18:09  <Bloody_Mikey> but if my friends have the ip then?`
01:18:24  <Bloody_Mikey> i have the ip and the server is up but i cannot se it
01:18:29  <glx> advertise is not needed if they have the ip
01:19:05  <Bloody_Mikey> http://puu.sh/5gJLf.png
01:19:18  <glx> anyway advertising is a good way to be sure the ports are correctly opened
01:19:43  <glx> output is correct
01:19:58  <Bloody_Mikey> http://puu.sh/5gJO8.png
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01:21:26  <Bloody_Mikey> can it be that is dosent wanna work cross os?
01:21:48  <alluke> no
01:21:59  <alluke> os doesnt matter
01:22:18  <Bloody_Mikey> hmm so what is my problem then :(
01:22:26  <Bloody_Mikey> want my ip to try a bit?
01:22:47  <alluke> try to join?
01:22:59  <alluke> game version?
01:23:08  <Bloody_Mikey> 194.9.94.86 it is 1.3.2
01:23:19  <alluke> k
01:24:49  <alluke> hmm
01:24:53  <alluke> cant find
01:25:04  <Bloody_Mikey> exakt
01:27:43  <FrenkyPohodar> Nice evening (night) you wish. I'm going to ask you for help. I have a server running for OpenTTD, but I would like to somehow set the time, or how quickly time passes in the game. I just do not know how: (
01:27:58  <krinn> why 194.9.94.86 where everything show your IP as 172.16.10.255
01:28:21  <Bloody_Mikey> yea but tha is internal ip
01:28:42  <Bloody_Mikey> stonemasons.cc
01:28:45  <Bloody_Mikey> otherwise
01:28:58  <glx> FrenkyPohodar: you can configure start date, but day length is fixed
01:29:38  <glx> Bloody_Mikey: and if you try to connect to internal ip from local network ?
01:30:09  <Bloody_Mikey> Thats the problem the server is in stocholm and im on Gotlands
01:30:19  <Bloody_Mikey> but i can only remote connct to it
01:30:24  <glx> could be server firewall too
01:30:31  <Bloody_Mikey> but i have a friend that tryed the samething
01:30:51  <Bloody_Mikey> we do not have firewall on the server but on the nat is passing true
01:30:58  <Bloody_Mikey> http://puu.sh/5gJO8.png
01:31:03  <Bloody_Mikey> if you look
01:31:12  <glx> yeah the NAT seems ok
01:31:21  <alluke> stockholm...
01:31:45  <Bloody_Mikey> ja förlåt :D yea sorry
01:31:46  <FrenkyPohodar> maybe a bad translation, but this address 194.9.94.86 is public, it used too addresses. Check out the address via web
01:32:01  <Bloody_Mikey> yes it is public
01:32:05  <Bloody_Mikey> it my server
01:32:47  <FrenkyPohodar> so it probably extend game time, thank you. so it was probably just on reddit.
01:33:54  <glx> there are patches to change daylength but we don't support it ;)
01:34:03  <Bloody_Mikey> http://puu.sh/5gKxa.png so in config it is the server internal now
01:34:26  <FrenkyPohodar> I kind of thought you're talking about at internal (local) network and mistake happens :)
01:34:27  <glx> 0.0.0.0 was ok
01:34:34  <Bloody_Mikey> did you se it?
01:34:43  <alluke> i want food
01:34:56  <Bloody_Mikey> get food then :D
01:34:56  <glx> I mean 0.0.0.0 means listen on all interfaces
01:35:03  <Bloody_Mikey> yes i know
01:35:10  <alluke> no food here
01:35:14  <Bloody_Mikey> naw
01:35:23  <Bloody_Mikey> where do you live so i can fix it for u :p
01:35:38  <glx> oh and you disabled ipv6 ;)
01:35:49  <Bloody_Mikey> yea somehow
01:36:11  <alluke> me?
01:36:15  <Bloody_Mikey> http://puu.sh/5gKEo.png
01:36:17  <glx> anyway doesn't matter as your external ip is ipv4
01:37:34  <glx> yes forcing server_ip uses only the provided ip so ipv4 only in your case
01:38:33  <Bloody_Mikey> but yet we cannot se it >.<
01:39:27  <krinn> night guys
01:39:36  <glx> try advertising, it will show more messages in the server console
01:39:39  <Bloody_Mikey> krinn: night
01:39:58  <FrenkyPohodar> you start the game, and look at the port scan if the port is open. http://www.t1shopper.com/tools/port-scan/
01:43:13  <Bloody_Mikey> it dosent respont to that not even minecraft
01:43:17  <Bloody_Mikey> port
01:43:30  <Bloody_Mikey> and i can play minecraft to that server
01:43:57  <Bloody_Mikey> http://puu.sh/5gL24.png
01:44:18  <glx> so it seems to work
01:45:01  <glx> looks like a wrong ip is entered when trying to connect manually
01:45:10  <Bloody_Mikey> i can see that
01:45:19  <Bloody_Mikey> 90.227.127.145:3979 wtf
01:45:38  <Bloody_Mikey> let me change the server name to stonemasons server
01:46:43  <glx> advertising is always a good idea to check connectivity ;)
01:47:05  <Bloody_Mikey> IM GETTING CRAZY
01:47:13  <FrenkyPohodar> it's that time that I started a server on ubuntu only. Have you tried just openttd-D without further treatment or parameters
01:47:14  <Bloody_Mikey> why it is that ip
01:47:50  <Bloody_Mikey> wtf wtf wtf wtf
01:47:55  <Bloody_Mikey> why is that ip working
01:48:34  <Bloody_Mikey> sd-nw-trosa.dyndns.org works but not my stonemasons.cc
01:49:28  <Bloody_Mikey> time to go to my DNS Provider and argue
01:49:40  <Bloody_Mikey> thnx guys
01:49:56  <Bloody_Mikey> so this means it has bien working all the time
01:49:58  <Bloody_Mikey> grrrr
01:50:05  <glx> indeed :)
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01:50:35  <Bloody_Mikey> +glx where do you live? sweden?
01:50:39  <glx> france
01:50:44  <Bloody_Mikey> okay
01:50:53  <Bloody_Mikey> do you know that Lopia is
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01:51:04  <Bloody_Mikey> https://www.loopia.com/
01:51:08  <Bloody_Mikey> there
01:51:16  <Bloody_Mikey> tay give my that not working ip
01:54:31  <alluke> dig out the boss' phone number and call him :P
01:54:47  <Bloody_Mikey> yea but im just a custommer
01:54:51  <alluke> still
01:55:00  <alluke> waking him up at this time is funny enough
01:55:08  <Bloody_Mikey> hahaha yepp
01:55:51  <FrenkyPohodar> What about openttd -D 194.9.94.86:3979
01:56:05  <glx> won't work FrenkyPohodar
01:56:28  <Bloody_Mikey> FrenkyPohodar: it is working now
01:56:33  <glx> the external IP seems to be 90.227.127.145
01:56:38  <Bloody_Mikey> yes
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01:56:59  <FrenkyPohodar> just an idea, I looked under the help :-)
01:57:21  <Bloody_Mikey> it is it whas my DND provider to stonemasons that messed wverything up the dns provider to sd-nw-trosa.dyndns.org had it right
01:58:20  <Bloody_Mikey> so back to my new q
01:58:34  <Bloody_Mikey> how do i connect as an admin now :)
01:59:02  <glx> you need a tool compatible with admin protocol
01:59:29  <glx> (there are links in the wiki I guess)
02:01:22  <Bloody_Mikey> okey
02:01:39  <glx> http://wiki.openttd.org/Server_admin_port
02:01:39  <FrenkyPohodar> :-) possibly know what it is. ... ... ... it's broken. :-)
02:02:11  <glx> you need to set a password for it else it won't listen
02:02:33  <Bloody_Mikey> ahh
02:02:56  <Bloody_Mikey> allluke: what gfrs do you recomend then?
02:03:06  <glx> same for rcon
02:03:08  <alluke> hmm
02:03:12  <glx> no password no rcon
02:03:19  <alluke> lemme look at my own game
02:03:29  <Bloody_Mikey> That i got Xd
02:03:33  <alluke> trains at least
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02:04:14  <alluke> swedish and finnish and dutch trainsets
02:04:18  <alluke> theyre all on bananas
02:04:29  <alluke> finnish rails
02:04:35  <alluke> swedish houses
02:05:03  <Bloody_Mikey> lol then all should download that gfrs or?
02:05:07  <Bloody_Mikey> am i wrong
02:05:10  <alluke> yep
02:05:22  <alluke> they can do it right before joining
02:05:41  <alluke> doesnt take much time
02:06:08  <Bloody_Mikey> okay so if i fix it to the server the player dont nedd to ad it manualy like i am doing to the server now
02:06:18  <alluke> yep
02:06:27  <alluke> they get em all from bananas with few clicks
02:06:55  <Bloody_Mikey> how do i ad several gfrs to one server ;D teach me :)
02:07:02  <glx> for the server there are ways to get them from bananas IIRC
02:08:20  <glx> but it's easier to get them from your client then copy to the server
02:09:40  <FrenkyPohodar> I did it today I set everything on the PC and copied to the server. :-)
02:09:56  <glx> yes easy way :)
02:11:31  <FrenkyPohodar> and to that I edited in a text editor, I do not even think :)
02:12:56  <FrenkyPohodar> there's a lot of things and night English, that I can not. This is a google translation :) :) :)
02:13:41  <alluke> i can see that
02:13:51  <FrenkyPohodar> repair: is there a lot of things and very English
02:14:13  <alluke> where do you live
02:14:25  <FrenkyPohodar> praha
02:14:31  <alluke> k
02:15:26  <FrenkyPohodar> czech repablikCzech Republic, it is a small country in the middle of Europe.
02:15:40  <alluke> i do know where it is
02:15:47  <alluke> im not american :P
02:15:50  <FrenkyPohodar> ok
02:15:51  <glx> hehe
02:16:06  <glx> though the same
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02:21:31  <alluke> theres a grill in the town
02:21:37  <alluke> not sure if its open
02:21:48  <alluke> 1km from here
02:23:16  <FrenkyPohodar> I would like some competition to the server, be who takes so much material, and after the restart. some guidance on this.
02:24:35  <alluke> yeah
02:24:51  <alluke> some grfs to the server and gamestart from 1930
02:27:59  <Eddi|zuHause> why does google spreadsheet's "CONCAT" function take only exactly two arguments?
02:28:18  <Eddi|zuHause> makes assembling strings a bit... weird
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02:28:47  <glx> to force you to use CONCAT(CONCAT(CONCAT())) ;)
02:29:14  <Eddi|zuHause> yes, or concat(concat(),concat())
02:29:22  <Eddi|zuHause> or any other nesting :p
02:31:13  <Eddi|zuHause> and then work out proper bracketing if your string contains brackets itself
02:31:55  <Eddi|zuHause> and it doesn't have highlighting of matching brackets
02:33:01  <Eddi|zuHause> sometimes i wonder how anyone ever did any productive work with such programs
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02:44:21  <alluke> oh what a bight
02:44:27  <alluke> night*
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02:47:53  <alluke> giggling alone to "funny" pictures at 4am
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02:57:19  <FrenkyPohodar> somehow I can not find any instructions. probably outsource wrong.
03:00:03  <FrenkyPohodar> * about to enter the wrong.
03:01:19  <Eddi|zuHause> there used to be a czech community at tycoonez.com
03:01:30  <Eddi|zuHause> maybe they can help you better than google translate?
03:04:47  <alluke> or maybe take some english lessons?
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03:47:52  <Eddi|zuHause> hm, i think i should split off the pixa runs from the main generator script
03:48:13  <Eddi|zuHause> like pickle the sequences, and then create the images in a second run
03:48:27  <Supercheese> pickle, eh?
03:48:31  <Eddi|zuHause> then i don't have to recreate all images every time
03:48:58  <Eddi|zuHause> well, or whatever method to store objects in a file is en vogue this week
03:49:20  * Supercheese did not know pickle was some sort of scripting/coding thing
03:49:31  <Supercheese> python library? eh
03:49:40  <Eddi|zuHause> yes
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03:50:18  <Supercheese> python projects appear to have a preponderance of P-based alliteration
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03:50:53  <Eddi|zuHause> i haven't seen that being a thing
03:51:15  <Eddi|zuHause> not like KDE's thing to start everything with a K
03:51:46  <Supercheese> well, often the acronym begins with P for python, e.g. PIL / pillow
03:51:47  <Eddi|zuHause> replacing all C with K makes everything look very... german :p
03:52:09  <Eddi|zuHause> that's because P stands for Python there
03:52:42  <Eddi|zuHause> and pillow is some later thing that just extended the acronym
03:53:11  <Supercheese> perhaps I'm reading too much into things
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10:32:56  <NGC3982>   Wat are you sinking about
10:33:08  <planetmaker> about the ocean
10:33:41  <planetmaker> s/about/into/ though ;-)
10:45:57  <V453000> I would sink into beer quite a lot more happily than into ocean
10:45:57  <V453000> .
11:05:56  <NGC3982> I would not.
11:06:58  <NGC3982> The accumulated amount of alcoholic gases would probably put you to sleep in a few minutes, and you would most likely die.
11:07:30  <NGC3982> Although, it will make for a tasty and glorious death.
11:07:39  <Pinkbeast> Unlike in the North Sea where, er, you'd freeze to death and die. I'll take the beer.
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11:08:04  <NGC3982> Valid point.
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11:51:09  <titanen> hi i need help to get my OTTD server up and running from my ubuntu desktop machen
11:53:19  <krinn> here's the base titanen
11:53:37  <krinn> you need port open in your firewall
11:53:43  <krinn> @port
11:53:43  <DorpsGek> krinn: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
11:57:56  <titanen> okey i have 3970 to 3980 open on my router and the same one in my firewall
11:58:48  <krinn> the it's beyond base and you need wait someone else help
11:59:35  <titanen> okey
12:01:36  <frosch123> well, and what is the problem?
12:01:45  <frosch123> what works? what does not work?
12:02:42  <titanen> i cant host a server for me and my friends from my laptop, but i can join my friends server's and all that
12:07:31  <frosch123> https://wiki.openttd.org/Server <- try the manual then
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12:39:15  <Bloody_Mikey> Krinn he has allmost the same problem like me but it dont wanna adverise
12:39:37  <Bloody_Mikey> it is on but he gets an error
12:41:26  <krinn> well, try host it from your IP, if you manage to do it, retry with your server, but now you know from where it comes
12:41:57  <planetmaker> people sometimes forget to select 'advertize' and 'internet' for the server
12:42:08  <planetmaker> if they want it publicly accessible
12:43:05  <planetmaker> server_advertise = true
12:43:13  <krinn> more complex planetmaker, those guys host it on a server, connect to ip thru a private network, so if any limit exists set on server, dead end.
12:43:26  <planetmaker> lan_internet = 1 (iirc)
12:43:59  <Taede> 0
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12:47:30  <planetmaker> one of the worst named settings in the code :D
12:47:44  <V453000> lol yeah
12:48:17  <krinn> well, kinda better than "internet", but still lame yeah
12:48:33  <peter1138> I was going to ask about Alice1 and Alice2, but then I remembered my own nick...
12:48:37  <planetmaker> internet actually would be clearer. Then it could be interpreted as boolean
12:49:04  <Taede> this way it could be interpreted as lan=0, internet=1, but its the wrong way round for that
12:53:55  <Xaroth|Work> network=lan / network=internet / network=off ?
12:54:11  <Xaroth|Work> bit more complex code-wise, but at least it's obvious then
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13:23:01  <krinn> what is max height for map ? there's an option for that ?
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13:27:08  <planetmaker> there's an internal variable. Not sure it's communicated anywhere yet, it's 16
13:28:27  <krinn> but per default it create maps of 6-8 height no ?
13:28:51  <krinn> oh might be because of the hilly terrain type
13:29:05  <planetmaker> that highly depends on terrain settings
13:29:22  <planetmaker> you can get anything from completely flat to mountainous with 0 ... 15
13:29:36  <krinn> ok thanks planetmaker
13:29:52  <planetmaker> what's your plan?
13:30:17  <planetmaker> the actual outcome depends also on climate... arctic is usually more rough than tropical
13:30:22  <krinn> detect station height and kept only ones with highest height
13:30:49  <krinn> and to remove lower ones, i need to get an average of what "high" is
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13:32:09  <planetmaker> ok. It might at some stage change, should we get something like 'more height levels'. But currently it's 16 at most
13:32:41  <planetmaker> but the max_height permissible might still be a bad proxy of what 'high' actually constitutes
13:32:43  <krinn> 16 fine, i define as high any 10+ so
13:32:54  <planetmaker> rather gether all station tiles. And take the upper 10%
13:32:57  <planetmaker> that's independent
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13:33:33  <planetmaker> taking a smooth tropical map, most likely there's only very few tiles higher than 10. Most likely without stations
13:33:39  <krinn> well, i'm not really use station height, but town, and stations within those heigh towns
13:34:09  <krinn> it's ok, i need a snow town, it won't work on tropical so
13:34:21  <planetmaker> oh, you want *snow towns*?
13:34:27  <planetmaker> there's a variable for snowline height
13:34:46  <planetmaker> which incidentially is temporally variable
13:35:42  <krinn> it's acceptable in my case the map cannot provide the criteras, but i need criteras not impossible to be match on some maps
13:35:42  <Eddi|zuHause> krinn: expect that the maximum height can be extended to 256 in the medium future
13:36:33  <planetmaker> or 64. or 128 :)
13:36:40  <krinn> then we would need a max height on current map value function
13:36:54  <krinn> i cannot afford to check all tiles for max height currently on map
13:37:07  <planetmaker> krinn, that also would be temporally variable. Terraforming changes that
13:37:20  <Eddi|zuHause> i'm pretty sure that variable already exists
13:37:24  <planetmaker> but sure, that's not sth one wants to do always
13:37:32  <krinn> as i work on town, terraforming won't be a problem
13:38:45  <planetmaker> krinn, so you need actually the snowyness info?
13:39:07  <krinn> i have that info already, but yes need snow, but discard low height snow
13:39:30  <planetmaker> then you could simply query terrain type for TERRAIN_SNOW
13:40:02  <planetmaker> low height snow, hm :-)
13:40:07  <krinn> yep, i already kept only snow town with that, but i don't want a "low heigh" snow town
13:41:00  <planetmaker> can't you query the town's x/y, that snowy info, and take from the list of all towns 10% highest? That's like 2k towns at most or so
13:42:09  <krinn> i care about having a certain height, even if there no town in current maps that match the it
13:42:25  <planetmaker> k :-)
13:42:30  <krinn> kinda a got a town at height 10 or more : yes ok, no bad map...
13:43:05  <krinn> i know it appears kinda silly
13:46:48  <planetmaker> taking some paper and handing other people a year worth of work for that also sounds silly. People call those pieces of paper 'money' though and seem to like it
13:47:50  <krinn> lol maybe better than running around with 15 pigs in your pocket to paid 15 people :)
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13:56:54  <krinn> do you find acceptable detecting power plant thru cargo label of coal ?
13:57:21  <Eddi|zuHause> FIRS doesn't have power plants
13:57:32  <krinn> Eddi|zuHause, yep, like toys land
13:58:01  <krinn> hence why i need to check cargo coal exist, if yes powerplant can be found
13:58:19  <planetmaker> krinn, what about oil powerplants in ECS?
13:59:02  <V453000> toy shop in toyland is also a power plant
13:59:20  <V453000> but no coal
13:59:22  <V453000> :000
13:59:39  <Eddi|zuHause> toys probably burn well :p
14:00:08  <krinn> damnit, so i must check all cargos that could be use thru powerplant
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14:01:43  <frosch123> i don't think you can reliably detect power plants
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14:03:08  <V453000> considering poor food management, most towns could be like 50% food power plants too
14:03:09  <krinn> frosch123, there's no way, hence i try the by cargolabel approch
14:04:05  <krinn> planetmaker, i've check ecs powerplant, they take oil & coal, if coal label for ecs == openttd coal label, no specials needs
14:04:19  <planetmaker> labels are the same, yes
14:04:30  <krinn> cool (1 things less!)
14:04:35  <Eddi|zuHause> there was at least one "pure" oil power plant GRF
14:04:38  <planetmaker> http://newgrf-specs.tt-wiki.net/wiki/CargoTypes
14:04:44  <Eddi|zuHause> but that may have been ages ago and lost in time
14:04:59  <planetmaker> Eddi|zuHause, yeah, I remember so, too. Thought it was in ECS. Maybe in PBI. Or sth else
14:05:13  <Eddi|zuHause> i think it was a standalone GRF
14:05:19  <planetmaker> I'm quite sure I played on a server in 2007 where I had such powerplants :-)
14:05:42  <V453000> pbi
14:05:42  <krinn> what the hell planetmaker what a sweet link ! thank you !
14:06:38  <Eddi|zuHause> krinn: how about this: search all "energy-heavy" cargo labels (coal, oil, wood, wood products), then search for industries with no output cargo, or output only non-town-effect cargos, or stuff...
14:07:03  <frosch123> some ecs powerplant produced sulfur
14:07:11  <Eddi|zuHause> yes
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14:07:51  <planetmaker> glad that it helps :-)
14:07:52  <Eddi|zuHause> you can also have explicit lists for certain grfs
14:07:56  <V453000> why do you need to detect such a thing anyway? :D
14:07:57  <krinn> and i cannot query any "energy-heavy", some are liquid, some bulk... i'm afraid the best solve would be hardcoded label to find if cargo label match, and then process industry accepting that cargo
14:08:36  <krinn> planetmaker, more than an help! i won't have to load zillions game to check labels!
14:11:39  <juzza1> krinn: you may find this useful too: http://goo.gl/xKSb85
14:11:56  <juzza1> same as that page but easier to check cargo classes
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14:13:15  <krinn> i can't use cargo class juzza1
14:14:02  <krinn> per example : coal is builk while toys are piece goods
14:14:15  <krinn> what is PBI ?
14:14:49  <V453000> pikka basic industries
14:15:11  <krinn> there's plants in it ?
14:15:15  <V453000> krinn the toys were more of a joke, I have no idea what are you trying to do
14:15:16  <krinn> powerplant
14:15:18  <Eddi|zuHause> the predecessor to TaI industries
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14:15:27  <V453000> wel plants, there is something liek a fuel depot power plant kind of thin
14:15:29  <V453000> g
14:15:35  <krinn> V453000, detect all industries that produce electricity
14:15:38  <V453000> TaI industries exists?
14:15:46  <V453000> electricity?
14:15:50  <V453000> oh wtf are you trying to do :D
14:16:00  <krinn> silly thing V453000
14:16:05  <V453000> I figured
14:16:13  <Eddi|zuHause> V453000: i think it was released, but only as a rename of PBI without any serious changes
14:16:18  <Pinkbeast> Simutrans is thataway :-)
14:16:27  <V453000> lol
14:16:33  <krinn> so finally, easier than i think : coal & toys
14:16:53  <krinn> and ecs, firs will be ok too
14:17:49  <krinn> maybe batteries from toys
14:20:34  <V453000> lol
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14:23:56  <frosch123> various stellmills accept coal as well
14:25:10  <krinn> i'll be glad to gave my wip with that GS if anyone wish play with a GS
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14:54:18  <Eddi|zuHause> frosch123: that's what my "without output cargo" tried to detect. but it might be unreliable...
14:55:38  <frosch123> yeah, sulfur
14:55:54  <frosch123> i had a similiar issue with sillicon valley
14:55:57  <krinn> some industry exists that accept coal to produce something else
14:56:04  <frosch123> it most relies on industries being fundable or prospectable
14:56:19  <frosch123> there are functions to distingiush primary and secondary
14:56:29  <frosch123> but powerplants are harder
14:56:36  <Eddi|zuHause> yes
14:57:04  <krinn> Eddi|zuHause, and they produce something with the coal or it's a dead end ?
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15:13:33  <DanMacK> Hey all
15:13:44  <krinn> hi
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15:21:52  <Snail> Hi guys
15:22:12  <krinn> hi
15:22:40  <Snail> I saw frosch123's comment to FS#5775...
15:23:07  <Snail> The problem there seems to me that the recoloring procedure is somewhat broken in the new nightlies
15:23:42  <frosch123> it is now recoloured more often
15:23:46  <Snail> It also occurs when a vehicle reverses. Recoloring there is instantaneous in 1.3.2 but not anymore in the nightlies
15:23:49  <frosch123> there is nothing "broken" with that
15:24:00  <Snail> Not always
15:24:18  <frosch123> reversing, ok, that i can look at
15:24:35  <Snail> When the vehicle reverses, it doesn't get recolored in the nightlies
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15:25:18  <Snail> Thanks, that would be helpful
15:27:05  <Snail> Still I can't understand why each wagon used to change color by itself in 1.3.2, and it only changes color when the engine does in the nightlies
15:31:01  <frosch123> are you talking about the test newgrf, or a different one?
15:31:21  <Snail> The test newgrf
15:31:56  <Snail> There were situations when each wagon (if bought on different days) had a unique color in the consist
15:32:04  <Snail> And it's not the case anymore in the nightlies
15:33:11  <frosch123> the testgrf uses duration since last service
15:33:21  <frosch123> that is the same for engine and wagons
15:33:32  <frosch123> so the cb always returns the same value for wagons and engiens
15:33:51  <frosch123> that wagons are serviced is something newer though
15:34:07  <frosch123> it might be that date_since_last_service was never set for wagons in 1.3.2
15:34:20  <frosch123> so it was always 0 or purchase date or so
15:34:46  <Eddi|zuHause> hm, that reminds me, i should probably change that in CETS
15:34:58  <Snail> I see
15:35:40  <Snail> But I thought that CB 32 is triggered every 32nd day, starting from the purchase date of each single wagon, right?
15:36:10  <Snail> So it should be triggered for every wagon on different days, provided they were bought on different dates
15:36:16  <frosch123> cb 32 does not matter with the issue
15:36:36  <frosch123> vehicles are also recoloured without cb 32 triggering
15:36:40  <Snail> But it should matter... Right? It triggers recoloring when the consist is traveling
15:37:01  <frosch123> you have to distinguish implication directions
15:37:06  <Snail> Not when the consist is traveling at a constant speed... Right? Or am I missing something?
15:37:08  <frosch123> cb 32 triggers => vehicle is recoloured
15:37:24  <frosch123> vehicle is recloued =/=> cb 32 has triggered
15:37:49  <Snail> Ok, so what else could trigger recoloring when the consist is traveling at a constant speed? Let's say on straight uniform track?
15:38:26  <frosch123> 2013-07-13 <- that
15:38:29  <Snail> Yes I see what you mean. Something other than CB32 triggers recoloring. I wonder what it can be
15:38:34  <frosch123> 's when wagons got serviced
15:39:02  <frosch123> it's not in 1.3.2 yet
15:39:27  <Snail> Ok
15:40:30  <Snail> So I'll try to test it in a different way
15:40:41  <Eddi|zuHause> hm, changing the date check from PARENT to SELF may cause weird effects with the randomization...
15:41:25  <Snail> I think the purchase date should refer to SELF to give more random effects
15:41:29  <frosch123> rerandomisation only works with SELF
15:41:32  <frosch123> never use it with PARENT
15:41:42  <Snail> The service date would be the same for both anyway
15:42:08  <Eddi|zuHause> randomization, without re-
15:42:55  <Eddi|zuHause> as in: new livery gets introduced -> wait random(0..3 years) until applying the livery on service
15:44:11  <Eddi|zuHause> i really need storage for that, so once i update a livery, it doesn't revert back on rearranging consists and stuff
15:44:31  <frosch123> Snail: i don't see anything that would change colour during normal driving
15:44:41  <frosch123> start/stop/loading etc. triggers it
15:44:44  <Eddi|zuHause> i don't suppose there is a "on vehicle gets serviced" rerandomization-trigger?
15:44:58  <frosch123> refit and such
15:45:07  <frosch123> and yes, reversing seems to be gone missing
15:45:19  <Snail> frosch123: Yes, this is why I think CB32 would be the only one that would achieve that
15:45:37  <frosch123> do you use the random tirgger in cb32 ?
15:45:55  <frosch123> hmm, no, the testgrf didn't
15:46:22  <Snail> Yes I do
15:46:41  <frosch123> ok, that triggers it also :)
15:46:52  <frosch123> since colour may depend on random bits
15:46:57  <frosch123> iirc that was the case in xussr
15:47:34  <Snail> frosch123:  but I don't rerandomize the random bits for that purpose
15:48:03  <Snail> Eddi|zuHause: I think you can rerandomize on service? m4nfo can do that IIRC
15:48:12  <frosch123> i meant, do you return "1" in cb32 ?
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15:48:41  <Snail> I think I return "2"
15:48:53  <Eddi|zuHause> rerandomize on service may be useful, but i still need storage :/
15:49:06  <Eddi|zuHause> what happened to "make userbits readable on a per-vehicle basis"?
15:49:10  <frosch123> ok, "2" now basically always causes the whole consist to be recoloured
15:49:13  <Snail> cb32 has a value that's specific for recoloring, I think I return that one
15:49:33  <Snail> I see. And this has changed since 1.3.2?
15:49:39  <frosch123> yes
15:49:53  <frosch123> and for xussr requirements recolouring may be triggered even more often
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15:49:59  <Snail> Ok, there ya go :)
15:50:22  <Snail> So what should I do to get back the old behavior in the nightly?
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15:50:41  <frosch123> basically, there is some cache which stores the recolouring. but you cannot rely on it to be updated at specific points in time
15:51:02  <frosch123> you have to make sure that the rsult of cb 2D only changes, if you want it to change
15:51:09  <frosch123> don't use the current date or something
15:51:21  <frosch123> but ok, i have no idea what you try to achieve in the first place :)
15:51:50  <Snail> Im trying to get independent recoloring for each wagon
15:52:03  <Snail> I'd like a more random effect on the consist, without it being all uniform
15:52:24  <frosch123> then use position in consist?
15:52:35  <frosch123> or construction date?
15:53:06  <Snail> Construction date would probably do the trick
15:53:29  <frosch123> hmm, i think you only have that as year
15:53:34  <frosch123> so it would be the same anyway likely
15:54:10  <frosch123> there is also "age in days"
15:54:33  <Snail> Ideally could I do a combo of construction date and device date?
15:54:34  <Snail> Or can we have another result for CB32 that triggers a similar behavior as "2" before you implemented this change?
15:54:50  <DorpsGek> Commit by rubidium :: r25973 trunk/src/hotkeys.cpp (2013-11-13 15:54:44 UTC)
15:54:51  <DorpsGek> -Fix [FS#5679]: comma key collided with F12 key for hotkeys; also remove '+' as that is generally not a key (the '+' on the numpad is a separate one)
15:54:51  <frosch123> cb32 has nothing to do with this
15:54:56  <Snail> That would solve both the xussr's and my problems :)
15:55:06  <frosch123> cb 2d always has to return the right recolouring
15:55:15  <frosch123> you cannot rely on it being called only at certain times
15:55:27  <frosch123> the value is "cached", not "stored"
15:55:28  <Eddi|zuHause> how is '+' not a key?
15:55:49  <frosch123> Eddi|zuHause: hotkeys are scancodes, "+" is no scancode, "=" is
15:56:03  <frosch123> or shift+"="
15:56:19  <Eddi|zuHause> my + key is nowhere near my = key
15:56:40  <frosch123> blame someone from the 1980's
15:56:47  <frosch123> or earlier
15:57:22  <frosch123> anyway, /me -> shopping food
15:57:45  <Rubidium> Eddi|zuHause: then where is your '+' key?
15:57:56  <Eddi|zuHause> left of return?
15:58:41  <frosch123> Snail: i guess random bits are still the best to make consists non-uniform
15:58:41  <Eddi|zuHause> right of Ü
15:58:45  <Snail> Ok, I'll do some further tests on this
15:59:01  <Snail> Yes I was thinking so...
15:59:11  <Eddi|zuHause> above #
15:59:17  <Eddi|zuHause> and below backspace
16:00:06  <Snail> Any chance we could get more than 8 random bits? :p
16:01:40  <Eddi|zuHause> any chance we get permanent storage while at it? :)
16:10:09  <Snail> Anyway it'd be great if you could restore immediate recoloring upon reversing :)
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16:25:06  <planetmaker> @logs
16:25:06  <DorpsGek> planetmaker: http://irclogs.qmsk.net/channels/openttd
16:29:16  <peter1138> @twigs
16:29:43  <Eddi|zuHause> @leaves
16:30:31  <Eddi|zuHause> # Zweig am Ast, Ast am Baum, Baum in der Au
16:32:58  <Bloody_Mikey> how do i make my server load the old map?
16:33:45  <Eddi|zuHause> start with the -g option to load a savegame
16:34:03  <planetmaker> rcon load path/to/savegame
16:34:43  <Bloody_Mikey> i dont have recon active
16:35:29  <Bloody_Mikey> but i have the server ssh right infront of me
16:36:07  <Eddi|zuHause> then skip the "rcon" bit and just type everything else
16:38:34  <Bloody_Mikey> okey done
16:38:38  <Bloody_Mikey> fixt it
16:38:52  <Bloody_Mikey> now my q is can i login as an admin? and if how?
16:39:12  <Eddi|zuHause> that's what rcon is for
16:39:25  <Bloody_Mikey> okey so i have to activate rcon for that
16:39:34  <Eddi|zuHause> yes
16:39:35  <Bloody_Mikey> so admin password has notheing to do whit that
16:39:50  <Eddi|zuHause> there's an rcon password setting somewhere
16:41:22  <Bloody_Mikey> How do i activate rxon?
16:41:28  <Bloody_Mikey> rcon*
16:42:55  <planetmaker> it's always active
16:43:15  <planetmaker> maybe not, if no password is set. Unsure there
16:43:44  <planetmaker> rcon works from a connected client
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16:45:42  <Eddi|zuHause> it's active as soon as you set the password
16:46:41  <Eddi|zuHause> then in the client you can type: rcon password "command arguments" (quotes are relevant!)
16:47:14  <Eddi|zuHause> then "command arguments" will be executed as if typed into the server console
16:49:16  <Bloody_Mikey> ?=? okay now
16:49:23  <Bloody_Mikey> reset_company
16:49:30  <Bloody_Mikey> how does that work
16:50:19  <Bloody_Mikey> rcon [passwd] reset_company 15 ???
16:50:24  <Bloody_Mikey> is that right?
16:50:31  <Eddi|zuHause> what did i say about the quotes?
16:50:49  <Bloody_Mikey> so i have to use "15"
16:50:58  <Eddi|zuHause> no
16:51:41  <Bloody_Mikey> can you write how i delete company nr 15 then what is the commands so i learn
16:52:12  <Eddi|zuHause> rcon password "reset_company 15"
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16:53:11  <Bloody_Mikey> -.- the whole commands
16:53:17  <Bloody_Mikey> now i understand
16:59:39  <frosch123> Eddi|zuHause: i added an option to TTDViewer to save transparent pixels with the usual blue, instead of using alpha
16:59:59  <frosch123> i think gimp removed the first palette entry on loading because it was transparent
17:00:21  <Eddi|zuHause> frosch123: thanks
17:01:12  <frosch123> maybe i also found the right place to add an \ in the rpm thingie :p
17:03:30  <Eddi|zuHause> did "$$" not help?
17:03:37  <zydeco> how do I show the gamescript debug window?
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17:03:47  <zydeco> I think I'm logging things but not seeing them anywhere
17:04:04  <Eddi|zuHause> zydeco: in the ?-menu ?
17:04:04  <zydeco> but it shows on errors
17:04:58  <zydeco> oh thanks
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17:09:29  <zydeco> I knew I had seen it somewhere in the past
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18:05:28  <Eddi|zuHause> devzone awfully slow?
18:06:35  <planetmaker> is it?
18:06:51  <Eddi|zuHause> it is for me
18:06:54  <frosch123> eddi just spammed 8 commits
18:07:07  <planetmaker> no need to be that slow really :D
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18:09:14  <planetmaker> hm...
18:09:17  <Eddi|zuHause> maybe it would be useful if the build wasn't called "#12-push" but "#12-push-r803"?
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18:13:39  <Eddi|zuHause> frosch123: those 8 commits only touched 2 files
18:15:11  <planetmaker> hm, yes, maybe that can be done. But I rather use the hash that rXX which does not exactly make sense
18:15:45  <Eddi|zuHause> but the rXXX is what ends up in the filename
18:16:21  <Eddi|zuHause> hashes are not much use for human-readability
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18:19:15  <planetmaker> I cannot use that. I have access to the variables defined at start of job. That includes the hash tag, but not the numeric correspondance. https://wiki.jenkins-ci.org/display/JENKINS/Building+a+software+project#Buildingasoftwareproject-below
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18:23:47  <Eddi|zuHause> well then don't bother... at least for me the hash is useless
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18:48:34  <zydeco> can I find if a tile is a one-way road with the GS API?
18:48:48  <zydeco> I've been looking at the docs but can't seem to find it
18:49:38  <zydeco> but it can build one-way roads
18:50:14  <frosch123> use GSRoad::AreRoadTilesConnected
18:51:29  <frosch123> if it returns true in one direction, and false in the other, it's a one-way road
18:52:08  <zydeco> thanks
18:56:40  <__ln__> http://www.computerhistory.org/atchm/apple-ii-dos-source-code/
18:57:32  <DorpsGek> Commit by rubidium :: r25974 /trunk/src (fileio.cpp fileio_func.h) (2013-11-13 18:57:25 UTC)
18:57:33  <DorpsGek> -Codechange: make the _personal_dir global const, since once it's set it shouldn't be changed anyhow
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19:32:43  <DorpsGek> Commit by rubidium :: r25975 /trunk (6 files in 3 dirs) (2013-11-13 19:32:37 UTC)
19:32:44  <DorpsGek> -Feature [FS#5385]: XDG base directory support
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19:38:41  <peter1138> nice
19:40:37  <LordAro> ^
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19:49:18  <Bloody_Mikey> now all guys now i have a fun Q
19:49:39  <Bloody_Mikey> How many years does it take in a week irl
19:50:18  <Alberth> 1/52
19:50:25  <Bloody_Mikey> yes
19:50:39  <Bloody_Mikey> how many years ingame for one week in real life :D
19:51:22  <Rubidium> @calc 60*60*24*7*2.220/365.25
19:51:22  <DorpsGek> Rubidium: 3675.99178645
19:51:34  <Bloody_Mikey> 3675 years?`
19:51:43  <Rubidium> hmm, nope... made an error
19:51:52  <Rubidium> @calc 60*60*24*7/2.220/365.25
19:51:52  <DorpsGek> Rubidium: 745.879349575
19:52:05  <Rubidium> @calc 60*60/2.220/365.25
19:52:05  <DorpsGek> Rubidium: 4.43975803319
19:53:33  <Rubidium> so, about 750 game years
19:54:10  <Bloody_Mikey> Beacuse me and my friend are trying to figer it out how many years it take in one week beacuse the map is gonna restart every week
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19:56:25  <Eddi|zuHause> a year is around 12 minutes
19:57:35  <DorpsGek> Commit by rubidium :: r25976 /trunk/os/debian (3 files) (2013-11-13 19:57:29 UTC)
19:57:36  <DorpsGek> -Update: Debian package creation control files
19:57:37  <Bloody_Mikey> 5 years 1 Hour
19:57:45  <Bloody_Mikey> 24 hurs 120 years
19:58:30  <Alberth> 4.439<something> an hour
19:58:35  <zydeco> any way for GS to know if a vehicle is in a bridge or tunnel?
19:59:14  <krinn> zydeco, not in an easy way
19:59:16  <Alberth> sounds like the wrong level of abstraction for a GS :p
19:59:22  <Bloody_Mikey> so one week is 840 years ingame
19:59:23  <zydeco> lol
19:59:54  <Eddi|zuHause> Bloody_Mikey: lots of rounding errors in that calculation
20:00:08  <Alberth> Bloody_Mikey: no, 745.<something>, or 750, as Rb computed/said
20:00:41  <Bloody_Mikey> om gonna count how many minutes it takes for one years then
20:00:46  <Alberth> assuming your CPU is fast enough not to slow down the game :p
20:01:06  <krinn> Bloody_Mikey, it looks like 1s = 1 day
20:01:12  <Bloody_Mikey> lol my server has 4 cpus
20:01:19  <Eddi|zuHause> krinn: certainly not
20:01:28  <krinn> Bloody_Mikey, your server has 1 cpu
20:01:30  <Rubidium> krinn: wow, your days pass slowly
20:01:35  <Bloody_Mikey> no
20:01:43  <Rubidium> @calc 2.220*365.25/60
20:01:44  <DorpsGek> Rubidium: 13.51425
20:01:47  <krinn> Bloody_Mikey, well, 1 use only
20:02:27  <Rubidium> Bloody_Mikey: without pauses I'd expect you to count around 13:30
20:03:12  <Bloody_Mikey> http://puu.sh/5hpFl.png
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20:04:13  <krinn> Bloody_Mikey, i dont need to know how many core/cpu your server use, as long as ottd use 1 only, the answer is easy
20:11:13  <krinn> looking at cargo monitoring func, it looks scary, do one need to watch all towns to monitor a company delivery to towns ?
20:11:50  <frosch123> check nocargoal
20:13:12  <glx> krinn: it may use 2 when saving ;)
20:13:50  <frosch123> aren't clients up to 4 cores meanwhile?
20:13:59  <frosch123> game, save, video, music ?
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20:16:36  <frosch123> oh, and cdist ofc
20:16:43  <frosch123> so, 5 cores :)
20:17:17  <krinn> much like 1 core working and 4 sleeping most of the time
20:17:29  <frosch123> no, with cdist you have 2 working
20:17:35  <krinn> myabe cdist takes up more
20:17:41  <frosch123> and for clients likely even 3
20:17:53  <krinn> but last time i tried it, it bug :)
20:18:57  <glx> it's in nightlies
20:24:03  <krinn> checked nocargoal, yeah, looping town+industry full list, lmao, scary
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20:30:30  *** DanMacK [~63f9c362@188.cimarosa.openttdcoop.org] has joined #openttd
20:30:37  <DanMacK> Hey all
20:30:45  <krinn> hi
20:38:53  <zydeco> hi
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20:42:31  <Alberth> o/ Wolf01
20:42:35  <Wolf01> hi o/
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21:05:53  <krinn> Where can i suggest API addition ?
21:06:00  <krinn> to GS/AI
21:06:17  <krinn> flyspray ?
21:06:37  <Wolf01> deathray
21:07:12  <krinn> I'm not sure the deathstar would accept my proposal to API add
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21:09:05  <Eddi|zuHause> maybe if you trop your proposal into a small service shaft?
21:09:12  <Eddi|zuHause> *drop
21:09:16  <frosch123> there is also a forum topic
21:09:21  <frosch123> for stuff that needs discussion for
21:09:30  <frosch123> like stuff that can be solved via script libraries and such
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21:11:53  <andythenorth> trop :)
21:11:58  <andythenorth> is a word that should exist
21:12:11  <krinn> it exists, in french
21:12:21  <Supercheese> sounds more German
21:12:37  <krinn> trop tard: too late
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21:17:39  <DorpsGek> TrueBrain: Commit by rubidium :: r25977 /branches/1.3 (7 files in 3 dirs) (2013-11-13 21:17:29 UTC)
21:17:40  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:17:41  <DorpsGek> TrueBrain: - Fix: [Script] Do not return ERR_UNKNOWN when trying to move an order to its current location [FS#5648] (r25612)
21:17:42  <DorpsGek> TrueBrain: - Fix: Various misreferences in AI and GS changelog [FS#5649] (r25607)
21:17:43  <DorpsGek> TrueBrain: - Fix: [Script] If a NewGRF returned station type that could not be built by an AI via callback 18, an unknown error would be thrown instead of falling back to the default station [FS#5641] (r25605)
21:17:44  <DorpsGek> TrueBrain: (...)
21:19:37  <krinn> Someone should tell truebrain to fix HasCargoRating doc : missing "has" in description while he is in script fixing
21:19:55  <krinn> -> Check whether the given cargo at the given station a rating.
21:21:57  <DorpsGek> TrueBrain: Commit by rubidium :: r25978 /branches/1.3 (8 files in 6 dirs) (2013-11-13 21:21:47 UTC)
21:21:58  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:21:59  <DorpsGek> TrueBrain: - Fix: Some icu_config scripts are too stupid to separate two ldflags by spaces, thus only call it with one (r25642, r25638)
21:22:00  <DorpsGek> TrueBrain: - Fix: Do not suggest a start date for the game when there will be no vehicles available at all (r25640, r25639)
21:22:01  <DorpsGek> TrueBrain: - Fix: City list sort of population and rating are reversed compared to the icon [FS#5666] (r25630)
21:22:02  <DorpsGek> TrueBrain: (...)
21:22:14  <LordAro> dat highlight
21:22:43  <frosch123> krinn: as you can see, truebrain is a bit lazy when it comes to typing, he always ends the messages with (...)
21:23:14  <krinn> oh and i was thinking it was DorpsGek
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21:28:31  <DorpsGek> TrueBrain: Commit by rubidium :: r25979 /branches/1.3 (24 files in 5 dirs) (2013-11-13 21:28:21 UTC)
21:28:32  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:28:33  <DorpsGek> TrueBrain: - Fix: [OSX] The new 10.7 fullscreen code can now also be compiled with older SDK versions [FS#4744] (r25656)
21:28:34  <DorpsGek> TrueBrain: - Fix: [OSX] Mouse cursor was not displayed properly after switching to fullscreen on 10.7+ (r25655)
21:28:35  <DorpsGek> TrueBrain: - Fix: Improve character and word deletion for CJK languages and complex scripts (r25654, r25653)
21:28:36  <DorpsGek> TrueBrain: (...)
21:29:47  <DorpsGek> TrueBrain: Commit by rubidium :: r25980 /branches/1.3 (5 files in 3 dirs) (2013-11-13 21:29:37 UTC)
21:29:48  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:29:49  <DorpsGek> TrueBrain: - Fix: [OSX] Rework font detection to work even if no default font sprites are present [FS#4847] (r25661)
21:29:50  <DorpsGek> TrueBrain: - Fix: [OSX] The name's OpenTTD, not OTTD (r25660)
21:29:51  <DorpsGek> TrueBrain: - Fix: [OSX] System mouse cursor could become visible during dragging [FS#4420] (r25659)
21:29:52  <DorpsGek> TrueBrain: (...)
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21:30:49  <DorpsGek> TrueBrain: Commit by rubidium :: r25981 /branches/1.3 (9 files in 5 dirs) (2013-11-13 21:30:39 UTC)
21:30:50  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:30:51  <DorpsGek> TrueBrain: - Fix: [Win32] Only forward key presses to the IME system if an edit box has the input focus (r25667)
21:30:52  <DorpsGek> TrueBrain: - Fix: [OSX] Crash when unhiding the main window [FS#4689] (r25665)
21:30:53  <DorpsGek> TrueBrain: - Fix: [OSX] Bootstrap downloading of a baseset did not work [FS#4847] (r25664)
21:30:54  <DorpsGek> TrueBrain: (...)
21:35:54  <DorpsGek> TrueBrain: Commit by rubidium :: r25982 /branches/1.3 (28 files in 5 dirs) (2013-11-13 21:35:44 UTC)
21:35:55  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:35:56  <DorpsGek> TrueBrain: - Fix: Textbuf caret rendering for complex scripts (e.g. Tamil) (r25696, r25694, r25652, r25651, r25092, r25091)
21:35:57  <DorpsGek> TrueBrain: - Fix: Vehicle::MarkDirty must be called for the front engine [FS#5700] (r25695)
21:35:58  <DorpsGek> TrueBrain: - Fix: [Win32] Several issues regarding conversion of characters (r25677, r25676, r25675, r25674, r25673)
21:35:59  <DorpsGek> TrueBrain: (...)
21:39:24  <DorpsGek> TrueBrain: Commit by rubidium :: r25983 /branches/1.3 (7 files in 2 dirs) (2013-11-13 21:39:14 UTC)
21:39:25  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:39:26  <DorpsGek> TrueBrain: - Fix: NWidgetMatrix used pip_pre and pip_post inconsistently and incorrectly, causing misalignment for RTL [FS#5686] (r25727)
21:39:27  <DorpsGek> TrueBrain: - Fix: Right side of object class string was misaligned (r25726)
21:39:28  <DorpsGek> TrueBrain: - Fix: [OSX] Do not pass -mmacosx-version-min to compilers that do not support it (r25706)
21:39:29  <DorpsGek> TrueBrain: (...)
21:43:27  <DorpsGek> TrueBrain: Commit by rubidium :: r25984 /branches/1.3 (14 files in 5 dirs) (2013-11-13 21:43:16 UTC)
21:43:28  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:43:29  <DorpsGek> TrueBrain: - Fix: Some spelling corrections to Catalan and Latin American town names [FS#5746] (r25775, r25774)
21:43:30  <DorpsGek> TrueBrain: - Fix: If old savegames contain bridges over owned land, keep on drawing the bridges nevertheless [FS#5725] (r25753)
21:43:31  <DorpsGek> TrueBrain: - Fix: [OSX] Text input into an edit box would trigger hotkeys [FS#5705] (r25743, r25671)
21:43:32  <DorpsGek> TrueBrain: (...)
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21:46:57  <DorpsGek> TrueBrain: Commit by rubidium :: r25985 /branches/1.3 (4 files in 3 dirs) (2013-11-13 21:46:47 UTC)
21:46:58  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:46:59  <DorpsGek> TrueBrain: - Fix: Lower sprite and text at the vehicle bar if it is pressed [FS#5739] (r25804)
21:47:00  <DorpsGek> TrueBrain: - Fix: Draw start/stop graphics of the vehicle bar at the right place in RTL mode [FS#5738] (r25803)
21:47:01  <DorpsGek> TrueBrain: - Fix: [Script] Decoding JSON data with an empty array from Admin port failed (r25809)
21:47:02  <DorpsGek> TrueBrain: (...)
21:47:59  <andythenorth> nearly bedtime eh?
21:49:42  <DorpsGek> TrueBrain: Commit by rubidium :: r25986 /branches/1.3 (7 files in 5 dirs) (2013-11-13 21:49:31 UTC)
21:49:43  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:49:44  <DorpsGek> TrueBrain: - Fix: [GS] Language file scanner considered filenames starting with '.' as valid translations, resulting in languages with empty name, which causes trouble [FS#5750] (r25818)
21:49:45  <DorpsGek> TrueBrain: - Fix: [GS] Handle savegames which contain GS translations for languages with empty name more gently [FS#5750] (r25817)
21:49:46  <DorpsGek> TrueBrain: - Fix: [Script] ScriptTile::IsBuildableRectangle could report true for tiles outside of the map, if they happened to wrap around into a valid area [FS#5754] (r25815)
21:49:47  <DorpsGek> TrueBrain: (...)
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21:50:56  <Wolf01> 'night
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21:53:49  <DorpsGek> TrueBrain: Commit by rubidium :: r25987 /branches/1.3 (16 files in 3 dirs) (2013-11-13 21:53:40 UTC)
21:53:50  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:53:51  <DorpsGek> TrueBrain: - Fix: When clearing font cache, also clear layout cache [FS#5737] (r25860)
21:53:52  <DorpsGek> TrueBrain: - Fix: Goto button in order window was not always lowered when it should [FS#5783] (r25858, 25857)
21:53:53  <DorpsGek> TrueBrain: - Fix: Searching for a suitable font failed, if one of the fonts had no '?' glyph, and no baseset is installed [FS#5704] (r25822, r25820)
21:53:54  <DorpsGek> TrueBrain: (...)
21:53:56  *** DanMacK [~63f9c362@188.cimarosa.openttdcoop.org] has joined #openttd
21:54:02  <DanMacK> Hey all
21:54:26  <frosch123> ah, the usual timing again :)
21:54:33  <krinn> hey (again)
21:54:35  <LordAro> /kick DorpsGek spamming
21:54:36  <LordAro> :p
21:54:36  <planetmaker> :-P Moin DanMacK
21:54:48  <planetmaker> I think LordAro doesn't like releases ;-)
21:54:59  <LordAro> :p
21:56:19  * Rubidium doesn't like 3 month backlogs of backports
21:56:58  <DorpsGek> TrueBrain: Commit by rubidium :: r25988 /branches/1.3 (8 files in 3 dirs) (2013-11-13 21:56:48 UTC)
21:56:59  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:57:00  <DorpsGek> TrueBrain: - Fix: Center the edit sign window like all query windows (r25918)
21:57:01  <DorpsGek> TrueBrain: - Fix: Initialization of default objects swapped cost and dates (r25868)
21:57:02  <DorpsGek> TrueBrain: - Fix: Use the actual sprite dimensions for sizing the dropdown arrow of dropdown widgets (r25864)
21:57:03  <DorpsGek> TrueBrain: (...)
21:58:45  <DorpsGek> TrueBrain: Commit by rubidium :: r25989 /branches/1.3 (5 files in 2 dirs) (2013-11-13 21:58:36 UTC)
21:58:46  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
21:58:47  <DorpsGek> TrueBrain: - Fix: Text direction forcing characters were not filtered out, but shown as ? when ICU was not used for layouting. These are included in chat and console messages to force them to be displayed right [FS#5683] (r25949)
21:58:48  <DorpsGek> TrueBrain: - Fix: NewGRF inspect window in RTL mode (r25943)
21:58:49  <DorpsGek> TrueBrain: - Fix: [NoGo] Preserve the relative town growth progress when changing the town growth rate [FS#5786] (r25931)
21:58:50  <DorpsGek> TrueBrain: (...)
22:00:08  <DorpsGek> Commit by rubidium :: r25990 /branches/1.3/src/lang (40 files) (2013-11-13 22:00:02 UTC)
22:00:09  <DorpsGek> [1.3] -Backport from trunk: language updates
22:00:56  <DorpsGek> TrueBrain: Commit by rubidium :: r25991 /branches/1.3 (5 files in 3 dirs) (2013-11-13 22:00:46 UTC)
22:00:57  <DorpsGek> TrueBrain: [1.3] -Backport from trunk:
22:00:58  <DorpsGek> TrueBrain: - Fix: Temporary persistent storage modifications, e.g. command tests or those from GUI, were not properly reset, creating the possibility of desyncs [FS#5772] (r25956)
22:00:59  <DorpsGek> TrueBrain: - Fix: Train's 'force proceed' status gets reset when the track on the other side of the tile has a signal [FS#5723] (r25955)
22:01:00  <DorpsGek> TrueBrain: - Fix: Wrong signal conversions for savegames from before 0.4.5 [FS#5731, FS#5732] (r25954, r25953)
22:01:01  <DorpsGek> TrueBrain: (...)
22:03:24  *** DanMacK [~63f9c362@188.cimarosa.openttdcoop.org] has quit [Quit: Page closed]
22:03:34  <DorpsGek> Commit by rubidium :: r25992 /branches/1.3 (6 files in 4 dirs) (2013-11-13 22:03:26 UTC)
22:03:35  <DorpsGek> [1.3] -Backport from trunk:
22:03:36  <DorpsGek> - Fix: The wrong vehicle would be taken in a shared order vehicle list window when the ID >= 65536, causing assertions triggering later on [FS#5800] (r25965)
22:03:37  <DorpsGek> - Fix: [OSX] Compilation under OSX 10.9 [FS#5797] (r25962, r25951, r25950, r25913)
22:03:38  <DorpsGek> - Fix: [NewGRF] A powered rail type implies it is compatible as well, but some NewGRF did not state that causing the path reservation code to bail out in some cases because there was no compatible path [FS#5779] (r25961)
22:04:31  <DorpsGek> Commit by rubidium :: r25993 /branches/1.3 (5 files in 3 dirs) (2013-11-13 22:04:22 UTC)
22:04:33  <DorpsGek> [1.3] -Backport from trunk:
22:04:34  <DorpsGek> - Fix: Comma key collided with F12 key for hotkeys; also remove '+' as that is generally not a key (the '+' on the numpad is a separate one) [FS#5679] (r25973)
22:04:35  <DorpsGek> - Fix: Rail laying sounds of others could be heard in multiplayer [FS#5665] (r25972)
22:04:36  <DorpsGek> - Fix: [SDL] Recursive mutex locking when changing blitter [FS#5787] (r25970)
22:07:14  *** Progman [~progman@p57A1B41F.dip0.t-ipconnect.de] has quit [Remote host closed the connection]
22:14:58  <DorpsGek> Commit by rubidium :: r25994 /branches/1.3 (22 files in 7 dirs) (2013-11-13 22:14:52 UTC)
22:14:59  <DorpsGek> [1.3] -Backport from trunk:
22:15:00  <DorpsGek> - Update: Debian packaging (r25976, r25783, r25782, r25781, r25780)
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22:20:54  <andythenorth> sometimes
22:21:06  <andythenorth> I think it might be wise to have storage on vehicles
22:21:25  <andythenorth> so stuff could be cached instead of constantly looking it up all the time in the graphics chain
22:21:41  <andythenorth> like 'show sprite row 16' instead of looking up 4 or 6 variables
22:21:53  <andythenorth> but anyway
22:21:55  * andythenorth -> bed
22:22:04  *** andythenorth [~Andy@genkt-049-159.t-mobile.co.uk] has quit []
22:23:18  <krinn> anyone knows way to find highest bit in a number easy ?
22:23:27  <Eddi|zuHause> is that like the scenes in horror movies where the presumed dead villain comes back?
22:23:38  <krinn> like shifting right until 0 and then count shifts done
22:23:44  <Eddi|zuHause> krinn: openttd has a macro for that
22:23:53  <krinn> one i couldn't use :)
22:24:04  <frosch123> krinn: http://graphics.stanford.edu/~seander/bithacks.html <- if that site does not have it, there is no cool mothod
22:24:05  <Eddi|zuHause> no, but you could look it up
22:25:37  <frosch123> but yeah, the brute force method is to shift right by one, until the value is zero, and counting how often you shifted
22:26:15  <frosch123> but make sure to shift logically, not arithmetically
22:26:19  <krinn> frosch123, that's also the one gave there
22:26:39  <krinn> my first thinking was good so
22:27:40  <Eddi|zuHause> ln(x)/ln(2) should also work
22:28:07  <krinn> don't try to kill me Eddi|zuHause
22:28:37  <krinn> i'm going to shift right and count : moving 1 thing and counting with my fingers is something doable
22:29:01  <frosch123> just make sure that it also works for bit 31, if that can happen
22:29:31  <frosch123> if it shift arithmetically, you will run into trouble :p
22:29:53  <Eddi|zuHause> there's also a divide and konquer method: (x & 0x0000FFFF) == x
22:30:20  <Eddi|zuHause> yes => try 0x000000FF next, no => try 0x00FFFFFF next
22:30:24  <krinn> i'm shifting right, what could goes wrong ?
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22:30:48  <frosch123> 0x8000000 >> 1 could become 0xC0000000
22:30:50  <frosch123> if it is signed
22:30:51  <Eddi|zuHause> krinn: right shift with negative number adds a 1 in front, not a 0
22:31:29  <frosch123> you could test first, whether the number is negative ofc
22:31:45  <krinn> nah, it will be positive always
22:32:05  <Eddi|zuHause> krinn: not if you have overflows
22:32:17  <krinn> a max 32bits (hopefuly as it's also the limit of int32)
22:32:48  <frosch123> int32 means max 31 bits then
22:32:59  <krinn> yep 31
22:33:42  <krinn> i just realise i need to count 1 in number instead of finding the highest one anyway
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22:41:25  <krinn> what >> do in C ?
22:41:35  <frosch123> shift right
22:41:49  <krinn> ah fine so
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22:50:48  <krinn> i endup with while (v != 0) { c++; v = (v >> 1); }
22:51:00  <krinn> squirrel was getting mad with the c syntax (or me)
23:02:32  <Eddi|zuHause> if you want to count the number of bits that are 1, you switch out the c++ for c+=(v&1)
23:03:17  <krinn> and my loop?
23:03:41  <Eddi|zuHause> what about it?
23:04:00  <glx> you keep it
23:04:34  <krinn> never ending no ?
23:05:08  <glx> the suggestion is to replace the c++ part while keeping the rest
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23:05:59  <krinn> i get that > while (v != 0) { c += (v&1); }
23:06:22  <glx> there's still v = (v >> 1)
23:06:23  <krinn> but v&1 won't change v value of v (in my knowledge)
23:06:33  <krinn> oh, what's the point so ?
23:06:40  <Eddi|zuHause> i didn't tell you to remove that part
23:06:45  <krinn> c++ is shorter
23:07:00  <frosch123> while (v != 0) { c++; v = (v >> 1); } <- to determine the highest bit
23:07:16  <Eddi|zuHause> c++ changes for every bit, c+=(v&1) only changes when the bit is 1, not 0
23:07:22  <frosch123> while (v != 0) { c += (v&1);  v = (v >> 1); } <- to determine number of bits set in total
23:07:28  <krinn> no count bits set to 1
23:07:38  <planetmaker> good night
23:07:43  <krinn> night planetmaker
23:08:00  <glx> run it in your head with 0x1010101 ;)
23:08:09  <krinn> :)
23:08:58  <Eddi|zuHause> run it on paper :)
23:09:50  <krinn> why do complicate c++ works no ?
23:10:06  <frosch123> it does a different thing
23:10:29  <frosch123> you asked two questions, you got two answers :p
23:10:45  <krinn> damn gremlins
23:10:45  <frosch123> now you need to find the relation between questions and answers :)
23:12:22  <krinn> ah got, paper works
23:12:36  <krinn> gcalc in fact but it's my paper
23:13:17  <krinn> thank you guys
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23:33:34  <alluke> night
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