Config
Log for #openttd on 27th April 2015:
Times are UTC Toggle Colours
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03:26:29  <kamnet> Sodor has awakened. MUAHAHAHA.
03:28:01  <Odin> Really Useful World-Eater?
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03:34:56  <Eddi|zuHause> i only know Hodor
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07:04:34  <kamnet> Oh praise all the deities that OpenTTD now supports 255 height levels. The Isle of Sodor is about to get (sorta) real!
07:04:45  <Supercheese> the Isle of Sorta
07:05:43  <kamnet> Highest point is Culdee Falls, 2046 feet, which is roughly 42 height levels in OpenTTD. My first generation with just one height level on an 8192^2 map looks gorgeous.
07:06:09  <kamnet> All the rivers are already roughed in, I just have to slowly work on the landscape.
07:07:00  <Eddi|zuHause> excuse ee if i fail to get excited about a children's tv show i never watched.
07:07:45  <kamnet> I didn't see much of it either, but it's been a challenge I've been working on for the last five years.
07:08:47  *** Celestar [~Celestar@x5d86a6b5.dyn.telefonica.de] has quit [Ping timeout: 480 seconds]
07:09:37  <Supercheese> it still amazes me that no one has ever made a Thomas et al. train set for OpenTTD... it seems like something that a large number of users would have grown up watching and thus enjoy
07:10:05  <Supercheese> I guess trying to put faces on in 1x 8bpp was quite challenging however
07:10:12  <Supercheese> but now with extra zoom...
07:10:14  <kamnet> Dan MacK had one started, and a couple of users before him as well.
07:10:32  <kamnet> Yeah I was gonna say, with both extra zoom and 32bpp, I'd think somebody would be snapping off those  models.
07:11:33  <Supercheese> Hmmm
07:11:41  <Supercheese> 3D warehouse is chock full of free models
07:11:59  <kamnet> I just don't like how 32bpp makes all the models squished.
07:12:15  <kamnet> But, no such constraints with extra zoom :D
07:12:29  <Supercheese> well, I'd imaging if you took your camera and shot photos of the actual model engines they would be rather squished as well
07:12:44  <Supercheese> I wonder if those are even displayed at a museum somewhere
07:12:55  <Supercheese> "original Thomas the Tank Engine model"
07:14:00  <Eddi|zuHause> the models look squished because the people made them too tall. not because it's 32bpp
07:17:53  <V453000> ^
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07:26:32  <Celestar> morning
07:36:11  <kamnet> Good morning Celstar
07:36:48  <Supercheese> you missed an e
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07:40:50  <Eddi|zuHause> but Celstare sounds weird...
07:41:33  <Supercheese> -_-
07:41:36  <Celestar> rofl :)
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07:45:11  <Alberth> moin
07:48:32  <Pikka> yeah, colour depth makes models look squished? :)
07:50:42  <Pikka> also, 8192^2 map?
07:53:14  <Supercheese> seems rather excessive
07:53:38  <Pikka> for modelling a railway which canonically has a couple of dozen trains, certainly. ;)
07:53:47  <Alberth> nah, it's all "bigger than useful" :)
08:12:03  <argoneus> good morning train friends
08:15:04  <supermop> i read that as 8192*2 map
08:21:43  <kamnet> Yes, I meant 8192x8192.  It is excessive, but it allows me to work on the height levels much easier. since you can only do 4096x4096 in vanilla OpenTTD, it should scale down nicely.
08:22:06  <kamnet> Might need a bit more tweaking for a 2048x2048 map.
08:22:41  <kamnet> At 8k though, most of the rivers are easily navigated. :D
08:29:06  <Supercheese> scale? Only a heightmap?
08:45:21  <kamnet> Right now it's only a heightmap.
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09:08:53  <argoneus> for some reason
09:09:04  <argoneus> 8192x8192 sounds smaller than 8192^2
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09:22:27  <Alberth> :)
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11:05:25  <kamnet> well that was fun. Crashed everything BUT PaintDotNet trying to save my map
11:30:51  <argoneus> if you guys could be any train from openttd
11:30:53  <argoneus> what train would you be
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12:28:55  <kamnet> I'd be the SOOOOULLLL TRAI!
12:29:00  <kamnet> N!
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12:58:18  <kamnet> \O
13:01:49  <peter1138> Hmm, so, Jessie is out.
13:05:55  <supermop> why soul train kamnet where there is funk monorail?
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13:30:36  <kamnet> Because you don't have to hurry on the Soul Train, supermop.
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15:22:39  <andythenorth> o/
15:32:43  <Alberth> moin
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15:39:00  <Alkel_U3> Hello, people. Don't mind me, I'm here just to lurk for now.
15:41:06  <Alberth> k :)
15:50:12  <Flygon> It just occoured to me
15:50:17  <Flygon> The 2CC Railbuses
15:50:23  <Flygon> Can be used as Trams inside towns
15:50:25  <Flygon> Single track
15:50:27  <Flygon> No LX issues...
15:50:29  <Flygon> O_O
16:01:45  <__ln__> *occurred
16:02:24  <Flygon> I'm not very intelligent
16:02:29  <Flygon> And if it were up to me
16:02:39  <Flygon> We'd write English exactly as it's written
16:02:50  <__ln__> ...
16:03:23  *** ginko [~ginko@0001b68f.user.oftc.net] has joined #openttd
16:03:26  <Flygon> Wii'd rait inglish eksakli as it's ritn
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16:04:34  <Eddi|zuHause> jur not veare entaellegaent, raet
16:04:35  <__ln__> ai sii ö lödziköl problem with that
16:05:33  <Flygon> in inglish, wi yuus wais, not jaes
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16:27:20  <kamnet> Ai donut haf enuf brane powr tu nderstand et al.
16:31:04  <Eddi|zuHause> hmmm donut
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16:33:44  <kamnet> donut wut?
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16:58:52  <Terkhen> hello
17:01:12  <andythenorth> o/
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17:21:03  <kamnet> o\
17:21:33  <kamnet> Good afternoon Terkhen
17:25:31  <Alberth> good evening is closer :)
17:45:24  <DorpsGek> Commit by translators :: r27257 trunk/src/lang/korean.txt (2015-04-27 19:45:15 +0200 )
17:45:25  <DorpsGek> -Update from WebTranslator v3.0:
17:45:26  <DorpsGek> korean - 4 changes by telk5093
17:49:51  <kamnet> Sodor heightmap is nearly done. Just need to map the river beds
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18:37:37  <frosch123> hmm, so scriptlist is still broken :/
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18:55:38  <andythenorth> is cat
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19:03:15  <Wolf01> o/
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19:09:30  <frosch123> https://paste.openttdcoop.org/pvlboqrzq?/pvlboqrzq <- fs#6287
19:09:47  <frosch123> likely broken for years :)
19:13:42  * Rubidium thought you were talking about FS#6289
19:17:06  <frosch123> i didn't see that one yet :)
19:18:05  <Rubidium> well, this definitely looks broken since the begin of that class
19:18:29  <Rubidium> and it seems sane to me
19:23:47  *** Plonka [~97e01ba1@188.cimarosa.openttdcoop.org] has joined #openttd
19:24:13  <Plonka> is anyone here an expert on pathfinding?
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19:28:29  <DorpsGek> Commit by frosch :: r27258 trunk/src/script/api/script_list.cpp (2015-04-27 21:28:22 +0200 )
19:28:30  <DorpsGek> -Fix [FS#6287]: ScriptList::RemoveList failed to remove a list from itself.
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19:46:55  <Alberth> Plonka: a better tactic is to just ask the question
19:47:35  <Plonka> we have an issue where trains are ignoring a green exit signal
19:47:48  <Plonka> even though the green exit is a valid route
19:48:23  <Plonka> so i guess my question is
19:48:34  <Plonka> why and is that working as intended?
19:48:38  <Alberth> not an expert, but valid route does not imply a train will take it
19:48:58  <Alberth> it has to be sufficient in length compared to the other routes
19:49:19  <Alberth> ie a train may decide it's faster to wait for another exit to clear than to take the detour
19:50:23  <Plonka> well ok if that's true then that's probably what it is
19:50:42  <Plonka> as that other route is slightly longer
19:51:01  <Plonka> but it's not as if it's twice as long or anything
19:51:22  <Plonka> and it's the first time i've ever seen it happen so just seem weird
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19:52:20  <Alberth> I don't know how penalties for the pathfinder relate to tile length (ie everything has a penalty, waiting for an exit to clear, traversing a signal, traversing a tile, etc etc)
19:52:31  <Alberth> it finds the path with the least penalty
19:53:24  <Plonka> yeah i've been diggin in the cgf
19:53:45  <Plonka> and a red exit signal is 10k instant penalty
19:53:46  <Alberth> what's your block length?
19:54:08  <Alberth> yeah, many signals reduce look ahead
19:54:16  <Plonka> umm you mean from split to destination?
19:54:46  <Alberth> block length = distance between 2 consecutive signals
19:55:14  <Alberth> oh, coop server eh, no doubt it's 2 :)
19:55:24  <Plonka> so just the block length at the split?
19:55:34  <Plonka> ah yes it is :)
19:55:43  <Alberth> no, in general :)
19:56:29  <Alberth> coop also tweaks some penalties normally, I don't know which ones though
19:57:06  <Plonka> who would know what's tweaked?.... besides v?
19:57:13  <Alberth> wiki?
19:57:22  <Plonka> aha ok
19:57:25  <Plonka> brb
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20:18:10  <_dp__> hi
20:18:37  <_dp__> frosch123: you introduced a mistake while merging my patch for fs#6245
20:18:50  <_dp__> return (target_rb & back_rb) != 0 && (target_rb & back_rb) != back_rb;
20:19:08  <_dp__> this is obviously always false
20:19:31  <_dp__> second part should be (target_rb & ~back_rb) != 0
20:20:01  <_dp__> meaning there is something except backwards roadbit
20:21:38  <Rubidium> _dp__: why is it always false? target_rb = 1, back_rb = 3 => 1 & 3 != 0 && (1 & 3) != 3 => 1 != 0 && 1 != 3 => true
20:22:50  <frosch123> i think i meant (target_rb & back_rb) != 0 && target_rb != back_rb
20:23:17  <Rubidium> (not that this says anything about the validity of your statement about the mistake, just that it's not obvious that it always returns false as per my counter example)
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20:24:31  <_dp__> Rubidium: back_rb has only one bit on
20:27:22  <_dp__> frosch123: right, target_rb != back_rb will do too
20:33:58  <_dp__> btw, it feels like some parts of code GrowTown to return true if something other than house was built
20:34:04  <_dp__> DoCreateTown for example
20:34:49  <frosch123> your sentence a verb?
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20:43:59  <_dp__> what do you mean?
20:44:08  <_dp__> actually, on second though, mb I'm wrong
20:44:21  <frosch123> [22:33] <_dp__> btw, it feels like some parts of code GrowTown to return true if something other than house was built <- that did not parse :)
20:44:23  <_dp__> didn't notice it multiplies amount by 4
20:44:46  <frosch123> it misses a verb or something
20:45:06  <frosch123> thus i asked "(does) your sentence (miss) a verb?" :)
20:45:06  <_dp__> ouch, sorry "... code don't expect GrowTown .. "
20:47:26  <_dp__> now I don't understand it at all.. DoCreate town seems to call it 4 times more than amount of houses it expects, CmdExpandTown calls 10 times more....
20:48:26  <frosch123> i recall DoCreateTown just checks afterwards whether population is non-zero
20:48:42  <frosch123> towns get removed again if they only spawn a church
20:48:53  <frosch123> that happens sometimes if newgrf are broken, and provide no houses
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20:52:50  <Wolf01> https://youtu.be/9z77oztO6UQ interesting
20:52:56  <_dp__> irc church gives some population, fountains, statues and parks don't
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21:11:50  <V453000> we foudn the issue Alberth :P
21:12:05  <V453000> everything worked as it should, just too large detour :)
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21:25:46  <Eddi|zuHause>  <frosch123> towns get removed again if they only spawn a church <-- since when? i do remember seeing such towns
21:26:24  <frosch123> it's tied to population
21:26:34  <frosch123> so, it depends whether the church has population or not
21:26:45  <frosch123> also. it's only spawning
21:26:52  <frosch123> houses may be replaced later
21:27:11  <Eddi|zuHause> <kamnet> donut wut? <-- i remember back in school, the whole class enjoyed it when we learned the word "dunno"
21:28:02  <Eddi|zuHause> frosch123: yes, town with church and 0 population, right around game start
21:28:13  <Eddi|zuHause> frosch123: but that was probably 5 years ago
21:31:47  <frosch123> @commit 16147
21:31:47  <DorpsGek> frosch123: Commit by rubidium :: r16147 trunk/src/town_cmd.cpp (2009-04-26 00:12:59 +0200 )
21:31:48  <DorpsGek> frosch123: -Feature [FS#2635]: give the town generator a slight tendency to build towns near water by not discarding watery random tiles but by searching for near land (db48x)
21:32:05  <frosch123> Eddi|zuHause: so, it was longer than 5 years ago :p
21:32:32  <Wolf01> \o/ succesfully installed the printer
21:32:47  <frosch123> 6 years, 1 day
21:33:00  <frosch123> well, almost 2 days
21:33:02  <Eddi|zuHause> time flies by...
21:33:37  <Wolf01> I remember that nasty bug which caused the towns to shrink to death
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21:40:53  <DorpsGek> Commit by frosch :: r27259 trunk/src/town_cmd.cpp (2015-04-27 23:40:46 +0200 )
21:40:54  <DorpsGek> -Fix (r27244): Incorrect merge. (_dp_)
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21:45:19  <Wolf01> 'night
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22:51:17  <Eddi|zuHause> hm, kerbal space program for 25% off... worth it?
22:51:56  <glx> you can try the demo
22:52:51  <Eddi|zuHause> i'll probably do that
22:56:57  <supermop> damnit have run out of coffee again
22:57:21  <supermop> only 25gm to make coffee for two of us this morning - pretty meager
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23:04:12  <Eddi|zuHause> 25 general motors?
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23:09:27  <supermop> sigh
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