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Log for #openttd on 10th December 2015:
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00:02:30  *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!]
00:05:12  <Mazur> lo and bi.
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00:12:46  <drac_boy> hi
00:14:05  <Mazur> Feeding time at this zoo.
00:14:27  <Mazur> As as I'm my own keeper, I have to make the fodder first.
00:14:31  <Mazur> :-)
00:14:40  <Mazur> <------afk.
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01:19:56  <Wolf01> 'night
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03:55:43  <kirtan> Hello
03:55:57  <kirtan> Anyone around?
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04:10:45  <Sylf> 15 minutes later... maybe.
04:11:28  <kirtan> Why can't i post anything in dev channel :/
04:11:55  <Sylf> which dev channel?
04:12:12  <kirtan> openttd.dev
04:13:15  <Sylf> It's probably a moderated channel
04:13:47  <Sylf> you should ask any questions about openttd here anyway
04:14:13  <kirtan> Okay. So was OpenTTD made in C earlier and then ported to C++ ?
04:14:44  <Sylf> dunno.  my guess is no.
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04:15:22  <glx> kirtan: exactly
04:15:39  <glx> and I'm off now
04:15:57  <kirtan> off in what sense?
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04:16:06  <Sylf> http://svn.openttd.org/tags/0.3.4/
04:16:07  <kirtan> Oops okat
04:16:11  <Sylf> looks like c to me
04:16:23  <kirtan> Okay
04:17:22  <kirtan> I am learning C++11 and C++14 so if any devs reading this want to port any small part of code to it, ping me
04:17:57  <kirtan> I just wanted to get started contributing to OpenTTD so...
04:18:22  <kirtan> It would be greate if you could point me to any code that needs rework
04:20:47  <Sylf> https://wiki.openttd.org/Development would be one place to start
04:20:50  <Sylf> https://bugs.openttd.org/ would be another
04:21:33  <Sylf> http://www.tt-forums.net/viewforum.php?f=33 might be third
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07:20:29  <Eearslya> kirtan: As far as I'm aware, it's already been fully ported. Could do what I've done, bugs.openttd.org has a bunch of bugs to fix and little feature requests to do.
07:21:41  <kirtan> Okay, also i don't see any standard C++ library in most includes like <vector> and <algorithm>. Any idea why?
07:24:19  <peter1138> NIH
07:24:54  <kirtan> ?
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09:13:27  <peter1138> often standard c++ libraries are not used
09:24:08  <planetmaker> kirtan, the code is indeed somewhat in a transition stage between C and C++ where some parts are C++ and some remain C. Considering speed issues, converting everything cleanly to C++ might even be a very hard challange
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09:24:58  <kirtan> Alright, is there anything that i could help with?
09:25:24  <kirtan> Some code you want to rewrite...
09:25:34  <peter1138> not really transition
09:25:37  <peter1138> it's just... how it is
09:26:04  <peter1138> bugs.openttd.org might be helpful in finding something to do
09:28:42  <kirtan> I went there and wanted to avoid writing new code as i wan't yet fully familiar with code base, and that's why i was thinking of porting tasks as the code is already written so I thought it would be easier to do that
09:32:40  <V453000> what openttd version of trunk do humanz use for android phones?
09:33:01  <peter1138> none, they're too small
09:33:29  <V453000> oh :D
09:33:59  <V453000> really?
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09:37:56  <peter1138> Yikes, £600 for a bike light
09:38:40  <V453000> soooo a guy who got openttd from the play store on android cant play trunk?
09:42:07  <peter1138> eh, anything on android is built with patches that aren't in trunk
09:42:20  <peter1138> unless that was all merged, but i doubt it.
09:43:47  <V453000> I see
09:44:06  <V453000> so the main openttd is not for phones and a dude called pylia is patching each stable release to release it on google play store
09:45:07  <kirtan> Is there any way to update OpenTTD from command line in linux :/
09:45:31  <blathijs> kirtan: What distribution?
09:45:43  <kirtan> Ubuntu
09:45:55  <blathijs> kirtan: How did you install it?
09:46:29  <kirtan> Most probably downloaded from openttd.org
09:46:39  <blathijs> kirtan: You could copy the URL to the most recent .deb file, download it using "wget" or "curl", and install it using "dpkg -i"
09:47:13  <kirtan> Can i install openttd from ppa?
09:47:20  <kirtan> if there is one
09:47:45  <kirtan> So i could update it from apt-get upgrade
09:48:54  <blathijs> kirtan: Not sure, I don't think there is an apt source for the official openttd.org builds. You could install from Debian testing/unstable, perhaps, those are usually updated pretty quickly
09:49:02  <blathijs> (by yours truly)
10:02:17  <planetmaker> kirtan, if you want to develop anyway, the update command should be like svn update && make
10:03:05  <planetmaker> for automatic updates, there are several auto-updaters for openttd, which also can be used to get the version of your favourite multiplayer server
10:03:13  <peter1138> git pull :p
10:03:17  <planetmaker> https://wiki.openttd.org/OpenTTD_Updaters
10:03:23  <planetmaker> hg pull :P
10:03:40  <planetmaker> but you need svn, if you want to play multiplayer from it
10:03:50  <kirtan> Does svn has commit history like git?
10:03:56  <planetmaker> (imho something we should look into changing)
10:04:13  <planetmaker> kirtan, both a revision control systems. So yes, of course
10:04:47  <planetmaker> but for local playing around with source, use our mercurial or git mirrors. It's easier tinkering if you have the whole history locally
10:05:17  <kirtan> That's what i was thinking
10:05:58  <kirtan> So then i could just send a pull request and my change would be merged if approved right?
10:06:19  <kirtan> Or is it mandatory to submit patches?
10:07:24  <peter1138> patches, sadly
10:07:42  <peter1138> the canonical system is svn, which doesn't have pull requests
10:08:23  <kirtan> Oh
10:08:35  <kirtan> Who's the main contributor BTW
10:16:57  <planetmaker> the person with most commits ;) Officially it's rubi
10:17:07  <planetmaker> de-facto currently it's frosch
10:18:32  <planetmaker> But then, anyone listed in the 'developer' section in the readme has svn access
10:18:33  <V453000> frog for king \o/
10:18:41  <kirtan> dafaq cloned from svn, found 1.5M files
10:19:07  <planetmaker> lol, did you clone our svn root with every frigging tag since time eternal?
10:19:24  <kirtan> looks like so
10:20:00  <planetmaker> :) You might even need to make a separate checkout for just trunk as our current svn version detection fails with the deep nesting trunk is found in
10:20:18  <planetmaker> for modern svn that is
10:21:57  <kirtan> ...and why isn't an auto-updater included in game itself?
10:23:34  <V453000> I was like "1.5MB source is nothing, what did you do wrong?" Then I realized that it is in millions of individual files XD
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10:23:53  <Wolf01> hi hi
10:23:57  <kirtan> lol
10:24:01  <V453000> yoyo
10:30:46  <planetmaker> kirtan, it usually is not needed to play with the newest version always. And people might not want it to phone home
10:31:10  <planetmaker> and it requires the game being installed in userspace instead of by a distro (or it would require admin priviliges)
10:31:29  <kirtan> Okay i've got 1.5.2 any majour changes in 1.5.3?
10:32:06  <planetmaker> no, the minor releases are bug-fix releases. The changelog will tell the exact ones.
10:32:55  <kirtan> Alright, and what happened to the pinapple guy? The one who wanted to work full time on OpenTTD graphics?
10:33:10  <V453000> busy with school and life stuff
10:33:22  <V453000> the Pikka guy :)
10:33:44  <kirtan> Yup him, it's sad he didn't made it through
10:34:03  <kirtan> His graphics are the best i've seen
10:35:12  <V453000> I only hate the way he handles vehicles in --- view
10:35:33  <V453000> even if it is "proper" in 3D terms, it is definitely wrong in game graphics term
10:35:57  <kirtan> Can you explain it?
10:36:45  <peter1138> planetmaker, quite often i get asked why it doesn't auto update
10:36:53  <peter1138> admittedly usually by the same person in #minecraft :p
10:40:53  <V453000> kirtan: yeah, vehicles in OpenTTD are 1,41x longer on diagonal tracks than on straight tracks visually. That means if you render from one 3D model which has size 1, there are 40% gaps between wagons - like in pineapple trains
10:41:14  <V453000> chinese trains somehow solve this issue but I do not yet know how, need more research
10:41:31  <V453000> I solved it by stretching the model by 40% which obviously is not very nice either
10:41:50  <kirtan> O.o that's interesting
10:42:15  <V453000> point is, when you are looking at a train move and it makes a turn, on straight tracks pikka has a nice consistent train, and on diagonals suddenly a train with huge gaps
10:42:32  <V453000> which makes a terrible impression graphically, in my opinion at least
10:43:59  <V453000> but in general, his graphics are very get-the-job-done-in-the-right-amount-of-effort-to-get-nice-results, which is great
10:44:28  <kirtan> Yup
10:44:37  <V453000> serious issues could appear with actual terrain though, that is a thing I would be very interested how is he doing that
10:44:47  <V453000> cause terrain in x4 is shit
10:45:07  <peter1138> even the original graphics look a bit weird in those turns
10:45:30  <V453000> look a bit weird != create huge gaps which make you think that those are not the same vehicles
10:45:32  <peter1138> i still prefer ukrs2 etc though, heh
10:45:40  <peter1138> V453000, er, some do!
10:46:00  <peter1138> original graphics often look very weird in north/south views too
10:46:02  <kirtan> And another thing I noticed was his vehicles individually looks cool but when you put them toget
10:46:16  <V453000> yeah, drawn graphics do not run into that issue because you are not going from one 3D file but drawing each individually
10:46:17  <kirtan> -her they were'nt that impressive
10:46:50  <peter1138> anyway, if it's all rendered it's shouldn't be too much work to do it either way
10:46:52  <V453000> yeah the || views in original are not great
10:47:05  <peter1138> once it's modelled everything else should be automatic ;)
10:47:21  <V453000> if it is all rendered, then I am thinking the best approach is to make 2 different models, one for each of the lengths
10:47:43  <V453000> anything else means stretching which is ugly and apparent, especially with round shapes
10:48:17  <V453000> large wheels/balls of cargo/similar non-rectangular things are super prone to stretching
10:48:30  <V453000> BUT if you do not focus on it too much, in general it looks a lot more connected and consistent
10:49:01  <V453000> and that is what I think pikka is basically trading
10:49:21  <V453000> first-sight looking good VS. making sense when inspecting things further
10:49:42  <peter1138> 4x zoom was a waste that i regret ;p
10:50:27  <V453000> that is a point that I would agree with but at the same time I think that screens are getting bigger and the adaptation kind of necessary
10:50:41  <peter1138> it started out as a replacement for the missing windows-only doubled up mode, but feature creep...
10:50:48  <V453000> it just brings a completely different approach to making graphics which just shows so many hacks in openttd
10:51:15  <peter1138> should've just done 2x mode with doubled pixels and no messing with high res.
10:51:17  <V453000> if people would continue to draw graphics by hand, there would be no issue at all
10:51:24  <V453000> hehe
10:51:25  <peter1138> but then, everyone wanted high res becuase high res!
10:51:36  <V453000> yeah moar pixulz
10:51:50  <Eddi|zuHause> OpenTTD HD
10:52:05  <V453000> Eddi|zuHause: for 0 on steam?
10:52:13  <V453000> HD AS FUCK for 0?
10:53:06  <peter1138> Pfft, we'll need a VR version for Vive/Rift...
10:53:54  <Eddi|zuHause> but we don't have any jumpscares
10:54:50  <Eddi|zuHause> well, pikka kinda got close to that, with the gravel pit sound effect :p
10:57:00  <V453000> regardless, 32bpp/EZ still needs a shitload of conventions how to do stuff PROPERLY. Which are not in zbase, they are not in pineapples, and they are not in my graphics either. Cutting ground tiles is a start in the right direction but I dont think the tile masks fit for my projects (mainly RAWR) 100%, although they are getting quite close.
10:57:15  <V453000> then there is the wtf like CC masks, vehicle length in diagonals, ...
10:57:33  <V453000> the fact that we can argue about camera angle one whole morning alone is showing something
10:58:40  <peter1138> nothing wrong with cc masks
10:59:34  <V453000> non antialiased edges?
11:00:06  <peter1138> well it's 8bpp, so no
11:00:44  <peter1138> you could always extend it...
11:00:53  <V453000> yes but you also want to use them for 32bpp
11:01:10  <peter1138> yes, 8bpp masks are suitable for 32bpp
11:01:20  <peter1138> just be careful with sharp edges
11:01:47  <V453000> yes, Leou with the chinese trains does seem to solve it nicely with 8bpp masks in the right spots
11:01:56  <V453000> but still it is kind of limited
11:02:17  <peter1138> so add an 8bpp alpha layer for cc masks
11:02:22  <V453000> making it a luma or alpha mask would be much more suitable
11:02:26  <V453000> yes something like that
11:02:35  <peter1138> 32bpp/4x is already massive so it won't make it much more massive
11:03:06  <V453000> well in the end it should reduce it because people would be motivated to use CC masks more, in any circumstance
11:03:41  <peter1138> don't get me to do it though
11:03:46  <peter1138> cos i'd be awkward
11:04:06  <V453000> add 32bpp company colour sliders while at it, thanks
11:04:09  <peter1138> and treat it as 2 pieces of 4-bit data :P
11:04:09  <V453000> :>
11:04:16  <peter1138> hah, that was done
11:04:20  <V453000> ikr
11:04:28  <peter1138> how many years ago now..
11:04:45  <Eddi|zuHause> well, my suggestion was to have the mask be RGBA, with B mapping the 1st company colour, G mapping the 2nd company colour, and R an optional 3rd colour (for cargos, etc.). but this needs a new method of defining which colour to use
11:05:20  <V453000> yes, that is a suggestion which makes sense to my non-programmer BFU self :)
11:05:21  <peter1138> that completely changes how cc mapping works
11:05:39  <Eddi|zuHause> yes.
11:05:46  <Eddi|zuHause> but maybe it's a change for the better?
11:06:14  <peter1138> good luck making it worth with 8bpp graphics
11:06:26  <peter1138> and if you want to scrap that
11:06:36  <peter1138> then just scrap everything and go 3d rendering with models
11:08:14  <Eddi|zuHause> you can't do blinking stuff with this method anymore
11:08:37  <Eddi|zuHause> or at least not easily
11:09:21  <peter1138> everyone turns that off anyway
11:09:30  <V453000> what is blinking?
11:09:35  <peter1138> cubicles!
11:10:39  <peter1138> damn, i really want to see 3d done properly now :p
11:14:04  <Eddi|zuHause> V453000: lighthouses, runways, fire, ...
11:18:17  <V453000> ah that shit
11:18:31  <V453000> pfft, make everything able to use multiple sprites like industries do
11:18:46  <V453000> then people can easily create mini-sprite animations for that stuff
11:19:32  <Wolf01> but what about the original graphics?
11:19:38  <peter1138> pixel shaders! vertex shaders! particle effects! bloom!
11:19:48  <V453000> the stuff I sez would only work with 32bpp Wolf01 ?
11:19:49  <peter1138> yeah well
11:20:08  <Wolf01> ah ok
11:20:13  <V453000> peter1138 using multiple sprites is apparently not an issue with industries so it does not sound like that much of a terrible idea to me
11:20:43  <peter1138> i don't know what you are refering to
11:20:57  <peter1138> but most stuff uses multiple sprites
11:21:09  <peter1138> vehicle rotation...
11:21:11  <peter1138> vehicle loading
11:21:15  <peter1138> rail types :p
11:22:54  <V453000> yes but at the same time
11:23:03  <V453000> like industry has a base, then building sprites atop of it
11:23:34  <V453000> ie I have a base which is not animated, and then atop of it is animated overlay or however is it called
11:23:50  <V453000> which means the animation only takes the amount of pixels necessary, reducing total file size for same effect
11:23:55  <Eddi|zuHause> vehicles don't have an animation counter, only a motion counter, which you cannot use during loading at stations
11:24:18  <V453000> having an airport sprite, on top of which you could have the yellow dots animate, would make an animated airport without much mess
11:24:19  <Eddi|zuHause> V453000: what you mean is called "child sprites"
11:24:24  <V453000> right
11:24:58  <peter1138> i think everything with buildings already supports multiple sprites
11:25:07  <V453000> well then! :D
11:25:31  <V453000> that is the solution for missing blinking
11:25:46  <peter1138> no, cos that isn't anything related to animation
11:26:01  <peter1138> animation is custom, and different, per class
11:54:04  <peter1138> hmm, should i attempt to cycle 500km at the end of this month?
11:54:12  <peter1138> christmas eve to new years eve challenge
11:55:41  <__ln__> that's too much
11:56:59  <__ln__> @calc 500/7/1.609
11:57:00  <DorpsGek> __ln__: 44.3931456983
12:01:07  <peter1138> 8 days
12:01:22  <peter1138> christmas eve included
12:01:42  <peter1138> @calc 500/8/1.609
12:01:42  <DorpsGek> peter1138: 38.844002486
12:02:01  <peter1138> Easily doable for some.
12:02:40  <peter1138> But I'm working for 3.5 of those days :S
12:03:43  <peter1138> So I have to do evening rides, or 70 miles a day for the remaining 4 days. Hmm.
12:04:35  <peter1138> Yeah, I think I won't :p
12:14:43  <Eddi|zuHause> just do 125km on each of those 4 days :p
12:15:28  <Eddi|zuHause> that's only like 5 hours :p
12:24:22  <peter1138> Not sure I could keep that up for 4 days
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12:33:09  <Wolf01> does ottd work on the windows phone 10 (ex. the lumia 950xl)?
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12:47:19  <planetmaker> peter1138, but as display sizes increase, the 4x zoom would have been required by some even now. And honestly, I don't see how it hurts
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13:47:52  <kirtan> If you guys like economy sim you might also enjoy Cities:Skyline
13:48:13  <kirtan> Well if you are willing to spend some cash
13:48:36  <kirtan> and have a low-end graphic card
13:48:46  <kirtan> It's really amazing
13:49:10  <peter1138> I think some people here have it.
13:50:16  <kirtan> Well it's worth it just for the graphics
13:50:52  <__ln__> umm, are you sure it runs on a low-end graphics card?
13:51:23  <kirtan> Mine is GT630 and ran fine on it
13:52:11  <kirtan> Actually some time ago I use to pirate a LOT, and so I did C:S
13:52:28  <kirtan> But then i stopped and turned to Open Source games
13:52:52  <__ln__> i haven't bothered to follow what those model numbers mean today, but they say the minimum requirement is GTX 260 with 512 MB RAM, and 512 MB RAM doesn't sound terribly low-end.
13:55:46  <kirtan> Well if you've built your system in recent years, and have dedicated graphics card, most likely it would be 1 GB or 512 MB atleast. I build mine ~3 years ago and got a 1G graphics.
13:56:36  <kirtan> ...and yes GT630 was considered low-end that time given its expensive price
13:57:49  <kirtan> The owner of shop who happened to be very good friend of my dad told us - "If you go below this than it is as good as no graphic card"
13:57:57  <kirtan> So, I sticked to that
13:59:07  <kirtan> And considering what people get in their computers(2GB,4GB) 512MB would be considered low-end
14:03:52  <peter1138> Yeah, mine has 4GB.
14:03:57  <peter1138> Crazy amount...
14:04:04  <peter1138> Probably can't even use it all, but it's there.
14:04:07  <kirtan> O.o
14:04:20  <kirtan> ...and you play openttd on it
14:08:21  *** slaca [~laci@94-21-140-186.pool.digikabel.hu] has joined #openttd
14:08:43  <slaca> hi guys, anyone use linux mint?
14:08:45  <slaca> hi guys, i updated mint to 17.3 cinnamon yesterday, and since that i cannot minimize the openttd 1.5.3.
14:09:00  <slaca> can hear the game sounds
14:09:16  <slaca> but cant see the icon after minimizing
14:12:13  <peter1138> you can't minimize, or you can but suffer problems restoring?
14:12:31  <slaca> cant restore
14:12:41  <slaca> because nothing to click on
14:13:36  <slaca> http://imgur.com/xGEVa0r
14:13:44  <slaca> no openttd icon on the panel
14:24:51  <Eddi|zuHause> i don't see how that would be openttd's fault
14:27:27  <slaca> me neither, i thought someone use this linux too here, and maybe he managed to solve this issue
14:27:55  <slaca> that's why i asked
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15:38:56  <Eddi|zuHause> what are the chances that a thread with russian letters and "Pharma" in it is not spam?
15:39:31  <Alberth> 0
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15:52:54  <argoneus> that doesn't seem too probabl
15:52:54  <argoneus> e
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16:39:24  <argoneus> how are my train friends doing
16:39:42  <Wolf01> ran out of ideas
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16:40:11  <argoneus> what are you ideaing
16:41:02  <Wolf01> upscaling a lego moc i've build
16:41:11  <argoneus> moc?
16:41:26  <Wolf01> my own/original creation
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16:44:38  <argoneus> wut
16:44:39  <argoneus> what lego
16:44:41  <argoneus> like irl?
16:44:47  <Wolf01> yes, irl
16:45:11  <__ln__> Wolf01: have you been to legoland?
16:45:17  <Wolf01> not yet
16:45:31  <__ln__> aww, pity
16:45:39  <__ln__> well i have
16:45:56  <peter1138> I have.
16:46:04  <Wolf01> i'm planning to go to the gunzburg one
16:46:38  <peter1138> There's only one.
16:46:41  <peter1138> The rest are fake.
16:48:06  <argoneus> l e g o
16:50:00  <V453000> omfg what has this channel turned into
16:50:16  <Eddi|zuHause> le(t it )go
16:52:31  <Wolf01> we should switch to #openttd.offtopic and leave this one for general talk about openttd only :P
16:52:49  <__ln__> would it be simpler to create #openttd.ontopic instead?
16:53:11  <Alberth> or talk about openttd in #openttd.offtopic?
16:53:31  <Eddi|zuHause> why? that would only leave an empty channel...
16:53:53  <Alberth> indeed, /me loves all the off-topics
16:54:07  <__ln__> you don't know it's empty unless you join it to witness that, and when you have joined, it's not empty.
16:54:30  <Eddi|zuHause> every channel i'm not in must be empty.
16:54:34  <Alberth> believe me, a channel with people not talking is also empty
16:54:51  <Wolf01> __ln__ is for sure Mr. Schrödinger
16:55:48  <Wolf01> oh, a russian suggestion in the forum, let see what it does mean
16:56:33  <Wolf01> it says to add pharmaceuticals and doctors to the game
17:02:04  <Eddi|zuHause> deducing "pharma" was as far as my russian got me...
17:02:23  <Wolf01> i just used google translate :P
17:02:43  <Wolf01> i don't even try to read an unknown alphabet
17:02:47  <Eddi|zuHause> that would be boring
17:03:10  <Wolf01> the only time i try to read russian is when geoguessr put me there
17:04:22  <Wolf01> about ottd instead, it would be possible to set a depot based refit or even better autoreplace?
17:04:31  <Eddi|zuHause> well, the alphabet is not that tricky. half the letters are the same, and half of the others are easy to remember... just the other half half i have problems with
17:04:40  <Eddi|zuHause> and then i still don't know any of the words
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17:08:31  <argoneus> google translate?
17:09:14  <__ln__> Eddi|zuHause: half of the words are loanwords from western languages.
17:09:31  <argoneus> what are you guys discussing gib link :<<
17:09:46  <Eddi|zuHause> __ln__: yes.
17:09:50  <argoneus> (please)
17:10:05  <Eddi|zuHause> argoneus: we are discussing the russian alphabet
17:10:12  <argoneus> oh
17:10:13  <Wolf01> http://www.tt-forums.net/viewtopic.php?f=32&t=74202
17:10:14  <argoneus> it's easy
17:10:26  <Eddi|zuHause> that's what i said
17:10:41  <argoneus> ah yeah that link Wolf01
17:10:42  <argoneus> hm
17:10:46  <argoneus> have fun with the russian spambots
17:11:02  <Wolf01> yes i know they are spambots
17:11:40  <Wolf01> i was just trying to be ehm.. funny
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17:28:36  <Alberth> o/
17:29:39  <Zuu> Hello
17:39:46  <Wolf01> see, questions about ottd are ignored in this #, it's really spammy
17:46:40  <Zuu> I made a patch so that when clicking on online content from AI/GS window, it should again show both AIs and GSes. This uses the solution discussed yesterday with type1 and type2 parameters that both default to CONTENT_TYPE_END. https://devs.openttd.org/~zuu/online_content/fix-ai-gs-list.patch
17:50:08  <Zuu> Maybe it should have an assert for that type1 should be non CONTENT_TYPE_END if type2 is non CONTENT_TYPE_END.
17:52:14  <Zuu> (in ShowNetworkContentListWindow)
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17:55:51  <Alberth> std::bitset<CONTENT_TYPE_END> types    const reference?
17:56:19  <Alberth> handling them both types individually seems fine to me
17:56:38  <Zuu> Could use const.
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17:56:50  <Alberth> at least it doesn't look like anything break if you use type2 only
17:56:59  <Alberth> *breaks
17:57:59  <Zuu> My first though was that nothing breaks. But it will request all content in that case. Due to:
17:58:00  <Zuu> _network_content_client.RequestContentList(type1)
17:58:22  <Alberth> hmm
17:58:58  <Alberth> add a line  if (type1 == CONTENT_TYPE_END) { type1 = type2; type2 = CONTENT_TYPE_END; }    ?
17:59:11  <Alberth> or an assert :)
18:00:12  <Zuu> I think an assert would be most clean.
18:03:20  <Zuu> I may be tired, but I get it to this not so short assert: assert(type2 == CONTENT_TYPE_END || type1 == CONTENT_TYPE_END || (type1 != CONTENT_TYPE_END && type2 != CONTENT_TYPE_END))
18:07:16  *** Biolunar [Biolunar@x4d02589c.dyn.telefonica.de] has quit [Quit: yo]
18:08:36  <Alberth> type1 != CONTENT_TYPE_END || type2 == CONTENT_TYPE_END  ?
18:09:12  <Zuu> That is it yep :-)
18:09:25  <Alberth> (type1 != CONTENT_TYPE_END  /* && type2 doesn't matter */) || (/*type1 is END && */ type2 == CONTENT_TYPE_END)
18:11:28  <Zuu> Updated patch with const reference and assert. Also clarified in doxygen this requriement on type1 and type2.
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18:15:16  <Alberth> please add a #, like #CONTENT_TYPE_END   doxygen makes a link to the enum then
18:16:12  <Alberth> and variable references  are with \a       if  \a type2  .... then also ... \a type1 ...
18:16:22  <Zuu> sure
18:18:14  <Alberth> if (type2 != type1) _network_content_client.RequestContentList(type2);  <-- you're doing a CONTENT_TYPE_END request  if only type1 is given?
18:18:50  <Zuu> Both type1 and type2 have default value CONTENT_TYPE_END.
18:19:10  <Zuu> So if you want that, you pass cv=NULL and can even omitt both type1 and type2.
18:19:40  <Alberth> ok
18:21:14  <Alberth> no other comments
18:21:49  <Zuu> Thanks Alberth for having a look at it.
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18:28:06  <DorpsGek> Commit by zuu :: r27468 /trunk/src (3 files in 2 dirs) (2015-12-10 19:28:01 +0100 )
18:28:07  <DorpsGek> -Fix (r27444): Game Scripts were not displayed in the content download window when opened from the AI/GS settings window.
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18:42:10  <andythenorth> o/
18:42:31  <Zuu> Hello andythenorth
19:06:00  *** frosch123 [~frosch@x4d011235.dyn.telefonica.de] has joined #openttd
19:14:30  <Alberth> o/
19:29:16  <frosch123> hoin
19:30:30  <frosch123> Zuu: +               if (type2 != type1) _network_content_client.RequestContentList(type2); <- that looks weird
19:30:47  <frosch123> if you only pass type1, and leave type2 as default, it request everythnig
19:31:05  <frosch123> i think it should be "if (type2 != CONTENT_TYPE_END)"
19:31:15  <Zuu> You are right
19:32:38  <frosch123> no idea what happens if "type1 == CONTENT_TYPE_END && type1 == type2"
19:33:03  <frosch123> does it request the same thing twice then?
19:33:20  <frosch123> maybe it could be put into the assertion
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19:33:44  <Zuu> type1 and type2 equal has to be allowed for the main content list.
19:33:57  <Zuu> But it shouldn't fetch the list twice.
19:34:06  <Zuu> type2 != CONTENT_TYPE_END solves that.
19:35:11  <frosch123> yeah, but in the theoretical case that type1=NEWGRF and type2=NEWGRF, it would fetch it twice
19:35:30  <frosch123> but it makes no sense to call the function that way anyway :)
19:35:45  <Zuu> Oh yes. That could have an assert and mention in the doxygen.
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19:42:35  <Zuu> https://devs.openttd.org/~zuu/online_content/fix-type2.patch
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19:45:30  <frosch123> looks fine
19:45:41  <Eearslya> Oh, speaking of patches, I did submit a patch to fix FS#6386 a while back
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19:52:02  <Zuu> Eearslya: Will that not make the buttons at the bottom of the window go out of the screen?
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19:54:14  <Eearslya> It will, but the player can move the window if they need to; this simply prevents the text overflowing onto the buttons and such
19:54:52  * andythenorth should learn how to patch the station building UI :P
19:54:59  <Zuu> How would you move the window if not with the title bar?
19:56:12  <Eearslya> Wait, which buttons are you talking about?
19:56:48  <Zuu> There is a button at the bottom that says 'Do it'.
19:56:59  <Zuu> And another to resize the window.
19:58:37  <DorpsGek> Commit by zuu :: r27469 trunk/src/network/network_content_gui.cpp (2015-12-10 20:58:33 +0100 )
19:58:38  <DorpsGek> -Fix (r27468): Don't fetch all content info from content server when showing a online content window with exactly one type of content.
20:00:16  * andythenorth wonders what the optimum number of nodes is in a pax network with cdist
20:00:38  <Eearslya> Ah, right. Still, I don't understand the question..The patch wouldn't make the title bar inaccessible..
20:00:43  <Zuu> andythenorth: Is there a table somewhere for what town effect the FIRS cargoes have?
20:00:58  <andythenorth> hmm
20:00:59  <andythenorth> probably not
20:01:02  * andythenorth looks
20:01:23  <Zuu> Eearslya: No, but how do you move the window top beyond the top of the screen?
20:01:29  <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html#cargos
20:01:32  <andythenorth> not there
20:01:44  <andythenorth> do you want me to patch it?
20:01:56  <Zuu> I could make a GS. :-)
20:02:13  *** Chnkr [~chnkr@dev01.staging.dusdavidservers.nl] has joined #openttd
20:02:39  <Zuu> People keep asking questions regarding playing Neighbours are important with FIRS. :-)
20:02:53  <Eearslya> ..Ah. I see your point. I was working under the assumption the window top would be in the middle of the screen, I didn't think that people might have an even -lower- resolution than 800x600.. XD
20:04:12  <Alberth> suggesting to make a GS is dangerous with andy, you know, zuu?
20:04:48  *** sim-al2 [~sim-al2@dns25-175.cbu.edu] has quit [Ping timeout: 480 seconds]
20:04:52  <andythenorth> Zuu: I’ve pushed a docs change
20:04:53  <Alberth> Eearslya: mobile things and all that :)
20:05:11  <Eddi|zuHause> gui zoom?
20:05:23  <Alberth> that too
20:05:27  <Eearslya> So in that case, the only universal fix would be to add a srollbar. Fun.
20:05:54  <Zuu> Or reduce the maximum number of companies ;-)
20:06:23  <Zuu> But with a large enough font size, it will still not work even with one company. :-)
20:06:59  <Eddi|zuHause> still missing this x1.5 gui zoom...
20:07:04  <andythenorth> :P
20:07:08  <andythenorth> that would be optimal
20:07:26  <andythenorth> but 2x is better than 1x :P
20:08:06  <Eddi|zuHause> also, a font picker window
20:08:31  <andythenorth> Alberth: the monitoring of new possible goals is not foolproof :)
20:09:22  <Eddi|zuHause> andythenorth: whenever you make something foolproof, someone invents a bigger fool
20:10:50  <andythenorth> Zuu: http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/code_reference.html#cargos
20:11:03  <andythenorth> mind that I don’t pay any attention to town effect, so they might be nonsense
20:11:07  <andythenorth> someone should sort that out
20:11:15  <andythenorth> also the cargo graph colours are all nonsense :P
20:11:28  * andythenorth just noticed
20:11:55  <Zuu> People get confused about your Goods not having town effect goods.
20:12:05  <Zuu> Instead it is petrol that has this effect.
20:12:34  <andythenorth> for reasons I no longer recall :P
20:12:51  <andythenorth> ha ha
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20:12:56  <andythenorth> town effect should be refactored
20:13:09  <andythenorth> $everyone thinks goods and town cargos should grow towns
20:13:18  <andythenorth> what does grow towns?  I never understand
20:13:28  <Zuu> Depends on the GS ;-)
20:13:28  <Alberth> buses? :)
20:13:49  <andythenorth> I think buses do it
20:13:57  <andythenorth> maybe Busy Buses GS?
20:14:24  <Zuu> But GS can tell OpenTTD that min Y cargo units during a month should be delviered in total from cargoes having town effect Z in order for the town to grow.
20:14:38  <andythenorth> indeed
20:14:46  <andythenorth> but not unless the GS I am using supports that :)
20:15:24  <Zuu> :-)
20:18:08  <frosch123> the goods town effect is a myth
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20:23:28  <Eddi|zuHause> some urban myths never die
20:25:17  <Eddi|zuHause> <andythenorth> for reasons I no longer recall :P <-- iirc you needed something that has TE_WATER
20:25:38  <Eddi|zuHause> and then everything went crazy
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20:29:17  <Zuu> andythenorth: I may come with bad news to you, but busy bee do use town effects in Cargo::GetWeight (in main.nut).
20:30:02  <frosch123> a ton of water is heavier than a ton of goods?
20:30:50  <Zuu> Weight here affects the likelihood for the cargo to get picked as a goal cargo.
20:31:51  <andythenorth> the weights are a mess :P
20:33:54  <Alberth> they are all 1 by default :)
20:34:21  <Alberth> also, blame houses not to have proper input and output cargoes :p
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20:35:36  <andythenorth> we could fix that? o_O
20:36:12  <andythenorth> I have one town with only two pickup stations, which is growing insanely :P
20:36:24  * andythenorth still doesn’t understand the growth mechanic :D
20:37:54  <Zuu> growth increase by number of (serviced) stations you have in the town up to 5. But IIRC having only one is worse than zero.
20:38:57  <Zuu> https://paste.openttdcoop.org/pfgaunv0v from FS#6378
20:40:31  <_dp_> hi, one is better than 0, with 0 it doesn't grow usually :P
20:41:10  <Zuu> You see the numbers on line 13-14. Those give the number of 70 tick intervals between town growth.
20:41:20  <Zuu> First value is 0 stations, second 1 etc.
20:41:34  <Zuu> Hi _dp_ you have a highlight on your FS#? :-)
20:42:28  <_dp_> and that is only growth rate part, there are also funding and required cargos(water, food) involved.
20:42:29  <Zuu> I still attempt to get it in, but haven't got around yet to find time to split it into parts.
20:42:46  <_dp_> what kind of highlight do you expect?)
20:43:01  <Zuu> I mean like this _dp_
20:43:13  <Zuu> Eg. that the client flashes or so when your name is mentioned.
20:43:32  <Zuu> Most IRC clients can also have a list of words that it will highlight on.
20:44:01  <_dp_> ah, no, just happened to check chat at same time)
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20:44:55  <frosch123> like earthquake
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23:33:05  <Wolf01> 'night
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23:42:03  <drac_boy> hi
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