Log for #openttd on 25th December 2016:
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01:22:23  <Wolf01> 'night
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01:31:18  <Flygon> TIL - Drawing a lighthouse is difficult
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12:47:32  <__ln__> ho-ho-ho
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12:58:10  <Eddi|zuHause> ho-ho-ho back, person closest to the north pole.
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13:26:22  <DorpsGek> Commit by frosch :: r27709 /trunk (config.lib src/saveload/saveload.cpp) (2016-12-25 14:26:15 +0100 )
13:26:23  <DorpsGek> -Fix-ish: Silence some warnings. (adf88)
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14:07:33  <andythenorth> frosch123 quak
14:07:41  <frosch123> moi
14:15:17  <andythenorth> forum post calls
14:15:34  <andythenorth> “They said it couldn’t be done, they said it wouldn’t be done, they said it shouldn’t be done"
14:16:24  <frosch123> poor eddi
14:47:41  <debdog> how would we set up a server which requires towns to be fed with goods for growth? is it a newgrf? if so, what'd be its name?
14:49:25  <_dp_> debdog, usually gamescript does it, look on bananas, like half of GS there are about towns.
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14:50:33  <_dp_> debdog, if you're looking specifically for competitive city-builder Simple CB or Aphid's one will be a good choice
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14:57:31  <debdog> _dp_: ok, I think I've got it, thanks a lot!
14:59:58  <DorpsGek> Commit by frosch :: r27710 trunk/src/rail_gui.cpp (2016-12-25 15:59:53 +0100 )
14:59:59  <DorpsGek> -Change: Limit waypoint area by maximum station spread already when dragging. (adf88)
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16:31:30  <andythenorth> frosch123:
16:32:33  <frosch123> do we have a screenshot?
16:32:47  <andythenorth> nah :)
16:32:58  <andythenorth> we should?
16:33:14  <andythenorth> I can make one quickly
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16:35:07  <frosch123> also add a hint: gui icons only present when using original graphics
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16:35:25  <frosch123> also add a hint: gui icons only present when using original graphics
16:41:08  <andythenorth> done
16:41:11  <andythenorth> [refresh]
16:41:38  <andythenorth> 6 year old is sat next to me asking how to code road-rail vehicles
16:41:41  <frosch123> yay
16:41:45  <andythenorth> “impossible” I think
16:42:35  <frosch123> yep,all-in-one is usually too much :)
16:43:06  <frosch123> heli-ship-haul-train :)
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16:44:40  <andythenorth> now back to the food :)
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17:01:36  <lorran78> hello i still can't set "introduction_date" for wagons is this normal? (it's always 1925 or so)
17:01:50  <andythenorth> there should be no problem
17:01:53  * andythenorth checks
17:02:48  <andythenorth> from Iron Horse nml
17:02:49  <andythenorth> introduction_date:              date(1950,01,01); // consist just supplies intro year - openttd randomises intro dates a bit anyway
17:03:03  <andythenorth> that code works for me
17:04:07  <lorran78> hum it seems even if i modify the pnml file and set my date
17:04:14  <lorran78> the nml result keeps old date :/
17:04:31  <lorran78> even if the nml is created
17:05:16  <andythenorth>
17:05:18  <andythenorth> paste the nml
17:05:32  <lorran78> the whole nml?
17:05:39  <andythenorth> preferably just for one wagon
17:05:44  <lorran78> okay
17:05:48  <andythenorth> is this a fork of ogfx trains?
17:07:01  <lorran78> oh !
17:07:06  <lorran78> sorry maybe it's my fault :p
17:07:18  <lorran78> i see the introduction_date is twice
17:07:27  <lorran78> the prog takes the first i think? :p
17:08:11  <lorran78> but in the pnml there is only mine
17:08:12  <lorran78> :/
17:08:22  <lorran78> the nml adds the old date
17:08:49  <andythenorth> is it ogfx trains?
17:08:52  <lorran78> yes
17:08:54  <andythenorth> I can look at the template in the repo
17:09:22  <lorran78> there is no templace folder
17:09:27  <lorran78> template*
17:09:37  <andythenorth> what type of wagon are you modifying?
17:09:43  <lorran78> all
17:10:00  <andythenorth>
17:10:03  <andythenorth> line 446
17:10:27  <lorran78>
17:10:34  <lorran78> one example of nml result
17:11:42  <andythenorth> all rail wagons are introduced in 1925, it’s a default from the c pre-processing
17:13:35  <lorran78> yes i saw it :p
17:13:41  <lorran78> i understand better :p
17:13:56  <lorran78> i try to modify the templates_wagons and see what results
17:16:10  <lorran78> but for the original boats and planes to change the year i found no grf :( i must create it with wiki? :////
17:20:51  <lorran78> hum still same bug
17:21:00  <lorran78> i even changed the year of rails
17:21:05  <lorran78> and no changes
17:25:43  <lorran78> the rails appears when the train for it is here so even if i set 0 it's normal lol
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17:38:47  <lorran78> hum when i use directly nmlc with my nml i have no more bug :)
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17:50:35  <andythenorth> lorran78: delete the intro date from templates_wagons.pnml
17:51:20  <lorran78> why not i'll try
17:53:35  <andythenorth> you’ll then need to set it for every wagon, or it will likely default to 0
17:53:47  <andythenorth> or 1920 or so, can’t remember which
17:53:50  <andythenorth> docs would know
17:55:17  <DorpsGek> Commit by frosch :: r27711 trunk/src/gfx_func.h (2016-12-25 18:55:10 +0100 )
17:55:18  <DorpsGek> -Doc: Fontsizes (adf88)
17:57:03  <DorpsGek> Commit by frosch :: r27712 trunk/src/window.cpp (2016-12-25 18:56:57 +0100 )
17:57:04  <DorpsGek> -Codechange: Reduce recursions in DrawOverlappedWindow by limiting the area to the window bounds first. (adf88)
17:57:53  <DorpsGek> Commit by frosch :: r27713 trunk/src/widget.cpp (2016-12-25 18:57:47 +0100 )
17:57:54  <DorpsGek> -Fix [FS#6527]: Setup clipping areas for individual widgets when drawing. (adf88)
18:15:17  <LordAro> christmas commits
18:15:59  <frosch123> christmas forks :)
18:42:05  <peter1139> git!
18:45:12  <frosch123> igit
18:45:47  <DorpsGek> Commit by translators :: r27714 /trunk/src/lang (catalan.txt russian.txt) (2016-12-25 19:45:37 +0100 )
18:45:48  <DorpsGek> -Update from Eints:
18:45:49  <DorpsGek> catalan: 2 changes by juanjo
18:45:50  <DorpsGek> russian: 1 change by Lone_Wolf
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20:38:04  <Wolf01> Moin
20:38:46  <andythenorth> lo
20:39:20  <frosch123> how was pizza?
20:40:14  <Wolf01> Good as always, but I choose the classic hot peppers salame :P
20:40:57  <frosch123> no potatoes?
20:41:36  <Wolf01> No, I changed the place, they only had chips
20:41:52  <Wolf01> The other one was closed, as expected
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20:45:06  <Wolf01> Yesterday evening I was busy with fallout 4, at 1am I decided to give a try to the last NRT, luckily I did that because I found a nice assert :P
20:46:00  <andythenorth> :)
20:46:47  <Wolf01> I found also a strange thing which I need to replicate, with tanker trucks
20:47:12  <Wolf01> They did only one trip after loading the oil and then they weren't able to load oil again
20:47:44  <Wolf01> Not refittable trucks
20:48:12  <andythenorth> there is something weird with tram crossings
20:48:22  <andythenorth> build an electrified and non-electrified at right angles
20:48:32  <andythenorth> then run an electric tram across it
20:48:39  <andythenorth> it deviates round the outer road bits
20:49:02  <Wolf01> As you see in the screenshot?
20:49:49  <andythenorth> yes
20:51:26  <Wolf01> Tanker truck seem to work now
20:58:07  <peter1139> did we ever get a font selection window?
20:58:28  <frosch123> there are at least 3 patches for it
21:02:58  <Wolf01> It seem to work for me, andy
21:03:32  <Wolf01> Made stupid loops in the city to test the pathfinder and it uses the right path
21:04:10  <frosch123> andythenorth: the reversing at incompatible tram-track is a bit inconsistent
21:04:40  <frosch123> but convert-road it the ingredient to make it more consistent
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21:09:08  <andythenorth> I did convert the crossing
21:09:23  <Wolf01> Uhm, I just noticed, also you have the fast forward bound to "shift"?
21:09:44  <frosch123> Wolf01: that is normal in debug builds
21:09:50  <Wolf01> Oh, ok
21:10:27  <frosch123> somewhen someone thought they would use alt+tab to switch between ottd and ide
21:10:36  <frosch123> but honestly i rather use multiple screens
21:11:00  <Wolf01> For me it switches automagically on asserts ;)
21:11:17  <Wolf01> Also I use multiple screens
21:11:29  <frosch123> obviously that feature is from the single-screen age
21:12:27  <Wolf01> But there's one thing I really hate: when you drag&drop the viewport with the right mouse button and the pointer doesn't move
21:12:29  <frosch123> which i guess is still less than half as long ago than the paper age
21:12:59  <Wolf01> I think it should move when you set the reverse panning
21:13:19  <Wolf01> Because you are "dragging the map" and not the "viewport"
21:13:22  * andythenorth needs to set the hot-key for tram :P
21:13:54  <frosch123> i used to have hotkeys for autorail and autoroad
21:13:57  <frosch123> now autotram :)
21:14:51  <andythenorth> apparently global+ctrl+a is set already
21:15:08  <andythenorth> doesn’t work though :)
21:15:22  <frosch123> i didn't test the hotkey stuff
21:15:29  <frosch123> so may be broken :)
21:15:54  <andythenorth> is it ‘autoroad’ or ‘autotram’? o_O
21:15:57  * andythenorth could look in src
21:16:11  <frosch123> there should be two sections in the ini
21:16:46  <andythenorth> I have both [ltrailtoolbar] and [tramtoolbar]
21:16:52  <frosch123> "roadtoolbar" and "tramtoolbar" should both have a "autoread" item
21:17:19  * andythenorth removes the redundant one
21:17:22  <frosch123> no idea where you got ltrailtoolbar from
21:17:43  <andythenorth> some interim patch
21:18:57  <andythenorth> I have
21:19:29  <andythenorth> CTRL+A gets me auto-road, rather than auto-tram though
21:20:15  <frosch123> oh, that is even a default hotkey?
21:20:37  <frosch123> ah, i see
21:20:51  <frosch123> i thought i would not have to duplicate roadtoolbar_hotkeys
21:20:58  <frosch123> but it's actually not constant
21:22:13  <frosch123> andythenorth: pull and try again :)
21:22:55  <andythenorth> works :)
21:25:33  <andythenorth> most important feature
21:26:34  <frosch123> well, i still do not know which hotkeys would be suitable for selecting orientation  in pickers (like build depot)
21:27:00  <frosch123> resp, whether it should be a hotkey to select a specific orientation, or one to cycle orientations
21:27:22  <frosch123> or whether it should evalute mouse position or movement
21:27:35  <frosch123> but it is one of the few things which does not have any shortcut :/
21:27:58  <andythenorth> I wondered about cycling depot orientation on overbuild
21:28:02  <andythenorth> but I think it’s a daft idea
21:28:12  <andythenorth> also it would mess with bits of adjoining roads
21:28:33  <andythenorth> I have to lower myself to clicking :P
21:28:35  <frosch123> yeah, then autoroad-behaviour would be better
21:32:29  <_dp_> "one of the few" rofl
21:32:50  <frosch123> the one i miss the most :)
21:32:51  <_dp_> we have like double the amount of hotkeys vanilla have and I still want to add more :P
21:33:16  <andythenorth> totally unrelated
21:34:12  <_dp_> depot orientation is actually the one of those I want to add)
21:34:42  <_dp_> not sure if it should select or cycle, but definitely ignore terminus stations when cycling :p
21:35:21  <frosch123> drive-through stops could also behave like rail waypoints
21:35:37  <frosch123> i.e. auto-orientation if track is present
21:36:26  <_dp_> frosch123, we have auto-rotation but it's more complicated then it looks
21:36:47  <frosch123> andythenorth: nice video :)
21:36:50  <andythenorth> isn’t it :P
21:36:59  <andythenorth> that’s why I patched it for windowshade :)
21:37:01  <frosch123> usually you only complain verbally
21:37:06  <andythenorth> but I keep losing the patch
21:37:08  <_dp_> if placed on road sure, but they also can be placed near and sometimes it doesn't work as I'd like it to
21:37:36  <frosch123> andythenorth: i guess modern games do it the other way around
21:37:50  <frosch123> drag area first, then popup selection window
21:38:33  <_dp_> what I think of doing is rotate if placed on road with wrong direction
21:39:12  <andythenorth> modern games :)
21:43:38  <frosch123> hmm, no, i guess it would be a low width window at the left or right border
21:54:18  <frosch123> andythenorth: well, that mashinky thing tries to port the ttd dimensions into 3d :)
21:54:28  <frosch123> like bridge slopes
21:54:45  <Wolf01> Which, I think, is what people want
21:54:59  <Wolf01> It's cool
21:55:23  <frosch123> yes, i also think a fixed grid is better for networks than freeform
21:56:12  <frosch123> hmm, mashinky has junctions on sloped foundations
21:57:15  <Wolf01> Freeform is nice and pleasant to see, transport fever tracks looks good until this shit happens:
21:57:38  <Wolf01> But I still love TT immediateness to build tracks
21:58:48  <frosch123> anyway, all those games share the jazz music :p
21:58:55  <Wolf01> Yeah
21:59:04  <Wolf01> And it's really good
21:59:11  <frosch123> genre defining music
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22:51:21  <peter1139> andythenorth needs a smaller ui
22:51:38  <Wolf01> Or a bigger screen
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23:13:51  <_dp_> omg, how come I didn't ever notice fizzy drinks construction animation
23:16:09  <Eddi|zuHause> because no sane person ever played toyland for more than 3 minutes? :p
23:16:53  * _dp_ played much more...
23:17:25  <Wolf01> I like toyland
23:28:48  <Eddi|zuHause> some rumors about george michael falling victim to the 2016 curse
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