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00:01:37 <DannyK_> somebody still here? 00:14:56 <FLHerne> DannyK_: Yes... 00:15:04 <FLHerne> (not for very long, it's the morning now) 00:19:02 * Mazur isn't. 00:35:50 <DannyK_> FLHerne: could you please take a look at my openttd pic? 00:36:08 <FLHerne> Which? 00:36:22 <DannyK_> FLHerne: https://k30.imgup.net/blsig1ac11.png 00:36:41 <FLHerne> | Don't ask to ask, just ask | is in the topic 00:37:05 <FLHerne> Same reason as before 00:37:43 <FLHerne> To a block signal, any area of track that's joined together and not separated by signals is a block 00:39:02 <FLHerne> The area you've marked is all joined together (via the junctions at each ends) without going through a signal 00:39:27 <DannyK_> FLHerne: So, if I create 3 or hundreds of parallel tracks, they will all light RED, right? 00:39:48 <FLHerne> DannyK_: If you arrange them like that, yes 00:40:07 <FLHerne> (and that's correct) 00:40:27 <DannyK_> FLHerne: I think I'm starting to grasp it, finally! 00:40:39 <FLHerne> Remember, in some circumstances (and depending on settings) trains can reverse at various places 00:41:06 <FLHerne> Imagine a second train approaches the signal you've circled from the left 00:41:43 <FLHerne> Hm, not quite, in your case 00:42:37 <FLHerne> If a train with no length (:P) was allowed past that signal, it could reverse at the next signal (just past the junction) and then collide with the one that's already there 00:43:34 <DannyK_> FLHerne: I get it 00:43:37 <FLHerne> If that next signal was a tile further along, it could actually happen with a real train (the signal calculations don't care about that corner case) 00:44:26 <FLHerne> If this sort of thing is causing you problems, try using path signals (the tall ones at the right of the signal toolbar) 00:44:57 <FLHerne> They're a bit cleverer and take into account where trains are actually going 00:45:59 <DannyK_> FLHerne: They work according to individual tracks, not blocks, right? 00:46:03 <FLHerne> Yes 00:46:58 <DannyK_> FLHerne: Depots also divide the tracks into blocks, right? 00:47:17 <FLHerne> I don't think so 00:48:34 <FLHerne> No, just tested 00:49:18 <FLHerne> From the PoV of trains *leaving* the depot, they behave as if there was a path signal at the exit 00:49:46 <FLHerne> Otherwise, they don't really affect signalling at all 00:50:15 <FLHerne> (if there are multiple lines going in, they join on the tile in front of the depot, and form one block) 00:55:29 * FLHerne -> sleep 00:55:35 <FLHerne> Good morning... 00:55:36 *** FLHerne has quit IRC 01:04:03 *** DannyK_ has quit IRC 01:42:36 *** sim-al2 is now known as Guest905 01:42:41 *** sim-al2 has joined #openttd 01:44:47 *** gelignite has quit IRC 01:46:40 *** Guest905 has quit IRC 01:58:40 *** glx has quit IRC 03:54:21 *** HerzogDeXtEr1 has quit IRC 04:24:03 *** snadge has joined #openttd 04:24:40 <snadge> http://www.synthfont.com/soundfonts.html ... lol @ 1.6gb soundfont version of original music 04:47:10 *** smoke_fumus has joined #openttd 05:16:27 *** snadge has quit IRC 06:22:06 *** Progman has joined #openttd 06:54:07 *** sla_ro|master has joined #openttd 07:19:58 *** Biolunar has joined #openttd 07:38:39 *** sim-al2 has quit IRC 07:57:42 *** Hiddenfunstuff has joined #openttd 09:08:39 *** Montana has joined #openttd 09:23:50 *** Samu has joined #openttd 09:23:54 <Samu> hello 09:40:15 *** FLHerne has joined #openttd 10:00:56 <quiznilo> there are terabyte sound fonts that ship on external HDs 10:02:52 <quiznilo> http://synthogy.com/index.php/products/software-products/ivory-2-grand-pianos gotta get those pedal sounds, and steel resonance just right 10:03:06 <quiznilo> https://www.youtube.com/watch?v=UU5_G4P94jc 10:03:27 <quiznilo> the dude left anyway... *sigh* 10:05:21 <quiznilo> I need to figure out how to check when trains and cars are going to be available in newgfrs... it's 1909 and I need to know when I can transport steel at > 35mph 10:09:07 <quiznilo> oh... no steel in FIRS, I forgot 10:24:42 *** gelignite has joined #openttd 10:29:13 <FLHerne> quiznilo: I don't think there's a way to check that in-game 10:29:36 <FLHerne> quiznilo: Also, it's randomized by up to a few years, so you can't look it up precisely ;-) 10:29:39 <quiznilo> yes, sadly. It's a moot point, because steel doesn't even exist in the game 10:30:07 <FLHerne> Well, "Metal" in FIRS is pretty much the same thing (produced by steel works, can be turned into goods among other things)? 10:32:31 <FLHerne> Also, yay, I finally have interconnected passenger services to every one of the 105 towns in my world 10:32:46 <FLHerne> Time to refocus on freight 10:32:50 <quiznilo> achievement unlocked 10:34:08 <Eddi|zuHause> i can never focus on freight 10:34:16 <Eddi|zuHause> passengers are just so overwhelming 10:34:24 <FLHerne> http://www.flherne.uk/files/minimap.png 10:34:46 <FLHerne> There's a really handy patch that adds a multiplier for pax/mail volumes 10:35:02 <Eddi|zuHause> yes 10:35:05 <quiznilo> nice network 10:35:28 <quiznilo> passengers is more money if done right... no pulling around empty trains 10:35:44 <Eddi|zuHause> but when i want to start a new game after a few years, i have to re-learn how to compile that patch in :p 10:36:12 <Eddi|zuHause> earning money is not the problem 10:36:13 <quiznilo> oh, I can help 10:36:20 *** Stimrol has joined #openttd 10:36:23 <quiznilo> compile a patch in, that is 10:36:27 <FLHerne> quiznilo: If you fiddle about with station-refitting, you can load freight both ways ;-) 10:36:31 <Eddi|zuHause> the problem is that with cargodist, you really have to make an effort to transport ALL the passengers 10:36:38 <Eddi|zuHause> can't have them piling up at stations 10:36:50 <FLHerne> (although keeping it roughly balanced can be a pain) 10:37:06 <quiznilo> that's more of a possibility with FIRS, two way freight trains 10:37:12 <quiznilo> there is that 10:37:53 <quiznilo> *adds another chemical ship* 10:38:51 <Samu> eua is provoking a war with north korea... ww3 starting soon :( 10:39:11 <Samu> who would have thought it would be trump and not hillary clinton 10:41:19 <Eddi|zuHause> "The Rhine bridge in Wörth will be closed due to a demonstration against unnecessary closing of traffic infrastructure" how self-referential :p 10:41:39 <Samu> oslo was attacked? 10:41:54 <Samu> :( this europe is becoming 3rd world 11:16:13 <_dp_> quiznilo, you can cheat date into future and check intro dates 11:16:31 <quiznilo> clever 11:28:45 *** Alberth has joined #openttd 11:28:45 *** ChanServ sets mode: +o Alberth 11:52:02 <Alberth> o/ 11:52:13 <quiznilo> mornin' 12:01:09 *** bwn has quit IRC 12:04:02 *** frosch123 has joined #openttd 12:04:46 <Alberth> o/ 12:05:48 <frosch123> hoi 12:09:06 <LordAro> quak 12:09:11 *** bwn has joined #openttd 12:11:07 <peter1138> moooning 12:11:47 <Eddi|zuHause> hm... i unify the holy roman empire and get like 8 achivements simultaneously... 12:13:16 <Alberth> a good days work :) 12:22:29 *** Gja has joined #openttd 12:40:35 *** TrueBrain-Bot has quit IRC 12:43:18 *** TrueBrain has quit IRC 12:58:00 *** HerzogDeXtEr has joined #openttd 12:58:56 *** Gja has quit IRC 13:07:15 <Eddi|zuHause> more like half a year :p 13:07:31 <Eddi|zuHause> or even more... 13:07:45 <Eddi|zuHause> they released like 3 major version updates inbetween 13:08:32 <Eddi|zuHause> almost a year, i think 13:32:39 *** sim-al2 has joined #openttd 13:34:27 *** TrueBrain has joined #openttd 13:47:51 *** TrueBrain-Bot has joined #openttd 14:09:26 *** vlopez has joined #openttd 14:28:30 *** sim-al2 has quit IRC 14:29:53 <peter1138> ooh a ufo 14:30:00 <peter1138> wonder how long it sticks around if there's no track 14:30:15 <peter1138> oh 14:30:19 <peter1138> it landed on the sea 14:30:20 <peter1138> heh 14:51:49 *** _DannyK has joined #openttd 14:52:04 <_DannyK> Hello everyone 14:53:30 <_DannyK> Could someone please take a look at my gif and let me know if I understand the concept? 14:53:39 <_DannyK> https://z76.imgup.net/blocksigdmf9df.gif 14:57:13 *** Biolunar has quit IRC 14:57:40 *** supermop_home has joined #openttd 14:58:22 <Alberth> _DannyK: correct 14:59:22 <_DannyK> Alberth: thank you 14:59:45 <Alberth> double direction is quite error prone, and doesn't have much throughput, it's simpler and better to use uni-directional signals if you can 15:00:19 <Alberth> in particular with path signals :) 15:00:46 <_DannyK> Alberth: what are uni-directional signals? isn't that what I used on the gif? 15:01:17 <Alberth> uni-directional signals are signals that allow passage only from one side 15:01:42 <_DannyK> Alberth: Ah, one way, I suppose? 15:01:48 <Alberth> the gif shows bi-directional signals, trains can go through from either side 15:01:55 <_DannyK> Alberth: yes that's right 15:02:12 <Alberth> "one way" is used too for uni-directional :) 15:02:40 <_DannyK> Alberth: I wish there was option to enable visualisation of blocks during track design ... 15:03:39 <FLHerne> _DannyK: Just stop using block signals, then you don't have to worry about it ;-) 15:04:03 <_DannyK> FLHerne: hi, how are you? got some sleep? :) 15:04:38 <Alberth> In general, a block is either a simple straight stretch between two signals, or it's a junction "surrounded" by signals 15:04:39 <FLHerne> There are very few situations where block signals are actually better than path ones for achieving something 15:04:41 <FLHerne> Alright 15:05:04 <Samu> orly 15:05:06 <FLHerne> (and those tend to be weird magic signal-logic that you probably don't want to bother with currently) 15:05:10 <_DannyK> FLHerne: I like to use them not only because they are from original TT, but also because I like to understand stuff thoroughly ... 15:05:29 <FLHerne> _DannyK: Fair enough 15:05:41 <Alberth> so while the visualization may be of use in the beginning, you'll soon get the hang of it, and don't need it any more 15:06:07 <FLHerne> I just get worried about the perception that OTTD signalling is hard/buggy/inflexible/whatever 15:06:22 <Samu> it's hard 15:06:25 <FLHerne> Which some people seem to get 15:06:25 <Alberth> /me picks whatever :p 15:06:37 <_DannyK> FLHerne: I'd rather say, my mind is buggy/inflexible/whatever 15:06:58 <FLHerne> _DannyK: When you've got standard block signals figured out, have a look at https://wiki.openttd.org/Priority_Merge 15:07:07 <Samu> block signals vs junctions = random stuff 15:07:16 <Alberth> euhm, don't :p it's pure magic :p 15:07:25 <FLHerne> (taking the slightly odd block-size rules and doing something useful but very weird with them) 15:07:53 <Alberth> _DannyK: it might help to take this in small steps, do a limited number of signals and use them 15:08:26 <Alberth> you might run into some area where your signalling isn't enough, then extend 15:08:39 <Samu> i don't know how the white/yellow strip signs work 15:09:04 <Alberth> if you try to do all signals at the same time, it's harder 15:09:54 <Alberth> Samu: until you join openttdcoop, you don't need to :) 15:09:54 * _DannyK eating 15:11:20 * FLHerne tends to throw away tidiness/efficiency of signalling away in favour of aesthetics anyway 15:28:51 <_DannyK> Alberth: what did you mean by saying that double direction signals don't have much troughput? 15:34:13 <peter1138> Samu, ship path caching 15:35:39 <Alberth> _DannyK: assume a single track that is used in both directions. 15:36:01 <_DannyK> Alberth: ah 15:36:19 <Alberth> once a train enters that track from one side, it must go all the way to the other side before a train from the other side can use it 15:36:44 <Alberth> double direction signals can also cause deadlock 15:37:30 <peter1138> We should've gone through with the plan and removed block signals :p 15:37:34 <Alberth> if you put a double signal in the middle of a single track, both sides are "safe", so trains can enter from both sides upto the signal position 15:37:45 *** FLHerne has quit IRC 15:38:05 <Alberth> then however, neither train can go any further until the other train leaves 15:38:32 <Alberth> which never happens :p 15:39:18 <Alberth> wouldn't removal of block signals break all existing savegames ? :) 15:40:51 <Alberth> danny: in other words, double direction signal is quite useless 15:42:40 <_DannyK> Alberth: I understand, thank you for explaining 15:45:34 <Alberth> double direction path signal fixes the deadlock problem by giving one side priority 15:46:41 *** TrueBrain-Bot has quit IRC 15:47:38 <_DannyK> Alberth: didn't know, thanks 15:47:49 *** TrueBrain-Bot has joined #openttd 15:48:17 <Alberth> double direction path signal is not better in throughput, so still rarely used 15:48:18 <Samu> i'm not doing anything regarding ship path caching :( 15:48:44 <Alberth> standard solution is to make a dedicated track for each direction of traffic, and then you're done 15:49:06 <Alberth> (until you have so much traffic it won't fit at a single line :p ) 15:49:21 <_DannyK> Alberth: haha 15:49:48 <_DannyK> Alberth: and then ... my exotic junction nightmare begins 15:50:00 <Alberth> if you play with breakdown enabled, you reach that point fairly quickly 15:50:43 <Alberth> junctions aren't very difficult wrt signalling, you just have a lot of tracks to deal with 15:51:27 <Alberth> uni-directional tracks are the simplest 15:51:52 <Alberth> simplest junction is to connect all incoming lines at one point, and from there go to all outgoing lines 15:52:17 <Alberth> works, but you get all traffic at that merged track, and it runs full quickly 15:52:52 <Alberth> so instead, for each incoming line, split traffic towards all outgoing directions 15:53:24 <Alberth> that scales much better, but had a lot of intermediate tracks 15:53:33 <Alberth> *has 15:53:43 <_DannyK> Alberth: and it took one sentence to clear it up ... right there at wiki ... "Any and all track tiles physically reachable from the signal up to the next signal on that track are counted as the same block, regardless if there are multiple branches." 15:54:19 <Alberth> it's even more than physically reachable 15:54:28 <Alberth> it just needs "connected" 15:54:40 <Alberth> ie an X cross is also 1 block 15:55:17 *** glx has joined #openttd 15:55:17 *** ChanServ sets mode: +v glx 15:55:27 <Alberth> even though a train can only go the the opposite end, and not to both orthogonal directions 15:58:51 <Alberth> but it's good that you try to improve it, we have no idea what part is hard to understand 15:59:56 <_DannyK> Alberth: maybe it's just that this big stupidity of mine is hard to come by lol 16:00:31 <Alberth> don't think so, signalling is generally considered difficult for some reason 16:00:54 <Alberth> I can't read understand why, sadly 16:01:36 <Alberth> *really 16:01:52 <_DannyK> Alberth: probably because you quickly understood the principle behind it 16:02:15 <Alberth> likely 16:02:40 <_DannyK> Alberth: and also because I'm most likely overthinking it, instead of playing by trial and error 16:03:03 <Alberth> :) 16:03:28 <Alberth> there isn't much to think, the game just refuses to let a train go through :p 16:04:50 <Alberth> if you don't belief the game, press "ignore red signal", and perhaps stuff crashes :p 16:05:12 <_DannyK> Alberth: I only hope you are equipped with enough patience to help me understand all the confusions I'm going to have later on ... :) 16:05:28 <Alberth> I get my most crashes by changing signalling while trains use the track :p 16:06:00 <_DannyK> Alberth: haha, so you learn the hard way if the new design works or not 16:07:17 <Alberth> oh, it always works, but for good performance, the signals need to be at the right spot, so after changing track layout, they must usually move 16:07:41 <Alberth> if you make an error while juggling signals, yep, trains do crash :p 16:08:20 <Alberth> but services cannot be stopped! :D 16:10:14 <Alberth> safest is to first reroute trains around the work area, then do big rework, and then let the trains use it 16:10:36 <Alberth> sometimes however, there is no space for rerouting 16:16:45 <Alberth> danny: just ignore all the combo-signals, they are obsolete, unless you want to do openttdcoop magic 16:17:47 <peter1138> path signals all the way 16:18:02 <Alberth> +1 16:18:20 <_DannyK> I've heard they are good, but also slow down the game, true or false? 16:18:28 <supermop_home> false 16:18:28 <peter1138> and if we ever integrate signal restrictions then all that complex mumbo jumbo can be replaced with a little bit of code 16:18:53 <peter1138> everyone who ever said it slows down the game never provided any proof, as far as i know 16:19:20 <peter1138> and it's entirely possible that originally it meant slows down the flow of trains 16:19:51 <_DannyK> :) 16:20:04 <Alberth> next trains do wait until the block is empty, for competing tracks 16:21:28 <Alberth> likely, when the previous train leaves the block, its route becomes unfavorable due to being in use by that previous train 16:22:16 <Alberth> I don't understand why it doesn't make that decision earlier 16:25:20 <Alberth> in one game, I switched from path signals to combo signals, for this reason 16:25:36 <Alberth> track was too busy to have this delay 16:26:01 <Samu> openttdcoop game requires 1.7.0-RC1 16:26:04 <Samu> :( 16:26:24 <Alberth> trunk works too 16:26:54 <Alberth> or do you mean in MP ? 16:28:32 <peter1138> hmm, probably ought to stock up the fridge with b33r 16:28:55 <Alberth> sounds like a good idea for the next long weekend 16:28:56 <peter1138> seems my legs don't want to work though :( 16:29:13 <Alberth> b33r promise doesn't help? 16:33:58 <peter1138> heh 16:34:05 <peter1138> it's not just laziness, they ache quite a bit 16:34:47 <peter1138> it's this lovely weather we're having 16:34:58 <peter1138> it made me do 2 days of hard riding 16:44:29 <supermop_home> _DannyK http://imgur.com/a/IasgY 16:44:41 <supermop_home> you can try something like that to compare 16:44:49 <supermop_home> and then saturate it with trains 16:46:02 <_DannyK> supermop_home: thank you I will play with it 16:46:22 <supermop_home> or at least see that for making a basic line or terminus, PBS is much easier to set up 16:47:05 <supermop_home> in that instance, the top two tracks are pbs, the bottom two are block, with basic block on the line and entry/exit signals at the termini 16:47:53 <supermop_home> the more junctions or crossovers you add, the worse the block line will perform, and you'll need to add flying junctions, etc sooner 16:49:53 <supermop_home> if the line is simple enough block is only slightly worse than PBS, but as it gets busier or more complex, PBS helps more 16:50:44 <supermop_home> if you aren't doing anything co-op like, like making circuits out of track, using pbs everywhere works great 16:51:12 <supermop_home> also i cant believe that demonstration I built is profitable 16:53:02 <_DannyK> :) 16:53:09 <peter1138> heh 17:26:11 *** Gja has joined #openttd 17:45:49 <DorpsGek> Commit by translators :: r27850 /trunk/src/lang (korean.txt spanish_MX.txt) (2017-04-09 19:45:38 +0200 ) 17:45:50 <DorpsGek> -Update from Eints: 17:45:51 <DorpsGek> korean: 3 changes by telk5093 17:45:52 <DorpsGek> spanish (mexican): 18 changes by Absay 18:16:26 *** Maraxus has joined #openttd 18:23:30 <_dp_> hmm... 1.7 seems to work with 1.6.1 servers just fine 18:23:53 <_dp_> are there really no changes at all? 18:23:55 <peter1138> "seems" 18:24:02 <peter1138> It should not connect. 18:25:00 <_dp_> I fooled version check 18:26:09 <_dp_> normally it would desync pretty fast 18:26:12 <_dp_> but nope, still going 18:26:48 <peter1138> I recommend reading the change log. That would pretty conclusively show you that there certainly were changes. 18:26:58 <peter1138> Why would there be a release with no changes... 18:28:06 <_dp_> I'm reading it and so far don't see anything that affects game mechanics 18:31:41 <_dp_> aside from newgrf stuff that I don't understand I see only two changes that can desync 18:31:45 <_dp_> both extremly rare 18:32:00 <LordAro> not everything is listed in the changelog 18:32:01 <peter1138> 19:23 < _dp_> are there really no changes at all? 18:32:06 <peter1138> Is clearly false 18:32:38 <LordAro> but... as long as you understand what you're doing is a Bad Thing(tm) and don't report any issues you have, i guess you're free to do whatever you want 18:33:43 <_dp_> I'm thinking of adding small red "connect anyway" button somewhere 18:35:26 <LordAro> there's no way that will ever be a thing 18:35:31 <LordAro> nor should it be 18:38:08 <_dp_> well, I'm not suggesting to add it to vanilla openttd ;) 18:38:40 <LordAro> i'd suggest it would be a very bad idea to publish such a patch anywhere 18:38:43 <peter1138> I recommend just using 1.6.1 to connect to 1.6.1 18:38:49 <LordAro> ^ 18:43:41 <_dp_> having multiple versions is a pain in the ass 18:45:10 *** Wolf01 has joined #openttd 18:45:49 <Wolf01> o/ 18:46:21 <LordAro> _dp_: how? 18:49:19 <_dp_> idk, I often find myself in a situation when I have multiple client none of which I can use 18:49:42 <_dp_> because my working copy is broken, reserve is wrong version and vanilla is freaking useless 18:50:43 <Eddi|zuHause> in that case it's probably better for everyone else if you stopped playing 18:50:57 <_dp_> done that long ago :p 18:51:08 <peter1138> USELESS 18:51:15 <peter1138> there's never any changes in it! 19:03:22 <_dp_> ofc there are 19:03:30 <_dp_> realistic acceleration by default 19:03:34 <peter1138> 19:23 < _dp_> are there really no changes at all? 19:03:37 <_dp_> clearly worth a major version! :p 19:04:21 <_dp_> > _dp_> hmm... 1.7 seems to work with 1.6.1 servers just fine 19:06:51 <Rubidium> does 1.6.1 (without version check) work on 1.7 servers? 19:07:11 <_dp_> Rubidium, yeah, I couldn't make it desync 19:07:20 <_dp_> guess with trams or smth it will 19:07:41 <frosch123> the same probably holds if you join a 1.0 server 19:07:55 <_dp_> frosch123, nope, it usually desyncs pretty fast 19:08:33 * Rubidium finds it interesting that a 1.7 savegame loads in 1.6 19:08:58 <_dp_> for what I saw in changelog unless you do some tricky stuff with canals or secondary road types it's perfectly synced 19:09:16 <frosch123> 1.6/1.7 should desync on cdist 19:09:29 <peter1138> frosch123, it can't, there are no changes 19:09:49 <frosch123> i remember changing the name 19:10:16 <peter1138> we should allow changing newgrfs in game too 19:10:19 <peter1138> that never causes issues 19:10:54 <frosch123> Rubidium: they probably commented out savegame conversion 19:10:58 <Wolf01> We should disable the version check and add a warning with "please don't do stuff which might cause desync" 19:11:41 <peter1138> Wolf01, but there was really no changes at all. except at least two. but no changes. 19:12:27 <Wolf01> That's even better, you might craft specific warnings against the server version 19:13:06 <peter1138> _dp_, what did you have to do to make 1.6.1 connect to 1.7 servers then? 19:13:06 <Wolf01> "Please don't do these 2 things: blah blah" 19:13:42 *** Wormnest has joined #openttd 19:14:06 <_dp_> peter1138, actually in my case I didn't have to do anything, I just forgot to update rev.cpp :p 19:14:29 <Wolf01> How do you forget to update one file? 19:15:03 <peter1138> What? 19:15:10 <_dp_> Wolf01, it's not part of codebase since it's generated automatically 19:15:24 <_dp_> but I had that generation disabled ofc 19:15:46 <frosch123> ok, so dp's 1.6 client was actually a 1.7 client 19:15:56 <frosch123> he just changed the displayed version to 1.6 19:16:05 <_dp_> frosch123, exactly 19:17:52 <peter1138> so a version which claims to be 1.6 but is actual 1.7 has no changes from 1.7. gotcha. 19:18:33 <_dp_> peter1138, no changes from 1.8 19:18:58 <Wolf01> Oh, there is 1.8 too? 19:19:14 <Wolf01> Does it still have canals? 19:19:38 <_dp_> dunno, just no changes from it :p 19:19:51 <Wolf01> So canal removal will fail :( 19:20:24 * peter1138 attempts to decipher r27758 19:20:34 <peter1138> although i guess it is a blank commit as there are no changes, really. 19:22:40 *** Maraxus has quit IRC 19:24:54 <peter1138> i don't see how it's meant to work as TAB_SIZE_BITS is not changed and it's still in bits 11-15, i think 19:26:40 <frosch123> TAB_SIZE only applies to the first 32 tabs 19:26:57 <frosch123> then comes a gamescript tab, which is way larger, and then a newgrf tab which is even more larger 19:27:21 <frosch123> see GetStringTab 19:27:28 <peter1138> i am :) 19:28:56 <frosch123> the other important part ist that MakeStringId contains a "+" instead of a "|" 19:38:20 <_dp_> oh, I know, I'll make it so it only ignores version if Ctrl is pressed 19:38:26 <_dp_> nobody will ever find it xD 19:39:01 <peter1138> Put it on shift-click 19:39:07 <peter1138> To estimate the cost of joining with the wrong version 19:41:33 <Wolf01> :D 19:47:36 *** smoke_fumus has quit IRC 19:53:25 <Wolf01> http://englishrussia.com/2017/04/09/two-trains-collided-in-russia-tonight/ 19:57:12 <peter1138> Everyone is alive, apparently. Phew. 19:57:33 <peter1138> ok so grf debug output isn't changed 20:02:40 *** sim-al2 has joined #openttd 20:04:14 <Wolf01> Some say the breaks of the train was malfunctioning. 20:04:20 <Wolf01> Breaks, sure 20:26:17 *** Alberth has left #openttd 20:34:39 *** frosch123 has quit IRC 20:42:35 <Eddi|zuHause> when i hear "brakes malfunctioning" i always assume that the valve between engine and wagons wasn't opened, and they also didn't proerly check it 20:42:48 *** Hiddenfunstuff has quit IRC 20:43:37 <Eddi|zuHause> then, obviously, when the driver hits the brakes, only the engine's brakes will engage, and none of the wagons' brakes 20:53:41 *** FLHerne has joined #openttd 20:57:47 *** Gja has quit IRC 21:02:09 *** FLHerne has quit IRC 21:02:31 *** FLHerne has joined #openttd 21:28:29 <glx> I though trains had brakes on by default 21:29:00 <Wolf01> But if you can't drop the pressure from the engine... 21:29:59 <Wolf01> TBH, how they did stop at the last station with broken brakes? 21:30:23 <Wolf01> I bet on human error 21:42:48 *** Progman has quit IRC 21:44:38 <quiznilo> what happened to all the fences around my track, it's all gone! 21:44:51 <quiznilo> transparency opts look fine 21:45:03 <Wolf01> Disabled full detail? 21:45:08 <Eddi|zuHause> some newgrf you loaded? 21:45:21 <quiznilo> possibly, but it was showing fences before 21:45:36 <Wolf01> We succesfully removed something without knowing? 21:45:38 <Eddi|zuHause> did you place something next to the tracks? 21:45:42 <quiznilo> no 21:45:50 <Eddi|zuHause> did you press X? 21:45:51 <quiznilo> this is across the entire map, no fences 21:45:55 <quiznilo> a multiplayer game 21:46:08 <quiznilo> no, it isn't transparency or transparency opts, checked those 21:46:14 <peter1138> quiznilo, options -> full detail 21:46:19 <peter1138> well, spanner 21:46:31 <quiznilo> oh! 21:46:33 <quiznilo> really? 21:46:37 <quiznilo> that hides fences? 21:46:44 <peter1138> it hides details 21:46:48 <quiznilo> I unticked that for performance reasons, and full animation 21:46:49 <peter1138> more than just fences 21:46:52 <peter1138> yes 21:46:54 <quiznilo> sure 21:46:55 <Wolf01> [23:45:02] <Wolf01> Disabled full detail? <- 21:46:56 *** sla_ro|master has quit IRC 21:46:59 <Eddi|zuHause> it hides sprites that have no gameplay relevance 21:46:59 <quiznilo> but the fences are more than full detail 21:47:03 <Eddi|zuHause> like... fences... 21:47:05 <peter1138> not really 21:47:10 <quiznilo> Wolf01: ya, sorry 21:47:14 <quiznilo> I was ignoring you 21:47:29 <Wolf01> Eh, I know the feel 21:47:29 <quiznilo> fences aren't a 'detail'! 21:47:32 <quiznilo> they're important! 21:47:35 <Eddi|zuHause> yes they are 21:47:56 <Eddi|zuHause> and the effect on performance is probably negligible 21:48:04 <quiznilo> you wouldn't say that if you were at risk of trying to connect to your opponent's track 21:48:26 <supermop_home> huh? 21:48:45 <quiznilo> the fences are how you can see at a glance if it's your track or your opponent's track 21:49:35 <Wolf01> There are games other than coop ones? 21:49:41 <Eddi|zuHause> but you can also find that out with the ? tool 21:49:45 <peter1138> 20145 -> 201BF 21:49:49 <quiznilo> sure 21:49:50 <peter1138> E145 -> 2 21:49:51 <quiznilo> but 21:49:52 <peter1138> hmm 21:49:53 <quiznilo> 'at a glance 21:50:22 <quiznilo> pvp forever 21:50:27 <quiznilo> ottd, eve, everywhere 21:51:25 <quiznilo> I did learn today that you can't blow up your opponent's statues 21:51:31 <Eddi|zuHause> anyway, it's a setting that just always was there 21:51:55 <Eddi|zuHause> it's probably pointless, but nobody wants to touch it 21:51:59 <Wolf01> I'm not really into pvp, I suck :P 21:52:16 <quiznilo> carebear *cough* 21:52:51 <Eddi|zuHause> i tried pvp in path of exile once... you always get paired with someone 20 levels above you, who instantly mauls you 21:53:09 <quiznilo> that sucks 21:53:13 <quiznilo> that's not fun pvp 21:53:25 <Eddi|zuHause> exactly 21:53:44 <Eddi|zuHause> and even if they were same level, they usually have better gear and still instantly maul you 21:56:43 <quiznilo> well, I like the pvp that isn't like that 21:56:56 <Wolf01> I got beaten down by people 20 levels below me 21:57:34 <Wolf01> I have a *bad* memory of player killers in diablo 1 21:57:52 <quiznilo> chess is pvp 21:58:13 <DorpsGek> Commit by peter1138 :: r27851 /trunk/src (newgrf_text.cpp newgrf_text.h) (2017-04-09 23:58:07 +0200 ) 21:58:14 <DorpsGek> -Fix [FS#6555]: StringID truncation to 16 bits broke string remapping test. 21:59:18 <peter1138> another non-change 21:59:36 <Wolf01> I told you to remove canals 22:02:41 <Eddi|zuHause> are you lead coder/project manager now? 22:04:09 <Wolf01> Nah, it should be just a suggestion 22:06:42 <supermop_home> I wish there was a way to launch a game straight from SE 22:07:04 <Wolf01> Mmmh 22:07:04 <quiznilo> SE? 22:07:12 <Wolf01> Scenario editor 22:07:47 <quiznilo> show them a patch and they'll consider it :) 22:07:55 <Eddi|zuHause> man it's been forever since i tried the SE 22:07:55 <Wolf01> Changing game_mode from a running game without reloading could be fun 22:09:04 <Eddi|zuHause> Wolf01: you can just treat it as loading the game... the demand was simply for a quick way to do that without going through the main menu 22:09:59 <Wolf01> Nah, I was thinking more about a transition from SE to normal game without interruptions 22:10:09 <Wolf01> Maybegoing back to SE too 22:10:21 <Wolf01> (cheat) 22:10:44 <Wolf01> But it should remove every player property 22:10:44 *** Biolunar has joined #openttd 22:10:44 <supermop_home> either would be an improvement 22:10:53 <Eddi|zuHause> that may work, but you'd have to check a lot of corner cases to be sure 22:11:13 <Wolf01> Reinitialize all the toolbars too 22:11:16 <Eddi|zuHause> why would loading in SE remove player property? 22:11:35 <Eddi|zuHause> there is a command for that 22:11:48 <Wolf01> Uhm, yeah, true 22:13:23 *** tokai|noir has joined #openttd 22:13:23 *** ChanServ sets mode: +v tokai|noir 22:13:54 <quiznilo> ottd should send email also 22:13:59 <quiznilo> oh... what was that rule? 22:16:13 <quiznilo> Zawinski's law 22:20:18 *** tokai has quit IRC 22:30:32 *** gelignite has quit IRC 22:30:34 <FLHerne> quiznilo: Well, you could hook an email relay to the admin port 22:30:56 <FLHerne> r/openttd have a bidirectional IRC bridge for the ingame chat 22:31:37 <quiznilo> oh cool 22:39:22 *** Stimrol has quit IRC 22:52:09 <Wolf01> 'night 22:52:12 *** Wolf01 has quit IRC 22:58:13 *** Wormnest has quit IRC 23:05:19 <quiznilo> hmm... took a year for one of my trains to climb a hill 23:27:35 *** HerzogDeXtEr1 has joined #openttd 23:33:00 *** HerzogDeXtEr has quit IRC 23:42:27 *** FLHerne has quit IRC 23:54:22 <Samu> nerf coal 23:54:36 <Samu> less production perhaps 23:59:05 *** rich has joined #openttd