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Log for #openttd on 25th December 2011:
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00:24:39  <vargadanis> a small trick i just noticed.. I was 1 tile out from the 2nd industry... I placed a 1 tile station with CTRL pressed and attached to the other station and now the 1st station accepts what is needed by the 2nd indu
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09:42:40  <peter1138> merry christmas
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10:21:45  <Eddi|zuHause> SmatZ: http://www.youtube.com/watch?v=S1C359uhRWs&feature=player_embedded :)
10:25:53  <Eddi|zuHause> http://www.youtube.com/watch?v=KIxkMlaDTHI&feature=relmfu
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10:35:02  <Wolf01> hohoho merry xmas to all
10:35:22  <appe> :)
10:35:52  <peter1138> hello
10:36:18  <appe> hiya peter.
10:36:23  <appe> had a good christmas?
10:36:32  <appe> oh wait, some countries still have christmas eve
10:37:07  <Wolf01> some countries have today and tomorrow instead of yesterday :P
10:37:43  <peter1138> yup
10:37:54  <peter1138> no point rushing it
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10:38:04  <appe> hehe
10:38:04  <appe> sweden reserved the 24:th.
10:40:53  <peter1138> hmm, suddenly explosion of stickied 32bpp threads :S
10:40:56  <peter1138> -ly
10:44:08  * peter1138 ponders working on ez sprites again
10:45:23  <appe> peter1138: isnt this a day for ..not openttd related stuff?
10:45:41  * appe hands ginger bread
10:46:40  <peter1138> what? why?
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10:50:36  <appe> no, no particular reason. im just trying to insert ginger bread in your sprites
10:59:08  <peter1138> i don't make sprites
11:06:30  <Eddi|zuHause> germany is the worst... we have christmas eve, christmas day, and 2nd christmas day....
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11:07:26  <peter1138> boxing day
11:09:56  <appe> oh
11:09:58  <appe> :D
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12:36:08  <vargadanis> hi!
12:36:31  <vargadanis> I have a little problem which I demonstrate on this image: http://i39.tinypic.com/2vwz8tk.jpg
12:37:22  <vargadanis> this is a station that can be loaded from both sides and trains tend to turn around and create a hook which blocks all incoming and outgoung traffic
12:37:33  <vargadanis> is there any way to get around this?
12:38:37  <peter1138> use path signals
12:39:06  <peter1138> http://www.tt-forums.net/viewtopic.php?f=31&t=57875
12:40:04  <Progman> vargadanis: isn't there a track piece missing at the left on the lower junction?
12:40:37  <peter1138> vargadanis, follow the signal layout that pikkabird gives
12:40:59  <vargadanis> Progman, there is thanks for pointing it out however the train was comging from the 3rd station should have made a difference in this case
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12:41:44  <Progman> what about the "allow turn in station" setting?
12:42:01  <vargadanis> it is turned on
12:42:08  <vargadanis> trains do get sometimes turn around
12:42:38  <vargadanis> peter1138, does this signal layout make any difference?
12:42:49  <vargadanis> I could try it see what happens
12:42:50  <peter1138> yes
12:43:44  <peter1138> one of the concepts of path signals is safe waiting points
12:44:11  <peter1138> only place signals where trains can wait safely
12:44:20  <peter1138> safe in this context means without blocking other routes
12:44:46  <peter1138> your trains may end up waiting in the station slightly longer when it's busy, but they shouldn't block each other like that
12:45:18  <vargadanis> sweet thank you
12:45:40  <vargadanis> I just "transformed" that station
12:45:56  <vargadanis> as well I forgot to place 2 exist signals on the further end of the 4 tracks
12:46:08  <vargadanis> so that kinda screwed it up too
12:46:29  <vargadanis> my delivered cargo graph is scillating that is a good indication something is Fd up :)
12:46:51  <vargadanis> btw this layout seems to be easier to look over
12:47:00  <vargadanis> less cluttering
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12:52:38  <vargadanis> awesome... I can see the actual throughput of the station increase
12:53:07  <Svish> These two-ended train sets, do they have twice the power they say they have? Or said in a different way, when I have two train engines in the same train, is it good to replace those two with a single two-ended engine? Or should I have two of them (taking up 4 slots rather than 2) to have the same "effect"?
12:54:24  <Eddi|zuHause> i think that was changed back and forth a few times...
12:54:56  <Eddi|zuHause> to double check, build such a train, and look in the train details (there are both ends summed up)
12:54:59  <Svish> also, if I use the replace feature, will it create two double-ended engines if I have two single-ended ones?
12:55:06  <Eddi|zuHause> yes
12:55:08  <Svish> ah ok
12:55:17  <Svish> should be a an option to change that perhaps
12:55:57  <Eddi|zuHause> yes. but how to do it properly, so the next person won't request a slightly different behaviour again next week?
12:56:12  <Eddi|zuHause> see the various threads about consist-replacing
13:00:59  <Svish> I think it should just be an option in the replace dialog. some checkboxes or something. Retain number of engines or something
13:07:04  <TrueBrain> # Surfin' USA
13:07:09  <Eddi|zuHause> yes. and the next person wants to retain the first or the last wagon, or add new wagons, or choose a refit option, or ...
13:07:45  <Eddi|zuHause> TrueBrain: typical christmas song?
13:08:18  <peter1138> Eddi|zuHause, the final power wasn't changed, just the way it's used in the vehicles
13:08:36  <peter1138> then it became irrelevant because bjarni disallowed dual head parts to be split up
13:09:15  <Eddi|zuHause> peter1138: i meant whether half or full power is displayed in the purchase menu
13:09:52  <TrueBrain> Eddi|zuHause: I guess
13:09:57  <peter1138> full i think
13:11:26  <Eddi|zuHause> that was fun in TTO when you reached the wagon limit, you could build half TGV and half EuroStar :)
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13:12:51  <Svish> Eddi|zuHause: all those should be options in the replace menu I think, per replace "order". would also be cool if I could tell a single train to "add two wagons of type x to yourself the next time you get service"
13:12:53  <TrueBrain> and there goes the coop server once again
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13:13:04  <TrueBrain> stability: E
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13:13:37  <Eddi|zuHause> Svish: but then you get so many options that the GUI will be incomprehensible
13:13:55  <Svish> i guess
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13:14:42  <Svish> anyways, another question, I started a multiplayer game, but I'd like to change one of the advanced options. Can I do that somehow? It's locked in the options tree
13:16:17  <Eddi|zuHause> only by quitting, loading in single player, changing, loading in multiplayer again
13:21:27  <Svish> ok. that seems to have worked :)
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13:53:10  <Svish> what is an Implicit order?
13:56:57  <Eddi|zuHause> it's a record of stops the train has made which you did not order
13:58:54  <Svish> aha
14:02:29  <Ardonel> Merry Christmas all.
14:02:53  <vargadanis> Svish, if you set the order to be non-stop, the implicit orders will go away
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14:03:16  <vargadanis> http://www.tt-forums.net/download/file.php?id=153575&sid=27302217dbf184277a9ac274e5ead2c6
14:03:25  <vargadanis> ^ that works very well
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14:22:55  <Svish> vargadanis: what's that?
14:24:23  <Rubidium> his forum session to hijack ;)
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14:55:50  <JoeyJo0> Hey there.
14:56:15  <JoeyJo0> I have a question regarding trains and its silly pathfinding. I can provide a screenshot in a moment.
14:57:48  <JoeyJo0> So, I'm using a 2-line system, up and down, quite standard.
14:58:22  <JoeyJo0> And there is this junction that switches from 2 lines to 4 lines, of which 2 lines go to Station A and 2 go to Station B.
14:58:34  <JoeyJo0> I've ordered the train to go to station A, but it keeps going to station B.
14:59:05  <JoeyJo0> I'm preparing the screenshot now.
15:02:16  <JoeyJo0> Wait, nevermind. It was a pathfinding error caused by an unreachable order.
15:02:47  <Eddi|zuHause> for pathfinding problems, screenshots are usually useless
15:02:54  <Eddi|zuHause> savegames are necessary
15:03:23  <JoeyJo0> Still, it might've been an incorrectly placed sign.
15:04:48  <Eddi|zuHause> or a track that is not electrified, or a wrong waypoint, or ...
15:05:09  <JoeyJo0> All my tracks are electrified.
15:05:18  <JoeyJo0> I've never placed non-electrified tracks.
15:05:47  <Eddi|zuHause> sure, but we don't know that
15:06:00  <JoeyJo0> True.
15:07:50  <Eddi|zuHause> the weirdest pathfinding problem i have seen was some guy who had trains running in circles
15:08:22  <Eddi|zuHause> turned out the penalty for full platforms was higher than going around enough circles to reach 10 signals
15:08:53  <Eddi|zuHause> (after 10 signals, track reservation is not accounted for anymore)
15:09:44  <JoeyJo0> So, he had a track going round and he wanted to have a train bouncing between two stations?
15:10:48  <JoeyJo0> Argh, I hate it when local authorities refuse to allow me to wreck streets ;/
15:11:59  <Eddi|zuHause> JoeyJo0: he had a terminus station with waiting tracks before it
15:12:14  <Eddi|zuHause> JoeyJo0: and when the station was full, the trains did not wait in the waiting tracsk
15:12:19  <Eddi|zuHause> but kept going in circles
15:12:54  <Eddi|zuHause> until one platform was free again, then they happily waited
15:13:21  <JoeyJo0> That's strange.
15:13:35  <JoeyJo0> I like my relatively simple system.
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15:46:55  <Eddi|zuHause> oh... i was just wondering why i can't reach devzone :p
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15:55:32  <weirdy> Hey
15:56:54  <weirdy> ah, problem solved itself naturally
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16:01:26  <vargadanis> I have another problem demonstrated on this picture: http://i41.tinypic.com/zwc283.png
16:01:42  <vargadanis> the power plant isn't accepting anything, how could that be?
16:02:58  <Eddi|zuHause> not all tiles of the power station accept coal, use the [?] tool
16:03:42  <weirdy> I'd always ensure that stations are as close to the industry as possible.
16:07:03  <vargadanis> Eddi|zuHause, you were right, the tiles I had the stations on didn't accept coal :s
16:07:25  <vargadanis> I placed another station to overlap not connected to the roads with CTRL pressed and it solved the problem
16:07:35  <vargadanis> gonna have to pay more attention next time
16:10:55  <JoeyJo0> I'm dealing with a quantum train here.
16:11:04  <JoeyJo0> As long as I observe it, it chooses the right path.
16:11:16  <JoeyJo0> But once I don't watch it, it goes in directions it shouldn't go.
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16:36:01  <Eddi|zuHause> it's a Heisentrain
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17:05:19  <vargadanis> finally found a way to compete with admiralAI :)
17:05:38  <vargadanis> quite a challenge :)
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17:15:39  <SmatZ_> so... I actually bought a game... for mere ~12Eur... and my silly DVD drive fails to read it :(
17:15:50  <SmatZ_> so I have to get it "ilegally" anyway...
17:16:31  <SmatZ_> it's even worse than the last time I bought a DVD movie
17:16:38  *** planetmaker [~planetmak@101.haydn.openttdcoop.org] has quit [Ping timeout: 480 seconds]
17:16:46  <Eddi|zuHause> that should teach you :p
17:16:51  <SmatZ_> where it failed only at few places, where the movie got stuck...
17:16:55  <Wolf01> I once bought a game but the DRM don't let me to play it with wine, so I have to play the russian version which is DRM free
17:16:59  <SmatZ_> but this time, it won't even detect the DVD...
17:17:02  <SmatZ_> hehe :)
17:33:29  <Elukka> i had to torrent victoria 2 to be able to play it with a friend because the steam version i had bought didn't work
17:33:49  <Elukka> legal download of some train sim didn't work either...
17:34:49  <Elukka> windows insisted i hadn't bought it one time too and was very smug about it
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17:59:20  <JoeyJo0> Is there a way to quickly close all windows?
17:59:43  <Rubidium> (shift +) delete
17:59:50  <JoeyJo0> Ahh, thanks.
18:00:17  <JoeyJo0> My screen usually gets really cluttered when routing trains.
18:04:22  *** XaTriX [5b791789@ircip3.mibbit.com] has joined #openttd
18:04:42  <XaTriX> hi
18:04:49  <XaTriX> ottd are unique threaded no ?
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18:07:08  <Rubidium> XaTriX: that's debatable
18:08:29  <XaTriX> im talking about serv prog
18:09:37  <Rubidium> then it's still debatable
18:09:44  <XaTriX> :p
18:10:05  <Rubidium> e.g. savegame compression happens in a separate thread, so it's not 100% single threaded
18:10:14  <XaTriX> oukey
18:10:50  <XaTriX> so it didnt use the power of multicores ?
18:15:19  <Rubidium> as I said, it's debatable
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18:22:46  <XaTriX> okay :p
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18:24:07  <XaTriX> in fact its to choose a proc to host a game, and know if quad (or more) is good or not..
18:24:43  <XaTriX> because with IS+ECS (and more) its use a lot of proc power..
18:24:44  <Rubidium> chose one that is slower than the clients you want to be able to join
18:25:23  <Rubidium> anything faster than the CPU of the clients will disconnect the clients for lagging behind when the game gets crowded
18:25:36  <XaTriX> hmm
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18:26:06  <Rubidium> the server and clients calculate the whole game state, but the clients also have to handle drawing
18:26:52  <XaTriX> even with good cpu the server lag with a lot of trains (400+)
18:26:59  <XaTriX> "good"
18:28:54  <XaTriX> = middle cpu (delete "even") .. my english.. is like my president..
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18:40:56  <CIA-6> OpenTTD: translators * r23671 /trunk/src/lang/ (5 files):
18:40:56  <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
18:40:56  <CIA-6> OpenTTD: hebrew - 1 changes by rril
18:40:56  <CIA-6> OpenTTD: indonesian - 10 changes by fanioz
18:40:56  <CIA-6> OpenTTD: korean - 123 changes by telk5093
18:40:58  <CIA-6> OpenTTD: russian - 2 changes by Lone_Wolf
18:40:58  <CIA-6> OpenTTD: vietnamese - 32 changes by nglekhoi
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18:43:14  <CIA-6> OpenTTD: rubidium * r23672 /trunk/src/lang/korean.txt: -Fix: WT3 validation failure
18:45:26  <JoeyJo0> I hate it when trains get stuck ;/
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18:48:31  <Terkhen> hello :)
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19:43:44  <vargadanis> ohh wow
19:44:23  <vargadanis> I purched one of the competitor AIs network all together and i suddenly got 500 vechicles
19:44:30  <vargadanis> that qty is unmanagable
19:44:53  <Alberth> :D
19:45:40  <andythenorth> bon noel
19:49:01  <andythenorth> anybody like to help me with some CPP?
19:49:12  <andythenorth> nothing says 'christmas' like a pre-processor
19:49:33  <Alberth> #define CHRISTMAS 1
19:49:45  <andythenorth> hmm
19:49:54  <andythenorth> now concatenate that with another string?
19:50:00  <andythenorth> like 'HAPPY_'
19:50:13  <Eddi|zuHause> with ##
19:50:27  <Alberth>  ## iirc, but only in replacement context
19:50:48  <andythenorth> so I have #define THIS_VEH_ID veh_truck_test
19:51:10  <andythenorth> and I also want to define switch_articulated_veh_truck_test
19:51:17  * Alberth opens a terminal and an editor
19:51:42  <andythenorth> I als want to define str_name_veh_truck_test
19:51:48  <Alberth> bummer, x.cpp already exists :p
19:51:57  <Eddi|zuHause> andythenorth: CETS does that
19:52:08  <andythenorth> so does FIRS but I don't understand it :P
19:52:25  <andythenorth> if I learn it from scratch for BANDIT, I might be able to understand FIRS :D
19:52:27  <Eddi|zuHause> file.write('#define VEH_ID(...) %s_%s_%s ## __VA_ARGS__\n'%(comp, ident, i))
19:52:52  <Eddi|zuHause> and then you write VEH_ID(test) etc.
19:53:05  <andythenorth> you were asleep during the lecture about 'code generators are evil' ? :P
19:53:39  <Alberth> no, /me likes evil toys :D
19:53:40  <Eddi|zuHause> there's no place else where i can live out my evil side :p
19:54:35  * andythenorth didn't do comp sci
19:54:41  <andythenorth> I had to learn about evil by doing it
19:54:57  <andythenorth> I don't think I'll write a code generator again
19:55:18  <Eddi|zuHause> just "#define VEH_ID(...) veh_truck_test ## __VA_AGRS__"
19:55:30  <Eddi|zuHause> and then "VEH_ID(switch_articulated)"
19:55:45  <Eddi|zuHause> or "VEH_ID()"
19:55:56  <Alberth> http://paste.openttdcoop.org/show/865/
19:55:58  <Eddi|zuHause> or "VEH_ID(name)"
19:56:10  <JoeyJo0> Preprocessors, eh? You should use #define ; ;fork();
19:56:35  <Eddi|zuHause> JoeyJo0: just we're not writing C code
19:57:01  <JoeyJo0> :(
19:57:28  <JoeyJo0> There's a fork() in C++ too.
19:57:42  <Eddi|zuHause> JoeyJo0: we're not writing C++ code either
19:57:52  <Alberth> there is not, it's a library :)
19:57:53  <JoeyJo0> <andythenorth> anybody like to help me with some CPP?
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19:58:58  <Svish> hm. is there a way to prevent unused industries from dying off? can't get to all of them at once kind of, and would like there to still be industries around when I get to them :p
19:59:05  <Terkhen> C preprocessor
19:59:12  <andythenorth> Svish: use an industry newgrf
19:59:28  <andythenorth> you'll have to start a new game though :|
19:59:28  <Terkhen> != C++
19:59:28  <JoeyJo0> Svish, in my world, industry closes as much as opens.
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19:59:56  <Eddi|zuHause> andythenorth: take this excerpt from CETS (after code generation): http://paste.openttdcoop.org/show/866/
20:00:15  <andythenorth> yeah that's perfect
20:00:16  <andythenorth> thanks
20:00:46  <Svish> JoeyJo0: ah, maybe that happens here too, just that I don't notice...
20:00:50  <Svish> andythenorth: what's that?
20:01:09  <andythenorth> Svish: from the in-game content service
20:01:20  <andythenorth> try Manual Industries, or OpenGFX+ Industries
20:02:22  <Alberth> Svish: the game tries to maintain a balance by opening new ones, which works quite nicely, unless you play in a large world with lots of industries, then it cannot keep up
20:02:45  <JoeyJo0> Alberth: I'm in a large world, it keeps up fine.
20:03:29  <Alberth> Svish: or if you want a totally different set of industries, you can play FIRS, which does not close industries by default
20:03:54  <andythenorth> FIRS is much bigger http://www.tt-foundry.com/sets/FIRS/schema/industries?economy=point_6_release
20:04:02  <Alberth> JoeyJo0: ok, could be, I only tested the case where you literally service no industry at all.
20:04:04  <Eddi|zuHause> ECS has parameters for not closing industries
20:04:46  <Alberth> Svish: FYI: ECS is also an industry set :)
20:05:49  <TrueBrain> http://devs.openttd.org/~truebrain/brickland/Ingame.5.png <- pompiedom
20:07:51  <Eddi|zuHause> i think we were at that stage 3 years ago already :)
20:09:00  <Svish> aha, cool
20:09:07  <TrueBrain> Eddi|zuHause: yup :)
20:09:14  <TrueBrain> at least I can now press the button and get those sprites :P
20:09:46  <Eddi|zuHause> but... they're still not cubicles! :p
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20:13:37  <vargadanis> wow FIRS looks pretty neat
20:13:46  <vargadanis> is it downloadable with online content thing?
20:13:51  <Terkhen> yup
20:14:16  <vargadanis> so the new indu types will be turned on too such as the bauxite mine or the fishing grounds/
20:14:18  <vargadanis> ?
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20:15:16  <andythenorth> vargadanis: I would wait a couple of days before trying FIRS
20:15:24  <andythenorth> new version gets released in the next few days
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20:16:46  <Alberth> vargadanis: don't forget to load a newgrf for the new cargoes too
20:17:03  <andythenorth> [vehicle newgrf]
20:17:17  <vargadanis> okkay I can wait :)
20:17:28  <vargadanis> thx 4 tip
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20:17:58  <andythenorth> new FIRS has about 500 improvements compared to version on content service
20:18:11  <vargadanis> wow
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20:18:31  <vargadanis> devs must have put a xxxx amount of work into it
20:20:28  <andythenorth> some
20:20:40  <andythenorth> some work
20:20:46  <andythenorth> not some devs :P
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20:23:56  <Alberth> vargadanis: andythenorth is the main author of FIRS :)
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20:25:25  <andythenorth> hmm
20:25:30  <andythenorth> can CPP pre-pend a string?
20:25:45  <andythenorth> otherwise my text identifiers will be things like 'veh_truck_test_str_name'
20:25:50  <andythenorth> which isn't good nml style :P
20:25:57  <Eddi|zuHause> yes, why is that relevant?
20:26:05  <SpComb> like FOO # _bar?
20:26:21  <Eddi|zuHause> just put the __VA_ARGS__ before the ##
20:26:41  <SpComb> *##
20:28:17  <andythenorth> hmm
20:29:47  <andythenorth> sprites/nml/test_vehicle.pnml:1:66: error: '##' cannot appear at either end of a macro expansion
20:29:53  <andythenorth> #define THIS_VEH_ID(...)          veh_truck_test  __VA_ARGS__ ##
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20:30:19  <SpComb> it pastes two adjacent tokens together
20:30:23  <SpComb> infix-style op
20:30:35  <Eddi|zuHause> andythenorth: no
20:30:45  <Eddi|zuHause> the ## must be between the two strings you want to connect
20:31:08  <andythenorth> thanks
20:31:09  <andythenorth> fixed
20:31:15  <SpComb> but, uh, not sure how that'd work with something like __VA_ARGS__ that expands to multiple words
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20:32:42  <andythenorth> hmm
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20:33:04  <andythenorth> I don't suppose cpp has equivalent of str.upper() ?
20:33:04  <vargadanis> ohh... didn't know he was DA man behind the project
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20:33:18  <vargadanis> andythenorth, nope but let me double chk
20:34:04  <vargadanis> andythenorth, nope...
20:34:10  <vargadanis> the built in strings do not support that
20:34:24  <andythenorth> hmm
20:34:26  <vargadanis> many C++ dever uses boost lib
20:34:36  <vargadanis> that does have it
20:34:50  <andythenorth> my nml string identifiers will have to be lower case
20:34:58  <andythenorth> doesn't bother me too much
20:35:17  <vargadanis> tho a simple macro could do it
20:35:43  <Rubidium> too bad that nforenum and grfcodec don't support boost
20:36:01  <andythenorth> too much magic = more time spent debugging the magic than the actual grf code :D
20:36:13  <vargadanis> andythenorth, you would want all the letters be uppercase, right?
20:36:19  <andythenorth> yup
20:36:40  <andythenorth> but the initial strings I'm concatenating are lower
20:36:52  <vargadanis> I'd happily put together something
20:37:31  <andythenorth> nah don't worry
20:37:40  <andythenorth> it's only a matter of nml style
20:38:45  <Rubidium> maybe you can bug a nml dev about adding a toupper for variable names ;)
20:39:07  <SpComb> cpp = C preprocessor?
20:39:11  <andythenorth> yup
20:39:41  <SpComb> it can't uppercase, thankfully :)
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20:50:34  <andythenorth> 80 chars?
20:50:40  <andythenorth> not enough for my comments :P
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20:55:17  <andythenorth> hmm
20:55:31  <andythenorth> air drag co-efficient
20:55:34  <andythenorth> should I?
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21:00:59  <vargadanis> will it count how aerodynamic the trains are?
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21:01:36  <Eddi|zuHause> andythenorth: for trucks that's usually pretty high
21:01:48  <andythenorth> that's what made me think of it
21:01:51  <Eddi|zuHause> andythenorth: but also usually does not matter much, because of low speed
21:01:55  <andythenorth> and some trucks are more aero than others
21:02:02  <andythenorth> it affects fuel economy not speed
21:02:12  <andythenorth> I can fake it by run cost better
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21:02:30  <Eddi|zuHause> yes, but the effect is much more noticeable the higher the speed
21:03:24  <Eddi|zuHause> like the steam engines in the 1930s, when streamlining was "in"
21:03:25  <andythenorth> noticeable at 65mph?
21:03:53  <Eddi|zuHause> the fuel consumption only balanced the increased maintenance effort beyond 130km/h
21:04:12  <Eddi|zuHause> and hardly any steam engines actually went that fast
21:04:16  <andythenorth> @calc 130/1.6
21:04:17  <DorpsGek> andythenorth: 81.25
21:04:18  <Eddi|zuHause> in typical service
21:04:25  <andythenorth> I think I'll ignore that prop :)
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21:07:03  <Eddi|zuHause> the fastest german steam train in regular operation was the Henschel-Wegmann-Zug in the late 30s, which had a scheduled top speed of 160km/h and average speed of 111km/h on the line Berlin-Dresden
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21:08:08  <Eddi|zuHause> a speed record not even broken by the ICE on the same route
21:08:43  <Eddi|zuHause> (although that is due to an additional stop)
21:09:39  <Rubidium> so it's not on the route where a stop is regularly forgotten?
21:09:47  <Eddi|zuHause> no
21:10:15  <Eddi|zuHause> that is Berlin-Hannover (with stops alternating in Stendal and Wolfsburg)
21:11:37  <Eddi|zuHause> that track is weird anyway
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21:12:22  <Eddi|zuHause> it's a remnant of a "transit route" from west germany to west berlin, avoiding the major east german cities inbetween
21:12:52  <Rubidium> it's not such a busy route though
21:13:18  <Eddi|zuHause> the traditional route used to be Hannover-Braunschweig-(border)-Magdeburg-Potsdam-(border)-Berlin(west)
21:13:37  <Eddi|zuHause> which is further south
21:14:30  <Rubidium> as there's more than enough time to drive for a while "against" the traffic there (to go to Stendal)
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21:15:25  <LordAro> good evening
21:15:26  <Eddi|zuHause> Stendal is a rather minor town which happened to be along the track after it was planned in the late 80s
21:16:16  <Eddi|zuHause> in a rather less densely populated area
21:17:15  <Rubidium> evening LordAro
21:17:42  <LordAro> hi Rubidium
21:17:51  <Rubidium> ah well, my (usual) train stops in all those lesser towns
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21:18:12  <Eddi|zuHause> and Wolfsburg isn't that big either, only relevant because of the VW factory
21:19:08  <insulfrog> hi all
21:19:41  <Rubidium> yup, their test track is pretty close to the tracks
21:20:13  <Rubidium> anyhow, the ICE isn't significantly faster/more comfortable for my 'usual' long distance trip to Berlin
21:21:05  <APTX> going to berlin tomorrow?
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21:21:43  <Rubidium> nope
21:23:01  <Rubidium> I'd be a whopping 8 minutes faster for a ~6 hour trip
21:23:43  <__ln__> btw, does VW have any bus/truck type products?
21:24:09  <andythenorth> __ln__: in Brazil yes
21:24:36  <andythenorth> http://en.wikipedia.org/wiki/Volkswagen_Trucks_and_Buses
21:24:48  <andythenorth> why do I know this stuff :P
21:25:18  <andythenorth> also, Germany is weird :P
21:25:23  <andythenorth> wrt transport routes
21:25:23  <__ln__> nice
21:25:56  <Eddi|zuHause> Rubidium: it's not a route i usually would travel :p
21:26:01  * andythenorth lives in a country where nearly all routes go via the capital city
21:26:33  <Eddi|zuHause> andythenorth: that's because germany had no capital city in the 1840s
21:26:35  <Rubidium> poor andythenorth ;)
21:26:44  <Eddi|zuHause> when the railway network was developed
21:26:50  <andythenorth> it makes route finding easy :P
21:27:00  <Rubidium> even here many major routes don't go to the capital
21:27:13  <andythenorth> all destinations are via London, or on the way to London, or on the way from London :P
21:27:21  <Eddi|zuHause> well holland is small, so direct routes are more common :)
21:27:46  <Rubidium> even the international train to Berlin doesn't start in the capital; it starts at the airport and stops at some of the "outer" stations of the capital
21:28:04  <andythenorth> see - weird
21:28:26  <andythenorth> France - everything is wrt Paris, except the cote d'azur bit
21:28:35  <Eddi|zuHause> Amsterdam is weirder than Berlin, certainly :)
21:28:59  <andythenorth> spain, everything is wrt Madrid
21:29:06  <andythenorth> Italy - weird
21:29:18  <andythenorth> Switzerland very weird
21:29:24  <andythenorth> Austria weird
21:29:27  <Eddi|zuHause> i have no knowledge about the italian train network
21:29:32  <andythenorth> USA - screamingly insane
21:29:40  <andythenorth> India - very weird
21:29:48  <MNIM> eddi: nor did it have a capital in the last century
21:29:55  * MNIM looks at the berlin wall
21:30:06  <Rubidium> Eddi|zuHause: well, Italians don't have much knowledge about their train network either
21:30:57  <__ln__> in my experience italian trains worked very nicely, which is odd, because it's italy after all.
21:31:33  <andythenorth> Italian railways run on Indian time in my experience
21:33:05  * MNIM tries to refrain from a Mussolini comment
21:33:15  <LordAro> ^^
21:34:07  <andythenorth> http://www.urbandictionary.com/define.php?term=IST
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22:12:51  <LordAro> night all
22:15:24  <planetmaker> g'night LordAro
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22:27:13  <Eddi|zuHause> # ich wollte dir nur mal eben sagen
22:27:16  <Eddi|zuHause> # daß du das größte fÃŒr mich bist
22:28:57  <andythenorth> ow
22:29:21  <andythenorth> trucks are governed by a complex mix of regulation, which dictates length, number of axles etc
22:29:32  * andythenorth ignores most of that :P
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22:50:05  <andythenorth> bye
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22:55:03  <Snail_> hello all
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23:00:54  <planetmaker> hello Snail_
23:01:01  <insulfrog> cyas
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23:01:30  <Snail_> hey there
23:02:45  <Snail_> just curious... have you ever tried to use the current grfcodec (5.1.3) with the new maintenance factor settings for tracks?
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23:07:49  <Terkhen> good night
23:10:23  * planetmaker hasn't
23:11:34  <Snail_> planetmaker: I see, thanks
23:12:11  <Snail_> I just tried to code it with grfcodec (latest version) and it resulted in a linter failure, think I'll just post it on the forums
23:20:41  <Wolf01> 'night
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23:41:21  <Eddi|zuHause> Snail_: that's nforenum then
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