Log for #openttd on 2nd August 2006:
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00:08:53  <luckzeh> ericg: normally doubletracking in TTD means having two in each direction, as far as I understand it :p
00:09:05  <ericg> oh ;d
00:11:23  <Sacro> LLRR
00:11:28  <Sacro> as opposed to LR
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00:16:05  <ericg> got it
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00:22:43  <luckzeh> wow.
00:22:53  <luckzeh> I just lost 3 million due to removing a town building. well, city building.
00:22:56  <luckzeh> on the outskirts.
00:23:04  <ericg> cities are the worst ;(
00:23:15  <luckzeh> I want my money back
00:23:20  <ericg> lol
00:24:15  <ericg> my trains' pathfinding is awful :(
00:25:42  <ericg> is it the yellow or the grey that comes first for the 'smarter' signals at stations
00:30:51  * Sacro wants X-Plane with the 60GB scenary pack
00:31:24  <ericg> xplane is nice
00:31:31  <ericg> as a pilot it's way better than ms flight sim
00:32:13  <Sacro> yeah, i have FS2004
00:32:52  <luckzeh> ericg: the horizontal yellow first, then the vertical grey
00:33:01  <luckzeh> vertical yello inbetween :p ("combo signal")
00:33:06  <ericg> k
00:35:24  <luckzeh> okay, so what determines how quickly my trains get loaded?
00:35:57  <ericg> number of cars i thought
00:35:59  <ericg> that's about it
00:36:08  <ericg> maybe what decade it is or something
00:40:43  <luckzeh> mhm, I somehow have the feeling that this game is sneakily autoreplacing everything it possibly can
00:40:50  <ericg> haha
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00:41:37  <ericg> if i have a y junction with three tracks
00:41:41  <ericg> how can i best signal it
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01:14:08  <luckzeh> ericg: 2 to 1 or 1 to 2?
01:14:26  <ericg> well they're all technically mainline
01:15:05  <ericg> but 1 to 2 i suppose
01:15:16  <luckzeh> there are lots of junction examples in the wiki
01:15:27  <luckzeh> also check the #openttdcoop wiki
01:16:09  <luckzeh> could anyone tell me what effect the "speed" rating of a wagon has on the actual train speed if I disable speed limit and enable RA-T realistic accel?
01:18:34  <ericg> let me try it out ;p
01:18:48  <ericg> looks like the limit still applies
01:18:55  <ericg> my freight isn't going any faster than 55
01:20:39  <luckzeh> well, I have two wagon types available here
01:20:58  <luckzeh> guess I could do a few (costly) test runs - I think this train costs like 54k per year
01:21:11  <luckzeh> 280 tons loaded.
01:21:54  <luckzeh> gets to 260 on the way to being loaded :)
01:22:12  <luckzeh> shown "max speed" is 148 when loaded
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01:22:27  <luckzeh> max I get to is around 240 loaded
01:22:37  <luckzeh> oh, shows the same max speed no matter whether loaded or not
01:22:45  <luckzeh> just weights only 160 when not loaded
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02:04:44  <ericg> luckzeh: i think max is the locomotive
02:06:07  <luckzeh> speed is dependent on loco mostly what that does in terms of traction and power, but I dunno which of those is more important for hilly stuff and which is important for accel
02:06:30  <luckzeh> for an example listed loco speed limit is 224, max speed with wagons is 148, but I had it go 240+ - just need a long straight and all
02:06:42  <luckzeh> (with speed limits off of course)
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03:30:44  <luckzeh> is it possible that transfers dont really work?
03:31:02  <luckzeh> for an example, I just get a yellow transfer money thingie when I try to transfer passengers to my airport
03:31:14  <luckzeh> but they dont pop up in the waiting list
03:33:35  <luckzeh> <- is that outdated information?
03:46:33  <luckzeh> in how far do planeset and ukrs work together? does ukrs do any plane stuff?
03:47:10  <DaleStan> UK*Rail*Set. Pikka's aircraft set is AV8
03:47:20  <DaleStan> AFAIK, UKRS and PlaneSet cooperate just fine.
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04:54:58  <ericg> luckzeh: did you set your airport stop to transfer and leave empty?
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08:55:25  <Darkvater> morning
08:55:43  <hylje> greetings
08:56:11  <Sacro> hello Mr Darkvater
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09:25:14  <Darkvater> very active I see :P
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10:03:33  <michi_cc> Darkvater: updated libs and patch here
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10:18:52  <Darkvater> thanks michi_cc
10:20:14  <michi_cc> the new diff doesn't use the debug libraries anymore, so technically they're not needed anymore
10:20:17  <Darkvater> what's the diff between
10:20:18  <Darkvater>    150254  03-18-06 21:57   lib/zlibstat.lib
10:20:18  <Darkvater>    224764  03-18-06 21:54   lib/zlibstatd.lib
10:20:25  <Darkvater> ah d for debug?
10:20:27  <michi_cc> the ...d is the debug lib
10:20:59  <michi_cc> the project file doesn't use them, but I included the anyway for, well, debugging
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10:25:16  <luckzeh> gigajum isn't every on irc, mh?
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10:52:59  <CIA-5> truelight * r5699 /branches/TGP/ (string.c string.h): [TGP] -Codechange: cleaned up the comments around IsValidAsciiKey (they had become unreadable)
10:55:30  <CIA-5> truelight * r5700 /branches/TGP/ (17 files in 4 dirs): [TGP] -Sync: synced with trunk up to revision 5699
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11:12:53  <Wolf01> yo
11:14:20  <Darkvater> hi
11:16:34  <Wolf01> Darkvater, about the drag&drop building, can you teach me something?
11:17:31  <Wolf01> i tried with VpStartPlaceSizing(tile, VPM_X_AND_Y); but it dynamites the land
11:17:48  <Wolf01> so i think there is something to change in that function
11:18:32  <Darkvater> to start dragging you need to remember that it's a two-phase process
11:18:40  <Darkvater> first you select the tool (click, or keypress)
11:18:52  <Darkvater> then you start dragging (VpStart..)
11:19:02  <Darkvater> then you release the mouse
11:19:07  <Darkvater> then the action is executed
11:19:09  <Wolf01> yes
11:19:51  <Darkvater> where's the dynamite code?
11:21:12  <Wolf01> viewport.c i think, i found there the function
11:23:51  <Wolf01> is about at the end of the file
11:25:44  <Darkvater> let's just keep it at terraform_gui.c ok?
11:25:46  <Darkvater> :)
11:25:54  <Darkvater> you don't need to do anything in viewport
11:26:11  <Wolf01> ok
11:26:33  <Wolf01> i'm on terraform gui
11:27:04  <Wolf01> the line is this: HandlePlacePushButton(w, 8, SPR_CURSOR_BUY_LAND, 1, PlaceProc_BuyLand);
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11:31:26  <Darkvater> look at GUIPlaceProcDragXY, PlaceProc_DemolishArea
11:31:32  <Darkvater> Wolf01|AFK: that should sort you out
11:32:51  <luckzeh> oh, and how do you lower terrain like here -> ?
11:34:59  <tokai> luckzeh: u do it normally and then build the railtracks over the angled edge of the hole
11:35:16  <luckzeh> ahh
11:35:18  <luckzeh> thanks
11:35:22  <tokai> then it builds this little walls automatically (needs a patch option maybe)
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11:37:04  <Darkvater> Wolf01|AFK: basically you start the drag with the VpStartPlaceSizing() function and an identifier, and when you release the button, GUIPlaceProcDragXY is called with that identifier
11:37:31  <Darkvater> Wolf01: the whole change of making buyland draggable is about 3-4 lines
11:38:14  <Wolf01> mmm
11:39:19  <hylje> buyland draggable.. talk about buying up the land when you got infinite monies
11:40:31  <Darkvater> wtf's openttd/rail_gui.c:212:void PlaceProc_BuyLand(TileIndex tile) doing there?
11:42:05  <Darkvater> anyone feeling like committing its movage to terraform_gui.c? and removal from header
11:42:21  <Darkvater> in gui.h
11:43:54  <Wolf01> terraform_gui.c:120: error: `CcPlaySound1E' undeclared (first use in this function)
11:43:55  <Wolf01> -.-
11:46:57  <Darkvater> and that is a problem because?
11:47:17  <Darkvater> look how it is done with demolish (eg ccplaysound10 is moved to gui.h)
11:47:50  <Darkvater> :)
11:48:43  <Wolf01> ok
11:48:58  <Wolf01> i thought that the function for the sounds was the same
11:49:17  <Darkvater> no, it plays a different sound
11:49:29  <Darkvater> but you do not neccessarily need to move the function there for buyland
11:49:37  <Darkvater> I will though when I get home
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11:53:07  <luckzeh> do airport.grf and newairport.grf add stuff or replace stuff?
11:53:14  <Wolf01> -.- it still demolish land
11:54:02  <Darkvater> Wolf01: you are doing something very, very wrong
11:54:35  <Wolf01> i agree
11:54:55  <Darkvater> show me PlaceProc_BuyLand
11:55:27  <Wolf01> void PlaceProc_BuyLand(TileIndex tile)
11:55:27  <Wolf01> {
11:55:27  <Wolf01> 	if (_networking) {
11:55:27  <Wolf01> 		DoCommandP(tile, 1, 0, CcPlaySound1E, CMD_PURCHASE_LAND_AREA | CMD_AUTO | CMD_NO_WATER | CMD_MSG(STR_5806_CAN_T_PURCHASE_THIS_LAND));
11:55:27  <Wolf01> 	} else {
11:55:29  <Wolf01> 		VpStartPlaceSizing(tile, VPM_X_AND_Y);
11:55:31  <Wolf01> 	}
11:55:33  <Wolf01> }
11:56:57  <Wolf01> in gui.h -> GUI_PlaceProc_BuyLand         = 7 << 4,
11:56:57  <Wolf01> in terraform_gui.c -> case GUI_PlaceProc_BuyLand >> 4:
11:56:57  <Wolf01> 		DoCommandP(end_tile, start_tile, 0, CcPlaySound10, CMD_PURCHASE_LAND_AREA | CMD_AUTO | CMD_NO_WATER | CMD_MSG(STR_5806_CAN_T_PURCHASE_THIS_LAND));
11:56:57  <Wolf01> 		break;
11:57:35  <Darkvater> ok, now tell me what the difference is between your code and placeproc of dynamite
11:57:42  <Darkvater> which I will paste here for you:  VpStartPlaceSizing(tile, VPM_X_AND_Y | GUI_PlaceProc_DemolishArea);
11:58:16  <Wolf01> -> | GUI_PlaceProc_BuyLand
11:59:43  <Wolf01> ok, now it doesn't dynamite, but make only one tile
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12:01:50  <Darkvater> have you changed  GUIPlaceProcDragXY?
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12:02:02  <Wolf01> yes
12:02:17  <Wolf01> [13:57:04] <Wolf01> in terraform_gui.c -> case GUI_PlaceProc_BuyLand >> 4:
12:02:18  <Wolf01> [cut]
12:02:30  <Darkvater> put diff somewhere online
12:02:36  <Darkvater> (
12:03:30  <Darkvater> I don't think CmdPurchaseLandArea has any support for dragging though :)
12:04:33  <Darkvater> so you have to change that as well ;)
12:04:51  <Wolf01>
12:07:05  <Wolf01> ah is for miniIN
12:07:17  <Wolf01> i work on that branch
12:07:53  <Born_Acorn> Ooh. When did the station list change?
12:08:04  <Born_Acorn> Those improvements are soooo handy.
12:08:55  <MiHaMiX> bbl, reboot
12:08:56  <Darkvater> Wolf01: 14:03 <@Darkvater> I don't think CmdPurchaseLandArea has any support for dragging though :)
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12:10:56  <Darkvater> Wolf01: openttd/clear_cmd.c:369:int32 CmdPurchaseLandArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
12:11:05  <Darkvater> change this to allow for dragging
12:11:20  <Wolf01> many thanks
12:11:44  <Darkvater> Wolf01: you can use CmdLevelLand as a template
12:12:41  <Darkvater> not being an ass but if you would've started a debugger and went through the code why it didn't work, you would've found the reason(s) a long while ago
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12:15:41  <Born_Acorn> Anyway to allow dragging in SP only?
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12:16:27  <Born_Acorn> I just had to plot out a intercontinental airport sized amount of bought land after bulldozing my international. I am thinking of suing you all for RSI!
12:17:25  <Born_Acorn> peter1138, why does the extra newgrf text not work with planes? It works with trains.
12:17:59  <Wolf01> Born_Acorn: if (_networking) {don't drag} else {drag} but you have to include the network.h
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12:31:34  <luckzeh> I assume there are no further airports for download that would integrate into the airport gui in MiniIN?
12:34:49  <Darkvater> no that's it
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12:41:00  <Wolf01> CmdPurchaseLandArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) is called by DoCommandP(end_tile, start_tile, 0, CcPlaySound10, CMD_PURCHASE_LAND_AREA | CMD_AUTO | CMD_NO_WATER | CMD_MSG(STR_5806_CAN_T_PURCHASE_THIS_LAND)); ?
12:41:15  <glx> yes
12:41:51  <Wolf01> the p2 argument is the 0?
12:42:43  <glx> tile = end_tile, p1 = start_tile, p2 = 0, flags = CMD...
12:43:03  <glx> hmm flags = DC_AUTO
12:43:28  <Wolf01> uhm
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12:51:31  <luckzeh> so with mini I want the normal planeset, not the openttd version, oui?
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12:54:56  <CIA-5> truelight * r5701 /branches/TGP/ (gui.h industry_gui.c misc_gui.c settings_gui.c):
12:54:56  <CIA-5> [TGP] -Fix: < > boxes in patch-settings didn't grey out when they hit the limit of their range
12:54:56  <CIA-5> [TGP] -Codechange: while at it, prettyfied DrawArrowButtons() a bit
12:55:56  <luckzeh> oh, and is there any info on the technical reasons why there for an example can only be 41 airplanes?
12:56:17  <Darkvater> yes
12:56:36  <Darkvater> that is because 5 is a sacred and most holy number. 4+1 makes 5
12:58:28  <Eddi|zuHause2> that's proof... Darkvater is an illuminati! :)
12:58:44  <luckzeh> okay.
12:59:27  <luckzeh> well, I just wondered why, if the whole thing is now running in all kinds of modern programming languages and all, there isn't any way to add more vehicle types.
12:59:35  <RichK67_wrk> its arbitrary - and one of those limits that i hoped OTTD would break out from... but it seems we are happy to have the same limits as the original game & TTDPatch
12:59:44  <Eddi|zuHause2> but if i were you i'd check the .cfg for a "max_planes = 41"
13:00:19  <Eddi|zuHause2> that limit is really hardcoded?
13:00:22  <RichK67_wrk> Eddi|zuHause2: he is meaning plane designs
13:00:29  <Eddi|zuHause2> ah, that
13:00:29  <RichK67_wrk> yes
13:01:27  <Eddi|zuHause2> i guess making such limits dynamically just comes with a lot of other changes
13:01:28  <luckzeh> oh, RichK67_wrk - what exactly happened to all those airport designs you did at the start of this year? I just went through a few threads and saw some very nice-looking pics - those aren't all in the airport gui, are they?
13:01:30  <Darkvater> it is a limit because nobody up till now bothered upping the count
13:01:33  <RichK67_wrk> ~120 train parts, ~50 aircraft (with propellors & rotors counting as well!), ~50 trucks, ~40 ships
13:01:50  <Darkvater> no it's more like 21 ships I think
13:01:55  <RichK67_wrk> adds to 255 iirc
13:02:11  <Darkvater> or 32 or something
13:02:14  <Darkvater> really a few
13:02:28  <RichK67_wrk> like sprites - it should be a limit that OTTD breaks beyond
13:02:40  <luckzeh> Darkvater: so nobody wants to have the DBSet and the UKRS together, for an example? (of course then rebalanced in some way, but that part isn't really a question of hardcodedness)
13:03:40  <RichK67_wrk> luckzeh: yes people do, but until there is a mechanism to allow multiple sets together, it cant be done.... and ive not seen any evidence of ppl targeting this as a priority
13:04:30  <Darkvater> you can't have them together I think. Both sets are targetting the same indeces and I don't know what kind of magic goes in there. It might even be impossible with the current dbset and ukrs sets
13:04:33  <RichK67_wrk> luckzeh: re airports - there are 4 of my new airports in the current trunk; commuter, intercontinental, helidepot, helistation
13:04:45  <luckzeh> of course, Darkvater - that basically is what I am saying
13:04:54  <RichK67_wrk> dv: yup, it is impossible atm
13:05:34  <luckzeh> but, well, how much work would it be to change the way the game handles vehicles and so on to make it not based on a set amount of IDs but rather to a more modular system where you just throw in as many trains as you want and define where they appear and what they do?
13:05:39  <Darkvater> even if the limit is lifted, which won't be that hard, you'll needa a ton of work to reindex the engines
13:05:51  <Darkvater> or just drop it and wait for new sets ;)
13:06:10  <glx> would be possible with grf in savegame I think
13:07:17  <Darkvater> grf in savegame?
13:07:20  <RichK67_wrk> iirc the vehicle Id is a byte... so until that is expanded > 255, its all academic
13:07:59  <Darkvater> RichK67_wrk: one could up the limit to 255 of each type with a little magic
13:09:03  <RichK67_wrk> need to add a vehicle type marker (unless we have it already - cant remember)
13:09:12  <glx> [15:07:27] <@Darkvater> grf in savegame? <-- more info about newgrf in savegame, like order used in .cfg, grfid, md5, ...
13:09:27  <luckzeh> 255 for each would already be a huge increase (and basically allow as many vehics as you can find)
13:09:29  <RichK67_wrk> then yes, 255 of each vehicle type
13:10:20  <RichK67_wrk> luckzeh: nah... i can think of 4 large train sets; ukrs, ussetw, arcticrenewalset, tropicset... have them all together >= 300 engines
13:10:33  <luckzeh> dbset. dbset.
13:10:36  <luckzeh> or so :p
13:10:45  <luckzeh> I only played with UKRS so far
13:10:47  <RichK67_wrk> sorry - i never use dbset
13:11:10  <RichK67_wrk> european locos arent as familiar to me
13:11:14  <luckzeh> I yesterday night spend like two hours looking at the dbset trains and other odd train pages
13:12:24  <luckzeh> so how are the latter three sets of your list?
13:13:06  <hylje> anyone could direct me to ttd data files so i dont have to get mine
13:13:18  <hylje> oh nevermind i just remembered where i stashed em
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13:15:50  <RichK67_wrk> luckzeh: because i am from the UK - have seen/read lots on the US/Canada rail scene - and have visited South Africa and seen many of the locos from the tropicset there
13:16:57  <luckzeh> I wasn't asking for your reasons regarding your choice of sets but for your opinion on those, like how well-balanced they are and so on
13:17:56  <luckzeh> :p
13:18:52  <RichK67_wrk> ah - ok... ive played arctic set a bit - its pretty good... usset is similar. tropicset i have only played in testing my Africa scenario... and to have fun with the Beyer-Garretts :)
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13:22:55  <luckzeh> mhm.
13:23:12  <luckzeh> how are Long Vehicles and HOVS?
13:25:07  <RichK67_wrk> imo i dont like long vehicles, as they dont "turn" corners, but sort of jerk around them... hovs_bus is pretty good, but is pretty poor for future vehicles
13:25:37  <RichK67_wrk> (a flaw shared with many .grf sets - (UKRS excepted))
13:26:27  <CIA-5> rubidium * r5702 /branches/TGP/ (5 files in 2 dirs): [TGP] -Add: a patch option to make the heightmap rotation (counter)clockwise configurable in-game
13:26:44  <Bjarni> now that would look interesting if road vehicles could turn
13:27:00  <Bjarni> specially since it's only one sprite, which would mean that the game engine turns the sprite
13:27:09  <Bjarni> like that will ever happen ;)
13:27:14  <RichK67_wrk> lol
13:27:29  <hylje> we need 3d
13:27:45  <Bjarni> no we don't
13:27:57  <hylje> :<
13:28:07  <Bjarni> we need 4D
13:28:21  <Bjarni> we have to include time as a parameter as well
13:28:39  <hylje> why dont we go 11D while we're at it?
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13:28:57  <Bjarni> that would be x,y,x,time and what else?
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13:30:38  <RichK67_wrk> hmmm .... quantum OTTD... the signal is both red and green, only by looking at it do you set its state ;)
13:32:40  <Darkvater> glx: ah, yes of course. I've set peter1138 onto that, donnu what the status is, did not get a reply yet on the maillist about savegrf
13:33:24  <peter1138> i still need to update it to the darkvater-grf-parameters-stuff
13:33:26  <Darkvater> RichK67_wrk: vehicle_type Veh_Train, Veh_Road, etc. we already have. It'll probably make the game a bit slower because now you need more lookups, or veh-specific functions
13:33:32  <hylje> arrg im too used to miniin+ukrs..
13:33:37  <hylje> or at least miniin
13:34:11  <peter1138> oh
13:34:19  <peter1138> and i already did work on allowing loads of engines
13:34:58  <RichK67_wrk> great - how did you get on? anything that can be taken further?
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13:35:11  <Darkvater> peter1138: notice: reply to maillist ;)
13:35:16  <Wolf01> is there already a drag&drop buyland patch? i must see it to know where i'm wrong
13:35:21  <peter1138> RichK67_wrk: well, it allows any number of engines
13:35:28  <peter1138> causes a few saveload headaches though
13:35:38  <RichK67_wrk> lol - no kidding ;)
13:35:43  <Darkvater> but that little sneak. Lurking here around all day, saying nothing, but the moment someone says his name he's here ;)
13:36:13  <hylje> just like any ircer
13:36:50  <Darkvater> peter1138: would be nice if kudr came back. After he finishes PBS we can set him on the saveload code he had working for yapf. probably solves your prob
13:36:58  <hylje> heh
13:37:03  <peter1138> RichK67_wrk: headaches as in loading order of some saveload blocks needs to change
13:37:31  <peter1138> heh
13:37:38  <peter1138> grf list saveload just needs me to work on it
13:37:45  <peter1138> been "a bit" busy whilst you were away
13:38:08  <Darkvater> hear that people? More excuses
13:38:17  * Darkvater oughtta kick someone
13:38:48  <luckzeh> so what does HOVS replace in the first place?
13:38:57  <RichK67_wrk> its all a myth... (he's been playing a mega-multiplayer RPG sim called ... WorkIsSlavery ;) )
13:39:15  <peter1138> luckzeh: road vehicles
13:39:32  <peter1138> i can't remember what HOVS stands for...
13:39:38  <luckzeh>
13:39:39  <peter1138> RichK67_wrk: yeah, damn right
13:39:55  <Darkvater> hovering overturned vehicle sizes
13:40:23  <Darkvater> Wolf01: what doesn't work?
13:40:43  <Wolf01> bah, i get asserts everywhere
13:40:49  <Darkvater> that's a good thing
13:42:20  <Bjarni> well, assert errors gives a clue to what went wrong, so it's not as bad as reading from NULL pointers or similar issues
13:42:32  <Bjarni> then you really have to spend time tracing what went wrong
13:43:30  <Darkvater> Wolf01: really just copy the code of cmd_level_land (the tile-loop) and put the action that was in cmd_buyland inside
13:43:34  <Darkvater> should be easy
13:43:52  <Wolf01> is that the problem
13:44:19  <Darkvater> donnu what the problem is
13:44:41  <Wolf01> i copied it, removed the height part that is not required for buyland
13:44:53  <Darkvater> show the new function (pastebin)
13:44:55  <Wolf01> changed the docommand
13:45:15  <Wolf01> and crashes, asserts etc
13:45:35  <Darkvater> cool, I found a cool app: "trickle" netlimiter-kinda prog for linux
13:46:16  <Wolf01> here is the function
13:49:47  <Darkvater> you still have tile for the &DC_EXEC part
13:50:14  <Wolf01> should be tile2?
13:50:21  <Darkvater> and if you look at the comments, p1 is already in use
13:50:30  <Wolf01> yes i wanted to use p2
13:51:08  <Wolf01> but doesn't work with p2
13:51:21  <Darkvater> you need to pass end-tile in p2 of course
13:51:25  <Wolf01> yes
13:51:35  <Darkvater> and what assert do you get? is tile2 out of bounds?
13:51:44  <Wolf01> DoCommandP(end_tile, start_tile, end_tile, CcPlaySound10, CMD_PURCHASE_LAND_AREA | CMD_AUTO | CMD_NO_WATER | CMD_MSG(STR_5806_CAN_T_PURCHASE_THIS_LAND));
13:52:02  <Wolf01> wait, i recompile an i tell you
13:52:58  <Darkvater> ?
13:52:58  <hylje> locale
13:53:02  <glx> why do you want to pass end_tile twice?
13:53:21  <Darkvater> didn't you mean DoCommandP(end_tile, 0, start_tile) ?
13:55:54  <Wolf01> mmmh i get half of the map already owned with new random game
13:56:41  <Darkvater> why are you calling purchase land during land generation?
13:56:42  <Wolf01> the assert is ret == ret2 in command.c, 547
13:57:06  <Wolf01> i don't call purchase land
13:57:19  <Darkvater> well you obviously do if the land is already owned
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13:59:16  <Wolf01> but is not owned by me oO
13:59:43  <Darkvater> buy-signs?
14:00:07  <Darkvater> put a breakpoint in the function and press new game. See if it gets called or not
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14:03:44  <RichK67_wrk> its probably something from the scenario editor - it uses owner=16 during map generation
14:04:36  <Darkvater> yes but that doesn't place buy-signs, does it?
14:05:15  <RichK67_wrk> no, but if the land is owned, then an attempt to buy the land may fail with an assert because of it
14:05:32  <RichK67_wrk> since the owner in a live game can only be 0-15
14:05:39  <Darkvater> 1. it shouldn't assert, but err out
14:05:57  <Darkvater> 2. half-the map? That's some error in the minin
14:06:03  <Wolf01> ok, now d&d buyland works, but is like having magic bulldozer on, and with new games it generates half of the map already owned by a blue player
14:06:44  <Zavior> Working as intended
14:06:48  <Darkvater> yep
14:06:51  <RichK67_wrk> i think you need to relook at the defintion of "works" ;)
14:07:06  <Darkvater> I think DC_AUTO is giving you some troubles
14:07:18  <Zavior> We repeat, everything is working as intended, there is no bug </blizzard>
14:08:22  <Wolf01> ah ok, the owner is a city oO
14:09:23  <luckzeh> is LV supposed to be understandable?
14:10:39  <mikk36> nice:)
14:10:39  <mikk36>
14:17:33  <luckzeh> okay. so I start in 1920. there are no buses, no airplanes, and I'm not allowed to build railway stations. :p
14:18:42  <Darkvater> use a newgrfset
14:19:02  <luckzeh> I'm using UKRS, Planeset and LV
14:19:13  <luckzeh> or trying to, rather.
14:19:15  <Darkvater> ah, probably no uk trains in 1920
14:19:26  <Darkvater> or wrong climate
14:20:11  <DaleStan> Wrong climate is more likely. Basically all trainsets start in 1920.
14:20:59  <RichK67_wrk> ukrs has about 5-6 trains available in 1920
14:21:04  <RichK67_wrk> in temperate
14:21:29  <luckzeh> indeed. and it doesnt do anything in desert, as I noticed.
14:21:51  <luckzeh> so when do cars and planes get invented? ;p
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14:25:24  <mikk36> no cars in 1920 ? lol
14:25:35  <RichK67_wrk> hovs has some in 1924 i think.... but most others its mid 1930+
14:26:30  <mikk36> cmon, people starte to fl in 1904 and in 1920 there aren't any cars ? :P
14:26:36  <mikk36> started to fly*
14:27:02  <luckzeh> I think LV has buses appearing the fifties :x
14:27:09  <luckzeh> +in
14:27:47  <CIA-5> truelight * r5703 /branches/TGP/heightmap.c: [TGP] -Add: add a function that retrieves the size of a heightmap
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14:35:27  <CIA-5> truelight * r5704 /branches/TGP/genworld_gui.c: [TGP] -Fix: no longer is there a need to press ENTER in the seed textbox before the seed is really changed
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14:41:10  <luckzeh> can i actually use LV4?
14:45:15  <luckzeh> can't?
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14:46:35  <DaleStan> I think the latest version of LV that works properly in Open is LV2. This is just hearsay, though.
14:46:42  <Wolf01> Darkvater, could you take a look at it? i found all the problems are on terraform_gui.c, problems depend on what arguments are passed.. it get me an headache
14:47:16  <Darkvater> Wolf01: I see buyland has been changed in miniin, that might interfere
14:47:47  <Darkvater> Wolf01: all you need to do is buy 1 tile, debug the function to see if it works, then drag for 2 tiles and check that.
14:47:52  <Darkvater> should sort out any problems you have
14:48:08  <Darkvater> unfortunately I can only look at it not debug cuase I'm at work
14:55:28  <Wolf01> ok, i leave buy land without d&d for now, and i start to add eyecandy features
14:56:00  <Darkvater> 16:47 <@Darkvater> Wolf01: all you need to do is buy 1 tile, debug the function to see if it works, then drag for 2 tiles and check that.
14:56:04  <Darkvater> do this
14:56:20  <Wolf01> with 1 tile it works
14:56:31  <Wolf01> with d&d doesn't work
14:56:55  <CIA-5> truelight * r5705 /branches/TGP/tgp.c: [TGP] -Fix: don't use custom rand() but rather Random() in TGP
14:57:25  <Darkvater> Wolf01: did you debug?
14:57:31  <Wolf01> no
14:58:04  <Darkvater> how do you expect to program something if you do not debug your own code?
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14:59:53  <Wolf01> my code is 2 or 3 lines at most, and if there is an entire statement to debug i'm used to write it alone and pass arguments by hand and look at the output
15:00:33  <Darkvater> that is very, very inefficient
15:00:45  <Darkvater> set breakpoint and step through
15:01:06  <Wolf01> i know, but i didn't programmed something more complex than a bubble sort
15:01:29  <Darkvater> this is your chance :)
15:01:49  <Darkvater> and probably saves you a lot of headaches/frustration as well
15:02:28  <Darkvater> but I'm leaving you to it and going home ^^
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15:03:56  <CIA-5> truelight * r5706 /branches/TGP/ (11 files):
15:03:56  <CIA-5> [TGP] -Codechange: renamed _patches.tgen_noise_seed to _patches.generation_seed as it is now more general
15:03:56  <CIA-5> [TGP] -Fix: set the Random() seed at map generation to the seed requested by the user
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15:12:39  <Maedhros> anyone fancy being a guinea pig for a diagonal level crossings patch i'm working on?
15:12:44  <Maedhros> it's at
15:13:02  <Maedhros> there aren't any grfs for it atm, so it looks pretty silly, but it seems to work :)
15:15:23  <hylje> sure
15:15:33  <hylje> i just got only a MiniIN trunk atm
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15:16:39  <Maedhros> cool. i don't have a MiniIN checkout, but i suspect the savegame revision will need to be changed a bit for it
15:18:49  <hylje> how do i patch it in exactly
15:19:10  <hylje> i have teh .diff in a directory one level up from the source dir
15:20:02  <Maedhros> patch -p0 -i ../diagonal_crossings.diff (if you're on *nix), and hope you don't get any conflicts due to MiniIN ;)
15:20:24  <glx> there will be at least one conflict
15:21:22  <Eddi|zuHause2> trunk diffs usually never apply cleanly to miniin ;)
15:21:40  <hylje>
15:21:43  <Eddi|zuHause2> at least the line numbers are usually horribly wrong
15:21:45  <hylje> yeh
15:22:13  <hylje> so how do i undo that
15:22:25  <glx> saveload.c easy to patch by hand
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15:23:50  <Eddi|zuHause2> patch -R (or something like that) reverses the changes
15:25:33  <glx> or "svn revert -R ." if it was the only patch applied
15:26:20  <hylje> yes it was
15:26:21  <hylje> t
15:29:20  <Maedhros> try this one for the MiniIN:
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15:31:35  <hylje> patching works, functionality doesnt seem to
15:32:46  <Maedhros> as i said, there are no grfs for it yet, so the tracks still show up perpendicularly. trains go over them diagonally though
15:33:16  <luckzeh> so how many and which of the LV2 files can coexist?
15:34:13  <hylje> i assume its letting railroad done like this: =\= where = is road
15:35:17  <Maedhros> yup
15:37:16  <Bjarni> <mikk36>	cmon, people starte to fl in 1904 and in 1920 there aren't any cars ? :P <-- actually cars were not really used as a transportation device until the 20s and it was not a financial sane investment until the 30s
15:38:45  <hylje> in that case it doesnt let me build any rails diagonally
15:40:27  <Maedhros> oh? it works on the mini-in checkout i've got here... what happens exactly when you try?
15:41:01  <hylje> must remove road first
15:42:46  <Maedhros> um, this might sound like a silly question, but have you recompiled it since applying the patch?
15:42:53  <hylje> hmm :)
15:43:06  <hylje> that might be the case
15:43:11  <Bjarni> :D
15:43:35  <Bjarni> you expect to execute the source code directly?
15:43:37  <Bjarni> :P
15:43:50  <hylje> ive fiddled around with python lately
15:45:06  <hylje> but yes, that works good
15:45:20  <hylje> even side by side tracks
15:46:19  <Maedhros> yay!
15:46:23  <Maedhros> thanks for testing it :)
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15:48:07  <hylje> np :p
15:49:10  <CIA-5> truelight * r5707 /branches/TGP/genworld_gui.c: [TGP] -Fix: Progress dialog asserted when you picked 'no industry' (tnx Rubidium)
15:50:21  <hylje> but it makes some interesting results when you have two or more roads with rail going around
15:51:18  <Bjarni> Maedhros: it works nice here except that it should really activate both crossings at once ;)
15:51:29  <Bjarni> also the sprite issue, but I guess that you are aware of that
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15:51:43  <hylje> so we need six sprites for that
15:52:06  <Bjarni> no, we need more than that
15:52:17  <hylje> ah, other railtypes
15:52:18  <hylje> :b
15:53:25  <Bjarni> there are 6 combos of tracks for a single tile. There are two combos for road, that's 12 combos in total. Then we need on and off sprites, so it's 24 sprites*track types
15:53:29  <Maedhros> Bjarni: yeah, activating both at once is the next task :)
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15:54:20  <hylje> so you are implying that someone actually needs level crossings in junctions?
15:54:38  <Bjarni> Maedhros: also we should get it to activate earlier to clear the road, but we can postpone that for now
15:55:10  <hylje> crashes!
15:55:18  <hylje> crashes are fun
15:55:18  <Bjarni> hylje: no. Think about it. You can have a road in say this direction -. Then you can have the crossing in either / or \
15:56:17  <Bjarni> the \ can be in either left of right of the tile or both, that's 3 options
15:56:28  <Bjarni> then you get 3 for / as well
15:56:28  <hylje> oic
15:57:18  <Bjarni> but it would be nice to have switches in crossings as well (though really expensive)
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15:58:25  * Tobin waves
15:58:43  <hylje> but hell, we have megabytes of memory to use
15:58:56  <Bjarni> I see that Tobin went surfing
15:59:10  <Bjarni> he is imitating waves
15:59:21  <Tobin> Heh.
15:59:32  <Tobin> Actually I've been playing with MythTV.
15:59:54  <Bjarni> oh
15:59:56  * Tobin bought a dual digital HDTV tuner card today
15:59:57  <hylje> :o
16:00:05  <Bjarni> viewing people go surfing?
16:00:15  <Tobin> Only about AU0.
16:00:16  <Bjarni> dual?
16:00:30  <Bjarni> I haven't seen dual ones
16:00:37  <Tobin> Yup, so I can do picture in picture or record two things at once.
16:00:41  <Bjarni> but I presume that they would be nice
16:01:41  <Tobin> One of these:
16:01:46  *** Mucht|work [n=Mucht@] has quit ["Konversation terminated!"]
16:01:46  <Bjarni> well, eyeTV allows recording of unlimited channels at once, but since their devices only got a single tuner, then they can only do that from a single signal multiplex
16:02:33  <peter1138> heh
16:02:37  *** TinoM [] has quit [Nick collision from services.]
16:02:40  *** Tino|Home is now known as TinoM
16:02:40  <Tobin> The best part is that the current "official" Linux kernel already has drivers for the card I got. Makes setting the whole shebang up painless.
16:02:47  <peter1138> ...
16:02:50  <peter1138> it's PCI...
16:02:54  <peter1138> it has a USB-B socket?
16:03:02  <Bjarni> I wondered about that as well
16:03:04  <Tobin> peter1138: One of the tuners is USB.
16:03:17  <Tobin> peter1138: And the IR remote is USB also.
16:03:26  <Bjarni> ahh, remote
16:03:28  <Bjarni> that makes sense
16:03:50  <Tobin> It's got a USB header though so you don't have to have an external USB loopback.
16:04:17  <Tobin> MythTV is really nifty.
16:04:24  <Tobin> Really quite nifty.
16:04:35  <Tobin> But anyway, what's new in the OpenTTD world?
16:04:51  <peter1138> *one* of the tuners is usb?
16:04:52  <peter1138> hmmm
16:05:13  <peter1138> does that mean it's actually just two different devices on one card?
16:05:17  <peter1138> one is pci and the other is usb...
16:05:20  <Tobin> Yeah, I don't really know why they'd do it that way, but meh.
16:05:31  <Tobin> peter1138: More or less.
16:06:15  <Tobin> The two tuners both use different drivers too.
16:06:22  <SpComb> flexibility?
16:06:36  <peter1138> how strnage
16:06:42  <peter1138> sounds more like laziness to me
16:07:25  <Tobin> I suspect they already had a PCI design and a USB design and figured it was quickest to just stick them onto the same card.
16:07:31  <peter1138> hehe
16:07:37  <Tobin> Works quite well anyway.
16:08:52  <peter1138> i don't think i get good enough tv reception for digital
16:09:18  <Tobin> According to the OSD I only get around 12% signal strength.
16:11:10  <Bjarni> that's bad
16:11:27  <Bjarni> in fact, it's useless
16:11:29  <Tobin> Not really.
16:11:42  <Tobin> Still works perfectly fine.
16:11:54  <Bjarni> I lose my digital TV reception when the signal strength drops below 60%
16:12:07  <Tobin> 12% strength doesn't mean that only 12% of the signal is getting through.
16:12:09  <Bjarni> I mean, it skips a whole lot of frames and mess up the sound
16:12:14  <Tobin> Really?
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16:12:23  <Zavior> I have compro travelmate u-3
16:12:27  <Zavior> .. something like that
16:12:42  <Zavior> It tends to chrash every 10 minutes or so
16:12:43  <Tobin> Maybe you're being to the SNR not the SS?
16:12:49  <Tobin> *told
16:12:50  <Bjarni> if you only get 12% and it works, then I presume that 100% in your scale != 100% in my scale
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16:16:15  <Bjarni> funny, the docs mention it as "signal strength", nothing else
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16:25:42  <peter1138> hmm, cardbus dtv
16:25:52  <peter1138> somehow i don't think a p233 laptop running w98 would cope
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16:27:57  <peter1138> problem with these tv cards
16:28:25  <peter1138> is you have to decipher the specs to find out what the hardware does, and what is useless software junk
16:30:25  <Brianetta> Too often you find out that the card is an ariel with a USB socket, and it's all implemented in software.
16:32:04  <Tobin> Well, the digital tuners are almost always better than that.
16:32:21  <Tobin> Since the signal arrives at the tuner as MPEG-2.
16:33:24  *** Mucht|zZz is now known as Mucht
16:33:33  <Tobin> You're on your own as far as decoding MPEG-2 goes but you'd probably not be trying to build a DVR on anything so underpowered it couldn't handle that in software.
16:35:54  * Brianetta gazes out at the horizontally oriented rain
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16:36:15  <Bjarni> Brianetta: windy?
16:36:24  <Brianetta> Very.
16:36:30  <Brianetta> Storm winds/
16:36:36  <Tobin> Bjarni: That or his house is on its side.
16:36:43  <Brianetta> We had about a metre of rain in about three minutes yesterday
16:36:45  <Bjarni> Tobin: yeah, the digital tuners aren't that different as the analogue ones
16:37:19  <Bjarni> Brianetta: thanks for that info... our current weather is arriving from you
16:37:39  <Tobin> I dunno, there seem to be a lot of analogue ones that expect MPEG-2 (or whatever) encoding done in software.
16:38:05  *** angerman [] has quit []
16:38:23  <Tobin> Bed time for me.
16:38:26  <Tobin> Night all.
16:38:27  <Brianetta> Bjarni: I'm on the east coast, way up north.  I'm not sure the rest of England is experiencing this.
16:38:39  <Bjarni> well
16:38:45  <Bjarni> it have been raining here all day
16:38:48  <Bjarni> night Tobin
16:39:02  <Brianetta> We had spectacular thunderstorms yesterday
16:39:07  <Bjarni> Brianetta: you live somewhere near Newcastle, right?
16:39:17  *** Tobin [] has quit []
16:39:23  <Brianetta> Somewhere near the very centre of it, yes
16:39:35  <Bjarni> close enough :)
16:40:06  <Brianetta>
16:40:10  <Brianetta> It's very local
16:40:12  <Brianetta> Us and Norway
16:40:33  <Brianetta> That's a pretty spectacular depression we're experiencing
16:40:47  <luckzeh> how stable is the new AI and the MP AI?
16:40:49  <Bjarni> no, I got hit by that as well
16:41:23  <Bjarni> it caused my TV reception to fail this morning. Heavy rain is bad for radio signals
16:41:39  <Bjarni> the same goes for thunder
16:41:48  <hylje> thunderstruck!
16:42:00  <Brianetta> We have horizontal rain.  I think the same drops are going past the window many times.
16:42:09  <Kjetil> hm.. There is sun outside <3
16:42:09  <hylje> wow
16:42:14  <Brianetta> Then they do a circuit of the North Sea
16:42:29  <Brianetta> then go past my window again
16:42:45  <hylje> when asterix was in britain, a local friend said "it rains only when it isn't foggy"
16:42:47  <Bjarni> hey
16:42:51  <Bjarni> then it's you guys, who are stealing our rain
16:42:54  <Brianetta> If only I could attach data packets to them
16:43:05  <hylje> IP over raindrops?
16:43:14  <Bjarni> why not?
16:43:17  <Brianetta> hylje: In my native county of Cumbria, there's a weather saying
16:43:26  <Brianetta> "If you can see the tops, it's about to rain"
16:43:48  <Bjarni> tops of the hills, right?
16:43:52  <Brianetta> Yes
16:44:01  <Brianetta> You generally can't see them when it's raining
16:44:26  <Kjetil> hehe
16:44:45  <Brianetta> Cumbrians call light drizzle, "wet mist"
16:44:59  <Brianetta> If we didn't, we wouldn't have a claim to good weather
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16:46:16  <Bjarni> ahh, Cumbria is the piece of land with Carliste
16:46:30  *** Osai is now known as Osai^training
16:46:36  <Bjarni> it comes as no surprise that you guys got a lot of rain :)
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16:47:56  <Bjarni> oh this reminds me of MYOB and his island
16:48:52  <Bjarni> when I found his native island on a map, I said "it looks windy" and he said that I was right (as usual). Then somebody else went ??? and said something like "how can an island look windy on a map"
16:48:52  <Bjarni> :D
16:49:46  <CIA-5> truelight * r5708 /branches/TGP/genworld.c:
16:49:46  <CIA-5> [TGP] -Fix: don't check on switch_mode, but on game_mode for an active SE
16:49:46  <CIA-5>  This because switch_mode doesn't always tell the truth nowedays.
16:49:46  <CIA-5>  On the other hand, I am not fully sure that game_mode does ;)
16:50:13  <Bjarni> it's actually not that tricky to read a map for features like that if you know what to look for, in this case contours that could work as wind brakes.... there were none at all
16:50:20  <Brianetta> Bjarni: As a hillwalker, I know exactly how terrain can look windy
16:50:48  <Bjarni> I didn't see any pics, just the map
16:50:58  <Brianetta> In general, if you are the highest point for miles around, you are in the wind.
16:51:04  <Bjarni> yeah
16:51:05  * Brianetta is talking about maps
16:51:45  <Bjarni> and this island is the highest point the wind will reach for a long while since it's in the Atlantic with no islands in front of it
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16:52:09  <Brianetta> Sounds like Rekjavik
16:52:23  <Brianetta> or some of the Hebrides
16:52:26  <Bjarni> *Reykjavik
16:52:38  <Brianetta> Meh, it's foreign
16:52:51  <Bjarni> hmm
16:52:51  <Brianetta> We spell all your cities differently, too
16:53:14  <Bjarni> is it windy in Reykjavik... a little, but it's not that bad
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16:53:31  <Brianetta> They have no trains ):
16:53:37  <CIA-5> truelight * r5709 /branches/TGP/ (genworld_gui.c misc_gui.c): (log message trimmed)
16:53:37  <CIA-5> [TGP] -Cleanup: cleaned up the GUI-code.
16:53:37  <CIA-5>  - It wrote a lot to _opt and _opt_newgame, or just to one of them.
16:53:37  <CIA-5>  Writing in _opt_newgame is the right way and it will work out just fine.
16:53:37  <CIA-5>  - Same goes for _patches and _patches_newgame.
16:53:39  <CIA-5>  - Don't really set the date yet, but use the variable for it.
16:53:42  <CIA-5>  - Don't keep a temporary variable for something you can store in the
16:53:47  <Bjarni> I was only considering the wind, not the transport system
16:53:56  <Bjarni> and they do have one locomotive
16:54:06  <Bjarni> they put it on display in a museum
16:54:42  <Bjarni> some narrow gauge engine used when building the harbour
16:54:54  <Bjarni> everybody else would call it a shunter
16:55:02  <Bjarni> they called it an engine :P
16:55:21  <peter1138> ...
16:55:37  <peter1138> a shunter is an engine...
16:56:34  <peter1138> hmm
16:56:42  <peter1138> Adobe Flash Player 9 ActiveX
16:56:43  <peter1138> 43.99MB
16:56:45  <peter1138> how?
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17:03:23  <Brianetta> RIGHT
17:03:24  <Brianetta> home time
17:03:26  <Brianetta> bye
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17:07:10  <CIA-5> rubidium * r5710 /branches/TGP/heightmap.c: [TGP] -Fix r5703: forgot to free the png structs
17:09:49  <Eddi|zuHause2> <Tobin> According to the OSD I only get around 12% signal strength. <- i noticed that when the windows program (DVBViewer TE) said 65%, the linux program (Kaffeine) said 15%, while the signal did not actually change
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17:27:03  <Eddi|zuHause2> gnah... i need a double tuner right now :(
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17:29:55  <CIA-5> miham * r5711 /branches/TGP/industry_gui.c: [TGP] [Fix] Industry production alteration buttons now grey out when value reached its limit
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17:50:28  <CIA-5> truelight * r5712 /branches/TGP/ (main_gui.c openttd.c):
17:50:28  <CIA-5> [TGP] -Fix: map_x and map_y came from _patches while the rest came from
17:50:28  <CIA-5>  _patches_newgame in GenerateWorld. So you can't configure the map-size
17:50:28  <CIA-5>  for a newgame via _patches_newgame.. unwanted behavoir it seems to me.
17:50:28  <CIA-5>  So, now map_x and map_y is used from _patches_newgame. (tnx Bjarni)
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17:59:37  <edeca> The first time a train gets to a station, the game tells me there has been a road vehicle crash :)
18:03:44  <Eddi|zuHause2> that sounds like an intresting bug ;)
18:03:57  <edeca> It's happened about 3 times now, very strange :)
18:04:04  <Eddi|zuHause2> version?
18:04:20  <edeca> Last nights SVN
18:04:23  <edeca> Will update in a bit
18:05:43  <Sacro> edeca: which version?
18:06:23  <edeca> r5625
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18:08:51  <ericg> okay, usset works with the nightly i got
18:08:55  <ericg> but not ukrs :(
18:09:14  <edeca> I don't really know how it is reproducable Sacro, I've seen it 3 times instead of the "citizens celebrate, first train arrives at" message
18:09:20  <edeca> ericg: There is a ukrs? :)
18:09:32  <Sacro> ericg: UKRS works amazingly
18:09:38  <ericg> :(
18:09:42  <ericg> why isn't mine then
18:09:45  <edeca> Do you have a link to that Sacro?
18:09:50  <ericg> i've got the damn ginzu and kirby
18:10:40  <Sacro> its on pikkabirds site
18:11:08  <Sacro> i use the grf set on
18:11:12  <edeca> Thanks
18:11:59  <ericg> is there a specific ukrs that works
18:12:02  <ericg> cause i got 3 and it does not
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18:13:01  <ericg> okay apparently there is
18:13:09  <ericg> cause i just grabbed that pack and ukrs works now
18:13:10  <ericg> ;d
18:13:12  <edeca> - what's that to the top left of the oil depot?
18:13:24  <Sacro> heh, we all play on Brianetta's server (he came in just in time for tab completion)
18:13:29  <ericg> that's the industrial stations pack
18:13:40  <Sacro> newstations!
18:13:42  <ericg> there are a bunch for various industries
18:14:02  <edeca> Arr, cool
18:14:12  <Brianetta> bobabobabob
18:14:39  * Sacro sinks Brianetta
18:18:26  <ericg> ukrs stuff is spendy ;d
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18:27:40  <publunch> miaow
18:29:13  <scia> wroef
18:30:04  <hylje> arf arf
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18:31:16  <Eddi|zuHause2> <ericg> that's the industrial stations pack <- new industries are not supported yet
18:31:38  <hylje> its a part of new stations?
18:31:58  <ericg> well, all i know is it includes industrial stations ;p
18:32:05  <Eddi|zuHause2> ah... stations... misread that part
18:33:07  <ericg> running a pacific costs 3x the hindenburg
18:33:26  <ericg> :(
18:33:38  <hylje> :<
18:34:30  <CIA-5> rubidium * r5713 /branches/TGP/heightmap.c: [TGP] -Codechange: refactor the whole heightmap code so it is easier to add other image readers; the new image readers only need to read the image and convert it to grayscale.
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18:37:01  <CIA-5> miham * r5714 /trunk/ (gui.h industry_gui.c misc_gui.c settings_gui.c):
18:37:01  <CIA-5> Backport from branches/TGP (r5701 and r5702)
18:37:01  <CIA-5> -Fix: < > boxes in patch-settings didn't grey out when they hit the limit of their range
18:37:01  <CIA-5> -Codechange: while at it, prettyfied DrawArrowButtons() a bit
18:37:01  <CIA-5> -Fix: < > boxes in industry production window (when cheat enabled) had a minor glitch
18:38:20  <Wolf01> who is the developer of advanced town handling patch?
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18:43:32  <MiHaMiX> Wolf01: ?
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18:44:21  <Wolf01> advanced town handling break drag&drop buyland :P
18:45:43  <MiHaMiX> Wolf01: ahh.. i have no information about it, sorry
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19:09:15  <ericg> has anyone noticed that the dc-3 in the planeset looks nothing like a dc-3? ;(
19:09:24  <ericg> i'd fix it but i have zero pixel art skilz
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19:18:31  <ericg> haha
19:18:37  <ericg> a zeppelin keeps crashing at this airport
19:18:40  <ericg> i don't even run them
19:18:44  <ericg> and there are no competitors
19:20:58  *** Wolf01 is now known as Wolf01|AFK
19:23:53  <MiHaMiX> ericg: a zeppelin crash is a disaster IIRC
19:24:08  <MiHaMiX> ericg: turn off disasters if you want to get rid of them
19:24:12  <ericg> ah
19:24:14  <ericg> it's kind of entertaining
19:24:18  <ericg> and it doesn't block anything up
19:24:33  <hylje> why the hell disasters are *really* local, ive had a certain branchline get UFOs all the time while everything else is in peace
19:34:33  <ericg> ,000 to refit 6 cars to carry wood?
19:34:36  <ericg> you've gotta be kidding
19:35:34  <Wolf01|AFK> how much cost one wagon?
19:35:37  *** Wolf01|AFK is now known as Wolf01
19:35:53  <ericg> bolster wagon costs 3932 new
19:36:02  <ericg> and to carry wood it has to be refitted
19:36:16  <Sacro> yeah, it needs the patch that MiniIN has that fixes it
19:36:27  <ericg> ah
19:36:36  <ericg> so costs are crazy inflated without it?
19:36:45  <ericg> no wonder ukrs seems so crap ;d
19:37:02  <Sacro> yeah
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19:43:56  <ericg> miniin won't launch :(
19:45:02  <ericg> oh grabbed the wrong binary
19:45:04  * ericg stabs
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20:02:30  <ericg> what's RA-T, and what supports it?
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20:05:31  <Sacro> ericg: realistic acceleration - trains
20:05:46  <ericg> oh, so the setting only applies if realistic accel is on
20:05:47  <ericg> i see
20:06:36  *** Prof_Frink [] has joined #openttd
20:08:30  <luckzeh> what disadvantage does it have, exactly, if my train is too long for my station?
20:08:42  <ericg> blocks other incoming trains
20:09:02  <Sacro> takes longer to load/unload
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20:21:07  <publunch> miaow
20:22:46  <publunch> I love my cat.
20:25:05  <CIA-5> truelight * r5715 /branches/TGP/ (genworld.c main_gui.c):
20:25:05  <CIA-5> [TGP] -Fix: the SE should use _patches_newgame.starting_date too for his
20:25:05  <CIA-5>  change-date, so all systems use the same date. Now date can always
20:25:05  <CIA-5>  be reset, which gives a nicer touch & feel with the SE and genland.
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20:31:51  <peter1138> SE?
20:34:18  <glx> scenario editor
20:34:37  <peter1138> oh
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20:41:13  <luckzeh> would it be possible to have a VTOL aircraft/heli appear as launched after it's sufficiently in the air?
20:41:27  <CIA-5> rubidium * r5716 /branches/TGP/engine.c:
20:41:27  <CIA-5> [TGP] -Fix: engine aging stops in 2050, but when you start a game after 2090
20:41:27  <CIA-5> that fact is not taken into account. Resulting in reliabilities < 50-70% for the
20:41:27  <CIA-5> most reliable vehicle, whereas they would have been 90+ when you had begun in
20:41:27  <CIA-5> 2050.
20:41:50  <CIA-5> richk * r5717 /branches/MiniIN/ (patches/ vehicle.c vehicle_gui.c):
20:41:50  <CIA-5> [MiniIN]: [AdvancedAutoreplace]: Fix. Assert was possible if engine was autoreplaced to a different track type, but wagons were not.
20:41:50  <CIA-5> Fix by gigajum. Many thanks.
20:45:29  <Wolf01> 'night all
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20:50:22  <Firehunter> Hi....... I don't suppose anyone could help me solve a small error on linux when running openttd as a dedicated server?
20:50:40  <gradator> which error ?
20:51:08  <Firehunter> dbg: Cannot open savegame for saving/loading.
20:51:10  <Firehunter> ..
20:51:21  <gradator> version mismatch ?
20:51:34  <Firehunter> The client reports the same version
20:51:41  <Firehunter> I tried by compiling the latest stable build
20:51:48  <gradator> strace it :p
20:52:10  <Firehunter> (forgot version number now) and ensured the client was the same...... Then I tried the latest nightly build, both client and server
20:52:15  <Firehunter> hmm :P GP.
20:53:41  <Rubidium> maybe something is wrong with access rights to files, as OTTD could not read/write some file
20:54:51  *** angerman [] has joined #openttd
20:57:06  <Firehunter> Presumably it's missing.....
20:57:31  <Firehunter> The access rights allow read/write/execute to the folders and the userid running has permissions on the folders and all files
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20:59:21  *** Real^Osai is now known as Osai
21:00:47  <CIA-5> richk * r5718 /branches/MiniIN/ (patches/ physics.h train_cmd.c):
21:00:47  <CIA-5> [MiniIN]: [Physics]: Change to physics to not penalise the left/right switch which is inevitable on a square gridded game.
21:00:47  <CIA-5> Many thanks to hertogjan for quick fix.
21:01:33  <luckzeh> RichK67: when will that be online/downloadable, precompiled?
21:02:33  <RichK67> Fri 2am CET is next build
21:02:37  * Brianetta pinged out
21:06:03  <Firehunter> Hmm... Solved that problem.. Now getting server did not respond to the request when trying to create a new company....hmm
21:07:47  <Bjarni> left/right switch?
21:08:05  <Bjarni> what do you mean?
21:09:49  <RichK67> in real world, you would move left by having a smooth straight line that takes say 20 tiles to move left 1... in OTTD, you have to at some point turn 1 left, then 1 right to do the same... what i call a left/right step or switch
21:10:28  <RichK67> physics patch was heavily penalising that quick flick, even though it was really forced by the game mechanics only
21:11:19  <Bjarni> ahh, like that
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21:29:50  <CIA-5> richk * r5719 /branches/MiniIN/patches/
21:29:50  <CIA-5> [MiniIN]: Removed as it no longer served a useful purpose beyond my own record keeping. Now retained locally on my machine. "Available on request" ;)
21:29:50  <CIA-5> Idiocy pointed out by Rubidium... thanks :p
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21:44:35  <Firehunter> This is frustrating.... Why would Openttd be telling my client: Message  Server failed to answer the request  ... The server seems to be just fine..But lagging.. And there seems to be no other explanation! ...
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21:46:05  <CIA-5> richk * r5720 /branches/MiniIN/ (8 files in 2 dirs):
21:46:05  <CIA-5> [MiniIN]: [WaypointStats]: Adds counting trains over a year. Stats saved in savegame, therefore savegame bump to 38.
21:46:05  <CIA-5> Many thanks to gigajum for MiniIN version of patch.
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21:52:06  <UserErr0r> does the amount of station coverage covering a resource effect it, or is it all the same whether 5 or 1 coverage squares occupy the resource
21:53:02  <Bjarni> <-- LOL
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21:53:24  <Bjarni> a bit old, but I haven't seen it before
21:54:03  <Bjarni> UserErr0r: it's a boolean thing. Either it's covered or it's not
21:54:49  <UserErr0r> okay
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22:10:21  <RichK67> UserErr0r: watch out though - some tiles dont accept the raw materials - i think steel mill you have to cover a furnace
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22:15:05  <UserErr0r> what about coal mines and refineries
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22:16:15  <RichK67> dont know exactly where... not a prob for coal mines iirc
22:16:52  <RichK67> refineries - not sure, but i think they have a sensitive spot too
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22:56:04  <Firehunter> Nope....Can't fix it... Time to be off... I'll try again later. Thanks for errr..... ...hmm... Come to think of it.....Just 'bye' will do :)
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23:10:19  <Sacro> !whois fudoop
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23:18:21  <CIA-5> richk * r5721 /branches/MiniIN/ (7 files in 4 dirs):
23:18:21  <CIA-5> [MiniIN]: [FoundABank]: Add town option to found a bank. This is very expensive, and you need a Good+ rating.
23:18:21  <CIA-5> Many thanks to gigajum for MiniIN version.
23:29:24  <CIA-5> richk * r5722 /branches/MiniIN/ (lang/origveh.txt patches/MiniINpatches.txt table/engines.h):
23:29:24  <CIA-5> [MiniIN]: [OrigVeh+HP]: Rename vehicles in Orig vehicle set to more accurate names. Also rebalance some of the HP to match TTO.
23:29:24  <CIA-5> Many thanks to Sirkoz for MiniIN version of patch.
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23:42:32  <luckzeh> does anybody by chance have a clue whether anything but power/weight/tractive effort matter with the new RA patch?
23:42:38  <luckzeh> *matters
23:43:35  <luckzeh> and do power and tractive power just double if I multihead a train?
23:45:05  <RichK67> for passenger trains, there are some that tilt that RA also accounts for
23:45:22  <RichK67> otherwise its just those 3
23:46:01  <RichK67> well - max speed and the track design as well i suppose
23:47:25  <Sacro> luckzeh: does matter
23:47:47  <luckzeh> assume I disable max speed with the option, Rich
23:47:52  <Mucht> :-P
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23:51:12  <RichK67> LOL
23:51:13  <RichK67> Autopilot was supposed to be a labour saving excercise. Just like a real robot. Trouble is, when a robot goes beserk it trashes your furniture and scares your cat, then goes on a rampage through town until it gets stopped by tanks.
23:51:37  <RichK67> That’s what happened to the sandbox today.
23:51:41  <RichK67> LOL
23:52:00  <Mucht> yeah - was not that funny since the bot got banned *g*
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