Config
Log for #openttd on 2nd April 2007:
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01:01:21  <mikegrb> hmm, I'm new to this awesomeness, are the GRF files from the commercial version absolutely required or can just NewGRF sets be used by themselves?
01:07:36  <Digitalfox[Home]> Original GRF are still required, maybe in the future they are not :)
01:08:19  <Digitalfox[Home]> There is not yet full newgrf replacements for everything, at least is what i see ;)
01:10:51  <mikegrb> that is what I was seeing
01:11:05  <mikegrb> seems like most replacements concentrate on the vehicles and buildings
01:11:12  <mikegrb> ont so much the trees and such
01:21:38  <Digitalfox[Home]> yeah
01:26:03  <Digitalfox[Home]> but look at this picture of my current game :)
01:26:05  <Digitalfox[Home]> http://img.photobucket.com/albums/v514/Digitalfox/game1.jpg
01:26:21  <Digitalfox[Home]> theres a lot of thing that newgrf set's currently change
01:28:03  <Digitalfox[Home]> Damn photobucket resized it.. But oh well you get the picture ;)
01:32:16  <mikegrb> yes indeed
01:33:00  <mikegrb> but no windows computer to install my old copy of TTD onto to get the grfs ;)
01:33:45  <glx> you can get it from the cd
01:33:55  <Digitalfox[Home]> true
01:34:01  <mikegrb> oh?
01:34:03  <mikegrb> hmmm
01:34:09  <mikegrb> will have to take a look
01:34:09  <Sacro> Digitalfox[Home]: please use png
01:34:15  <Sacro> and just press CTRL+S
01:34:45  * Sacro suggest to remove jpeg/gif creation as it sucks
01:34:46  <mikegrb> have a new mac book coming in the mail tommorow so could always install it in there, means I have to dig an old windows cd out of the back of the closet too ;)
01:35:05  <mikegrb> thanks for the information, headed to bed
01:35:15  <Digitalfox[Home]> Sacro: I know png has better quality, but isn't it much bigger in kb?
01:35:27  <Sacro> mikegrb: the grfs are availbable... online ;)
01:35:33  <Sacro> Digitalfox[Home]: nope
01:36:01  <glx> maybe in 32bpp, but not for 8bpp indexed
01:36:20  <Digitalfox[Home]> ok, will give it a shot next time
01:37:32  <Digitalfox[Home]> bed time..
01:37:35  <Digitalfox[Home]> gn
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07:35:54  <Wolf01> hello
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10:14:43  <`Alex`> hi all!
10:15:33  <`Alex`> can somone tell me the exact ratio for train engine power: weight
10:18:28  <hylje> it's somewhat the same as IRL
10:21:09  <`Alex`> really? great
10:22:13  <`Alex`> and what is the physics formula for 100% friction?
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10:34:23  <Biff> 100% friction?
10:34:35  <Biff> oh, he left
10:56:06  <valhallasw> 100% friction? F_\textrm{friction}=\infty ?
10:56:31  <hylje> yay, tex
10:56:45  <valhallasw> :)
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11:35:13  <CIA-2> OpenTTD: maedhros * r9543 /trunk/src/ (5 files in 2 dirs):
11:35:13  <CIA-2> OpenTTD: -Fix [FS#691]: Split up STR_ENGINE_NOT_BUILDABLE into four strings so it can be
11:35:13  <CIA-2> OpenTTD: translated properly and remove "buildable", since it isn't actually a word.
11:37:20  <Wolf01> i always thought that in english was sufficient to add -able -ly etc to a word to make a new word with sense :P
11:39:07  <CIA-2> OpenTTD: maedhros * r9544 /trunk/src/lang/ (34 files in 2 dirs): -Cleanup (r9543): Remove unused strings.
11:40:05  <Maedhros> Wolf01: :)
11:46:39  <roboboy> with the port option in the cfg, does that change the client port or the server port?
11:47:36  <Wolf01> if i remember well, both
11:49:58  <tkoskine> ispell suggests "how about: build able, build-able" and both answer.com and thefreedictionary.com seem to know buildable.
11:50:17  <tkoskine> s/answer/answers/
11:51:55  <Maedhros> mm, those are probably american dictionaries though
11:52:09  <roboboy> the only one it lists in the cfg is 3979 which seems o be the server port so thats the one I want to be able to change i think
11:53:01  * roboboy bed soon
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12:00:29  <roboboy> gnight
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12:07:39  <Biff> bah, 2048x2048 is huuuge
12:07:52  <Biff> wonder if i'll ever manage to build the whole map
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12:28:47  <peter1138> unlikely
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13:09:49  <Belugas> hello
13:10:00  <Wolf01> hi
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13:20:21  <Thomas[NL]> on http://wiki.openttd.org/index.php/Suggestions it is stated that signal-autocomplete is included into trunk. Is this wrong, because I can't find it in the latest nightly.
13:21:19  <Thomas[NL]> oh they mean the current behaviour with Drag and Drop..
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13:33:31  <Maedhros> someone seems to have misunderstood, or just not read the link they used as justification
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14:20:35  <CIA-2> OpenTTD: belugas * r9545 /trunk/src/ (aircraft.h aircraft_cmd.cpp newgrf_config.cpp): -Documentation: Some corrections to previous doxygen work
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15:02:02  <Thomas[NL]> I get an error while compiling latest nightly: [SRC] Compiling ai/default/default.cpp
15:02:02  <Thomas[NL]> /home/###/openttd/src/ai/default/../../aircraft.h:74: error: expected ',' or '...' before '*' token
15:02:02  <Thomas[NL]> make[1]: *** [ai/default/default.o] Error 1
15:02:02  <Thomas[NL]> make[1]: Leaving directory `/home/###/openttd/objs/release'
15:02:02  <Thomas[NL]> make: *** [all] Error 2
15:02:17  <Thomas[NL]> revision 9545
15:03:20  <Rubidium> latest nightly?
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15:03:38  <Rubidium> that would've been r9542
15:03:48  <Thomas[NL]> svn
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15:06:07  <peter1138> heh
15:06:18  <peter1138> avi* indeed :p
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15:08:39  <CIA-2> OpenTTD: rubidium * r9546 /trunk/src/aircraft.h: -Fix (r9545): several typos...
15:09:42  <Rubidium> Thomas[NL]: retry ;)
15:10:16  <Thomas[NL]> fixed :)
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15:20:00  <Belugas> sorry
15:20:04  <Belugas> my fault
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15:29:41  <Digitalfox[Work]> This is not a big thing, but when building a tunnel in a very large map like 1024 * 1024 or more, and using shift for previewing the money that will be spend on buying it it only goes to EUR 800,002,678, after this value the distance doesn't mind anymore, maybe this is a hard coed
15:30:03  <Digitalfox[Work]> hard coded value, but it would be nice if it gave more preview
15:30:17  <Jezral> Probably an integer max.
15:31:01  <Digitalfox[Work]> yeah
15:31:50  <Digitalfox[Work]> By the way what's the max value for money? Is it also this value the 800,etc..
15:32:43  <Jezral> I'd expect the max to be 4294967296 in whatever is the base currency.
15:33:13  <peter1138> signed, so half that
15:33:28  <Jezral> Oh right, you can go negative in TTD...
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15:42:18  <peter1138> Jezral, it's also stored in 64 bits for the main values...
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15:43:18  <Jezral> Ah
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17:12:13  <Maedhros> grr, why must it be some complicated to stop towns building roads?
17:12:40  <Maedhros> s/me//
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17:51:41  <edeca> I've got 2 rails going into a station with a waypoint on each.  1/2 the trains are set to waypoint 1, 1/2 are waypoint 2. But if the queue is full, trains take the other track whichi can muck things up, any easy way to improve it/
17:59:48  <Zuu> edeca: How far is the waypoints from where the rail split into two?
17:59:54  <edeca> Just after it
17:59:59  <edeca> I have played with signals before/after and such
18:00:01  <Zuu> Try move the split away a few signal-blocks.
18:00:07  <edeca> Oh, interesting!
18:00:13  <edeca> I'm just expanding the station anyway
18:00:48  <Zuu> I don't know if that fixes it, I've not used waipoints that way much recently.
18:01:05  <edeca> I've never used them before
18:01:18  <Zuu> Sometimes I split a station in two, but never have had the problem that a train went to the wrong station.
18:02:17  <Zuu> That is one station for raw-meterial to an industry and another for the output from the industry.
18:03:34  <edeca> I've just expanded it anyway, I figure I have to do something with the first few millions
18:03:39  <edeca> After this it's easy anyway :)
18:03:43  <edeca> Just the pesky council to deal with
18:03:44  <Zuu> But I can't see why doing it with waypoints would not work. Other than that YPAF chooses the "wrong" way because the track is blocked, but I'm surprised it does that.
18:04:22  <edeca> Oh, I'm using NPF with a patched openttd, I love shared signal blocks too much
18:07:50  * edeca gives up on waypoints for nwo
18:07:55  <edeca> I'm off out too, thanks for your help Zuu
18:14:19  <Zuu> edeca: You're welcome
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18:31:07  <Digitalfox[Home]> Maedhros: Are you workingh on option to stop towns building roads?
18:33:41  <Maedhros> Digitalfox[Home]: i'm having a go, yeah
18:33:52  <Digitalfox[Home]> Cool :)
18:35:33  <Digitalfox[Home]> And what do you think of this idea also??
18:35:35  <Digitalfox[Home]> http://www.tt-forums.net/viewtopic.php?t=30972&start=0
18:35:55  <gravitone> towns should become a bit more complex in my opinion
18:36:20  <Maedhros> i'm not desperately interested, personally
18:36:27  <Maedhros> but i'll have a look at how it works
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19:38:30  <CIA-2> OpenTTD: miham * r9547 /trunk/src/lang/ (13 files): (log message trimmed)
19:38:30  <CIA-2> OpenTTD: -Update: WebTranslator2 update to 2007-04-02 21:37:30
19:38:30  <CIA-2> OpenTTD: brazilian_portuguese - 2 fixed by tucalipe (2)
19:38:30  <CIA-2> OpenTTD: bulgarian - 2 fixed by thetitan (2)
19:38:30  <CIA-2> OpenTTD: catalan - 2 fixed by arnaullv (2)
19:38:32  <CIA-2> OpenTTD: czech - 6 fixed by Hadez (6)
19:38:32  <CIA-2> OpenTTD: dutch - 2 fixed by habell (2)
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19:47:42  <CIA-2> OpenTTD: miham * r9548 /trunk/src/lang/ (brazilian_portuguese.txt norwegian_bokmal.txt): [Translations] -Fix: Fixed empty strings added by WT2 [note to self: really should fix this old bug in WT2]
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20:10:28  <Thomas[NL]> why does svn co -r 9546 not work?
20:11:47  <Rubidium> did you specify what to check out?
20:13:04  <Thomas[NL]> sigh, sorry for being stupid :)
20:13:23  <peter1138> that's ok, you can't help it
20:13:25  <peter1138> *ducks*
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20:14:14  <Wolf01> 'nigth
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20:56:21  <Smoovious> um... heads-up... vulnerability found in flyspray... http://secunia.com/advisories/24702/
21:02:01  <peter1138> "can be exploited to display project summaries of private projects"
21:02:02  <peter1138> heh
21:03:17  <Rubidium> sounds quite different from "Performing actions as admin without password"
21:03:35  *** ada`ubuntu [~ada@catv-50633e82.catv.broadband.hu] has joined #openttd
21:03:45  <ada`ubuntu> hey all
21:04:38  <ada`ubuntu> first of all Id like to say a huge thanks to all developers for this game, found it today, I was always a big fan of TTD even played it last year :)
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21:12:37  <Digitalfox[Home]> ada`ubuntu: I'm not a developer, but has a user i hope you have a lot of fun with openttd, welcome to this comunity :)
21:13:14  <ada`ubuntu> just played an hour with it and honestly, I would never imagine a game with 10 year old engine can amuse me that much :)
21:13:36  <ada`ubuntu> browsing wiki for GRF and other stuff, hundreds of new stuffs need to learn
21:14:05  <Digitalfox[Home]> :)
21:14:08  <ada`ubuntu> and thanks hehe :)
21:15:08  <ada`ubuntu> yesterday I got the Transport Giant I wanted some tycoon action, but after 1 hour of playing I was sick, nice gfx but stpd control, stpd AI. <3 openttd :)
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21:15:59  * Rubidium advices to turn of the AI in OpenTTD ;)
21:16:56  * Rubidium rather advices to play with 'intelligent' opponents, i.e. multiplayer ;)
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21:17:31  <ada`ubuntu> first of all I need to learn controlling this new game, then you multiplayer :)Ö
21:17:35  <Smoovious> but the advanced ai  is good if you wanna generate lots  of  road traffic to run d own. :)
21:17:39  <Smoovious> it only makes road  vehicles
21:18:26  <Eddi|zuHause2> the complete AI system is being overhauled
21:19:45  <Smoovious> yeah, and i'm  so looking forward to that
21:19:46  <Eddi|zuHause2> in the NoAI branch, everything concerning the old AI is ripped out, and a new AI interface is being created, then "anyone" can script an AI, and plug it into the interface
21:20:02  <Smoovious> end up having different ai companies with different personalities
21:20:31  <Eddi|zuHause2> "AI with multiple personality disorder" :)
21:20:41  <ada`ubuntu> sounds good
21:21:05  <Eddi|zuHause2> reminds me of the film "identity" ;)
21:21:54  <ada`ubuntu> btw a quick question, in what cases its possible to have an aircraft crashed?
21:22:02  <ada`ubuntu> too small airport?
21:23:24  <Eddi|zuHause2> random chance when landing
21:23:34  <Eddi|zuHause2> small airport increases that chance drastically
21:24:30  <ada`ubuntu> saw there are a lot good stuffs about autoreaplacing when too old and stuff, is it possible to either autoreplace a crashed plane or 'clone' its destinations?
21:26:03  <Eddi|zuHause2> yes, click on the hangar, there is a button "clone vehicle", then click on the crashed vehicle, it will copy the orders
21:26:12  <Eddi|zuHause2> (ctrl+click will share orders)
21:26:49  <ada`ubuntu> cheers :)
21:38:45  <ada`ubuntu> Downloaded the newstations grf file from its homepage, added to the conf file and even loaded it ingame but no change - old stations are the same
21:39:32  <Eddi|zuHause2> no, it only affects new stations
21:39:52  <Eddi|zuHause2> it's probably better to add grfs with the ingame menu
21:40:08  <ada`ubuntu> when its asking that it can crash blabla?
21:40:32  <Eddi|zuHause2> what?
21:41:38  <ada`ubuntu> ok well :) copied into data/newgrf editet config file as the wiki told me to, gone ingame and loaded in the main menu and even tried in the ingame menu
21:41:51  <ada`ubuntu> but both same effects: old and new stations models are the same
21:41:59  <Eddi|zuHause2> the wiki is probably out of date
21:42:19  <Eddi|zuHause2> if you load a savegame, the config file is ignored, it loads the same grfs it was saved with
21:42:35  <ada`ubuntu> ah
21:42:42  <Eddi|zuHause2> load the game, and then modify grfs with the gui
21:43:53  <Eddi|zuHause2> some grfs (that do not alter gameplay) can be put into [newgrf-static] section, it will then automatically be "force-loaded", no matter what the savegame says
21:44:30  <Eddi|zuHause2> for example catenary grfs, or tree grfs
21:44:55  <Eddi|zuHause2> that won't work with stations, though
21:45:20  <ada`ubuntu> its working now if I start a new game
21:45:44  <ada`ubuntu> so im unable to force old savegames to use new grfs?
21:46:06  <peter1138> use the gui in game
21:46:53  <ada`ubuntu> wee working :)
21:48:06  <ada`ubuntu> 'Tardtown' :)
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21:56:32  <peter1138> g'night
21:57:33  <ada`ubuntu> leaving aswell thanks for the help and goodnight
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