Config
Log for #openttd on 28th January 2012:
Times are UTC Toggle Colours
00:00:53  <andythenorth> I could almost as well stick dicts in a list though
00:04:06  <Mazur> Making this chart does special things to one's mind.  I'm seeing Main Grills, where I make hamburgers, Diary Farms where teenage girls secretively write, and Adorable Farms.
00:04:20  <andythenorth> you need a better font ;D
00:04:23  <planetmaker> lol
00:04:59  <Mazur> There are more of those.  :-)
00:05:02  <__ln__> http://www.washingtonpost.com/business/spanish-airline-spanair-runs-out-of-funds-to-cease-operating/2012/01/27/gIQApt2zVQ_story.html
00:05:04  <Eddi|zuHause> andythenorth: i'm having dicts in a dict
00:06:00  <andythenorth> safer
00:06:15  * andythenorth will now rewrite BANDIT for the n(?)th time
00:06:20  <andythenorth> this is fun
00:06:45  <andythenorth> nml saves so much time it can be wasted on ever-better templating
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00:16:45  <Mazur> Btw, did you guys choose these particular colours for the chain widgets?
00:16:51  <Mazur> And the small map, of course.
00:18:14  <planetmaker> which particular colour?
00:18:27  <planetmaker> you mean for the individual cargos and industries?
00:18:39  <andythenorth> I chose them
00:18:47  <planetmaker> they were iirc chosen such that it remains somewhat distinguishable on the minimap
00:18:50  <planetmaker> but ^^
00:19:12  <andythenorth> minimap comes in multiple colours also
00:19:59  <andythenorth> hmm
00:20:00  <Mazur> Because some colours get used a lot, offwhite 5 times, I think, and yellow or near yellow, I forget which, 4 times.
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00:20:11  <andythenorth> yup
00:20:28  <andythenorth> colours that work in town are very limited
00:20:47  <Mazur> It would be preferable, I think, to have distinct individual colours.
00:20:54  * Mazur nods.
00:21:16  <andythenorth> there are limits
00:21:23  <Mazur> I nose.
00:21:46  <andythenorth> ~49 industries
00:21:59  <Mazur> I nose, very mch so.
00:22:04  <andythenorth> ;)
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00:22:22  <Mazur> Having just made boxes for all of them.
00:22:32  <andythenorth> :D
00:22:33  <Mazur> And shoving them every which way.
00:22:52  <Mazur> I can ount the diverse cargoes as well.
00:23:04  * andythenorth wonders if python args for a call can be done with list comprehension on a dict
00:23:20  <Mazur> 31
00:23:32  <andythenorth> i = x for ????
00:24:02  * Mazur nose no OO programming.
00:24:10  <andythenorth> i = dict[i] for i in dict?
00:24:18  <andythenorth> nah
00:24:25  <andythenorth> nonsense
00:24:47  <Mazur> Someone will have made a dict_lookup()
00:25:20  <andythenorth> python encourages writing out explicit args for calls
00:25:21  <Yexo> andythenorth: dict.items() or something like that
00:25:32  * andythenorth looks
00:26:31  <andythenorth> should work
00:27:07  <Yexo> dict.keys() or dict.values() if you only want the keys or the values
00:27:16  <Yexo> not sure what you want to achieve though
00:27:31  <Mazur> How many sugar beats to the minute are there in a sugar rush?
00:27:39  <andythenorth> got a template that gets vars as args
00:28:04  <andythenorth> template(foo='bar', ham='eggs') etc
00:28:18  <andythenorth> I could get all the args from a dict
00:28:22  <andythenorth> or I could not bother
00:28:31  <andythenorth> it's not important, just fooling around
00:28:44  <Yexo> def myfunc(*args, **kwargs):
00:28:50  <Yexo> kwargs is a dict with all keywords arguments
00:29:09  <andythenorth> how handy
00:29:27  <andythenorth> the interesting thing is that I think there are >1 viable routes for python templating nml
00:29:30  <Yexo> if you want to pass those to another function you could do it manually or use: otherfunc(**dict)
00:29:37  <andythenorth> I'm going to eliminate cpp from BANDIT
00:30:21  <andythenorth> the only difficult thing so far is deciding how much code generation is acceptable
00:30:41  <andythenorth> and how much to just have *lots* of nml switches written out longhand
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00:31:21  <andythenorth> I should have results by Monday maybe
00:32:45  <andythenorth> delay is due to baby duties, not difficulty of problem
00:33:40  <Mazur> Apropos nothing: http://5ed04965.cm-7-1b.dynamic.ziggo.nl/pics/FIRS_chart-0.2.0.png
00:34:18  * Mazur did not know babies had duties?
00:34:32  <Mazur> How muhc is the import tax?
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00:34:48  <andythenorth> your entire life's worth
00:34:51  <andythenorth> hi Snail_
00:34:51  * Mazur is on fire!
00:35:10  <Snail_> hi andy
00:35:28  * Mazur is funnier than a turd on a roller-coaster.
00:35:38  <planetmaker> Mazur: why are bauxite and iron ore mine switched?
00:36:19  <Mazur> Are they?
00:36:20  <planetmaker> and forest and sawmill should be left of biorefinery
00:36:29  <planetmaker> Mazur: not in colour or so. But placement
00:36:40  <planetmaker> they should be switched for dis-entanglement
00:37:28  <Mazur> Look again.....
00:38:12  <Mazur> ;-)
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00:38:19  <andythenorth> http://www.bbc.co.uk/news/science-environment-16747208
00:40:03  <Mazur> ... which is why I chose this toll to make the initial chart.,
00:40:07  <Mazur> tool
00:40:32  <andythenorth> is there a python equivalent of #include?
00:40:34  <Mazur> 4 seconds and it's fixed.
00:40:36  <andythenorth> import seems overkill
00:40:52  <andythenorth> eval(file.read())
00:40:57  <andythenorth> !danger!
00:44:28  <Rhamphoryncus> from foo import *
00:44:38  <andythenorth> ok
00:44:54  <Rhamphoryncus> Generally discouraged, yet quietly done anyway in various circumstances
00:45:43  <andythenorth> I want to use dicts that are in external files
00:46:02  <andythenorth> e.g. they're data structures that should be separate from code
00:46:49  <Rhamphoryncus> There are other methods, depending on what exactly you're doing.  setattr() loop on the module object, direct insertion into the globals dict (if you were using exec())
00:48:59  * Mazur worlks, Glass Works, Iron Works, Brick Works.
00:49:01  <andythenorth> looks like importing a dict just works
00:49:05  <andythenorth> too simple
00:50:18  <andythenorth> now all I need is a quick way to __init__ a class populating values (args) from a dict
00:50:20  <andythenorth> keys are know
00:50:25  <andythenorth> know / known
00:50:42  <andythenorth> I guess I just write it out
00:50:52  <andythenorth> foo = passed_dict['foo']
00:51:55  <Rhamphoryncus> Do I have this right?  100 km/h is ~3.6 tiles/day?
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00:56:32  <andythenorth> hmm
00:56:44  <andythenorth> how do I instantiate a python class with an arbitrary name?
00:57:00  <andythenorth> i.e x = myClass() gives me an object named x
00:57:07  <andythenorth> but I need x to be a variable
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00:59:20  <Rhamphoryncus> same
00:59:28  <Rhamphoryncus> myClass already is a variable
00:59:46  <Rhamphoryncus> oh wait, misread you
01:00:13  <Rhamphoryncus> creating locals like that is generally a Really Bad Idea.  What's the context?
01:01:36  <michi_cc> Rhamphoryncus: Should be right. 128 km/h-ish (1 km/h-ish == 1.6 mph) equals one tile every 16 ticks.
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01:03:29  <Rhamphoryncus> Well I've gone and immortalized it on the wiki.
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01:32:45  <Terkhen> good night
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05:07:31  <Rhamphoryncus> So many face palms in this game.  Forgetting to refit a vehicle.  Forgetting to tell them to transfer.  Forgetting to tell the plane to leave the hangar...
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07:51:47  <LordAro> mornings
07:56:37  <andythenorth> hola
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09:25:19  <andythenorth> trying to put arbitrary attributes on a python obj by iterating over a dict in the __init__ method - stupid?
09:25:20  <andythenorth> ?
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09:36:03  <Terkhen> good morning
09:37:37  <andythenorth> hola Terkhen
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09:41:31  <andythenorth> hmm
09:41:51  <andythenorth> there's an example that shows using dict as a superclass of my class for the same result
09:42:00  <andythenorth> but apparently it's a bad pattern (leaks memory easily)
09:42:07  <andythenorth> maybe I just write everything out longhand :P
09:42:51  <andythenorth> stupider is easier to understand
09:44:10  <Eddi|zuHause> if you're really evil, you can modify self.__dict__ directly :)
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09:56:36  * andythenorth is not that evil :P
09:57:53  * andythenorth is writing out attributes longhand
09:57:57  <andythenorth> no ** args evilness
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10:32:50  <Eddi|zuHause> andythenorth: you seen the evilness i use in processing.py and write.py? :)
10:33:40  <Eddi|zuHause> andythenorth: and especially in generate.py:foreach_vehicle() :)
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10:54:47  <andythenorth> Eddi|zuHause: I have seen that you have a lot of 'code is strings' :P
10:54:53  <andythenorth> :)
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11:34:37  <Rhamphoryncus> Oh, nice.  Upgrading to faster train cars is actually slowing the trains down.  They don't have the power for the extra bit of weight
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11:35:31  <planetmaker> :-D
11:36:21  <LordAro> mornings (again)
11:37:02  <andythenorth> Rhamphoryncus: my python local assignment question last night was dumb ;)
11:37:19  <Rhamphoryncus> The best ones are ;)
11:37:29  <andythenorth> I'm now doing my_list.append(MyClass()) to get a list of class instances
11:37:40  <andythenorth> dunno if that's good, but it's a pattern I use a lot :P
11:37:46  <andythenorth> dunno why I forgot it
11:43:11  <Rhamphoryncus> set should also be considered, depending on your needs
11:52:27  <andythenorth> set is iterable I assume
11:56:54  * LordAro ponders if Truebrain/Rubidium has yet seen FS#5015...
11:57:00  <LordAro> @fs 5015
11:57:01  <DorpsGek> LordAro: http://bugs.openttd.org/task/5015
11:58:05  <Rubidium> LordAro: maybe use the right URL?
11:58:23  <Rubidium> http://binaries.openttd.org/releases/1.1.5/openttd-1.1.5-linux-generic-i686.tar.xz should work
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12:00:27  <Rubidium> http://binaries.openttd.org/binaries/releases/1.1.5/openttd-1.1.5-linux-generic-i686.tar.xz doesn't. Primarily because it doesn't exist anywhere
12:00:55  * andythenorth proposes a version of ottd where infrastructure and operating companies are separate
12:00:58  <andythenorth> for 'reality' :P
12:01:33  <andythenorth> we would need to add new parts of the gui for 'protracted negotiation' and 'courtroom'
12:01:56  * MNIM proposes andythenorth programs it and builds the ai for it
12:01:58  <MNIM> :d
12:02:01  * MNIM gets bricked.
12:02:15  <Rubidium> LordAro: *also* not on the mirrors. Mostly because the mirrors use "<their URI for OpenTTD mirror>/<stuff after openttd.org/ in the binaries URL>"
12:02:56  <Rubidium> e.g. the first part for the NL mirror is "http://ftp.snt.utwente.nl/pub/games/openttd/binaries/"; you can see this by going to nl.binaries.openttd.org
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12:05:56  <LordAro> well, the gb mirror does something funny then, as http://gb.binaries.openttd.org/binaries/releases/1.1.5/openttd-1.1.5-linux-generic-i686.tar.xz exists
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12:07:48  <Rubidium> LordAro: in your "test script" add the binaries/ to the nightly path as well and try again. It will fail twice
12:08:06  <TrueBrain> and for that reason I just closed the bug :) Not a bug :D
12:08:19  <Rubidium> http://binaries.openttd.org/<BLA> redirects to http://gb.binaries.openttd.org/binaries/<BLA>
12:08:39  <LordAro> very well, thanks for the pointers
12:08:42  <Rubidium> and for nl it's even http://ftp.snt.utwente.nl/pub/games/openttd/binaries/<BLA>
12:08:49  <TrueBrain> LordAro: best is to copy the links from our website
12:08:52  <TrueBrain> they are always correct :)
12:08:58  <LordAro> :P
12:08:59  <TrueBrain> (and not press them, copy them, remove the language part)
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12:09:16  <TrueBrain> some mirrors give us less control in what is public
12:09:32  <LordAro> i guess i should've asked here first, but it was late, and i didn't want to forget anything
12:09:38  <TrueBrain> its fine :)
12:10:01  <TrueBrain> it is just a bit funny that you did add /binaries in one link, and not in the other :)
12:10:09  <TrueBrain> should have been a hint there :D:D :)
12:10:27  <LordAro> it was late :P
12:10:29  <TrueBrain> :D
12:11:06  <LordAro> and i must have sort of assumed they were in completely different folders.... or something :)
12:11:21  <TrueBrain> they are not :) The links are very predefined :)
12:11:28  <Rubidium> TrueBrain: if you're up for easy bugs (to work around): Slovak is screwed again in WT3 and FS#4993 needs your attention ;)
12:11:45  <TrueBrain> Rubidium: you do know you also know how to fix it, right? :)
12:12:07  <TrueBrain> its running
12:12:27  <Rubidium> the screwed Slovak? No, I don't know how to fix that bug. Only how to work around it ;)
12:12:50  <Rubidium> but I'm always having to hunt which script it was exactly
12:13:00  <TrueBrain> :P
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12:57:24  <CIA-1> OpenTTD: frosch * r23860 /trunk/src/ (5 files in 2 dirs): -Feature: [NewGRF] Add cargo property 1D to set the capacity multipliers when refitting vehicles, which do not use callback 15.
13:00:44  <CIA-1> OpenTTD: frosch * r23861 /trunk/src/ (engine.cpp engine_type.h):
13:00:44  <CIA-1> OpenTTD: -Feature: [NewGRF] New algorithm (activated via an engine flag) to determine the
13:00:44  <CIA-1> OpenTTD: capacity of vehicles. This allows vehicles to better control the capacity for
13:00:44  <CIA-1> OpenTTD: cargotypes which they know; and let cargo NewGRFs influence the capacity for
13:00:44  <CIA-1> OpenTTD: cargos the vehicle NewGRF does not know, but which the vehicle is refittable to
13:00:44  <CIA-1> OpenTTD: due to cargo classes.
13:03:51  <Hirundo> :o
13:04:43  <planetmaker> :-)
13:05:06  <frosch123> i can type long messages as well :p
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13:05:59  <Wolf01> hello
13:06:53  <Rubidium> frosch123: but it's neither truncated by CIA nor by DorpsGek
13:07:30  <frosch123> hmm, true, so it is not that long
13:08:37  <Terkhen> :)
13:08:39  <Terkhen> hi Wolf01
13:12:02  <Hirundo> There used to be 1 complicated capacity algorithm to document to NML users
13:12:20  <frosch123> now there are two :p
13:12:23  <Hirundo> Now there are 2, plus a flag to select one of them
13:12:39  <Hirundo> That's progress :-)
13:12:58  <frosch123> imo you should always set that flag, and add two properties "capacity for known cargos" and "capacity for unknown cargos"
13:13:39  <frosch123> everything else will break when industry grfs really start to use the new cargo property
13:14:15  <Hirundo> how would these properties work internally?
13:15:24  <frosch123> one property sets the capacity in "tons of coal", the other must check the current cargo type and can then return whatever capacity it likes
13:15:50  <frosch123> maybe you can also archieve that via "units"
13:16:11  <frosch123> but i do not know how nml deals with units, and where it can deal with them
13:16:17  <Hirundo> properties or callbacks?
13:17:10  <frosch123> the property would have two units, either "tons coal", or "units of default cargo"
13:17:42  <frosch123> the callback would have "tons of coal", or "tons of selected cargo"
13:18:09  <Hirundo> Then set the misc flag based on the unit selected in the property?
13:18:28  <frosch123> (of course "units of default cargo" makes no sense, if the default cargo is the first refittable. but that is exactly what the new algorithm is about)
13:18:36  <frosch123> Hirundo: yes
13:18:53  <Hirundo> Problem with that is, that you cannot set one flag at a time, only the whole mask
13:19:27  <Hirundo> action 0 is like write only memory
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13:20:23  <frosch123> hmm, so you would have to analyse all "if"s when combing them :o
13:21:54  <Hirundo> that's O(2^N) :-(
13:22:42  <Hirundo> Reading support for action 0 properties would be nice, esp. for the many cases where unrelated stuff is put in one property
13:23:28  <Hirundo> Complex stuff like layouts and such can of course not be read, but simple stuff can
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13:43:04  <Hirundo> frosch123: For now I see no real way to always enable the flag, except by politely asking the user
13:43:32  <frosch123> does nml actually have a "default cargo type" property?
13:43:39  <Hirundo> no(t yet)
13:44:02  <Hirundo> in grfv7 it was automagically set to 'first refittable'
13:44:05  <frosch123> well, then maybe just set the property for nml 0.3 and redefine the property?
13:44:18  <frosch123> i.e. make it a 0.3 change
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13:44:50  <frosch123> if you have no specific default cargo, then not setting that property only works by luck :p
13:45:12  <Hirundo> adding 'default ctype' property is no real problem, but I don't see the connection here
13:46:01  <frosch123> if you have a vehicle carrying coal and goods, the meaning on the value depends on the availability of COAL
13:46:37  <Hirundo> in fact, it depends on the order of coal and goods in your ctt
13:46:48  <frosch123> if you set the capacity to 4, and coal is available, then default cargo will be coal. the vehicle will carry 4 tons of coal or 8 crates of goods
13:47:03  <frosch123> if coal is not available, then goods will be the default cargo, and it will carry 4 crates of goods
13:47:05  <Hirundo> I know
13:48:03  <Hirundo> Which is why I documented, that you should always use the callback (15) when working with pax/mail/goods
13:48:12  <Hirundo> But with the new multiplier, the effect might be worse
13:49:11  <frosch123> i think you can still state that
13:49:37  <frosch123> but you need to make it transparent to the user, whether he is using cb 15 or cb 36
13:50:08  <Hirundo> indeed
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13:50:38  <Hirundo> either callbacks should be split, or some variable should be created to indicate which callback you are in
13:59:05  <MJP> Hi! In the function DeleteWindowById() (in window.cpp), I can't understand the check. Shouldn't it be something more like "(w && (force || (w->flags & WF_STICKY) == 0))" instead ?
14:03:28  <Terkhen> what are you trying to do?
14:07:01  <MJP> I was looking for something like FocusWindowById() so I took DeleteWindowById() as a model but the check seems wrong to me
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14:14:29  <Steve^> So.. installing
14:14:30  <SmatZ> MJP: the check looks fine
14:14:41  <Steve^> Put graphics in ~/.openttd/baseset
14:14:46  <SmatZ> delete NULL is valid
14:14:48  <frosch123> MJP: calling "delete NULL" is no problem
14:14:52  <Steve^> Still get "Error: Failed to find a graphics set. Please acquire a graphics set for OpenTTD."
14:15:16  <frosch123> Steve^: what version of openttd did you install?
14:15:26  <Yexo> <Hirundo> either callbacks should be split, or some variable should be created to indicate which callback you are in <- there is already a variable "current_callback"
14:15:35  <Steve^> 1.1.5
14:15:36  <MJP> oh, ok then, thanks for your answers
14:15:48  <frosch123> Steve^: than put the baseset into ~/.openttd/data
14:15:51  <frosch123> *then
14:16:09  <Steve^> oh
14:16:22  <Steve^> I'm confused..
14:16:30  <frosch123> ~/.openttd/baseset is for 1.2
14:16:35  <Steve^> why are all the instructions not related to the latest version?
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14:17:01  <frosch123> they are already for the new version of 1.2-betas :)
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14:17:16  <Steve^> Are they stable enough I should use them insterad?
14:17:22  <frosch123> "latest" is a fishy term if there is stable, beta and nightlies
14:17:29  <Yexo> yes, they are stable enough
14:17:44  <Yexo> if you want to play multiplayer use 1.1.5, otherwise 1.2.0-beta3 or a recent nightly
14:17:52  <Hirundo> Yexo: I know, but it is not something I'd like exposed to users unless needed
14:18:02  <Yexo> I agree there
14:18:20  <Steve^> Looks like http://media.openttd.org/readme.txt doesn't mention /data
14:18:36  <Yexo> Steve^: that's the readme for 1.2.0-beta3, not for 1.1.5
14:18:46  <Steve^> it's the one on the 1.1.5 download page
14:19:28  <frosch123> hmm, yeah, that is unfortunate
14:19:48  <frosch123> TrueBrain: can we link to the right readme somehow?
14:20:00  <Yexo> Steve^: for 1.1 use this: http://hg.openttd.org/openttd/branches/1.1.hg/raw-file/tip/readme.txt
14:20:14  <Steve^> Why don't you bundle all the opengfx etc with the main download?
14:20:26  <frosch123> to save bandwidth
14:20:33  <Yexo> because when you update openttd you don't need to download opengfx again
14:20:38  <Steve^> ah
14:20:58  <Yexo> and if you use 1.2 openttd offers to download and install opengfx when you run it the first time
14:21:04  <Steve^> ohh
14:21:05  <Steve^> ok
14:21:24  <Steve^> Wish I'd just used 1.2 to start with :)
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14:24:08  <Terkhen> Steve^: http://wiki.openttd.org/FAQ_OpenTTD_versions <--- the version stuff can be confusing at first, this is a good start
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14:26:43  <TrueBrain> frosch123: you really have to give me some context, as 2 lines higher and 2 lines lower does not give me any indication what you talk about :)
14:27:15  <Yexo> TrueBrain: http://www.openttd.org/en/download-stable links to http://media.openttd.org/readme.txt which is the readme for 1.2.0-beta3, not 1.1.5
14:27:31  <Yexo> the directory structure changed slightly, so it's confusing
14:27:46  <TrueBrain> see, that is useful; at least context where the link is not right :P
14:28:02  <frosch123> i was about to post the same :(
14:28:16  <TrueBrain> I wonder why the fuck it links to that url in the first place
14:28:19  <TrueBrain> that is silly at best
14:28:28  <Steve^> Is it possible to reverse the right click scroll direction?
14:28:29  <frosch123> it's a website, so whaT?
14:28:43  <Yexo> http://hu.binaries.openttd.org/binaries/releases/1.1.5/changelog.txt <- there is a changelog there, perhaps copy readme too?
14:28:46  <frosch123> Steve^: yes, see advanced settings->intercae
14:28:50  <frosch123> *interface
14:28:52  <TrueBrain> Yexo: yeah, I was considering the same
14:28:55  <TrueBrain> would be the only sane solution
14:28:58  <TrueBrain> to add the readme there
14:29:04  <TrueBrain> otherwise you will keep having the issue over and over
14:29:10  <TrueBrain> (as the nightlies are not correct etc)
14:29:14  <Steve^> frosch123: perfect, thanks
14:30:22  <TrueBrain> but first I wonder what updates that link, as .... media should not be used like that
14:30:50  <TrueBrain> it is not even a symlink; Rubidium, do you update that file on release, or?
14:31:06  <TrueBrain> (file being http://media.openttd.org/readme.txt)
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14:33:49  <TrueBrain> ah, nevermind , found it; finger update script :)
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15:00:28  <TrueBrain> Yexo / frosch123: I fixed it somewhat; nightlies ar enow broken, but that will hopefully be fixed by next release :)
15:00:45  <Yexo> as in: in a few hours?
15:00:55  <TrueBrain> when-ever the next nightly is
15:01:33  <Yexo> basically all old releases have a broken link now I guess
15:01:49  <Steve^> who, road signals give a lot of warning!
15:01:54  <TrueBrain> I fixed up all releases
15:02:00  <Steve^> I guess gone are the TTD days of random explosions
15:02:01  <Yexo> oh, great :)
15:02:01  <TrueBrain> only nightlies are 'broken'
15:02:05  <CIA-1> OpenTTD: frosch * r23862 /trunk/src/table/cargo_const.h: -Fix (r23860): Fix sweets capacity.
15:02:21  <TrueBrain> (and 'broken' between quotes, as I guess it is better to have a 404 than wrong info :D)
15:03:05  <planetmaker> hm, could it not link to the readme in the svn, like a perma-link?
15:03:32  <Yexo> planetmaker: not for alternative releases like cargodist/chillpp etc.
15:04:18  <planetmaker> No, just for our nightlies the readme could point to http://vcs.openttd.org/svn/browser/trunk/readme.txt
15:04:32  <TrueBrain> and if you request an older nightly?
15:04:36  <TrueBrain> how about, for example, head-to-head?
15:06:21  <planetmaker> well, the changelog is correctly linked. Why not the readme?
15:06:35  <TrueBrain> and welcome to 1 hour ago :D
15:06:45  <planetmaker> :-D
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15:33:57  <Steve^> do rivers grow back? :(
15:38:13  <theholyduck> no
15:38:26  <theholyduck> i have a question directed at the general community
15:38:36  <theholyduck> why is it that when playing online, i only see 2 principle type of players
15:38:58  <theholyduck> the point to pointers and the network where every single tile has a pbs signal
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15:45:39  <frosch123> theholyduck: you are playing on the wrong servers :p
15:46:03  <frosch123> the latter type might disappear with 1.2 and infrastructure maintenance
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15:47:59  <theholyduck> frosch123, i find myself almost never using pbs signals, because they're pretty much worse or just as good as any of the other options. also they are ugly
15:48:04  <theholyduck> as in  they look ugly :P
15:49:35  <theholyduck> frosch123, speaking of wrong servers, whats with all the servers with the original train physics?
15:50:09  <frosch123> what about all those servers which noone plays on?
15:50:27  <theholyduck> frosch123, well, i find if you join them at a low year count, people will come
15:50:39  <theholyduck> my problem is half the servers i join have something about them i despise
15:51:47  * theholyduck goes away to be angry somewhere else
15:56:57  <Ammler> setup your own server, there are too few around anyway
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16:12:31  <theholyduck> Ammler, thats another option i guess.
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16:25:16  <frosch123> hmm, sometimes stuff is broken that used to work before
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18:12:18  <andythenorth> which is easier to read (when working with code)?
18:12:21  <andythenorth> spritegroup ${vehicle.id}_sg {
18:12:22  <andythenorth> or
18:12:29  <andythenorth> spritegroup ${vehicle.id + '_sg'} {
18:13:07  <andythenorth> the explicit concatenation is entirely pointless but is it more obvious what's happening?
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18:17:26  <frosch123> are you reopening the chapter on macro processer development? i thought it was commonly agreed on, that that was finished around 1970? :p
18:18:05  <andythenorth> I'm just checking sanity
18:18:15  <andythenorth> I prefer spritegroup ${vehicle.id}_sg
18:18:30  <andythenorth> in my day job I sometimes have to do the explicit concatenation, so I'm used to it
18:18:37  <andythenorth> it's worse though
18:18:39  <andythenorth> imo
18:19:26  <frosch123> well ${vehicle.id + '_sg'} is unusual. i expected ${vehicle.id}_sg or ${vehicle.id} + "_sg"
18:20:11  <frosch123> or ${echo ${vehicle.id} '_sg'}
18:20:22  <andythenorth> can evaluate arbitrary python within the {}
18:20:52  <andythenorth> may not be smart though
18:21:15  * andythenorth is possibly about to get a lot less moany about the state of nml
18:21:16  <frosch123> $ is for shell variables :)
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18:21:27  * andythenorth might also stop asking dumb cpp questions
18:21:32  <andythenorth> but first - chores :P
18:22:02  <andythenorth> here's my set btw: http://213.133.67.181:8192/zz_dangerous_things/tt_foundry/sets/BANDIT/render_trucks_to_dicts
18:22:11  <andythenorth> fun fun fun
18:24:42  <frosch123> i see a long line
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18:46:08  <CIA-1> OpenTTD: frosch * r23863 /trunk/src/autoreplace_gui.cpp: -Fix (r22981): '' != ' == 0'.
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18:47:51  * andythenorth ponders finding a pretty printer for dicts :P
18:47:57  <andythenorth> one line being sub-optimal
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19:00:28  <andythenorth> more, simpler templates with duplicated code?
19:00:36  <CIA-1> OpenTTD: frosch * r23864 /trunk/src/tunnelbridge_cmd.cpp: -Fix: Railtype overlays were drawn 'only transparent' on invisible bridges.
19:00:37  <andythenorth> or one complicated template that's harder to read?
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19:14:30  <mr_boo> http://www.youtube.com/watch?v=RU87o9ezu0Q
19:14:36  <mr_boo> click it just for views please
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19:23:24  <cmircea> Is it still possible to remove/add NewGRFs while in a game?
19:24:24  <Rubidium> nope
19:24:27  <cmircea> :<
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19:34:40  <CIA-1> OpenTTD: translators * r23865 /trunk/src/lang/ (french.txt vietnamese.txt):
19:34:40  <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
19:34:40  <CIA-1> OpenTTD: french - 109 changes by OliTTD
19:34:40  <CIA-1> OpenTTD: vietnamese - 3 changes by nglekhoi
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20:25:40  <CIA-1> OpenTTD: frosch * r23866 /trunk/src/newgrf_railtype.cpp: -Feature: [NewGRF] Give NewGRF defined level crossings and rail depots access to the townzone.
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20:34:43  <SummerBul> hi
20:35:00  <SummerBul> anyone here?
20:35:08  <michi_cc> no
20:35:17  <SummerBul> :)
20:35:45  <SummerBul> I'm looking for help with setting a goal for a multiplayer game
20:37:04  <Rubidium> what version of OpenTTD?
20:37:33  <frosch123> (don't answer something < 1.2-beta)
20:37:50  <SummerBul> 1.2-beta
20:38:25  <frosch123> cheater :p
20:38:33  <SummerBul> beta3
20:38:37  <SummerBul> if to be exact
20:38:42  <SummerBul> :)
20:39:11  <frosch123> http://www.tt-forums.net/viewforum.php?f=65 <- take a look at the topics starting with [NoGo]
20:39:45  <frosch123> pick an interesting one, download it via the ingame download, configure it in the main menu, and start a server
20:40:01  <Rubidium> in OpenTTD you can in the intro game click on AI/Game settings, then on Check online content. At the bottom of the list there are a few goal scripts you can download
20:40:05  <andythenorth> umm
20:40:20  <Rubidium> after downloading it, select it in the AI/Game settings window
20:40:42  <andythenorth> using python to run my script, this works for paths: path = os.getcwd()
20:40:52  <andythenorth> but when I add a shebang and try and execute it, it fails
20:41:02  <andythenorth> os.path stuff confuses me
20:41:10  <andythenorth> is there a simple answer?
20:41:29  <andythenorth> I need the path to be ../sprites/nml
20:42:20  <SummerBul> the thing is, i'm not getting any NoGo script in the online content download mwnu
20:42:22  <SummerBul> menu*
20:42:41  <SummerBul> oh....
20:42:43  <Rubidium> SummerBul: at the bottom there are some game scripts
20:43:02  <SummerBul> Rubidium, that sounds more reasonable
20:43:13  <SummerBul> brb
20:51:02  <SummerBul> The online content only lists 4 game scripts. none of them include a simple "Reach 20 Mil" or "Claim a city and have it's population reach 100k
20:51:05  <SummerBul> "
20:51:22  <Rubidium> then nobody made that goal script yet
20:51:38  <Rubidium> or rather, nobody release such a goal script
20:51:42  <SummerBul> but it exists in lots of online servers
20:52:03  <Rubidium> as I said, nobody has released it
20:52:41  <SummerBul> So how do i write my one script?
20:52:45  <SummerBul> own*
20:53:40  <Rubidium> sadly enough it seems you have to do that
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20:54:16  <SummerBul> how?
20:55:01  <Rubidium> I have never made a goal script, so I can't really tell you
20:56:19  <SummerBul> no wiki?
20:56:56  <frosch123> SummerBul: http://www.tt-forums.net/viewtopic.php?f=65&t=37956 <- read that, and replace every occurence of "AI" with "GS" resp. "NoAI" with "NoGo". also take a look at http://nogo.openttd.org/api/
21:00:08  <CIA-1> OpenTTD: rubidium * r23867 /trunk/src/toolbar_gui.cpp: -Fix [FS#5020]: make the colour of the dropdown items for opening the vehicle list for which the company has no vehicles looking less horrid
21:01:08  <CIA-1> OpenTTD: frosch * r23868 /trunk/src/lang/english.txt: -Fix [FS#5013-ish]: Make a certain tooltip more precise.
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21:04:24  <SummerBul> so GS is squirrel too?
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21:06:10  <frosch123> yes, the api is also mostly the same
21:06:31  <SummerBul> ok
21:06:34  <SummerBul> many thanks
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23:32:07  <Leftie> Howdy. Looking for a quick bit of help. Having trouble getting OpenTTD 1.2.0 b3 to enter fullscreen mode, using a laptop.
23:32:46  <Eddi|zuHause> trouble finding the alt+enter key?
23:33:08  <Leftie> No. it fails, hence the help :p
23:33:20  <Eddi|zuHause> what kind of fail?
23:34:11  <Leftie> http://imghst.co/2/ottd.jpg
23:34:34  <Eddi|zuHause> NEVER make .jpg screenshots, make .png
23:35:08  <Leftie> I think I know whats bestl
23:35:19  <__ln__> obviously you don't.
23:35:22  <Leftie> It's a simple red box, the contents are easily readable. a GIF would have sufficed.
23:35:34  <Leftie> I only use PNG when quality is an actual issue.
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23:36:01  <__ln__> we may choose not to even look at jpg screenshots.
23:36:11  <Eddi|zuHause> use JPG only ever for photos. whenever you have computer-generated content, use png
23:36:12  <Leftie> then that isn't my issue.
23:36:28  <__ln__> Leftie: so you don't actually want any help, it seems.
23:36:34  <Eddi|zuHause> JPG is by design absolutely incapable of drawing a straight line
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23:36:51  <Leftie> No, I just fail to see the relevancy of this discussion. I can read the image fine, and I have severely limited eye sight.
23:37:24  <Leftie> If it was a screenshot depicting an issue in a full sized screenshot in game, then PNG would be more accurate, but for a massive red box with clear text, jpg is easy seeable and saves space on the server.
23:37:41  <Eddi|zuHause> Leftie: so when it's foggy, do you say "i don't need my lights on, i can see perfectly fine"?
23:37:58  <Leftie> Does anyone know the issue, or can assist. Y/N.
23:38:17  <Eddi|zuHause> Leftie: openttd PNG screenshots are typically smaller than JPG
23:38:29  <Eddi|zuHause> the "it saves space" is a lie
23:38:35  <Leftie> Quite frankly, i don't take take screenshots in OTTD.
23:38:47  <Leftie> That image was done using prt scr and ms paint.
23:39:04  <Eddi|zuHause> Leftie: anyway, tried setting a proper resolution?
23:39:13  <Eddi|zuHause> from the dropdown menu
23:39:19  <Terkhen> Leftie: the PNG screenshots created by OpenTTD contain additional info that can be useful in checking possible problems
23:39:19  <Leftie> I've tried using all options the menu allows me to use.
23:39:31  <Terkhen> probably not the case with this problem, though
23:39:37  <Leftie> From the Laptops native, right down to 600 by 4**
23:39:39  <Leftie> * = forgot it
23:39:49  <Leftie> 640 / 480, sorry
23:40:29  <Leftie> Every res gives the same error, or rather, alt+enter just flickers a bit, and pushing full screen on settings produces that error.
23:44:09  <Terkhen> I would try to update the video card drivers, but I have no idea of what might be causing that
23:44:25  <Terkhen> you should also check known-bugs.txt, IIRC there are a few issues with fullscreen depending on your OS
23:44:53  <michi_cc> Leftie: Likely your laptop graphics hardware is not capable of 8bpp graphic modes. Open your openttd.cfg in a text editor and change the blitter line to read "blitter = 32bpp-anim".
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23:45:39  <michi_cc> Hmm, 'blitter = "32bpp-anim"' (i.e. "s around the 32bpp-anim) actually, I think.
23:45:40  <Leftie> Terkhen: ah. well its a fairly old laptop, Acer Aspire. might be the card.
23:47:54  <Leftie> and michi_cc: didn't seem to work, ah well. It's not too important, i just tend to prefer playing games full screen.
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