Log for #openttd on 11th April 2014:
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06:54:32  <dihedral> good morning
07:14:02  <Xaroth|Work> o/
07:16:42  <peter1138> Hello
07:18:17  <peter1138> Hey hey hey hey hey.
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07:40:41  <peter1138> < perfect with 10cc
07:41:36  <peter1138> And probably default vehicles.
07:42:22  <peter1138> Hmm, though I have at least one train with odd spacing.
07:47:10  <peter1138> Also, probably same thing with articulated RVs? Dunno.
07:47:19  <peter1138> They kinda move oddly when diagonal anyway.
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07:49:35  <peter1138> Odd spacing train must've been on a bend when I loaded, I guess.
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08:00:03  <planetmaker> peter1138, can that be made a newgrf flag, just like 32pix wagon length?
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08:10:15  <peter1138> That would surely give weird interactions.
08:12:25  <peter1138> But anyway, if you wanted that, you might as well just use that exact same flag.
08:14:28  <peter1138> Hmm, default vehicles are slightly too long in horizontal views; perfect in vertical though.
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09:07:42  <andythenorth> @seen pikka
09:07:42  <DorpsGek> andythenorth: pikka was last seen in #openttd 1 day, 0 hours, 8 minutes, and 36 seconds ago: <Pikka> simples
09:13:00  <peter1138> @seen belugas
09:13:00  <DorpsGek> peter1138: belugas was last seen in #openttd 3 weeks, 1 day, 19 hours, 51 minutes, and 29 seconds ago: <Belugas> hello
09:14:28  <andythenorth> @seen peter1138
09:14:28  <DorpsGek> andythenorth: peter1138 was last seen in #openttd 1 minute and 27 seconds ago: <peter1138> @seen belugas
09:14:37  <andythenorth> oh Dorpsgek doesn’t loop :P
09:14:40  <andythenorth> someone thought of that
09:14:45  <andythenorth> I was hoping to flood the channel
09:15:00  <andythenorth> @seen DorpsGek
09:15:00  <DorpsGek> andythenorth: I have not seen DorpsGek.
09:15:25  <andythenorth> shall I just remove the sea / river speed difference for river boats?
09:15:50  <andythenorth> solves the problem, no patch needed
09:15:59  <planetmaker> nah, leave it :)
09:16:18  <andythenorth> makes the river boats unusable (on many maps, not all)
09:17:04  <andythenorth> I don’t find many I play many games where boats travel solely on river canal
09:17:04  <planetmaker> river speed = canal speed, right? Everyone can build canals on sea tiles :P
09:17:08  <andythenorth> ha ha
09:17:12  <andythenorth> yes, that is one proven solution
09:17:39  <andythenorth> absolutely valid :)
09:18:24  <planetmaker> it's actually a bit stupid on the one hand. On the other it's not
09:18:26  <peter1138> What's the problem with it?
09:18:32  <andythenorth> with building canals on sea?
09:18:42  <andythenorth> nothing, it’s one of my favourite hax
09:18:51  <peter1138> With sea / river speed difference: "solves the problem"
09:18:52  <planetmaker> Stupid as it's like "I decree this sea tile not to be sea anymore" and not as it avoids other players from making it non-water
09:19:26  <andythenorth> peter1138: my set has river boats (fast on rivers, slow on sea), and sea boats (slow on river, fast on sea)
09:19:43  <andythenorth> but in the games I play most routes include sea, very few 100% river / canal
09:20:00  <andythenorth> so the river boats never get used, I just lower land instead
09:20:01  <planetmaker> it needs a coast class still :)
09:20:09  <andythenorth> planetmaker: +0.5
09:20:13  <andythenorth> ‘needs’ is a strong word
09:20:18  <peter1138> Generally yes, lowering land then flooding it is way cheaper than canals.
09:20:36  <andythenorth> I like the idea, but then we later regret quite a few of the features added :P
09:20:39  <planetmaker> read forums. Words must be strong. All other opinions must be wrong and ill-founded. Or so one can be led to believe ;)
09:20:49  <peter1138> BAD FEATURES
09:20:55  <andythenorth> BAD FEATURES FTW
09:21:20  <andythenorth> I was just going to make the river boats same speed everywhere
09:21:26  <andythenorth> think it solves the issue
09:21:33  <andythenorth> unless $someone likes coast tiles
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09:27:56  <andythenorth> canal / sea speed difference is an example of BAD FEATURE :D
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09:29:21  <Luixo> Hello! Can anyone suggest a email for registering at tt-forums? Spam filter decline,, even
09:32:32  <andythenorth> planetmaker: can you remember the spec for coast tiles?
09:33:55  <planetmaker> andythenorth, in what sense?
09:34:24  <andythenorth> was it something like
09:34:32  <andythenorth> - river tiles remain river, sea remains sea
09:35:03  <andythenorth> - tiles n tiles distant from coast are both sea and river
09:35:22  <andythenorth> from the point-of-view of newgrf
09:42:46  * andythenorth goes reading code
09:42:57  <andythenorth> I think I even had a patch for this, but it caused an assert :P
09:43:02  <andythenorth> so more of a not-patch
09:46:09  <andythenorth> ah GetEffectiveWaterClass looks like a thing
09:46:38  <Xaroth|Work> wait
09:46:46  <Xaroth|Work> where's the GetEffectiveWaterClassFactoryFactory ?
09:47:59  <andythenorth> apparently I have some code
09:48:03  <andythenorth> if (CircularTileSearch(&tile, 12, SearchForCoast, NULL))
09:48:04  <andythenorth> and such
09:48:09  <andythenorth> dunno what it does
09:48:38  <andythenorth>
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09:49:07  <andythenorth> oh this was for the idea that we just extend river / canal out along coasts
09:49:14  <andythenorth> and sea ships just go a bit slower near the coast
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10:07:02  <peter1138> 10:42 <Luixo> Hello, aren't you petert from tt-forums?
10:07:04  <peter1138> hah
10:08:10  <SpComb> almost but not quite
10:10:32  <Xaroth|Work> I would personally be insulted
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10:16:14  <planetmaker> ah, you meant the 'to-be-specs' for coastal tiles
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10:24:23  <andythenorth> planetmaker: yes those
10:30:44  <planetmaker> I actually thought of a separate waterclass. But that might be too much. Not sure about all implications of declaring all near-land water tiles of class river, though
10:30:54  <planetmaker> At least it would break flooding
10:31:02  <planetmaker> So that likely does not sound like an option
10:31:54  <andythenorth> there are probably many edge cases
10:32:05  <andythenorth> or even just cases
10:32:07  <andythenorth> like industry placement, for example
10:32:22  <planetmaker> tbh, I only briefly looked at introducing yet another water class. There was something which made it not 100% straight forward
10:32:31  <planetmaker> I think the 'something' were the NewGRF specs :P
10:32:39  <andythenorth> I dunno, I think just dibbling the boats might be simpler for gameplay
10:32:43  <andythenorth> similar result, no new code
10:32:47  <planetmaker> where the water classes are limited to 2 bits
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10:32:52  <planetmaker> and they're already used
10:34:15  <planetmaker> Water class: 0 - undefined / land; 1 - sea; 2 - canal; 3 - river
10:34:25  <planetmaker> so there's no way to add another class easily
10:35:03  <planetmaker> hm... though, bit7 of var 0x60 of industry tiles is still free...
10:35:25  <planetmaker> that *could* be used to extend waterclass definition
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10:35:49  <andythenorth> planetmaker: is it intereresting enough? o_O
10:36:24  <planetmaker> depends on whether *you* would actually make it worthwhile with FISH or SQUID :)
10:36:40  <andythenorth> it would be quite easy to make use of
10:36:50  <andythenorth> I worry about making gameplay even more complicated...
10:36:55  <planetmaker> need to check other variables
10:37:05  <planetmaker> and tile info
10:37:08  <andythenorth> and whether is spirals out into needing new sprites and such?
10:37:11  <andythenorth> is / it /s
10:37:30  <planetmaker> no new sprites planned as of yet
10:37:44  <planetmaker> TTD uses the same water everywhere
10:38:11  <planetmaker> NewGRFs could then go and interpret that flag, though
10:38:15  <planetmaker> so up to authors
10:38:33  <andythenorth> I worry about having a magic hidden feature
10:38:47  <andythenorth> how will players know that ship speeds vary by proximity to land?
10:39:00  <andythenorth> maybe we don’t need to worry about that
10:39:15  <peter1138> Anyone want an option for ship behaviour at locks?
10:39:18  <peter1138> (Please say no)
10:42:24  <andythenorth> no
10:42:32  <planetmaker> no
10:42:39  <andythenorth> are you doing a graphical thing?
10:42:50  <andythenorth> or is it a full one-vehicle-at-a-time state machine?
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10:49:37  <andythenorth> planetmaker: so I’ll hold off changing my river boats?
10:51:39  <planetmaker> a backward definition of the waterclass would be to define 'coastal sea' as waterclass value b101 = 5
10:51:50  <peter1138> andythenorth, exactly the same as it was 1 year ago.
10:52:02  <V453000> WETRails
10:52:02  <peter1138> (except with the && vs || mix up bug fixed)
10:52:08  <andythenorth> just ship it
10:52:29  <andythenorth> I wondered if you’d done something that piled up boats waiting for locks
10:52:36  <andythenorth> I assume not
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10:54:19  <peter1138> No, far too much effort.
10:54:39  <peter1138> If ever ships could collide, then it might make a little sense.
10:54:56  <planetmaker> hm... the problem was not newgrf specs, but space on map array, it seems
10:55:19  <planetmaker> but maybe that can be worked around
10:55:29  <andythenorth> peter1138: nvm :)
10:55:45  <andythenorth> whatever happened to vehicles in vehicles?
10:55:53  <peter1138> I probably have a patch for that
10:55:58  <andythenorth> you did
10:55:58  <peter1138> I had a patch for multi-stop docks.
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10:59:40  <andythenorth> peter1138: that would definitely fuck up my current play style
10:59:46  <andythenorth> you should commit it
10:59:58  <andythenorth> I stack many many boats at docks
11:01:00  <peter1138> I don't think it did reservation, just path finding to the nearest dock.
11:01:37  <peter1138> Or maybe nearest lowest-usage dock.
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11:06:43  <peter1138> Only possible thing is saveload change, but a bump would be pointless.
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11:07:37  <planetmaker> now is your chance, peter1138 to outsource 32bpp blitter stuff :P
11:07:54  <peter1138> hah
11:08:05  <peter1138> MJP already knows ;p
11:08:10  <planetmaker> :)
11:11:02  <peter1138> I wonder how much shit I download during the day.
11:25:50  <V453000> I generally upload shit
11:32:40  <planetmaker> hm, why do we store one bit for 'industry is finished being constructed' and 2 bit for the construction stage number where 11 means 'industry si finished being constructed'?
11:40:02  <planetmaker> seems like a bit which can be scraped-off
11:43:11  <andythenorth> fewer bits
11:43:14  <andythenorth> lower taxes
11:44:16  <planetmaker> yeah. would be a codechange to make an additional waterclass easier :)
11:45:30  <mg_> when i load a saved game. some parts of the map are black, like industries, fishin grounds/own labels, some buildings. when i scroll to zoom in/out just one time, all is good again. or when i move the map around for a bit. has anyone experiened this or maybe something with my video drivers
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11:50:45  <lugo> hi
11:52:15  <lugo> regarding the hierarchical vehicle subgroups, is it planned to be able to expand/collaps those groups that have subgroups?
11:53:28  <peter1138> I hadn't planned that, no.
11:55:23  <lugo> ok, nice feature anyways!
11:57:37  <mg_> screenshot regarding this issue -
11:58:21  <Xaroth|Work> somehow that doesn't even look half bad
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12:37:03  <planetmaker> mg_, do you also have the issue without newGRFs?
12:38:05  <planetmaker> oh, mg_ 46520107 FC0469A7B5D9267EED4CCAC17F56019E fontrenew_ttdur-1.0\fontreneww.grf
12:38:05  <planetmaker>  is pointless, has no other effect than eating memory
12:38:29  <planetmaker> I would think
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13:38:03  <TheBix> so guys
13:38:09  <TheBix> how do I walk the track in a certain direction
13:38:15  <TheBix> (trying to do some development)
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13:45:05  <planetmaker> walk the track?
13:45:59  <peter1138>
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13:52:11  <TheBix> planetmaker, I'm trying to find the train in front of the current one
13:52:17  <TheBix> for speed limiting
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14:01:00  <Eddi|zuHause> TheBix: the "follow track" function would be a good start
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14:01:29  <peter1138> Again, good luck :p
14:01:49  <TheBix> I know I was asking about this last night but I was actually doing other work
14:01:54  <TheBix> now I think i have some time to start
14:03:03  <TheBix> Eddi|zuHause, didn't you tell me theres a higher level function that uses that one?
14:03:45  <Eddi|zuHause> it's used by the pathfinder
14:03:55  <Eddi|zuHause> but i don't remember telling anyone that
14:04:38  <TheBix> ah well is there a higher level function that I could use for this purpose or should I just try using stuff in the follow track file
14:04:48  <Eddi|zuHause> there is also the "flood fill" mechanism used by block signals
14:14:52  <mg_> planetmaker: without any newgrfs it is OK
14:18:56  <TheBix> Eddi|zuHause, how does the track follower work?
14:19:12  <TheBix> im looking into  "CFollowTrackRail" specifically
14:19:12  <Eddi|zuHause> i have never looked at it
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14:19:26  <TheBix> it looks like it's just a helper through iterating thru a section of track
14:19:34  <TheBix> Eddi|zuHause, what kind of development do you do?
14:20:04  <Eddi|zuHause> i'm not a developer
14:20:38  <LordAro> you're as close as :L
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14:21:41  <TheBix> ah then why do you know about the code and such?
14:22:00  <peter1138> That's part of Yapf. You can't call that directly as Yapf may not be in use.
14:22:33  <TheBix> you sure that yapf needs to be in use in order for the class to work?
14:23:10  <planetmaker> mg_ then please try adding (or removing) one-by-one. It seems to be related to them somehow, but I don't know which. Keep the savegame which you created the screenshot from though as reference :)
14:25:30  <mg_> i don't mind that at all. you want me to treat it as a bug? and try to figure out which one is responsible?
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14:29:35  <Eddi|zuHause> mg_: my initial thought is some corruption of the sprite cache
14:29:40  <__ln__> @seen Sacro
14:29:40  <DorpsGek> __ln__: Sacro was last seen in #openttd 6 weeks, 2 days, 14 hours, 39 minutes, and 25 seconds ago: <Sacro> Morgan_Freeman: tf?
14:30:17  <Eddi|zuHause> TheBix: i know my way around the code, but i hardly ever change it
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14:32:10  <peter1138> El-rail?
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14:45:56  <ZirconiumX> Hi all.
14:48:09  <Taede> afternoon
14:50:30  <planetmaker> o/
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14:59:44  * ZirconiumX should have known that cheaters never prosper
15:08:20  <peter1138> Oh aye
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15:18:54  <ZirconiumX> I'm playing FTL and using a savegame editor to get all of the advanced edition Type C ships, and not only have I not got them, I've also lost the one Type C ship I did unlock.
15:19:08  <ZirconiumX> Though I will probably be kicked for heresy because I said that.
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15:35:49  * Flygon kicks ZirconiumX, because it's fun
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16:07:57  <mg_> planetmaker: the newgrf responsible for the black thing is "VAST (Objects) 0.3.0" ID: 444E0800
16:21:50  <Eddi|zuHause> mg_: so that's the trigger. now find the cause :)
16:22:46  <mg_> i'm not openttd developer. not my job :P
16:22:54  * Flygon flops onto ZirconiumX, and snores
16:23:19  * Flygon like, traps him with his tail, because he's half asleep, and is acting like he's drunk, so he's allowed to use his tail in #openttd
16:23:21  <Eddi|zuHause> i'm already feeling sad for anybody who thinks "openttd developer" is his "job" :p
16:23:22  <Flygon> Good night
16:23:23  <Flygon> Y'all cool!
16:24:02  <mg_> i meant "my job to fix bugs" ;)
16:25:28  <Eddi|zuHause> mg_: one thing you could do is try older versions and see when it broke
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16:34:25  <Eddi|zuHause> mg_: this is called "bisection", you find a good revision and a bad revision, then you test the revision in the middle. then you repeat that until you have singled out a revision
16:35:04  <Eddi|zuHause> if the tested revision is good, you repeat with the upper interval, if it's bad, you repeat with the lower interval
16:35:17  <rubidium> I'm not a VAST user, so it ain't my job either ;)
16:35:34  <Eddi|zuHause> i can't reproduce it
16:35:46  <Eddi|zuHause> may be something windows specific?
16:37:34  <mg_> Eddi|zuHause: no idea, maybe something with graphics driver etc
16:38:10  <Eddi|zuHause> mg_: if it were graphics driver, it would affect the whole screen
16:38:41  <Eddi|zuHause> mg_: i'm rather thinking recolour masks
16:38:47  <mg_> i have no idea how openttd internals work, so i can only guess
16:39:34  <Eddi|zuHause> mg_: openttd assembles all visible sprites in a buffer, and then sends that buffer to the graphics driver
16:41:37  <Eddi|zuHause> mg_: all the things affected seem to be subject to recolouring (text colours, company colours, industries, a few houses)
16:41:54  <mg_> so maybe somethngs wrong with that buffer, cached sprites. when i zoom in/out it fixes the problem, or when i move the map around. i guess it 'refreshes' screen cache every time
16:45:16  <mg_> but none of tiles available with this newgrf are on the screen, so i don't know how it can break whats visible. like this newgrf has "access" to recolouring even if it is not used. but like i said i don't know how that works :)
16:48:34  <Eddi|zuHause> recolour masks are just sprites like everything else that is displayed. so potentially every newgrf can access it
16:49:11  <Eddi|zuHause> but if it were the newgrf directly acessing it, it wouldn't change after moving/zooming/whatever
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16:50:13  <Eddi|zuHause> mg_: but did you follow my advice and find an old version where it works?
16:50:24  <Eddi|zuHause> openttd version, that is
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16:52:45  <LeShadow> so I'm trying to compile openttd and this are the error logs I get. Although I followed all instructions :/. What am I missing or what can I be doing wrong?:
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16:53:53  <Eddi|zuHause> LeShadow: you either did not install or you didn't point the library include path to it
16:54:29  <LeShadow> I shall facedesk now. I didn't unpack all the zip's in the
16:57:29  <LeShadow> Eddi|zuHause the zips in the (like etc, where do I have to unpack them in their respectively directories or all in one big directory?
16:57:44  <rubidium> you downloaded the wrong openttd-useful
16:58:00  <LeShadow> whut? O.o
16:58:21  <Eddi|zuHause> you need the compiled versions, not the sources
16:58:24  <mg_> Eddi|zuHause: it seems to be working fine in openttd 1.3.3. and this newgrf wfrom what i see is not developed any more. or last activity was about year ago. maybe it's something that changed in openttd 1.4 version which needs adoption in this newgrf to be working
16:58:38  <LeShadow> ok i get it now, downloading
17:00:22  <Eddi|zuHause> mg_: openttd should load old grfs, so long as they were valid grfs back then to begin with
17:01:26  <Eddi|zuHause> mg_: ideally you would now get a compile environment and test the trunk revisions between 1.3.0-RC1 and 1.4.0
17:01:35  <mg_> Eddi|zuHause: yeah, it is loading, but maybe some internals changed so that newgrf needs updating. my guess
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17:02:28  <Eddi|zuHause> mg_: and i'm saying there should be no neeed to "update"
17:02:41  <mg_> Eddi|zuHause: oh, ok :)
17:03:29  <mg_> maybe it is something completely outside openttd, since like you said it works for you. some other people would have to check if it's even an issue with openttd
17:04:08  <Eddi|zuHause> mg_: well it could be that your download is broken. or your harddrive
17:04:12  <Eddi|zuHause> mg_: or your ram
17:04:33  <Eddi|zuHause> mg_: but you should try the more obvious tests first
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17:07:42  <DanMacK> Boo
17:09:36  <Eddi|zuHause> MIAU
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17:16:36  <mg_> Eddi|zuHause: i will try some things later. now it's time to play :)
17:18:06  <LeShadow> Eddi|zuHause any ideas how I can fix this?: LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
17:18:16  <LeShadow> I already set INcremental linking on NO
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17:18:28  <Eddi|zuHause> LeShadow: i have no idea what that means
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17:24:14  <rubidium> linking to 32 bits libraries on 64 bit builds (or vice versa)?
17:24:32  <rubidium> (it's just a guess though)
17:25:15  <glx> or lib compiled using an "incompatible" MSVC version
17:26:24  <glx> if it used to work then a full rebuild should be enough
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17:45:43  <DorpsGek> Commit by translators :: r26454 /trunk/src/lang (4 files) (2014-04-11 17:45:27 UTC)
17:45:44  <DorpsGek> -Update from WebTranslator v3.0:
17:45:45  <DorpsGek> catalan - 2 changes by juanjo
17:45:46  <DorpsGek> simplified_chinese - 1 changes by xiangyigao
17:45:47  <DorpsGek> english_AU - 2 changes by mrtux
17:45:48  <DorpsGek> russian - 1 changes by Lone_Wolf
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18:14:50  <DorpsGek> Commit by peter1138 :: r26455 /trunk/src (group_gui.cpp lang/english.txt) (2014-04-11 18:14:44 UTC)
18:14:51  <DorpsGek> -Change: Prompt for confirmation when deleting a vehicle group.
18:22:00  <andythenorth> o/
18:26:25  <peter1138> andythenorth
18:26:30  <andythenorth> peter1138:
18:26:39  <peter1138> Have you ever accidentally deleted a couple of dozen groups with one click?
18:26:45  <andythenorth> no
18:26:50  <andythenorth> I never made that many groups
18:26:52  <andythenorth> I only use one
18:26:58  <andythenorth> for autoreplacing
18:27:03  <andythenorth> have you?
18:27:04  <andythenorth> o_O
18:27:14  <peter1138> Yes, but only when testing it...
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18:33:29  <Alberth> would that count as accidental?
18:34:14  <peter1138> Yeah, I was trying to set up a big list but killed it first :p
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18:37:54  <Alberth> :)
18:38:54  <andythenorth> quak
18:39:21  <peter1138> planetmaker, that diagonal movement patch needs more work :S
18:41:19  <frosch123> hola
18:45:10  <LordAro> diagonal movement?
18:45:16  <LordAro> o/ frosch123
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18:50:42  <peter1138> Hmm, well, diagonal relative to the map array.
18:50:49  <peter1138> Vertical/horizontal movement on screen.
18:58:06  <Eddi|zuHause> peter1138: anyone check how horribly broken it is with CETS?
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19:04:12  <peter1138> Well that's a given.
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19:08:03  <andythenorth> so should I design my RV set around road-types? o_O
19:08:48  <Alberth> driving on them looks much better
19:11:54  <andythenorth> 2 attachments max at forum :P
19:12:11  <Alberth> 2?  it used to be 3 :(
19:15:27  <andythenorth> pm is 2, post is 3
19:15:47  <andythenorth> is our forum ninja here?
19:16:15  <Alberth> he ninjaed himself invisible, I think
19:16:54  <LordAro> bad pm
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19:33:31  <Wolf01> hello
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19:34:00  <Alberth> oddink
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19:39:54  <MagisterQuis> So, after a few years' hiatus, it seems I'm going to be running an OpenTTD server.
19:40:05  <MagisterQuis> Now that I actually know what RAM is, how much does OpenTTD typically need?
19:41:23  <Alberth> depends a lot on the map size :)
19:41:29  <MagisterQuis> Hm.
19:41:36  <Alberth> but memory foot print is usually not a problem
19:41:43  <MagisterQuis> As I remember, I liked huge maps.  2048x2048, I think?
19:42:24  <Alberth> I just tend to get lost on such maps :)
19:42:27  <MagisterQuis> I guess a better question is, is 400isg MB of ram sufficient?
19:42:52  <MagisterQuis> ish*
19:42:54  <Alberth> you can buy machines with that low amount of memory?
19:43:03  <MagisterQuis> No, but you can make VMs with that little memory.
19:43:06  <frosch123> the map needs 9 byte per tile
19:43:15  <frosch123> so a 2kx2k map neets 40MB
19:43:27  <MagisterQuis> Heh.
19:43:28  <MagisterQuis> Wow.
19:43:29  <frosch123> the spritecache of a gui client defaults to 512MB for 8bpp
19:43:30  <MagisterQuis> That's it?
19:43:34  <frosch123> and 2GB for 32bpp
19:43:48  <MagisterQuis> This'll be a headless server, though.
19:44:14  <frosch123> with all the vehicles and things and libraries you may need 128MB or so
19:44:23  <MagisterQuis> Oof.  That's heavy :D
19:45:01  <frosch123> anyway, speed per cpu core is important
19:45:26  <frosch123> if you run a 2kx2k map you may only support enough vehicles to fill a 128x128 map :p
19:46:34  <MagisterQuis> It's a 3.5GHz processor, not that clock speed means much these days.
19:46:38  <MagisterQuis> So, I'll allocate >1 core.
19:46:45  <frosch123> if you want to check the performance of your cpu, go to
19:46:52  <frosch123> and check whether those savegames run smooth
19:47:39  <MagisterQuis> Hm.  I think I'll leave that to later.  I'll be rebuilding the server in a couple of weeks anyways.
19:47:53  <MagisterQuis> OpenBSD 5.4 is vulnerable to the heartbleed bug.
19:47:57  <MagisterQuis> OpenBSD 5.5 isn't out yet.
19:48:08  <MagisterQuis> This means using a snapshot until 5.5 comes out.
19:48:55  <frosch123> <- anyway, that gives you various map sizes with various amount of vehicles
19:49:02  <frosch123> just check how much your server can handle
19:49:20  <MagisterQuis> frosch123: Thanks for the link.
19:49:22  <frosch123> nothing is more disappointing than having to stop a game because the server cannot handle it anymore
19:49:25  <MagisterQuis> This is assuming I can get it to compile.
19:49:33  <MagisterQuis> Last time I tried, I could.
19:49:37  <MagisterQuis> That was 2008 :D
19:49:41  <MagisterQuis> (On OpenSolaris)
19:55:29  <MagisterQuis> OpenTTD can use >1 core, right?
19:55:43  <frosch123> not for the game state
19:55:55  <frosch123> for a server you will hardly use more than 1.5 cores
19:56:03  <frosch123> for a gui client you can use more
19:56:19  <MagisterQuis> How can you use half a core?
19:56:59  <frosch123> well, you use one core, and every now or then another one
19:57:05  <MagisterQuis> Ah.
19:57:07  <MagisterQuis> Gotcha.
19:57:20  <frosch123> actually, when using cdist you can use another core
19:57:23  <MagisterQuis> Given that the kernel only uses one core, 2 cores seems like it'd work nicely.
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20:26:27  <__ln__>
20:30:44  <andythenorth> should I play a game?
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20:31:11  <rubidium> might it be too late for peekaboo?
20:31:49  <andythenorth> not if I play it on my own
20:32:32  <andythenorth> Eddi|zuHause: can you write a GS generator? o_O
20:32:39  <andythenorth> generators are your thing...
20:32:59  <peter1138> MagisterQuis, 5.4 doesn't get a patch?
20:33:05  <MagisterQuis> It probably did.
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20:33:24  <Eddi|zuHause> andythenorth: i probably could, but why would i?
20:33:40  <andythenorth> why would we do anything? o_O
20:33:56  <peter1138> hey hey hey
20:34:14  <MagisterQuis> It did, but then I have to patch manually.
20:36:41  <Supercheese> Hmmm, should I try and translate "click" into Latin or should I just leave it "click"?
20:37:01  <Supercheese> several other languages appear to have left it "click" or "clic"
20:37:15  <MagisterQuis> How about tap?
20:37:31  <Supercheese> I can envision several valid translations
20:37:38  <Supercheese> but in e.g. Spanish, it's left as "click
20:37:40  <Supercheese> "
20:37:48  <Supercheese> for OTTD at least
20:38:17  <Supercheese> Italian has "clic"
20:39:49  <__ln__> does latin use this "ck" combination otherwise?
20:40:01  <MagisterQuis> The Lexicon Recentis Latinalis doesn't have much.
20:40:03  <MagisterQuis> __ln__: No.
20:40:22  <Supercheese> The Wesnoth Latin translation uses various terms
20:41:12  <Supercheese> "premere", "tangere", "facere cliccum"
20:41:25  <Supercheese> every single English->Latin resource has their own idea it seems
20:41:51  <MagisterQuis> Hey baby, how would you like tangere feroviariam meam?
20:42:11  <Supercheese> ferrivia tua non mihi digna est
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20:42:42  <Supercheese> ;)
20:42:47  <Eddi|zuHause> uuuh... i got a 8192 again :)
20:43:17  <Supercheese> or wait, does dignus not take the dative... ehhh
20:43:44  <Supercheese> crap, ablative
20:44:09  <Supercheese> me digna, then
20:44:17  <Supercheese> but that just sounds weird
20:45:04  <Eddi|zuHause> RETTET DEM DATIV
20:45:49  <Supercheese> what does German use, lessee
20:46:08  <Supercheese> Klick- and the like
20:46:12  <Supercheese> hmm
20:46:29  <Eddi|zuHause> what do you mean?
20:46:33  <frosch123> it's a form of sound
20:46:51  <frosch123> so how would romans write something that sounds like click?
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20:46:55  <__ln__> onomatopoetic
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20:47:45  <frosch123> klik? i don't think declarations of sounds make any sense... klika?
20:47:49  <Supercheese> The closest Roman term would be "crepitare", which is fairly onomatopoetic already
20:47:59  <frosch123> is a klik female, male or neuter?
20:48:19  <frosch123> i like female: klika
20:48:47  <frosch123> is there no ancient roman comic or book for children?
20:48:54  <frosch123> which says stuff like "boom"?
20:49:27  <frosch123> i have ovid as a comic
20:49:33  <frosch123> let's see whether there is something
20:49:59  <Supercheese> there are many such verbs, I'm not at all certain which would be "best
20:50:01  <Supercheese> "
20:50:05  <frosch123> actually, not just ovid, several mtamorphoses
20:50:44  <frosch123> shooting arrows does "iac, iac"
20:50:49  <pthagnar> asterix sounds
20:50:52  <pthagnar> ur welcome
20:51:50  <frosch123> cows say "mug"
20:52:19  <Supercheese> Muuuu
20:52:40  <Supercheese> Daphne was turned into a cow IIRC
20:52:46  <Supercheese> that was metamorphoses
20:52:58  <Supercheese> or one of those damsels
20:53:05  * andythenorth looks in GS forum hopefully
20:53:19  <frosch123> the cows are only some backgruond stuff on the intro of baccus
20:53:24  <frosch123> *battus
20:53:46  <andythenorth> all bloody town growth :P
20:53:54  <frosch123> ante longum tempus aollo pastor in terra erat...
20:54:00  <andythenorth> the game was never about growing towns :P
20:54:02  <Supercheese> oh Daphne was a tree
20:54:04  <andythenorth> transport! :)
20:54:05  <Supercheese> who was the cow then...
20:54:14  <Supercheese> Io?
20:55:43  <Supercheese> Yeah, that was it
20:58:11  <Supercheese> the Minecraft Latin translation is terrible
20:59:04  <__ln__> well sweden was never part of the roman empire
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21:05:16  <Wolf01> 'night all
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21:21:19  <andythenorth> is a bed
21:21:21  <andythenorth> bye
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22:55:17  <Eddi|zuHause> <__ln__> well sweden was never part of the roman empire <-- i'm fairly sure that was the germans' fault
23:11:44  <__ln__> yes, godwin's law
23:19:40  <planetmaker> Supercheese, I heard OpenTTD's going to have a much better one? :P
23:20:08  <Supercheese> I do hope so :)
23:20:30  <Supercheese> I'm still undecided on the "best" translation for "click"
23:21:13  <planetmaker> that's difficult, I think, indeed
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23:21:56  <planetmaker> clic(us)
23:21:59  <Supercheese> by a purely democratic process, it seems most languages leave it as-is
23:22:08  <Supercheese> i.e. "click" or "clic" or "klick"
23:22:09  <planetmaker> it's a rather sound-describing term
23:22:18  <Supercheese> but then, as a verb, how to conjugate
23:22:26  <planetmaker> err... no "k" there....
23:23:16  <planetmaker> so only the middle suggestion seems likely to fit to me
23:24:09  <frosch123> klikare, klike for imperativ?
23:24:51  <Supercheese> There needs to be more software with Latin translations I can borrow from :\
23:25:51  <planetmaker> clicere
23:26:14  <planetmaker> clice! clicete!
23:26:30  <planetmaker> or clicare. Depends on which conjugation you prefer :)
23:31:08  <planetmaker> maybe... qualquam amplecti
23:32:40  <pthagnar> what register are you using anyway
23:32:58  <pthagnar> some classicising thing where no word cicero wouldn't recognise is allowed in
23:33:03  <pthagnar> or something full of romance
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23:46:52  <Eddi|zuHause> <planetmaker> clicere <-- sounds like something age of empires people would say :)
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23:53:18  <Supercheese> AoE2 had some mediaeval Latin in it eh
23:54:45  <Eddi|zuHause> i only ever played the teutons
23:55:08  <Eddi|zuHause> so they'd be speaking medieval german
23:55:53  <Supercheese> pretty sure the Byzantines spoke some eastern latin
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