Log for #openttd on 13th April 2008:
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00:00:34  <Eddi|zuHause2> you do it wrong
00:00:41  <Diadem> Obviously
00:00:44  <Diadem> but what do I do wrong?
00:00:54  <Diadem> Is it because the town is 90% station?
00:00:57  <glx> how is the passenger transport?
00:01:01  <Diadem> I mean it has plenty of room to grow in the remaining 10% :)
00:01:04  <Eddi|zuHause2> town growth is not dependent on what you deliver, just how many stations you service
00:01:27  <glx> did you remove the road tile under town name?
00:01:33  <Eddi|zuHause2> also, a town will not grow if you destroy the road under the name
00:01:35  <Diadem> I have always understood that goods sped up town growth? There's probably a maximum, but still
00:01:40  <Diadem> Delivering passengers to it with good rating
00:01:51  <Diadem> ah now *that* might be a problem
00:02:00  <Diadem> Just the road under the name? Or others as well?
00:02:14  <Eddi|zuHause2> well, the other roads must be connected to that tile ;)
00:03:14  <Diadem> Hmm, there's 5 tracks of railroad through there :)
00:03:29  <Diadem> but I guess I can put roads down. Is it aproblem if there's a railroad through the road?
00:03:47  <Eddi|zuHause2> you should have considered that before demolishing the town ;)
00:04:29  <Eddi|zuHause2> historically, stations were mostly placed at the edge of towns, which then grew heavily around these stations, so they are now in the center
00:04:55  <Diadem> I didn't know :)
00:05:02  <Diadem> I thought it would grow if I gave it plenty of room at the side
00:05:08  <Diadem> It's only 1 tile away from the center, after all
00:05:28  <Diadem> And I would've placed my station further away, but the edge of the map is in the way
00:05:44  <Eddi|zuHause2> take a bigger map ;)
00:06:49  <Diadem> Bigger than 1024x1024?
00:07:00  <Diadem> I'm transporting goods to this town precisely because it's at the edge of the map actually
00:07:11  <Diadem> It just would've been better it it were 5 tiles further from the edge :P
00:07:54  <Eddi|zuHause2> i never had your kind of problems...
00:08:29  <Diadem> You have to consider the scale of my operations :)
00:08:33  <Diadem> There's 300 goods trains on that line
00:09:09  <Eddi|zuHause2> well, i really am a passenger network guy...
00:09:25  <Eddi|zuHause2> only sporadically i throw in cargo trains
00:09:26  <Diadem> I'm not. I dabble a bit in aircraft, but my trains are industry only
00:09:51  <Diadem> But thanks for your advice. I'm fast-forwarding now for a bit and town seems to be growing normally now
00:09:56  <Diadem> in fact it's growing like mad :P
00:11:19  <Patrick`> mmm, town growth
00:11:35  <Eddi|zuHause2> take this station for example:,%2012.%20Jul%201933.png
00:11:38  <Patrick`> I think I'll enjoy ecs a lot more
00:11:48  <Eddi|zuHause2> when i built it, there were no houses near there
00:11:55  <Eddi|zuHause2> it hardly accepted passengers
00:12:05  <Patrick`> there's nothing satisfying in hooking up industries and solving the logistic problem of building really wide train lines
00:12:21  <Patrick`> for me, at least
00:12:38  <Patrick`> one thing bugs me - irl, some industries would be supplied by the closest available
00:12:51  <Diadem> Eddi|zuHause2: I know. I always build my airports way outside towns and wait for 'em to grow
00:12:51  <Patrick`> not the farthest away as currently happens
00:13:16  <Diadem> Eddi|zuHause2: I just don't use trains for 'em. And I only service a few towns with my aircraft :)
00:13:20  <Diadem> But I do do it, a bit ;)
00:13:49  <Eddi|zuHause2> Patrick`: introduce cargo destinations ;)
00:14:46  <Diadem> Patrick`: I don't know. I find it quite satisfying to see 5 lanes of good trains packed to the brim :P
00:14:58  <Diadem> *goods trains
00:15:08  <Eddi|zuHause2> Diadem: in that game i made "many" towns, and a ratio of 1:40 for "cities"
00:15:28  <Eddi|zuHause2> you end up with lots of villages to connect with side lines ;)
00:15:46  <Eddi|zuHause2> also, it was with passenger destinations
00:16:03  <Diadem> yeah
00:16:10  <Diadem> One day I'll try a passenger only game
00:16:27  <Diadem> But for now my coal is hooking up all industries on this map
00:16:28  <Eddi|zuHause2> after PBS, that is one of the most important patches to get trunk ready
00:16:43  <Eddi|zuHause2> i just don't see it happening anytime soon, though...
00:16:55  <Diadem> At least all iron ore / wood / farms. I don't bother with oil (they close too soon anyway) and coal can't be retransported so not as much fun
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00:17:33  <Diadem> 377 industries to connect total. Done 142 now :)
00:18:50  <Eddi|zuHause2> well, each time i tried to get along with ECS, i gave up, because its sense of "difficulty" does not match my playing style
00:19:10  <Diadem> Nah I don't use ECS either :)
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00:19:18  <Diadem> Just vanilla 0.6.0
00:19:23  <Diadem> Though I'm thinking of getting pbs
00:19:24  <Eddi|zuHause2> basically, it does not obey to the "stability" setting
00:20:10  <Eddi|zuHause2> you see PBS in my picture
00:20:56  <Diadem> It's useful, but I don't really need it for my current network layout
00:21:25  <Eddi|zuHause2> it is pretty much essential for mine...
00:21:30  <Diadem> I have no tracks crossing, just merging and splitting
00:21:36  <Diadem> Like rivers
00:21:44  <Eddi|zuHause2> i tried without for a while, but i constantly hit the limits of presignalling
00:22:28  <Diadem> Like a giant river of iron ore flowing through a steelmill :P
00:23:28  <Eddi|zuHause2> like this station:,%2024.%20Dez%201939.png
00:23:45  <Eddi|zuHause2> it is just not possible to get it right with presignals
00:24:53  <Diadem> yeah looks like a pbs situation
00:25:35  <Eddi|zuHause2> it's not the path thing that is really important there
00:26:14  <Eddi|zuHause2> but that a train chooses the right set of presignals to listen to, and ignore the ones that do not lead into its station
00:26:48  <Ammler> Eddi|zuHause2: do you have alpine.grf loaded or how do you get snow there?
00:26:56  <Eddi|zuHause2> yes
00:27:07  <Eddi|zuHause2> it's an alpine game
00:27:13  <Diadem> My network looks more like this:
00:27:20  <Diadem> Much easier to signal
00:27:51  <Eddi|zuHause2> i think i have the PBS version here:,%201.%20Jul%201981#1.png
00:28:07  <Eddi|zuHause2> gnah
00:28:14  <Eddi|zuHause2> doesn't like the #
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00:34:14  <Eddi|zuHause2> there:,%201.%20Jul%201981-1.png
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00:39:13  <Gekz> Eddi|zuHause3: nice
00:39:48  <Gekz> I can't play with trees visible
00:39:52  <Gekz> I have them completely invisible
00:39:55  <Gekz> not just transparent
00:40:08  <Eddi|zuHause3> you are a sad person
00:40:31  <Gekz> Why
00:40:42  <Gekz> I cant see when there's trees
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00:42:02  <Eddi|zuHause3> well, i occasionally turn them off, when i do terraforming, but while just watching the trains move, they must be on
00:42:17  <Gekz> lol why
00:42:40  <Diadem> :)
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00:42:59  <Diadem> I sometimes bulldozer trees just because they block my view :)
00:43:11  <Gekz> Eddi|zuHause3: you dont like € I see? :P
00:43:17  <Gekz> Deutschmarks.
00:43:18  <Gekz> lol
00:43:41  <Eddi|zuHause3> not before 2002, typically
00:43:49  <Gekz> lol.
00:44:04  <Gekz> he plays like life
00:44:06  <Gekz> you're insane :P
00:44:12  <Eddi|zuHause3> i just rarely get to that year :)
00:44:15  <Diadem> But trees can sometimes be pretty
00:44:16  <Diadem>
00:44:19  <Diadem> check my hq :P
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00:44:35  <Gekz> You made me want to compile ottd on my eee
00:44:51  <Gekz> can I crop anything from my compile to shrink ottd
00:45:03  <Gekz> Diadem: how useless lol
00:45:11  <Diadem> hehe
00:45:26  <Diadem> Gekz: You can't see it, but that's a maximum height mountain
00:45:29  <Diadem> with canals on top
00:45:32  <Diadem> Just to waste money :P
00:45:40  <Gekz> Lol.
00:45:49  <Gekz> what size map is it?
00:45:51  <Gekz> 2048?
00:45:57  <Gekz> I like to play small maps
00:46:02  <Gekz> so I can micromanage more
00:46:18  <Diadem> 1024x1024
00:46:25  <Gekz> 128x128 :D
00:46:29  <Gekz> I play multiplayer, 4 people
00:46:32  <Gekz> on 128x28
00:46:34  <Gekz> 128*
00:46:41  <Gekz> that was insane
00:46:42  <Gekz> played*
00:46:47  <Gekz> oh dear the whole sentence was crap.
00:46:48  <Diadem> lol that sounds really insane
00:46:54  <Gekz> well
00:46:57  <Gekz> I owned the air
00:47:00  <Gekz> and the trains
00:47:04  <Gekz> my friend owned the buses
00:47:06  <Eddi|zuHause3> i play something around 1024x1024, too, sometimes a little asymmetric
00:47:13  <Gekz> and then the other two were just scavenging :P
00:47:30  <Patrick`> just for once I want to play normal density 256 squared
00:47:32  <Patrick`> like the old days
00:47:33  <Eddi|zuHause3> and a pretty big scale
00:47:39  <Patrick`> but 512 always calls me back
00:48:08  <Eddi|zuHause3> i can't play 256x256 anymore... the map fits almost completely on the screen...
00:48:22  <Gekz> lol
00:48:35  <Gekz> what the hell
00:48:38  <Gekz> how can trams be in 0.6.0
00:48:45  <Gekz> you can get them stuck on tracks
00:48:46  <Gekz> -_-
00:50:29  <glx> bad track design
00:50:42  <Gekz> glx: no, multiplayer + trolls
00:50:43  <Eddi|zuHause3> this station could use a little PBS, too:,%2023.%20Jan%201952.png
00:50:50  <Gekz> or misclicking of a noob you're vsing
00:53:07  <Gekz> I wonder if i can download the ottd source to ram, and compile in ram
00:53:11  <Gekz> with 1GB
00:53:15  <Gekz> this should be exciting
00:53:58  <Eddi|zuHause3> 1GB? what do you need all this space for...
00:55:54  <Gekz> RAM
00:55:59  <Gekz> RAM is good.
00:56:05  <Eddi|zuHause3> i mean concerning OTTD
00:56:13  <Gekz> compiling it
00:56:26  <Gekz> with the actual files residing in the ram as well
00:56:27  <Gekz> tmpfs.
00:56:35  <Eddi|zuHause3> how would that require that much space?
00:56:45  <Gekz> no idea
00:56:48  <Wolf01> 'night
00:56:54  <Gekz> I'm saying I already have that much
00:56:55  <Eddi|zuHause3> use svn export instead of checkout
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00:57:16  <Eddi|zuHause3> but you have to specify the revision then
00:57:56  <Gekz> why export
00:58:56  <Eddi|zuHause3> because it does not create .svn directories
00:59:14  <Eddi|zuHause3> which contain a copy of every file
00:59:19  <Gekz> oh
01:02:24  <Gekz> Eddi|zuHause3: where do I have to specify the revision?
01:02:41  <Eddi|zuHause3> ./configure --help
01:03:01  <Gekz> that's not what I meant, but it answers teh question lol
01:03:15  <Gekz> I was wondering if you meant with the svn command or the configure
01:03:58  <Eddi|zuHause3> yes, the makefile cannot detect the revision without .svn dirs
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01:13:33  <Gekz> can I stop it fromm compiling every language?
01:13:56  <Eddi|zuHause3> yes, delete the .txt files
01:14:07  <Gekz> *gasp*
01:15:04  <Eddi|zuHause3> make sure to keep english.txt though ;)
01:18:54  <Gekz> no languages for me
01:21:00  <Belugas> muwhahaha!
01:21:19  <Belugas> OTTD cannot interpret nor display "no language"
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01:28:47  * Gekz cant remember the make install bundle command
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01:38:06  <glx> make bundle
01:38:59  <glx> and make bundle_zip _gzip _bzip2 IIRC
01:40:35  <Gekz> danke
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01:44:03  * Gekz proceeds to UPX compress the binary!
01:45:02  <Gekz> woo, got it down to 800KB from 2MB
01:45:06  <Gekz> 2.4MB
01:45:07  <Gekz> lol
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01:50:07  <glx> windows?
01:51:00  <Gekz> no
01:51:01  <Gekz> Linux
01:51:26  <glx> I UPX win9x binaries, but not win32 ones
01:51:35  <CIA-3> OpenTTD: belugas * r12679 /trunk/src/airport_gui.cpp: -Codechange : a little bit of widget enumification
01:51:36  <Gekz> why
01:52:39  <glx> to have win9x bin size equivalent to win32 bin size
01:52:54  <glx> gcc < MSVC on this point
01:54:11  <glx> but MSVC doesn't support win9x :)
01:54:47  <Gekz> erm ll
01:54:56  <Gekz> that still doesnt answer the quesiton
01:55:03  <Gekz> why wouldnt you want them as small as you can get them
01:57:31  <glx> 1723392 ->    803840   46.64%    win32/pe     openttd.exe
01:57:34  <glx> I could :)
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01:58:25  <Gekz> is the the ucl or nrv algorithm upx?
01:58:41  <glx> 2632704 ->   1055232   40.08%    win32/pe     openttd.exe <-- that's the win9x
01:59:28  <glx> NRV2E/7
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02:03:23  <Belugas> :)  my sn will be pleased... I've just activated Thomas the tank engine set :)
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02:42:57  <shodan> noooooooo
02:43:04  <shodan> now the theme music is stuck in my head!
02:43:07  <shodan> ta, Belugas!
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03:45:16  <pschulz01> How do I get electric trains?
03:45:27  <pschulz01> Belugas: :-)
03:45:36  <pschulz01> Belugas: Re. Thomas :-)
03:46:43  <pschulz01> I keep getting 'Not suitale railway track' message.
03:48:52  <pschulz01> Ahah.. found it :-)
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06:01:15  <Gekz> so what are some "must have" NewGRFs?
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06:10:54  <Gekz> Eddi|zuHause3: I'm sure you have a good opinion on the matter
06:10:55  <Gekz> :p
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07:14:14  <peter1138> UPX is pointless
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07:42:06  <lartza> I can't find the dataflies, the filename in my installation is trg1.grf, but openttd wan't trg1r.grf in readme
07:43:12  <Rubidium> just copy the *grf files from your TTD dos (and
07:43:51  <lartza> should i rename them with r on the end?
07:43:59  <Rubidium> not needed
07:44:10  <lartza> ok thx
07:45:12  <lartza> well, now i noticed i dont have differnt folders (gm) so i cant get music from there, what are the filenames for music?
07:45:42  <Rubidium> the dos music files are not supported by OTTD
07:45:56  <Rubidium> only the dos graphics + sound (
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07:47:38  <lartza> well i dont get music then? readme says i shuold :(
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07:54:08  <peter1138> heh
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08:07:50  <lartza> I can't get music to work
08:08:28  <lartza> I hear only sounds
08:10:26  <lartza> Now I got music, but it's really choppy
08:18:23  <Mirrakor> you installed the midi files?
08:19:09  <lartza> the gm
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08:25:33  <peter1138> what OS are you using?
08:25:54  <Tefad> please be DOS
08:25:55  <Tefad> ; )
08:26:39  <lartza> linux
08:28:57  <lartza> so? nay way to get them work?
08:29:32  <peter1138> so probably using timidity
08:29:53  <lartza> oh right, that thing
08:30:04  <lartza> timidity -iA or something
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08:32:33  <peter1138> probably your computer isn't fast enough to run openttd and timidity together
08:33:03  <lartza> well maybe
08:33:30  <peter1138> timidity is quite demanding, which is annoying as its output isn't that great
08:33:31  <lartza> but its fast enough to run compiz, awn, firefox, ams, xchat, audacious and openttd together :D
08:33:35  <lartza> even in 800mhz
08:33:45  <lartza> but 128mb gfx power!
08:34:02  <peter1138> timidity skipped for me on a 1250MHz machine
08:34:03  <lartza> ill go get some breakfast
08:34:08  <lartza> ok
08:34:13  <peter1138> i've solved it now by having a multi-core cpu ;)
08:34:14  <lartza> so the timidity really eats cpu
08:34:28  <lartza> well, ill listen to my mp3's with audacious then
08:34:33  <lartza> thx for all
08:34:38  <peter1138> well, not as such, it's just affected badly by latency
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08:35:20  <peter1138> heh
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09:00:44  <Gekz> peter1138: how is it pointless
09:01:22  <Gekz> peter1138: upx
09:04:59  <peter1138> you save 0.0001% of modern drive capacities
09:05:19  <peter1138> and it takes longer to load and more ram
09:09:09  <Mirrakor> hm.. is there any way to increase synchronization during a multiplayer game?
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09:11:06  <Gekz> peter1138: I'd rather actually use my CPU cycles and RAM and save space
09:11:12  <CIA-3> OpenTTD: truebrain * r12680 /branches/noai/src/ai/api/ (ai_order.hpp ai_order.hpp.sq): [NoAI] -Fix [API CHANGE]: don't use very very long AIOF_NON_STOP flags, but AIOF_NON_STOP_INTERMEDIATE / AIOF_NON_STOP_DESTINATION instead
09:11:18  <Gekz> I'd rather that 2MB I saved be filled with porn than an openttd executable
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09:15:37  <peter1138> Mirrakor: "increase synchronization" ?
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09:17:44  <Patrick`> Gekz: do you have any idea how hilariously small 2 meg is ?
09:17:59  <Patrick`> if your machine is old enough to warrant saving that much space,you shouldn't be able to run ottd
09:18:42  <Gekz> Patrick`: I have 800GB of space free right now
09:18:49  <Patrick`> so yes.
09:19:02  <Gekz> GB, not MB
09:19:03  <Patrick`> and you advocate eating 2 meg of ram to save 2 meg of disk space?
09:19:08  <Patrick`> do you have 800GB of ram free?
09:19:43  <Gekz> 4GB
09:20:04  <Patrick`> did I just get my wires crossed somewhere
09:20:11  <Patrick`> surely you're not in favour of UPX
09:21:40  <Gekz> I am.
09:21:51  <Gekz> I'm not going to upx everything.
09:22:19  <Gekz> busybox replaces coreutils nicely :P
09:23:13  <Patrick`> now -Os I can agree with
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09:29:39  <peter1138> upx also prevents things like shared memory working
09:29:53  <hylje> shared memory is teh evil!
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09:32:00  <Wolf01> hello
09:32:14  <SmatZ> hello
09:35:31  <Mirrakor> peter1138: yes, the synchronization between two different players, which when it's out of sync results in a disconnect of one client
09:37:55  <SpComb> Logs:
09:37:55  <SmatZ> !logs
09:40:18  <SmatZ> Mirrakor: clients are synchronised with the server - how else would you know which client is the "faulty" one?
09:40:50  <SmatZ> it is not possible and will never be possible, as it may be impossible to connect two clients behind NATs
09:41:04  <SmatZ> and would be pretty useless
09:42:27  <Mirrakor> SmatZ: sure they are - but my question is more "is there a way to make the connection more stable?"
09:46:07  <SmatZ> Mirrakor: what problems do you have?
09:46:59  <Mirrakor> I got disconnected several times yesterday, during a MP game over the internet
09:47:46  <Mirrakor> even though my bandwith usage was low and I expected a more stable connection (other games played on the same evening worked fine)
09:48:42  <SmatZ> Mirrakor: OTTD game communication goes over TCP... also, there are several timeouts so people with slow connection do not lag the game for other players
09:49:17  <SmatZ> Mirrakor: what is your "ping" time to the server?
09:50:15  <Mirrakor> don't remember that, but I'll have an eye on it the next time :)
09:50:15  <SmatZ> Mirrakor: it is also possible that your CPU can't handle the game
09:50:33  <SmatZ> if you get disconnected after zooming out, then it can be the case
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09:57:38  <Ammler> hmm, patch setting "same_industry_close" doesn't have effect with ECS, it seems.
09:58:21  <Eddi|zuHause3> "close" means more than 1 per town allowed
09:58:30  <SmatZ> I think there are newgrf callbacks / properties that override the general patch settings
09:58:36  <Ammler> Eddi|zuHause3: thats an other setting
09:58:36  <Eddi|zuHause3> ECS has additional distance restrictions
09:58:52  <SmatZ> like you can have only 1 of that industry in the whole map
09:59:11  <Patrick`> so ECS will hook into industry generation?
09:59:18  <Patrick`> or you have to place them manually on a new map
09:59:28  <Ammler> but that makes those patches useless...
10:00:01  <Ammler> patches should overrule GRFs, shouldn't they?
10:01:11  <Eddi|zuHause3> Patrick`: they are newgrf callbacks, when the industry generation wants to place an industry, it asks the newgrf wether that industry can be placed here
10:01:17  <Ammler> hmm, maybe there is a GRF paramber for that?
10:01:26  <Patrick`> cool
10:02:17  <Eddi|zuHause3> Patrick`: but it makes industry generation very slow
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10:04:49  <Patrick`> so I get it from george's site, grfcrawler isn't a hosting site as well?
10:05:10  <Gekz> Cross-compiling openttd is a painful process
10:05:32  <Patrick`> yes.
10:05:46  <Gekz> Eddi|zuHause3: did you see my question about the must-have GRFs?
10:05:53  <Gekz> because if there's anyone to ask, it's surely you
10:06:25  <Eddi|zuHause3> yes, i did, but why would i be the highest authority on newgrfs?
10:06:34  <Eddi|zuHause3> besides i need to go now
10:06:37  * Gekz scrolls up
10:07:00  * Gekz doesnt see the reply
10:07:13  <Gekz> :P
10:07:27  <Gekz> Eddi|zuHause3: opinions are cool?
10:07:35  <Patrick`> yeah, if he keeps not answering your question you'll have to dock his pay
10:07:51  <Patrick`> asking on the forums is more likely to get an answer
10:08:05  <Gekz> bah forums
10:08:10  <Gekz> that's not real-time!
10:08:37  <Eddi|zuHause3> i have seen forums way more busy than this chat
10:09:32  <Patrick`> you can't always get an answer Right Now
10:09:38  <Patrick`> especially with volunteers
10:09:54  * Gekz whips Patrick`
10:10:01  <Gekz> why say volunteers
10:10:02  <Gekz> its IRC.
10:10:08  <Gekz> its not even worthy of job lol
10:10:12  <Gekz> so you volunteer for nothing
10:10:19  <Gekz> unless you like pain!
10:10:34  * Gekz runs to #debian on freenode
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10:27:02  <CIA-3> OpenTTD: rubidium * r12681 /trunk/src/order_cmd.cpp: -Fix [FS#1921]: aircraft stopping mid-air.
10:27:27  <Wolf01> nooo that was nice :DDD
10:27:46  <hylje> they always fix the nice bugs first
10:28:38  <Wolf01> maybe useful too, for helicopters
10:29:25  <Wolf01> instead of making them flying around over the helipad, make them stop in mid-air
10:32:41  <CIA-3> OpenTTD: rubidium * r12682 /trunk/src/road_cmd.cpp: -Fix [FS#1920]: removing road pieces from a town gave you twice the intended penalty.
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10:45:30  <BtbN> Hi, i have a problem with my planes. They stop flying around somewhere in the landscape.
10:46:29  <BtbN> They just stop moving. If i skip the current Order, it turns around and flys back.
10:47:30  <Rubidium> using yesterdays nightly I presume?
10:47:53  <BtbN> svn revision 12679
10:48:13  <hylje> fixed in 12681
10:48:22  <hylje> allegedly
10:48:29  <BtbN> ok
10:53:26  <Ammler> is there a "trick" to prevent town from growing along a road?
10:53:48  <Rubidium> maybe removing the road tile under the town sign
10:54:03  <Rubidium> but that basically means along any road
10:54:21  <Rubidium> otherwise not that I'm aware of
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11:00:17  <Gekz> maybe I'll succeed at crosscompiling today
11:00:18  <Gekz> :/
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11:16:02  <CIA-3> OpenTTD: rubidium * r12683 /trunk/src/news_gui.cpp: -Fix [FS#1906]: in some cases a news messages would not be shown.
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11:36:21  <CIA-3> OpenTTD: rubidium * r12684 /trunk/src/vehicle.cpp: -Fix [FS#1891]: manually given service at depot order is not forgotten anymore when autoservice 'interferes'.
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13:37:02  <yeti_> am i right to assume that it's a better idea to set the economy to fluctuating (in the difficulty menu) because industries which have a station with good service will grow faster then?
13:37:40  <Patrick`> yes, this question interests me also
13:38:09  <ln> they just switched to new grey uniforms beteween episodes, without saying anything.
13:39:10  <Tefad> ln what?
13:39:13  <Patrick`> I think uou have the wrong channel
13:39:17  <Tefad> indeed
13:39:52  <ln> no, this is the correct channel.
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13:47:02  <Eddi|zuHause3> yeti_: afaik "fluctuating" just makes them close for no reason
13:47:25  <Eddi|zuHause3> the "reason" being to annoy the player who relied on this industry
13:50:53  <Tefad> hehehehehe
13:51:07  <Gekz> that would be fun on multiplayer
13:51:14  <Gekz> finish that massive maglev line from one place to another
13:51:16  <Tefad> no, no it wouldn't
13:51:17  <Gekz> BAM
13:51:23  <Gekz> you lose
13:51:34  <Tefad> it'd be interesting on a small world
13:56:13  <Eddi|zuHause3> well, in later stages you have either a flexible enough network to reroute the trains, or you just fund the industry again
13:56:23  <Eddi|zuHause3> but in the beginning this may really hurt
13:56:59  <yeti_> i wasn't aware you could fund forests/oil rigs/all that raw material producing stuff
13:57:09  <Patrick`> yes
13:57:17  <Eddi|zuHause3> that's a patch option
13:57:18  <Patrick`> it's a patch option and it's really expensive
13:58:18  <Gekz> _really_ expensive
13:58:29  <Gekz> makes your ball collapse into themselves expensive
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14:00:07  <Patrick`> it's only 7 million
14:06:18  *** raimar2 [] has quit [Ping timeout: 480 seconds]
14:07:18  <Sacro> that's over 9000
14:18:08  <lolman> That's such a crap meme
14:19:31  <CIA-3> OpenTTD: smatz * r12685 /trunk/src/debug.h: -Codechange: DebugDumpCommands() couldn't be inlined, define it as a macro instead
14:20:57  <Gekz> memes are crap
14:21:03  <Gekz> they're for unoriginal people
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14:25:51  <hylje> don't be so pretentious
14:28:37  <Gekz> hylje: I shall
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15:04:35  <BtbN> Why doesn't my sawmill produce any goods?
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15:05:48  <hylje> do you deliver wood to it?
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15:07:12  <BtbN> hylje: yep
15:07:48  <CIA-3> OpenTTD: glx * r12686 /trunk/src/misc_gui.cpp: -Fix: MSVC signed/unsigned warning
15:08:12  <BtbN> oh. Found the reason.
15:08:33  <Patrick`> BtbN: no wood?
15:08:47  <BtbN> No, wrong Vehicles :D
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16:48:41  <CIA-3> OpenTTD: rubidium * r12687 /trunk/src/ (lang/english.txt vehicle_gui.cpp): -Change: show when a vehicle is actually leaving the station instead of loading/unloading.
16:51:06  <CIA-3> OpenTTD: rubidium * r12688 /trunk/src/order_gui.cpp: -Change: make default non-stop for depot/waypoint orders the same as for stations.
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16:54:30  <CIA-3> OpenTTD: rubidium * r12689 /trunk/src/ (5 files): -Feature: non-stop(or rather no non-stop) and via orders for road vehicles.
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16:59:31  <Wolf01> uhm, I just read again my orders and found that I need a "resume next" order after the jump
17:00:02  <Wolf01> or another way to do it with the current order system
17:00:22  <Rubidium> resume next?
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17:01:48  <Wolf01> I have star shaped routes
17:02:00  <Wolf01> A-B-A-C-A-D...
17:02:32  <Eddi|zuHause3> so you need an accumulator to store the last visited station in
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17:02:51  <Eddi|zuHause3> (or whatever arbitrary value you want to store)
17:03:13  <Wolf01> I'm changing all the orders to go back to A (to load) only if the vehicles are empty
17:04:26  <Eddi|zuHause3> "jump and link" [store the "return address"]
17:04:28  <Wolf01> but I found that I made all vehicles to visit only the first station, because it accepts the cargo (not always, because ECS)
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17:06:21  <Eddi|zuHause3> this is a prime example... give them a slightly hint of a programmable interface, and they immediately want a turing complete system
17:06:22  <Wolf01> now I need to modify the orders in this way:
17:06:22  <Wolf01> A->B->empty?A:C->empty?A:D->...
17:06:54  <Patrick`> Eddi|zuHause3: exactly :P
17:07:00  <Rubidium> Wolf01: you're also allowed to not use conditional orders
17:07:01  <Wolf01> this mean that I'll fill the order list very quickly
17:07:48  <Wolf01> but with no conditional orders the vehicles must come back to A every time, also if still loaded
17:08:13  <Eddi|zuHause3> Wolf01: have multiple instances of "A", and skip that "A" if not empty
17:08:19  <Eddi|zuHause3> so you have:
17:08:23  <Eddi|zuHause3> 1: goto A
17:08:30  <Eddi|zuHause3> 2: goto B
17:08:39  <Eddi|zuHause3> 3: if !empty jump 5
17:08:43  <Eddi|zuHause3> 4: goto A
17:08:43  <Patrick`> just implement brainfuck
17:08:46  <Eddi|zuHause3> 5: goto C
17:09:09  <Patrick`> or don't use star-shaped designs
17:10:29  <Eddi|zuHause3> you understand that, Wolf01?
17:11:06  <Wolf01> [19:06:33] <Wolf01> A->B->empty?A:C->empty?A:D->... <---- the same thing I'm going to do
17:15:18  <Wolf01> is possible at least to colour the orders differently?
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17:23:23  <Patrick`> ah
17:23:39  <Patrick`> I just discovered that to play new industry types, one also needs a newgrf for new cargo types
17:24:28  <Wolf01> bah, stupid petrol stations... they disappear so quicly to appear again in the previous place
17:24:30  <Patrick`> I don't want 12 dozen new super awesome realistic types of engine made by a bored railway enthusiast, I just want to carry fuel oil
17:27:05  <Wolf01> Petrol stations are the main cause which made me to create star shaped routes... I have 8 road stations around the city, and the petrol stations appear randomly near one of these, to disappear again and apper near another one...
17:27:32  <Wolf01> so I send my vehicles to all the stations
17:27:48  <CIA-3> OpenTTD: smatz * r12690 /trunk/src/tgp.cpp: -Cleanup: remove unused table from tgp.cpp
17:27:56  <Patrick`> ah
17:29:16  <Wolf01> when station B doesn't accept gasoline, there is sure another station in the city which accept it, but the oil refinery is really far away of the city
17:29:28  <Patrick`> everyone just seems to assume that everyone else knows what to do - how do I transport the new cargo types?
17:29:38  <Patrick`> I assume I need a grf for new wagons, and I've had a look
17:29:48  <Patrick`> but all the sets are geared towards new engines
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17:29:59  <Wolf01> long vehicles, dbset with ecs extension or ukrs
17:30:19  <Wolf01> dbset works with ECS and ukrs with pikka's one
17:30:23  <Patrick`> ok
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17:31:33  <Patrick`> long vehicles is a separate grf?
17:31:45  <Wolf01> yes, for the road vehicles
17:31:54  <Patrick`> ah right, don't care about them then :)
17:32:05  <Wolf01> you can use ukrs with ecs too, but you'll get some wagons carry the wrong cargo, like tourists on flatbed wagons and steel on coal wagons
17:32:14  <Patrick`> heh
17:32:22  <Patrick`> I'll just grab them both
17:32:25  <hylje> haha
17:32:29  <hylje> that seems great
17:32:35  <Patrick`> I'm starting on pbi to kinda ease me into it
17:32:36  <Patrick`> but:
17:32:46  <Patrick`> in your opinion, should I just skip straight to full ecs?
17:33:04  <Patrick`> or even just the ecs basic
17:33:19  <Wolf01> no, try pbi first
17:33:53  <Wolf01> I managed to use half ecs after 10 hours of play
17:34:07  <Eddi|zuHause3> <Patrick`> I don't want 12 dozen new super awesome realistic types of engine made by a bored railway enthusiast, I just want to carry fuel oil <- on georges page there is a grf that provides a wagon supplement for the default vehicle set
17:34:47  <Patrick`> Eddi|zuHause3: I feel shamefully noobish for not looking all over that first
17:35:28  <Eddi|zuHause3> the PBI cargos might not fully fit into the ECS scheme
17:35:32  <Ammler> ECS wiki is also very helpful
17:36:12  <Patrick`> sounds like there'll be more headaches, I'll skip straight to ecs
17:36:14  <Ammler> there is a ECS vector with PBI
17:36:29  <Patrick`> unless you think it'll be discouragingly complicated
17:37:24  <Eddi|zuHause3> you don't have to use all ECS vectors simultaneously
17:37:46  <Patrick`> I know
17:37:50  <Patrick`> I've just got ecs basic here
17:37:53  <Patrick`> reading the wiki now
17:38:45  <Patrick`> the "ecs default vehicles set" ?
17:40:48  <Eddi|zuHause3> something like that, yes
17:43:17  <Ammler> that set is not recommend by George
17:43:22  <Ammler>
17:47:04  <Patrick`> ok, cool
17:49:13  <Patrick`> he mentions an extension to dbsetxl but it's not on grfcrawler or the dbset homepage or george's page
17:49:51  <Patrick`> mind you michael blunck's page 404's
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17:50:06  <Patrick`> so that's probably it
17:50:50  <Ammler>
17:53:59  <Eddi|zuHause3> dbsetxl+extension has the problem that it does not have graphics for the cargos
17:54:45  <Patrick`> right, let's get this party started
17:55:01  <Patrick`> well, I can try out ukrs first
17:55:25  <Patrick`> shame nobody's made sets that just update the wagons but I can always just ignore the new train types
17:57:00  <Patrick`> aaand it's time for dinner and stuff
17:57:10  <Patrick`> but tomorrow! tomorrow I build a *real* industrial challenge
17:57:14  <Patrick`> no more grinding cash
17:58:08  <Ammler> [19:55] <Patrick`> shame nobody's made sets that just update the wagons but I can always just ignore the new train types <-- default ECS Vehicels?
17:58:25  <Patrick`> the ones that everyone warns not to use?
17:58:36  <Patrick`> and won't work with monorail or maglev?
17:59:29  <Patrick`> :P
18:00:05  <CIA-3> OpenTTD: glx * r12691 /trunk/src/news_type.h: -Fix (r12459): all company related news displayed the 'company is in trouble' message
18:00:16  <Patrick`> one thing confuses me, how come ttdpatch still exists?
18:00:38  <DaleStan> Because it's better, of course :p
18:00:43  <Ammler> :-)
18:00:50  <Ammler> still
18:01:16  <Patrick`> mind you, the wiki's not been updated for a few years
18:01:20  <Patrick`> and oss is awfully fast
18:01:40  <Patrick`> specifically the hilarious page about "ttd on linux"
18:01:54  <Patrick`> either it's a koreanesque demonstration of censorship
18:01:59  <Patrick`> or it was before openttd existed
18:02:01  <DaleStan> Because it has features that Open doesn't have. Like all the powerful signaling and sufficiently many acceleration settings to satisfy anyone.
18:02:46  <DaleStan> And because you can still play something indistinguishable from TTD with TTDPatch, if you so desire. You can't with Open.
18:03:30  <DaleStan> Or, if you prefer, "indistinguishable, except that it runs on NT/XP OSen".
18:03:31  <Patrick`> DaleStan: I thought there was still a combination of patch settings and terrain generation that made the game behave exactly like the original
18:04:08  <DaleStan> Not in Open. You can't get rid of the landscape toolbar, or the fast-forward button, at least.
18:04:29  <SmatZ> rail conversion, waypoints,...
18:04:38  <SmatZ> drive-through road stops
18:04:51  <SmatZ> pathfinders and much more
18:04:54  <SmatZ> also bugfixes
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18:05:15  <Rubidium> nor can you get rid of the fact that you do not have to use wine to run it on a non-Windows platform
18:05:27  <DaleStan> Pathfinders, right. OPF for trains is gone too, isn't it?
18:05:29  <Patrick`> lol'd
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18:05:54  <DaleStan> True. That's part of the whole "indistinguishable from TTD" thing.
18:06:09  <DaleStan> :p
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18:12:22  <SmatZ> DaleStan: when loading TTDP savegames, should I expect the data hidden in the map array are either at the "old" place or at the "new" place? (old = NE border, new = SW border) even when the game was created in a "new" ttdpatch, then loaded in older ttdpatch and saved again? (so it could have special dat aat both places if it doesn't clear it)
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18:13:54  <DaleStan> I think TTDPatch stopped using the old place long ago. Probably before 2.0, but I don't know for sure.
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18:16:02  <DaleStan> But with data saved in the new area, old versions of TTDPatch won't find it and will probably break anyway. There's a magic number somewhere that indicates whether the data in the new location is valid; I'd just trust that.
18:16:25  <SmatZ> ok thanks
18:18:15  <Shiiva> aircraft AI is hilarious : non stop plain crashes :D
18:18:34  <Shiiva> plane*
18:18:50  <SmatZ> Shiiva: are you talking about the noai branch?
18:19:05  <Shiiva> yeah, i improved the wright ai a little
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18:24:56  <Eddi|zuHause2> improved the efficiency of the crashes?
18:26:21  <Shiiva> lol
18:26:44  <Shiiva> no just make them build more plains, and more planes means more crashes
18:26:49  <Shiiva> planes*
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18:36:55  <Mark> hello
18:37:19  <Mark> if i change larger_towns in a running game will that take effect immidiatly?
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18:38:39  <Rubidium> no, it
18:38:51  <Rubidium> no, it'll only affect newly created games
18:39:02  <Mark> k, thanks
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18:59:45  <CIA-3> OpenTTD: rubidium * r12692 /trunk/src/window.cpp: -Codechange: swap to functions to remove a function declaration.
19:01:48  <CIA-3> OpenTTD: rubidium * r12693 /trunk/src/ (window.cpp window_gui.h window_type.h): -Documentation: add some documentation to some window related stuff. Based on a patch by Albert.
19:06:41  <CIA-3> OpenTTD: rubidium * r12694 /trunk/src/window.cpp: -Fix: do not call the mouse over callback on already deleted windows.
19:12:08  <ln>
19:12:32  <hylje> haha
19:13:29  <Eddi|zuHause2> what is that?
19:13:53  <peter1138> It's OpenTTD ;)
19:14:08  <Patrick`> I thought the portables was done by some randon guy
19:14:10  <Eddi|zuHause2> i mean the frame around OpenTTD ;)
19:14:21  <yeti_> an asus eee pc? *ducks*
19:14:43  <peter1138> Patrick`: it was
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19:16:44  <KingJ> I played OTTD on a Axim x50v (PDA with 640x480 4" screen) and while it worked, not exactly playable
19:17:18  <ln> Eddi|zuHause2: some GPS device, i believe.
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19:25:26  <CIA-3> OpenTTD: rubidium * r12695 /trunk/ (8 files in 3 dirs): -Codechange: only allocate window structs when needed. Based on a patch by Alberth.
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19:41:22  <Alberth> Rubidium: Tnx for the improvements, nice!  Any specific reason why Window is not a class? (doesn't really matter, I can fix that in a next patch)
19:41:42  <glx> Alberth: all code is C based
19:41:45  <Eddi|zuHause2> class is the same as a struct
19:41:45  <Rubidium> cause there was no need to do it
19:42:06  <glx> and as Eddi|zuHause2 said :)
19:42:17  <SmatZ> :-)
19:42:47  <Alberth> :)
19:42:58  <glx> not totally the same (members are public by default in struct, private in class)
19:43:14  <glx> minor difference :)
19:46:37  <CIA-3> OpenTTD: rubidium * r12696 /trunk/src/ (openttd.cpp order_cmd.cpp): -Fix: loading ancient savegames could result in invalid orders in order lists with all related problems.
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20:23:08  <Wolf01> nice, 2 years with 8 coal trucks and I repayed the loan :D
20:23:57  <Patrick`> aye
20:25:50  <Ammller> someone of you tried Roujins menu jumper?
20:26:04  <Wolf01> yes
20:26:23  <Ammller> Wolf01: me is failing at compiling
20:26:49  <Ammller> /home/marcel/bin/ottd/trunk/src/signs_gui.cpp: In function ‘void QuerySignEditWndProc(Window*, WindowEvent*)’:
20:26:49  <Ammller> /home/marcel/bin/ottd/trunk/src/signs_gui.cpp:258: error: jump to case label
20:27:21  <Wolf01> wait
20:27:31  <SmatZ> Ammller: what compiler are you using? (just curious :)
20:27:38  <Ammller> gcc
20:27:51  <SmatZ> what version?
20:28:13  <Ammller> gcc version 4.2.1 (SUSE Linux)
20:28:39  <SmatZ> interesting :)
20:29:10  <Ammller> what you mean?
20:29:50  <SmatZ> I thought gcc allows that
20:30:16  <Ammller> seems, like Roujin is a windows developer?
20:31:34  <Ammller> do I need to configure something ?
20:32:09  <SmatZ> just create a new label and chage that goto at line 258
20:32:57  <Ammller> well, there are many of that errors
20:33:53  <Ammller>
20:37:19  <Wolf01> i got 4 of those errors too with vc80
20:42:17  <Wolf01> move the signs variables declarations above the switches
20:42:53  <Wolf01> seem that declaring variables into switch cases is not funny for the compilers
20:43:23  <Alberth> assuming they are local to one case, you can also put the entire case code in curly brackets
20:44:51  <Alberth> where case code is code from one case to the next
20:48:48  <Digitalfox_> This is strange.. Well I was playing just now a savegame from 1 year ago where I have more than 1000 trains and 500 ships.. And well when using original ship pathfinding is gets slow when i activate YAPF it's getter faster.. Well shouldn't it bee the other way ? :\
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20:53:23  <yeti_> when upgrading from rail to monorail, you need to manually replace the trains, right?
20:53:53  <Digitalfox_> yeti_ yes :)
20:55:44  <Eddi|zuHause2> Digitalfox_: ship pathfinding speed is heavily dependant on the distances between buoys
20:55:55  <Wolf01> Seem I have a problem with trams, is the serbian tram set not compatible with long vehicles?
20:56:40  <Digitalfox_> So Eddi|zuHause2 if i use lot's of buoys with small distances from eachother what pathfinder should I use? :)
21:01:44  <Eddi|zuHause2> imagine a rail network where each tile has all trackbits on it, that's how water looks to the ship pathfinder
21:01:57  *** Alberth [] has left #openttd []
21:02:26  <Rubidium> and don't forget to enable 90 degree turns
21:02:36  <Eddi|zuHause2> OPF is "faster" for ships, because it stops looking after some time
21:02:43  <Ammller> newgrfs don't work in opntitle.dat, I assume?
21:02:57  <Eddi|zuHause2> YAPF tries to go the whole way
21:03:29  <Eddi|zuHause2> so for short distances, YAPF should be slightly faster than OPF
21:03:50  <Eddi|zuHause2> but it does not enforce these short distances
21:04:38  <Rubidium> Ammller: they could work, but there might be serious issues with them
21:04:41  <ln> 8j4rni!
21:04:51  <SpComb> :o
21:04:55  <SpComb> ;BJARNI
21:05:04  <Digitalfox_> Eddi|zuHause2 for the explanation :)
21:05:08  <Digitalfox_> *thanks
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21:05:23  <Madassasin> hi guys
21:05:30  * Rubidium runs
21:05:31  <Ammller> ah, I might have used an "old" save which doesn't have settings saved.
21:05:41  <Ammller> I try an other one...
21:05:42  * Bjarni slaps SpComb
21:05:47  * SpComb sighs
21:06:09  <Eddi|zuHause2> Ammller: newgrfs in the title screen are not recommended
21:06:11  <orudge> wooyay
21:06:15  <orudge> OpenTTD support for the Repository is working nicely
21:06:23  <Ammller> :-) yeah, believeable...
21:06:45  <Ammller> I am just watching Roujins patch with coop saves
21:06:49  <Madassasin> owen, could I get my hands on your sound patch, please?
21:07:04  <orudge> I'd have to tidy it up a little bit
21:07:12  <orudge> but I daresay that's not impossible
21:07:15  <Eddi|zuHause2> Ammller: something with town name grfs and dropdown lists needs the newgrf list to be applied to the title screen, which breaks all sorts of things
21:07:49  <Wolf01> 'night
21:07:56  <Ammller> is town names not only needed for generating the map?
21:07:58  *** Wolf01 [~wolf01@] has quit [Quit: Once again the world is quick to bury me.]
21:08:17  <Madassasin> Hmm, looks like someone forgot some references, MinGW's linker complains about that: win32.o(.text+0x97a):win32.cpp: undefined reference to `_set_error_mode(int)'
21:08:17  <Madassasin> collect2: ld returned 1 exit status
21:08:18  <Eddi|zuHause2> yes, but you need to choose the town name generator from the dropdownlist on the titlescreen
21:08:33  <Eddi|zuHause2> for generating this list, the town-newgrfs must be known
21:08:43  <Eddi|zuHause2> i.e. loaded
21:09:13  <Ammller> very nice
21:10:09  <Eddi|zuHause2> ideally, you'd run the title game in a sandbox independent from the to-be-generated game, but that needs a lot of restructuring
21:10:48  <Ammller> possible to relocate the Menu?
21:11:00  <Ammller> somewhere in a edge
21:12:04  <Eddi|zuHause2> i'd like the ability to move the title menu, too
21:12:18  <Ammller> btw: [22:43] <Alberth> assuming they are local to one case, you can also put the entire case code in curly brackets <-- that solved my issues, thanks.
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21:16:19  <Ammller> is it possible, the title save needs a lot less CPU then in game mode?
21:17:44  <SpComb> dih: was it you that had the zip of some of the icons ripped out of OpenTTD?
21:18:17  <Ammller> this jumping mode would also be cool in usual game play
21:18:28  <Eddi|zuHause2> Ammller: you mean if you load the title game and play it, it uses more CPU?
21:19:09  <Ammller> no, I took a coop game which used around 50% and now as title only 20%
21:19:22  <Ammller> but I need to test it further
21:19:55  <Ammller> <-- this one works nice as opntitle.dat
21:20:07  <Ammller> (with our grfpack of course)
21:20:41  <orudge>
21:20:42  <orudge> woot
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21:22:45  <Ammller> cpu usage was just a thought, not true.
21:24:27  <Madassasin> W00T!
21:25:56  <Eddi|zuHause2> insane
21:26:01  <orudge>
21:26:07  <orudge> anyway
21:26:14  <orudge> the Repository now reads and gets lots of information about OpenTTD games :)
21:26:18  <orudge> as it does for TTDPatch games
21:26:25  <Madassasin> what the, no towns in Romania? :(
21:26:34  <orudge> so when you're browsing the Repository, you will be able to view a full-sized map of the game
21:26:35  <orudge> and so on
21:27:15  <Eddi|zuHause2> what kind of map size is this supposed to be played on?
21:27:18  <orudge> well
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21:27:21  <orudge> that map is 2048x1024
21:27:26  <orudge> 1 pixel = 1 tile
21:27:38  <Eddi|zuHause2> right, it says that...
21:28:18  <Madassasin>
21:28:19  <Eddi|zuHause2> sad that you cannot put town information into the heightmap generation
21:28:27  <orudge> what do you mean?
21:28:29  <orudge> on my maps ther?
21:28:31  <orudge> *there
21:28:36  <orudge> town information is there
21:28:41  <orudge> it's just that's done later in the process
21:29:15  <orudge> is an old development screenshot from a few years ago
21:29:21  <orudge> one can enlarge the maps so it's a bit more readable ;)
21:29:34  <orudge> for more information in genera;l
21:29:35  <orudge> *general
21:29:49  <Eddi|zuHause2> i mean the ottd heightmap-to-game converter
21:29:53  <orudge> ah
21:30:48  <Eddi|zuHause2> so you could e.g. put a towns.txt file next to it, with (Name, Location, Size) triplets in it, and it will automatically place the towns there, instead of random generation
21:31:49  <Eddi|zuHause2> or similar for industries
21:32:18  <SmatZ> Eddi|zuHause2: there was a thread about it at tt-forums
21:33:00  <Eddi|zuHause2> hm, the code to read ini-files is already there, reading that data should not be that hard to code
21:34:17  <ln> Bjarni: have you taken the ICE to Hamburg yet?
21:35:27  <Bjarni> no
21:35:28  <Eddi|zuHause2> i have only taken ICE trains during my army time, where it was free
21:35:34  <Bjarni> why would I want to do that?
21:35:53  <Eddi|zuHause2> and that only rarely
21:36:59  <Bjarni> I haven't even seen it
21:36:59  <Bjarni> whenever I'm at a station where it stops it's always somewhere else
21:36:59  <Eddi|zuHause2> there was no long-distance connection between my city and the barracs
21:37:49  <Bjarni> so how did you get home?
21:38:04  <Bjarni> hitchhiking?
21:38:27  <Eddi|zuHause2> by a series (meaning 2) of short-distance trains?
21:40:08  <Eddi|zuHause2> there is a train going from Halle to Kassel (and back), which is a short distance "express" train
21:40:35  <ln> Kassel \o/
21:40:45  <Sacro> Bjarni!
21:40:47  * Sacro huggles Bjarni
21:41:10  * Bjarni wonders about taking the doll away from Sacro
21:41:22  <Bjarni> looks like he thinks it's alive and that it's me
21:41:29  <Sacro> (NSFW)
21:41:29  <Eddi|zuHause2> the long distance trains from Kassel go either via Erfurt-Leipzig or via Göttingen-Magdeburg
21:41:43  <ln> where was the barracks?
21:41:48  <ln> or were
21:41:50  * Bjarni wonders about committing something
21:41:55  <Bjarni> Sacro to be precise
21:42:09  <Eddi|zuHause2> between kassel and frankfurt, at the rail line, there are a lot of barracks
21:42:10  <Sacro> w00t
21:42:14  * Sacro sits in his git repo
21:42:38  <Bjarni> ...
21:43:44  <Sacro> svn?
21:43:44  * Sacro checks himself out
21:43:44  <Bjarni> I was expecting a wtf link from Sacro but still
21:43:44  <Bjarni> WTF???
21:43:44  <Bjarni> life sized sex doll o_O
21:43:44  <Bjarni> I don't even want to know how you found that link
21:43:46  <Eddi|zuHause2> you'd not exactly want to be caught selling under-life-sized sex dolls...
21:43:54  <ln> has anyone been to Melsungen?
21:44:07  <Sacro> Bjarni: i just pressed up a few times
21:44:20  <Eddi|zuHause2> not exactly...
21:45:56  <Eddi|zuHause2> doesn't strike me as a particularly important place to go
21:45:56  <ln> probably not, just a sort of nice small town near Kassel.
21:45:56  <Madassasin> bye everyone
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21:48:41  <Bjarni> Sacro: I bet you ordered one
21:48:58  <Bjarni> the question is... where did you get £3.3k from?
21:49:05  <Digitalfox_> peter1138 enginepool12670.diff fails to compile
21:49:13  <Sacro> Bjarni: of course
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21:49:54  * Bjarni commits Sacro
21:50:22  <ln> why doesn't google maps show main railroad lines?
21:50:47  *** mode/#openttd [+v Bjarni] by ChanServ
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21:50:56  <Digitalfox_> peter1138: It gives this error "patching file `src/settings.cpp'
21:50:57  <Digitalfox_> patching file `src/lang/english.txt'
21:50:59  <Digitalfox_> Hunk #1 succeeded at 3302 (offset 1 line).
21:51:00  <Digitalfox_> can't find file to patch at input line 29
21:51:02  <Digitalfox_> Perhaps you used the wrong -p or --strip option?"
21:51:03  <Bjarni> Sacro: I heard a story about a sailor who got an STD on board a ship and he claimed not to be gay and there were only guys on board
21:51:14  <Bjarni> nobody trusted his claim of not doing it
21:51:41  <Bjarni> turned out that sharing a sex doll can be just as dangerous as real women of unknown background
21:53:23  <ln> that's why Bjarni doesn't share his with others.
21:53:34  <Bjarni> lol
21:53:40  <Bjarni> I don't have any
21:54:00  <Bjarni> 1: waste of money
21:54:14  <Bjarni> 2: I don't feel like something like that
21:54:26  <Bjarni> 3: it might be tricky to explain it to a girlfriend
21:54:35  <Bjarni> 4: it just seems wrong
21:54:40  <Bjarni> 5: it's a waste of money
21:55:07  <ln> 3: to a what?
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21:56:28  <Sacro> Bjarni: you don't have to tell her
21:56:33  <Sacro> just sleep with her
21:57:24  <Bjarni> Sacro: you give the wrong impression of humanity
21:58:09  <Bjarni> <ln> 3: to a what? <-- girlfriend... that's the thing the heroes in the movies always have
21:58:24  <ln> ah, those
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22:05:36  <ln> Bjarni: when did you last speak english irl?
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22:17:12  <glx> Digitalfox_: using r12670?
22:17:22  <Digitalfox_> glx yes :)
22:17:52  <Digitalfox_> But i've tried enginepool 12625 and have the same problem..
22:18:04  <glx> and what is the rev in the diff headers?
22:18:15  <Ammller> Digitalfox_: with file engine_pool, I guess?
22:18:17  <Digitalfox_> I'm using BuidOTTD by the way.. But before it always worked :)
22:18:43  <Digitalfox_> glx 12670 if I'm not mistaken :)
22:19:59  <Digitalfox_> I just select the patch in  BuildOTTD and force revision to match the patch ..
22:21:31  <glx> added files are probably not cleaned
22:22:18  <Digitalfox_> glx you mean in my local repository?
22:23:08  <glx> yes, I don't know if buildottd deletes all before patching, or if it just do svn revert
22:24:29  <Digitalfox_> well i just deleted my local repository and after it gets all 12670 source files it does the same :p
22:25:30  <CIA-3> OpenTTD: rubidium * r12697 /trunk/src/signs_gui.cpp: -Codechange: give signs_gui.cpp a touch of coding style.
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22:28:01  <Ammller> glx, the patch from peter1138 does alter a file called engine_base.cpp, but I don't find that file in svn repo.
22:32:24  <Ammller> h, not cpp
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22:58:35  *** Shiiva [] has quit [Quit: Forget it, or don't behave differently, and they might as well have been only a fantasy, a dream.]
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23:10:06  *** Chicken [] has joined #openttd
23:12:07  * Chicken would slap Digitalfox_Home, but is not being violent today
23:12:38  <Digitalfox_Home> hum? :p
23:12:42  *** Bjarni [] has quit [Quit: Leaving]
23:13:10  <Chicken> openttdcoop needs one person
23:15:00  * Chicken slaps Digitalfox_Home upside da head with a hairy goldfish
23:15:36  <Digitalfox_Home> Theres more people around here you know :p
23:15:44  <Chicken> i know
23:15:56  <Digitalfox_Home> :)
23:16:18  <Chicken> dont make me slap again
23:19:07  <Digitalfox_Home> Where did I put that red phone with nuclear missile drawing, it would take care of this case :p
23:19:11  * Sacro slaps the Chicken
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23:24:45  <glx>  <Ammller> glx, the patch from peter1138 does alter a file called engine_base.h, but I don't find that file in svn repo. <-- indeed it's a svn copy of engine_type.h
23:29:29  <Ammller> aha, and he didn't commit that yet?
23:29:55  <Ammller> glx: patch works now
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23:41:23  <Ammller> good night all
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