Log for #openttd on 10th March 2007:
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00:05:32  <DJ-ProsiT> thats what i use signals for instead normally ;P
00:09:23  <Smoovious> ...
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00:26:12  <CIA-1> OpenTTD: Darkvater * r9082 /trunk/projects/ (7 files):
00:26:12  <CIA-1> OpenTTD: -Codechange: [win32] Update VS2003 and VS2005 project files to use the same
00:26:12  <CIA-1> OpenTTD: outpath, and build in UNICODE mode. When making a release it is probably better
00:26:12  <CIA-1> OpenTTD: to make two binaries, one without UNICODE, the other with, guaranteeing full
00:26:12  <CIA-1> OpenTTD: Win9x compatibility (UNICODE with MSLU also works, without it's even better).
00:26:14  <CIA-1> OpenTTD: -Remove: [os/2] Relic project file remains from watcom
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00:26:23  <CIA-1> OpenTTD: Darkvater * r9083 /trunk/src/string.cpp: -Codechange: Be more lenient when trimming UTF-8 strings and don't terminate the string when an invalid encoding is encountered, but only focus on maximum length.
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00:27:24  <CIA-1> OpenTTD: Darkvater * r9084 /trunk/src/win32.cpp: -Fix: [win9x] Clipboard paste for Windows95 (doesn't have CF_UNICODETEXT) correctly converts the input to the current locale.
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00:29:25  <CIA-1> OpenTTD: Darkvater * r9085 /trunk/src/ (video/win32_v.cpp win32.cpp): -Codechange/Fix: [win32] Move the initialisation of _codepage (non-UNICODE) to winMain as a dedicated server, or different video driver will not have a win32 messageloop.
00:30:21  <CIA-1> OpenTTD: Darkvater * r9086 /trunk/src/video/win32_v.cpp: -Feature/Fix: [win32] Rewrite keyboard input and handle all keypresses in a WM_CHAR event. This saves us from doing translation (ToUnicode[Ex], ToAscii[Ex]), and we get free IME-input support as a plus.
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00:32:47  <Ailure> [01:30] <sirhax0r> What is OpenTTD?
00:32:47  <Ailure> [01:30] <XkCollege> Open TTD is a silly game where you ram trains headon into each other.
00:32:47  <Ailure> [01:31] <XkCollege> and park busses on train tracks and run those over with trains too.
00:32:47  <Ailure> [01:31] <XkCollege> And make airports and delete them after a plane takes off leading to EXPLODE
00:32:47  <Ailure> [01:31] <XkCollege> (Unfortunately, no known method of blowing up ships has been known.)
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00:33:12  <Darkvater> I am not even here ;p
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00:35:27  <Sionide> Ailure, where'd you find that? it's funny..
00:36:02  <Ailure> It's from another channel i'm in. I was talking about starting a openTTD server
00:36:09  <Ailure> #rohmacking on espernet
00:36:14  <DJ-ProsiT> Ailure <XkCollege> And make airports and delete them after a plane takes off leading to EXPLODE
00:36:18  <DJ-ProsiT> doesnt do that here
00:36:34  <Ailure> Aircraft does when they have no orders but are flying in air
00:36:42  <glx> DJ-ProsiT: let the plane run out of fuel
00:36:46  <DJ-ProsiT> when i delete the airport it freezes in mid air and looks stopid
00:36:52  <Sionide> :o
00:36:53  <Sionide> bug!
00:36:54  <DJ-ProsiT> glx do they have fuel?
00:37:25  <Sionide> i think that sums up openttd quite well though, heheh
00:37:27  <glx> not really but they crashes when they have no valid orders
00:37:29  <Ailure> yeah it does that on some versions
00:37:30  <Ailure> but it's abug
00:38:15  <DJ-ProsiT> lol
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01:25:05  <Ailure> hahaa the north american set
01:25:08  <Ailure> there's a snowplogh
01:25:10  <Ailure> that works as a engine
01:25:16  <Ailure> probably so you can put it in front of a train
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01:33:47  <Eddi|zuHause2> MB designed a "catenary service unit" for the DBSet
01:34:37  <Eddi|zuHause2> (but it's not in the released version)
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02:17:58  <mikk36> hmm, strange
02:18:20  <mikk36> is it normal that i can tow coal with express passanger engine ?
02:18:42  <mikk36> 4-6-2 "Streamliner"
02:18:54  <mikk36> and every other engine
02:19:22  <Eddi|zuHause2> that depends if the GRF author specified if that is forbidden
02:19:55  <Eddi|zuHause2> e.g. you cannot haul coal with an ICE3
02:20:18  <Eddi|zuHause2> because that specifies only long distance passenger and mail cars can be attached
02:21:28  <mikk36> ukrs
02:21:52  <mikk36> basicly same that was in use in coop
02:22:02  <Eddi|zuHause2> yeah, i figured that, but i do not know how that one works
02:26:18  <Eddi|zuHause2> hm, are there snowy depots in arctic?
02:29:17  <DJ-ProsiT> i love building ringtracks ;P
02:30:09  <DJ-ProsiT> connecting like 7 towns ;P
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02:40:01  <CIA-1> OpenTTD: KUDr * r9087 /branches/cpp_gui/src/ (gfx.h widget/widget_resizebox.cpp window.cpp window.h):
02:40:01  <CIA-1> OpenTTD: [cpp_gui] -Codechange: Window is now clipping its widgets in OnPaint()
02:40:01  <CIA-1> OpenTTD:  -Add: ClipDrawContext class to simplify draw clipping
02:40:01  <CIA-1> OpenTTD:  -Fix: ResizeBox now can't resize window to negative width/height
02:43:16  <DJ-ProsiT> whats CIA doing?
02:43:31  <Eddi|zuHause3> spying on us?
02:43:32  <glx> its work
02:43:40  <DJ-ProsiT> what is its purpose?
02:44:14  <glx> telling when the code changes
02:45:37  <mikk36> SVN-changes reporter
02:45:56  <mikk36> glx, Q
02:46:06  <mikk36> why is the first line OpenTTD not in bold
02:46:08  <mikk36> but next are ?
02:46:09  <mikk36> :P
02:46:21  <glx> dunno
02:46:49  <mikk36> is the bot built by someone in ottd team ?
02:47:23  <glx> no made it
02:47:30  <glx> used by many projects
02:53:18  <Tefad> quite popular bot on oftc and freenode networks.
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03:25:18  <CIA-1> OpenTTD: belugas * r9088 /trunk/src/ (widget.cpp window.h):
03:25:18  <CIA-1> OpenTTD: -Add : a new type of widget, called WWT_TEXT. It is a simple truncated string.
03:25:18  <CIA-1> OpenTTD: It will be usefull on windows where lot of simple text is always drawn on the
03:25:18  <CIA-1> OpenTTD: WE_PAINT event, making the code clearer. For now, left, right (total size of
03:25:18  <CIA-1> OpenTTD: the window), top, color and data are necessary to use it. Maybe more features
03:25:18  <CIA-1> OpenTTD: will be available soon.
03:33:45  <CIA-1> OpenTTD: belugas * r9089 /trunk/src/ (news.h news_gui.cpp):
03:33:45  <CIA-1> OpenTTD: -Codechange: Remove the 32 widgets limit on News Options window.
03:33:45  <CIA-1> OpenTTD: -Codechange: Use the newly created WWT_TEXT widget.
03:33:45  <CIA-1> OpenTTD: -Cleanup: remove a lot of magic numbers, make the whole window more flexible, with now the possibility to easily add new type of news events.
03:33:45  <CIA-1> OpenTTD: Thanks glx for ideas from an old patch
03:36:42  <Belugas_Gone> night in here
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04:52:06  <CIA-1> OpenTTD: KUDr * r9090 /branches/cpp_gui/src/ (7 files in 5 dirs):
04:52:06  <CIA-1> OpenTTD: [cpp_gui] -Add: min/step/max sizes added to the widget (still not set/used)
04:52:06  <CIA-1> OpenTTD:  -Codechange: order of some includes changed (solved min/max macro conflict with stl)
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08:23:38  <CoRnJuLiOx> wth? something that looks like a fighter jet just bombed a section of my railroad
08:23:41  <CoRnJuLiOx> tracks
08:26:20  <peter1138> :)
08:26:34  <CoRnJuLiOx> ?
08:26:35  <peter1138> actually it bombed the UFO that had landed there
08:26:50  <CoRnJuLiOx> so that UFO thing isn't some competitor's plane?
08:26:58  <CoRnJuLiOx> O.O
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08:29:35  <Wolf01> morning
08:54:02  <CIA-1> OpenTTD: KUDr * r9091 /branches/cpp_gui/src/ (9 files in 3 dirs): [cpp_gui] -Codechange: Widgets now use container's coordinate space instead of window's space
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09:23:35  <CIA-1> OpenTTD: peter1138 * r9092 /trunk/src/newgrf.cpp: -Codechange: (NewGRF) (re r8885) Also set cargo type as invalid if the chosen type is not available in the current climate.
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09:55:19  <CIA-1> OpenTTD: peter1138 * r9093 /trunk/src/newgrf.cpp: -Codechange: variable scope / type
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10:08:41  <CIA-1> OpenTTD: peter1138 * r9094 /trunk/src/newgrf.cpp: -Codechange: Don't set up refit masks for engine types not in the current climate, and exclude engine types if their cargo type is invalid and they have no refittable type.
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10:15:06  <Digitalfox> peter1138: With r9094, i imagine this has something to do with newcargos.. So one question.. If the trainset you are using have engines and wagons for newindustries, will this block engines and make wagons just refit goods or the wagons also don't appear?
10:16:49  <peter1138> huh?
10:16:55  <Digitalfox> peter1138:
10:17:03  <Digitalfox> I get it wrong?
10:17:13  <peter1138> i don't understand your question
10:17:25  <Digitalfox> Ok, i'll try again :)
10:17:59  <Digitalfox> Right now, if you have a set that has wagons and engines that were made for newindustries what happens?
10:18:08  <peter1138> nothing different
10:18:19  <peter1138> here's what happens
10:18:20  <Digitalfox> For what i see they appear has wagons that transport goods
10:18:36  <peter1138> 1) newgrf specifies default cargo type of engine
10:18:54  <peter1138> if cargo type is valid for the climate then nothing more happens
10:19:26  <peter1138> 2) if the (default, remember) cargo type is invalid, then try to choose the first refittable cargo from its refit list
10:19:42  <peter1138> if the cargo is valid, then that is now the default cargo type, and nothing more happens
10:19:58  <peter1138> 3) if the cargo type is still invalid, it is 'removed'
10:20:37  <peter1138> so: most wagons will work fine
10:20:54  <Digitalfox> Ok, but with URKS and others, some wagons like "Transport Cars" wagons, appear with goods as option refitable or by default, so now those wagons won't appear?
10:21:06  <peter1138> if you had a wagon set to use fish, and fish only, but the fish cargo type isn't available, then the wagon will not be available
10:21:15  <Digitalfox> Ok :)
10:21:53  <peter1138> still not sure what you mean with the last sentence :)
10:22:04  <peter1138> transport cars is "goods" yes?
10:22:09  <Digitalfox> yes
10:22:27  <peter1138> so unless the "goods" cargo type is removed, it will be fine
10:23:00  <Digitalfox> There are automobile newindustries for what i understand and there are wagons for carring cars..
10:23:51  <Digitalfox> So i have a wagon for transportings cars ( With the right sprites ), but appear just for goods in general
10:24:09  <Digitalfox> That's why i was asking ;)
10:25:00  <Digitalfox> Thanks for explaining i understand now, and i hope you understand my question..
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10:26:53  <Digitalfox> I have to get out of bed and go to work... It's nice to be the boss, but a pain in the ass to have to be the first to arrive.. Have to give the example to my co-workers :|
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11:05:24  <CIA-1> OpenTTD: KUDr * r9095 /branches/cpp_gui/src/misc/countedptr.hpp: [cpp_gui] -Fix: const in assignment
11:07:15  <CIA-1> OpenTTD: KUDr * r9096 /branches/cpp_gui/src/ (widget/widget.h widget/widget_composite.cpp window.h): [cpp_gui] -Codechange: CompositeWidget now uses std::vector for child widgets instead of std::map
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11:56:35  <sai> guys, how do I chat in multiplayer mode?
11:56:41  <sai> it says: command not found when I type something...
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12:02:22  <Maedhros> sai: press 'enter' instead of the backtick :)
12:02:33  <sai> ah ja, thanks!
12:06:16  <peter1138> ah ja ?
12:10:11  <CIA-1> OpenTTD: truelight * r9097 /trunk/src/ (5 files in 2 dirs):
12:10:11  <CIA-1> OpenTTD: -Fix [FS#525]: open and close messages now have their own setting, so you can hide economy changes, but do show open/close of industries
12:10:11  <CIA-1> OpenTTD: -Change: store news_display_opt in his own section, so it is no longer stored as uint in openttd.cfg (allows adding news-types easier)
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12:34:50  <TrueBrain> Dear fellow OpenTTD Multiplayer players
12:34:59  <TrueBrain> from now till around 1 hour, the MasterServer will be offline
12:35:16  <TrueBrain> will give errors, and ingame server-browser will fail
12:35:26  <TrueBrain> we are sorry about this, and we are sure we have it back up-and-running in no-time
12:35:34  <TrueBrain> (we are pushinig through one huge big update)
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12:42:38  <TrueBrain> Okay, that was a really quick hour
12:42:43  <TrueBrain> Rubidium did a _very_ nice job :)
12:42:59  <TrueBrain> the server-list will slowly repopulate itself and it will be back on  hisfeet in no-time
12:43:02  <TrueBrain> have fun all!
12:43:05  *** TrueBrain [] has left #openttd [So long and tnx for all the fish]
12:43:38  <sai> guys,. how does it come, that prices are soo indredibly high?
12:43:49  <dihedral> inflation?
12:45:59  <sai> yes, why is that? when new people join a game, they have no change to compete with the others
12:46:07  <sai> ^chance
12:46:26  <Rubidium> why won't they have a chance?
12:46:55  <sai> because vehicles are so expensive, a train for 400.000 is just too mu ch
12:47:23  <sai> and then to build the rails and stations and the terrain... 1,800,000$ of credit wont help very much
12:48:18  <peter1138> um
12:48:25  <peter1138> they have every chance
12:48:40  <peter1138> it's basically superficial, as the max loan you can get goes up too
12:48:45  <sai> I mean, a bus costs now 110.000 $... and a full bus brings me 3,000, that means it has to go 30times the way... this takes ages
12:49:10  <peter1138> income goes up with inflation too
13:02:32  <dihedral> everything goes up with inflation - just not the money you own at that time
13:02:51  <dihedral> that's what you call inflation :-)
13:03:55  <dihedral> a qustion to autopilot
13:04:17  <dihedral> any way i can get it to read the data from the config gile during the game?
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13:17:26  <HMage>
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13:24:33  <CIA-1> OpenTTD: rubidium * r9098 /branches/masterserver_updater/src/shared/mysql.cpp: [MSU] -Fix: writing newgrf GRF ID's wrong to the database.
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13:26:17  <CIA-1> OpenTTD: rubidium * r9099 /website/ (server_detail.php servers.php): [website] -Codechange: some minor changes as the database format has changed slightly due to the new masterserver.
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13:31:09  <CIA-1> OpenTTD: rubidium * r9100 /branches/masterserver_updater/src/shared/mysql.cpp: [MSU] -Fix (r9098): sending the right fix for testing and committing the wrong one...
13:35:58  * Smoovious grins.
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14:01:32  * SpComb steals the master server and rewrites it in python
14:03:09  <CoRnJuLiOx> hah.
14:05:41  <SpComb> so what's the C++/C thing in OpenTTD these days?
14:05:57  <CoRnJuLiOx> you play OpenTTD?
14:06:17  <SpComb> not really, but I'm mildly interested in hacking the code
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14:22:51  <SpComb> hmm, it seems to be all C++ now :(
14:23:55  <Eddi|zuHause3> apart from renaming everything *.cpp, not much has changed
14:25:05  <SpComb> all the network code seems to use classes
14:26:12  <Eddi|zuHause3> so what? classes are only glorified versions of structs
14:26:50  <SpComb> they aren't as pretty as structs and functions, I just feel uncomfortable around them
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14:42:12  <SpComb> "Last update: %d seconds ago"
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14:49:37  <CoRnJuLiOx> is there a quicker way to navigate my way around the map? like placing a marker on a station you built or something and just hitting a key to automatically scroll to it?
14:49:38  <CIA-1> OpenTTD: rubidium * r9101 /branches/masterserver_updater/src/shared/server.cpp:
14:49:38  <CIA-1> OpenTTD: [MSU] -Fix: iter->second does not work, (*iter).second is the right one; a C coder would expect them to be equal.
14:49:38  <CIA-1> OpenTTD: [MSU] -Fix: removal from mapping based on iterator seemed to crash the application, removal based on the key works just fine.
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14:50:06  <hylje> CoRnJuLiOx: right click and scroll seems to work fine for me
14:50:16  * SpComb was just reading that code
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14:51:04  <CoRnJuLiOx> hylje: i know, but it takes time and on the really huge maps, its easy to get lost
14:51:58  <Smoovious> CoRnJuLiOx... keep the station window open, and hit the Location button?
14:52:16  <Smoovious> or drop a sign there, and use the sign list to move around from sign to sign
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14:52:44  <CoRnJuLiOx> that sign thing sounds good
14:53:13  <Smoovious> that's what we use most often in my multi-player games when one player wants another player to check something out
14:55:51  <SpComb> place little signposts and then have a little arrow show up on the edge of the screen that points towards it (compass-style). Click the arrow to jump there
14:56:29  <Sacro> SpComb: i like it
14:57:08  <Smoovious> color the little arrow according to the company color the sign is associated with?
14:57:13  <SpComb> inpsired by the old top-down GTA versions :)
14:57:18  <Sacro> Smoovious: thats already done
14:57:26  <Sacro> oh, the arrow... not the sign
14:57:32  <SpComb> something along those lines. Perhaps letters for multiple signs
14:57:32  <Smoovious> ya
14:57:39  <Smoovious> already know about the sign color :P
14:58:11  <SpComb> hmm, I've always wanted to hack something into OpenTTD, and this weekend might be a good time
14:58:19  <SpComb> I don't really like UI/graphics related stuff though...
15:00:17  <blathijs> jordi: any response?
15:00:17  <CoRnJuLiOx> i was thinking of user-placeable markers that could be bound to keys, similar to the way units in the original Red Alert could be bound to numbers. alt + # and the screen jumps to that group of units.
15:00:34  <Smoovious> ok, I'm working on setting chat messages up to be able to stick around a configurable # of seconds... it looks like the routine for clearing out old chat is in the daily loop... which I'm actually ok with leaving there... thinking about setting it up to keep the current 10-game-day duration, but adding an additional real-time-seconds duration, where messages will be cleared when both conditions are met
15:00:52  <SpComb> arrows on the eges of the screen would also be an orentiation aid, dunno if you need one
15:00:57  <SpComb> they also tell you what direction stuff is in
15:00:57  <Smoovious> so if you pause the game, the messages won't all dissapear at once the moment you resume the game since it still hasn't met 10 game-days yet
15:01:19  <Smoovious> SpComb... they'd be helpful for trying to build lines between very distant industries
15:01:43  <Wolf01> lol i didn't remeber locomotion so different... i right-clicked and i demolished an house
15:02:07  <Smoovious> drop a sign where you're heading, and you got the arrow showing you the direction you need to build towards
15:04:31  <Smoovious> brb
15:08:31  * SpComb think he will attempt to hack around a bit with the OpenTTD source this weekend
15:08:41  <SpComb> even though C++ doesn't give me that warm fuzzy feeling that C does :(
15:09:03  <Rubidium> SpComb: then just hack away in for example the viewport code :)
15:11:06  <Smoovious> ib
15:11:16  <Smoovious> SpComb... what was it you're thinking of doing?
15:12:53  <SpComb> perhaps I'll take a look at implementing this thing I was talking about
15:13:30  <Smoovious> the distant-arrows?
15:13:42  <SpComb> yeah
15:13:58  <hylje> could be very useful
15:14:00  <Smoovious> I hope you do... it'd be pretty damned useful for me at least...
15:14:07  <SpComb> I'll try :)
15:14:12  <Smoovious> just don't make the arrows too big. :)
15:14:22  <hylje> small ones with an attached distance field will do
15:14:24  <SpComb> I'll make them half a pixel
15:14:24  <hylje> quite nicely
15:14:36  <SpComb> yeah, I was also thinking about showing a possible distance
15:14:43  <Wolf01> eeek vehicles in lomo start without player will
15:14:51  <Smoovious> maybe a small number next to it showing the distance... either in tiles or the configured measurement
15:14:57  * Smoovious grins.
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15:24:25  <SpComb> hmm... can I dev & compile on my linux server, and then run the binary from my windows desktop?
15:24:53  <Smoovious> depends on your compiler I'd think
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15:25:12  <Smoovious> will it make win32 binaries?
15:26:22  <Biff> SpComb: think you can use mingw
15:28:10  <XeryusTC> hmm, you guys want to give every sign an arrow?
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15:29:02  <Smoovious> why not? unless you have games where signs go overboard... or maybe give each sign a bit that you can turn on/off from the sign-editing window
15:29:32  <XeryusTC> well, turning it off would be a good idea
15:29:35  <Smoovious> the latter would probably be better
15:29:41  <XeryusTC> #openttdcoop uses loads of signs
15:29:47  <XeryusTC> i dont want my screen loaded with them
15:29:48  <Smoovious> so you only get an arrow if you specifically turn it on
15:29:55  <Smoovious> for that individual sign
15:29:57  <XeryusTC> yes
15:30:08  <XeryusTC> every sign has an individual setting
15:30:53  <SpComb> indeed
15:31:03  <XeryusTC> hmm
15:31:09  <Smoovious> just make a small square button on the sign-text-edit window, sticky... depressed it is on, and not-depressed, it is off... similar behavior to the stick-pin button
15:31:13  <XeryusTC> maybe read-only signs could also be introduced with it
15:31:29  <XeryusTC> if you enable read-only, only the company that created the sign would be able to edit it
15:31:37  <Smoovious> hmm... ya know, maybe that would be useful on more than just signs
15:31:51  <Smoovious> like industry/station/depot/vehicle windows too
15:32:29  <XeryusTC> yes
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15:32:49  <XeryusTC> would be very usefull when you want to point a certain vehicle out to others
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15:33:29  <Smoovious> oh... um, dunno about it being visble to other players... was thinking of it purely as a local setting
15:33:47  <Smoovious> I could see abuse from idiot players, enabling arrows on everything just to annoy other players
15:34:03  <XeryusTC> well, i see it being usefull on #openttdcoop
15:34:14  <XeryusTC> as you can have an arrow for every hub in #openttdcoop
15:35:24  <Smoovious> well... probably something for later... get the arrows working for your local use first, and then work out a way to share it... something where you have to get permission to share them from both people involved or something
15:42:35  <Eddi|zuHause3> just have something similar to the 2cc setting, wheree you can set "Show sign pointers: {all|team|none}"
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15:56:42  <Smoovious> that'd work too
15:57:58  <Smoovious> maybe a matching setting, so both involved companies have to be set to 'All' in order to see other companies pointers... or 'Team'... maybe use "Own" instead of "None", or both
15:58:27  <Smoovious> gonna have to use 2 bits for the setting anyways
15:58:52  <Smoovious> 0=none, 1=own, 2=team, 3=all
15:58:59  <hylje> think you can only have pointers for self
15:59:08  <hylje> otherwise you could spam the others with them
15:59:55  <Smoovious> that was my comment earlier... but the idea was thrown out to be able to show others pointers you activated too... which brought me to having some way to keep others from forcing them on you... which brings up the matching setting
16:00:22  <Smoovious> one player would have to be set to Team or All, in order for a team member to be able to see them with Team
16:00:24  <Smoovious> etc
16:00:56  <Smoovious> that way one player would have to choose to share them, and the other player would have to choose to see them...
16:01:39  *** BlinK_ [] has joined #openttd
16:02:06  <BlinK_> hello
16:02:45  <Smoovious> None=no pointers at all --- Own=only show own pointers --- Team=show pointers from teammates/share your pointers with the team --- All=show everyone's pointers/share yours with everyone
16:03:17  <Smoovious> maybe Own could also include someone else signed into the same company
16:03:26  <BlinK_> in many readmes that come with newgrf i see this line "You need to set following variables in your "ttdpatch.cfg" file". Where can i set variables in OpenTTD?
16:04:09  <Smoovious> BlinK_... you don't need to... those apply just to The Patch... you'd have to look for some matching settings in the patches screen, sometimes
16:04:36  <Smoovious> like, mammoth trains for example... there is a setting in the patch menu to allow very long trains
16:05:20  <Smoovious> which variables are listed in the readme?
16:06:26  <BlinK_> in "newships" are "gradualloading on" and "newships on"
16:07:06  <BlinK_> and in "The Industrial Stations Set" is "largestations on"
16:08:33  <Smoovious> ok... you don't need to do anything about 'newships on'... the matching setting for 'gradualloading on' is in Configure Patches under Stations... 'Load Vehicles Gradually'...
16:09:14  <Smoovious> also, 'largestations' is in the same section... 'Jioin train stations built next to each other'... you may also need to increase MAx Station Spread, and enable Nonuniform stations
16:10:25  <Smoovious> when building a rail station, use the 'Drag&drop' button to make stations larger than 7x7
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16:11:55  <BlinK_> thank you. you made things much clearlier for me.. (:
16:12:08  <Smoovious> (technically, OTTD already does large stations by default, but the other options you might need to enable)
16:12:44  <Smoovious> np
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16:13:54  <Smoovious> you needed the 'join train stations' one enabled if you want to, for example, have 1 station, with 2 coal tracks, and 2 passenger tracks...
16:14:48  <BlinK_> i see
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16:21:32  <CIA-1> OpenTTD: peter1138 * r9102 /trunk/src/newgrf.cpp: -Codechange: (NewGRF) Apply cargo translation table to vehicle refit masks
16:23:12  <Sacro> newcargos?
16:23:55  <BlinK_> I guess it has something to do with vechile refitting..
16:24:05  <XeryusTC>  <Smoovious> None=no pointers at all --- Own=only show own pointers --- Team=show pointers from teammates/share your pointers with the team --- All=show everyone's pointers/share yours with everyone <- yes, good one
16:25:53  <Smoovious> maybe have those options in a mind for 'company' instead of 'player'... setting to Own, and you have another person playing the same company as you, kinda assumes a lot of sharing going on anyways... if you're cooperating on the same company, then just stands to reason you'd cooperate on pointing out stuff to each other too
16:26:14  * Smoovious grins.
16:26:20  <XeryusTC> hmm
16:26:24  <Smoovious> like... you can destroy my track and vehicles, but you can't see my arrow?
16:26:28  <XeryusTC> team would be all from the same company
16:26:28  * Smoovious grins.
16:26:48  <Smoovious> oh... you can't set up teams from different companies in cooperative play?
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16:27:30  <Smoovious> ok... I hadn't thought of that... never tried playing 2 people in the same company before... I thought that meant 2 seperate companies operating as a team, sharing stations, track, etc, for the cooperative play branch
16:27:42  <Smoovious> (is there even a branch for that?)
16:27:43  <Sacro> how about red alert style
16:27:49  <Smoovious> haven't played it
16:27:51  <Sacro> hmm
16:27:54  <Sacro> other games use it too
16:28:03  <XeryusTC> Smoovious thought of RA style
16:28:10  <Sacro> XeryusTC: ah alright
16:28:14  <XeryusTC> Team in OTTD is company only
16:28:40  <Smoovious> well, that sucks...
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16:29:06  <Smoovious> would like to see some games where the players set up into teams, 2 companies per team, or something like that
16:29:19  <XeryusTC> well, the other extreme is using the subsidiaries and having everyone use your tracks
16:29:48  <Smoovious> yeah, subsidiaries isn't really what I have in mind... it is just a sub-company owned by your company... not really 2 seperate entities
16:31:30  <Smoovious> like... say halfway through a game, there is a section of track I need to use, owned by another company, and there is no good way to get around it myself... I'd like to ask the other company permission to use that section of track (for a fee of course), and be allowed to, without having to become a subsidiary of his...
16:32:20  <XeryusTC> that isnt neccessary with that patch either
16:32:25  <XeryusTC> you can just use other people's track
16:32:30  <XeryusTC> but you usually pay a fee
16:32:35  <XeryusTC> that depends on the settings though
16:33:09  <Smoovious> yeah, I don't have a problem with the fee... but, I would consider doing stuff like that, as potentially a team-play action...
16:33:22  <Smoovious> so...
16:33:25  <XeryusTC> yeah, well..
16:33:51  <Smoovious> ok... well... my only idea of team play so far in other games was having multiple races cooperating together to wipe out the other team's races
16:34:10  <XeryusTC> indeed
16:34:15  <Smoovious> vgap
16:34:15  <XeryusTC> usual RTS teams
16:34:18  <Smoovious> :)
16:34:48  <Smoovious> welp... something for the future...
16:35:40  <BlinK_> what is the name of the patch which makes trees like this -->
16:35:42  <BlinK_> ?
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16:38:29  <BlinK_> anybody?
16:39:10  <XeryusTC> SAC's Stolen Trees
16:39:24  <BlinK_> thanks
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16:45:13  <Smoovious> yeah, those are nice trees
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16:55:29  <BlinK_> i cant find "New Brdiges" grf anywhere. I saw it in this screenshot --> .
16:55:39  <BlinK_> Is itreleased to public?
16:57:10  <izhirahider> can anyone tell me where to find STR_NEWGRF_ERROR_AFTER_TRANSLATED_FILE in-game?
17:00:27  <BlinK_> ignore my latest question...
17:01:31  <glx> izhirahider: it's included in     STR_NEWGRF_ERROR_LOAD_AFTER
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17:10:34  <XeryusTC> BlinK_: get the combined roadset
17:10:40  <XeryusTC> use 2 1 as parameters
17:10:46  <XeryusTC> or 2 0
17:10:54  <XeryusTC> if you dont want the roads :P
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17:11:35  <BlinK_> yea, i have it already.. (:
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17:14:36  <XeryusTC> hmm, ok
17:16:21  <BlinK_> i noticed that newgrf order doesnt save when I change it in the menu..
17:16:57  <XeryusTC> press apply changes
17:17:49  <BlinK_> yea, i did that.. and i did that when already playing..
17:18:21  <Smoovious> hmm... in texteff.cpp... is it really necessary to have MAX_TEXT_MESSAGES and _MAX_CHAT_MESSAGES set to different values? (granted, I haven't finished looking to see how differently they're used)
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17:22:07  <Eddi|zuHause3> BlinK_: when you change newgrfs during a game, those changes only apply for that exact game
17:22:19  <Eddi|zuHause3> if you want to change general options, do that from the startup menu
17:22:55  <Eddi|zuHause3> this does not only apply to newgrfs, also other options like patches an difficulty
17:23:17  <BlinK_> oh, i see
17:27:32  <CIA-1> OpenTTD: truelight * r9103 /branches/masterserver_updater/src/shared/ (server.cpp server.h):
17:27:32  <CIA-1> OpenTTD: [MSU] -Revert r9101: wrong attempt to fix the crashes (it was hiding, bastard!)
17:27:32  <CIA-1> OpenTTD: -Fix: fixed the segfault in both services because map-order was fucked (KUDr)
17:27:32  <CIA-1> OpenTTD: -Fix: do iter++ before DoAttempt(), as DoAttempt() can render iter invalid
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17:30:44  <SpComb> ooh, use of goto
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18:03:01  <Smoovious> is 'fucked' a technical term?
18:03:09  <Sacro> Smoovious: yes
18:03:16  * Smoovious grins.
18:03:49  <Sacro> well, i use it at work a fair bit
18:04:16  <Smoovious> only coders should see it anyways
18:04:27  <Smoovious> probably lots of stuff in comments the management wouldn't quite approve of
18:07:58  <SpComb> Smoovious: perhaps FUBAR is better
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18:10:20  <Smoovious> nah... FUBAR seems to be for something a bit stronger
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18:13:33  <Sacro> SNAFU
18:15:12  * Smoovious grins.
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18:18:42  <dihedral> how low can i set the res on a dedicated server?
18:19:37  <Smoovious> the res?
18:19:40  <Smoovious> map size?
18:20:16  <dihedral> resolution
18:20:28  <dihedral> screen...
18:20:41  <Smoovious> ahh, sorry, dunno... don't use dedicated
18:21:09  <dihedral> i heard that if it is set too low it could crash with longer "say" messages
18:21:19  <dihedral> have a 640x480 right now
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18:26:57  <Eddi|zuHause3> dihedral: probably best to talk to Brianetta
18:32:36  <dihedral> yeah
18:32:44  <dihedral> good idea :-)
18:33:44  <XeryusTC> dihedral: look through the archives at
18:34:00  <XeryusTC> the lowest stable resolution is on there somewhere
18:34:25  <SpComb> set the resolution to 0.5 x 0.5 px
18:35:53  <Sacro> SpComb: half a pixel?
18:36:05  <SpComb> quarter of a pixel, actually
18:36:08  <SpComb> in total area
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18:36:14  <Eddi|zuHause3> no, that is a quater pixel
18:36:23  <Eddi|zuHause3> +r
18:41:11  <XeryusTC> SpComb: a server will randomly crash when the resolution is too low
18:42:07  <Sacro> yes, i think Brianetta reported that
18:42:51  <XeryusTC> i dont know if it was Brianetta, but it was on one of his servers
18:42:54  <XeryusTC> it could also been Osai
18:47:38  <Brianetta> It was both of us
18:47:44  <Brianetta> I determined the minimum resolution
18:48:06  <Brianetta> It's the resolution of my in-game webcam.
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19:00:08  <dihedral> seet, thanks XeryusTC
19:04:45  <Sacro> Brianetta: im making a slow start :)
19:07:43  <Brianetta>
19:07:47  <Brianetta> Classy as f***.
19:14:30  <Sacro> Brianetta: fudge?
19:14:38  <Sacro> whoa :\
19:14:40  <Sacro> that tft
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19:18:35  <peter1138> ugly
19:19:20  * SpComb chucks it in the fire
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19:24:00  <imachine> hi
19:24:24  <imachine> question: i just launched openttd, and where unicode ought be, i have '?', i.e. question mark signs.
19:24:34  <imachine> what fonts ought i install? running on ArchLinux here.
19:24:43  <imachine> so a *nix clone generally
19:25:13  <imachine> running 0.5.0
19:26:20  <imachine> any suggestions anyone?
19:26:23  <Eddi|zuHause3> why do we even bother calling those files "readme"?
19:26:26  <imachine> oh
19:26:26  <imachine> ;]
19:26:33  <imachine> well that's all you had to say.
19:26:43  <Eddi|zuHause3> we should call them "don't ever dare opening this"
19:26:47  <imachine> didn't have to pull in the irony mate [;
19:27:03  <imachine> btw, on systems where binaries come thru packages, one doesn't directly compile the programs oneself.
19:27:14  <imachine> hence, the contact with any possible documentation is say less obvious.
19:27:20  <imachine> less 'in-the-face'
19:27:26  <imachine> i'll look into them right away. cheers.
19:30:01  <imachine> i'm wondering however since i had this working well before, as in, when i had a more full-blown install made, without changing anything in the config, as the provided readme, now read by me, states.
19:30:40  <imachine> as i've switched to a different computer now, and that required cutting down the installation, i wonder what might i need to have the original font style, yet with proper accents on the letters.
19:32:02  <imachine> Unable to use 'clean' for small font, FreeType reported error 0x1, using sprite font instead
19:32:05  <imachine> heh ;[
19:32:34  <Eddi|zuHause3> i'd say you have no font called "clean"
19:32:49  <peter1138> error 0x1!
19:33:04  <imachine> Eddi|zuHause3, which is bollocks, since i am using it as we speak in this xterm.
19:33:19  <imachine> so that wouldn't be true.
19:33:24  <Eddi|zuHause3> then look up what error 0x1 is
19:33:34  <peter1138> xterm does not, by default, use freetype/fontconfig
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19:34:12  <peter1138> and most fontconfig setups i've seen exclude bitmap fonts
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19:49:39  <imachine> peter1138, this is a freetype font.
19:49:45  <imachine> i can try arial for the sake of it; hang on
19:49:51  <imachine> it's xft anyway
19:50:27  <imachine> arial is also nonexistant according to openttd :)
19:50:45  <imachine> but nonetheless, i had sprite font covering my accents before.
19:51:01  <imachine> what do i need to do to obtain that again.
19:53:15  <imachine> okay, if i pass the whole path it works.
19:53:36  <imachine> however, i'd still prefer using the bitmap font. any suggestions as to how may i do so with utf ?
19:55:24  <peter1138> don't specify a font at all
19:55:33  <imachine> then i get '?'
19:55:48  <imachine> in places where i used to get normal, accented letters, even with the bitmap font
19:56:07  <peter1138> then those accented characters were wrong
19:56:15  <peter1138> which language?
19:56:18  <imachine> polish
19:56:21  <peter1138> yes
19:56:37  <peter1138> the polish translation had replacement characters, iirc
19:56:46  <imachine> isee
19:56:52  <imachine> so, like, it's no longer avail?
19:57:01  <imachine> i *think* i ran it at 0.5.0
19:57:05  <imachine> maybe it was still the -RC
19:57:47  <imachine> it works ok with arial tho ;] no Antialising but that's okay
19:57:52  <imachine> a bit slower tho than the bitmaps.
19:58:07  <peter1138> no antialiasing, because it's 8bpp
19:58:12  <peter1138> and it is not any slower
19:58:29  <dihedral> i had an odd experiance today
19:58:38  <dihedral> i tested some private messaging
19:58:50  <dihedral> after some of the players on my server said it never worked
19:59:11  <dihedral> i run 2 public game servers and 2 testing one
19:59:14  <imachine> peter1138, i'm just saying it *seems* slower.
19:59:25  <imachine> on PII 350Mhz here. so i can sense differences.
19:59:33  <dihedral> i connected with my computer and my laptop
19:59:38  <dihedral> and pm'ed myself
19:59:47  <imachine> anyway thanks for the help, i suppose.
19:59:51  <peter1138> the glyphs are drawn once and cached thereafter
19:59:54  <dihedral> on the public ones nothing ever arrived
20:00:01  <imachine> peter1138, ah, isee.
20:00:03  <imachine> okay then :)
20:00:20  <dihedral> anybody heard of this before?
20:00:22  <imachine> that's neat.
20:00:34  <imachine> dihedral, maybe a desynch between versions? what do i know tho
20:00:35  <imachine> ;)
20:01:18  <dihedral> on my test game server it all works fine
20:01:38  <dihedral> and i am running exactly the same version on all 3 servers
20:02:31  <imachine> dunno
20:05:34  <CIA-1> OpenTTD: KUDr * r9104 /trunk/src/ (station_gui.cpp stdafx.h): -Fix(r9080, r9081): UINT32_MAX is undefined on MSVC, std::numeric_limits doesn't exist in gcc 2.95 (MorphOS), so back to tree and use ~0 instead (peter1138)
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20:32:13  <peter1138> hmm
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20:37:04  <mikk36> hmm.. it it known fact that for depots the train button does not work ?
20:37:18  <mikk36> or is the function different ?
20:37:32  <mikk36> like, when that depot is in the go-to list ?
20:37:38  <glx> which button?
20:37:52  <mikk36> that small train button on the lower right corner
20:38:13  <mikk36> i hoped that i can replace all wagons in that depot automatically :)
20:38:15  <mikk36> but seems no
20:39:09  <glx> you can do that by clicking the train with an arrow
20:39:28  <glx> but you need to set the autoreplace stuff before
20:40:27  <mikk36> hm, ok
20:40:48  <mikk36> but then it does that for every train that happens to get into depo ?
20:40:51  <mikk36> depot*
20:40:57  <mikk36> into any depot
20:41:26  <glx> yes
20:42:11  <mikk36> hmm
20:42:16  <mikk36> also replace vehicles
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20:42:44  <mikk36> Manage list -> replace vehicles -> takes into account all vehicles not only the ones in the list
20:43:12  <mikk36> so not up to it's real name
20:43:16  <glx> yes autoreplace is based on vehicle type
20:43:41  <mikk36> basicly i can't autoreplace only the ones that go to some specific station
20:43:54  <mikk36> ikinda miss this function right now :)
20:47:07  *** |2rB [~Twofish@] has quit [Ping timeout: 480 seconds]
20:51:55  <Bjarni> <mikk36>	basicly i can't autoreplace only the ones that go to some specific station <-- correct, but how would you code such a feature?
20:52:33  <Bjarni> all trains using station A, replace engine x with y.... what if you have all station B and set it to replace engine A to C... which one to pick?
20:52:40  <Bjarni> and this is just one of the issues
20:55:08  <Eddi|zuHause3> mikk36: there's a really easy trick... send all those trains to one depot, press pause, set the autoreplace rule, click the replace button in the depot, remove the rule, unpause
20:55:29  <mikk36> that's not possible, Eddi|zuHause3
20:55:34  <mikk36> it's a network game
20:55:46  <Eddi|zuHause3> then be really fast ;)
20:56:06  <mikk36> lol
20:56:08  <Eddi|zuHause3> it's not like it is more than 3 buttons to press
20:56:40  <mikk36> also
20:56:53  <mikk36> haven't checked it yet, can autoreplace auto-fit ? :P
20:57:01  <hylje> it does
20:57:06  <Eddi|zuHause3> auto-fit what?
20:57:12  <hylje> if you have a wagon that is refittable to oil and livestock
20:57:18  <Eddi|zuHause3> it automatically refits to the same cargo as the original wagon
20:57:30  <Eddi|zuHause3> or it fails to replace if that is not possible
20:57:31  <hylje> when you autoreplace it, it is refitted if possible
20:58:11  <mikk36> k, so mineral wagon -> polybulk hopper -> remain coal is automatically done :)
20:58:22  <Eddi|zuHause3> yes
20:58:32  <Bjarni> autoreplace will never change the cargo of a vehicle
20:58:48  <Bjarni> if it's not the same, it will refit. If it can't refit, then it refuse to replace
21:00:01  <Bjarni> I added that to ensure that a bad setting would not change the carried cargo of half your trains without you noticing it until they were all stuck due to full load of something that's not on the station
21:03:22  <Bjarni> mikk36: to say it in the shortest possible way: if one of your vehicles changes what cargo it carries due to autoreplace, you should post a bug report and right now we haven't any known bugs in autoreplace :)
21:03:37  <mikk36> :)
21:03:40  <mikk36> i haven't tried it
21:03:45  <Bjarni> we have certain limitations that we would like to solve, but not bugs
21:03:50  <mikk36> because i don't want to change wagons for all trains
21:04:22  <mikk36> polybolk is much longer than mineral wagon
21:04:35  <mikk36> polybulk*
21:04:37  <Bjarni> enable the remove wagon thing
21:04:44  <mikk36> that means ?
21:05:06  <glx> it will remove wagons in the train is longer than before the replace
21:05:11  <mikk36> oh
21:05:11  <mikk36> nice
21:05:13  <Bjarni> then after the replace has taken place, the game will remove wagons until it's the same as the original length so the train will still be able to fit in the stations
21:05:21  <mikk36> but will it add if it becomes shorter ? :)
21:05:26  <glx> no
21:05:32  <mikk36> damn :P
21:05:37  <Bjarni> <mikk36>	but will it add if it becomes shorter ? :) <-- no/not yet
21:05:41  <mikk36> :)
21:05:53  <mikk36> off we go then (with replacing)
21:06:04  <Bjarni> this is one of the limitations that I referred to before
21:07:22  <Bjarni> it's easy to do manually, but tricky to do automatically, because if it goes wrong, then it can screw up big time before the player notices it
21:07:37  <Bjarni> so basically it should not be able to do anything wrong
21:07:45  <mikk36> :)
21:07:47  <mikk36> one thing though
21:08:05  <mikk36> i managed to create 12 tile long trains that did not fit into 12 tile long station
21:08:29  <hylje> :o
21:08:39  <Bjarni> no you didn't
21:08:43  <mikk36> i can try again
21:08:46  <mikk36> and send a screenshot
21:08:47  <Bjarni> you *think* you did :p
21:08:58  <mikk36> well
21:09:21  <mikk36> in the standard set, the train length in the depot is tile*2, right ?
21:09:33  <mikk36> so half a tile = 1
21:09:58  *** setrodox_ [] has quit [Quit: Hapiness ;D]
21:09:58  <mikk36> oh, right, it was 6 tiles, 12 length units
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21:10:11  <mikk36> i created a train that was 12 in the depot (number on the right)
21:10:21  <mikk36> and it did not let a second train to the station
21:10:37  <mikk36> because the presignal showed red because it was still partially on the junction
21:10:45  <mikk36> i'll try to regen it now
21:12:51  <mikk36> hmm..
21:13:07  <mikk36> i wonder what engine i used :)
21:16:55  <Bjarni> whenever you encounter a potential bug: save right away
21:16:56  <mikk36> grr
21:17:01  <mikk36> yup :/
21:18:29  <mikk36> k, can't reproduce what i think i saw
21:18:33  <mikk36> maybe i was tired :)
21:18:39  <peter1138> YOU MADE IT UP!
21:19:19  <mikk36> peter1138, i told what i think i saw, i do not try to make false reports
21:19:27  *** Rexxie [] has joined #openttd
21:19:29  <mikk36> that's why i tried to reproduce it too
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21:21:37  <Smoovious> quick question... can I do math with different types without having to do anything special? say, add a int8 and a int16 together of the destination variable is int16? etc?
21:21:47  <Smoovious> of=if
21:24:20  *** CoRnJuLiOx [~jrtuvera@] has quit [Ping timeout: 480 seconds]
21:25:09  <mikk36> hmm, nice :P
21:25:30  <mikk36> on the buy window it says refittable but it's refittable to only goods :P
21:25:34  <mikk36> which it already is
21:25:50  <peter1138> Smoovious: yes. actually it would become an int
21:26:09  <Smoovious> an int... would be how many bits?
21:26:15  <peter1138> who knows
21:26:21  * Smoovious is showing his rust.
21:26:38  <peter1138> mikk36: yes
21:26:57  <Smoovious> ok, well, an int8 added to an int16, the result would be an int, and if that result is being saved into an int16 variable, then the int once saved, would be int16?
21:27:29  <peter1138> yeah
21:28:02  <Smoovious> excellent. :) no having to dink around with single/double-precision conversions. :) one less thing to deal with
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21:44:27  <CIA-1> OpenTTD: rubidium * r9105 /trunk/src/ (dock_gui.cpp water_cmd.cpp): -Fix [FS#629]: disable the ability to make flooding water with the canal build tool. In the scenario editor you can still make both canals and flooding water at height level 0.
21:54:37  <imachine> hey guys, i just wanted to mention, if you do not enable transparent station names, and change language during the game, if the station names' backgrounds are longer/shorter with the language used before, they don't adapt to the new language setting.
21:55:33  <Bjarni> post a bug report
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21:56:20  <imachine> wheres the please in that? ;)
21:56:31  <imachine> anyway and where would i find the bug report stuff?
21:56:39  <imachine> on i presume?
21:57:09  <Rubidium> look at the topic title
21:57:18  <imachine> it doesn't bother me just so you know, but okay to make your life easier and your software more bug-free when i find some free time i will try to paste a bug report
21:57:30  <imachine> okay
21:57:41  <imachine> i take it then/
21:57:46  <imachine> hang on
21:58:05  <imachine> i take it's not a known issue?
21:59:13  <imachine> flyspray should have like a common user database.
22:04:43  *** PandaMojo [] has quit [Quit: Chatzilla 0.9.74 [Firefox]]
22:07:06  *** TinoM| [] has joined #openttd
22:10:13  <imachine> would be a lot easier filing bug reports withtout all the user registration hassle.
22:12:04  * Smoovious sticks a pacifier in imachine's mouth.
22:12:23  *** dihedral [] has quit [Quit: Chatzilla 0.9.77 [Firefox]]
22:12:39  <imachine> you could've at least go and clean it up before ipcking it off the floor
22:12:45  <imachine> the child support services will hear about this
22:13:46  <imachine> oh! yay!
22:13:52  <imachine> Notice: Undefined index: jabber_id in /www/ on line 599
22:13:55  *** Tino|Home [] has quit [Ping timeout: 480 seconds]
22:13:55  <imachine> Notice: Undefined variable: register_text in /www/ on line 607
22:13:58  <imachine> <3
22:14:10  <imachine> i think you have some bugs in the bug report session
22:14:12  <imachine> ;-)
22:14:22  <imachine> s/session/section
22:15:47  <Rubidium> MiHaMiX: flyspray is still broken! :(
22:18:34  <MiHaMiX> Rubidium: where?
22:18:51  <imachine> there. added.
22:19:04  <imachine> MiHaMiX, during registration, after it sends the code, it shows the errors i just pasted above.
22:19:05  <MiHaMiX> Rubidium: tell me, what's the problem/
22:19:21  <Rubidium> look at the log 6 minutes ago
22:19:26  <MiHaMiX> ahh
22:19:37  <MiHaMiX> grr, still jabber-related
22:19:40  <imachine> yes
22:19:43  <imachine> :]
22:19:46  <MiHaMiX> i'll kill tha tpart of the code, this time permamently
22:21:45  <imachine> i just love those women at the service lines sometimes
22:22:22  *** Purno [] has quit [Read error: Connection reset by peer]
22:22:27  <imachine> 'my dsl's down'. 'yeah we are making some servicing'. 'what would that be'. 'that would be machinery'. 'i know it's machinery, but what exactly do you mean by servicing'. 'i mean that a man comes to a machine and works at it'
22:22:32  <imachine> what the f...k
22:22:46  <imachine> just wann slap that bitch around.
22:23:09  <imachine> i even told her my packet loss's been high and unacceptable, thats why i ask.
22:23:20  <imachine> she kept on talking like that. someone ought fire her.
22:23:42  <imachine> anyway, i pasted the bug report Bjarni
22:23:48  <imachine> so have fun fixing that someone.
22:24:01  <Bjarni> I didn't say that I would fix it :P
22:24:23  <imachine> Bjarni, and i did say _somenoe_
22:24:24  <imachine> ;)
22:24:29  <imachine> s/somenoe/someone
22:24:30  <imachine> ;)
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22:29:11  <imachine> ok anyway
22:29:13  <imachine> i'm off
22:29:14  <imachine> cheers
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22:38:34  <MiHaMiX> argh
22:38:41  <MiHaMiX> he left
22:38:50  <MiHaMiX> I need him to test FS regs now :)
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22:43:24  <Wolf01> night
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23:20:52  <dihedral> got some really daft q
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23:21:02  <dihedral> what is the whole purpose of a transmitter?
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23:30:55  <blathijs> Transmit radio waves?
23:31:12  *** Vikthor [] has quit [Quit: Leaving.]
23:31:25  <Rubidium> be (annoyingly) in the way of your transport network
23:33:08  *** mikk36 [] has quit [Ping timeout: 480 seconds]
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23:52:49  <Smoovious> you need the transmitters so your in-game music will play... no transmitters, no radio... no radio, no music...
23:54:37  <Eddi|zuHause3> oh... THAT's the reason...
23:54:59  <Eddi|zuHause3> and i already started to think it's because i did not set up timidity
23:55:28  <Smoovious> timidity?
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