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Log for #openttd on 1st August 2012:
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05:51:43  <NGC3982> agaran: ;)
05:54:16  <NGC3982> agaran: most of the company funded public roads around the various democratic countries, usually stay public.
05:55:30  <V453000> officially :P
05:56:36  <NGC3982> well, apple funded roads are of course not prohibited to unix developers.
05:56:44  <NGC3982> Most*, and Well*.
05:57:42  <andythenorth> V453000: would you like to draw a ship for FISH 2?
05:58:04  <V453000> I would love to andy, make my day 72 hours long though :P
05:58:04  <andythenorth> to make a break from trains and cats?
05:58:16  <andythenorth> everyone is so busy
05:58:25  <andythenorth> what happened to unemployment? :P
05:58:32  <V453000> :D
05:58:45  <NGC3982> I wish i could invent a clock
05:59:08  <V453000> even when I get some free time I have came up with like a bazillion ideas for NUTS which need to be implemented all at once
05:59:14  <V453000> so I need that sorted asap
05:59:18  <andythenorth> meh
05:59:25  <NGC3982> A clock that makes your personal day a hundred hours long.
05:59:28  <andythenorth> pixel drawing is in short supply
05:59:41  <V453000> mhm
05:59:41  <andythenorth> I have some offers of help from people I don't trust
05:59:49  <andythenorth> and some people I trust who are busy :P
05:59:53  <NGC3982> andythenorth: Time for me to learn to paint sprites, maybe?
06:00:00  <andythenorth> you can but try
06:00:02  <andythenorth> I learnt
06:00:16  <V453000> :P Maybe I will give it a try sometime ... I will have to investigate the style of fish tho
06:00:19  * NGC3982 would love to try it out, at least.
06:00:25  <andythenorth> V453000 started some documentation on painting ttd style
06:00:33  <NGC3982> On the Wiki?
06:00:35  <andythenorth> boats are the worst possible thing to draw
06:00:40  <V453000> :DD
06:00:52  <NGC3982> I'm on a boat (MF)!
06:00:59  <Supercheese> I figure rendering then editing has to be loads easier than painting from scratch...
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06:01:02  <andythenorth> the easiest thing to draw are trains that are symmetrical along two axes
06:01:07  <V453000> lately I have been trying various styles and I dont even know what do I actually like best atm :D
06:01:25  <NGC3982> V453000: Where can i find this ..documentation.
06:01:32  * NGC3982 thow's kitties at andythenorth
06:02:46  <V453000> ^ I wonder about that too, tt-foundry seems like not the spot :)
06:03:48  <andythenorth> http://dev.openttdcoop.org/projects/pixel
06:03:56  <V453000> oh noway :D
06:04:32  <andythenorth> e.g. http://dev.openttdcoop.org/projects/pixel/wiki/Contrast_in_single_colour_vehicles
06:04:59  <V453000> I know I wrote that ..
06:06:12  <V453000> oh
06:06:20  <V453000> jesus christ sorry im asleep yet :D
06:06:33  <V453000> [08:13] <andythenorth> V453000 started some documentation on painting ttd style <- I thought there was a : after my name
06:06:44  <V453000> meaning you started something xD
06:06:48  <V453000> <- dumb
06:07:28  <V453000> but yeah I would love to continue writing that stuff but atm I spend most of the time with nuts and also I am kind of confused atm about styles :D
06:07:49  <V453000> my redrawing of about 7 trains ended up having like 5 different styles
06:07:51  <V453000> ..
06:11:39  <V453000> I will see andy, I will probably at least try a ship, but I fear that it will restrain me in the styles too much ... will see
06:11:45  <V453000> also a ship is a lof of pixels :)
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06:16:51  <NGC3982> V453000: ;)
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06:21:50  <V453000> it is horrible, I once tried to draw a bigger building and a base tile and it is soooo much more pixels than a train is :D
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06:29:57  <Supercheese> Any Script-fu magic to batch convery .pngs to TTD palette?
06:30:12  <Supercheese> convert*
06:33:36  <planetmaker> for *that* I don't have a script-fu magic. But would likely be feasible
06:35:17  * Supercheese has never coded script-fu
06:35:25  <Supercheese> or any GIMP automation, for that matter
06:36:34  <planetmaker> it looks difficult and needs a bit getting hang of. But ... then it's not terribly difficult
06:36:53  <planetmaker> I'd suggest to look through the gimp scripts pages. Likely such thing even exists (except another palette)
06:37:01  <Supercheese> Good heavens, so many parentheses
06:37:58  <Supercheese> Oh, looks like you can run batch commands from the command line
06:38:20  <Supercheese> or the script-fu console I suppose
06:38:32  <planetmaker> yes
06:40:48  <planetmaker> gimp -b -i -n < script
06:41:09  <andythenorth> V453000: ship is a *lot* of pixels :)
06:42:43  <andythenorth> and small ships aren't so much needed for FISH 2, they're mostly done ;)
06:43:17  <andythenorth> buildings are alright, once you understand the shading patterns
06:43:28  <andythenorth> the hardest thing is finding a correct shape
06:43:35  <andythenorth> and then organising the windows to look good
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06:43:58  <andythenorth> after that there are only 4 or 5 shading styles, just pick one and use it :P
06:44:27  <V453000> yeah windows are ass
06:45:07  <V453000> so only big ships ... k :D
06:45:24  <V453000> now I see why the recruitment :p
06:45:50  <andythenorth> they're actually not so bad, once you have the style, you can cut + paste large sections
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06:46:41  <V453000> hehe
06:47:25  <andythenorth> time for /me to go and learn how to render macros via the view callable
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06:47:36  <andythenorth> which is better than calling them directly from the template
06:47:43  <andythenorth> as there's less boilerplate
06:47:46  <andythenorth> but more indirection :(
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06:48:39  <V453000> was that english?
06:48:49  <planetmaker> yes
06:48:58  <V453000> :P
06:51:45  <andythenorth> it could actually be applied to FISH 2
06:51:50  <andythenorth> but it doesn't right now :P
06:52:01  <andythenorth> the macros in FISH 2 are called directly from the template
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06:52:38  <andythenorth> which leads to code like:
06:52:38  <andythenorth> <tal:call_global_template define="global_template load: global_template.pt" metal:use-macro="global_template" />
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06:52:53  <andythenorth> which is very loaded with boilerplate
06:53:02  <andythenorth> whereas I could learn how to do:
06:53:19  <andythenorth> ${view.macro(''global_template')}
06:53:26  <andythenorth> and get the same result
06:54:29  * andythenorth -> honest toil
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06:58:13  <NGC3982> i was thinking.
06:58:39  <NGC3982> is there some third-party software for creating NewGRF's for non-coding users?
06:59:25  <Supercheese> GRFMaker only one I'm aware of, and it's severely lacking in many areas
06:59:34  <Supercheese> NML is currently best way to generate GRFs, IMHO
06:59:37  <NGC3982> i recently made some of my first draft for a report system in C#, and ive made a click-n-drag win32 program that essentially (and simply) can create files (and make somewhat decent linux commands).
07:00:14  <NGC3982> Supercheese: I see. I was actually thinking about making a simple "Make your own TTD bus!" program, just for kicks.
07:00:16  <V453000> nml is simple :p dont fear coding
07:00:19  <V453000> im not a coder either
07:00:45  <V453000> my code is probably also terrible, but nml is easy
07:00:46  <planetmaker> NGC3982: you're asking to code without coding
07:00:51  <NGC3982> I do not fear NML (although, i don't really code it). Im thinking about making a software with click-n-drag for simple vehicle GRF's, for other people.
07:00:59  <planetmaker> it's like writing without keyboard nor voice input
07:01:01  <NGC3982> As nothing more then a fun program.
07:01:11  <NGC3982> note: As nothing more then a fun program.
07:01:39  <V453000> idk how evolved are the grf makers etc :)
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07:02:33  <NGC3982> The thing is; Writing NML and creating a GRF with sucha software is almost identical to dito software, used to create important files for my business systems.
07:02:37  <NGC3982> So, why not.
07:03:06  <NGC3982> Such a*
07:04:19  <NGC3982> planetmaker: Yes, it surely wont make users able to create new industries, make their own sprites or similar changes. Though, it would be fun partly as a coding experience for myself, and maybe a fun treat to new-to-coding-and/or-OpenTTD users.
07:04:27  <V453000> well it wont hurt anybody? :p
07:04:34  <NGC3982> Exactly.
07:04:47  <NGC3982> Im sorry if i gave the impression of trying to create something official. :P
07:05:16  <V453000> I dont think you were answered about the program but about coding in general
07:05:35  <planetmaker> :-) jo
07:05:36  <NGC3982> Yes, i noticed.
07:05:54  <planetmaker> I don't say it's bad. It may even be fun
07:06:10  <planetmaker> but it will always be much more limited than the written programmes
07:06:17  <NGC3982> Yes, indeed.
07:06:22  <planetmaker> heck, even NML puts more restrictions on a NewGRF than plain NFO does
07:06:41  <NGC3982> NFO is some kind of ancient moon language.
07:06:48  <planetmaker> though in the nml/nfo case that is offset by the far superior way to create more complex expressions and structures
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07:07:32  <NGC3982> It's on. Im going to try it out.
07:07:42  <NGC3982> And i think ill start with a web based GRF-creator
07:08:23  <NGC3982> Hm, i don't think i need anything else then a web based creator (read: Generator).
07:09:19  <V453000> web based?
07:09:30  <Supercheese> Yeah, if you just want to make a couple of vehicles, a web-based doohickey that outputs NML which is then compiled to grf shouldn't be that tedious
07:10:02  <planetmaker> NGC3982: I'm thinking of a web-frontend to the devzone where you can upload your nml and sprites and it will compile for you
07:10:04  <Supercheese> or appropriate some of the meta-config stuff from other projects, even
07:10:15  <planetmaker> such solution exists in principle. But one cannot update the sprites. which sucks
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07:15:23  <NGC3982> V453000: Yes.
07:15:33  <NGC3982> planetmaker: Absolutely.
07:15:43  <NGC3982> I have already made the default sprite for a train
07:15:56  <NGC3982> That the user can download, edit and reupload
07:16:18  <NGC3982> (At least in theory. Im no NML pro, so im waiting for principal errors in my creation).
07:17:49  <NGC3982> Supercheese: Yes, exactly. At least it's a fun thing to toss around C# with.
07:18:16  <NGC3982> Though; Where can i find information on the OpenTTD menu color scheme, and font?
07:18:49  <planetmaker> look at it ingame?
07:19:06  <planetmaker> not sure what you mean, though
07:19:13  <NGC3982> planetmaker: Im sorry, but i fail to reach up to the genious:ness of guessing a fonts name.
07:19:23  <NGC3982> Let's say the fonts of the main menu.
07:19:49  <planetmaker> as newgrf you don#t chose font
07:20:11  <planetmaker> it's a user setting in the openttd.cfg
07:20:22  <planetmaker> both size and font. Default is the sprite font coming with your base set
07:20:28  <NGC3982> Even for the main menu in Windows?
07:20:32  * NGC3982 looks
07:20:40  <planetmaker> every text in openttd
07:20:56  <planetmaker> the wiki will tell you how to change it
07:21:57  <NGC3982> (Y)!
07:22:09  <planetmaker> http://wiki.openttd.org/FAQ_troubleshooting#My_User_Interface_is_too_small_to_read
08:14:27  <NGC3982> Ah, there we are.
08:14:33  <NGC3982> That makes it a bit irrelevant
08:14:47  <NGC3982> Of course, the font isnt always the same for all systems.
08:15:00  * NGC3982 thanks and moves on.
08:20:01  <Supercheese> Well, good night folks
08:20:05  <Supercheese> Valete omnes
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08:22:48  <Terkhen> good morning
08:29:41  <NGC3982> Hm
08:29:49  <NGC3982> While planning a layout for this
08:30:07  <NGC3982> I noticed that making the conditions for a GRF-maker is very, very simple.
08:30:30  <NGC3982> The thing that will make my brain implode might be the transition between NML to .grf.
08:31:07  <Terkhen> just write nml code and use nml to translate it to the final grf
08:31:14  <Terkhen> just make it write*
08:31:36  <NGC3982> Making the NML documentation and code is super-power-turtle simple
08:31:59  <NGC3982> My problems come with communicating with the BSD shell
08:32:08  <NGC3982> It's a local (and a permission) issue i have to solve at first.
08:32:35  <NGC3982> I don't have 'my own' server systems for this.
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08:49:01  <agaran> NGC3982: yup, but i mean in ottd when i build road in city, then fund reconstruction, i still see same road tiles count in infrastructure
08:50:32  <NGC3982> agaran: I see. I do not know the official reason for why that happends, but i guess it's more about accounting the correct amount of infrastructure, more then who actually owns the tile of road.
08:51:48  <agaran> still, company pays for owned tiles.. then reconstruction is pointless because it dont move burden of paying for roads to city
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08:59:54  <peter1138> I think you don't know what reconstruction is for :-)
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09:00:26  <agaran> could be, but i just wanted to change that ugly road count to zero ;-)
09:00:42  <peter1138> Fund the reconstruction of the urban road network. Causes considerable disruption to road traffic for up to 6 months.
09:00:55  <peter1138> That's the tooltip for it.
09:01:25  <peter1138> Does that give you a clue to its purpose?
09:02:21  <agaran> it is to annoy drivers of course
09:02:46  <peter1138> Not exactly.
09:02:52  <agaran> i know ;-)
09:03:34  <agaran> some sort of border around company owned ground would be nice to find that pesky roads too.. ;)
09:04:23  <peter1138> If you don't want to own roads, simply don't build them.
09:05:14  <agaran> thank you very much for help
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09:05:19  <peter1138> :-)
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09:13:33  <NGC3982> planetmaker: Please enlighten me in what clue that should give agaran.
09:18:50  <peter1138> I was assuming they might say "no" and then go from there...
09:18:58  <peter1138> (P.S. I'm not planetmaker)
09:19:31  <peter1138> The purpose of 'Fund road reconstruction' is to hinder the operation of other players road vehicles.
09:19:33  <NGC3982> Oh, sorry.
09:19:52  <NGC3982> peter1138: Oh, i see. That was actually not what i have been using it for.
09:20:25  <NGC3982> I actually thought it would passivly expand cities in greater extent (as long as i don't have any busses en-route).
09:32:04  <Eddi|zuHause> actually, road reconstruction could also be a "disaster"
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09:38:18  <NGC3982> Yes, i have noticed that while clicking the wrong row in town settings.
09:38:21  <NGC3982> ;-(
09:38:37  <NGC3982> Eddi|zuHause: Or oh, you mean litteraly?
09:39:05  <Eddi|zuHause> yes, i mean along the lines of ufos and zeppelins
09:40:11  <NGC3982> Ah, i see.
09:41:29  * NGC3982 first read 'zerglings'
09:55:21  <Eddi|zuHause> i never played that game
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10:05:30  * __ln__ has seen a real zeppelin fly past his apartment
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10:07:34  <__ln__> quite a TTD moment
10:09:35  <FLHerne> __ln__: Are you sure? I wasn't aware that any rigid airships were still flyable?
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10:09:49  <NGC3982> Here in Sweden, blimps and zeppelin's are a real rarety.
10:10:52  <NGC3982> FLHerne: Zeppelin Luftschifftechnik still make highly flyable utility airships, as both blimps and zeppelins.
10:11:08  <NGC3982> For instance, the Zeppelin NT
10:11:47  <FLHerne> NGC3982: Ah, ok. Didn't know the company was still around :P
10:12:05  <NGC3982> Im sorry, but i think im a bit wrong, actually.
10:12:19  <NGC3982> The Zeppelin NT is defined as 'semi-rigid'.
10:12:20  <__ln__> FLHerne: yes, i'm sure, it was this one: http://www.pelastamalmi.org/en/news/yokoso2.html
10:13:29  <FLHerne> NGC3982: Yeah, but it counts as a Zeppelin in the more accurate sense... :-)
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10:13:58  <NGC3982> Ah, i see.
10:14:00  <FLHerne> __ln__: Sorry. My mistake :P
10:14:24  <NGC3982> FLHerne: I guess the "Zeppelin" zeppelin is un-flyable with modern air regulations.
10:15:18  <NGC3982> Wich also makes me think about one of the most unusable vehicle in all of NewGRF vehicles.
10:16:14  <FLHerne> NGC3982: The AV8 one is awesome :D
10:17:52  <NGC3982> :P
10:18:44  <FLHerne> I had >50 of them in one game. They look great over shipping... :-)
10:19:42  <NGC3982> :D
10:19:54  <NGC3982> Yeah, that's about it. It looks good.
10:22:59  <FLHerne> And moves passengers :P
10:23:41  <FLHerne> A little slow, but competitive with rail at the time
10:26:10  <__ln__> A trip to the US on a Zeppelin must have cost ridiculously much back then...
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11:40:24  <NGC3982> Oh my, the blistering furnace of activity in this channel.
11:41:37  <NGC3982> Where's andy when you need passive IRC activity.
11:41:39  <NGC3982> ;)
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12:09:24  * FLHerne gets urinated on by a rat :-(
12:11:53  <planetmaker> tmi
12:13:08  <FLHerne> :P
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12:31:41  <drush> hi everyone!
12:32:22  <drush> I'm trying to compile openttd on linux, statically. I get told that libz.a cannot be located, although it is in my toolchain's lib directory
12:32:33  <drush> what am I possibly doing wrong?
12:34:15  <planetmaker> can you paste the (complete) output?
12:34:36  <planetmaker> and the one of your configure run
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12:35:13  <drush> of course planetmaker
12:35:20  <planetmaker> sounds to me like that lib dir not being part of the linker options
12:37:10  <drush> http://pastebin.com/c3WKtyEe
12:38:22  <planetmaker> first error is missing zlib in the path
12:39:48  <drush> http://pastebin.com/yE1kscta
12:40:37  <drush> and btw, libz.a has been compiled with that same toolchain as well
12:42:05  <planetmaker> yes... but it is not returned as found when running the automatic lib detection. Try to configure zlib directly with --with-zlib=/path/to/zlib.a
12:42:29  <drush> thank you planetmaker, I will try this
12:43:27  <planetmaker> maybe the automatic detection can be improved.. config.lib:2496:2618
12:43:55  <drush> planetmaker it worked :D thank you very much
12:44:39  <planetmaker> np
12:48:05  <drush> as for lib detection,
12:49:22  <drush> the $PATH with a ps3 toolchain is such:
12:49:31  <drush> PS3DEV=/usr/local/ps3dev
12:49:41  <drush> PATH=$PATH:$PS3DEV/bin
12:49:46  <drush> PATH=$PATH:$PS3DEV/ppu/bin
12:49:48  <drush> PATH=$PATH:$PS3DEV/spu/bin
12:54:01  <planetmaker> the ppu/bin and spu/bin look anything than generic...
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13:01:40  <drush> planetmaker: their bin directories have typical compiler tools you'd find in a gcc 4.7.0 bin directory
13:01:59  <drush> or an android ndk gcc bin directory
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13:31:35  <planetmaker> http://www.tt-forums.net/viewtopic.php?p=1037438#p1037438 \o/
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13:41:25  <drush> seaplane? that's crazy
13:41:51  <drush> or call me old fashioned
13:42:05  <planetmaker> well, not really supported so far properly
13:42:30  <planetmaker> I'm mostly delighted by the "I attach an open source license"
13:42:42  <NGC3982> what's it about?
13:42:45  <NGC3982> wait
13:42:47  <NGC3982> seaplane?
13:42:52  <NGC3982> W, W and S*.
13:42:57  * NGC3982 looks into it.
13:43:23  * NGC3982 tries it out.
13:43:52  <planetmaker> it misses a seaport :-)
13:44:46  <planetmaker> though... if someone creates a seaport... it might be added to ogfx-airports
13:46:15  <NGC3982> Sea..port?
13:49:09  <NGC3982> "-Place Newobject watertiles around it to fence it off from flooding"
13:49:17  <NGC3982> What is a "Newobject watertile"?
13:50:02  <NGC3982> oh
13:50:03  <NGC3982> wait
13:50:04  <NGC3982> it works.
13:50:20  <FLHerne> NGC3982: A NewObject that looks exactly like a watertile, IIRC :P
13:51:07  <FLHerne> Is it now possible to make multiple airport types of the same size (sharing the current statemachines) ?
13:51:38  <NGC3982> FLHerne: I see, so i can't use this in-game just as it is?
13:51:45  <NGC3982> I simply loaded the GRF and fooled around with it.
13:52:07  <planetmaker> like... http://www.youtube.com/watch?v=Fpg74rYrqB4&feature=related
13:52:16  <FLHerne> It works in-game, but IIRC replaces the small airport
13:52:16  <planetmaker> FLHerne: yes, that's feasible
13:53:00  <FLHerne> I was wondering if it could be made to not do that, because otherwise I can't land airships anywhere :P
13:53:06  <drush> an airport in the middle of the sea
13:53:12  <planetmaker> you can even change their footprint. The statemachine is hooked to the tile of the upper corner of the virtual rectangle
13:53:24  <drush> something like the 4th level (I think so) in tomb raider 2
13:54:00  <drush> or like the modern oil rig in classic environment, where helis can land
13:54:09  <drush> except that one could support planes
13:54:43  <FLHerne> planetmaker: Does NML do airports yet? I might play around with that :-)
13:54:59  <planetmaker> FLHerne: ogfx-airports is written in NML
13:55:07  <FLHerne> I assume they don't have a build-on-water flag yet :P
13:55:14  <planetmaker> they don't. Indeed
13:55:33  <FLHerne> Feature suggestion: Add one :P
13:57:36  <planetmaker> FLHerne: jain... there it makes sense to change that IMHO to a runway-specific flag
13:57:48  <planetmaker> which needs newgrf statemachines kinda
13:57:57  <planetmaker> and the aircraft class "seaplane"
13:58:33  <planetmaker> so yes, makes sense. But I'd like to see it in a bit more context :-)
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15:56:29  * peter1138 underclocks his graphics card
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16:55:16  <FLHerne> peter1138: Laptop?
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17:09:04  <Alberth> evenink
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17:46:27  <Aztec> Is it possible to have a terminus station where two trains can enter (or one enter, one exit) at once?
17:46:39  <Supercheese> Sure
17:46:42  <Alberth> yes, use PBS signals
17:48:35  <Aztec> Sometime I wonder if that thing on top of my neck actually works ... i even build such a station once.
17:49:23  <Supercheese> Well, you typed that, didn't you? I figure some synapses somewhere had to function for that to happen ;)
17:49:37  <Alberth> context switching is hard :)
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18:21:59  <CIA-4> OpenTTD: translators * r24451 /trunk/src/lang/unfinished/thai.txt:
18:21:59  <CIA-4> OpenTTD: -Update from WebTranslator v3.0:
18:21:59  <CIA-4> OpenTTD: thai - 37 changes by sf_alpha
18:36:05  <telanus> stupid Question time with your host telanus : what's the difference between fork-fork-ogfx-trains and fork-ogfx-trains?
18:39:01  <Aztec> Stupid Answer: Fork-Fork does work with Spoons, Fork doesn't. Sorry, I can't really help you.
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18:42:37  <planetmaker> telanus: there's no difference... except stupid commits. for testing purposes
18:42:53  <telanus> ah, thank you
18:43:38  <planetmaker> but where do you find those repos?
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18:44:31  <Wolf01> hello
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18:46:05  <Alberth> evenink Wolf01
19:06:16  <Wolf01> it's a bit boring today
19:12:40  <Aztec> I hate breakdowns. :/
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19:24:50  <Alberth> but they make track design so much more interesting
19:25:07  <Supercheese> I've played with breakdowns disabled ever since 1996
19:26:10  <Alberth> also, they make picking an engine more complicated
19:26:44  <Alberth> without breakdowns you can just pick the biggest one, even if it sucks in reliability
19:27:05  <frosch123> yeah, when playing with default vehicles you have to enable breakdowns
19:27:12  <frosch123> else the vehicle selection is silly
19:27:17  <Supercheese> Well, I also haven't played with default vehicles in ages
19:27:50  <frosch123> if you play with something like nars, which provides updates without adding new vehicles, playing with breakdowns is silly
19:28:09  <frosch123> that's why i dislike nars :)
19:29:00  <andythenorth> NARS ftw :D
19:29:15  <Supercheese> Doesn't support autorefit yet, IIRC
19:29:20  <Supercheese> Only flaw atm
19:29:29  <V453000> NARS is really weird
19:30:00  <V453000> I especially dont understand why do doubled trains behind each other have 2x power while when you put them on each end of train they have like 1.5x only
19:30:13  <andythenorth> meh
19:30:15  <andythenorth> tuples
19:30:20  * andythenorth goes away again
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19:43:48  <CIA-4> OpenTTD: rubidium * r24452 /branches/1.2/ (6 files in 4 dirs):
19:43:48  <CIA-4> OpenTTD: [1.2] -Backport from trunk:
19:43:48  <CIA-4> OpenTTD: - Fix: In some cases ships could be covered with land [FS#5254] (r24449, r24439)
19:43:48  <CIA-4> OpenTTD: - Fix: Copy constructor and assignment operator cannot be implicit template specialisations [FS#5255] (r24448)
19:43:48  <CIA-4> OpenTTD: - Fix: Make (non-refittable) vehicles with invalid default cargo unavailable [FS#5256] (r24438)
19:43:48  <CIA-4> OpenTTD: - Change: Allow passing C(XX)- and LDFLAGS to the compilation of helper binaries such as depend, strgen and settingsgen (r24432, r24429, r24427)
19:47:11  <CIA-4> OpenTTD: rubidium * r24453 /branches/1.2/src/lang/ (8 files in 2 dirs): [1.2] -Backport from trunk: language updates
19:54:58  <CIA-4> OpenTTD: rubidium * r24454 /branches/1.2/ (7 files in 5 dirs): [1.2] -Update: some documentation
20:01:00  <CIA-4> OpenTTD: rubidium * r24455 /tags/1.2.2-RC1/ (. readme.txt src/os/windows/ottdres.rc.in src/rev.cpp.in): -Release: 1.2.2-RC1
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20:11:35  <newbie> Good evening all
20:12:07  <frosch123> grandmaster?
20:15:47  <newbie> grandmaster? No :-) But I love Openttd
20:17:36  <newbie> I have a question I have been trying to figure out. When I play in a multiplayer game, and the server is gone when I log on to continue, but I have saved a copy of the game on my PC before leaving the game. HOw can I log back into my company to continue the game when the server is not available?
20:17:41  <newbie> is it possible?
20:20:00  <frosch123> press ctrl+alt+c
20:20:09  <frosch123> hmm, or only ctrl+c
20:20:27  <newbie> ok, I will try this tip
20:20:56  <frosch123> it's ctrl+alt+c
20:21:04  <frosch123> or "cmd" in weird machines
20:21:36  <frosch123> press that after loading the game in sp
20:21:38  <newbie> ctlr+alt+c did it, thanks a lot, you have saved my day
20:21:56  <newbie> I can continue my quest for millions :-)
20:22:41  <newbie> have a nice evening, thanks a lt
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20:59:37  <Supercheese> Whoah whoah whoah, what the heck.  I define a new cargo, set it to have the same town growth effect as goods, and the default houses automatically accept it?
20:59:47  <Supercheese> That's completely unexpected, but very neat
21:01:12  <Supercheese> Nope, probably due to something else
21:01:24  <Supercheese> Hmm
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21:05:15  <Supercheese> Very weird, new cargo seems to be overriding passenger acceptance in towns
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21:09:18  <Supercheese> Hmm, methinks I am doing something wrong
21:10:56  <frosch123> Supercheese: if in doubt, houses likely accept cargo slot 5
21:11:30  <frosch123> if it overrides pax, you used cargoslot 0
21:11:34  <frosch123> you should not do that :p
21:11:39  <Supercheese> err
21:11:50  <Supercheese> there's no "cargo_slot" in NML
21:11:57  <Supercheese> Is that "number"?
21:12:03  <frosch123> it's the item id
21:12:20  <Supercheese> err... sorry, I don't know what that is in NML
21:12:27  <frosch123> you cannot reasonably autoassign cargo ids
21:12:32  <Supercheese> it's got a new cargo label
21:12:32  <frosch123> you have to put some thought into it
21:12:47  <Supercheese> do I have to define all cargos?
21:12:52  <Supercheese> I currently only have one
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21:13:07  <Supercheese> hoping to just add it on top of the defaults
21:13:17  <frosch123> http://newgrf-specs.tt-wiki.net/wiki/NML:Item <- the <ID> part is _very_ important for cargos
21:13:56  <Supercheese> Oh that seems backwards, is the ID the second or third argument?
21:14:03  <Supercheese> item (<expression> [, <ID> [, <expression>]]) {
21:14:06  <Supercheese> indicates second
21:14:16  <Supercheese> but later it says the third (optional) argument is the numerical id
21:14:43  <Supercheese> anyway, I think that will fix things
21:15:05  <frosch123> ah, yeah, might be that you have to put some identifies in <ID> and the real number in the third
21:15:14  <Supercheese> trying that now
21:15:20  <frosch123> anyway, looks like cargoslots are very well hidden from the specs
21:15:24  <frosch123> andy deleted too much :)
21:15:41  <Supercheese> fixed
21:15:43  <Supercheese> thanks
21:16:07  <frosch123> http://newgrf-specs.tt-wiki.net/index.php?title=CargoTypes&oldid=2861 <- type b of the original cargos is important
21:16:09  <Supercheese> Hmm, should add some of this info somewhere
21:16:22  <frosch123> if you reuse a slot, you replace an existing cargo
21:16:31  <frosch123> if you use a higher number, you add a new one
21:16:49  <frosch123> (resp. overwrite the definiton of some other grf :p)
21:17:00  <Supercheese> ya
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21:17:42  <frosch123> http://newgrf-specs.tt-wiki.net/wiki/CargoDefaultProps <- ah, that's the right page
21:18:42  <Supercheese> Yeah, cargo ID stuff needs to get added to the appropriate NML spec pages
21:18:46  * Supercheese investigates
21:24:25  <Supercheese> Added info: http://newgrf-specs.tt-wiki.net/wiki/NML:Item
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21:45:24  <frosch123> are you an antique roman if you start counting with 1?
21:50:32  <Alberth> or a mathematician :)
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21:53:33  <Rubidium> or a pascal person?
21:54:27  <Wolf01> 'night all
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22:01:15  <frosch123> @set topic 1 1.2.1, 1.2.2-RC1
22:01:15  *** DorpsGek changed the topic of #openttd to: topic 1 1.2.1, 1.2.2-RC1
22:01:42  <frosch123> @op
22:01:45  *** mode/#openttd [+o frosch123] by DorpsGek
22:01:55  *** frosch123 changed the topic of #openttd to: 1.2.1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only
22:02:07  <frosch123> @topic set 1 1.2.1, 1.2.2-RC1
22:02:08  *** DorpsGek changed the topic of #openttd to: 1.2.1, 1.2.2-RC1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only
22:02:17  <frosch123> @deop
22:02:20  *** mode/#openttd [-o frosch123] by DorpsGek
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22:15:16  <Terkhen> good night
22:21:07  <frosch123> night
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