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00:18:57 *** Hendrick_ [~Hendrick@212.93.105.50] has quit [Quit: Truly, the end of days.] 00:49:48 *** Aristide [~quassel@ALyon-156-1-193-77.w90-14.abo.wanadoo.fr] has joined #openttd 00:54:13 *** Aristide [~quassel@ALyon-156-1-193-77.w90-14.abo.wanadoo.fr] has quit [Remote host closed the connection] 01:00:20 *** KritiK [~Maxim@0001264a.user.oftc.net] has quit [Quit: Leaving] 01:33:59 *** Djohaal [~Djohaal@189.58.14.191.dynamic.adsl.gvt.net.br] has joined #openttd 01:34:15 *** Djohaal [~Djohaal@189.58.14.191.dynamic.adsl.gvt.net.br] has quit [] 01:34:17 *** Djohaal [~Djohaal@189.58.14.191.dynamic.adsl.gvt.net.br] has joined #openttd 01:42:29 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 02:07:58 <Djohaal> hmm 02:08:03 <Djohaal> I mgiht have found a newGRF conflict 02:08:47 <Djohaal> yup I have 02:23:47 <Supercheese> which? 02:42:43 <Djohaal> depending on load order, the total towns replacement 3 can mess with ECS town buildings 02:42:52 <Djohaal> no banks or car dealerships show up 02:43:12 <Djohaal> to fix it, total towns has to reload after ECS house module it seems 03:05:08 <Djohaal> is there any branch project to simplify the cargo reffitting procedure? 03:05:17 <Supercheese> simplify how? 03:21:46 *** HerzogDeXtEr1 [~flex@i59F6A5E1.versanet.de] has quit [Read error: Connection reset by peer] 03:29:29 <Djohaal> take simutrans for instance. Freight has categories such as "peice goods", "bulk goods" "frozen goods" "Liquid goods" etc 03:29:40 <Djohaal> and carriages can carry any goods of the same category without refitting 03:29:57 <Djohaal> so you can haul paper on one way to a station and then bring back the goods on the same carraige 03:30:01 <Djohaal> without having to refit 03:30:35 <Djohaal> (sure being able to auto-refit on a station can do the same mechanic, but it misses the point of mixed cargo trains) 03:31:03 <Djohaal> cargodist's potential at enhancing networking could be greatly improved if freight was handled that way. Many new approaches to hauling could stem from that 03:41:18 *** roboboy [~robotboy@0001164c.user.oftc.net] has joined #openttd 03:52:04 *** namad7 [~aaaaa@pool-96-236-139-72.pitbpa.fios.verizon.net] has quit [] 03:53:49 *** namad7 [~aaaaa@pool-96-236-139-72.pitbpa.fios.verizon.net] has joined #openttd 03:59:16 *** Wing_ [~Wing@c-68-33-226-154.hsd1.md.comcast.net] has joined #openttd 04:02:43 *** EyeMWing [~Wing@c-68-33-226-154.hsd1.md.comcast.net] has quit [Ping timeout: 480 seconds] 04:25:03 *** Djohaal [~Djohaal@189.58.14.191.dynamic.adsl.gvt.net.br] has quit [Quit: Leaving] 04:56:02 *** Eddi|zuHause [~johekr@p57BD583F.dip0.t-ipconnect.de] has quit [] 04:56:16 *** Eddi|zuHause [~johekr@p5DC672BA.dip0.t-ipconnect.de] has joined #openttd 04:59:45 *** Tom_Soft [~id@37.140.124.50] has joined #openttd 05:01:14 *** Jomann [~abchirk@g229105182.adsl.alicedsl.de] has quit [Ping timeout: 480 seconds] 05:21:38 *** retro|cz [~retro@ip-78-45-93-251.net.upcbroadband.cz] has joined #openttd 06:21:54 <Terkhen> good morning 06:39:53 *** sla_ro|master [slamaster@85.186.160.35] has joined #openttd 06:54:40 *** Hendrick [~Hendrick@212.93.100.46] has joined #openttd 07:08:28 *** zooks [~zooks@vhe-540241.sshn.net] has joined #openttd 07:12:40 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginmedia.com] has joined #openttd 07:22:06 <andythenorth> o/ 07:22:42 <planetmaker> moin 07:24:38 *** Prof_Frink [~proffrink@87.114.21.53] has quit [Remote host closed the connection] 07:24:45 *** DDR [~chatzilla@S01060019dbe06285.vc.shawcable.net] has quit [Quit: DDR is not Dance Dance Revolution.] 07:56:33 *** LordAro [~LordAro@host81-148-242-93.range81-148.btcentralplus.com] has joined #openttd 07:57:01 <LordAro> /o 08:04:49 *** Zuu [~Zuu@gateway.sdrf.se] has joined #openttd 08:05:27 <LordAro> /o Zuu 08:06:01 *** roboboy [~robotboy@0001164c.user.oftc.net] has quit [Ping timeout: 480 seconds] 08:07:41 <Zuu> Hello 08:12:47 <dihedral> hi 08:13:16 *** Pensacola [~quassel@h220216.upc-h.chello.nl] has joined #openttd 08:14:24 *** Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has joined #openttd 08:14:27 *** mode/#openttd [+o Alberth] by ChanServ 08:15:20 <dihedral> I am under the impression that CommandPacket frame is always 0? 08:15:54 <LordAro> /o Alberth 08:16:02 <Alberth> moin 08:16:18 <Rubidium> dihedral: I think you're the only one that can answer that question 08:16:37 <Rubidium> I wouldn't know if it is or isn't your impression 08:16:42 <dihedral> hehe 08:17:07 <dihedral> ok - it is 0 but i am not sure if that is intended - perhaps that you can answer? 08:18:45 <Rubidium> network_command.cpp:159 08:21:12 <dihedral> network_command.cpp:276 08:25:41 <dihedral> frame gets set at network_commands.cpp:241 08:26:42 <Rubidium> but that method is called with the command packet by value, not by reference 08:27:24 <dihedral> if it were by reference it would help :-P 08:28:02 <Rubidium> wonder why it is the case though... 08:28:41 <Rubidium> probably because it messes with the callback 08:30:47 *** Chrill [~chrischri@c83-253-81-174.bredband.comhem.se] has joined #openttd 08:31:45 <dihedral> would it not make sense to call DistributeCommandPacket from inside istributeCommandPacket 08:36:08 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginmedia.com] has quit [Quit: andythenorth] 08:39:38 <Rubidium> why would it call itself? 08:41:03 <Rubidium> dihedral: http://rbijker.net/openttd/does_this_help.diff ? 08:42:23 <dihedral> you ware doing a peter1138 - "i have a patch for that" :-D 08:44:00 <dihedral> i'll give that a shot 08:48:55 <dihedral> Rubidium, perfect 08:51:17 <dihedral> Thank you sir 08:52:32 *** Elukka [~Elukka@a91-152-213-89.elisa-laajakaista.fi] has joined #openttd 08:52:53 *** ntoskrnl [~not@a91-153-231-146.elisa-laajakaista.fi] has joined #openttd 08:54:49 *** Devroush [~dennis@dD5765BAC.access.telenet.be] has joined #openttd 09:06:15 * Zuu got the somewhat silly idea to offer a page element with zero height that changes the background colour for subsequent parts of the story page. But that may be too much of 1999 :-) 09:06:56 *** Chrill [~chrischri@c83-253-81-174.bredband.comhem.se] has quit [] 09:07:02 <Alberth> :) 09:07:17 *** Hendrick [~Hendrick@212.93.100.46] has quit [Ping timeout: 480 seconds] 09:07:34 <Alberth> a bit of calming water-cycle coloring background :p 09:07:57 <planetmaker> :D 09:08:08 <planetmaker> that over the whole screen in sync... oh dear! :-) 09:08:19 <Zuu> :-) 09:08:31 <Alberth> there are easier ways for that, just look at a bit of sea :) 09:08:55 <planetmaker> hm, I didn't mean 'in sync' but 'in phase' :-) 09:10:54 <Alberth> ooooh dear :) 09:11:24 <planetmaker> in sync but not in phase... that can look ok :) 09:15:03 *** oskari89 [oskari89@62-241-226-106.bb.dnainternet.fi] has joined #openttd 09:17:12 *** Progman [~progman@p57A1B11C.dip0.t-ipconnect.de] has joined #openttd 09:21:57 <Zuu> But fear not. I will look into interactive page elements before considering background colours ;-) 09:22:34 <planetmaker> :D 09:23:39 <Zuu> And the idea came by that you may want to mark the form area with a slightly different background colour. Though you can help the user by simply grouping all form controls in the end of the page. 09:27:26 <Zuu> That said, this task is also quite interesting (giving GS control over which engines that companies can build): https://secure.openttd.org/bugs/task/5697 09:27:50 <LordAro> planetmaker: <questionmark> -> toggle colouring of dirty blocks :p 09:28:49 <Zuu> Instead of the solution proposed there, I'm currently thinking about the GS setting number of vehicles allowed to buy per engine and company and have this value stored in the savegame. It makes it harder for a GS to set a max vehicle count globally instead of per company, but it will make it easier to filter out unavialable vehicles from the buy vehicle list etc. 09:31:09 *** Alice3 [~Alice@cpc18-grim14-2-0-cust478.12-3.cable.virginmedia.com] has joined #openttd 09:34:29 *** Supercheese [~Superchee@98.145.157.55] has quit [Ping timeout: 480 seconds] 09:35:06 <Eddi|zuHause> i've always wished for a "vehicle factory" GS that can set maximum amounts of vehicles for purchase, which increase or decrease over time 09:35:38 <Eddi|zuHause> possibly combined with a "second hand market" 09:38:24 <dihedral> Rubidium, commit? :-P 09:47:08 <Alberth> Eddi|zuHause: http://bugs.openttd.org/task/5697 09:47:58 <Eddi|zuHause> yes, that link was posted 5 lines above 09:48:14 <Alberth> ah, sorry 09:52:07 *** andythenorth [~Andy@host86-143-136-87.range86-143.btcentralplus.com] has joined #openttd 09:52:55 <andythenorth> o/ 09:53:39 <Alberth> o/ 09:55:12 <LordAro> o/ 10:01:25 <Zuu> I just made a new post to FS#5697 regarding the solution to per engine/company set the maximum number of vehicles allowed. 10:03:00 <Zuu> Eg. do we want to have a bit more limited API but with better integration into the UI or a more flexible API (using a callback) and get all the interesting problems of non-concistent callbacks :-) 10:03:55 <Zuu> With a callback, it should probably not get information on the scope (buy list, actual purchase, autorenew or autoreplace) 10:07:36 <andythenorth> @seen pikka 10:07:36 <DorpsGek> andythenorth: pikka was last seen in #openttd 1 day, 18 hours, 46 minutes, and 25 seconds ago: <Pikka> 1:20am, Rubidium 10:07:42 <andythenorth> @seen danmack 10:07:42 <DorpsGek> andythenorth: danmack was last seen in #openttd 15 hours, 14 minutes, and 50 seconds ago: <DanMacK> Hey all 10:11:34 *** Miauw [~Miauw@d54C14D72.access.telenet.be] has joined #openttd 10:12:27 *** frosch123 [~frosch@frnk-590fcf23.pool.mediaWays.net] has joined #openttd 10:13:43 *** imachine [~imachine@2a00:dcc0:eda:3754:216:3cff:fe01:8973] has quit [Quit: aloha] 10:20:53 <frosch123> Zuu: according to newgrf we do not want to give gs intransparent callbacks which can do any random things :p 10:21:03 <frosch123> also you would have a lot of trouble with multiplayer 10:25:41 <Zuu> Right, so better offer a more limited API where the GS declare its intent and OpenTTD enforce the limit. 10:26:17 <frosch123> i still wonder about the area control 10:26:39 <frosch123> setting global things feels a bit weird if we have requests to add regional featuers at the samew time 10:26:48 <frosch123> so, one could also set vehicle limits per area 10:26:52 <Zuu> The FS task that want an area demolish? Or the idea to via GS limit construction to areas? 10:26:55 <frosch123> *construction limits 10:27:05 <frosch123> resp. the reverse: count player actions in an area 10:27:23 <frosch123> https://secure.openttd.org/wiki/Frosch/GS_Area_Control <- i mean that kind of stuff 10:28:04 <andythenorth> regions are worth trying to add 10:28:10 <andythenorth> allows 'unlock' style of GS 10:28:37 <frosch123> yeah, they sound nice in theory... but so far i have not seen a gs idea which would make me want to code it 10:28:48 <Zuu> Limits 0 < x < INF sounds hard to do with regions. Do you only add vehicles that currently are located in the region to the limit or still use the global vehicle count? 10:29:08 <andythenorth> frosch123: the supply of both good GS ideas and GS coders could be bigger :) 10:29:11 <frosch123> Zuu: no, i only meant construction limits 10:29:25 <andythenorth> hmm 10:29:31 * andythenorth wonders why writing GS is unappealing 10:30:19 <Zuu> The construction limit I have in mind set a limit on max number of vehicles (per company and per engine type). If the GS lower the limit, the company will still keep all its vehicles. 10:31:19 <Zuu> That API allows both enabling different engines to different companies and eg max 2 engines of each type. (or even varying limits per type) 10:31:21 <frosch123> i wondered about keeping track of actions, and limit their amount 10:31:39 <frosch123> so, a gs could say: you are only allowed to build 100 engines 10:31:56 <Zuu> That API do however not allow "max 5 strong engines (engine id 1, 2 or 3) and max 20 weak engines (engine id 4, 5 or 6) 10:32:00 <LordAro> andythenorth: probably the same reason writing a newgrf is unappealing to me :p 10:32:09 <andythenorth> which is...? 10:32:23 <frosch123> and if it want to raise that limit to 200, i would read that there were 50 constructed, and then set a construction limit to 150 10:32:27 <frosch123> so 50 + 150 = 200 10:32:27 <Zuu> frosch123: Unless you complete a goal which as a reward increase the limit to 200. 10:32:40 <LordAro> dunno :p something about having to learn a new language? 10:32:56 <frosch123> though unless you set the area to match the whole map, you would still be able to import engines from other areas :p 10:32:58 <Zuu> frosch123: No the GS set the total number allowed. 100 or 200 in this case. 10:33:02 <frosch123> or even import them and then sell them :p 10:33:20 <frosch123> Zuu: yeah, but an absolute limit only works globally 10:33:32 <frosch123> unless you have a fancy idea to assign a vehicle to a region 10:33:45 <Zuu> I don't 10:34:12 <Zuu> Other than possible checking if its location match the region area, but that may be too expansive. 10:35:01 <frosch123> i think it wouldn't be too expensive, but vehicles travelling between regions would it kind of make random whether you can build something or not 10:35:37 <Zuu> yes, and you could exploit it by moving all engines out of a region. 10:36:15 <Zuu> Unless that is the whole GS idea - only allow construction of engines at specific areas of the map. 10:36:23 *** wakou2 [~stephen@host86-182-195-252.range86-182.btcentralplus.com] has joined #openttd 10:36:31 <frosch123> the exploting would also work for the construction limits per area 10:36:37 <frosch123> i guess there the positional limit would be better 10:37:46 <oskari89> frosch123: http://www.tt-forums.net/viewtopic.php?f=29&t=63119#p1096421 10:37:56 <Zuu> A construction limit requires the GS to do more background work. And it will always lag behind a bit due to how they operate. 10:38:19 <frosch123> not if ottd updates the limits differentially 10:38:37 <oskari89> That musa error certainly seems challenging issue 10:43:12 *** imachine [~imachine@2a00:dcc0:eda:3754:216:3cff:fe01:8973] has joined #openttd 10:43:38 <andythenorth> how do I mute sound on game start screen? 10:45:09 <andythenorth> if I don't forget to mute the laptop, the kids hear the sound effects and want to play TTD 10:46:02 <Zuu> Change the sound set/music set 10:46:09 <frosch123> select nomusic and nosound base sets? 10:46:11 <LordAro> or edit config file 10:47:06 <frosch123> or make a desktop symlink "ottd without kids" which starts ottd with parameters "-s null -m null" 10:50:09 <andythenorth> :D 10:58:03 *** George [~George@212.113.107.39] has quit [Read error: Connection reset by peer] 11:02:20 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has joined #openttd 11:15:54 *** gelignite [~gelignite@i5387A6F9.versanet.de] has joined #openttd 11:34:12 <DorpsGek> Commit by rubidium :: r25770 trunk/src/network/network_command.cpp (2013-09-14 11:34:09 UTC) 11:34:13 <DorpsGek> -Fix [Admin]: the frame of a command packet wasn't set for the packets that were sent via de admin interface 11:36:18 *** Pereba [~UserNick@177.98.113.131] has joined #openttd 12:16:38 <andythenorth> this is quite interesting imo http://fortuito.us/diveintohtml5/past.html 12:18:39 <DorpsGek> Commit by zuu :: r25771 trunk/src/story_gui.cpp (2013-09-14 12:18:36 UTC) 12:18:40 <DorpsGek> -Fix (r25344): If story book content changed height due a string parameter changing length, the scrollbar was not updated 12:34:14 *** KritiK [~Maxim@0001264a.user.oftc.net] has joined #openttd 12:41:15 *** Mucht [~Martin@000128e2.user.oftc.net] has joined #openttd 12:43:01 *** Miauw [~Miauw@d54C14D72.access.telenet.be] has quit [Quit: Leaving] 12:49:46 *** sla_ro|master [slamaster@85.186.160.35] has quit [] 12:52:09 *** Miauw [~Miauw@d54C14D72.access.telenet.be] has joined #openttd 12:56:11 *** opti [opti@101.177.138.138] has joined #openttd 12:57:37 <opti> Is there a known issue with the electric train not showing up as buildable even after its announced as a new train? 12:57:51 <Alberth> no 12:58:09 <Alberth> do you have a depot for electric rail? 12:58:44 <opti> well its only like 1980, i still only have the normal rail 12:59:01 <DorpsGek> Commit by zuu :: r25772 trunk/src/toolbar_gui.cpp (2013-09-14 12:58:58 UTC) 12:59:02 <DorpsGek> -Add: Additional layered main toolbar arrangement 12:59:17 <Alberth> if you have electric trains, probably you also have electric rail :) 12:59:31 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has joined #openttd 12:59:38 <Wolf01> hello 13:00:39 <Alberth> http://wiki.openttd.org/Railway_construction#Types_of_railways <-- opti 13:00:41 <Alberth> hi Wolf01 13:02:45 <opti> I see 13:03:08 <opti> I'm basing play off the original ttd 13:03:47 <Alberth> the original also had different kinds of railways :) 13:09:13 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has quit [Ping timeout: 480 seconds] 13:22:31 *** HerzogDeXtEr [~flex@i59F6A5E1.versanet.de] has joined #openttd 13:23:19 *** kais58 is now known as kais58|AFK 13:24:19 *** Progman [~progman@p57A1B11C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 13:24:34 *** kais58|AFK is now known as kais58 13:37:39 *** opti [opti@101.177.138.138] has quit [] 13:43:58 *** roboboy [~robotboy@0001164c.user.oftc.net] has joined #openttd 13:50:19 *** Mucht [~Martin@000128e2.user.oftc.net] has quit [Remote host closed the connection] 13:50:42 *** Mucht [~Martin@000128e2.user.oftc.net] has joined #openttd 13:55:07 *** valhallasw [~valhallas@s55978e11.adsl.online.nl] has joined #openttd 14:26:01 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 14:28:23 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 14:28:27 *** mode/#openttd [+v tokai|noir] by ChanServ 14:34:17 *** tokai|mdlx [~tokai@port-92-195-76-66.dynamic.qsc.de] has joined #openttd 14:37:36 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 14:40:34 *** sla_ro|master [slamaster@85.186.160.35] has joined #openttd 14:44:37 *** andythenorth [~Andy@host86-143-136-87.range86-143.btcentralplus.com] has quit [Quit: andythenorth] 14:51:45 *** zooks [~zooks@vhe-540241.sshn.net] has quit [Ping timeout: 480 seconds] 15:03:35 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 15:03:38 *** mode/#openttd [+v glx] by ChanServ 15:04:57 *** alluke [~oftc-webi@cs181208223.pp.htv.fi] has joined #openttd 15:13:32 *** Mucht [~Martin@000128e2.user.oftc.net] has quit [Remote host closed the connection] 15:14:45 *** andythenorth [~Andy@host86-143-136-87.range86-143.btcentralplus.com] has joined #openttd 15:36:11 *** roboboy [~robotboy@0001164c.user.oftc.net] has quit [Ping timeout: 480 seconds] 15:36:58 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 15:37:01 *** mode/#openttd [+v tokai|noir] by ChanServ 15:38:07 *** Pereba [~UserNick@177.98.113.131] has quit [Quit: AdiIRC - Yet another Free IRC client - http://www.adiirc.com] 15:40:08 *** tokai|mdlx [~tokai@port-92-195-76-66.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 15:54:41 *** valhallasw [~valhallas@s55978e11.adsl.online.nl] has quit [Ping timeout: 480 seconds] 16:00:46 *** Djohaal [~Djohaal@189.58.14.191.dynamic.adsl.gvt.net.br] has joined #openttd 16:01:49 *** tokai|mdlx [~tokai@port-92-195-49-251.dynamic.qsc.de] has joined #openttd 16:01:56 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 16:04:15 *** zooks [~zooks@vhe-540241.sshn.net] has joined #openttd 16:06:50 *** Tom_Soft [~id@37.140.124.50] has quit [Read error: Operation timed out] 16:17:50 <oskari89> Tt-forums a bit laggy now 16:19:43 *** valhallasw [~valhallas@s55978e11.adsl.online.nl] has joined #openttd 16:36:59 *** George [~George@212.113.107.39] has joined #openttd 16:48:16 *** zooks [~zooks@vhe-540241.sshn.net] has quit [Ping timeout: 480 seconds] 17:15:04 *** zooks [~zooks@vhe-540241.sshn.net] has joined #openttd 17:20:11 <Djohaal> is sprite_cache_size_px the parameter I must increase to reduce lag when zooming out? 17:22:43 <Alberth> sounds logical, why not try it? 17:22:52 *** Supercheese [~Superchee@98.145.157.55] has joined #openttd 17:37:29 *** DDR [~chatzilla@S01060019dbe06285.vc.shawcable.net] has joined #openttd 17:41:01 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 17:41:04 *** mode/#openttd [+v tokai|noir] by ChanServ 17:41:12 *** kais58 is now known as kais58|AFK 17:45:50 <DorpsGek> Commit by translators :: r25773 /trunk/src/lang (6 files) (2013-09-14 17:45:41 UTC) 17:45:51 <DorpsGek> -Update from WebTranslator v3.0: 17:45:52 <DorpsGek> english_US - 2 changes by Rubidium 17:45:53 <DorpsGek> finnish - 2 changes by jpx_ 17:45:54 <DorpsGek> italian - 1 changes by lorenzodv 17:45:55 <DorpsGek> lithuanian - 2 changes by Stabilitronas 17:45:56 <DorpsGek> russian - 1 changes by Lone_Wolf 17:45:57 <DorpsGek> spanish - 2 changes by Terkhen 17:46:14 *** tokai|mdlx [~tokai@port-92-195-49-251.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 17:51:32 *** tokai|mdlx [~tokai@port-92-195-90-203.dynamic.qsc.de] has joined #openttd 17:53:49 *** ntoskrnl [~not@a91-153-231-146.elisa-laajakaista.fi] has quit [Ping timeout: 480 seconds] 17:56:17 *** andythenorth [~Andy@host86-143-136-87.range86-143.btcentralplus.com] has quit [Quit: andythenorth] 17:56:53 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 17:57:01 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 17:57:05 *** mode/#openttd [+v tokai|noir] by ChanServ 17:59:54 *** tokai|mdlx [~tokai@port-92-195-90-203.dynamic.qsc.de] has quit [Read error: Operation timed out] 18:05:04 *** Pereba [~UserNick@177.98.113.131] has joined #openttd 18:05:06 *** tokai|mdlx [~tokai@port-92-195-191-191.dynamic.qsc.de] has joined #openttd 18:06:12 *** andythenorth [~Andy@host86-143-136-87.range86-143.btcentralplus.com] has joined #openttd 18:06:22 *** andythenorth [~Andy@host86-143-136-87.range86-143.btcentralplus.com] has quit [] 18:09:18 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 18:13:55 *** valhallasw [~valhallas@s55978e11.adsl.online.nl] has quit [Quit: leaving] 18:14:18 *** tokai|mdlx [~tokai@port-92-195-191-191.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 18:15:39 *** tokai|mdlx [~tokai@port-92-195-139-24.dynamic.qsc.de] has joined #openttd 18:16:40 *** DarkAceZ [~BillyMays@50.107.55.36] has quit [Ping timeout: 480 seconds] 18:28:14 *** andythenorth [~Andy@host86-143-136-87.range86-143.btcentralplus.com] has joined #openttd 18:35:26 *** Miauw [~Miauw@d54C14D72.access.telenet.be] has quit [Quit: Leaving] 18:40:10 *** Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has joined #openttd 18:40:16 *** Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has quit [Remote host closed the connection] 18:40:34 *** Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has joined #openttd 18:42:45 *** Alice3 [~Alice@cpc18-grim14-2-0-cust478.12-3.cable.virginmedia.com] has quit [] 18:52:28 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 18:52:31 *** mode/#openttd [+v tokai|noir] by ChanServ 18:53:49 *** Pensacola [~quassel@h220216.upc-h.chello.nl] has quit [Remote host closed the connection] 18:56:00 *** zooks [~zooks@vhe-540241.sshn.net] has quit [Ping timeout: 480 seconds] 18:57:54 *** tokai|mdlx [~tokai@port-92-195-139-24.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 18:58:17 *** tokai|mdlx [~tokai@port-92-195-253-226.dynamic.qsc.de] has joined #openttd 19:01:20 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 19:03:24 *** Devroush [~dennis@dD5765BAC.access.telenet.be] has quit [] 19:05:36 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 19:05:39 *** mode/#openttd [+v tokai|noir] by ChanServ 19:06:17 *** Djohaal [~Djohaal@189.58.14.191.dynamic.adsl.gvt.net.br] has quit [Read error: Connection reset by peer] 19:09:13 <retro|cz> Any reason why there are no tags in game git repo? 19:10:56 *** tokai|mdlx [~tokai@port-92-195-253-226.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 19:12:00 *** DarkAceZ [~BillyMays@50.107.55.36] has joined #openttd 19:14:41 <frosch123> svn is the master repository 19:14:46 <frosch123> git and hg only contain trunk 19:14:57 <frosch123> and trunk does not have tags 19:20:59 <andythenorth> hrmm 19:21:06 <andythenorth> how to make a tender locomotive 19:22:22 <frosch123> give the driver a quiff 19:22:51 <andythenorth> wtf am I happy having a 3-level subclass chain for wagons 19:23:03 <andythenorth> but I insist on sticking to a 2-level chain for locos 19:23:10 * andythenorth makes no sense 19:23:40 <frosch123> oh, yeah! a set with a single engine and 100s of wagon types would be something new :p 19:24:02 <andythenorth> this was a python-specific whine 19:24:06 <andythenorth> but now you gave me an idea :P 19:24:27 <andythenorth> o/t how many times do you repeat yourself before abstracting the common stuff? 19:24:56 <andythenorth> I don't think twice is enough of a case. 19:25:36 <andythenorth> abstracting every time there are two instances of a thing leads to the wrong kind of over-engineering imo 19:25:51 <andythenorth> three times is a hint 19:26:01 <andythenorth> four times is a big flashing sign 19:26:23 <andythenorth> also this wine is good 19:26:34 * Alberth uses the "more than three times expected" as criterium 19:27:43 *** kais58|AFK is now known as kais58 19:27:52 <andythenorth> makes sense 19:28:09 <andythenorth> hmm 19:28:29 <andythenorth> proper class for steam engine tenders, or a funny little dict of values? 19:28:37 * andythenorth thinks funny little dict 19:31:15 <Rubidium> frosch123: and to make it worse... the release branch tags aren't 100% the state of the release branch ;) 19:33:09 <andythenorth> urgh 19:33:18 <andythenorth> child #1 has been playing toyland :( 19:35:14 *** tokai|mdlx [~tokai@port-92-195-54-230.dynamic.qsc.de] has joined #openttd 19:35:35 *** KouDy_ [~koudy@188.75.190.58] has joined #openttd 19:35:46 <andythenorth> what are the properties needed for a steam engine tender? Length 19:35:51 <andythenorth> anything else? 19:36:01 <andythenorth> Eddi|zuHause ^ you coded trains? 19:36:08 <Eddi|zuHause> always set all properties 19:36:20 <andythenorth> I can set them in nml 19:36:28 <andythenorth> just wondering which ones are *interesting* 19:36:37 <andythenorth> weight? 19:37:01 <V453000> ... 19:37:06 <Eddi|zuHause> weight for articulated parts is ignored (should be 0) 19:37:42 <V453000> I personally use 8 length engine, and 8 length tender - but sprites of train can be e.g. 10 and tender 6 19:38:05 <V453000> which I think is quite a functional approach 19:38:06 * Eddi|zuHause vaguely remembers a table which properties can be set for articulated parts 19:38:20 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 19:38:25 <V453000> http://dev.openttdcoop.org/projects/nuts/repository/changes/gfx/RailICEsteam_2.png 19:38:49 <Eddi|zuHause> V453000: might cause weird effects with like the czech tunnel entrances 19:39:11 <V453000> the czech tunnel entrances look very wrong in that regard with all other vehicles just as well 19:39:21 <andythenorth> nml spec tells what can be set 19:39:40 <Eddi|zuHause> also it might stick out the back of any tunnel entrances if the sprite is too big 19:40:57 <andythenorth> afaict only length is interesting 19:41:04 <andythenorth> rest can be same as front part 19:41:06 <andythenorth> or 0 19:41:39 <Eddi|zuHause> if the difference between "same as front" and "0" is not "interesting"... 19:42:31 *** KouDy [~koudy@188.75.190.58] has quit [Ping timeout: 480 seconds] 19:42:56 <V453000> might, but doesnt Eddi :) 19:42:57 <V453000> tested 19:43:17 <Eddi|zuHause> alright 19:43:34 <V453000> actually in some cases they do a little bit 19:43:41 <V453000> but they are so fast that you barely notice it 19:43:45 <Eddi|zuHause> at least in TTO i think the default ore wagon glitched with tunnels 19:45:17 <V453000> it is quite easy to make those glitches with just offsets (2cc set 1.0.1) :) 19:46:23 <V453000> which gets a lot more problematic as then all vehicles glitch 19:46:40 <Eddi|zuHause> well i'm fairly sure the CETS method is sophisticated enough to not glitch with tunnels 19:46:42 <V453000> if only the leading engine of my steamers shows for a tiny period of time it isnt that terrible :) 19:46:46 <V453000> :) 19:46:56 <V453000> cets ever being done? 19:47:10 <Eddi|zuHause> no :p 19:49:27 <V453000> hm any way to make a slow train have high station rating? 19:49:28 <Eddi|zuHause> i already forgot (again) how pixa works... 19:49:33 <andythenorth> :( 19:50:38 <andythenorth> me too :) 19:50:51 <andythenorth> but I'm going to relearn it for FISH and suchlike 19:51:33 <andythenorth> it scans a spritesheet, and replaces certain pixels with maps / transforms of other pixels 19:51:41 <andythenorth> thereby making pictures :P 19:51:53 <frosch123> V453000: maybe you can cheat the system by reporting a higher max speed when the train is slow 19:52:06 <frosch123> so it reports highspeed when stopping at a station 19:52:13 <frosch123> while it is slow when actually driving 19:52:18 <V453000> LOL 19:52:29 <frosch123> call it teaser train or so 19:53:02 <Eddi|zuHause> max speed might be cached, though, so changes by callbacks might not take effect at the intended time 19:53:18 <frosch123> yeah, it might also just desync :p 19:53:23 <retro|cz> frosch123, yup, I understand. But is there any technical limitation? 19:53:29 <Eddi|zuHause> it shouldn't desync 19:53:47 <frosch123> Eddi|zuHause: all caching desyncs 19:53:47 <Eddi|zuHause> at least if the cached speed is saved 19:54:00 <frosch123> no caches are saved, that's the issue :p 19:54:09 <frosch123> it desyncs on join 19:54:49 <frosch123> V453000: yeah, speed is only updated when the consist changes 19:54:50 <V453000> vehicle_is_stopped also when it just stops, not stopping it manually, right? 19:54:55 <V453000> mhm fuck 19:55:12 <Eddi|zuHause> stopped is when it shows red flag 19:55:15 <frosch123> so, won't work 19:55:36 <V453000> I assume wagon speed limits cause the train speed to be reduced and take station rating from there 19:55:45 <Eddi|zuHause> yes 19:56:10 <Eddi|zuHause> just use FIRS to set station rating to 100% :) 19:56:21 <V453000> I need it only for 3 engines 19:56:23 <V453000> not all 19:56:45 <V453000> they are to have low speed but high station ratings would make a lot of sense 19:56:54 <Eddi|zuHause> new property: rating bonus of the engine :) 19:56:57 <frosch123> oh, you could also make airdrag insanely high 19:57:05 <frosch123> so they just never reach the advertised maxspeed 19:57:12 <V453000> airdrag is only tunnels isnt it 19:57:28 <Eddi|zuHause> airdrag is everywhere, just in tunnels it's higher 19:57:45 <andythenorth> rating bonus o_O 19:57:53 <andythenorth> allows for 'prestige' :D 19:58:06 <andythenorth> FIRS 100% is silly btw :) 19:58:09 <andythenorth> but you knew that 19:58:16 <frosch123> V453000: no, i think it even works downhill 19:58:22 <V453000> lol 19:58:59 <V453000> HA 19:59:04 <V453000> I got it 19:59:27 <V453000> if a train has 265 kmh speed, but tracks allow 120, train speed is still 265 and rating taken from that, correct? :) 19:59:33 <frosch123> and yes, airdrag is more inside tunnels 20:00:43 <Eddi|zuHause> V453000: that i am really not sure... 20:01:06 <V453000> only one way to find out then :) 20:01:20 <V453000> but if it does, there goes my soluton :) 20:01:58 <frosch123> why not penalise tunnels? 20:02:08 <frosch123> bridges are more fun, aren't they? 20:02:22 <V453000> bridges are already way easier to build? 20:02:44 <V453000> only advantage tunnels have is when you build more of them atop of each other or under other obstacles 20:02:55 <V453000> in most cases bridges are better 20:03:18 <frosch123> are they? i expected tunnels to be better, because you can stack them 20:03:20 <V453000> also tunners are more awesome :> 20:03:48 <frosch123> well, and i thought some animals might be scared of the darkness of the tunnel 20:03:50 <V453000> yes but the minimal requirements on bridge heads is used a lot more often 20:04:26 <V453000> each does something a bit different ... it is fine as is :) no need to penalize either 20:06:03 <V453000> When a train reduces its speed on a slower track, the max speed in the train info window does not reduce 20:06:09 <V453000> does that mean success for me? :D 20:06:20 <V453000> oh SHIT 20:06:26 <V453000> I just realized universal rail wont work with that :d 20:06:32 <V453000> hmm 20:07:11 <V453000> hmmm 20:08:21 <V453000> would need its own universal rail, or can anybody think of a different solution? 20:08:30 <V453000> (univ rail has no limit atm and should not have one) 20:09:09 <V453000> well perhaps wetrails could be a form of universal track :> 20:09:35 <V453000> nobody would use it cause of the speed limit anyway 20:09:49 <TWerkhoven> can you show the non-wet-trains as half-submerged on wetrails? 20:10:00 <V453000> LOL 20:10:06 <TWerkhoven> diesel and steam only 20:10:26 <TWerkhoven> and highly increased drag as opposed to a set max speed 20:10:43 <frosch123> steam trains get a speed bonus though 20:10:53 <frosch123> they do not have to stop to fill up water 20:11:24 <TWerkhoven> or fish suppers for the crew 20:12:04 <V453000> can I make non-wetrail trains not available to purchase in wetrail depot? 20:12:43 <V453000> if all trains can drive on the wetrail? 20:13:22 <frosch123> elrails can drive on normal rails, but are not purchaseable there 20:13:51 <V453000> they cant? 20:13:51 <V453000> or 20:13:57 <frosch123> hmm, but well, you would still need at least one wet engine per consist 20:14:05 <V453000> mhm 20:14:15 <V453000> I see 20:14:15 <frosch123> so, likely you cannot hack that :p 20:15:24 <V453000> I suppose there is no way to make all-but-wetrail trains drive full-speed on a universal rail which has limit of 120 20:17:57 <frosch123> i think you can make maxspeed depend on railtype 20:18:05 <frosch123> (that is from the train pov) 20:18:15 <V453000> o_O 20:18:24 <frosch123> yeah, looks like max speed is updated when railtype changes 20:20:35 <V453000> current_railtype ? 20:20:44 <frosch123> something like that 20:20:49 <V453000> oh hm that doesnt actually help me 20:21:28 <V453000> still doesnt make vehicles travel higher speed than track speed 20:22:15 <V453000> I think a new special universal rail only for ship transition is kind of necessary 20:22:31 <V453000> perhaps a new kind of wetrail 20:22:39 <Zuu> Hmm, is there any idea in trying to define an API for GSes to define vehicle limits. Eg. ask people to come up with different limitation schemas that they would like to do and see if it is possible to make an API so that the GS can describe this to OpenTTD? I tried to discuss on FS but only got answers that the callback solution is superior from GS point of view. Which I can agree, but it has some implementation challenges and unwanted consequences. 20:23:19 <V453000> hm well wouldnt gain terribly much by that either 20:23:34 <Eddi|zuHause> hm, why is my parser not parsing a correctly formed statement? 20:23:34 <V453000> will probably just allow all trains to drive on wetrail, screw the mess in depot 20:33:42 <Alberth> Zuu: just at most n vehicles for each type, and perhaps a callback m (m<=n) vehicles of this type reached 20:34:06 <Alberth> but polling would be ok to me too 20:34:09 <frosch123> just go for the global limits then 20:34:19 <frosch123> similar as for towngrowth 20:35:31 <frosch123> callbacks are an "easy" method to add a lot of power to scripts, but they will bite you quickly just like newgrf do 20:35:56 <frosch123> and since gs only run on the server, it will be even worse than newgrf 20:36:02 <frosch123> no gui feedback at all 20:36:09 <frosch123> and ais will be screwed as well 20:36:12 <Alberth> engine-id is already too complicated imho; at some year, the choice of engines is limited already 20:36:31 <Alberth> ais also run at the server? 20:36:33 <frosch123> i think limit per company, per vehicle type 20:36:39 <frosch123> maybe max train length in tiles 20:36:48 <frosch123> Alberth: ais and gs only run on the server 20:36:58 <frosch123> everything they do must be broadcasted from/to clients 20:38:23 <frosch123> also ottd has no control over the state of scripts 20:38:34 <frosch123> for newgrf ottd can do testruns and then discard all changes 20:38:35 *** perk11 [~perk11@broadband-46-242-13-101.nationalcablenetworks.ru] has quit [Ping timeout: 480 seconds] 20:38:38 <frosch123> for scripts that is impossible 20:39:05 <frosch123> so, in the end, i think script callbacks can only result in a crappy interface 20:39:07 <Zuu> A problem with a callback that m <= n vehicles has been reached is that the callback will not be allowed to change 'n' as that is a DoCommand call. 20:39:44 <Alberth> Zuu: ah, ok. then it must poll 20:40:03 <Alberth> ie it must store "limit reached" anyway, so polling is just as easy 20:40:28 <Zuu> We can supply an event EventVehicleBought, but scripts need to poll the event queue to see if there are any incomming event. 20:40:45 <Alberth> they need to do that anyway, right? 20:41:03 <frosch123> Zuu: why do they need to know about "vehilce bought"? 20:41:19 <Zuu> only if they want to do more complex limits than allowed by the API 20:41:26 <Alberth> "cargo moved" also does polling, and nobody complained afaik 20:41:38 <Zuu> Eg. max 5 of engine A or B. 20:42:24 <Alberth> Zuu: so how do you enforce that then? 20:42:42 <peter1138> Don't we have ... settings presets yet? 20:42:48 <frosch123> i wouldn't know how gs should make a sensible limit per engine type 20:42:54 <frosch123> they have no idea how engines work 20:43:02 <frosch123> whether you need two per consist or similar 20:43:18 <Alberth> per engine type is too complicated imho 20:43:24 <Zuu> GSes has access to the same engine information as AIs, just that they cannot build them to figure out how they work (rail vehicles) 20:43:58 <Eddi|zuHause> anything like that must be provided by the NewGRF 20:44:16 <Alberth> alternatively, a GS can give permission to buy "n" vehicles 20:44:24 <Eddi|zuHause> gnah... i still have no idea why the parsing fails :/ 20:44:38 <Alberth> then you get full control quite easily 20:45:04 <Zuu> My initial idea of an API was that the GS can set "n" number of allowed vehicles of engine X and company Y. 20:45:34 <Alberth> Eddi|zuHause: anything we can understand? 20:45:42 <Alberth> Zuu: and that failed because? 20:45:47 <Eddi|zuHause> probably not 20:46:06 <frosch123> Zuu: maybe we need an experimental branch for experimental script apis :) 20:46:45 <Zuu> Alberth: That will fail if a GS want to set the limit to max "n" vehicles of a group of engines. 20:47:15 <Zuu> We could add that too to the API, though the question is where to stop :-) 20:47:46 <Alberth> at "GS can set "n" number of allowed vehicles of engine X and company Y.", imho 20:48:19 <Rubidium> peter1138: I thought you already had a patch for that :D 20:48:50 <Alberth> the number of useful engines is not big enough at anyone time, to make such complicated stuff useful, imho 20:50:23 <Zuu> Unless you play with 2CC :-) 20:50:30 <Eddi|zuHause> or CETS :) 20:50:44 <frosch123> why would a gs want to set a limit on a specific engine id? 20:50:57 <frosch123> what would be the criterion? 20:51:06 <Rubidium> to fake a manufacturer being able to only make X vehicles a year 20:51:29 <Zuu> Or to require you to use all engine types and not just one. 20:51:39 *** Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has quit [Ping timeout: 480 seconds] 20:51:43 <Rubidium> i.e. the word thou shan't speak of 20:51:52 <Zuu> Or to identify good engines and only reward them when you complete a goal. 20:51:57 <V453000> ratings seem to be 93% With statues and 120-km-limt on tracks with vehicles with 266 speed :) 20:51:58 <frosch123> you cannot restrict stuff per cargo type, because that will fail horribly with refitting 20:52:08 <frosch123> so, the only criterions might be speed or pax/cargo maybe 20:52:15 <frosch123> or well, diversity 20:52:59 <Zuu> speed, hp, tractive effort? 20:53:12 <Eddi|zuHause> V453000: i'm fairly sure you're solving the wrong problem :) 20:53:12 <frosch123> sounds the same to me 20:53:36 <frosch123> those three more affect hilly land / flat land 20:53:52 <frosch123> and i wouldn't know how a gs would mess with that 20:54:09 <V453000> Eddi|zuHause: ? 20:54:50 <Eddi|zuHause> V453000: trying to abuse speed to modify rating seems Wrong(tm) 20:55:00 <V453000> wrong why 20:55:07 *** andythenorth [~Andy@host86-143-136-87.range86-143.btcentralplus.com] has quit [Read error: Connection reset by peer] 20:55:11 <frosch123> the more i think about limiting stuff with gs, the more it feels completely wrong 20:55:25 *** andythenorth [~Andy@host86-143-136-87.range86-143.btcentralplus.com] has joined #openttd 20:55:28 <frosch123> i think gs should rather poll statistics, make a goal/story page for a rating 20:55:29 <V453000> the train speed influence on station rating is total wtf itself already 20:55:39 <frosch123> and just force "game over" to companies which do not play to the rules 20:55:47 <Eddi|zuHause> V453000: yes. so solve that :) 20:55:59 <V453000> im okay with my current solution 20:56:07 <frosch123> so, just add a gs command to charge a penalty money sum from a company 20:56:12 <frosch123> and be done with everything? 20:56:18 <Zuu> frosch123: With respect to vehicles, I see it more as the ability to give rewards based on completed goals. 20:56:23 <frosch123> building restrictions for vehicles seem to make no sense to me 20:56:24 <Eddi|zuHause> it just sounds too elaborate for the player and easy to break 20:56:38 <V453000> my players can accept elaborate things 20:56:55 <frosch123> Zuu: that assumes that gs can idenitfy a specific special engine 20:57:01 <frosch123> which i do not see happen at all 20:57:20 <Eddi|zuHause> V453000: if it depends on railtypes, what about when someone combines it with a different railtype set? 20:57:30 <V453000> fuck them? 20:57:38 <frosch123> restricing construction per map area sounds a lot more reasonable 20:57:39 <Zuu> Or set the limit to eg. 10 vehicles (globally for a company) and when you complete a goal, you get 10 more and a new goal. 20:57:44 <frosch123> than restricting what stuff to build 20:58:04 <frosch123> Zuu: that's a limit per vehicle type (train, rv, ship, air) 20:58:13 <frosch123> i think those would work, but not per engine id 20:58:15 <Eddi|zuHause> V453000: a lot of grf developers fell down this "people use only my GRFs" trap 20:58:19 <V453000> I dont think anything happens if you add an extra railtype to nuts though, especially will not touch the thing we talk about now 20:58:38 <frosch123> i.e. limits for number of consists, and maybe consist length, but not for specific engines 20:58:40 <V453000> I dont care which newGRFs people use or if they use other than NUTS 20:59:03 <Zuu> frosch123: Yep that would be a limit per vehicle type, but also per company (as opposed to the setting we already have in advanced settings) 20:59:24 <frosch123> yes, i think such limits would work fine :) 20:59:44 <frosch123> you could also restrict the length of bridges per company :p 20:59:55 <frosch123> all those weird gameplay settings could be made per company :p 21:00:01 <V453000> NUTS alone is fairly incompatible with any other train set, and track sets should not influence much .. soo meh? 21:00:08 <frosch123> "reward: build on slopes" :p 21:00:13 <Zuu> :-D 21:00:22 <frosch123> or even, research "build on slopes" 21:01:13 <frosch123> or even a question: you can research either "build on slopes" or "tunnels with length > 5" 21:01:15 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 21:01:18 *** mode/#openttd [+v tokai|noir] by ChanServ 21:01:47 <Alberth> lol 21:01:52 <Zuu> And with the API to take money from a company, charge a cost for research :-) 21:02:07 *** Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has left #openttd [] 21:02:20 <frosch123> i think charging or granting money might be generally useful for game control 21:03:54 <Zuu> Although one argument for giving control to set restrictions is that a well defined restriction is possible better than charging fines from companies that don't play by the rules. 21:04:19 *** Elukka [~Elukka@a91-152-213-89.elisa-laajakaista.fi] has quit [] 21:04:49 <frosch123> yeah, i agree vehicle type limits might be useful per company :) 21:05:03 <frosch123> but as said, i don't see a a usecase for engine id limits 21:06:38 <Zuu> Set all limits to zero for all types except the worst. Enable persintent engines. Then unlock more engines as rewards or when researched. (at earliest at the introduction date) 21:06:54 *** tokai|mdlx [~tokai@port-92-195-54-230.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 21:07:24 <Zuu> It may be a different game than OpenTTD, but someone may want to play that game. 21:09:27 <frosch123> even for that "engine id" is the wrong criterion 21:10:03 *** HerzogDeXtEr [~flex@i59F6A5E1.versanet.de] has quit [Read error: Connection reset by peer] 21:11:18 <Zuu> The criterion would not be the actual engine id value. What I mean is that it can set the limit per engine id. The GS would need to use the GSEngine API to find out details about each engine to compare them. Just like an AI does when choosing which engine to buy. 21:11:27 *** tokai|mdlx [~tokai@port-92-195-97-70.dynamic.qsc.de] has joined #openttd 21:11:55 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 21:12:33 <Zuu> Or do you mean that setting a limit per engine id is wrong? What is wrong with that? 21:13:39 <frosch123> i mean that the idea that the gsengine shall use the api to identify certain engine types and restrict those is flawed 21:14:36 <frosch123> restricting consist numbers is fine, or restricting "technological year" (only train vehicles < 1960 for company 1) is fine 21:14:58 <frosch123> but "only 5 engines of id 13" will break 21:15:23 <frosch123> how and how many engines are needed for a sensible consist is entirely newgrf defined 21:15:30 <frosch123> gs should not mess with that 21:20:01 <Zuu> Ok I see. You propose that the GS should only do such control at a higher level (technology year) 21:20:25 <frosch123> yeah, basically you see what trouble ais have with deciding engines 21:20:39 <frosch123> extending that to gs will ruin the game for humans :p 21:20:57 <Zuu> fair point 21:21:12 <frosch123> esp. with numerical limits instead of available/not available limits 21:21:39 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 21:21:42 *** mode/#openttd [+v tokai|noir] by ChanServ 21:21:51 <Zuu> the numerical limit could be used as available/not available. Which is what I had mostly in mind for a research GS. 21:22:45 <frosch123> yeah, but it also makes you not attach multiple engines to the same consist 21:23:31 <frosch123> so, it promotes playing in flat terrain 21:23:50 <frosch123> it does not promote building interesting routes 21:24:58 <Zuu> It could promote buliding around the mountain instead of just over it. 21:25:04 <Eddi|zuHause> argh.... 21:25:11 <Eddi|zuHause> "LITERAL" != "literal" 21:25:55 *** tokai|mdlx [~tokai@port-92-195-97-70.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 21:26:25 <Zuu> But any sort of competitive GS will promote a possible more dirty non-nice looking playing style. 21:26:54 <NGC3982> mjew 21:29:30 <andythenorth> good night 21:29:34 *** andythenorth [~Andy@host86-143-136-87.range86-143.btcentralplus.com] has quit [Quit: andythenorth] 21:32:12 *** tokai|mdlx [~tokai@port-92-195-74-248.dynamic.qsc.de] has joined #openttd 21:37:31 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 21:37:54 *** Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has joined #openttd 21:38:06 *** oskari89 [oskari89@62-241-226-106.bb.dnainternet.fi] has quit [] 21:43:23 <Zuu> night 21:51:27 *** Zuu [~Zuu@gateway.sdrf.se] has quit [Ping timeout: 480 seconds] 21:53:07 *** Progman [~progman@p57A1B11C.dip0.t-ipconnect.de] has joined #openttd 21:55:02 <retro|cz> Is http://vcs.openttd.org/git/?p=openttd/branches/1.3.git;a=commit;h=e4409697047d76c035f55a4b6c4e2cfe74776c13 1.3.2 final patch? 21:55:57 <planetmaker> no 21:56:12 <planetmaker> releases have their own tags 21:56:43 <planetmaker> and checking out those only works sensibly by means of subversion 22:00:26 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 22:00:29 *** mode/#openttd [+v tokai|noir] by ChanServ 22:00:44 <retro|cz> planetmaker, I know. But I asked earlier and there are no git tags in git mirror. 22:02:12 <Eddi|zuHause> that is why you should check out the svn, and not the git mirror 22:02:19 <retro|cz> and sorry, but I don't know how to work with svn :/ 22:02:27 <retro|cz> but there is some tool git-svn 22:02:31 <retro|cz> I try that. 22:02:37 <planetmaker> retro|cz, yes, there aren't. And with git or hg you won't get the release versions. That's it 22:03:00 <Eddi|zuHause> svn is easy: "svn checkout <url> <directory>" 22:03:24 <planetmaker> retro|cz, and tbh, even if you use git-svn, I'd assume it fails to build a release version :-) 22:03:29 <Eddi|zuHause> just make sure <url> ends with /tags/1.x.y 22:03:29 <planetmaker> not a. but the 22:04:06 <retro|cz> I don't want to build release version. I just want to make patch against a patch for 1.3.2 source and I want to keep git history. 22:05:09 <retro|cz> So I don't want to download 1.3.2 sources but to checkout it via some scm and I'm git user and I want to work in multiple branches. AFAIK svn doesn't support branches in git way. 22:05:10 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 22:05:13 *** mode/#openttd [+v tokai] by ChanServ 22:05:17 <Eddi|zuHause> it generally makes no sense to patch a release 22:05:34 <planetmaker> retro|cz, what sense does it have in your eyes to patch a release version? 22:05:51 <retro|cz> I want to do patch of 1.3.2 targeted patch. 22:06:05 *** tokai|mdlx [~tokai@port-92-195-74-248.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 22:06:38 <planetmaker> retro|cz, that's not the question? What sense does a 1.3.2 patch make (at all) in your eyes? 22:07:07 <planetmaker> what advantage over patching current trunk? 22:07:23 <retro|cz> btpro.nl have own patches to customize main menu and theirs servers runs 1.3.2 version 22:07:28 <retro|cz> so client should use same version 22:08:07 <planetmaker> it can't have custom main menu and be 1.3.2 22:08:17 <planetmaker> That's - sorry - plain bullshit to call it 1.3.2 22:08:32 <planetmaker> that's leading people to believe it is - while it is like r24xxxM 22:08:40 <Terkhen> good night 22:08:43 <retro|cz> there is some new UI to login into statistics 22:08:45 <planetmaker> good night Terkhen 22:08:51 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 22:09:04 <retro|cz> you can play without that patch there, that is just easy login and server selection 22:09:05 <planetmaker> retro|cz, that UI is only present for *patched* clients 22:09:09 <retro|cz> yup 22:09:26 <planetmaker> so it's not 1.3.2. But custom patches. Thus they shouldn't call it 1.3.2 22:10:26 <planetmaker> And honestly, distributing builds called "1.3.2" which are custom-patched... is cheating. And asking for big trouble 22:10:41 <retro|cz> sure, but the diff I have is for 1.3.2. That was my first question, if that git commit (svn revision 25631) is 1.3.2 release base. 22:10:54 <retro|cz> It is not called OpenTTD 1.3.2 22:11:06 <retro|cz> It is called BTpro.nl client 1.3.2 AFAIK 22:11:22 <retro|cz> so you know it is modified client based on 1.3.2 of original OpenTTD 22:13:20 *** tokai|mdlx [~tokai@port-92-195-84-182.dynamic.qsc.de] has joined #openttd 22:13:32 *** tokai [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 22:13:38 <retro|cz> I think that's fair enough planetmaker. I'm not sure how they are distributing it, since I can't reach btpro.nl servers for some reason :/ 22:14:07 <planetmaker> probably similar to all fake-stable servers do 22:14:21 <planetmaker> I ceased to care about those 22:14:45 <ST2> yes, it's a hacked (1.3.2) version - as stated on our website 22:14:46 *** frosch123 [~frosch@frnk-590fcf23.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 22:14:54 <retro|cz> planetmaker, I think servers are same. I'm not sure. 22:15:01 <planetmaker> retro|cz, of course not 22:16:07 <TWerkhoven> no, it looks like they added more non-gui-specific patches 22:16:56 <retro|cz> yup 22:17:00 <retro|cz> I'm reading patch now. 22:17:10 <retro|cz> it's based at 25739 22:17:14 <retro|cz> on 22:19:31 <LordAro> yup, you certainly shouldn't be calling either version '1.3.2' because both server and client are clearly not 22:19:38 <LordAro> (imo :) ) 22:20:53 <retro|cz> OK, I'm not part of btpro.nl. 22:21:40 <retro|cz> I just wanted to know why there are no tags in git (maybe some technical problems)? 22:22:00 <planetmaker> git is not svn 22:22:01 <ST2> [23:19:20] <LordAro> yup, you certainly shouldn't be calling either version '1.3.2' because both server and client are clearly not <<-- incorrect 22:22:10 <ST2> server is unpatched 22:22:17 <ST2> client is 22:22:28 <LordAro> ...so what's the point of the client modifications? 22:22:37 *** alluke [~oftc-webi@cs181208223.pp.htv.fi] has quit [Remote host closed the connection] 22:22:47 <ST2> sorry for that and for "hacking" the revision number 22:22:50 <retro|cz> planetmaker, I know difference. But when you're doing new release, it is one more command to create git tag and second to push new git tag. 22:23:03 *** tokai|mdlx [~tokai@port-92-195-84-182.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 22:23:03 <ST2> but that's all explained on our website 22:23:30 <ST2> saying the changes applied and not to complain here if using it 22:23:44 <planetmaker> retro|cz, a git tag is not an svn tag 22:23:48 <retro|cz> planetmaker, I know 22:24:19 <planetmaker> so no, it's not like "just adding a tag". And no, git is just a mirror of our primary SCM: which happens to be svn 22:26:18 <LordAro> ST2: ok, so only the client is modified (still don't understand why). however, since you publish the binary, according to gpl you must also publish the source (or modifications to existing) where is it? 22:26:45 <retro|cz> planetmaker, I know. I also called it git mirror. 22:26:57 <ST2> when downloading the binary... diff files are included 22:27:17 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 22:27:19 *** mode/#openttd [+v tokai] by ChanServ 22:27:19 <ST2> and yes... I respect that Mr. LordAro :) 22:28:37 <planetmaker> the one which I downloaded contains two diff files...? 22:29:04 <ST2> true 22:29:11 <retro|cz> planetmaker, I'm able to make a script to get tag revisions and find them in git and add proper tags. Are you interested into that? 22:29:25 <ST2> 1 was made using Wininet for somethings 22:29:37 <ST2> note: it's a server thingy stuff 22:29:39 *** Progman [~progman@p57A1B11C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:29:40 <planetmaker> ST2, so the question remains: which is the diff you use? 22:29:49 <planetmaker> and... is the server patched or not? 22:29:49 *** tokai|mdlx [~tokai@port-92-195-1-217.dynamic.qsc.de] has joined #openttd 22:29:53 <Wolf01> 'night 22:29:58 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 22:30:03 <ST2> the exe included: normal diff 22:30:06 <planetmaker> how can it be a server-thingy stuff if it's client-side? 22:30:26 <ST2> the OS_Crossover can be compiled on Mac and Linux 22:30:52 <ST2> @planetmaker, already tested it? 22:31:03 <planetmaker> no 22:31:10 <ST2> preciselly 22:31:16 <Eddi|zuHause> hm, how weird, my template files are sprinkled with colour index 15 instead of 255 in some places outside the sprites 22:31:20 <ST2> that's why your question ^^ 22:31:32 <retro|cz> planetmaker, I played at btpro.nl servers with vanilla 1.3.2 downloaded from openttd.org without problems. 22:31:39 <retro|cz> for long time 22:31:50 <planetmaker> ST2, no. I should not need to ask the question. I should have a clear indication of "this is the source to this binary we provide" 22:32:15 <LordAro> ST2: ah, ok - it is not obvious that the diffs are inside the download 22:32:20 <planetmaker> and not have to wonder "hey, which of the diffs actually was the source to what I got?" 22:32:37 <planetmaker> (technically, a diff is no source either - but we're no hypocrites) 22:33:24 <ST2> a diff is a differences file... got it 22:34:04 <ST2> and well... test the exe (normal diff) 22:34:14 <planetmaker> I can't test an "exe" 22:34:22 <planetmaker> err-no-such-OS 22:34:27 <ST2> I'll exclude the other one - if makes you happy 22:35:00 <ST2> well, it's said on download page... that's a windows version 22:35:07 <LordAro> oh, and not bundling ottd correctly (not including other files) is not proper either, iirc 22:35:20 *** tokai [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 22:35:30 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 22:35:34 *** mode/#openttd [+v tokai|noir] by ChanServ 22:36:14 <planetmaker> ST2, yes, I know that I downloaded the windows version. I don't complain about that :-) 22:36:43 <ST2> I'm sorry to dnt be able to provide a linux version 22:36:57 <ST2> but made it work 22:37:02 <planetmaker> that's not easy. There's not one linux. But... dozens 22:37:15 <ST2> I know ^^ 22:38:00 <planetmaker> but why do you need the two diffs? Can't you compile the windows, linux and osx version from the very same patched source, thus only one diff? 22:38:10 <planetmaker> I still didn't get quite why there's two of those 22:38:39 <ST2> the OS_Crossover.diff included makes some weird delays 22:38:53 *** tokai|mdlx [~tokai@port-92-195-1-217.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 22:38:56 <ST2> maybe I'm not using correct functions 22:39:22 <ST2> already compiled on Linux and MacOS and worked 22:39:27 <planetmaker> then you should offer that diff simply separately below the windows downloads. And not include in the downloads of the windows packages 22:39:43 <ST2> ok 22:39:52 <ST2> will do... 22:40:07 <planetmaker> would be cleaner IMHO. And you should create, as lordaro said, a real bundle. Which includes more (check out what our downloads include) 22:40:10 <ST2> sorry for the disturb 22:41:34 <ST2> note: will change that on next release.... ok? 22:41:56 <planetmaker> well, I don't care about those changes really. It's for your users. Not mine ;-) 22:42:51 <planetmaker> the "should" comes from openttd missing some info which it will rely on having in some situations. But which you don't ship 22:42:56 <ST2> we know.... because we're the ones keeping OpenTTD alive (as users) - but always trying to keep close to people that make it possible :) 22:43:08 <planetmaker> as your releases don't include all required files 22:43:25 <planetmaker> also msvc has something like make bundle 22:43:37 <ST2> @planetmaker, wich more files are needed? 22:43:45 <planetmaker> check out our bundles :-) 22:43:47 <planetmaker> everything in there 22:43:53 <LordAro> "we know.... because we're the ones keeping OpenTTD alive (as users)" oof 22:44:21 <LordAro> running 'make bundle' will do the job 22:44:53 <ST2> LordAro.... please don't hide my remaining words"...- but always trying to keep close to people that make it possible :)" 22:45:08 *** HerzogDeXtEr [~flex@i59F6CD7A.versanet.de] has joined #openttd 22:45:37 <LordAro> and not including C:\build_essentials references (or whatever) in the patch would help too 22:45:48 <LordAro> ...no, my original statement stands 22:46:11 <ST2> well, that was the path I used... each one can change 22:46:26 <planetmaker> ST2, ai, baseset, game, lang, scripts dirs 22:47:01 <planetmaker> which contain support files for AI compatibility layers, TTD base set and GS support 22:47:14 <ST2> planetmaker, I'll include it on next server version release 22:47:49 <ST2> but I must ask you some "sorry" for changing the code and compile it as 1.3.2 22:47:50 <LordAro> or, 'make bundle' instead of whatever you did - puts it all into a nice convenient bundle/ dir 22:48:06 <planetmaker> LordAro, does MSVC have that? 22:48:08 <ST2> ofc, not released as OpenTTD 1.3.2 22:48:18 <ST2> but as BTPro 1.3.2 22:48:32 <LordAro> planetmaker: not sure, but you should be able to change the build command 22:48:58 <planetmaker> I have never used it, but I recall it needs some knowledge on how to achieve that with MSVC 22:49:15 <LordAro> ST2: as long as you change the actual version, rather than just the gui string, that'll be fine 22:49:35 <planetmaker> http://wiki.openttd.org/Compiling_on_Windows_using_Microsoft_Visual_C%2B%2B_2008/2010#Bundle actually :-) 22:49:39 <ST2> you can check code changes 22:49:47 <LordAro> planetmaker: told you :p 22:49:48 <ST2> mostly GUI stuff 22:49:49 <planetmaker> so not taht easy 22:50:24 <planetmaker> so it's basically some main menu gui to access other services on your servers, ST2 ? 22:50:51 <planetmaker> other services as in "other programmes which are not openttd"? 22:50:59 <planetmaker> like DB or stuff 22:51:17 <ST2> it's a client.... changed... with some new buttons to allow easy login on servers (mostly) 22:51:37 <ST2> diff file it's there 22:51:51 <LordAro> planetmaker: hmm, i'm not convinced by that - if codeblocks/eclipse can change a build command, i'm sure msvc must be able to 22:53:17 <planetmaker> ST2, the copyright notice / different license in base64 is incompatible with GPL. You cannot build a GPL-licensed stuff with some files not licensed under GPL 22:53:52 <ST2> ok, thank you :) 22:54:09 <ST2> will find a solution 22:54:16 <ST2> crap :( 22:54:23 <ST2> more work 22:54:31 <planetmaker> possibly it's GPL-compatible, though 22:54:50 <LordAro> in fact, that copyright notice seems to have some invalid characters in it 22:54:58 <ST2> (anyway, base64 was the easiest way to save PW's on cfg files) 22:55:09 <planetmaker> hm... I guess it is 22:55:16 <LordAro> "Ren\E9" 22:55:37 <planetmaker> displays fine here, LordAro ;-) 22:56:31 <ST2> btw, I only started making that version to make easy login for our players, anything wrong on it.... I thank you :) 22:57:03 <LordAro> hmm, gedit borks when set to utf8, but displays it fine when set to iso-8859-15 :L 22:57:18 <planetmaker> ST2, I guess the copyright is compatible. 22:57:30 <planetmaker> see src/3rdparty/md5.cpp 22:57:42 <planetmaker> But you might want to place it in the 3rdparty :D 22:57:51 <ST2> well, I read it too... but was a quick one 22:58:12 <ST2> since code I get was on a GPL2 site 22:58:19 <ST2> dnt ask me now 22:58:57 <planetmaker> wow. your really hard-code your DNS numbers instead of names? 22:59:06 <ST2> what scares me most is the Wininet thingy (used on exe and principal diff) 23:00:02 <ST2> well, to make server changes easier... client reads info here: http://openttd.btpro.nl/btproservers.txt 23:00:57 <ST2> to check what server a player is in.... being worked on ^^ 23:01:38 <LordAro> that seems horribly insecure 23:01:45 *** sla_ro|master [slamaster@85.186.160.35] has quit [] 23:02:06 <planetmaker> you should talk to TB about global playerID ;-) 23:03:18 <retro|cz> There's a lot of base64 GPL implementations anyway. 23:03:33 <planetmaker> this one is fine 23:03:42 <retro|cz> And also that Base64 license looks similar to zlib license which is 100% compatible with GPL. 23:03:58 <planetmaker> that's the md5 one I mentioned, yes 23:04:31 <planetmaker> only looked strange on first sight 23:05:46 <planetmaker> ST2, the cross-platform thingy which likely will fail on several platforms is the usage of the alt key 23:05:54 <planetmaker> that's why it's not being used in openttd 23:06:01 <planetmaker> it's not free-to-use on all platforms 23:06:30 <planetmaker> it serves the equivalent of the "windows" key 23:06:38 <planetmaker> sometimes 23:07:53 <peter1138> base64 what? 23:08:43 <retro|cz> base64 encode|decode 23:08:58 <ST2> @planetmaker: I'm not a programming guy... that was my attempt to compile on Linux or Mac 23:09:44 <ST2> I only like OpenTTD and make some experiences :D 23:10:23 <planetmaker> hm, and this all runs on an unpatched server? 23:10:36 <ST2> try it 23:10:56 <planetmaker> No, I mean "your server is unpatched"? 23:11:11 <ST2> yes 23:11:47 <ST2> you can test them 23:11:51 <planetmaker> so you do the goals via game script? 23:12:10 <ST2> via xShunter 23:12:28 <planetmaker> ST2, as client I can only test so much. It could be patched or GS and I could not necessarily tell 23:12:58 * peter1138 tries to think what would need base64 23:13:27 <ST2> xShunter is an external software that's listening admin port 23:14:27 <planetmaker> ST2, yes. I know. 23:14:58 <ST2> and using those.... possible to set goals in games 23:14:59 <planetmaker> though I've not exactly seen it. Nor seems the author keen on actually sharing his stuff 23:15:42 <ST2> it's his stuff... and he shares it (we are BTPro and he is n-ice servers) 23:16:01 <planetmaker> well. we share openttd somewhat differently ;-) 23:16:12 <retro|cz> :( it is C# based 23:16:27 <planetmaker> which is what I hope how people in the community share their stuff, too 23:16:32 <ST2> can you query xQR? 23:17:22 <ST2> well, I share mine... but his software is totally different 23:18:21 <ST2> anyway... he's around IRC://irc.x-base.org:6668 23:18:46 <planetmaker> well, he's in this channel, obviously 23:18:49 <ST2> and usually called as xOR 23:19:00 <ST2> he is 23:19:33 <ST2> but he have some software not shared that works well for OpenTTD servers 23:19:58 <ST2> and he dnt ask cash for it 23:21:02 <planetmaker> did you guys ever think of offering a nightly server? which updates version every day? 23:21:38 <planetmaker> if your server is unpatched, your framework around servers should easily handle that 23:22:03 <ST2> @planetmaker, even if badly, I'm the only guy working on our server version 23:22:25 <ST2> I recognize your work and say thanks 23:22:50 <ST2> really thanks... because I love this game 23:24:45 <ST2> [00:20:51] <@planetmaker> did you guys ever think of offering a nightly server? which updates version every day? <<-- a server to be updated everyday? 23:24:50 <planetmaker> yes 23:25:01 <planetmaker> running the nightly version 23:25:11 <planetmaker> with the latest features 23:25:16 <planetmaker> (and bugs :-P) 23:26:00 <ST2> [00:25:05] <@planetmaker> (and with bug fixes) - (extended by ST2 23:26:59 <ST2> @planetmaker, you'll get my vote for it (we are 4 head admins... I need other approval) 23:27:41 <planetmaker> just wondering. I mean... you have like half a dozen servers, all the same version. Why no development version for those who want to play "bleeding edge" :-) 23:28:12 <retro|cz> planetmaker, good idea 23:28:12 <ST2> we have 4 different server machines now 23:28:12 <planetmaker> you might not want to offer a special client for that every day - that's a hell of a work. 23:28:26 <planetmaker> But you could run different GS or scenarios there 23:28:31 <planetmaker> Or offer a cargodist game 23:28:41 <planetmaker> or/and :D 23:28:44 <retro|cz> cargodist is in trunk? 23:28:48 <planetmaker> yes 23:29:11 <ST2> @planetmaker, we can do that (and I'll force others to agree) 23:29:26 <planetmaker> lol :-) nice 23:29:39 <ST2> but if you can look at our OS_Crossover.diff 23:30:09 <ST2> and compile a linux version?! 23:30:13 <planetmaker> you don't want to know at how many things I *should* look at :D 23:30:17 <ST2> fair trade? 23:30:32 <planetmaker> one is for instance looking at completing the DevZone's compile farm 23:30:49 <^Spike^> just.....? ;) 23:30:50 <planetmaker> a linux version I compile won't help most of the linux users 23:30:59 <planetmaker> ^Spike^, "for instance" 23:31:08 <^Spike^> :D 23:31:10 *** Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has quit [Remote host closed the connection] 23:31:13 <ST2> well, I tried... but it's a hacked version (the rev.... the damn rev ^^) 23:31:27 <planetmaker> yes... :-) 23:31:47 <^Spike^> you know i was kidding pm :) 23:31:53 <planetmaker> I do :-) 23:32:09 <planetmaker> (was missing :-P ) 23:32:46 * ^Spike^ has a list just as big :) 23:33:12 * planetmaker remembers a looooong list on some etherpad 23:33:29 <^Spike^> :D 23:34:11 <planetmaker> and there's some patches I want to review on FS. And... a patch queue wrt grid handling to ... get an idea on how to finish 23:34:20 <planetmaker> and then it's 2014, I fear 23:34:29 <planetmaker> at least 23:35:21 <planetmaker> ST2, that said, I can't easily compile universally usable osx or linux binaries either. I don't have all those setups needed 23:35:46 <^Spike^> ottdc will get a boost if we do what i said tomorrow :) 23:35:59 <ST2> @planetmaker, I was checking the things to make a server as you want 23:36:11 <ST2> and it's possible 23:36:24 <planetmaker> :-) iff the schroot works on jenkins.o.o... then I might install schroots for several linuxe 23:36:35 <ST2> my problem is with Universal linux builds 23:36:42 <planetmaker> yes, mine, too :-) 23:36:48 <planetmaker> there's no such thing 23:36:59 <planetmaker> easily at least 23:37:07 <^Spike^> sounds like someone wants to make jenkins do more :) 23:37:26 <planetmaker> first things first. But if there's one schroot. Then there can be more :D 23:37:42 <planetmaker> first a wheezy_x86_64 23:37:49 <planetmaker> with all newgrf build stuff 23:37:57 <planetmaker> and ai bundling 23:38:27 <planetmaker> then extension of it to wheezy_64bit bundles 23:38:37 <planetmaker> and then, maybe other distros :-) 23:38:41 <planetmaker> in other schroots 23:38:45 <planetmaker> or so my thinking currently 23:39:00 <^Spike^> :) 23:39:13 <^Spike^> or just get another container :) 23:39:16 *** Djohaal [~Djohaal@189.58.14.191.dynamic.adsl.gvt.net.br] has joined #openttd 23:39:29 <planetmaker> yes, or that :D 23:39:32 <^Spike^> we can make some jenkins slaves in a closed ip range 23:39:58 <Djohaal> ook 23:40:14 <Djohaal> so I just saved a giant screenshot of a 1024x1024 map 23:40:18 <Djohaal> now to find a program that can open that 23:40:23 <^Spike^> glhf :) 23:40:28 <planetmaker> ^ :-) 23:40:31 <planetmaker> (gimp can) 23:40:42 <Djohaal> something more lightweight than gimp? 23:40:43 <planetmaker> your computer might not handle it graciously, though 23:40:49 <Djohaal> I tried irfanview. It crashed and burn terribly 23:41:01 <Djohaal> I'm on a win64 machine that I use for 3d rendering, so I assume it should handle 23:41:09 <planetmaker> probably then 23:41:52 <planetmaker> but then I don't see how you don't want to open gimp ;-) 23:42:11 <gynter> Djohaal: vim 23:42:16 <planetmaker> lol 23:42:23 <gynter> quite lightweight for all filetypes 23:43:01 <planetmaker> well, my gnome image viewer has no issues there either ;-) 23:43:09 <Djohaal> welp I'm trying to open in in photsohop x64 (definetly not lightweight) but it is suffering 23:43:20 <ST2> @planetmaker, my opinion on PM... 23:43:22 <gynter> use firefox :P 23:43:59 <ST2> that's almost a sure.... but we'll talk tomorrow 23:44:16 <ST2> anyway.... thanks in advance :) 23:44:24 <planetmaker> for what? :-) 23:44:37 <ST2> brb 23:44:43 *** ST2 is now known as xT2 23:45:29 <planetmaker> Djohaal, photoshop is not known to be ressource-friendly ;-) 23:45:30 <Djohaal> yeah I heard about teh gnoom viwer 23:45:51 <Djohaal> but I'm on windows so no gnom for me 23:46:48 <planetmaker> imageJ 23:47:00 <planetmaker> java, cross-platform 23:47:11 <planetmaker> top-notch image processing / scripting 23:52:16 *** gelignite [~gelignite@i5387A6F9.versanet.de] has quit [Quit: http://bit.ly/nkczDT] 23:52:33 <planetmaker> good night :-)