Log for #openttd on 17th December 2019:
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00:00:13  <FLHerne> hythlodaeus: It used to have issues on DevZone
00:00:35  <FLHerne> (but don't report issues there, no-one will notice :P)
00:01:34  <FLHerne> <frosch123>      i did not fancy having two trackers for nml and eints
00:02:16  <FLHerne> That's probably worth reconsidering now that OTTD/NML are definitively on github
00:02:52  <FLHerne> I mean, unless there are hidden ones, there's all of one issue on the devzone tracker anyway...
00:04:07  <FLHerne> Correction, I had the wrong project
00:04:09  <FLHerne>
00:04:22  <FLHerne> Has a few dozen issues
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00:15:52  <hythlodaeus> yeah no one seems to be noticing and some suggestions there are quite good :/
00:17:45  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7800: Easier access for vehicles' group window.
00:24:14  <FLHerne> hythlodaeus: Anything in particular? No promises, but I could try confusing myself about eints internals rather than nml :P
00:25:15  <hythlodaeus> well one of the suggestions there talks about a "just save" button
00:25:21  <hythlodaeus> that would be good
00:26:10  <hythlodaeus> also the current save and go to next string doesn't work as announced. it goes to next untranslated string, which is bad if you're just reviewing previously translated strings
00:27:08  <hythlodaeus> the button layout should ideally be: one save button, one button saying next string, one button saying next untranslated
00:28:48  <hythlodaeus> something else I can think of: there's no search function/string filter, and using text search simply isn't good enough given the large amount of strings. it would be nice to have a search bar filtering all entries containing one search word
00:29:29  <hythlodaeus> finally, a bookmark feature would be precious
00:30:11  <hythlodaeus> i'm doing a full review of all the strings in PT/PT. I would like to have something that would quickly allow me to pick up where I left
00:36:24  <hythlodaeus> also, I see it currently allows me to download the .lng file, but the export format seems to be plain text. I cannot seem to use the file in game even if I rename the extension to .lng
00:37:03  <LordAro> the .lng files are binary files compiled by strgen
00:38:42  <hythlodaeus> any chance i can turn the eints export into one of those
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00:39:02  <hythlodaeus> it would be super useful for testing, if not essential without having to wait for a nightly
00:39:06  <LordAro> and as such are locked to a particular version of OTTD, wouldn't make sense to export as them
00:39:32  <LordAro> you can compile OTTD yourself, i guess
00:39:47  <LordAro> well, that's not strictly true, you only need strgen
00:40:05  <hythlodaeus> I'm still relatively new. what's strgen exactly?
00:40:21  <LordAro> an extra program that compiles .txt files to .lng files :p
00:40:28  <LordAro> oh look, downloads do exist:
00:40:29  <hythlodaeus> aha
00:40:33  <LordAro> might still work
00:40:49  <glx> it would be nice for eints to compile lang files, just to validate them :)
00:40:50  <hythlodaeus> oof, 2011
00:40:53  <hythlodaeus> that's quite old
00:41:04  <LordAro> hythlodaeus: only if something's changed
00:41:16  <hythlodaeus> ok hopefully it will still work
00:41:21  <hythlodaeus> I'll give it a try
00:41:44  <hythlodaeus> I gotta say though
00:41:47  <glx> you'll need english.txt too
00:42:02  <hythlodaeus> you guys rolled out your own web translation software
00:42:07  <hythlodaeus> that is REALLY impressive
00:42:35  <hythlodaeus> and considering this thing is GPL, and it only needs the features I mentioned above and translation memory support to kick some serious ass
00:42:47  <LordAro> heh
00:42:54  <hythlodaeus> I mean it would put most commercial web translators in a corner
00:43:01  <FLHerne> hythlodaeus: There are docs for strgen
00:43:02  <glx> we had 2 other web translator before switching to eints
00:43:05  <hythlodaeus> like transifex and smartling
00:43:11  <LordAro> i'm pretty sure the string system was at least partially inherited from TTD
00:43:30  <LordAro> off-the-shelf isn't really an option
00:44:17  <hythlodaeus> the thing is, you could adapt this thing to any other type of program very easily
00:44:31  <FLHerne> LordAro: Well, strgen could have read one of the existing translation-file formats that already have editor tooling
00:44:49  <LordAro> well in a way it already has - OTTD eints is slightly different to OTTDcoop eints
00:45:01  <glx> eints was originally made for newgrf translations
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00:49:51  <hythlodaeus> I'm serious though, with a bit of upgrading this could be on heck of a translation tool for other projects
00:50:16  <hythlodaeus> I did the translation for openxcom as well, and we used transifex on that one
00:50:53  <hythlodaeus> transifex is slow and has a really bad interface although it has some of the features I mentioned
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00:52:14  <hythlodaeus> eints already kicks its ass on both speed and interface tho
00:59:07  <FLHerne> If some other project used it, it might even get some development :-)
01:08:39  <Eddi|zuHause> <glx> we had 2 other web translator before switching to eints <-- didn't we have a WT3?
01:09:12  <glx> hmm maybe
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01:37:25  <hythlodaeus> hmm guys I'm getting a bunch of error msgs when trying to use strgen
01:38:05  <hythlodaeus> ./english.txt:5136: error: Undefined command 'CURRENCY_SHORT' ./english.txt:5136: error: Undefined command 'CURRENCY_LONG' ./english.txt:5136: error: Undefined command 'CARGO_LIST' ./english.txt:5136: error: Undefined command 'BIG_FONT' ./english.txt:5136: error: Undefined command 'TINY_FONT'
01:38:09  <hythlodaeus> among others
01:38:23  <glx> too old strgen
01:38:43  <hythlodaeus> i gotta compile it then
01:41:02  <hythlodaeus> erm where can i get the source actually?
01:41:05  <hythlodaeus> for strgen
01:41:18  <glx> it's in openttd source
01:42:03  <hythlodaeus> i have to compile the whole source then?
01:42:17  <glx> no you can compile strgen only
01:43:10  <glx> or you can also compile all langfiles (that generates strgen too)
01:44:19  <glx> what's your OS ?
01:45:28  <hythlodaeus> linux
01:45:36  <hythlodaeus> GNU/linux :)
01:45:51  <glx> ah it should be easy for you :)
01:46:06  <hythlodaeus> i'm doing ./configure make strgen but it doesn't seem to be working tho
01:47:31  <hythlodaeus> also doesn't work if i go into the strgen folder and just to make strgen
01:47:35  <glx> make lang
01:48:19  <hythlodaeus> says no target for that
01:51:36  <glx> make lang should work
01:52:47  <glx> it's even listed in "make help"
01:55:33  <glx> oh you need to type it in source root
01:55:37  <hythlodaeus> ok i did compile it but
01:55:56  <hythlodaeus> the modified txt i just compiled doesn't seem to be working on my currently instaled build
01:56:26  <glx> you need a nightly to test
01:56:42  <hythlodaeus> ahh crikey
01:58:06  <glx> but in theory if you overwrite the .lng of your current openttd it could work
02:00:08  <glx> anyway you can also build openttd to test the lang file, as you have the source anyway
02:02:32  <hythlodaeus> yeah i guess haha
02:02:45  <hythlodaeus> i just did not want to compile the whole thing *sigh*
02:03:07  <hythlodaeus> i just assume it might be due to new strings since 1.9.3
02:03:23  <glx> yeah
02:03:52  <glx> oh but you can use 1.9.3 source too
02:04:05  <glx> you used git to get the source ?
02:04:43  <hythlodaeus> yeah but if i use 1.9.3 source with the newest txt file from eints it will not recognize the new strings possibly
02:05:02  <glx> true
02:05:17  <glx> but it will skip them at compile IIRC
02:05:32  <hythlodaeus> hmm ok, will try
02:13:42  <hythlodaeus> it does create the lng file, but the game doesn't seem to recognize it
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02:15:28  <hythlodaeus> also jesus, font support for russian is terrible. isn't there a more legible font set we can use?
02:24:53  <FLHerne> hythlodaeus: You can set any TTF font
02:26:19  <FLHerne> (a UI font-selection dialog would be a nice feature, but horrible to implement)
02:28:15  <hythlodaeus> ah i see
02:44:22  <hythlodaeus> ok i managed to fix it. turns out i was using the newst english.txt when i had to use the old one haha
02:44:42  <glx> oh of course :)
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08:12:01  <DorpsGek_III_> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7497: Feature: Selective demolition tool.
08:13:24  <Corns[m]> Y'all thoughts on selective demolition tool?
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11:32:43  <DorpsGek_III_> [OpenTTD/website] auge8472 commented on pull request #113: Change: semantic HTML-elements for the pages main sections
11:59:27  <Eddi|zuHause> you know, Astroneer is way more enjoyable at 50fps than at 5fps
12:00:20  <Corns[m]> debateable
12:00:35  <Corns[m]> the most authentic way to enjoy a game is through microsoft powerpoint 2007
12:00:53  <Corns[m]> and a paperweight that happens to fit on your spacebar
12:22:29  <peter1138> I just installed VB6 on Windows 10.
12:22:37  <peter1138> It talks about icons in the program group :D
12:36:11  <Eddi|zuHause> this looks monstrous
12:36:27  <Eddi|zuHause> i don't suppose i can just drive around like that and shred everything in my way? :p
12:36:44  <Sacro> Eddi|zuHause: that looks ... horrifying
12:37:08  <Sacro> But then the germans built
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12:43:41  <Eddi|zuHause> you mean
12:45:46  <DorpsGek_III_> [OpenTTD/website] glx22 commented on pull request #113: Change: semantic HTML-elements for the pages main sections
12:58:28  <LordAro> Eddi|zuHause: neat
12:59:14  <DorpsGek_III_> [OpenTTD/website] LordAro approved pull request #113: Change: semantic HTML-elements for the pages main sections
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13:16:29  <DorpsGek_III_> [OpenTTD/website] glx22 commented on pull request #113: Change: semantic HTML-elements for the pages main sections
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13:55:17  <DorpsGek_III_> [OpenTTD/website] glx22 opened pull request #114: Fix: update bundler version
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14:42:54  <supermop_work> hi
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16:18:38  <nielsm> my most tt-esque construction yet in trf2:
16:19:48  <nielsm> building that kind of bridge is terribly annoying
16:20:19  <Eddi|zuHause> there used to be a mod for flyover junctions
16:20:45  <nielsm> I hope it makes it back
16:21:02  <Eddi|zuHause> i've seen a screenshot of the guy working on porting it to the new interface
16:21:27  <nielsm> getting track to the appropriate height to cause bridges, and keep the bridges going, and place pillars in a sensible fashion
16:23:54  <nielsm> but not improving the basic track building interface is the biggest miss in trf2 imo
16:24:42  <nielsm> it really needs a proper way to plan multiple segments in one operation, and adjust the height of each node before committing
16:24:54  <Eddi|zuHause> yes, definitely
16:25:13  <nielsm> and I mean adjust height of nodes, not slope of segments
16:26:29  <nielsm> really needs three modes for height/slopes: height relative to base terrain, height relative to sea level, slope relative to previous node
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16:32:57  <nielsm> achievement obtained: reach max headquarters level!
16:33:02  <nielsm> looks slightly out of place
16:33:03  <Eddi|zuHause> i had an annoying issue where i had a bride capable of allowing ship routes, but if i added a parallel track, it would now block ships
16:33:13  <Eddi|zuHause> i had that as well
16:33:22  <Eddi|zuHause> way too early, unclear how i even did it
16:33:33  <Eddi|zuHause> and not era specific
16:33:37  <nielsm> company score 19
16:34:00  <nielsm> I wonder if it has to do with liquidity?
16:34:14  <nielsm> seems to have conincided with reaching M in the bank
16:34:26  <nielsm> my company score is just 19
16:34:33  <Eddi|zuHause> i had extreme problems earning money until about 1910, then something snapped and i made millions within a few years
16:37:40  <Corns[m]> art deco hq is nice
16:55:17  <supermop_work> year dependent HQ in OpenTTD would be nice
16:55:27  <supermop_work> not sure it is worth a patch though
16:57:12  <SpComb> nielsm: playing on date speed 0x?
16:58:17  <SpComb> I started a free play game, and 1850 is so damn boring... but date speed 2x and it'll work out, I guess
16:59:42  <nielsm> date speed 1/4
17:00:17  <SpComb> I'll drop it back to 1x once I get a train that can do 80km/h
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18:18:30  <nielsm> asymmetric stations are kind of fun:
18:26:34  <SpComb> not being able to control individual train orders in TpF2 is so maddening, I have a farm - food processing line and all the new trains from my depot near the farm want to first head off to the food processing plant
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18:45:48  <DorpsGek_III_> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:45:48  <DorpsGek_III_>   - Update: Translations from eints (by translators)
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18:58:38  <Eddi|zuHause> nielsm: yes, but i need curved stations...
18:59:17  <Eddi|zuHause> nielsm: ideally, the platform section should just snap to any piece of track
19:07:43  <DorpsGek_III_> [OpenTTD/website] TrueBrain approved pull request #114: Fix: update bundler version
19:08:27  <DorpsGek_III_> [OpenTTD/website] TrueBrain merged pull request #114: Fix: update bundler version
19:08:53  <DorpsGek_III_> [OpenTTD/website] TrueBrain commented on pull request #113: Change: semantic HTML-elements for the pages main sections
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19:23:52  <Wolf01> yo?
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19:30:48  <frosch> <- did they just use I and O for 1 and 0 ?
19:32:18  <andythenorth> hi
19:38:35  <Eddi|zuHause> frosch: probably
19:39:29  <Wolf01> Inverted L33tspeak
19:40:11  <frosch> i always wondered why the dos code page had stuff like ¼ and ¾
19:40:17  <Eddi|zuHause> imagine the cost savings from 2 whole key mechanisms!
19:40:24  <frosch> but this type writer makes it obvious that that is for imperial measures
19:42:51  <frosch> oh, it also has only a - and no +
19:43:40  <frosch> and a · instead of a *
19:43:47  <Eddi|zuHause> well, you can just type [-][backspace][I]
19:43:59  <Wolf01> Eh
19:45:59  <Wolf01> A friend of my father used to make little guardsmen with the typewriter to entertain me when I was a kid, like with [8][backspace][^][backspace][wtf]
19:46:25  <frosch> you have a [wtf] key?
19:46:31  <Wolf01> Yes
19:46:39  <peter1138> Minecraft or Chasm>
19:46:41  <peter1138> ?
19:46:50  <Wolf01> Is that one which draw the rest of the guardsmen
19:47:22  <Wolf01> Chasm is nice, but it's too much hard for me, I would go for Minecraft
19:47:32  <Wolf01> But instead I'll go for Astroneer
19:47:52  <Heiki> frosch: O is used for 0, but l is more commonly used for 1
19:48:05  <peter1138> Too hard? Hmm.
19:48:24  <Wolf01> (read as: I suck at platforms)
19:49:02  <frosch> ah, lowercase :) i was looking for stuff that looks similar and only found the I
19:49:52  <Eddi|zuHause> Wolf01: seen the screenshot i posted earlier?
19:50:02  <Wolf01> No
19:51:10  <Wolf01> Ok, that's nothing :P
19:52:26  <Wolf01> My shuttle looks like something came out from H.P.Lovecraft books
19:54:28  <peter1138> Hmm, could always play Doom (with WAD packs) or Quake.
19:58:33  <Wolf01> <Eddi|zuHause> nielsm: yes, but i need curved stations... <- I can't understand why the 2nd game which is 90% like the first one should always start from scratch... just port every improvement you added to the first game from the beginning...
19:59:13  <frosch> sell more dlc?
19:59:25  <frosch> most games are not like factorio
19:59:37  <Wolf01> Nah, they'll add it to the workshop like the first one
20:11:04  <Eddi|zuHause> Wolf01: have they said anything about it?
20:11:38  <Wolf01> I don't know, but I read about players who requested it
20:11:53  <Eddi|zuHause> well... players request things all the time
20:12:24  <Eddi|zuHause> it's not like you can just slap the old mod in there, it would need almost complete redevelopment
20:12:39  <Eddi|zuHause> for the new modular station construction method
20:12:58  <Eddi|zuHause> you need different track and platform radii
20:22:37  <peter1138> Bah, I seem to have audio desyncing on YouTube :(
20:24:08  <andythenorth> does it improve it?
20:26:31  <Wolf01> Eddi|zuHause:
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21:08:35  <Eddi|zuHause> Wolf01: i don't really know all the new stuff, so it's difficult to follow what's going on
21:10:23  <Wolf01> It's just "you attach stuff until you finish the connection points"
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21:28:55  <DorpsGek_III_> [OpenTTD/OpenTTD] James103 opened issue #7862: Out of memory error in AI's ::Save() corrupts the emergency save.
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21:32:46  <nielsm> that sounds like a difficult issue
21:33:15  <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on pull request #7857: Add #7801: [Script] more error mappings
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21:35:01  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7857: Add #7801: [Script] more error mappings
21:35:10  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro merged pull request #7857: Add #7801: [Script] more error mappings
21:35:21  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro closed issue #7801: Some error messages (including reaching game action and town noise limits) are not mapped to the Script API.
21:43:46  <Eddi|zuHause> Wolf01: i need to get to a planet where i get useful amounts of research points
21:50:34  <Wolf01> Just put enough batteries on a rover and look for those containers, unlock the ones which demand energy
21:51:16  <Wolf01> Then as soon you get to Desolo (the moon), you will have a lot of them everywhere
21:59:45  <Wolf01> also print this
22:00:03  <DorpsGek_III_> [OpenTTD/OpenTTD] frosch123 opened pull request #7863: Various tracktype related fixes
22:02:23  <frosch> pff, github lists commits by commit date, not by commit order
22:13:04  <Eddi|zuHause> Wolf01: yeah, i was completely lost on how to get some of these when i logged in...
22:14:02  <Eddi|zuHause> Wolf01: i opened most of them already on the starting planet
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22:16:26  <frosch> looks like i broke the commit checks by reordering commits :p
22:21:26  <Wolf01> Eddi|zuHause: there's a lot to do now, if you set an objective and ignore everything else it's easier
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22:22:33  <Wolf01> Also try not to get lost with rovers
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22:45:24  <Eddi|zuHause> ... like i've never done that before :p
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23:49:14  <DorpsGek_III_> [OpenTTD/OpenTTD] frosch123 updated pull request #7863: Various tracktype related fixes
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