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Log for #openttd on 30th August 2011:
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05:40:51  <planetmaker> moin
05:40:57  <Pinkbeast> ~gema
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07:18:45  <dihedral> mornimg
07:19:30  <Pinkbeast> G'morning
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07:20:13  <planetmaker> h(e)i di(h)
07:23:26  <Pinkbeast> H(o) d(i) h(o)
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07:39:46  <dihedral> granted :-P
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07:40:44  <xahodo> Hello
07:41:09  <Pinkbeast> Good morning.
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07:44:11  <xahodo> In order_cmd there is a documentation error at lines 584 and 585.
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09:02:51  <lugo> ah well, new firs implicitly needs a non-patchpack version :(
09:03:19  <Pinkbeast> Which is awkward because we all play Chill's or YACD?
09:03:24  <lugo> those rivers are georgeous btw :)
09:03:59  <planetmaker> lugo, it doesn't ask for a non-PP version. But it requires r22780 or newer
09:04:16  <planetmaker> just update your PP ;-)
09:04:42  <planetmaker> and no, the only PP I currently play - if patched at all - is YACD ;-)
09:05:09  <Pinkbeast> I can't do without autoseperation for pax/mail
09:05:27  <Pinkbeast> ... it's a pity no-one has quite made it work
09:06:37  <planetmaker> auto-separation is not that much important really... even though might be nice
09:07:41  <Pinkbeast> It is _quite_ hard to do a pax service in any kind of cargo distribution world without it.
09:09:31  <planetmaker> I must have missed the hard part there.
09:09:38  <planetmaker> Just setup routes and you're done
09:09:52  <planetmaker> especially with cargod*st
09:10:40  <Pinkbeast> Whichever vehicle has the largest gap in front of it spends the most time loading. Soon they are all bunched together.
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09:13:14  <planetmaker> allow for full load time at each station
09:13:37  <planetmaker> and use time tables
09:13:43  <Pinkbeast> Er... so construct a timetable by hand?
09:14:08  <Pinkbeast> There's a reason I like autoseperation
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09:26:23  <fjb> Moin
09:26:31  <planetmaker> hi fjb
09:26:40  <fjb> Hi planetmaker
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09:29:26  <planetmaker> yeah... chill hasn't been much active lately
09:30:10  <fjb> Maybe he is chilling. :)
09:30:16  <planetmaker> :-P
09:30:24  <Pinkbeast> I fear patchpatch makers tend to get burned out
09:30:40  <planetmaker> it's tedious work
09:31:30  * fjb is fighting with YADP and current trunk.
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09:32:09  <fjb> YACD
09:32:16  <Pinkbeast> fjp> Is that a typo for Y oh never mind
09:32:38  <fjb> It is a typo any way.
09:36:05  <Terkhen> good morning
09:45:23  <fjb> Moin Terkhen
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10:36:12  <Eddi|zuHause> i don't suppose there's an 80+ or 40+ variable for "position in articulated vehicle chain"?
10:36:43  <planetmaker> not that I know. But for consist vs. whole train
10:37:25  <planetmaker> i.e. 40 and 41
10:37:50  <planetmaker> but you knew that :-)
10:41:54  <Eddi|zuHause> it would be... helpful...
10:42:54  <Yexo> eddi: if the first part has a different id from the rest of the parts than you could use var 41
10:43:39  <Yexo> if all articulated vehicles using the same ID are always the same length you can use (var 41 mod vehicle_length)
10:44:13  <Yexo> that should cover almost all use cases
10:44:43  <Eddi|zuHause> Yexo: yes, but if i want to code an articulated vehicle with 4 (visual) wagons and 3 logical vehicles per wagon, i might want to have a consist AxxBxxBxxCxx
10:44:51  <Eddi|zuHause> then var 41 won't be helpful
10:45:22  <Yexo> so each wagon is articulated with 3 parts?
10:45:35  <planetmaker> unless from another set
10:45:35  <Eddi|zuHause> no, the whole consist is articulated
10:45:59  <Yexo> so the consistent consist of 12 parts?
10:46:01  <planetmaker> uh hm, but... if it's articulated... then you know the vehicle IDs
10:46:02  <Eddi|zuHause> yes
10:46:05  <planetmaker> and numbering
10:46:11  <Yexo> so why is var 41 not helpful?
10:46:31  <Yexo> position in chain of consecutive vehicles with same ID
10:46:42  <Yexo> ie 0 for A, 3 for B, 6 for second B and 9 for C
10:46:47  <Eddi|zuHause> Yexo: i can't determine wether it is the first or second B in the consist
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10:47:11  <planetmaker> Where does that matter, if it's the same wagon?
10:47:18  <planetmaker> if you know vehicleID and pos % 3
10:47:22  <Eddi|zuHause> planetmaker: refits of 2/3/4 wagons
10:47:40  <Yexo> Eddi|zuHause: but refits can't change the amount of wagons
10:47:47  <Eddi|zuHause> lots of magic that i haven't quite worked out yet
10:47:52  <Yexo> visually they can, but not the actual amount of wagons
10:47:58  <Eddi|zuHause> Yexo: yes
10:48:22  <Yexo> so if all those parts have the same ID you can check for position 3 or 6 with var 41
10:48:24  <Eddi|zuHause> Yexo: basically it's the same concept as HEQS trams... only much larger scope
10:48:31  <Eddi|zuHause> i need a bit more flexibility
10:49:35  <Eddi|zuHause> planetmaker: now imagine i have two articulated chains in one train, possibly of slightly different layout
10:49:52  <Pinkbeast> Oh, the crazy refittable HEQS trams?
10:50:05  <Eddi|zuHause> planetmaker: then neither var 40 nor var 41 can reliably tell me the proper location
10:50:10  <Yexo> Eddi|zuHause: the layout doesn't matter if they all have the same amount of parts
10:50:16  <Yexo> where number of parts are logical parts, not visible ones
10:50:40  <Eddi|zuHause> Yexo: yes, but i can't possibly be sure that assumption always holds
10:50:48  <planetmaker> Eddi|zuHause, so, concatenating two arbitrary articulated vehicles?
10:50:59  <Eddi|zuHause> planetmaker: yes
10:51:02  <Yexo> why not? you're writing the newgrf, you can chose the number of articulated parts
10:51:13  <planetmaker> AxxBxxBxxAxx - CxxCxxCxxDxx ?
10:51:39  <planetmaker> if they all have three parts... it still would work to know which of the single sub-vehicle you deal with
10:51:48  <Eddi|zuHause> planetmaker: maybe AxxBxCxx + DxxExxFxx
10:51:58  <planetmaker> yes, what then?
10:52:04  <Yexo> Eddi|zuHause: var 41 counts vehicles with the same ID
10:52:06  <Eddi|zuHause> Bx is only 2 parts
10:52:18  <Eddi|zuHause> Yexo: yes, 41 counts the x'es
10:52:20  <Yexo> so as long as the AxxBxCxx one has a different ID from the DxxExxFxx one there is no problem
10:53:06  <planetmaker> hm... we need to make sure to talk of the same...
10:53:15  <planetmaker> I considered Axx to be vehicles of one ID
10:53:19  <planetmaker> right? wrong?
10:53:22  <Eddi|zuHause> no
10:53:34  <Eddi|zuHause> A,B,C,x are each vehicles with different ID
10:53:58  <Yexo> oh, I misunderstood that too
10:54:07  <planetmaker> indeed :-)
10:54:29  <Yexo> but if AxxBxxBxxAxx is one articulated vehicle, why don't you code it as AAAAAAAAAAAA?
10:55:06  <planetmaker> or AAABBBBBBAAA
10:56:01  <V453000> looks sane :D
10:56:07  <Eddi|zuHause> currently all (visually) non-articulated vehicles are coded as Axx, where A is a vehicle-ID > 128, and x is one <128, shared between multiple vehicles
10:56:08  <planetmaker> maybe... what's the aim, Eddi|zuHause ?
10:56:42  <Yexo> Eddi|zuHause: and in which part is the problem, the x or the A / B / C vehicles?
10:57:02  <Eddi|zuHause> so the vehicle-ID "A" can be used for distinguishing the visualisation, length and stuff from the "x" vehicles
10:57:54  <Eddi|zuHause> A then has capacity, weight, power, etc. while x are just dummy-vehicles
10:57:55  <planetmaker> I guess the real issue is that articulatedID <128 is a requirement and it'd be gone if that was lifted, right?
10:58:15  <Eddi|zuHause> now with articulated vehicles like AxxBxxBxxCxx, B and C also need capacity
10:58:29  <Eddi|zuHause> which makes them logically different to the "x"es
10:58:40  <Eddi|zuHause> and stuffing all this logic into A is... troublesome
11:00:22  <Yexo> so does x need to know whether it's attached to A or B ?
11:00:38  <Eddi|zuHause> yes
11:00:46  <Yexo> and is that possible?
11:00:55  <Eddi|zuHause> i have a patch for that
11:01:25  <Eddi|zuHause> a 60+ variable that gives me the vehicle-id of the Nth wagon before/after this vehicle
11:01:38  <Eddi|zuHause> (logical wagon)
11:02:04  <Yexo> hmm, with http://wiki.openttd.org/Frosch/Secondary_Related_Objects that problem would also be solved
11:02:18  <Yexo> 4th related object for vehicles: first articulated part
11:02:55  <planetmaker> hm, quite so
11:05:26  <Yexo> Eddi|zuHause: but if you can get the vehicle-id of the Nth wagon before/after, you could just check the id of -3 and see if that's A or another B
11:05:36  <Yexo> ^^ to distinguish whether you are the first or second B
11:06:09  <Eddi|zuHause> that sounds like something to put into a procedure...
11:06:58  <Eddi|zuHause> and i need to keep a table somewhere which vehicle-IDs have 1/2/3/4 logical parts
11:07:43  <Eddi|zuHause> hm, no, maybe i don't need that, because i already have different dummy-vehicles for those
11:08:37  <Eddi|zuHause> the other problem i still have not solved is that when every articulated vehicle has IDs for B and C, i quickly run out of vehicle-IDs < 128
11:09:38  <Yexo> another reason to code them as AAAAAAAAAAAA
11:09:49  <Yexo> might be a bit more work in the code, but you avoid the ID problems
11:10:02  <Yexo> and you won't need your patch for checking the vehicle-id
11:10:02  <planetmaker> not if you have more thatn 128 engines
11:10:12  <planetmaker> which CETS easily has
11:11:03  <Eddi|zuHause> or we need a "long" articulated callback, that allows IDs > 7F
11:11:24  <Yexo> or a new nfo version that changes the existing callback
11:11:26  <planetmaker> the proper solution IMHO is to allow any ID to be used as articulated
11:12:08  <Yexo> if the problem is only bit 7, why can't IDs 0x100..0x17F, 0x200..0x27F etc. be used already?
11:12:10  <Eddi|zuHause> that's problematic as you have 16-bit vehicle IDs, but only 15-bit callback results, and then you need 1 bit for "flipped", so you only have 14 bits left
11:12:38  <Eddi|zuHause> Yexo: no idea, didn't work when i tested it
11:12:41  <Yexo> I don't think anyone will care if it's limited to 14-bit vehicleIDs
11:13:09  <planetmaker> sure it won't bite us (again)?
11:13:09  <peter1139> well it probably just gets the lowest 7 bits
11:13:32  <Eddi|zuHause> planetmaker: i'm pretty sure it will :p
11:13:43  <Yexo> sure, my question was more like: why can't the spec be changed to allow that? since it wouldn't break existing newgrfs (at least I hope not)
11:15:52  <Eddi|zuHause> there's the magic value "FF" that stops articulation (instead of attaching the vehicle 7F flipped)
11:17:36  <Lakie> planetmaker: I know its a daft question but is OpenGFX-Landscape 2.2 compatible with openTTD 1.0.2?
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11:17:51  <Eddi|zuHause> Lakie: probably not
11:18:05  <planetmaker> Lakie, I'd wonder if it were
11:18:11  <planetmaker> It uses advanced sprite layouts
11:18:17  <Lakie> I see.
11:18:57  <Lakie> Ok,
11:19:38  <Eddi|zuHause> is there an example for using recolour tables in NML?
11:19:56  <Yexo> http://newgrf-specs.tt-wiki.net/wiki/NML:Recolour_sprites this?
11:21:04  <planetmaker> http://paste.openttdcoop.org/show/526/ <-- you mean something more elaborate?
11:22:14  <Yexo> Eddi|zuHause: do you want to write your own recolour sprites or use some existing ones?
11:22:29  <Eddi|zuHause> i think i need my own
11:23:19  <planetmaker> for the different company liveries?
11:23:43  <Yexo> http://hg.openttdcoop.org/nml/raw-file/tip/regression/020_recolour.nml <- better example
11:23:45  <planetmaker> sounds more like something better not done by re-colouring
11:23:45  <Eddi|zuHause> for debug purposes, for front/back vehicle lights, for liveries, for possibly other stuff
11:25:04  <planetmaker> I'm not sure liveries via re-colouring is the best thing to do. It's rather limiting
11:25:14  <Eddi|zuHause> maybe
11:25:23  <planetmaker> changing lights... maybe
11:25:43  <Eddi|zuHause> e.g. the german tram set uses recolouring for (bulk) cargo graphics
11:25:54  <Yexo> it might be limited, but it's also a lot easier than changing the sprites manually for every livery
11:26:07  <planetmaker> also true.
11:26:30  <planetmaker> But it requires to follow some strict colouring rules during drawing
11:26:45  <planetmaker> whatever they may be in detail
11:26:55  <planetmaker> or you'd end up with a special re-colour sprite for each engine or so
11:27:14  <planetmaker> it might be a lot easier for wagons
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12:28:44  <planetmaker> you save your newgrfs by the game, Eddi|zuHause ?
12:29:09  <Eddi|zuHause> only for this particular one, because someone needed to open it because of a bug report
12:29:20  <planetmaker> ah
12:30:09  <planetmaker> newgrf/newstatsw.grf <-- what is that?
12:30:26  <Eddi|zuHause> stations
12:30:40  <planetmaker> new stations... sure :-)
12:31:20  <Eddi|zuHause> seriously, how long have you been playing this game? :p
12:31:34  <planetmaker> 8-letter filenames are not always descriptive :-)
12:31:49  <Eddi|zuHause> those are 9 letters, anyway :p
12:31:54  <planetmaker> :-P
12:32:16  <planetmaker> then it could have been the 6 more to make it really clear as well
12:32:40  <planetmaker> anyway, I don't know each newgrf by filename ;-)
12:32:57  <planetmaker> And I found out one can have at least 400 NewGRFs more than I have :-P
12:33:29  <planetmaker> (i.e. 50% more - though newstatw.grf is on my hdds, too
12:34:01  <Eddi|zuHause> last_newgrf_count = 527
12:34:23  <planetmaker> i have a count like 783 or so
12:34:25  <Eddi|zuHause> but i don't have a lot of grfs from bananas
12:34:34  <planetmaker> many pointless ones, yes
12:34:48  <planetmaker> I find those which trigger the debug messages especially annoying ;-)
12:35:09  <planetmaker> but well... sometimes they're needed. So I keep them
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12:56:24  <krinn> hi
12:56:36  <krinn> noai api lack semaphore or i miss them ?
13:01:18  <__ln__> not flexing the verb in the third person, missing auxiliary verb, unnecessary space in front of a questionmark.
13:03:32  <krinn> no that space is need before and after a ?
13:03:59  <fjb> No
13:04:00  <__ln__> not before in english ortography.
13:04:22  <krinn> well, i'm not english and we do use a space before it
13:04:28  <__ln__> or most other languages either. french is an exception.
13:04:57  <krinn> eheh never do like others
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13:11:19  <Belugas> hello
13:11:27  <krinn> hi
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13:20:44  <Belugas> mister krinn :)
13:22:26  <krinn> i'm a girl belugas
13:22:54  <krinn> no i'm not, was to bug you :)
13:24:09  <Belugas> hehehe
13:24:34  <Belugas> so with my usual lagging, i'm not gugged  at all ;)
13:26:11  <krinn> your belgium Belugas right ?
13:26:19  <krinn>  /syour/you're
13:26:53  <Belugas> i am due to the place i'
13:26:58  <Belugas> ve been born
13:27:09  <Belugas> but not to the place where i now live :)
13:27:42  <krinn> where did you moved ?
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13:34:44  <Belugas> my parents moved in quebec when i was 4
13:35:57  <krinn> nice move, great place to live
13:39:08  <Belugas> i guess :)  my dad had to choose between Guadeloup and Montreal.  I'm not totally sure he picked the right place, but all in all, it's ok :)
13:42:57  <Eddi|zuHause> who would choose a tropical island over a snowy place...
13:43:26  <Belugas> yeah...who?... and more important: WHY?????????
13:44:35  <krinn> i prefer snow and nice place to live than tropical poor place
13:45:26  <Eddi|zuHause> there are tropical richt places :)
13:45:31  <Eddi|zuHause> -t
13:45:38  <krinn> :P
13:45:43  <krinn> but not the guadeloup
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13:56:48  <Belugas> yep
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14:36:01  <planetmaker> hm... newgrf-specs.tt-wiki down or veeeery slow?
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14:37:46  <krinn> down for me
14:39:20  <TWerkhoven> just very slow for me
14:40:47  <krinn> forum is down too
14:41:16  <krinn> ah no, everything just came
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17:09:15  <LordAro> afternoonings
17:09:54  <LordAro> http://www.tt-forums.net/viewtopic.php?f=31&t=56478 <-- rather rude, dontcha think? :)
17:12:09  <Belugas> rude?
17:12:10  <Belugas> no
17:12:16  <Belugas> i would not say
17:12:17  <Yexo> not really, no
17:12:18  <Belugas> why?
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17:15:35  * planetmaker doesn't think it's rude either. Maybe slightly demanding, but...
17:17:38  <Belugas> LordAro: "This is very annoying"  <--  Stating the prolem
17:17:58  <Belugas> LordAro: "could it please be fixed?" <-- he said please
17:18:23  <Terkhen> I checked that issue once, it only happened on network games with huge maps for me
17:18:31  <Belugas> and he gave a good description of the problem. so it's not like throwing frustration ;)
17:18:36  <LordAro> true, but considering it hasn't been reported before... (i certainly haven't noticed it)
17:18:48  <LordAro> ok, i guess demanding would be a better word than rude :)
17:19:21  <Belugas> i don't recall seeing Emperor Jake here, by the way
17:20:55  <krinn> never saw that problem, but i don't play network game
17:21:59  <Eddi|zuHause> i'm not quite sure if Belugas is the right expert in moderation-questions :p
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17:24:50  <LordAro> hai Alberth
17:25:02  <Alberth> hi LordAro
17:25:08  <Alberth> just found your PM :)
17:25:19  <LordAro> :)
17:25:41  <LordAro> its out of date, i was going to send you another, but... youtube :)
17:26:06  <krinn> while you're here guys: noai doesn't handle semaphore right ?
17:26:08  <Alberth> you mean there are more important things than a openttd patch? :p
17:26:45  <Alberth> should I look at a newer version, or can go ahead with my current comments?
17:27:11  <LordAro> i don't have a newer version on me, but:
17:27:29  <LordAro> - i think i fixed the scrolling issues (for me anyway)
17:27:42  <Alberth> nice
17:28:17  <LordAro> - i have looked at (read: copied) some functions todo with removing whitespace and stripping characters in general
17:28:33  <LordAro> but have yet todo anything with them
17:29:06  <Alberth> so it seems best that you do that first, right?
17:29:24  <Alberth> just let me know when you need help in some way
17:29:43  <LordAro> :) will do
17:29:56  <LordAro> ... or i'll just pester someone else :L
17:30:10  <Yexo> krinn: not handle right in what way?
17:30:27  <Alberth> fine too :p
17:32:15  * Belugas lols at Eddi|zuHause
17:33:13  <Yexo> krinn: if you mean "never built semaphore signals" than you're right :)
17:33:51  <Eddi|zuHause> Yexo: i think he forgot a comma... "does not handle semaphores, right?"
17:34:19  <Yexo> ah, in that case: yes, it doesn't
17:38:06  <krinn> Yexo yep, i've look at signaltype, can't find a semaphore bit
17:38:29  <Yexo> it's not in signaltype, it's bit 4 of p1 in the call to CMD_BUILD_SIGNALS
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17:38:46  <Lord_Aro> again? seriously? >.<
17:39:07  * Alberth thinks one lord is sufficient :)
17:39:14  <krinn> Lord_Aro, the channel set autokick if you say the word lord
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17:41:18  <LordAro> happy? :)
17:42:16  <krinn> hmmm EnforcePrecondition(false, ::IsValidSignalType(signal)); i don't think i could bypass the preconditions to force them
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17:42:32  <Yexo> no, you'll need to patch openttd
17:42:49  <Ammler> Alberth: I remember the ticket again ;-)
17:42:54  <krinn> what i was thinking yep
17:43:05  <Alberth> bummer ;)
17:43:09  <Ammler> Alberth: https://dev.openttdcoop.org/issues/2932
17:43:10  <krinn> lol Lord_aro rename and paf
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17:44:49  <Eddi|zuHause> what's wrong with making the AI adhere to the "place semaphores before <year>" setting?
17:45:16  <Yexo> nothing, it's simply not yet implemented
17:45:17  <Alberth> Ammler: ah, it's a feature request
17:45:25  <Alberth> I'll look into it
17:45:50  <CIA-2> OpenTTD: translators * r22856 /trunk/src/lang/ (belarusian.txt french.txt italian.txt turkish.txt):
17:45:50  <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
17:45:50  <CIA-2> OpenTTD: belarusian - 3 changes by KorneySan
17:45:50  <CIA-2> OpenTTD: french - 2 changes by Snail_
17:45:50  <CIA-2> OpenTTD: italian - 6 changes by Snail_, lorenzodv
17:45:52  <CIA-2> OpenTTD: turkish - 40 changes by niw3
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17:46:50  <LordAro> ^$%^&*!!!
17:46:53  <LordAro> :)
17:47:11  <Eddi|zuHause> get a bouncer
17:47:23  <Eddi|zuHause> just avoid openttdcoop :p
17:47:40  <LordAro> (yes, i did just run my finger along the top of the keyboard :) )
17:48:32  <LordAro> Eddi|zuHause: according to Amml3r, it has been fixed
17:48:53  <Eddi|zuHause> what "it"?
17:49:01  <LordAro> the bouncer
17:49:15  <Yexo> it was not just the bouncer that went down
17:49:22  <LordAro> or whatever :)
17:49:25  <Yexo> the rest of the openttdcoop websites went down too
17:50:16  <LordAro> 'hypervisor' wasn't it?
17:51:45  <^Spike^> ammler says so and he said he fixed it... :)
17:51:50  * ^Spike^ still has to see that ;)
17:52:37  <krinn> bye all
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17:53:15  <LordAro> well, the 'daily openttdcoop ping timeout' hasn't occured, has it?
17:53:29  <__ln__> *occurred
17:53:38  <^Spike^> not that i've seen in our graphs either...
17:53:51  <LordAro> __ln__: shh!
17:55:28  * ^Spike^ goes back to learning the backup system for coop...
17:56:51  <Ammler> Eddi|zuHause: it is fixed :-P
17:57:20  * ^Spike^ tries not to comment... :)
17:58:15  <Ammler> shht
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18:08:22  <LordAro> given up on kvirc
18:10:42  * Terkhen is using x-chat now
18:10:51  <Terkhen> but I don't remember what made me change from kvirc to something else
18:11:24  <planetmaker> x-chat is quite nice
18:11:52  <Terkhen> I only miss the coloured nicknames
18:12:05  * LordAro looks into it :)
18:12:26  <LordAro> as Terkhen is the reason i'm using kvirc anyway :)
18:12:32  <planetmaker> Terkhen: aren't they coloured for you?
18:12:46  <planetmaker> they use random colours for me... but maybe that can be changed
18:12:49  * Yexo doesn't have coloured nicknames in x-chat either
18:13:04  <planetmaker> hm... I might check tomorrow
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18:13:09  <LordAro> as Terkhen is the reason i'm using kvirc anyway :)
18:13:40  <Yexo> ah, there is an option for it
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18:14:17  <Terkhen> I have them, but the colours don't have a lot of variety
18:14:34  <Terkhen> with kvirc, I had only two or four nicks with the same colours
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18:19:24  <LordAro> hm, xcht doesn't appear to be portable, and that is one of my main requirements
18:20:15  <planetmaker> it's not very portable. There's y-chat on windows, though
18:20:27  <planetmaker> and there's a(n unusable) port to OSX
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18:21:16  <Terkhen> on windows I use a unofficial build
18:21:25  <Terkhen> the official one has... strange terms of use
18:23:06  <andythenorth> rbrmomh
18:29:08  <Eddi|zuHause> gesundheit
18:36:13  <pjpe> does anyone happen to have a newest chilli's power pack version for mac os x that they can give me
18:36:31  <pjpe> lzma just does not want to make itself visible for ./configure
18:36:56  <planetmaker> then it's possibly installed in the wrong place
18:37:23  <pjpe> yeah
18:37:32  <pjpe> i've used brew and ports to install
18:37:37  <pjpe> lzma, xz, liblzma
18:37:38  <pjpe> uhh
18:37:42  <pjpe> maybe a few more things in there
18:37:51  <pjpe> i've tried the binary of xz
18:38:08  <pjpe> always gives me that same can't find lzma error
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18:38:57  <planetmaker> can you paste config.log?
18:40:12  <planetmaker> and where actually are liblzma.*, namely liblzma.a and liblzma.dylib ?
18:40:17  <planetmaker> in your filesystem?
18:40:29  <planetmaker> and liblzma.la
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18:42:17  <pjpe> http://pastebin.com/nfisCAfQ
18:42:25  <pjpe> this is after i specify where liblzma is
18:42:28  <pjpe> and it is there
18:42:29  <pjpe> i can see it
18:43:21  <planetmaker> .a is the static library. The dynamic one is .dylib
18:43:44  <planetmaker> and openttd links dynamically by default...
18:44:32  <pjpe> configure -h told me to use the .a
18:44:33  <pjpe> hang on
18:44:35  <pjpe> i'll try dylib
18:45:01  <pjpe> alright same thing except replace .a with .dylib
18:45:05  <planetmaker> pjpe: is /opl/local/bin in your path?
18:45:21  <planetmaker>  /opt/local/bin
18:45:37  <LordAro> hmm. what text editor do you people use? personally i'm quite fond of gedit, but i'm open to other suggestions :)
18:46:05  <Terkhen> geany
18:46:09  <Yexo> I find the tabs for multiple open windows in gedit too limiting, so I use kate
18:46:21  <Yexo> s/windows/documents/
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18:47:49  <planetmaker> pjpe: and the result w/o explicitly stating that lib's whereabouts?
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18:51:58  <Zuu> Hi, I'm not sure if you have already confirmed the crash on online content. I can report that I got this crash as well (have already reported to the bug tracker with the crash.* files)
18:53:10  <planetmaker> pjpe: and what does "pkg-config liblzma --modversion" give you?
18:54:37  <planetmaker> it's actually easily reproduced, Zuu. Thanks
18:55:09  <Zuu> It looks like it takes the NewGRFs from my NewGRF list.
18:55:15  <Zuu> Oh, good to hear
18:55:17  <planetmaker> so it seems
18:55:54  <Zuu> I only saw that the bug report was "new" and not "confirmed" and lacked some detials (all crash files).
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18:56:12  <planetmaker> yes, I didn't until now try to reproduce it
18:56:12  <pjpe> http://pastebin.com/zathdrXM
18:56:23  <planetmaker> I just linked the posting where it was reported so that it's not forgotten
18:56:34  <pjpe> http://pastebin.com/wG2ZJELP
18:56:59  <Zuu> he, I couldn't find the forum post again when I got the same issue, but finding it on the bug report on the tracker was easy. :-)
18:57:36  <Zuu> I was actually going to try the new OpenGFX+ Landscape release :-)
18:57:45  <planetmaker> oh :-)
18:58:03  <planetmaker> well, get it from the bundle's server of the DevZone
18:58:14  <planetmaker> it's been in that state actually for quite some while...
18:58:25  <planetmaker> but I got annoyed at saying "check out the nightly" :-P
18:58:36  <planetmaker> thus I just tagged it ;-)
18:58:40  <Zuu> :-)
18:59:09  <planetmaker> and wondered how much I changed and didn't yet release ;-)
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19:01:48  <planetmaker> that's a truncated config.lib, pjpe
19:02:14  <pjpe> i kinda got lazy copying all of it
19:02:25  <pjpe> hang on
19:02:27  <planetmaker> right. I guess I'll lazily go shopping now then
19:02:50  * andythenorth will lazily code
19:03:22  <pjpe> http://pastebin.com/Sf5Bc8bm
19:03:44  <pjpe> i set PKG_CONFIG_PATH to the one containing liblzma.pc and i get the exact same error from --modversion too
19:03:49  <andythenorth> anyone managed to beak FIRS 0.7.0-beta1 yet?
19:05:15  <pjpe> dammit forgot to export the path though
19:06:07  <pjpe> dammit that fixed it too
19:06:12  <pjpe> this was an exercise in frustration
19:06:20  <pjpe> thanks planemaker
19:16:06  <Alberth> oh, snowy industries!
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19:21:05  <andythenorth> schhhnow
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19:29:15  <planetmaker> lol :-) you're welcome
19:29:20  <planetmaker> sweet if it works now
19:29:30  <planetmaker> and I won't starve tomorrow morning either ;-)
19:40:18  <frosch123> [21:16] <Alberth> oh, snowy industries! <- belugas will regret he ever coded new industries :p
19:42:18  <Alberth> he hates snow? :)
19:42:48  <Yexo> at least now the industries are properly snow-aware and they're not statically snow via actionA or so
19:43:35  <andythenorth> :)
19:43:37  <planetmaker> :-)
19:43:48  <planetmaker> forest has best snow-awareness next to builder's yard
19:44:51  <andythenorth> does forest still have insane partial-snow-tile awareness?
19:45:04  <planetmaker> insane? Excellent!
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19:56:51  <frosch123> for the native english: do engines have a "lifetime" or a "life time" ?
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19:57:35  <MNIM> depends on the context.
19:57:53  <Wolf01> evening
19:58:03  <MNIM> for an example, are we talking about the time of the engine's life, or are we talking about the duration of the engine's life?
19:58:07  <pjpe> probably an engine lifetime
19:58:10  <frosch123> take the purchase list: sort engines by lifetime or by life time
19:58:32  <frosch123> i think it is a duration
19:58:35  <MNIM> the latter.
19:59:06  <andythenorth> it's lifetime in common UK / US useage
19:59:09  <andythenorth> usage
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20:00:05  <Eddi|zuHause> <Alberth> he hates snow? :) <-- i think he mentioned it a couple times :p
20:00:05  <frosch123> and an older engine then has a "remaining lifetime" or a "remaining life time"? :)
20:00:11  <andythenorth> lifetime
20:00:23  <andythenorth> it's one word
20:00:31  <frosch123> ok, thanks :)
20:01:42  *** macee [~macee@dsl4E5C1F99.pool.t-online.hu] has joined #openttd
20:03:06  <CIA-2> OpenTTD: frosch * r22857 /trunk/src/lang/ (english.txt english_US.txt): -Fix: Spelling of lifetime. (monoid)
20:04:10  <andythenorth> frosch123: someone might disagree - but my dictionary was very clear :)
20:04:19  <Belugas> frosch123, Alberth: no, i do not exactly hate snow as such... rather the piling, the shuffling, the cold... the effects of the snow ;)
20:04:21  *** beijingguy [esben_smil@56342227.rev.stofanet.dk] has joined #openttd
20:04:29  <Belugas> i do love the sceneries, tough
20:04:33  <Belugas> very much!
20:04:48  <Alberth> then you love FIRS 0.7  :p
20:05:01  *** ^Spike^ [~Spike@101.haydn.openttdcoop.org] has quit [Ping timeout: 480 seconds]
20:05:25  <Belugas> then i WOULD ;)
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20:09:36  <planetmaker> :-)
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20:17:26  <frosch123> coop has been fixed :p
20:17:38  *** planetmaker [~planetmak@101.haydn.openttdcoop.org] has quit [Ping timeout: 480 seconds]
20:21:09  <CIA-2> OpenTTD: frosch * r22858 /trunk/src/ (lang/english.txt order_cmd.cpp order_gui.cpp order_type.h): -Feature: Conditional order depending on remaining lifetime of a vehicle. (monoid)
20:23:59  <appe> bah
20:24:02  <appe> helicopters suck.
20:24:38  <Prof_Frink> Only if you're on top of them.
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21:04:29  <robotx> openttd on Touchpad - legendary!! thanks to the guys who did it! :)
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21:14:14  <Eddi|zuHause> so... fixed... eh? :p
21:14:22  <^Spike^> don't look at me :)
21:14:27  <planetmaker> :-)
21:14:35  <^Spike^> i tried to recover it as my ssh was still up..
21:14:37  <^Spike^> but hopeless :)
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21:15:38  <appe> http://gyazo.com/fbe3fd4d81822707a5102ab49d640ada
21:15:40  <appe> best maps evar.
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21:16:20  <planetmaker> seems like an uber-boring track layout, though
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21:17:10  <appe> well yeah, im no pro. :)
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21:17:51  <planetmaker> it'd look better, if tracks were somewhat shared. you could cut back on the width of the main station
21:18:10  <planetmaker> the current way you need no single signal... which is... well. not the point of rail
21:18:31  <appe> :)
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21:18:39  <appe> im just learning signals
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21:33:13  <Zuu> appe: Looks like a good start, but there is indeed lot to learn :-)
21:33:50  <Zuu> Once you've learned signals, OpenTTD will become much more fun.
21:34:39  <appe> :)
21:35:11  * ^Spike^ points to V453000
21:35:44  <V453000> hm?
21:35:53  <^Spike^> something with signals and ottd fun :)
21:35:54  <V453000> I am innocent
21:38:35  <Wolf01> 'night
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22:01:59  <Zuu> r22858 misses changes to the NoAI API to allow usage of the new conditional order.
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22:03:13  <Yexo> Zuu: care to provide a patch?
22:03:20  <Yexo> if not, remind me tomorrow and i'll write one
22:03:32  <Zuu> Not tonight as I'm off to sleep now.
22:03:39  <Yexo> good night :)
22:03:44  <Zuu> you too :-)
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23:34:14  <planetmaker> g'niht
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23:47:08  <Keiya> Is it possible for a GRF to add a new climate, or only overwrite an existing one?
23:47:54  <pjpe> there's a toy land to mars conversion grf
23:47:59  <pjpe> that's pretty much the best you can do
23:48:03  <pjpe> making it look different
23:48:06  <pjpe> and i guess play different
23:48:08  <pjpe> and i guess be different

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