Log for #openttd on 29th January 2008:
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00:03:23  <Eddi|zuHause3> hm... i definitely need shunting
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00:03:46  <Eddi|zuHause3> i hate having diesel engines run on 80% electrified track
00:04:41  <Eddi|zuHause3> instead i should have an electric engine run on the 80%, and a diesel engine run on the other 20%, with the same wagon set
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00:07:49  <Gonozal_VIII> or electrify the 20% ?^^
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00:10:35  <Eddi|zuHause3> nah ;)
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00:27:07  <CIA-1> OpenTTD: rubidium * r12003 /trunk/src/ (5 files in 2 dirs): -Codechange: don't declare InteractiveRandom[Range] in multiple places.
00:27:38  <CIA-1> OpenTTD: rubidium * r12004 /trunk/src/ (6 files in 3 dirs): -Codechange: refactor the random functions to reduce code duplication.
00:29:42  <CIA-1> OpenTTD: rubidium * r12005 /trunk/src/spritecache.cpp: -Fix [FS#1717]: possible reading from an invalid pointer. Patch by PhilSophus.
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00:31:18  <Eddi|zuHause3> Double Patch! Multi Patch! Patch Spree!
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00:31:43  <christoph> is there a way to tell openttd to use a specific directory for the data files? the problem is that I don't have write access to something like /usr/share/games/openttd
00:31:46  <Eddi|zuHause3> the devs are OWNING!
00:32:02  <Rubidium_> christoph: what version of OpenTTD?
00:32:10  <Eddi|zuHause3> christoph: 0.6 can use ~/.openttd
00:32:17  <christoph> it says 0.5.2
00:32:34  <christoph> oh, hm.
00:33:05  <Eddi|zuHause3> latest stable is 0.5.3, btw.
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00:34:16  <christoph> yes, I know. it's not my machine where I'm trying to run that version
00:34:55  <Rubidium_> makefile.config (or something like that) allows you to specify it
00:34:55  <christoph> is there a command line parameter or something for 0.5.* to use a different data location?
00:35:00  <Rubidium_> nope
00:35:12  <christoph> openttd is already installed by the sysadmin
00:35:37  <Rubidium_> slap him to install 0.6.0-beta<something> ;)
00:35:51  <christoph> but it doesn't run because of the missing data files :(
00:36:25  <glx> compile it in your local dir
00:36:29  <christoph> and apparently it I can't get it to use the data files in my home dir
00:36:32  <glx> and start it from ther
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00:37:08  <CIA-1> OpenTTD: rubidium * r12006 /trunk/src/ (4 files): -Fix: implement FS#1697 without the nasty side effects as specified in FS#1712.
00:37:30  <christoph> do you know how much disk space this'll need (approximately, just because I have quotas here)?
00:38:03  <Rubidium_> depends on the way you get the sources and such
00:38:12  <Rubidium_> less than 100 MB
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00:40:29  <Eddi|zuHause3> ~/spiele/OpenTTD> du -s .
00:40:30  <Eddi|zuHause3> 424634  .
00:41:10  <Eddi|zuHause3> but that's kind of a worst case
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00:41:51  <Rubidium_> lots of savegames and 'mess' of compilations
00:42:36  <Eddi|zuHause3> 218700  bin/save
00:43:02  <glx> my biggest openttd dir is 658MB (but contains object files for debug and release with gcc and msvc)
00:43:27  <Rubidium_> glx: now imagine to add the Win64 object files to that ;)
00:43:42  <glx> I can't compile win64 ;)
00:44:00  <Rubidium_> hmm... express?
00:44:04  <glx> yes
00:44:07  <Eddi|zuHause3> 71900   src
00:44:39  <Eddi|zuHause3> 8168    objs/release
00:44:49  <Eddi|zuHause3> 4234    objs/lang
00:45:37  <CIA-1> OpenTTD: glx * r12007 /trunk/src/video/win32_v.cpp: -Fix (r12003): win32 compilation was broken again ;)
00:45:38  <Rubidium_> 40 MB is needed for beta3 from an svn export
00:45:58  <Eddi|zuHause3> a lot of src is used for svn stuff
00:46:03  <Eddi|zuHause3> which isn't necessary
00:46:25  <Eddi|zuHause3> yay, prime ;)
00:46:26  <glx> 179 MB for beta3 (msvc and gcc release object files)
00:48:17  <Eddi|zuHause3> oh, aside of those 200MB in bin/save i also have 500MB in ~/.openttd
00:50:25  <Rubidium_> hmm... ~/.openttd is nice ;) makes me remember the arghs and sighs when doing the final testing of a release (after you locally already made the tag)
00:51:06  <glx> yes with this dir I can fully try the installer
00:51:17  <glx> no need to copy ttd files
00:51:19  <Gekz> anyone want a game of freeciv?
00:51:21  <Gekz> :P
00:53:01  <Rubidium_> ... if only I had time for playing games ...
00:55:41  <Rubidium_> maybe in two months
00:56:45  <GoneWacko> I never have time for playing games but somehow I do still play
00:56:58  <GoneWacko> Maybe that's why I always have to rush my school work :p
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00:59:23  <Gonozal_VIII> sooo unmovables have no idea if they're on grass, snow, desert or on the moon?
01:01:05  <Eddi|zuHause3> they should have, otherwise you could change desert to rainforest that way
01:01:29  <Eddi|zuHause3> (owned land is "unmovable", too, i believe)
01:03:29  <Gonozal_VIII> yes i know
01:04:02  <Eddi|zuHause3> there is usually some bit indicating desert/snow [depending on climate]
01:04:09  <Gonozal_VIII> but they don't use the ground sprite, just always the same
01:04:18  <Eddi|zuHause3> that is a totally different thing
01:04:27  <Eddi|zuHause3> having the data and making use of it
01:04:34  <Gonozal_VIII> i know :-)
01:04:45  <Eddi|zuHause3> i have that issue right now with my project
01:04:56  <Gonozal_VIII> me too
01:05:05  <Eddi|zuHause3> i collect lots of data, but am not properly able to use it
01:05:40  <Gonozal_VIII> grass on player owned tiles works for temperate, rainforest and low altitude arctic... but no snow or desert
01:05:44  <Gonozal_VIII> and no coasts...
01:08:19  <Gonozal_VIII> coasts are the most tricky part
01:08:21  <Eddi|zuHause3> some semaphores are really hard to see among the catenary
01:09:12  <Gonozal_VIII> i'm even thinking about disallowing buying of coast tiles...
01:09:16  <Eddi|zuHause3> i think this steel randomness is a bug
01:09:30  <Eddi|zuHause3> if the train loads the first time, everything is random
01:09:53  <Eddi|zuHause3> if the train loads later again, all wagons share the same graphics
01:10:05  <Eddi|zuHause3> the latter should be correct, i believe
01:10:53  <Gonozal_VIII> same graphics happen to be the ones the last wagon used in the first run?
01:11:19  <Eddi|zuHause3> no, it's properly random each time
01:11:23  <Eddi|zuHause3> just all wagons the same
01:12:04  <Eddi|zuHause3> and like i said, that is the correct behaviour
01:12:11  <Gonozal_VIII> strange, how do the trains know if they have already loaded something before
01:12:34  <Eddi|zuHause3> if i understood this right, the graphics is determined on unloading
01:13:09  <Eddi|zuHause3> the new wagons have not unloaded yet, so they get a random cargo on building, which is not affected by the other wagons
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01:13:40  <Eddi|zuHause3> but i'm not really sure
01:14:08  <Eddi|zuHause3> it's just a wild theory, and it's late, and i got up early, and i should go to sleep
01:14:23  <Gonozal_VIII> sleep is overrated
01:14:32  <Eddi|zuHause3> whatever
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01:17:34  <Gonozal_VIII> i could add founations to owned land, coasts wouldn't be a problem then^^
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01:31:23  <Gonozal_VIII> now owned land has the same ground sprites as the other unmovables and a foundation...
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01:31:51  <Gekz> something just blew up under my feet
01:31:55  <Gekz> I know because it's all hot down there now
01:32:04  <Gonozal_VIII> huh?
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01:37:12  <GoneWacko> Are your feet still in place?
01:37:43  <Gekz> yes
01:37:44  <Gekz> in theory
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01:44:29  <Gonozal_VIII> hmm unmovable sets m2 to 0
01:45:49  <Sacro> god, housemate is banging around the house cos he's unhappy about being charged council tax
01:46:18  <Gekz> tell him to stfu and get a job
01:46:42  <Sacro> Gekz: no, its the fact he has a job that is the problem
01:46:58  <Sacro> if you are unemployed then the government both charge and pay it
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01:49:46  <Sacro> goddamnit
01:49:56  <Sacro> someone has removed the russian -> english translations XD
01:50:04  * Sacro cannot understand the dialogue
01:51:11  <Sacro> oh good
01:51:22  <Sacro> now the russians are talking english
01:55:49  <robotboy> how quickly are they speaking it
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02:18:21  <Sacro> robotboy: quicker than i can pick up on it
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04:09:57  <ln-> gm
04:11:46  <Gekz> pa\
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09:47:27  <Sacro> morning all
09:52:40  <Sacro> what happens if *a = *b and *b = *a
09:53:40  <Forked> the world is at peace?
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09:53:44  <Forked> (sorry, no clue.. I'll shut it)
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09:57:56  <Rubidium_> Sacro: as in ``if (*a = *b && *b = *a) { ... }''?
09:58:28  <Sacro> Rubidium_: i was curious if you could break it
10:00:32  <Rubidium_> would probably make a have the value of b
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10:46:16  <SmatZ> hello
10:46:19  <hylje> hi
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11:28:27  <Pochen> Hi, isnt it possible to transefer wood by air anymore?
11:28:37  <Tefad> depends on your vehicles.
11:28:53  <Tefad> usually only town based goods go in the air
11:29:11  <Tefad> but there are vehicle sets with no air restrictions
11:29:20  <hylje> coal helicopters
11:29:21  <Tefad> (or minimal.. eg no liquids)
11:29:26  <Pochen> okej. Can i change that? I have spent millions to make a perfect airconnection
11:29:29  <Pochen> ok
11:29:37  <Tefad> try getting a new vehicle set
11:29:53  <Pochen> How? I started playing yeasterday, so im kinda new
11:30:03  <Tefad> ah, GRFs is what you want then
11:30:06  <hylje> newgrf
11:30:09  <hylje> look them up
11:30:12  <Tefad> there are sites dedicated to them
11:30:29  <Tefad> there are even ones that add like.. 20 new industries
11:30:38  <Pochen> okej =)
11:30:52  <Tefad> GRF are mods to TTD
11:31:10  <Tefad> new units/buildings/economies
11:31:14  <Pochen> Anyone special you one like?
11:31:19  <Tefad> ECS is pretty good
11:31:35  <Tefad> there's also PBI
11:31:52  <Tefad> just remeber GRFs like to be in a certain sequence
11:31:57  <Tefad> and that some conflict with each other
11:32:05  <Pochen> ok
11:32:08  <Tefad> eg: don't run ECS along with PBI, pick one or the other
11:32:18  <Pochen> So, is it new industries, or just new looks?
11:32:22  <Tefad> both
11:32:34  <Tefad> there are mods for grass, trees
11:32:35  <Tefad> roads
11:32:56  <Tefad> then vehicles, industries.. even city buildings
11:33:02  <Tefad> you can get skyscrapers if you want : )
11:33:53  <Pochen> =) I like openttd =)
11:34:07  <Tefad> there are a few sites dedicated to TTD in general
11:34:12  <Pochen> i played ttd long time ago, but that wasnt this sofisticated
11:34:16  <Tefad> and other transport games as well
11:34:46  <Tefad> so far there are two approaches to TTD expansion, ottd is nearly a complete rewrite
11:34:48  <SpComb> hylje: cargo depletes at a rate of 5% per hundred tiles travelled
11:34:54  <SpComb> coal-fired helicopters!
11:35:05  <Tefad> ttdpatch is a binary patch on the original game
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11:35:23  <Tefad> (so it won't run natively on platforms that aren't DOS or windows-based)
11:35:39  <Pochen> im using linux, but i seems to work ok
11:35:47  <Tefad> ok cool : )
11:35:51  <SpComb> openttd does, yes
11:36:07  <hylje> ottd runs on an outrageous set of platforms
11:36:10  <SpComb> ttdpatch on linux, not so much
11:36:13  <Pochen> okej
11:36:31  <Tefad> ottd runs on antiquated stuff like.. BeOS
11:36:32  <Tefad> : x
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11:36:58  <Pochen> But, im checking the list on openttd wiki, but i cant find any of the grf's you have mentioned
11:38:06  <Gekz> openttd runs on palmos
11:38:10  <Gekz> arm cpu.
11:38:13  <Gekz> :)
11:38:33  <hylje> i could be interested in openttd on symbian s80
11:38:43  <Gekz> no.
11:38:46  <Gekz> -_-?/
11:38:58  <hylje> wut
11:39:25  <SpComb> pys60!
11:39:35  <hylje> python :3
11:39:45  <hylje> pyqts60
11:39:51  <SpComb> python is significantly smaller than three
11:40:30  <Pochen> so i cant use ttdpatch with linux?
11:40:46  <SpComb> not without an emulator/vm
11:40:57  <Pochen> crap
11:41:23  <Pochen> So, is it hard to make it work on linux or dont the developer have time?
11:41:38  <SpComb> both
11:41:55  <SpComb> as said earlier, ttdpatch is a binary patch of the origional TTD binary
11:42:03  <Pochen> ok
11:42:48  <Tefad> TTD was only programmed for DOS and Windows95
11:43:08  <Tefad> however ttdpatch enables support for windowsNT (2k/xp/vista?)
11:43:32  <Tefad> anyway, we're in #openttd
11:43:35  <Tefad> welcome to the community.
11:43:36  <Vikthor> Pochen: you can try TTDPatch with wine, it should work, but I am happy with using OpenTTD on Linux
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11:44:20  <Pochen> yeah, i like openTTD to. Im just not getting the grip of grf's =)
11:46:14  <Pochen> is it possible to use PBI on a stored game? or do i have to restart?
11:46:20  <Tefad> restart
11:46:31  <Pochen> darn
11:48:23  <Pochen> Then i'll do that =) But can i transport all kinds (except for liquids) by air in pbi?
11:48:54  <Ammler> Pochen: you can edit a existing game with scenario editor, it should work, imo.
11:49:11  <Tefad> depends on what vehicles you're using
11:49:36  <Ammler> you can change vehicle set on a running game without problems
11:49:38  <Tefad> vehicles aren't designed by core game programmers
11:49:46  <Tefad> so they can do pretty much what they want.
11:49:51  <Ammler> mostly ;-)
11:49:54  * Tefad nods
11:50:00  <Tefad> some devs get in on the action
11:50:16  <Pochen> What happens to all my vehicles i have now?
11:50:28  <Tefad> i think most of the GRF writers are classified as contributors or something like that
11:50:29  <Ammler> Pochen: which set do you use?
11:51:03  <Ammler> best set for PBI is UKRS
11:51:26  <Pochen> i have no idea. I dont use any set right now
11:51:28  <Pochen> ok
11:52:08  <Ammler> then try to include UKRS and see if it still works...
11:52:36  <Ammler> maybe you have to replace your vehicels
11:52:43  <Gekz> wtf is pbi
11:52:45  <Gekz> -_-
11:52:56  <Ammler> so you should move them all to depot and include UKRS then
11:53:16  <Pochen> ok
11:53:20  <Ammler> Gekz: Pikkas Basic Industries
11:53:30  <Gekz> oh
11:53:35  <Gekz> it rocks
11:53:37  <Gekz> lol
11:53:50  <Pochen> So i just download ukrs and put in in NewGrf-folder?
11:53:54  <Ammler> you should find links on the grfcrawler for it
11:54:00  <Ammler> Pochen: yes
11:54:10  <Ammler> and include it over the GRF Setting window
11:54:18  <Gekz> i dont like ukrs
11:54:25  <Gekz> no monorail :/
11:54:37  <Ammler> there is no set wiht monorail
11:54:42  <Ammler> iirc
11:54:42  <Gekz> and maglev is very limited.
11:54:50  <hylje> coal maglev!
11:54:51  <Gekz> i know. it sucks.
11:55:55  <Pochen> megalev? Fastest train?
11:56:13  <hylje> magnetic levitation
11:56:16  <hylje> fastest, yes
11:56:22  <Pochen> okej
11:56:30  <Gekz> okej?
11:56:34  <Gekz> wtf >.>!
11:56:55  <Pochen> on ukrs is says its for ttdp, not for openttd
11:57:07  <Gekz> *sigh*
11:57:10  <Pochen> okej = ok, stupid :P
11:57:22  <hylje> ottd loads just about any newgrf you throw at it
11:57:26  * keyweed distributes omnilingual dictionaries.
11:57:38  <Pochen> ok
11:57:39  <hylje> but most grf folks flock around ttdp i'm aware of
11:57:44  <Gekz> Pochen: i'm not polish.
11:57:45  <hylje> so thats what they know
11:58:33  <Tefad> most GRFs are designed with only ttdpatch in mind, but they work well in ottd.
11:58:51  <Pochen> im not polish either =) Does the folder have to by namned NewGrf or just ewgrf?
11:58:54  <Pochen> *newgrf
11:59:02  <Gekz> you swede.
11:59:14  <hylje> no matter
11:59:20  <Ammler> Pochen: in folder data
11:59:24  <hylje> ottd finds the stuff so long they're under data
12:00:17  <Pochen> ok
12:00:22  <Pochen> im swede yes
12:00:23  <Ammler> hmm, that remindes me of preparing the 6plus :-)
12:00:57  <Ammler> Pochen: you meant "sweet"?
12:01:12  <Gekz> no.
12:01:18  <Gekz> he meant swede.
12:01:19  <Ammler> :-P
12:01:20  <Gekz> .se
12:02:33  <Pochen> So i send all my vehicles to depo, then start ukrs?
12:03:10  <Pochen> will all be converted or do i have loads of job infront of me?
12:05:09  <Gekz> a lolfest
12:05:27  <hylje> ..
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12:14:52  <peter1138> vehicle sets are not designed to be changed mid-game
12:15:47  <Gekz> lol
12:15:54  <Gekz> <3
12:17:22  <Pochen> well, that was the trains
12:17:34  <Tefad> larl.
12:18:09  <Pochen> i think its called highmaps in english... What is that?
12:28:09  <Tefad> heightmaps
12:28:23  <Tefad> you can import gradient information via images
12:28:30  <Tefad> and get a map based on the picture
12:28:42  <Tefad> geological maps
12:32:15  <Pochen> ok
12:32:32  <Gekz> no.
12:32:51  <Pochen> i tried ECS to try out the production-chain. Is that good?
12:38:46  <Pochen> And how do i start i? I've added it to my grf in openttd, but the dot is blue, not green
12:40:04  <Ammler> Pochen: for testing you can start a new game
12:40:19  <Ammler> and else, you need to try it over the scenario editor
12:40:56  <Pochen> i started a new game
12:41:07  <Pochen> but i didnt see any difference
12:41:57  <Ammler> try PBI, ECS is beta :-P
12:42:38  <Ammler> (or read the docs, they need special orders etc.)
12:42:41  <Gekz> better*
12:42:42  <Gekz> :p
12:44:58  <Pochen> okej. IIs there Chain there also?
12:54:53  <Pochen> dbg: [pikkindw.grf:6][Error] newcargos and newindustries switches must be turned on
12:56:26  <peter1138> you're using 0.5.3
12:56:32  <peter1138> which doesn't support them
12:56:48  <peter1138> (or earlier)
12:58:12  <Pochen> sooo, solution would be to upgrade my openttd?
13:13:44  <CIA-1> OpenTTD: miham * r12008 /trunk/src/lang/ (15 files): (log message trimmed)
13:13:44  <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2008-01-29 14:07:31
13:13:44  <CIA-1> OpenTTD: brazilian_portuguese - 5 fixed, 5 changed by fukumori (4), tucalipe (6)
13:13:44  <CIA-1> OpenTTD: bulgarian - 7 fixed by thetitan (7)
13:13:44  <CIA-1> OpenTTD: catalan - 1 fixed by arnaullv (1)
13:13:46  <CIA-1> OpenTTD: danish - 9 fixed by ThomasA (9)
13:13:48  <CIA-1> OpenTTD: dutch - 5 fixed by habell (5)
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13:21:56  <keyweed> fixed dutch? our languages is unfixable :/
13:22:50  <hylje> nyah
13:23:43  <keyweed> *language
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13:27:53  <CIA-1> OpenTTD: peter1138 * r12009 /trunk/src/sound.cpp: -Fix [FS#1707]: Avoid loading if it 'looks' incorrect, and avoid later null pointer dereferences by moving volume lookup deeper.
13:28:24  <Pochen> What version of openttd do i need for PBI?
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13:35:19  <Eddi|zuHause2> 0.6.0-beta3
13:38:54  <blathijs> PBI?
13:40:01  <frosch123> pikkas basic industries :)
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13:53:07  <CIA-1> OpenTTD: smatz * r12010 /trunk/src/road_gui.cpp: -Fix (r11994): build tramway window should use STR_WHITE_TRAMWAY_CONSTRUCTION
13:55:04  <CIA-1> OpenTTD: frosch * r12011 /trunk/src/water_cmd.cpp: -Fix [FS#1701]: Do not consider one-corner-raised-shores to be watered tiles from all sides.
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14:02:30  <CIA-1> OpenTTD: frosch * r12012 /trunk/src/command.cpp: -Fix (r11795): Enable TownRatingTestMode during cost estimation with 'shift'-key.
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14:17:35  <CIA-1> OpenTTD: frosch * r12013 /trunk/src/water_cmd.cpp: -Fix: When modifying watered tiles, mark neighboured canals and rivers dirty in more cases.
14:19:20  <CIA-1> OpenTTD: rubidium * r12014 /trunk/src/terraform_gui.cpp: -Fix: lighthouses and transmitters were never supposed to be build on a slope.
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16:23:29  <yorick> hmm...I can see my bug submit has been assigned :)
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16:53:31  <yorick> I have to go now
16:53:32  <yorick> bye
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16:58:12  <Eddi|zuHause2> finally ;)
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17:07:34  <Pochen> Hi, when my train with passengers arrives the text isnt green, but yellow and my money doesn't increase. Why?
17:08:12  <Forked> does the station accept passengers? Are you using any patches? (like passenger destination) .. and are you forcing it to unload?
17:08:29  <Belugas> you are using transfers
17:09:23  <CIA-1> OpenTTD: peter1138 * r12015 /trunk/src/ (newgrf_text.cpp newgrf_text.h strings.cpp strings_func.h):
17:09:23  <CIA-1> OpenTTD: -Fix [FS#1716] (Revert r11422): Patch in FS#1430 avoided instead of fixed the
17:09:23  <CIA-1> OpenTTD: problem. GetStringWithArgs() discards information that SCC_GENDER_LIST needs to
17:09:23  <CIA-1> OpenTTD: work. Now use pointers to retrieve GRF strings, so that GetStringPtr() will work
17:09:23  <CIA-1> OpenTTD: correctly. This is advantageous as now no buffer copy is made when using all GRF
17:09:24  <CIA-1> OpenTTD: strings.
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17:11:38  <Pochen> Forked: The station does accep passengers and im using only grf-files. And yes, im forcing it to unload and reload
17:11:49  <peter1138> don't
17:11:57  <peter1138> especially not with transfer
17:15:59  <Eddi|zuHause2> yay \o/
17:16:27  <peter1138> you and your silly languages with genders
17:16:29  <peter1138> ;)
17:17:14  <keyweed> english words have genders too.
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17:31:42  <Noldo> really?
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17:36:24  *** anhedral is now known as dih
17:37:25  <dih> hi
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17:42:53  <peter1138> keyweed, which? heh
17:44:01  <skidd13> peter1138: he she it <- :D
17:44:04  <Eddi|zuHause2> peter1138: whenever you try to decide whether to use "he/she/it" in an ongoing conversation
17:44:09  <dih> lol skidd13
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17:44:25  <peter1138> that is not the same
17:44:35  <Eddi|zuHause2> that is the same
17:44:40  <peter1138> no it's not
17:44:44  <Eddi|zuHause2> yes it is
17:44:47  <peter1138> no it's not
17:44:51  <Belugas> skidd13, i think peter1138 was referring to words that can change depending of the gender
17:45:02  <dih> on
17:45:06  <dih> hello Belugas
17:45:07  <peter1138> his new. her new. its new.
17:45:08  <skidd13> Belugas: I know
17:45:14  <Belugas> ha...
17:45:16  <Belugas> hello Diabolic-Angel
17:45:18  <Belugas> arrrr
17:45:19  <dih> LOL
17:45:28  <dih> i've missed that one :-P
17:45:30  <peter1138> new is not changed
17:45:33  <Eddi|zuHause2> it's new ;)
17:45:49  <peter1138> Eddi|zuHause2, no
17:45:53  <Eddi|zuHause2> i know ;)
17:45:59  <dih> i love greeting you when seing Diabolic-Angel in the client list ^^
17:46:21  * Belugas is lazy today...
17:46:26  <Belugas> hello dih
17:46:28  <Belugas> naaaaa
17:46:30  <Belugas> better...
17:46:34  <peter1138> neuer, neue, neues? or whatever it is
17:46:36  <skidd13> Belugas: Even better is the "you", which differs more in german
17:46:37  <dih> ^^
17:46:57  <dih> Belugas: i have a 3 letter nick and still you use tab completion :-P
17:47:28  <Belugas> the habit of hitting tab ;)
17:47:43  <Belugas> like... do not think
17:47:44  <Belugas> act
17:47:45  <Belugas> only
17:48:24  <Eddi|zuHause2> peter1138: it's more complicated: "A and [his] [new] B" [his] changes according to the gender of A, and [new] changes according to the gender of B
17:48:35  <peter1138> quite
17:48:40  <peter1138> english doesn't have that
17:48:42  <Phoenix_the_II> hmmm
17:48:53  <Phoenix_the_II> seems r12015 is broken after compile
17:49:03  <Phoenix_the_II> Error: Cannot open file 'TRG1R.GRF'
17:49:03  <Phoenix_the_II> openttd: /home/openttd/svn/src/openttd.cpp:112: void error(const char*, ...): Assertion `0' failed.
17:49:31  <Eddi|zuHause2> i don't get that...
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17:56:07  <Eddi|zuHause2> hm, this e-mail took over 40 minutes to arrive...
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17:58:16  <zrah> hello
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17:58:47  <dih> olleh
18:00:03  <NukeBuster> olleh
18:01:45  <dih> guys - is the bind to ip working correctly?
18:01:52  <dih> just saw a odd debug output:
18:01:53  <dih> [18:57]  <Phoenix_the_II> dbg: [net] Listening on
18:01:53  <dih> [18:57]  <Phoenix_the_II> dbg: [net] [udp] listening on port
18:01:59  <dih> now that just looks wrong
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18:09:22  <Wolf01> hello
18:11:49  <dih> olleh
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18:17:55  <Eddi|zuHause2> i have a translation suggestion:
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18:41:51  <peter1138> YARRRR
18:42:04  <hylje> RR, matey.
18:42:04  <Rubidium_> oh noes... pirate!
18:42:16  * Rubidium_ flees
18:42:26  <hylje> avast ye scallywag
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18:42:35  <peter1138> Argh! Fleas!
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18:49:06  <remaxim> hi Belugas
18:50:30  <Belugas> ouops...
18:50:51  <Belugas> that name reminds me that i 've totlayy forgot to do something...
18:50:57  <Belugas> hello remaxim :)
18:51:09  <remaxim> oh yeah!
18:51:22  <remaxim> Belugas, could you pm me please?
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18:59:48  <yorick> "Vliegtuig is in the lucht", that string still bothers me :)
19:00:36  <Gonozal_VIII> what's lucht?
19:02:18  <yorick> lucht is air
19:02:23  <Gonozal_VIII> ah
19:02:26  <yorick> vliegtuig is aircraft
19:02:35  <yorick> its the dutch translation
19:02:35  <Gonozal_VIII> i figured that out...
19:02:35  <remaxim> yorick, are you talking about music?
19:03:17  <Gonozal_VIII> vliegtuig sounds a bit like flugzeug which is the german word for plane
19:03:53  <Eddi|zuHause2> there was this swiss jonglage group called "flÃŒgzÃŒg"
19:04:01  <yorick> no, the other way around
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19:04:26  <yorick> flugzeug sounds a bit like vliegtuig which is the dutch word for plane
19:04:32  <Gonozal_VIII> :P
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19:05:10  <Gonozal_VIII> german word for air is luft... but i didn't know that a "plane is in the air" message existed...
19:05:29  <yorick> Can't stop/start plane, plane is in the air
19:05:41  <Gonozal_VIII> hehe
19:06:05  <Gonozal_VIII> well... link that button to the send to depot button if it bothers you ;-)
19:06:27  <Gonozal_VIII> hangar in that case, not depot...
19:06:33  <yorick> just the message, it should be translated as "vliegtuig is in DE lucht"
19:06:53  <Gonozal_VIII> hehe
19:07:40  <mmcbane> flugzeug yorick? ^^
19:08:04  <Gonozal_VIII> [20:03:17] Gonozal_VIII: vliegtuig sounds a bit like flugzeug which is the german word for plane
19:09:13  <yorick> [20:04] <yorick> flugzeug sounds a bit like vliegtuig which is the dutch word for plane
19:09:25  <Gonozal_VIII> [20:04:32] Gonozal_VIII: :P
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19:17:51  <Eddi|zuHause2> ehh... autoslope fails under the "rear" part of a hotel...
19:24:00  <CIA-1> OpenTTD: egladil * r12016 /trunk/src/video/cocoa/ -Fix (r12003): os x compilation was broken again ;)
19:24:18  <hylje> egladil the ninja committer
19:24:23  <Gonozal_VIII> is the documentation about the map array outdated?
19:25:44  <Gonozal_VIII> can't find the ground type for empty tiles
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19:27:13  <egladil> hylje: yeah, i'm a stealth ninja coder :p
19:27:50  <Gonozal_VIII> +               if (HasBit(_m[ti->tile].m6, 0)) {
19:27:50  <Gonozal_VIII> +                    DrawGroundSprite(SPR_FLAT_SNOWY_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
19:27:50  <Gonozal_VIII> +               } else {
19:27:50  <Gonozal_VIII> +                    DrawGroundSprite(SPR_FLAT_GRASS_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
19:27:56  <Gonozal_VIII> i have that so far...
19:28:08  <yorick> what are you trying to do?
19:28:12  <Gonozal_VIII> but couldn't find other types except desert
19:28:20  <Gonozal_VIII> ground tiles for unmovables
19:28:32  <yorick> desert type == snow type, I think
19:28:46  <Gonozal_VIII> not that m6 thing...
19:29:09  <Gonozal_VIII> and the other ms are empty :-/
19:29:35  <Belugas> nice...  code using direct map access
19:29:37  <Belugas> NOT!!!
19:30:06  <Gonozal_VIII> i tried to make a function to get unmovable ground type...
19:30:13  <Gonozal_VIII> but that didn't work
19:30:19  <hylje> bedrock!
19:30:25  <Gonozal_VIII> only thing i could get was that bit
19:31:07  <yorick> the compiling for mac seems to be failing
19:31:26  <yorick> oh, and fixed
19:32:03  <Gonozal_VIII> i even tried to change the unmovable constructor thingy to copy m5 to m4...
19:32:45  <Gonozal_VIII> +          byte groundType = GB(_m[tile].m5, 0, 5);
19:32:45  <Gonozal_VIII>            MakeOwnedLand(tile, _current_player);
19:32:45  <Gonozal_VIII> +          _m[tile].m4 = groundType;
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19:36:47  <Gonozal_VIII>
19:40:23  <Gonozal_VIII> what goes wrong there?
19:44:50  <Belugas> Gonozal_VIII, don't play around with those direct map accesses
19:45:05  <Belugas> we made some Accessors.  Use them
19:45:32  <Gonozal_VIII> there are accessors for ground type of unmovables?
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19:53:37  <Gonozal_VIII> ah, found something
19:55:15  <Gonozal_VIII> but still.. that gets overwritten with change to unmovable
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20:03:59  <peter1138> um
20:04:07  <peter1138> snow == if above snowline
20:04:14  <peter1138> no need for a flag for that
20:04:26  <Gonozal_VIII> hmm
20:04:31  <Gonozal_VIII> makes sense...
20:04:43  <Gonozal_VIII> but that halfdesert thing?
20:05:20  <Gonozal_VIII> btw trees don't draw that
20:05:49  <Phoenix_the_II> peter1138
20:05:54  <Phoenix_the_II> remember that problem from yesterday
20:06:12  <peter1138> yes
20:06:17  <Phoenix_the_II> seems the openttd.cfg:server_bind_ip var is not used at creating the listen sockets
20:06:30  <Phoenix_the_II> but if you set the vars inside the scripts/pre_dedicated.scr
20:06:32  <Phoenix_the_II> it works
20:08:43  <peter1138> well that's something odd with your configuration, possibly search path stuff
20:08:47  <peter1138> cos it works normally for me
20:09:21  <Phoenix_the_II> yea, it works normally for mine 1 interface server aswell
20:09:34  <Phoenix_the_II> but as it less powerfull i needed it to run on this brick :P
20:09:47  <Phoenix_the_II> so i spitted the code out
20:09:56  <Phoenix_the_II> and came up with this result
20:11:02  <yorick> peter1138, if I change the climate using cheats, and the snow appears, and I change it to tropical, I get desert on the places where snow appeared
20:12:13  <Eddi|zuHause2> yorick: and what is the problem about that?
20:17:01  *** planetmaker [] has joined #openttd
20:17:01  <yorick> [21:04] <@peter1138> no need for a flag for that
20:18:59  *** |Jeroen| [] has joined #openttd
20:20:00  <peter1138> due to a cunning trick you'll probably find that that is desert that looks like snow
20:20:04  <dih> it's your own fault for cheating :-P
20:20:18  <peter1138> that too :)
20:20:30  <dih> you just beat me to it
20:21:22  *** Osai^Kendo is now known as Osai^Kendo`off
20:21:49  <Belugas> booh to cheaters !!
20:22:06  <yorick> horray for cola sources with coalmine graphics!
20:23:12  *** divo [] has joined #openttd
20:23:28  <yorick> Oil Springs that produce toys
20:23:59  <yorick> farms produce batterys
20:24:18  <yorick> and wood produces cola
20:24:30  <Belugas> ok, we get the picture, thanks
20:24:38  <yorick> :-)
20:24:59  * dih sometimes wonders how old some other chatters might be
20:25:36  <Sacro> hehe
20:25:38  * Sacro is 23
20:25:44  <dih> young bitch :-P
20:25:50  <yorick> dih wonders too much
20:25:53  <SpComb> Sacro: and at university?
20:25:57  <Sacro> SpComb: yeah
20:26:03  <SpComb> going to what lectures?
20:26:09  <Sacro> err...
20:26:19  <SpComb> (subject)
20:26:42  <Sacro> had Programming, Quantitive Methods, IT and Professional Skills, and Software Development and HCI
20:26:45  <Sacro> Computer Science
20:26:59  * Belugas is much older
20:27:02  <dih> Sacro: where?
20:27:09  <Sacro> dih: University of Hull
20:27:14  <Sacro> Belugas: a *lot* older ;)
20:27:18  <dih> i asked you that before - have i not?
20:27:23  <Sacro> yep :)
20:27:29  <dih> Belugas: we know - big daddy :-D
20:29:04  * peter1138 was clever enough not to need to go to university ;p
20:29:11  <yorick> :O
20:29:44  * yorick is translating latin texts
20:30:38  <dih> yes - yorick: we all had to do homework at some point in life :-P
20:30:52  *** NukeBuster [] has joined #openttd
20:30:58  <Rubidium_> lol ;)
20:31:19  <dih> hello Rubidium :-)
20:31:23  *** Dark_Link^ [] has joined #openttd
20:32:07  <yorick> yes - but not all of you had to do homework for Latin at some point of life
20:32:09  *** |Jeroen| [] has quit [Quit: oO]
20:32:16  <Rubidium_> my Latin translations were usually not quite correct ;)
20:32:53  <dih> mine were funny
20:32:54  <Rubidium_> as in a couple killing themselves in my translation whereas they married in the teacher's translation
20:33:15  <dih> he sings ..... he ...... her ....
20:33:19  <dih> ^^
20:33:21  <yorick> hmm...they're eating slaves now
20:33:56  <Rubidium_> sounds like my translations ;)
20:35:03  <peter1138> Latin... how obsolete...
20:35:07  <dih> lol
20:35:29  <Rubidium_> but... we have a (Pig-)Latin translation of OTTD
20:35:42  <peter1138> for some reason
20:35:56  <yorick> they dont even have a word for aircraft!
20:36:24  <dih> no - but that have words for torcher
20:36:28  <Rubidium_> yorick: why not? They could fly back then too
20:36:34  <yorick> :O
20:36:49  * Prof_Frink did GCSE latin
20:37:05  <dih> cogito ergo sum :-)
20:37:07  <Prof_Frink> The only time I've used it was playing the freerice game
20:37:23  * dih found that in some asterisk and obilisk comic
20:37:26  <yorick> :O
20:37:39  * yorick finds latin quotes
20:37:45  <peter1138> Prof_Frink, at least you did a useful language. I took French.
20:38:06  <Rubidium_> hmm, it were even the ancient Greek who could fly
20:38:10  <Prof_Frink> I did French as well
20:38:15  <dih> lol
20:38:28  <Prof_Frink> But then, I was in Dover
20:39:05  <Gonozal_VIII> transmitters and lighthouses are only possible on flat ground?
20:39:10  <peter1138> yes
20:39:22  <Gonozal_VIII> then why draw foundations for them?
20:39:30  <peter1138> just to annoy you
20:39:33  <Gonozal_VIII> aaah
20:39:34  <dih> :-D
20:39:37  <dih> LOL
20:39:47  <dih> sweet :-)
20:39:47  <peter1138> their whole purpose is to obstruct and annoy
20:39:56  <Gonozal_VIII> :-)
20:40:07  <Prof_Frink> Well, even if they are only built on flat ground, could they be autosloped?
20:40:18  <peter1138> nope
20:40:34  <yorick> dih: si vis pacem, para bellum :>)
20:40:52  <yorick> they're just there to prevent terraforming
20:41:05  <yorick> that would be even more useless if they could be autosloped
20:41:31  <dih> it would be funny if they were their of plane pathfinding :-D
20:41:38  <Prof_Frink> peter1138: Are they defined in a nice, easy-to-comment-out section of the sauce?
20:41:48  <dih> LOL
20:42:02  <Wolf01> 'night
20:42:02  <Belugas> in fact, fountains are only there for a pretty good and universally acclaimed goal :
20:42:04  <Belugas> REALISM!
20:42:07  <Gonozal_VIII> yes they are prof^^
20:42:10  *** Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
20:42:24  <peter1138> realism :D
20:42:39  <Belugas> heheh ;)
20:42:40  <Prof_Frink> ./configure --no-sodding-transmitters --or-for-that-matter-lighthouses && make
20:42:57  <yorick> would that work for MP?
20:43:00  <yorick> :)
20:44:06  <dih> nope
20:44:09  <dih> make it a patch setting
20:44:19  <yorick> :)
20:44:24  <Rubidium_> just use a scenario
20:44:27  *** Pochen [] has quit [Quit: using sirc version 2.211+KSIRC/1.3.12]
20:44:37  <dih> now why would you go and make it _that_ easy?
20:44:37  <Rubidium_> and don't build them
20:44:40  <Belugas> [15:49] <dih> make it a patch setting  <--- NEVA!
20:45:01  <yorick> and stop the graphic glitches from hiding them untill you want to build just over them!
20:48:10  <dih> "generate a random map with no annoyances"
20:48:13  *** lugo [] has joined #openttd
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20:49:10  * dih waves good night to Belugas
20:49:13  <yorick> arg...I'm writing my translations in english!
20:49:27  <yorick> now I'll have to translate my translations
20:49:49  <dih> yes - but you dont have to comment your every action on an irc channel
20:50:10  <yorick> the channel isn't very busy now...
20:51:28  <Belugas> so?
20:51:30  *** yorick [] has quit [Quit:  vide, audi, tace, si vis vivere in pace]
20:51:38  <Belugas> god move :)
20:51:42  <Belugas> good move
20:51:44  <Belugas> arrgggggg
20:52:17  <dih> you can call me dih, and if i am standing in your way - say please :-P
20:53:04  *** zrah_ [] has joined #openttd
20:53:31  <Belugas> i have other means to get you out of my way :D
20:53:43  *** zrah [] has quit [Ping timeout: 480 seconds]
20:53:51  <dih> lol
20:54:07  <dih> but then you dont want to ruin the name you already have, dont you :-P
20:54:28  *** llugo [] has quit [Ping timeout: 480 seconds]
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20:55:34  *** Diabolic1Angel is now known as Diabolic-Angel
20:55:44  <dih> good night ladies
20:55:48  * dih is off to bed
20:55:50  <Belugas> ask Sacro, i do not have such a good name
20:56:03  <dih> that was exactly what i was refering to...
20:56:16  <dih> just wrapped it up in nice words :-P
20:56:22  <dih> anyhow
20:56:25  <dih> bed time for me
20:56:30  <dih> good night
20:57:12  <Belugas> night :)
20:59:13  <Species8472> hi, as there anything to do about disconnects from servers?
20:59:58  <Rubidium_> use a smaller map, more stable network and a faster client than the server
21:00:32  <dih> dont connect in the first place :-P
21:00:43  <dih> ops
21:00:48  * dih wanted to be gone
21:00:50  * dih is gone
21:00:54  *** dih [] has left #openttd [Leaving]
21:04:00  *** anhedral [] has joined #openttd
21:12:18  <Belugas> hehe... looks like a case of "Should I Stay Or Should I Go"
21:12:20  <Belugas> :D
21:12:39  <peter1138> well
21:12:41  <peter1138> i may go
21:12:59  <Sacro> Belugas: if you go there will be trouble
21:13:09  <Sacro> if you stay it will be double...
21:14:16  *** Bjarni [] has joined #openttd
21:14:16  *** mode/#openttd [+o Bjarni] by ChanServ
21:14:36  <Bjarni> Gonozal_VIII: I know what you are going to say now
21:14:56  <Bjarni> when you predict the future you do it based on the past
21:16:33  * Belugas have a big smile reading peter1138 and Sacro's posts :D
21:16:39  <Belugas> thanks guys :)
21:16:46  <Bjarni> where?
21:17:17  <Sacro> behind you
21:17:22  <Bjarni> yikes
21:17:30  <Bjarni> a three-headed monkey
21:17:49  <Bjarni> that's the 2nd biggest three-headed monkey I have ever seen
21:19:14  <Belugas> better than an octopussy :P
21:20:00  <Bjarni> heh
21:20:46  <Bjarni> btw I have something that was used when filming 007 Octopussy
21:21:55  <Gonozal_VIII> bjarni!
21:22:05  <Gonozal_VIII> too slow, coding..
21:22:44  *** De_Ghost [] has quit [Ping timeout: 480 seconds]
21:23:10  *** De_Ghost [] has joined #openttd
21:23:13  <Gonozal_VIII> i hope compiling doesn't fail...
21:23:29  <Gonozal_VIII> hmm linking
21:23:30  <Gonozal_VIII> yay
21:23:57  <Gonozal_VIII> now to look at all those bugs i created :D
21:25:36  <Gonozal_VIII> wow it works
21:25:39  <Bjarni> Gonozal_VIII: now that's the best excuse that I have ever seen for lag on IRC :)
21:25:54  <Gonozal_VIII> hehe
21:26:07  <Bjarni> and bugs... well it's a start. Now you "just" need to remove all of them before we can consider committing whatever you coded
21:26:21  <Gonozal_VIII> no bugs so far :-)
21:27:38  <Gonozal_VIII> better make a patch of that before i break it again
21:27:49  <Belugas> and use map accessors !
21:28:03  <Gonozal_VIII> nope
21:28:35  <Gonozal_VIII> [21:04:07] peter1138: snow == if above snowline
21:28:43  <Gonozal_VIII> no map accessors needed :-)
21:29:36  <blathijs> Won't you need map accessors to determine the height of a tile?
21:29:47  <Gonozal_VIII> nah
21:29:51  <Gonozal_VIII> well yes
21:29:54  <peter1138> yes, but not any new ones
21:30:00  <Gonozal_VIII> but the code already does that
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21:33:06  <Belugas> good code
21:33:09  * Belugas pets code
21:33:39  <Bjarni>  <Bjarni> btw I have something that was used when filming 007 Octopussy <-- nobody wondered about this line???
21:34:14  <Rexxars> I have a camera too
21:34:19  <Rexxars> and fake guns
21:34:32  <Bjarni> but were they used in the movie?
21:34:42  <Rexxars> I'm pretty sure they used cameras to film it
21:34:45  <Rexxars> ;)
21:35:00  <Bjarni> I don't mean "like the ones they used". I mean "the one they used"
21:35:12  <Rexxars> I thought you were trying to trick us
21:35:23  <Bjarni> :s
21:35:29  <Bjarni> why would I trick you guys?
21:35:48  <Rexxars> to have a laugh and say "haha, I have a camera! they used cameras to film 007!"
21:35:57  <Bjarni> hehe
21:35:59  <Bjarni> good one
21:36:01  <Bjarni> but that's not it
21:36:17  <Rexxars> so what is this aforementioned item
21:36:36  <Belugas> Bjarni, i guess we were simply waiting for you to tell us...
21:36:44  <Bjarni> the movie is the one about an atomic bomb transported in a circus train
21:36:46  <Bjarni> remember?
21:37:06  <Belugas> "Hooo.. No kidding Bjarni???  TEll us tell us tell us"... "Pleeeeeeeeeeeeese"
21:37:18  <Belugas> i do remember indeed
21:37:25  <Bjarni> the "item" is the locomotive pulling the train
21:37:39  <Bjarni> a 1000 HP tank engine
21:37:45  <Belugas> wait a minute... you HAVE that loco?
21:37:52  <Bjarni> yes
21:37:57  <Bjarni> not at home
21:37:59  <Bjarni> but yes
21:37:59  <Belugas> as in "It belongs to ME" ?
21:38:12  <Bjarni> as "it belongs to me and a group of other people"
21:38:27  <Belugas> well... nice :)
21:38:28  <Rexxars> ".. and my employer"
21:38:33  <Bjarni> no
21:38:41  <Bjarni> nothing about an employer
21:39:00  <Belugas> and what are you doing with it?  Is it a recent acquisition?
21:39:00  <Rexxars> what are you planning on doing with it? make a coin input thingy and have kids pay money to sit in it?
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21:39:34  <Bjarni> the bastards broke it back in 1983 (shortly after they finished filming)
21:39:42  <Bjarni> and it's not ready to drive yet
21:39:57  <Bjarni> but there are plans to restore it to operational status
21:40:10  <Bjarni> the boiler (the reason it broke) is fixed
21:40:32  <Bjarni> now all the other stuff and all the documentation needs to be done
21:41:26  *** SmatZ [] has joined #openttd
21:41:40  <peter1138> :o
21:42:08  *** divo [] has quit [Ping timeout: 480 seconds]
21:43:44  <CIA-1> OpenTTD: rubidium * r12017 /trunk/src/network/network.cpp: -Fix: when you have more than 9 network interfaces you'll enter the wonderfull world of overflows.
21:43:52  <Bjarni> <-- here it is
21:44:39  <Bjarni> not mint condition but it's possible to restore it to it's former glory
21:44:42  <peter1138> Rubidium_, Phoenix_the_II?
21:45:05  <Rubidium_> peter1138: what?
21:45:21  <peter1138> hmm
21:45:31  <peter1138> Phoenix_the_II had a problem and had about 60 interfaces
21:45:35  <peter1138> might be the reason... heh
21:45:42  <Rubidium_> well, yes it is the reason
21:47:38  <Phoenix_the_II> :P
21:47:39  <Phoenix_the_II> yea
21:47:43  <Phoenix_the_II> he solved it
21:49:00  * Sacro wonders if Bjarni has the middle name Olaffson
21:49:24  <Bjarni> why would I have that?
21:49:35  <Bjarni> besides what are you doing?
21:49:40  <Sacro> just random pondering
21:49:44  <Bjarni> trying to spy on me?
21:49:50  <Sacro> no
21:50:20  * Bjarni wonders if Sacro has the middle name Woody
21:50:42  <Sacro> :o
21:51:04  <Bjarni> just random pondering
21:51:19  <Sacro> hmmm...
21:51:26  <Bjarni> shit
21:51:35  <peter1138> well i said "might" because "what?" does not confirm it
21:51:35  <Bjarni> now you want to change your name >_<
21:51:48  <peter1138> i guess my terse questioning doesn't translate :P
21:52:06  <Sacro> Ethernet Link Layer Test Equipment
21:52:07  <Sacro> how fun
21:52:47  <Bjarni> ...
21:52:51  <Bjarni> you ARE spying on me
21:53:00  * Belugas goes home and salutes everyone
21:53:20  * Bjarni salutes Belugas
21:53:23  <Sacro> pfffffft
21:53:34  <Sacro> night Jean-Francois!
21:54:16  * Bjarni wonders what Sacro is trying to accomplish
21:54:44  <Sacro> tum te tum
21:56:11  <Rubidium_> trying to upgrading his cardbox box to something made of wood?
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21:56:25  <Bjarni> that's possible
21:57:27  <Rubidium_> or bracing it with wood so he can insulate it with bubble wrap
21:58:02  <Sacro> pfft
21:58:29  <Bjarni> Sacro: btw how do you get internet connection to your cardboard box?
21:58:42  <Sacro> :o
21:58:43  <Sacro> wifi
21:58:59  <Bjarni> ahh
21:59:06  <Bjarni> <-- and we know how you get power
21:59:15  <Brianetta> Sacro is livin' in a box?  Livin' in a cardboard box?
22:00:20  <Gonozal_VIII> hmmm compile warning bad?
22:00:33  <Rubidium_> usually it is
22:01:21  *** Diabolic1Angel [] has joined #openttd
22:02:01  <Gonozal_VIII> there are more different snow density thingies than there should be...
22:02:42  <Gonozal_VIII> (more than those in sprites.h)
22:05:51  <Gonozal_VIII> warning wasn't bad... fixed it anyways
22:07:13  <Bjarni> leaving warnings are bad as if you ignore unimportant warnings serious ones can drown in the warning shower
22:07:25  * Bjarni tried that
22:07:39  <Bjarni> and I didn't even cause any of the warnings xD
22:08:01  * Sacro does more digging
22:08:13  *** Diabolic-Angel [] has quit [Ping timeout: 480 seconds]
22:08:34  <peter1138> bugger this for a game of soldiers
22:08:38  <peter1138> i r sleeping
22:08:40  *** peter1138 [~petern@] has quit [Quit: bwaaahahaha, te eeeh eeehee boingk!]
22:09:13  <Bjarni> ATTEEENTION!
22:09:36  <Bjarni> come on... we need some soldier training to impress Peter when he returns :)
22:10:06  * Sacro hangs a "bugger this for a game of soldiers" sign on Bjarni's back
22:10:21  <Bjarni> heh
22:10:28  <Bjarni> dream on
22:10:35  <Bjarni> you don't even know where I am
22:10:38  <Bjarni> or who I am
22:10:42  <Bjarni> or what I am
22:10:48  <Bjarni> or why I am
22:10:57  <Bjarni> or what I'm saying :P
22:11:14  <Sacro> Bjarni Olaffson Corfitzen
22:11:29  <Bjarni> and you trust that yourself?
22:11:32  <Sacro> yes
22:11:48  <Bjarni> heh
22:12:02  <Bjarni> you are easily fooled
22:12:09  <Bjarni> besides what can you use that info for?
22:13:11  <Rubidium_> hmm, Denmark has only one technical university?
22:13:27  <Bjarni> yes
22:13:28  <Bjarni> well
22:13:34  <Bjarni> only one called Technical
22:13:56  <Rubidium_> hmm, it also has less inhabitants than I expected
22:14:11  <Bjarni> less than expected?
22:14:20  <Bjarni> you don't know important stuff like that?
22:14:31  <Rubidium_> no
22:15:26  <Bjarni> well it's not the amount of universities that matters but the quality
22:15:43  *** Zaviori [] has quit [Read error: Connection reset by peer]
22:16:19  <Rubidium_> true, though multiple technical universities near eachother usually makes the quality higher
22:16:41  <Eddi|zuHause2> well, denmark is only slightly larger than berlin
22:16:58  <Eddi|zuHause2> and that one also has only one "technical" university
22:17:20  <Bjarni> we used to have that but it ended up with one major and the other one was just a sub section. The quality of the sub section got too low so they moved everything to the same place to ensure that one part shouldn't be worse than the rest
22:19:48  *** Prof_Frink [~proffrink@] has quit [Ping timeout: 480 seconds]
22:19:54  <Bjarni> haha
22:20:06  <Bjarni> we talk about universities and the fake professor runs away
22:20:16  <Eddi|zuHause2> Sachsen-Anhalt does not have a "technical" university at all
22:21:09  <Bjarni> why am I not surprised?
22:21:16  <Eddi|zuHause2> Sachsen has a TU Dresden and a TU Chemnitz
22:21:51  <Bjarni> newsflash: there are more people living in Germany than in Denmark
22:22:01  <Bjarni> there should be more places of education
22:22:08  <Eddi|zuHause2> well, we have two normal universities
22:22:18  <Gonozal_VIII> GetTileZ(tile) <-- how does that return the height?
22:22:22  <Gonozal_VIII> 0-15?
22:22:30  <Rubidium_> Bjarni: and lots of them go abroad to go to a university
22:22:38  <Gonozal_VIII> or 0-15 * 8?
22:23:06  <Eddi|zuHause2> Berlin — Einwohner: 3.405.259 (8.) (30. Nov. 2006)
22:23:07  <Eddi|zuHause2> DÀnemark — Einwohner: 5,4 Millionen
22:23:33  <Eddi|zuHause2> Sachsen-Anhalt — Einwohner: 2.439.192 (11.) (31. Januar 2007)
22:23:34  <Bjarni> some people at uni keep informing me that they think I should study abroad
22:23:52  <GoneWacko> As far away from them as possible?
22:24:00  <Bjarni> I think it's mainly to make their "study abroad" office busy
22:24:06  <Bjarni> GoneWacko: I'm not sure
22:24:07  <Eddi|zuHause2> Sachsen — Einwohner: 4.249.774 () (31. Dezember 2006)
22:24:07  *** Prof_Frink [~proffrink@] has joined #openttd
22:24:12  <Bjarni> just somewhere else
22:25:09  <Rubidium_> more than 50% of the students psychology here are German
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22:26:22  <Eddi|zuHause2> Gonozal_VIII: src/tile_map.cpp-       return h * TILE_HEIGHT;
22:26:24  <Bjarni> one professor here started wondering why all the Chinese students handed in similar solutions to his assignment. He thought it was a Chinese way of thinking but decided to change the assignment
22:26:33  <Bjarni> then all the Chinese students failed o_O
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22:27:02  <Bjarni> and no change for students from anywhere else
22:28:11  <Bjarni> but
22:28:12  <Gonozal_VIII> already found it eddi, thanks
22:28:15  <Gonozal_VIII> and it works :D
22:28:21  <Bjarni> why not study at home?
22:28:47  <Eddi|zuHause2> you do not get anything done at home...
22:28:49  <Bjarni> I have yet to figure out why you should study elsewhere when people show up here to study what I want to study
22:29:27  <Gonozal_VIII> all unmovables get placed on the correct groundtile now :-)
22:29:38  <Gonozal_VIII> well... except half desert...
22:29:54  <Gonozal_VIII> i guess i should check neighbouring tiles for desert there
22:30:19  <Eddi|zuHause2> no, you should reserve space for "desert-ness" in the map
22:30:37  <Eddi|zuHause2> like it's done for tiles that grow grass and stuff
22:30:59  <Gonozal_VIII> trees don't have half desert
22:31:44  <Eddi|zuHause2> hm, that might be solveable, since trees can grow grass now
22:31:49  <Gonozal_VIII> nothing has half desert...
22:32:03  <Bjarni>  <Eddi|zuHause2> you do not get anything done at home... <-- you mean that if I'm at home I don't pay attention to my studies?
22:32:09  <Gonozal_VIII> i guess then it's ok that unmovables don't have that too
22:32:32  <Eddi|zuHause2> Bjarni: depends what exactly you mean with "at home"
22:33:29  <Bjarni> like in my home country
22:33:55  <Bjarni> I don't know why I should be distracted more here than somewhere else
22:35:15  <Bjarni> the only thing I can imagine is a phonecall saying "come and remove some graffiti before it dries up" when I was writing a report. It happened only once
22:36:14  <Bjarni> if I should go elsewhere to study then it would be because I could learn something I can't learn here
22:36:39  <Gonozal_VIII>
22:38:12  *** divoafx [] has quit [Quit: Quitting]
22:39:02  <Eddi|zuHause2> well, i got calls like "our tuba player went to holiday without telling us, and we have concert in two hours, can you come?" :p
22:39:19  <Bjarni> haha
22:39:31  <Gonozal_VIII> what do you think about that patch?
22:39:31  <Bjarni> those are more fun
22:39:45  <Bjarni> Gonozal_VIII: it's a pretty link
22:39:54  <Bjarni> maybe it's clickable too
22:40:14  <Bjarni> Eddi|zuHause2: you play at concerts?
22:40:31  <Eddi|zuHause2> for certain definitions of "concert"
22:40:40  <Bjarni> classical?
22:40:59  <Bjarni> amateur concerts?
22:41:09  <Eddi|zuHause2> amateur concert, that quite fits it
22:41:43  <Bjarni> I thought of amateur when they include you AND their player leaves without telling them
22:41:48  <Bjarni> that's amateur in my eyes
22:42:07  <Eddi|zuHause2> like, in a park with 200 listeners
22:42:32  <Eddi|zuHause2> not usually in an opera with 2000 paying guests
22:43:53  <Bjarni> but you can play tuba for 200 people
22:43:54  <Bjarni> nice
22:44:13  <Bjarni> that's like 200 more than the max who listened to me playing music
22:44:15  * Gonozal_VIII cries nobody is looking at my patch
22:44:45  <Bjarni> look we got a new town(channel) crier
22:45:01  <Gonozal_VIII> hmm
22:45:08  * Bjarni takes a look on all the removed lines
22:45:26  <Bjarni> looks like such a slaughter to remove so much
22:46:00  <Gonozal_VIII> looks worse than it is, i replace most of it..
22:46:04  <Bjarni> but
22:46:05  <Gonozal_VIII> except that strange struct
22:46:11  <Eddi|zuHause2> Gonozal_VIII: why the {} at the switch cases?
22:46:20  <Bjarni> Gonozal_VIII: you might know more about map related stuff than I do :(
22:46:30  <Gonozal_VIII> i don't know^^ hq had those, looked good
22:46:42  *** last_evolution2 [] has joined #openttd
22:47:17  <Gonozal_VIII> { bad? should i remove them?
22:47:39  <Bjarni> they aren't needed but I always place them anyway
22:48:03  <Bjarni> well they are needed if you declare vars in the case
22:48:07  <Bjarni> hmm
22:48:12  <Bjarni> maybe that's a C only thing
22:48:16  <Eddi|zuHause2> i just noticed because they weren't there in the original lines, and are there in the replaced lines... kinda obscures the diff
22:49:38  *** Prof_Frink [~proffrink@] has quit [Ping timeout: 480 seconds]
22:50:05  <Gonozal_VIII>
22:50:08  <Eddi|zuHause2> bah, the syntax highlighting is off
22:50:16  <Bjarni> the coding style looks ok
22:51:02  <Bjarni> but I can't tell if you use the functions correctly
22:51:19  <Gonozal_VIII> well.. it works
22:51:21  *** Osai^Kendo`off is now known as Osai
22:51:44  <Bjarni> then you should test a zillion weird combos to see if it still works :p
22:51:59  <Gonozal_VIII> already bought the whole map^^
22:52:18  <Gonozal_VIII> ok, not the whole^^ but a lot
22:53:45  <Gonozal_VIII> now i even tested it in toyland^^
22:53:53  *** Tlustoch [] has quit [Ping timeout: 480 seconds]
22:53:58  <Bjarni> :(
22:54:00  <Bjarni> that's bad
22:54:22  <Eddi|zuHause2> Gonozal_VIII: if you remove the foundation drawing, at least insert an assert for flat tile
22:54:23  <Bjarni> now we have to commit you to a mental institute
22:54:43  <Gonozal_VIII> assert flat tile, kk
22:56:20  <Bjarni> a nice rule is whenever you presume something try to verify this fact with an assert
22:56:49  <Gonozal_VIII> i think there's an assert for that in the maketransmitterbla
22:57:01  <Gonozal_VIII> and lighthouse..
22:57:03  <Gonozal_VIII> but pff
22:59:10  <Eddi|zuHause2> Gonozal_VIII: asserts are to not rely on the code elsewhere, in case someone changes that and forgets to apply the change in all places
23:00:35  <Gonozal_VIII> yes i know... better safe than sorry
23:01:04  *** fjb [] has joined #openttd
23:01:10  <fjb> Hi
23:01:20  <Gonozal_VIII> hi
23:01:32  <Bjarni> hi
23:01:43  *** Prof_Frink [~alan@] has joined #openttd
23:02:11  *** last_evolution2 [] has quit [Quit: Leaving]
23:03:02  <fjb> Oh, the usuak suspects are still awake. :-)
23:03:13  <Eddi|zuHause2> who?
23:03:29  <Bjarni> Gonozal_VIII
23:04:02  <fjb> Everybody who answered me yet.
23:04:46  <Sacro> lol
23:05:19  <fjb> Sacro ofcourse, too.
23:06:20  <Eddi|zuHause2> single track sections always cause severe headaches
23:08:22  <Eddi|zuHause2> instead of "programmable signals" we should have "programmable stations"
23:08:29  <fjb> Most of the time. Some simple are without problems:
23:09:00  <Eddi|zuHause2> where "station" does not mean "place where trains stop to load/unload" but "a place with at least one switch" [real railway definition]
23:09:09  <fjb> I was thinking about some kind of programmable sign. That could also be implemented for road vevicles.
23:10:17  <Eddi|zuHause2> within these "stations" (which do not necessarily need platforms at all) you can sort trains by cargo, length or destination
23:10:27  <Eddi|zuHause2> and assign predefined tracks for them
23:11:25  <fjb> The pathfinder had to advance a bit before thatwould make sense.
23:11:28  *** Wilberforce [] has quit [Ping timeout: 480 seconds]
23:12:19  <Eddi|zuHause2> why? the pathfinder only needs to know that it will enter a station (that happens at the (mandatory!) "entrance signal")
23:12:43  <Eddi|zuHause2> then it will make a callback to the station, which exit signals this train can come out at
23:12:54  <Eddi|zuHause2> together with penalties
23:13:08  <Eddi|zuHause2> then the pathfinder goes on from there
23:13:11  <fjb> The pathfinder has some oddities sometimes.
23:14:02  <fjb> And it should really learn how to find a usuful depot.
23:14:08  <Gonozal_VIII> "Transmitters and lighthouses could be placed on foundation in the scenario editor before r12014. It wouldn't be nice to assert for old savegames."
23:14:12  <Gonozal_VIII> now what?
23:14:38  <Eddi|zuHause2> well, then don't remove the foundation drawing ;)
23:14:53  <Gonozal_VIII> hmmm i could do that...
23:15:09  <Gonozal_VIII> or just drop support for old savegames :-)
23:15:19  <Eddi|zuHause2> fjb: imho depots should not be used for servicing at all
23:15:28  <Eddi|zuHause2> basic servicing should be done at stations
23:15:50  <Eddi|zuHause2> "advanced" servicing should not be very often, maybe every 5 to 10 years
23:16:00  *** ben_goodger [~ben@] has quit [Quit: Ex-Chat]
23:16:01  <Gonozal_VIII> depots should be a station type
23:16:01  *** nzvip [~svip@] has quit [Quit: Leaving]
23:16:30  <fjb> That would help much. Trains really go wild searching for a depot. And they often don't take the nearest one, but the one that is most complicated to find back to the route.
23:16:40  <Eddi|zuHause2> that can be done once you separate the term "station" from "platform"
23:17:09  <Eddi|zuHause2> as well as you should separate the term "train" from "front engine"
23:17:13  *** jp473 [] has quit [Quit: jp473]
23:17:27  <fjb> Platform types for diffent cargos would be possible that way. And maybe shunting. :-)
23:18:11  <Eddi|zuHause2>,%2024.%20Dez%201939.png <- i mean single track sections more like this
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23:18:38  <Bjarni> <fjb> Everybody who answered me yet. <-- actually I'm the law here so I can't be a suspect
23:18:45  <Bjarni> but the rest of you are
23:19:06  <Sacro> I'M GUILTY
23:19:07  <fjb> I had single track sections like that in my last game and gave eventually up on it and made double track. :-(
23:19:08  <Sacro> err...
23:19:09  <Sacro> INNOCENT
23:19:19  <Eddi|zuHause2> hello mr. law, may i introduce myself, i am mr. objection
23:19:30  <Bjarni> Sacro: fine... I will just pick the statement that I see fit then
23:19:32  <fjb> Bjarni: Lawmen are always suspect.
23:19:59  <Bjarni> well
23:20:08  *** Zahl [] has quit [Quit: (~_~]"]
23:20:21  <Sacro>
23:20:24  <Eddi|zuHause2> fjb: well, the problem is, double track will not solve the problem
23:20:30  <Bjarni> I'm the the law enforcer and the law maker and the judge in here
23:21:06  <Eddi|zuHause2> the single track section works fine as far as trains travelling along that single track section is concerned
23:21:14  <fjb> Bjarni: Maybe you could explain to me why the traction efford is not shown for the engines from the serbiasn narrow gauge set.
23:21:39  <Eddi|zuHause2> the problem are trains trying to enter the station while it is full, the scenario which presignals were originally designed for
23:22:04  <Gonozal_VIII> assertions gone, foundation code back
23:22:12  <Eddi|zuHause2> fjb: maybe it is not designed for that?
23:22:13  *** Chrill [] has joined #openttd
23:22:28  <fjb> Eddi|zuHause2: Presignals are not working on single tracks most of the time because they are that stupid and are looking backward.
23:23:00  <Bjarni> fjb: err... I like the first part of the question better than the last part
23:23:01  <fjb> The narrow gauge engines have TE encoded in the grf.
23:23:22  <Bjarni> I thought you wanted to ask about physics and now I am supposed to chase down a GUI bug?
23:23:33  <fjb> Bjarni: Good that you like at least part of the question.
23:23:55  <fjb> Bjarni: Lawmen are for chasing, aren't they?
23:24:06  <Gonozal_VIII> hmm right... no tractive effort there
23:24:12  <Gonozal_VIII> but standard gauge set has
23:24:24  <Bjarni> sounds like I have to take a look
23:24:31  *** Progman [] has quit [Remote host closed the connection]
23:24:45  <fjb> The narrow gauge rails replace the maglev rails. Maglevs don't have traction. Is that part of the problem?
23:24:57  <Bjarni> it's possible
23:25:04  * Bjarni checks the GUI code
23:25:05  <Gonozal_VIII> even in the details
23:25:15  <Bjarni> I think that's a good place to start
23:25:31  <fjb> They are still called maglev when you choose which type to build.
23:25:55  <Gonozal_VIII> grf string replacing doesn't work
23:26:02  <Bjarni> they are missing in detail window too?
23:26:07  <Bjarni> now that sounds bad
23:26:07  <Gonozal_VIII> yes
23:26:19  <Bjarni> but it narrows down where the issue could be
23:26:23  <fjb> And sadly the new stations grf has the railtype in the picture sprites. :-(
23:26:38  <Gonozal_VIII> i guess the code says: maglev... no te
23:26:54  *** Wezz6400 [] has quit [Quit: Zzz]
23:26:57  <Bjarni> I'm past guessing
23:27:00  <Gonozal_VIII> yes, i had to fix a lot of sprites
23:27:02  *** Osai is now known as Osai^zZz
23:27:05  <Bjarni> I want proof
23:27:18  <fjb> Gonozal_VIII: Did you fix that grf already?
23:27:19  <Gonozal_VIII> well... then i'll change track type
23:27:26  <Gonozal_VIII> i fixed a lot of grfs
23:28:30  <Bjarni> 	byte sel_index;  ///< deprecated value, used for 'unified' ship and road <-- I wonder why we keep that one. It's not used anywhere
23:28:54  *** ProfFrink [~proffrink@] has joined #openttd
23:29:16  <fjb> Hm, ships on the road and cars on the water. Sounds like military vehicles.
23:29:38  *** De_Ghost [] has quit [Ping timeout: 480 seconds]
23:29:39  <Gonozal_VIII> yes, it's the tracktype
23:29:54  <Bjarni> 	/* Max tractive effort - not applicable if old acceleration or maglev */
23:29:54  <Bjarni> 	if (_patches.realistic_acceleration && rvi->railtype != RAILTYPE_MAGLEV) {
23:29:57  <Bjarni> that's the issue
23:30:02  <Bjarni> the last part of it
23:30:30  <Gonozal_VIII> ha, i'll change that to monorail
23:30:36  *** Prof_Frink [~alan@] has quit [Quit: Yays]
23:30:36  *** ProfFrink is now known as Prof_Frink
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23:30:57  <Gonozal_VIII> faster than moving all narrow gauge vehicles to monorail and transrapid to maglev
23:31:29  <Bjarni> but
23:31:37  <Gonozal_VIII> no buts!
23:31:38  <Gonozal_VIII> ^^
23:31:39  <fjb> Gonozal_VIII: What has to be changed in the newstations grf? Do you remeber?
23:31:39  <Bjarni> I'm not sure it's a good idea to hack the code like that
23:31:52  <Chrill> Gonozal_VIII dont like butts?
23:31:59  <Bjarni> because then you need to hack the vehicle detail window too
23:32:04  <Bjarni> and the acceleration code
23:32:18  <fjb> Bjarni: Could the code look if a grf replaced maglev?
23:32:20  <Bjarni> Chrill: I guess he is more into boobs than butts
23:32:24  <Chrill> ah, so am I
23:32:30  <Gonozal_VIII> i'll just search for all instances of railtype != RAILTYPE_MAGLEV)
23:33:49  <Gonozal_VIII> build vehicle gui, train cmd and vehicle gui
23:34:12  <GoneWacko> let's all type in bold because it's way cooler than writing in normal text
23:34:17  <GoneWacko> or not.
23:34:23  <fjb> The serbian narrow gauge set doesn't work with monorail. That would have been the easiest solution. But maglev is hardcoded in that set. The narrow gauge rails can replace every track type.
23:34:33  <Gonozal_VIII> it does fjb
23:34:46  <Gonozal_VIII> those action 7s were the first i removed
23:35:21  <fjb> Gonozal_VIII: Does it still find it's tracks then?
23:35:24  <Gonozal_VIII> and for the vehicles you just have to replace 05 02 with 05 01 to get them to monorail
23:35:44  <Gonozal_VIII> in the action 0s
23:36:15  <Gonozal_VIII> and they are right after the strings in that grf... so easy to find
23:36:24  *** mindlesstux [~mindlesst@2001:470:1f07:16c:240:f4ff:fe52:a74e] has joined #openttd
23:37:04  <fjb> I guess I will find it. It is sad that the patch is unable to have four railtypes yet. That would avoid that hacking.
23:37:47  <fjb> Cound OpenTTD learn to have more than vour rail types? Or is that a problem with the map array?
23:38:08  <Bjarni> I don't think it would be hard to add more railtypes
23:38:13  <Bjarni> it's a planned feature
23:38:15  <Gonozal_VIII> map array could be easily extended :P
23:38:29  <Bjarni> just like the new map array is a planned feature
23:38:47  <Gonozal_VIII> i think i'll work on that a bit :-)
23:38:57  <Gonozal_VIII> got some ideas
23:39:00  <Rubidium_> why extend the map array for extra railtypes?
23:39:41  <Rubidium_> or doesn't the map allow enough railtypes?
23:39:57  *** XeryusTC is now known as Xeryus|bnc
23:40:19  <Bjarni> I don't think anybody actually checked if there is a free bit in the map array
23:40:33  <Rubidium_> Bjarni: think again
23:40:39  <Bjarni> I meant right now
23:40:49  <Bjarni> of the people talking about it
23:40:53  <Bjarni> mainly Gonozal_VIII ;)
23:41:06  <Bjarni> and fjb
23:41:07  <Rubidium_> but why do you need more 'free' bits?
23:41:42  <Bjarni> if we will have more than 4 railtypes more than 2 bits are needed but you bring up an interesting question
23:41:54  <Bjarni> about starting with checking how many we already have ;)
23:42:09  <Rubidium_> done that, been there
23:42:19  <fjb> How many do we have?
23:42:35  <Rubidium_> saying it would be too easy
23:42:53  <Eddi|zuHause2> narf, i was just about to say ;)
23:44:56  <Gonozal_VIII>      RAILTYPES_MONO     = 1 << RAILTYPE_MONO,     ///< Monorail!
23:44:56  <Gonozal_VIII>      RAILTYPES_MAGLEV   = 1 << RAILTYPE_MAGLEV,   ///< Ever fast maglev
23:44:59  <Eddi|zuHause2> but being able to introduce more railtypes was planned since the start of the elrail project
23:45:02  <Gonozal_VIII> who wrote those comments?^^
23:45:17  <Eddi|zuHause2> svn blame?
23:48:45  <Eddi|zuHause2> Gonozal_VIII: while you are playing with ground tiles, m4 bits 3..0 stores fence and ground status, but values E and F are not used yet, that could allow for partial snow/desert?
23:48:56  <Eddi|zuHause2> (for railway tracks i mean)
23:50:10  <Gonozal_VIII> partial snow is not needed, that can be calculated
23:50:20  *** stillunknown [] has quit [Ping timeout: 480 seconds]
23:50:35  <Eddi|zuHause2> not when you want the snow growing each cycle on newbuilt tracks
23:50:59  <Gonozal_VIII> that would reqire something like 5 bits
23:51:37  <Eddi|zuHause2> no, you have bare land [already there], little snow, more snow, full snow [already there]
23:51:44  <Eddi|zuHause2> so two new states
23:51:54  <Eddi|zuHause2> which fit in exactly the two free values
23:52:12  <Gonozal_VIII> has to store the counter
23:52:25  <Gonozal_VIII> hmm
23:52:38  <Eddi|zuHause2> you don't need a counter, because you update immediately when you pass that tile in the tileloop
23:52:46  *** Diabolic1Angel is now known as Diabolic-Angel
23:53:03  <Gonozal_VIII> why would there be bare land anyways?
23:53:18  <Eddi|zuHause2> when you build a rail, it starts out as bare land
23:53:25  <Eddi|zuHause2> then it grows grass/snow
23:53:25  <Gonozal_VIII> you don't dig up the ground all around
23:53:29  <Eddi|zuHause2> and then it builds fences
23:54:02  <Eddi|zuHause2> have you ever seen a construction site?
23:54:27  <Eddi|zuHause2> with the amount of vehicles and people crawling around there, there's not much grass left
23:54:56  <Gonozal_VIII> yes, lots of signs, lots of colourful ribbons, no workers, nothing to be worked at
23:55:15  *** Zothar [] has joined #openttd
23:55:23  <Gonozal_VIII> that's a construction site :-)
23:56:01  <Gonozal_VIII> and sometimes some workers standing around, smoking and drinking bear
23:56:04  <Gonozal_VIII> beer
23:56:05  <Gonozal_VIII> ^^
23:56:28  <Bjarni> you already had enough
23:56:49  <Chrill> Drunk Gonozal? :(
23:57:09  <Gonozal_VIII> yes, i'm a heavy drinker, just like bjarni
23:57:23  <Chrill> as am I, but I only do Coke
23:57:28  <Chrill> Well, sometimes Sprite..
23:57:30  <Chrill> but mainly Coke
23:57:35  <Chrill> heavy drinker..
23:57:36  <Gonozal_VIII> wtf
23:57:52  * orudge` slips some vodka in Chrill's Coke
23:57:53  <Gonozal_VIII> just the moment you wrote that i was nipping on my coke bottle
23:58:09  <Eddi|zuHause2> Gonozal_VIII: i think the main problem about this is that currently the ground is hardcoded in the railway sprite, that needs to be separated first
23:58:45  <Eddi|zuHause2> so you have 3 layers, the ground tile, the track base and the track
23:58:47  <Gonozal_VIII> shouldn't be hard, i did that with the unmovables too
23:59:11  <Gonozal_VIII> static SpriteID GetUnmovableGround(TileIndex tile) <-- that new function
23:59:37  <Rubidium_> you did not do the same with unmovables as you would need to do for railways
23:59:49  <Chrill> orudge`, gtfo my Coke
23:59:54  <Rubidium_> it's only a *very* small part
23:59:56  <Gonozal_VIII> would require new sprites

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