Log for #openttd on 6th October 2019:
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00:27:34  <Thedarkb> Hey, do you think there'll ever be an official Debian Buster build of OpenTTD?
00:27:56  <Thedarkb> The Jessie deb relies in dependencies no longer available on Debian.
00:28:16  <Eddi|zuHause> maybe with the next release?
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00:34:36  <glx> the main issue will be ICU anyway
00:36:24  <Thedarkb> You could just link it statically.
00:38:38  <glx> openttd still relies on stuff from old icu version
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00:39:06  <Eddi|zuHause> static linking doesn't solve every problem
00:40:05  <Thedarkb> I just compiled 1.9.3 on libicu63
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00:41:42  <Thedarkb> It seems to work on Buster's standard icu library.
00:41:48  <glx> is still valid
00:41:59  <glx> try hebrew or arabic
00:42:37  <Thedarkb> Ah.
00:42:55  <Thedarkb> I see what you mean.
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01:14:40  <Kitrana2> is there anyway to just mvoe a dfepot?
01:15:24  <Eddi|zuHause> there used to be a patch for that
01:17:15  <Kitrana2> used to be but isn;t anymore?
01:17:52  <Eddi|zuHause>
01:20:00  <Kitrana2> so how does it work? do i hold control down when placing the new depot?
01:20:27  <glx> it works similar to stations IIRC
01:20:27  <Eddi|zuHause> you destroy the old depot, and it leaves a grey sign for a month, like destroying a station
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01:20:43  <Eddi|zuHause> then you place the depot and it'll keep all orders intact
01:27:24  <Kitrana2> i think you mean stations there not depots
01:27:54  <Eddi|zuHause> i meant exactly what i said
01:28:12  <Kitrana2> well i just tried that and it didn;t work
01:28:36  <Kitrana2> all the road vehicles that used that depot now have an invalid order in their list
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01:39:54  <glx> it's not merged yet
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01:52:56  <DorpsGek_III> [OpenTTD/OpenTTD] joestringer commented on pull request #7057: Fix: A few minor compile warnings under MinGW
02:08:59  <DorpsGek_III> [OpenTTD/OpenTTD] joestringer opened pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64
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02:16:51  <DorpsGek_III> [OpenTTD/OpenTTD] joestringer updated pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64
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02:20:19  <DorpsGek_III> [OpenTTD/OpenTTD] joestringer updated pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64
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02:51:37  <DorpsGek_III> [OpenTTD/OpenTTD] kiwitreekor updated pull request #7575: Feature: Add industry production graph
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02:56:27  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64
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03:01:01  <Eddi|zuHause> if -*- is the pipe valve operator, what's the *-* operator?
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04:37:46  <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0.
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06:16:38  <andythenorth> oof not enough sleep :D
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07:03:24  <nielsm> morning
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07:16:38  <andythenorth> yo
07:18:53  <nielsm> have industry layouts been merged yet?
07:20:02  <andythenorth> not that I can see :)
07:20:48  <andythenorth> I have grand plans for FIRS though
07:29:56  <Pikka> oof
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07:41:23  <andythenorth> hmm, Feldbahn
07:41:27  <andythenorth> "just say no"
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07:51:50  <LordAro> good moin
07:51:54  <LordAro> there is much rain
07:52:02  <andythenorth> o
07:52:05  <andythenorth> blue sky here
07:52:10  <andythenorth> soz
07:52:14  <LordAro> :(
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10:17:15  <Wolf01> Fireless
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10:29:29  <andythenorth_> fireless garrat?
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10:36:33  <nielsm> hmm, how about towns keep track of how many of its passengers are delivered within the town, to nearby towns, and to distant towns? and maybe also how many passengers it receives from within/nearby/distant towns?=
10:36:43  <nielsm> and that data is made available to newgrf and gs
10:39:17  <nielsm> and same for mail
10:39:29  <nielsm> actually... just for every cargo I guess?
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10:50:59  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0.
10:52:59  <Eddi|zuHause> for every towneffect, instead of every cargo maybe?
10:54:40  <nielsm> might also work
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11:03:11  <_dp_> what for though? can't gs do that already?
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11:06:41  <nielsm> can it? I don't know
11:08:25  <_dp_> I'm not sure either since I'm doing it without gs but it should know cargo source and dest
11:09:18  <_dp_> and if it doesn't it's probably a better idea to let it know rather than doing something town-specific :p
11:13:38  <nielsm> gah I should just go unbind V for viewport
11:13:48  <nielsm> I never use them and I always hit it instead of B for bridges
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11:36:05  <Eddi|zuHause> i somehow doubt GS has access to individual cargo deliveries
11:37:41  <nielsm> maybe setting up tracking via goals? but that's limited to the goals set up
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11:59:55  <andythenorth> well
12:00:54  <frosch123> <- gs can track amount delivered by source and destination, but not by individual source/destination pairs
12:02:54  <frosch123> when using cdist you can also track cargo flows between specific stations
12:03:30  <nielsm> hm
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12:05:33  <nielsm> I've seen some mention that they don't always work/appear to not pick up on all deliveries for some reason
12:05:52  <nielsm> or add the same deliveries double in some cases perhaps
12:06:16  <frosch123> i filed that under myths and rumours
12:06:36  <frosch123> cargo actually must be delivered
12:06:54  <frosch123> possibly source stations must still exist on delivery and similar
12:07:12  <frosch123> but i never encountered issues with nocargoal and siliconvalley
12:07:46  <andythenorth> I lovingly gave Sam ships names
12:07:59  <andythenorth> but now it's much harder to use, compared to
12:08:00  <andythenorth> :D
12:08:31  <andythenorth> suggestions? :P
12:08:52  <nielsm> add icons to the purchase menu sprites?
12:09:04  <frosch123> Henson Freigther -> Freighter 'Henson'
12:09:34  <frosch123> (not quite serious suggestion)
12:10:44  <andythenorth> the second suggestion works IMHO
12:10:54  <andythenorth> it's inconsistent with trains, but eh
12:10:56  <frosch123> hmm, if you do not play the game, you miss gems like "sprites complete:"
12:12:11  <andythenorth> yes
12:12:20  <andythenorth> project management stuff :P
12:12:30  <andythenorth> it's in the html docs too, but the html docs aren't published
12:12:35  <frosch123> andythenorth: you still assume that people know the difference between a freighter and a barge
12:12:48  <frosch123> so, not sure whether the naming actually matters
12:13:07  <andythenorth> yeah, 'piece goods' has similar issue
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12:14:37  <andythenorth> there's something 'off' about the ship buy menu
12:14:45  <andythenorth> at least, at 2x zoom on my small screen
12:14:51  <andythenorth> dunno what it is, train menu is fine
12:15:21  <frosch123> ships are not supposed to get clipped on left/right side
12:15:33  <frosch123> we fixed that at least twice, and it still does not work always :)
12:15:54  <andythenorth> working fine for me
12:16:05  <andythenorth> I think it's the 2x zoom + giant sprites
12:16:09  <frosch123> <- last one in the list
12:16:21  <andythenorth> I considered making the buy menu sprites 0.5x zoomed, using PIL
12:16:34  <andythenorth> but then people at 1x UI zoom have tiny ships :|
12:17:20  <andythenorth>
12:18:21  <frosch123> still looks fine to be when zooming out with browser zoom
12:18:42  <frosch123> you may need 32bpp for anti-aliasing though
12:19:26  <andythenorth> btw, that last ship just has square ends, no bug :)
12:19:31  <andythenorth> maybe looks wrong dunno
12:20:09  <frosch123> ok :) looked buggy to me
12:20:24  <Eddi|zuHause> andythenorth: so how does that look on 1x half-zoom?
12:20:48  <andythenorth> I could try it and see? :P
12:21:06  <andythenorth> there's precedent, we scale airport UI sprites?
12:23:49  <frosch123> yes
12:24:18  <frosch123> we made a grf which replaced ground sprites with pure black
12:24:37  <frosch123> then built airports, made screenshots, and scaled them with gimp or so
12:24:44  <nielsm> heh
12:24:52  <nielsm> hax!
12:25:27  <frosch123> hmm, or was it white?
12:26:01  <nielsm> as long as it floodfills cleanly it should be fine
12:26:10  <nielsm> or at least is unique RGB value
12:26:32  <frosch123> 330 Aug  5  2010 barewhite.grf
12:26:35  <Eddi|zuHause> magic pink!
12:26:36  <frosch123> yeah, white
12:26:57  <nielsm> make an MP server forcing that on everyone :D
12:27:24  <frosch123> there were mp servers which used debug-vehicles...
12:27:33  <Eddi|zuHause> grfcodec should throw a fit when you got white pixels in sprites?
12:27:49  <frosch123> that does not block it from encoding it
12:27:50  <nielsm> I think it warns but permits
12:32:05  <andythenorth> I use barewhite to make FIRS docs images
12:32:10  <andythenorth> pretty handy
12:35:03  <andythenorth> ha ha we have 50% curly quotes
12:35:06  <andythenorth> but only 50%
12:35:07  <andythenorth> "
12:36:01  <andythenorth> so ”
12:36:05  <andythenorth> but no “
12:37:09  <andythenorth>
12:37:27  <andythenorth> is that just needing a glyph in the font? o_O
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12:44:01  <Wolf01> it looks a bit more complicate than model railway
12:45:49  <andythenorth> also ^^^ can I drop (Micro), (Mini), (Small) etc?
12:45:56  <andythenorth> kind of obvious from the sprite?
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12:56:48  <frosch123> depends on whether you want people to talk about them
12:57:04  <frosch123> unless they get the names wrong in every bug report anyway
13:01:36  <andythenorth> there aren't that many
13:01:44  <andythenorth> and I'm not joining reddit anyway
13:01:58  <andythenorth> reddit seems to have bug reports about non-existent FIRS stuff, so eh
13:02:11  <peter1138> I got a bug report
13:02:14  <andythenorth> :o
13:02:22  <andythenorth> is it a spider or an insect?
13:02:25  <peter1138> This pack of Arancini says "Not suitable for home freezing"
13:02:43  <peter1138> It also says "If cooking from frozen" ...
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13:04:27  <andythenorth> oof
13:04:37  <andythenorth> singularity
13:05:01  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 closed issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0.
13:05:01  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0.
13:08:22  <DorpsGek_III> [OpenTTD/OpenTTD] generateui commented on issue #7762: Emoji results in question mark
13:09:15  <nielsm> "openttd is not a game to be emotional about, it's about cold business decisions."
13:09:24  <glx> lol
13:09:28  <andythenorth> is that from reddit? :P
13:09:45  <nielsm> original quote (c) me
13:09:51  <andythenorth> ha
13:11:21  <glx> emoji support would need an auto select font system each time a string has to be drawn, and for at least 3 different OS
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13:12:39  <milek7> i think emoijs in Unicode are silly
13:12:42  <milek7> even more with skin color modifiers etc.
13:15:10  <glx> unicode already supports combining glyphs, so using unicode for emojis is not an issue
13:15:54  <Eddi|zuHause> the issue here is font selection, not unicode or empji
13:16:37  <glx> yeah, font selection would be nice for normal text
13:18:05  <glx> emoji will just be a bonus
13:18:55  <glx> but replacing ICU ParagraphLayout is more important ;)
13:19:18  <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on issue #7762: Emoji results in question mark 😀 🠚 ?
13:20:06  <Thedarkb> glx, It's word wrapping that's the issue, right?
13:20:39  <glx> not only, all RTL supports depends on it
13:25:19  <glx> it's probably doable combining basic ICU and harfbuzz, but somebody™ needs to do it
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13:47:20  <nielsm> unless we ship our own emoji font with the game and ensures it always gets used for the range
13:48:25  <glx> then we'll need to add more emojis
13:48:42  <glx> the list is endless :)
13:48:55  <Thedarkb> Can you build OpenTTD without icu?
13:49:10  <Thedarkb> For ASCII characters.
13:49:14  <glx> yes on macOS and windows :)
13:49:18  <frosch123> yes, but it won't support rtl
13:49:47  <frosch123> so, icu is only needed for hebrew, arabic, tamil and similar
13:49:48  <glx> with recent ICU it's already the case IIRC
13:50:19  <nielsm> main requirement for TT-themed emojis:
13:50:20  <nielsm> sunglasses
13:50:29  <frosch123> nielsm: replace the manager faces with emoji in big font size?
13:50:34  <nielsm> lol
13:50:41  <frosch123> oh, same idea
13:51:13  <nielsm> yeah synthesize the manager faces into emoji
13:51:21  <nielsm> that'd be perfect
13:51:47  <glx> includes more skin colors :)
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14:30:04  <andythenorth> well
14:30:21  <andythenorth> resizing buy menu images has terrible results :D
14:30:39  <andythenorth> downscaling is horrible, no surprise
14:33:50  <andythenorth> maybe I should play on 1x UI zoom
14:33:54  * andythenorth tries it
14:34:11  <andythenorth> oof nope
14:34:14  <andythenorth> eyes
14:37:13  <Eddi|zuHause> something for andythenorth?
14:39:49  <andythenorth> can't hear the audio, my fan is too loud
14:40:24  <andythenorth> would be brilliant sarcasm, except it's true
14:48:04  <andythenorth> is this crop too tight vertically?
14:48:09  <andythenorth> previously v
14:48:10  <andythenorth>
14:49:02  <Eddi|zuHause> what are we looking at?
14:51:40  <andythenorth> boats
14:51:42  <andythenorth> in OpenTTD
14:52:14  <andythenorth> the buy menu is very unusable at 2x zoom
14:52:25  <andythenorth> but OpenTTD is very unusable for me at 1x zoom
14:53:02  <andythenorth> experimenting with smaller vertical crop on the ships, to increase the density of the menu
14:53:44  <andythenorth> 'probably fine'
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14:58:33  <Eddi|zuHause> i'm still not understanding what the difference between the pictures is
15:01:10  <FLHerne> andythenorth: How about always just using the 1x sprites for the menu?
15:02:18  <andythenorth> how?
15:03:16  <andythenorth> Eddi|zuHause: buy menu row height 24px versus 32px
15:03:39  <andythenorth> so for my viewport size, 10 ships fit for 24px, where only 8 fit for 32px
15:03:42  <Eddi|zuHause> andythenorth: provide 2x versions the same size as the 1x ones?
15:03:54  * andythenorth looks
15:03:58  <Eddi|zuHause> (checking var10 or so)
15:04:35  <andythenorth> I can't see a var for game client UI zoom setting
15:04:37  <Eddi|zuHause> extra_callback_info1 & 0x20
15:04:46  <Eddi|zuHause> you don't check the zoom
15:04:54  <Eddi|zuHause> you just provide zoom sprites
15:05:04  <Eddi|zuHause> that aren't actually zoomed
15:05:12  <andythenorth> and openttd automatically uses the smaller ones?
15:05:19  <Eddi|zuHause> yes
15:05:35  * andythenorth doesn't understand
15:05:47  <andythenorth> how do I over-ride the user's UI zoom setting without checking it as a var?
15:06:01  <Eddi|zuHause> normal sprite: only 1x zoom => openttd automatically scales x2, x4 because they're missing
15:06:18  <andythenorth> so it cascades?
15:06:21  <andythenorth> interesting
15:06:22  <Eddi|zuHause> gui sprite: provide 1x,2x,4x zoom => openttd uses the sprite provided
15:06:36  <andythenorth> yes that makes sense now
15:08:03  <andythenorth> alternative_sprites block eh?
15:10:42  <Eddi|zuHause> yes, that
15:10:50  <andythenorth> first time for everything
15:11:05  <Eddi|zuHause> and make sure it's only used for the purchase menu by checking extra_callback_info1
15:13:32  <frosch123> Eddi|zuHause: that doesn't work. 2x and 1x zoom sprites have the same size
15:13:50  <frosch123> ottd does not compute different window layouts for different zoom levels
15:14:23  <frosch123> well, that is worded incorrectly... no idea how to phrase it better
15:15:00  <Eddi|zuHause> frosch123: i don't understand what you mean
15:15:02  <frosch123> let's say: the size of a sprite is a shared property of all zoom levels
15:15:45  <frosch123> so if you make the 2x zoom sprite smaller, you add a lot of empty padding space
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15:21:01  <jack__> I have a railway build where multiply trains drive over the same track and by the and station will camedown 2 drifferent railways that drop off there stuff by the same station. but i can't build a good station plus railway so that the trains can drive smoothly from station to station. have you tips for my?
15:26:30  <nielsm> hmm
15:26:42  <nielsm> are they driving slow?
15:27:16  <nielsm> or are they blocked all the time?
15:27:48  <jack__> th traisn drive but to a build fold in th system they blocked the other trains.
15:30:01  <nielsm> it's hard to say without seeing your build, my general tips are to make sure there is lots of space, avoid sharp turns, and to use path signals (not block signals or pre-signals)
15:30:57  <nielsm> and placing signals has a rule of thumb: place signals before danger points, avoid placing signals so a train stopped at the signal would block a danger point
15:31:07  <jack__> i can upload a save file to onedrive so that you can wath it?
15:31:22  <nielsm> that works too :)
15:31:27  <nielsm> yes
15:32:00  <jack__> i send you the the newest there i have the most money
15:34:28  <jack__> her can you download the file :
15:34:30  <jack__>!AqNz1s1u3YLsh3IDCgPZvV0uCcR9
15:34:38  <nielsm> and just because, here's a screenshot of my own current chaos:
15:36:05  <nielsm> ooh, a sub-arctic game, yeah those can be a bit of a challenge especially with mountains :D
15:37:12  <jack__> it gose to the stations: new Hamingwell to Prenbridge Woud and Hamingwell to numdinfhead wood
15:39:02  <Eddi|zuHause> oh fun, a download button that does nothing...
15:39:41  <FLHerne> Button worksforme
15:39:51  <Eddi|zuHause> the entry at the top works
15:39:52  <jack__> Eddi|zuHause i will try it on a other browser
15:39:57  <Eddi|zuHause> but the button in the center doesn'T
15:40:09  <nielsm> jack__: the main problem is tht you use too many signals, especially the two-way block signals
15:40:36  <FLHerne> Two-way block signals are almost /always/ the wrong thing ;-)
15:40:42  <nielsm>  <- as-is, with the trains sent to depot
15:40:52  <jack__> nielsm i now iám not that good in multie train and i have experiment a lot
15:41:25  <Eddi|zuHause> 1st step: remove the tracks at the other end of the station
15:41:52  <jack__> Eddi|zuHause i willdo that
15:42:26  <Eddi|zuHause> 2nd step: change all signals to path signals, facing towards the junction
15:42:46  <jack__> i works (for now) the trains drive to and from the station.
15:43:25  <Eddi|zuHause> well, in the current setup, it'll lock up easily
15:44:03  <nielsm> here's what I've done:
15:44:21  <nielsm> I doubled the track from the tunnel all the way to the junction before the station
15:44:26  <nielsm> removed the tracks at the station end
15:44:30  <nielsm> removed all the signals
15:44:54  <nielsm> placed one-way path signals on the track to Prenbridge Woods, so each track has a fixed direction it works in
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15:45:31  <jack__> nielsm, i will do that.
15:45:54  <nielsm> before the entry from the single-track line from Nundinghead Woods, I placed a two-way path signal, facing towards the line, so trains will have to wait before they go into the station, but can leave without waiting at a signal
15:46:51  <nielsm> I also changed the signals around Prenbridge Woods to form a single-direction circle with one-way path signals:
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15:47:41  <nielsm> the place the red arrow is pointing to had a two-way block signal, remove that since it will just make trains attempt to go through the single track section from both directions, meet in the middle, and both turn around
15:48:14  <nielsm> when that signal is removed, only one train will ever try to go through the single track section at a time, making it safe
15:49:20  <jack__> nielsm: the single direction is what i always want with this design but the standard ai not now what to do with out signals
15:52:25  <nielsm> my wisdom: use one-way path signals most of the time, use two-way path signals when needed, avoid using block and pre-signals
15:52:28  <nielsm> :)
15:53:07  <jack__> i have test it a bit on fast forward and it works. thanks for the help. this let made my for money :)
15:53:25  <jack__> * for = more
15:54:22  <FLHerne> jack__: I'm just making some examples of different signal setups
15:54:53  <Eddi|zuHause> jack__: you especially need to avoid putting signals on one-track sections, like this one
15:55:28  <Eddi|zuHause> because once 2 trains are on this sections, they can stand opposite each other with nowhere to go
15:56:24  <jack__> Eddi|zuHause: that is also my experience
15:57:01  <Eddi|zuHause> jack__: so only put signals where trains have an alternate route around
15:57:10  <Eddi|zuHause> jack__: and have signals have a direction
15:57:54  <Eddi|zuHause> jack__: rule of thumb: if a signal is giving you trouble, remove it.
15:58:08  <jack__> but it what for situation i need 2 way signals?
15:58:21  <glx> it's for 2-way tracks
15:58:27  <glx> but rarely a good idea
15:58:46  <Eddi|zuHause> there's almost never a good use case for the plain 2-way signal
15:58:54  <jack__> that is what if have not don. if have put more of it :)
16:00:21  <jack__> i most gone bye
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16:12:44  <DorpsGek_III> [OpenTTD/OpenTTD] michicc opened pull request #7765: Fix 71a3e8346: strings need to be copied too.
16:13:48  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7765: Fix 71a3e8346: strings need to be copied too.
16:24:33  <DorpsGek_III> [OpenTTD/OpenTTD] michicc merged pull request #7765: Fix 71a3e8346: strings need to be copied too.
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16:39:04  <nielsm> using far too little of the map so far...
16:39:36  <Eddi|zuHause> that's how almost all my games look like
16:39:48  <Eddi|zuHause> that's why for my last game i used 128x256 map
16:49:47  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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16:57:06  <andythenorth> what's the minimap look like in industry view?
16:58:35  <nielsm>
17:08:35  <andythenorth> so are any split layouts there? :)
17:09:25  <nielsm> no, this is 1.9.3
17:09:45  <andythenorth> oic :)
17:09:53  * andythenorth only plays patched clients with dev grfs :P
17:10:16  <andythenorth> oops
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17:17:45  <nielsm> the Professional Junction:
17:18:42  <andythenorth> 'will never block'
17:18:46  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7752: Prevent sounds being produced by inactive industries
17:18:49  <andythenorth> I like the placement of the one ways
17:18:58  <andythenorth> you might get a complete deadlock if you're lucky
17:19:46  <glx> I really don't understand this repo, the first 2 commits have exactly the same diff, except for the commit message
17:20:32  <glx> then 3 empty commits (including 2 merges), then a last change
17:23:22  <andythenorth> rebase shenanigans? o_O
17:23:45  <glx> yeah probably failed the first rebase
17:24:30  <glx> but the weird part is the validation of commit checker
17:24:42  <andythenorth> so in OpenTTD lexicon, what type of ship is this?
17:24:43  <andythenorth> :P
17:24:47  <glx> the 2 merge commits should make it fail
17:24:57  <andythenorth> IRL it's palette carrier / ro-ro, it has a big side door for forklifts
17:25:17  <andythenorth> in my grf, it's for same cargos that would go in railway box cars
17:26:04  <andythenorth> 'Piece Goods Carrier' is not exactly great name though
17:26:16  <Eddi|zuHause> "palette" sounds more like stake car
17:26:21  <Eddi|zuHause> or flat car
17:26:40  <andythenorth> I think it's best not used
17:26:42  <Eddi|zuHause> but do we really need that kind of distinction?
17:26:47  <andythenorth> 'palette' is confusing
17:27:37  <andythenorth>
17:27:42  <nielsm> wtf is going on here
17:28:09  <andythenorth> 'box van boat'
17:28:10  <andythenorth> :P
17:28:40  <nielsm>
17:28:47  <nielsm> it creates a wrong order for this station
17:30:06  <glx> broken station data ?
17:30:25  <frosch123> nielsm: isn't that what we fixed last week?
17:31:00  <frosch123> <- is it still wrong?
17:31:18  <nielsm> ah, right
17:31:30  <nielsm> yeah I'm on 1.9.3 so that fix isn't in :)
17:32:17  <nielsm> after moving the station sign so it coincides with one of the station tiles it works again
17:34:25  <frosch123> backports too greedy :)
17:34:46  <glx> hmm we backported the broken version ?
17:36:30  <nielsm> yes :(
17:36:50  <frosch123> backported on 4th september, rc1 on 6th, release on 16th, fix on 29th
17:37:50  <frosch123> people play too much tanks, and need 3 weeks to find bugs :p
17:38:05  <frosch123> also, only one player left :)
17:38:22  <glx> hey but we also fix bugs before they are reported :)
17:38:43  <glx> (#7760 fixing #7764)
17:40:29  <andythenorth> nielsm is the only player now?
17:40:40  <andythenorth> do reddit run an older version
17:40:40  <andythenorth> ?
17:41:14  * andythenorth mostly runs an outdated master, with some PR for testing that makes all bug reports null :P
17:41:40  <frosch123> there is an exponential amount of servers
17:41:48  <frosch123> probably all with ai players
17:41:51  <andythenorth> *currently* I am testing an interesting town patch by someone called Eddi|zuHause
17:42:01  <andythenorth> it's promising, but will never work :)
17:42:19  <Eddi|zuHause> well, not unless someone finishes it...
17:42:43  <Eddi|zuHause> ... and when did i ever finish anything? :p
17:43:03  <andythenorth> you should email this Eddi|zuHause person and see if they need help
17:43:30  <frosch123> considering the nick, you may even send them a letter
17:44:57  * andythenorth wonders about "Covered Freighter" :P
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17:46:41  <frosch123> to block entering pirates?
17:46:58  <andythenorth> :P
17:47:50  <andythenorth>
17:48:46  * andythenorth wonders if we can implement World of Tanks Blitz in OpenTTD
17:48:55  <andythenorth> the main feature is silly people being rude in chat
17:49:16  <frosch123> isn't that this channel?
17:49:25  <frosch123> or was it r/openttd ?
17:49:43  <Eddi|zuHause> isn't that every chat, ever?
17:50:33  <frosch123> anyway, the flat deck barge is still bothering me
17:50:43  <frosch123> should ottd add some padding on the left?
17:50:51  <frosch123> to align the sprites with the text below it?
17:56:22  <andythenorth> yes
17:56:24  <andythenorth> or I can
17:56:39  <andythenorth> I did try adding some later, but I'd need to generate a buy menu sprite with extra blue
17:56:57  <andythenorth> later / earlier /s /brain
17:57:37  <Eddi|zuHause> well, it would be better if that would be possible without a special sprite
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17:58:18  <andythenorth> needs 2-4 px extra
17:58:33  <andythenorth> I would file it under 'can be fixed in newgrf'
17:58:37  <andythenorth> but YMMV
17:59:02  <andythenorth> I suspect it's a one line change in GUI code
17:59:08  <andythenorth> whereas I need about 15 lines to do it
17:59:31  <Eddi|zuHause> exactly
17:59:59  <Eddi|zuHause> if i didn't have an irrational fear of gui code, i might have done it... :p
18:00:53  <Thedarkb> I have an irrational fear of C++
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18:11:54  <andythenorth> it's only a couple of integers :P
18:27:00  <_dp_> lol, I though I can fix that station bug in cmclient since it's in gui code but than I noticed cmclient doesn't have that bug
18:27:25  <_dp_> apparently I accidentally fixed it while merging xD
18:45:38  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
18:46:29  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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19:16:39  <andythenorth> frosch123: somewhere in InitBlocksizeForVehicles ? :P
19:16:53  <andythenorth> maybe around L207?
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19:36:24  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7752: Prevent sounds being produced by inactive industries
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20:06:59  <glx> hmm seems he failed the rebase again
20:11:23  <andythenorth> eh newgrf font glyphs? :o
20:11:57  * andythenorth wonders if we can fix quote marks :P
20:17:07  <Eddi|zuHause> what needs fixing?
20:17:15  <Eddi|zuHause> did you use the correct ones?
20:24:30  <andythenorth> using an uneducated " mark results in a RHS educated quote mark
20:24:41  <andythenorth> those quote glyphs probably have proper names :P
20:24:57  <andythenorth> applies to single quotes as well
20:25:24  <peter1138> What?
20:26:56  <andythenorth>
20:27:05  <andythenorth> someone tell me there's a unicode solution to this? o_O
20:27:30  <andythenorth> ignore the extraneous trailing space there
20:30:07  <Eddi|zuHause> is that the original sprite font?
20:30:15  <andythenorth> yes
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20:35:00  <supermop_Home_> I find this a problem:
20:35:02  <supermop_Home_>
20:36:49  <Eddi|zuHause> andythenorth:
20:36:51  <Eddi|zuHause> U+201C	LEFT DOUBLE QUOTATION MARK
20:36:52  <Eddi|zuHause> U+201D	RIGHT DOUBLE QUOTATION MARK
20:37:27  <Eddi|zuHause> (note that using those will disable the builtin sprite font)
20:37:45  <Eddi|zuHause> (unless you include those glyphs in your grf)
20:37:55  <andythenorth> disable for the whole string, or just those glyphs?
20:38:12  <Eddi|zuHause> for all strings
20:38:15  <andythenorth> ouch :)
20:38:56  <Eddi|zuHause> IIRC CETS includes some font glyphs
20:39:39  <Eddi|zuHause> for the raised ¹²³ etc.
20:52:30  <supermop_Home_> trees make topography invisible
20:55:52  <Eddi|zuHause> that's what [X] is for
20:59:00  <supermop_Home_> that's ok for construction, but you can never turn the trees back on to look at pretty views of your trains in the mountains
20:59:23  <andythenorth> newgrf trees
20:59:29  <andythenorth> elevation-sensitive :P
20:59:50  <andythenorth> it's not even a bad idea
20:59:55  <supermop_Home_> would be nice
21:00:21  <andythenorth> I always turn trees off now, they're spam
21:03:08  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
21:04:03  <Eddi|zuHause> turning trees off is also not great, because after some time you wonder why all towns hate you
21:09:22  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #7758: OpenTTD's crash report window does not open.
21:09:23  <DorpsGek_III> [OpenTTD/OpenTTD] James103 closed issue #7758: OpenTTD's crash report window does not open.
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21:24:46  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
21:25:38  <Thedarkb> Perhaps a build without RTL support might be an option for Debian and Ubuntu users?
21:26:01  <LordAro> i believe that's what's being done for the official debian packages
21:27:02  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
21:28:00  <Thedarkb> I didn't know about those, to be honest.
21:28:15  <Thedarkb> I wonder if they're up to date.
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21:39:07  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
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22:01:59  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
22:06:17  <Eddi|zuHause> "official debian packages" and "up to date" doesn't really fit in the same sentence
22:06:40  <LordAro> Eddi|zuHause: debian unstable*
22:06:43  <LordAro> :p
22:07:44  <Eddi|zuHause> LordAro: i don't think that helps much :p
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22:13:32  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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22:24:48  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7752: Prevent sounds being produced by inactive industries
22:25:24  <glx> I fear to suggest another rebase
22:26:20  <Eddi|zuHause> just squash all the commits?
22:27:05  <glx> he already failed to squash commits
22:27:20  <glx> everytime he rebases, it just adds a new commit
22:28:00  <glx> and now the commit checker fails
22:28:55  <Eddi|zuHause> he made merge commits instead of rebasing?
22:29:17  <glx> no he somehow created empty commits
22:29:35  <glx> and duplicate commits too
22:32:13  <_dp_> crazy idea of the day: make mmorpg in openttd xD
22:37:59  *** Eddi|zuHause2 has joined #openttd
22:40:28  <Eddi|zuHause2> we used to have a wwottdgd
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22:49:02  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
22:52:37  <Thedarkb> I might host my own repo with up to date openttd debs
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23:00:03  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7752: Prevent sounds being produced by inactive industries
23:00:53  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
23:04:55  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #7752: Prevent sounds being produced by inactive industries
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23:10:17  <DorpsGek_III> [OpenTTD/OpenTTD] PeterN commented on pull request #7752: Prevent sounds being produced by inactive industries
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23:19:37  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
23:21:34  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
23:22:04  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
23:25:04  <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7752: Prevent sounds being produced by inactive industries
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23:31:36  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7752: Prevent sounds being produced by inactive industries
23:33:58  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
23:36:20  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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23:43:24  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7752: Prevent sounds being produced by inactive industries
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