Log for #openttd on 21st March 2009:
Times are UTC Toggle Colours
00:00:04  <Brokkoli> this ;
00:00:07  <Brokkoli> to 255
00:00:15  <Turnskin> Yep, i know
00:00:18  <DaleStan> Now if they're doing something else, like maybe reversing, then it would be helpful to use the correct word.
00:00:22  <Brokkoli> these 3 options are for waiting time
00:00:32  <Brokkoli> change them to 255 and trains wont turn
00:00:41  <Brokkoli> ok reverse
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00:01:42  <Turnskin> But in case of one toway railroad with twoway signals they still reverse if signal is red.
00:01:56  <Turnskin> I set YAPF for trains.
00:02:25  <Turnskin> They turn seeing each other after the signal.
00:03:37  <Brokkoli> i think that cannot be changed
00:03:56  <Turnskin> I tried to make complex system of combo and exit signals for twoway any-direction path, but instead of waiting the opposite train will path the junction
00:04:11  <Turnskin> the other train is reversing and blocks the way.
00:04:44  <Turnskin> I remember TTDP with the same setting could stop the train at all.
00:05:10  <Brokkoli> i don't know the exact junction layout now
00:05:14  <Brokkoli> maybe there is a problem
00:05:34  <Turnskin> The problem is they turn :(
00:06:41  <Turnskin> May there's a key for YAPF in .cfg which can solve this turning? Like "penalty" or so?
00:07:49  <Zuu> IIRC you can set timings so they don't turn on YAPP signals. But I have never fiddeled with those timings myself.
00:07:54  <Turnskin> Let's them to stay before signal at all opposite each other, it will be my problem. But don't turn!
00:08:46  <Turnskin> yapf.rail_look_ahead_signal_p0
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00:08:53  <Turnskin> Like this?
00:09:27  <Brokkoli> whan they directly face each other they always will turn
00:09:35  <Brokkoli> bedauce it's a deadlock otherwise
00:10:08  <Turnskin> Brokkoli Yep. But i wanna them to stay!
00:10:17  <Brokkoli> thats not possible
00:10:25  <Brokkoli> why do you want that?
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00:10:32  <Brokkoli> they would wait forever
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00:10:57  <Turnskin> They are running like fleas in my twoway path causing each other never go in right direction at all.
00:11:18  <Brokkoli> maybe you shoud change the track layout
00:12:11  <Brokkoli> have a look here:
00:12:30  <Brokkoli> most times you shouldn't use twoway signals
00:12:56  <Turnskin> Brokkoli Of course. But it is complex with lots of presignals so if any of train will simply don't turn in jucntion, it will work.
00:13:25  <Brokkoli> i don't think so
00:13:31  <Brokkoli> they would wait forever
00:13:41  <Brokkoli> if no train turns around
00:13:48  <Turnskin> Brokkoli Thanx, but i read these articles worldwide as thoroughly as my university courses :)
00:14:12  <Turnskin> OK, i'll try to change YAPF settings.
00:14:25  <Brokkoli> changing that won't help
00:14:53  <Brokkoli> it's real a track layout problem
00:14:59  <Turnskin> 3rd, can i remove some station tiles w/o removing the whole station?
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00:15:08  <Brokkoli> yes
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00:15:18  <Brokkoli> open station building
00:15:24  <Zuu> then press r-key
00:15:35  <Brokkoli> and then press the "toggle add/remove" button in the track construction tollbar
00:15:38  <Brokkoli> yes
00:15:49  <Zuu> 9 is the key for stations if i recall correctly. making it 9->r
00:16:03  <Brokkoli> r is the other way ;)
00:16:11  <Turnskin> Brokkoli Oooo, great thanx!
00:16:17  <Zuu> I always use the r-key, never the button.
00:16:30  <Brokkoli> yes r is faster.. i use that, too
00:16:43  <Brokkoli> but the other one is easier ;)
00:16:57  <Zuu> Also easier to tell people what key to press, than how a button looks like and where to find it :)
00:17:14  <Brokkoli> yes
00:17:18  <Turnskin> r key is enough :)
00:17:20  <Brokkoli> thats right
00:17:39  <Brokkoli> that works for signal removing too
00:18:14  <Brokkoli> s and then r
00:18:19  <Brokkoli> for remove signals
00:18:25  <Turnskin> Brokkoli Great!
00:19:08  <Turnskin> My 1 and 3 questions are closed. Much thanks!
00:20:00  <Turnskin> Brokkoli I plan to compose an article for (in Russian) about realistic twoway onethread railway.
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00:21:11  <Turnskin> I'm modelling this, meaning - no straight depots (i.e. train use depot only for escape, but it haven't to do it every time).
00:22:12  <Sacro> eorge       ] [ racetrack  ] [ wision        ]
00:22:12  <Sacro> 00:21 [ caladan   ] [ GoneWacko    ] [ Rexxars    ] [ Wolfensteijn  ]
00:22:12  <Sacro> 00:21 [ canidae   ] [ goodger      ] [ Ridayah_   ] [ Wolle         ]
00:22:12  <Sacro> 00:21 [ ccfreak2k ] [ guru3        ] [ Sacro      ] [ Xaroth        ]
00:22:14  <Sacro> 00:21 [ Celestar  ] [ HansAffe     ] [ sigmund    ] [ XeryusTC      ]
00:22:18  <Sacro> whoops :p
00:22:22  <goodger> DIEEEEE
00:22:29  <Turnskin> I tried to combine 2 side branches for escape with direct main thread. Branches have depots (or are long enough for train).
00:22:45  <goodger> nah, we love you really, Sacro..
00:22:52  * goodger pats Sacro on shoulder
00:22:59  <goodger> ...*grip tightens*
00:24:06  <Turnskin> I'm well-knowing about George's and other's articles about n-way railways (i.e. with 2 parallel escape paths) but my aim is to
00:25:59  <Turnskin> build the single-tread path for any quantity of trains being possible go in both direction at onñe.
00:27:08  <Turnskin> That's why i'm cursing than they TURN. :)
00:27:47  <Yexo> Turnskin: if you want a two railways, one for each direction, use one-way signals instead of two-way
00:27:58  <Yexo> trains won't turn unless they have to wait really long
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00:28:55  <Turnskin> Yexo Nope, i use this common layout, but i'm trying to make one railway for both directions!
00:29:28  <Yexo> then don't use signals at all at that piece of track
00:29:42  <Turnskin> Sorry it's difficult for me to exactly translate my thoughts in English :(
00:29:59  <Yexo> than make a screenshot with what you want and your current approach
00:30:03  <Yexo> s/than/then/
00:31:30  <Turnskin> OK, if i will success, i nessesarily put my screenshots to somethere.
00:31:44  <Turnskin> For all OTTD users.
00:33:30  <Turnskin> Give me please link to some filesharing service which is aviable for you?
00:34:03  <Yexo> you can upload images to, if you are going to make a post there anyway
00:34:25  <Brokkoli> maybe
00:34:28  <Yexo> for pure image-uploading, use known services like
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00:36:18  <Turnskin> Thanx. I know one service in Russia but not sure it's aviable for you.
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00:37:50  <Turnskin> Get it -
00:38:40  <Yexo> I'm sorry, but I don't get where the trains come from and where they have to go
00:38:46  <Turnskin> Right junction there is broken, but it was exactly like left.
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00:39:13  <Turnskin> They are moving between ending depots only.
00:39:20  <Yexo> ah, ok
00:39:46  <Yexo> did you try pbs signals?
00:41:07  <Turnskin> My idea was to use a combination: Enter-Combo-Combo-Enter :) (w/o Exit signal). Thus they can go between junctions or escape to side depots.
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00:43:09  <Yexo> this seems to work fine here
00:43:27  <Turnskin> Yexo Nope, i dont understand this feature enough. I use common pre-signals and i'm happy.
00:44:02  <Yexo> what you want is simply impossible with block-signals
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00:44:39  <Turnskin> Yexo That's i'm trying to do it! :)
00:45:19  <Turnskin> Yexo But i see in this picture signals only for 1 direction?
00:45:35  <Yexo> yes, those are pbs signals
00:45:48  <Yexo> normal pbs signals (like in that image) can be passed from the other side by train
00:46:16  <Yexo> there is one simply rule to remember when using pbs signals: Only place them were trains are allowed to stop
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00:46:34  <Yexo> as you see, I only placed two signals, and it's safe for trains to stop at both places
00:48:16  <Turnskin> Yexo OK, it's very interesting. I must to learn PBS theory more thoroughly.
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00:49:24  <ccfreak2k> Do any of you happen to have openal installed on a Linux box?
00:49:26  <Turnskin> Yexo But which is the difference to build an Enter-PBS signal in one or another side of the path?
00:49:42  <Yexo> there is no "enter-pbs" signal
00:49:54  <Yexo> there are normal pbs signals (as you see in my image) and one-way pbs signals
00:50:04  <ecke> i am trying to find switcher for passenger/freight in code ... i know if its on its 01 ... off 00 ...
00:50:06  <Yexo> trains can't drive through the back of a one-way pbs signal, that's the only difference
00:50:40  <ecke> i decoded grf file... opened nfo ....
00:51:04  <Turnskin> Yexo So, there's no difference in case of normal pbs signal to put it in any side of the way?
00:51:14  <Yexo> ecke: CargoSpec::is_freight
00:51:59  <Yexo> Turnskin: I don't understand exactly what you're trying to ask, but there is a pathfinder penalty for passing a pbs signal from the 'wrong' side
00:52:32  <Brokkoli> trains can only stop at one side
00:52:37  <Turnskin> Yexo OK this is i would to understand.
00:52:49  <Brokkoli> the other side there is no stopping position
00:53:16  <Brokkoli> maybe its better to see if you activate the reserved path display
00:53:37  <Turnskin> Brokkoli OK, became clear.
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00:54:31  <Turnskin> 4st - another interesting thing (a bug?). I use Pikka's basic industries in desert. And then i make a scenario i can build most of factories only close to towns/cities.
00:55:02  <Brokkoli> no thats not a bug
00:55:15  <Turnskin> But during a game in this scenario new industries are building themself in any place :(
00:55:28  <Brokkoli> that could be a bug... ;)
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00:55:37  <Brokkoli> have not tried
00:55:56  <Brokkoli> maybe there are differences in the distance calculation?
00:56:30  <Turnskin> The setting "Method of new industries building" was both "As usual" and "Geological scouting" (in translation)
00:57:35  <Turnskin> Brokkoli The feature is the factory can be built only within 10 or 20 tiles close the town center.
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00:57:49  <Brokkoli> yes
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01:00:46  <Oboroten> Sorry, net problems.
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01:01:56  <Turnskin_> Sorry, net problems.
01:02:04  <Turnskin_> But they build themself in huge desert (may be 100 tiles long of any town).
01:02:11  <Turnskin_> Factories.
01:03:15  <Brokkoli> yes that could be a bug
01:03:32  <Brokkoli> but maybe it's allowed in the grf
01:03:43  <Brokkoli> i don't know exactly
01:03:50  <Turnskin_> E.g. i had to build a food-processing near a town, far from any farm. But another f-p factory appeared in more convenient place.
01:04:40  <Turnskin_> 5th - the real bug. I can't rename anything in length more than 16 or so symbols.
01:05:04  <Brokkoli> i don't think its a bug
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01:05:43  <Brokkoli> it's a limitation ;)
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01:06:14  <Oboroten> But e.g. station's name can be generated in more length. Then i rename it, it looks like "Upper Thesampletow?" (with ? at the end).
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01:07:19  <Turnskin> I use Russian lang., but this situation remains for English.
01:07:56  <Brokkoli> i think generated names are sorted differently
01:08:07  <Turnskin> Also this remains then i open virual kbd window.
01:08:10  <Brokkoli> but i'm not that much in these details
01:09:46  <Turnskin> Brokkoli Look: the generated name can be "Upper Mysamplesmallandfunnytown". But then i rename it, i can write only 14 symbols.
01:10:25  <Brokkoli> yes
01:10:27  <Turnskin> Also this name wiil be shown as "Upper Mysample?"
01:10:32  <Brokkoli> because it's stored differently
01:10:34  <Brokkoli> 	/* Place to get a name from, in order of importance: */
01:10:34  <Brokkoli> 	char *name;             ///< Custom name
01:10:34  <Brokkoli> 	IndustryType indtype;   ///< Industry type to get the name from
01:10:34  <Brokkoli> 	StringID string_id;     ///< Default name (town area) of station
01:10:40  <Brokkoli> look here
01:10:55  <Turnskin> But if i cancel renaming it remains correct.
01:10:59  <Brokkoli> yes
01:11:13  <Brokkoli> because it uses the language string
01:11:16  <Turnskin> So - is this a bug or no?
01:11:23  <Brokkoli> whan you change the language the station name will change
01:11:25  <Brokkoli> no bug
01:11:55  <Turnskin> Nope, maybe you don't understand.
01:12:23  <Turnskin> Language is not important.
01:12:44  <Brokkoli> no not for the 16 character limit
01:13:03  <Rubidium> it's a designed limitation that custom names are limited to 32 bytes
01:13:18  <Turnskin> I CAN't name anything longer than 14 chars, but it has GENERATED name as long as it needs.
01:13:34  <Brokkoli> the generated name is stored differently.. internal
01:13:34  <Turnskin> Rubidium Yes.
01:14:02  <Turnskin> Rubidium So international names use Unicode?
01:14:04  <Rubidium> 14 cyrillic chars, right?
01:14:10  <Turnskin> Yep
01:14:23  <Turnskin> 2byte chars?
01:14:25  <Rubidium> utf8 encoding and such
01:14:56  <Turnskin> I thought so. So i thought right. Alas!
01:16:36  <Rubidium> it's more a feature request to support 30 characters no matter what the size in bytes in utf8 is
01:17:05  <Turnskin> Russian is long language and the name for real city like Komsomolsk-na-Amure together with word Perevalochnaja (feedering) will be not applicable here :(
01:17:41  <Brokkoli> yes the limit is a bit small
01:18:18  <Turnskin> Rubidium OK, consider my postings as feature request :)
01:18:19  <Rubidium> problem is that we need to limit the name in width otherwise we would need to iterate the whole map just to figure out what town/station labels need to be drawn
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01:19:13  <Turnskin> May be make at least 20-25 chars for this limit?
01:19:31  <Rubidium> major problem is that we can't reliably determine the exact width of the string (different font == different width) and thus rejecting it on one and not the other makes things go haywire (desync)
01:19:34  <Turnskin> (in UTF, i.e. 64 bytes)
01:20:12  <Turnskin> OK, understand.
01:20:58  <Rubidium> which is why we limited on 31 characters (32 bytes)
01:21:39  <Brokkoli> isnÄt it limited by the width, too?
01:21:43  <Brokkoli> Ä='
01:22:09  <Brokkoli> then i type "MMMMMMMMMMMMMMMMMMMMMMMMMMM"
01:22:26  <Brokkoli> the limit is 18
01:22:31  <Brokkoli> then=when
01:22:51  <Rubidium> but later utf8 came causing strlen and friends to not return the number of visible characters
01:23:05  <Rubidium> Brokkoli: that's only the client side's GUI
01:23:06  <Turnskin> All right then. I haven't more questions. Great thanks to all who helped me!
01:23:17  <Brokkoli> ok
01:24:31  <Turnskin> May be the last i would to tell is that NARS is incorrectly set for different nonstandart cargo like in Pikka's industries.
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01:24:57  <Rubidium> that's not our bug
01:25:11  <Turnskin> But this problem is so usual that it's not topic to discuss :)
01:25:49  <Turnskin> OK, good bye an lucky railroad building :)
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01:34:55  <CIA-1> OpenTTD: rubidium * r15777 /trunk/ (5 files in 3 dirs): -Add: helper functions to get the least common multiple and the greatest common divisor (Alberth)
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06:26:06  <George> says the property can be ut to 3/8, but tests with CB 11 and ARVs in OTTD show that 2/8 and 1/8 work as intended. I like it, so I suggest to modify the wiki to specify these values too. What is the first version of OTTD that supports them?
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07:00:21  <ecke> i started to edit UK renewal due to disable restriction of use other then passenger wagons with GEC-A Eurostar, etc. ... but i really dont know what to do... action 2 and 3 are to much compicated...
07:11:26  <el_en> did you mean "other than"?
07:16:11  <ecke> I d like to use GEC-A Eurostar, Alstom Pendolino, others with freight wagons.
07:16:24  <ecke> el_en ^^
07:16:35  <ecke>
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07:29:52  <pavel1269> hi
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07:53:42  <Alberth> Ha!
07:54:30  <el_en> English only.
07:54:55  * Alberth feels very happy to be able to log in again at #openttd
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08:45:48  <emjay88> does anyone have copies of the original TTD music as midi?
08:46:00  <emjay88> or, how I can get them off the ttd cd? They aren't in
08:46:43  <petern> if it's a windows ttd cd, they're .gm files
08:47:19  <emjay88>
08:47:20  <petern> if it's a dos ttd cd, they're in, and while you can extract them, they're no standard file format
08:47:30  <pavel1269> use google, its easy to find them ;)
08:55:09  <emjay88> got it thanks :)
08:59:58  <el_en> pavel1269: legally?
09:00:30  <pavel1269> :-)
09:01:19  <el_en> not funny
09:01:50  <Gekz> petern: extract what from them,
09:02:34  <petern> the individual files
09:02:51  <Gekz> ah I see.
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10:52:21  <Rubidium> morning/evening people
10:52:26  <pavel1269> hello
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10:59:55  <JapaMala> afternioon
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11:16:28  <CIA-1> OpenTTD: rubidium * r15778 /trunk/src/build_vehicle_gui.cpp: -Fix [FS#2749] (r15666): when sorting on cost don't sort on the running cost (sbr)
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11:20:09  <Wolf01> hello
11:21:16  <|Japa|> hi
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11:31:48  <el_en> hello Wolf01
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11:53:35  <Wolf01> Working copy 'D:\msys\home\OpenTTD\trunk_B\srcrdparty\squirrel' locked
11:53:35  <Wolf01> Please execute the "Cleanup" command.
11:53:37  <Wolf01> mmmh
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11:54:16  <Wolf01> I don't update for 3 weeks and you break all?
11:54:38  <Rubidium> well... duh... we're here to break your checkouts
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11:54:49  <Rubidium> just remove the 3rdparty directory
11:56:07  <Wolf01> bah, I did it once and gave the same error, I did it after your suggestion and worked... that's a mistery
11:56:22  <petern> damn that was fast
12:01:39  <Wolf01> AH! I broke something last time I modified my patch... reverting to previous one :P
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12:04:25  <Wolf01> ... a stupid copy/paste error :|
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12:29:27  <frosch123> can everyone with a linux-like system please test, whether "xdg-open" exists, and  "xdg-open" does something useful
12:31:57  <Alberth> frosch123: Fedora9, works if you consider opening a web-page useful ;)
12:32:55  <frosch123> yes, thanks, your credit card number was received :)
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12:33:49  <thingwath> it is what it should do, instead of my result: ERROR: The browser  does not exist.  Please reconfigure.
12:33:52  <thingwath> :)
12:34:05  <Noldo> what does it use to select the browser?
12:34:12  <thingwath> and then it runs gnome control dialog for setting up default browser
12:34:19  <thingwath> even though I run KDE, right now
12:35:44  <thingwath> oh, I run it in screen, which outlives this desktop session by a week or something, so has no dbus session bus connection and so on
12:35:58  <thingwath> is this useful? :)
12:38:39  <Rubidium> I don't think OpenTTD would outlive a desktop session
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13:23:52  <Alberth> somebody must have thrown some dice to decide on the order of the widgets in the airport picker window :)
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13:38:51  <Vikthor> frosch123: Works on mine Gentoo
13:39:11  <frosch123> also works on my gentoo :)
13:39:49  <frosch123> that was most surprising, something that works on both gentoo and the rest of the world
13:40:44  <Alberth> you may have to switch to OpenBSD or Hurd to stay incompatible.
13:40:48  <petern> xdg-open worked for me but wasn't installed by default
13:41:27  <frosch123> not by default, hmm, that is bad
13:42:56  <Alberth> I don't think such a program exists.
13:44:48  <Alberth> maybe we should have a setting for 'browser program'
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13:45:26  <frosch123> which defaults to "rm -rf /"
13:46:04  <Alberth> that would fail anyway here :)
13:46:21  <Alberth> hmm, got to go, I'll bbl
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14:04:54  <eQualizer> I have buses which go around one block, instead of going to the busstop. They just go around around around...
14:05:17  <eQualizer> But if I remove some road, they go to the busstop without any problem.
14:05:35  <eQualizer> Some road from the block they are going around.
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14:09:25  <frosch123> using 0.6.3? something similiar was fixed somewehn
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15:27:58  <planetmaker> Vikthor: you might want to update the config of your Tycoonez server. 10 clients and 8 companies isn't exactly what is possible with your server version ;)
15:27:58  <eQualizer> frosch123: 0.7.0-RC1
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15:28:27  <Turnskin> Hi all again!
15:30:16  <Turnskin> 1st, i tried to use PBSignals and found it completely crazy. The usual presignals work as they must - the train never go to red signal.
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15:31:25  <planetmaker> Vikthor: (unless of course it is wanted to limit the client number)
15:31:29  <Janra> Hullo
15:31:43  <Turnskin> But in case of onethread twoway railway my 3 trains began to destroy each other :(
15:32:28  <planetmaker> Turnskin: then you got your signaling wrong ;)
15:32:30  <[wito]> Turnskin: how did you set it up?
15:32:35  <Turnskin> That's why i try to make this type of reilway be based on the presignals only.
15:32:40  <planetmaker> only place a path signal where a train is allowed to stop
15:33:37  <Turnskin> Guys, this problem was chatted about this night (my night :) ).
15:34:23  <Turnskin> My aim was to build onethread twoway path for any quantity of trains. And mr. Yexo adviced me to use PBS.
15:35:25  <Turnskin> But now i can say the only thing - i used presignals and i'll do it until the more functional scheme will be programmed.
15:36:00  <Turnskin> 'cause PBS now looks more toy than a real feature.
15:36:02  <Janra> My trains select the wrong path despite my usage of pre-signals, so they wait at a red path instead of selecting the free one. Has anyone had similar problems? (The signals themselves work correctly, the trains just don't choose the green one)
15:36:09  <planetmaker> obviously you then didn't understand how path signals work :)
15:36:47  <planetmaker> Janra: is the train lost?
15:36:55  <Rubidium> Janra: then your network is flawed or trains have no orders
15:37:15  <Turnskin> planetmaker Yep. But our signalling scheme now seems very crazy and unrealistic.
15:37:29  <planetmaker> Not really, Turnskin :)
15:37:37  <planetmaker> path signals are actually quite realistic
15:37:50  <Janra> The train *might* be lost (but I can't figure out how to use waypoints because it's a dual track), and yes, the train has orders
15:37:50  <planetmaker> (oh,.... don't mention the r-word :P )
15:37:57  <Turnskin> I understand - there's a red signal and a green one. Red=stop, green=go.
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15:38:14  <planetmaker> Turnskin: ??
15:39:17  <Turnskin> You know, the situation then 2-way signal means "go in any direction" and 1-way means "go in this direction only" sounds strange.
15:40:22  <Turnskin> planetmaker I can't understand (being well-known with usual signals) the thing then a PBS faced in the opposite direction lets the train path it!
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15:40:37  <Turnskin> pass? (sorry for my English)
15:41:01  <planetmaker> Turnskin: then use one-way path signals instead of those which allow passing from the back
15:41:10  <planetmaker> though I consider that very useful and desirable
15:41:18  <planetmaker> and realistic ;)
15:41:32  <Turnskin> Oh! I would to tell the Implementors a bug of ver. 0.7
15:41:51  <planetmaker>
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15:42:05  <Turnskin> The bug is that station near some industries begin to be nuts.
15:42:14  <planetmaker> very accurate... :S
15:42:53  <pavel1269> haha
15:43:16  <Turnskin> E.g. foodprocessing factory begins to: accept fruit/accept passengers/disaccept fruits/disaccept passengers with period of 2 days or so.
15:43:18  <el_en> pavel1269: off-topic
15:43:50  <planetmaker> using ecs vectors? changed newgrf during game?
15:44:07  <Rubidium> the station is near a town in tropical, right?
15:45:07  <Turnskin> planetmaker I had an idea then signals are trigger-based. This means: one signal is "trigger" and is turned on/off by passing train.
15:45:46  <Turnskin> The other (controlled) signal is turned on/off by the state of the trigger.
15:46:19  <Turnskin> And user can set triggers and their controlled signals manually.
15:47:10  <planetmaker> Turnskin: you know priorities?
15:47:10  <Turnskin> And this scheme could work even in not-connected paths.
15:47:29  <planetmaker> no need for path signals in order to achieve that
15:47:40  <planetmaker> it's actually _completely_ unrelated
15:47:49  <Turnskin> Rubidium In the last situation i met, the station was about 50 tiles from any town.
15:48:10  <Turnskin> Much then 50
15:48:36  <Turnskin> Yes, it was in tropicals.
15:48:41  <Rubidium> ah well.. no savegame == no way to tell without guessing for eons
15:48:55  <planetmaker> :)
15:49:00  <Turnskin> i used Pikka's industries and NARS.
15:49:06  <planetmaker> and the quiz must go on :P
15:49:11  <Turnskin> Well, just a moment...
15:49:24  <Rubidium> then turn off stockpiling if you don't want stations to stop accepting
15:49:37  <Turnskin> Rubidium Tell me please where can i upload my saves?
15:50:17  <Turnskin> As i know, Pikka's industries don't use stockpiles (instead of ECS)?
15:50:24  <planetmaker> they do.
15:50:32  <Rubidium> Turnskin: then reread the documentation of PBI
15:50:34  <Turnskin> Aaaaa....
15:51:26  <Turnskin> But what is a passengers acception? For a station far from any town?
15:51:37  <planetmaker> actually: stockpiling isn't the problem, but the limit to the stockpiles in PBI ;)
15:52:12  <Rubidium> maybe the stockpile limit causes passengers to be not acccepted too
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15:52:35  <Turnskin> OK, i understood. (Learning, learning and learning as grandpa Lenin said! :)  )
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15:53:16  <Turnskin> Rubidium The fun is that station accepts passengers being VERY far from any town or oil rig.
15:53:37  <planetmaker> maybe steel plant?
15:53:39  <Rubidium> well... other industries are allowed to accept passengers too
15:53:50  <Turnskin> What?
15:54:02  <pavel1269> "other industries are allowed to accept passengers too"
15:54:06  <Turnskin> Pikka's indurstries do it?
15:54:26  <Turnskin> OK, i must LEARN :)
15:54:27  <Alberth> Turnskin: examine with the query tool
15:55:12  <Turnskin> OK guys, very nice to chat this you and to get help. Thanx!
15:56:41  <Turnskin> I'm oldschool player and these features are not so clear for me. I played TTDP and OTTD 2 years ago and now returned to this crazy game.
15:57:30  <Turnskin> So, good luck in railway'ing :)
15:58:32  <Alberth> Rubidium: tnx for finishing #2704 (resizing at left edge of the window)!
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16:11:45  <Vikthor> planetmaker: Thanks, though I already know that. We in Tycoonez have still to talk about that.
16:11:55  <planetmaker> :)
16:12:06  <planetmaker> ok, I just wondered when I looked at the server list
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16:18:44  <planetmaker> btw, Vikthor : any progress on the discussion among you tycoonez guys concerning bananas?
16:19:14  <Vikthor> not yet
16:20:01  <planetmaker> oh, a pity :(
16:21:52  <pavel1269> i want banana
16:22:03  <Vikthor> Well, most people took stance that restricting uploading to bananas only to authors is bad, that it would be better if it was decided only by licence or at least that authors should be able to delegate person to handle it
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16:22:41  <planetmaker> he :) I understand that view, Vikthor :)
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16:25:08  <planetmaker> if an AI goes bancrupt, will it start anew automatically?
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16:28:57  <ecke> Yexo ... problem solved
16:29:08  <ecke>
16:30:32  <ksdfi9933> in game i cannot build railroad tracks, nor can i build nor can i build road vehicle depots or bus stations, but i have copied all .grf files to the /data directory
16:31:00  <planetmaker> maybe too early year so that no train is available yet?
16:31:02  <glx> planetmaker: when the company is removed yes
16:31:22  <planetmaker> glx: the company will then be removed automatically when bancrupt?
16:31:29  <planetmaker> (I assume so, but...)
16:31:38  <glx> yes as it always did
16:31:55  <planetmaker> good to know :)
16:32:26  <planetmaker> I was just worried for the towncar AI - but if restarts automatically when the previous instance goes bancrupt, that's fine :P
16:32:27  <ksdfi9933> planetmaker: havn't thought about that, but your right ;) 1860
16:32:59  <|Japa|> he he
16:33:15  <planetmaker> I really like the idea of the town car AI :)
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16:33:24  <ksdfi9933> planetmaker: but if i cant build busses etc. how can i transport things in openttd?
16:33:40  <|Japa|> I think the earliest you can build railroads is with the US set, which is 1830, I think
16:33:43  <planetmaker> If you cannot build anything, you cannot transport anything. Simple :P
16:33:54  <planetmaker> glx: thanks for the info :)
16:34:32  <ksdfi9933> nevertheless i am offered to connect cities by bus lines :?
16:34:43  <ksdfi9933> planetmaker: thx
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16:35:53  <planetmaker> ksdfi9933: that's different. Subsidies are offered by towns, if you establish a certain service. They don't worry about the availability of vehicles
16:36:09  <planetmaker> that's your problem so-to-say :P - not theirs :)
16:38:25  <|Japa|>
16:38:36  <|Japa|> NARS has trains at 1831
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16:39:48  <[wito]> ksdfi9933: also, the eGRVTS has horsies
16:39:52  <[wito]> available from 1700
16:40:17  <|Japa|> piut them together, and you just need sailing ships
16:40:24  <[wito]> that
16:40:29  <[wito]> that'd be AWSUM
16:41:30  <|Japa|> personally, I'd want Ox carts that have a higher capacity, but lower top speed, than horse carts
16:41:42  <[wito]> and earlier intro date
16:41:51  <|Japa|> yeah
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16:41:53  <[wito]> what you'd really need, tho', was year-sensitive industries
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16:41:58  <|Japa|> not that that would be needed :P
16:42:37  <[wito]> so that farms that pop before a certain date has one style, those after has a later
16:42:41  <|Japa|> funny thing is, the horse carts are still better than some of the earlier trucks
16:42:53  <Forked> why not canal boats like they had on the british isles during the industrial revoluiton? horsies pulling them I belive?
16:43:05  <|Japa|> also, steel mill can't pop before a certain date
16:43:27  <|Japa|> Forked, that woud be really hard to impliment
16:43:53  <Forked> true, but :)
16:43:55  <[wito]> indeed it would
16:44:53  <Tefad> aren't canals prohibitedly expensive in early game?
16:45:06  <|Japa|> yeah, they are
16:46:14  <Janra> Will trains start behaving oddly when lost (e.g. selecting inappropriate paths at singal junctions)
16:46:24  <Tefad> maybe
16:46:28  <|Japa|> they don't chose the wrong one
16:46:41  <|Japa|> usually...
16:52:00  <Alberth> Janra: usually a sign that your junction design is flawed
16:53:22  <Alberth> Janra: If you have enabled servicing, trains will go to a 'foreign' depot along their route if they need service, and then try to continue their old route even if that is not possible from the depot.
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17:01:45  <George> Who plans OTTD future? What is required to add tasks to Roadmap 0.8.0?
17:02:21  <George> I'd like to ask 1) ARVs can overtake each other
17:02:40  <George> 2) Realistic acceleration for RVs
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17:03:50  <Rubidium> nobody really plans and you need a developer with the incentive of implementing your feature requests
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17:07:51  <George> Are these features in someone's todo list?
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17:11:42  <Alberth> George: yes, the someone developer has no problem accepting new tasks. I have yet to see him commit anything though.
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17:15:38  <petern> i have 'realistic' acceleration of rvs somewhere
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17:25:55  <George> petern: Good. Do you need any help on testing, providing test GRFs for example?
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18:28:15  <CIA-1> OpenTTD: rubidium * r15779 /trunk/src/ (gfx.cpp gfx_func.h): -Codechange: unify (most) of the text drawing "API".
18:29:04  <el_en> why is it an "API"?
18:29:43  <Darkvater> it needs to have a name doesn't it?
18:30:00  <el_en> why is it in "quotes"?
18:30:28  <Darkvater> cause Rubidium had to get rid of a few quotes to meet his monthly quota
18:30:48  <el_en> "i see"
18:31:39  <Darkvater> meh, the dollar didn't drop enough the last few days :-
18:32:32  <el_en> you want the dollar to drop? are you an evil communist?
18:33:03  <Darkvater> no, I'm a european look for cheap deals in the US
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18:36:10  <el_en> flights to US would be comfortably inexpensive now
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18:45:21  <Darkvater> hmm 155 dollars :s
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18:45:32  <Darkvater> it used to be only 100 euros, now it's 114 :(
18:46:56  <el_en> would you like the pound value more?
18:47:08  <Darkvater> :)
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18:50:14  <CIA-1> OpenTTD: translators * r15780 /trunk/src/lang/ (7 files): (log message trimmed)
18:50:14  <CIA-1> OpenTTD: -Update: WebTranslator2 update to 2009-03-21 18:49:32
18:50:14  <CIA-1> OpenTTD: german - 2 changed by planetmaker (2)
18:50:14  <CIA-1> OpenTTD: hebrew - 18 fixed by EScake (18)
18:50:14  <CIA-1> OpenTTD: lithuanian - 27 fixed, 1 changed by Devastator (28)
18:50:15  <CIA-1> OpenTTD: polish - 29 fixed by coolik (29)
18:50:15  <CIA-1> OpenTTD: portuguese - 9 fixed by SnowFlake (9)
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19:08:18  <CIA-1> OpenTTD: yexo * r15781 /trunk/src/ai/ai_info_dummy.cpp: -Fix [NoAI]: Missing "AIs" in the information the debug AI prints.
19:10:38  <CIA-1> OpenTTD: rubidium * r15782 /trunk/src/ (7 files in 2 dirs): -Codechange: replace some calls to the all text drawing API to the new one.
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19:14:59  <Alberth> Rubidium: filling of vertical container is broken, currently repairing the problem
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19:28:07  <Alberth> Rubidium: are you interested in more NWidgetPart arrays at this time?
19:30:48  <petern> just do it all
19:31:02  <Rubidium> Alberth: if the basics all work then why not
19:31:59  <CIA-1> OpenTTD: rubidium * r15783 /trunk/src/ (6 files in 2 dirs): -Codechange: make the dropdown draw code pass around the left/right instead of the x and width to make drawing text at offsets easier.
19:38:35  <planetmaker> I added a "load scenario" entry to the load/save menu accessible from ingame:
19:39:14  <planetmaker> quite handy, if one checks out several scenarios. And after all it's kind of the same as load new game :)
19:40:35  <Alberth> petern: that's what I am doing. Started at airport_gui today, and working my way through the alphabet :)
19:41:10  <petern> is the framework in place then?
19:42:37  <Alberth> in my version it is :)
19:43:16  <Alberth> and Rubidium seems busy extending it already
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19:53:03  <ecke> can I save game edit graphic and then load game? ... during multiplayer
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20:01:42  <Alberth> ecke: I have no idea what you intend to do, "edit graphic" ?
20:02:20  <el_en> does someone _has_ an opinion about Haiku OS?
20:02:22  <ecke> Alberth ..
20:02:54  <Rubidium> apply newgrfs on a running game? That's not a wise thing to do
20:04:01  <petern> el_en: are you bjarni?
20:05:45  <el_en> petern: let me check my passport, it's right next to me... no, i don't seem to be bjarni.
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20:06:22  <CIA-1> OpenTTD: glx * r15784 /trunk/src/ (8 files in 2 dirs): -Fix (r15779): TextAlignment and TA_* already exist on windows
20:08:33  <Alberth> ecke: no idea what you are doing.
20:08:53  <petern> el_en, then you must be deliberately confusing has and have
20:08:57  <petern> glx: ... ahaha
20:11:33  <el_en> petern: it has possible.
20:12:26  <CIA-1> OpenTTD: rubidium * r15785 /trunk/src/ (20 files in 3 dirs): -Codechange: remove the *Truncated part of the old text drawing API.
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20:26:34  <frogger> hi i installed the nightly build from source
20:26:57  <frogger> and i unzipped the extra files into ~/.openttd
20:27:16  <frogger> but i cant figure out how to make the program go
20:27:19  <frogger> any suggestions?
20:28:03  <pschorf> frogger, the old grf files need to go into the data folder
20:29:09  <Rubidium> what does 'installed from source' mean? What OS?
20:29:12  <frogger> ok so i have actually never run openttd before.
20:29:22  <pschorf> frogger, what OS are you using?
20:29:24  <frogger> i have ubuntu
20:29:30  <pschorf> ok
20:29:38  <frogger> by installed from source i mean
20:29:41  <frogger> ./configure
20:29:42  <frogger> make
20:29:44  <frogger> make install
20:29:54  <frogger> plus i know that you need extra files
20:30:09  <pschorf> what happens if you type "openttd" into terminal?
20:30:10  <frogger> so I unzipped the zip file of them into ~/.openttd
20:30:24  <frogger> it is not valid command
20:30:39  <frogger> "the program is not currently installed"
20:30:49  <pschorf> did make install execute without errors?
20:31:04  <frogger> as a side note, i also tried installing openttd using "sudo apt-get install openttd"
20:31:26  <pschorf> also, make install should be run as root, using sudo
20:31:27  <frogger> but i deleted this when i saw that it needed versions of the extra files that i do not have.
20:31:41  <frogger> yes, i acutally did "sudo make install"
20:31:44  <pschorf> ok
20:32:08  <frogger> "sudo make install" did not complain in any way that suggested an error
20:32:18  <frogger> each of the three steps seemed to work
20:33:10  <Rubidium> frogger: are the trg*.grf and in ~/.openttd/data (as described in do not readme.txt)
20:34:00  <pschorf> Is there a bug tracker site for OpenTTD?
20:34:01  <frogger> i do not have a data directory in ~/.openttd
20:34:30  <frogger> authoroverview.xls  COPYING    OpenGFX_Alpha4.2.tar  readme.txt  scenario
20:34:30  <frogger> content_download    opengfx1r  save
20:34:41  <frogger> that is what i have in ~/.openttd
20:34:55  <frogger> and it says not to unzip these archive files
20:35:26  <frogger> if i am doing it wrong, where should i get the trg*.grf and
20:35:47  <pschorf> you need a copy of the original transportation tycoon deluxe
20:36:01  <pschorf> it is on, i believe
20:36:06  <frogger> I thought that there were free replacements for these files.
20:36:32  <frogger>
20:36:41  <pschorf> there are, although i haven't used them
20:38:04  <frogger> ok so does anyone know how to use openttd without pirating a graphics file?
20:38:04  <pschorf> try extracting the zip file of the replacement graphics into /usr/share/games/openttd/data
20:38:37  <Rubidium> frogger: the OpenGFX tar needs to be in ~/.openttd/data/
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20:39:54  <glx> the other way is to get it using ingame content download (but you need original files for that)
20:40:00  <CIA-1> OpenTTD: rubidium * r15786 /trunk/src/engine_gui.cpp: -Codechange: enumify the engine preview widgets (and use them)
20:40:13  <CIA-1> OpenTTD: rubidium * r15787 /trunk/src/misc_gui.cpp: -Codechange: enumify the land info and about window widgets and use them.
20:42:44  <Ammler> heya, has the setting path_backoff_interval ever been tested in a stable yapp?
20:43:03  <Ammler> it seems quite useless...
20:44:01  <Rubidium> Ammler: take whatever ottdcoop final with YAPP (the more trains the better) and set it to 0
20:44:19  <Ammler> 1 is min
20:44:25  <Ammler> and we set that always to that
20:44:48  <Ammler> that is why I think, it is useless :-)
20:45:27  <Ammler> I guess, that setting was introduces in a unstable state of yapp... ;-)
20:45:41  <frogger> so i should make a directory called ~/.openttd
20:45:51  <frogger> and then make a directory inside this one called data
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20:46:16  <frogger> and then unzip into this file
20:46:21  <frogger> *directory
20:46:25  <Ammler> we don't have a pbs only game.
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20:50:06  <frogger> now when i type "openttd" it says "bash: /user/games/openttd: No such file or directory"
20:50:15  <petern> Ammler: what do you expect it to do?
20:50:56  <frogger> when i type "which openttd" i get no information
20:51:29  <frogger> is this because I tried to install using apt-get, then uninstalled using synaptic, then tried to reinstall from source?
20:52:02  <frogger> */usr/games
20:53:51  <glx> so now you compiled from source?
20:54:24  <frogger> ya
20:54:31  <glx> cd source/bin
20:54:34  <glx> ./openttd
20:54:34  <frogger> i've tried three different ways to install
20:54:50  <frogger> and i've tried installing the extra files to two different directories
20:54:57  <Alberth> frogger: usually binaries are installed in some 'bin' directory
20:55:23  <frogger> yes they are, but usually "sudo make install" puts a link to them somewhere on the path
20:55:46  <Ammler> [21:50] <petern> Ammler: what do you expect it to do? <-- the default makes pbs very slow in usual games.
20:55:48  <frogger> in my experience if I try to run a binary directly from its build /bin directory then it fails in various ways
20:56:01  <glx> openttd works from there
20:56:08  <frogger> kk
20:56:14  <Ammler> with 1 it bahaves like the block signals.
20:56:25  <Ammler> be*
20:56:37  <Alberth> you opened a new bash shell after install? (shells tend to cache where to find commands)
20:58:31  <Alberth> frogger: you can the built openttd in its bin directory even without further install. It uses ~/.openttd and its bin/* sub-dirs. read the readme for more details on how openttd finds its data
21:01:12  <frogger> So openttd runs when I run its binary directly, but it says that "Your '' file is corrupted or missing!"
21:01:24  <frogger> I now have files scattered all over
21:01:32  <frogger> ~/.openttd
21:01:37  <frogger> ~/.openttd/data
21:02:22  <frogger> /usr/local/share/openttd/data
21:02:55  <Ammler> but I don't recognize any difference on cpu usage, with default (20) or 1
21:03:11  <frogger> */usr/local/share/games/openttd/data
21:04:37  <Frostregen> sourcedir/bin/data
21:05:43  <frogger> ok i will try that
21:08:06  <frogger> it still says that my file is corrupted or missing
21:08:11  <frogger> but the game seems to start ok
21:09:34  <Frostregen> do you have sounds?
21:11:38  <frogger> i dont know, let me put my headphones on
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21:11:51  <frogger> i cant hear anything.
21:12:22  <Frostregen> i think contains the sound samples
21:12:31  <Frostregen> maybe yours is really corrupt
21:12:42  <frogger> lol
21:12:44  <Yexo> it does but you don't need them to play
21:12:49  <frogger> ok i dont care about sound anyway
21:12:56  <Yexo> and if you downloaded opengfx you won't have that file
21:13:10  <frogger> well the file is in opengfx
21:13:27  <frogger> but it is in a subdirectory with a warning file next to it
21:13:31  <Frostregen> care to do a: md5sum
21:13:34  <Frostregen> ?
21:13:41  <frogger> kk
21:13:50  <Ammler> frogger: with a readme, I guess ;-)
21:13:57  <Frostregen> 9212e81e72badd4bbe1eaeae66458e10
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21:15:11  <frogger> ok so the is zero bytes
21:15:38  <frogger> thanks guys it looks like i can start making some trains
21:15:45  <Frostregen> ok, hf :)
21:16:19  <pschorf> does anyone have any ideas on some easier bugs that I can work on?
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21:16:31  <pschorf> I'm interested in helping out a bit if possible
21:18:00  <Yexo> pschorf: were you here a few days ago with the same question or was that someone else?
21:18:10  <pschorf> Yexo, someone else
21:18:24  <Yexo> ah, ok :)
21:18:52  <petern> Ammler: < test with 'realistic' scenario and tell me there's no difference...
21:19:12  <Yexo> pschorf: are you aware of
21:19:38  <pschorf> Yexo, i found it earlier this morning...although i wasn't quite sure what to do with any of the bugs i read :(
21:20:16  <Yexo> I'm afraid there are no 'easy' bugs left, as those tend to be solved quite quickly
21:21:14  <pschorf> hmm....
21:21:22  <Yexo> however there are several features you could implement
21:21:37  <Yexo> pschorf: and we have ;)
21:21:54  <Yexo> as in, a lot of code lacks proper documentation
21:21:58  <frosch123> (which was also shown the other guy :) )
21:22:06  <frogger> when i look for servers on the internet using "find servers" nothing happens
21:22:21  <Yexo> that's easy to fix and it therefor it will be implemented fast (if you diff is ok of course)
21:22:56  <pschorf> Yexo, so the documenting is a good place to start?
21:23:25  <frosch123> it is a good place to start learning the code, but maybe a boring one :)
21:23:47  <Yexo> imo the best place to start is with something you like
21:24:01  <Alberth> pschorf: I use as standard tactic for new code, start reading and document along the way until you get enough understanding to try changing something
21:24:09  <Yexo> ie I started coding a patch that implemented restrictions for waypoints
21:24:25  <Yexo> the code was pretty bad, but while writing that patch I learned a lot of the code
21:24:51  <frosch123> hehe, true, luckily noone knows which attempt my first patch was heading for :)
21:25:03  <Yexo> so I'd say pick a feature you would like (no matter how hard it looks like), and just try to see how far you come
21:25:11  <pschorf> ok
21:25:17  <Yexo> don't be disappointed if nobody likes that first patch, but you can learn a lot that way
21:25:26  <pschorf> ha
21:25:29  <Rubidium> frosch123: your firewall is blocking the packets I reckon
21:25:44  <pschorf> i'll see what i can do
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21:26:01  <frosch123> Rubidium: "fro" is not unique
21:26:18  <frogger> how do i tell if my packets are blocked
21:26:21  <Yexo> pschorf: have fun :) And don't be afraid to ask for help here, as long as you don't overdo it (ie questions are fine, a new question every 5 minutes is not)
21:26:34  <planetmaker> pschorf: despite what Yexo sais, I reccomend to not start with a _huge_ patch ;)
21:26:48  * Yexo agrees with planetmaker
21:27:06  <Yexo> although it's hard to know what's 'huge' and what is not before you learn your way around the code a bit
21:27:22  <planetmaker> the way I started getting into the code was looking at existing patches and trying to update them.
21:27:24  * petern remembers one of his early 'small' patches
21:27:32  * planetmaker agrees with Yexo :)
21:27:39  <CIA-1> OpenTTD: rubidium * r15788 /trunk/src/network/network_gui.cpp: -Codechange: enumify the network join status widgets and use them.
21:27:43  <petern> the one with bridges over diagonal track...
21:28:17  <Ammler> ok petern, there might be a difference :-)
21:28:22  <planetmaker> petern: I guess that's a nice one :) :P Can we have bridges over diagonal tracks?!? :P
21:28:23  <pschorf> thanks for all your help
21:28:33  <petern> it started off at about 10KB...
21:28:43  <pschorf> i'm sure i'll be back with questions at some point
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21:28:51  <frogger> when i "check online content" my packets are not blocked
21:28:58  <petern> and ended up a couple of hundred or something
21:29:02  <petern> and then the best bit was
21:29:19  <petern> i did throw a wobbler when i had to throw it all away :p
21:29:39  <petern> no
21:29:43  <petern> i did*n't* :/
21:29:59  <petern> that was before i was a dev :p
21:30:11  <frogger> ok so what does the "find server" button actually do
21:30:18  <petern> it finds servers
21:30:21  <planetmaker> what's a synonym for "throwing a wobbler"? My dict doesn't know it...?
21:30:24  <petern> make sure it says Internet, not LAN
21:30:28  <frogger> it is
21:30:40  <Rubidium> it's sending/receiving loads of UDP packets
21:30:42  <petern> planetmaker: see richk
21:31:06  <frogger> well maybe i will break out wireshark then and see wat is up
21:31:49  <planetmaker> throw a wobbly?
21:31:56  <petern> no
21:31:58  <petern> wobbler
21:32:14  <frogger> my packets are throwing a wobbler
21:32:23  <petern> planetmaker: "yfgi" ;)
21:32:30  <frogger> they are spitting the dummy
21:34:33  <planetmaker> err... whatever
21:34:46  <planetmaker> <-- doesn't look like :P
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21:36:18  <petern> ...
21:41:20  *** Dred_furst [] has quit [Read error: Connection reset by peer]
21:43:38  <frogger> ok so clicking "Find server" apparently sends a 4 byte UDP message to port 3978
21:43:45  <frogger> what is supposed to happen next
21:44:06  <CIA-1> OpenTTD: frosch * r15789 /trunk/src/ (5 files in 2 dirs): -Codechange: Add DiagdirBetweenTiles() and use it.
21:44:36  <Rubidium> a ~ 1 kB packet should be returned
21:45:02  <petern> er
21:45:05  <petern> actually
21:45:21  <petern> it's not working for me either
21:45:34  <frosch123> for me it works
21:45:35  <petern> hmm
21:45:40  <Rubidium> it works for me
21:45:42  <Yexo> doesn't work here
21:45:49  <Yexo> usijng 0.7.0-RC1
21:46:00  <Yexo> oops, that was too fast :(
21:46:06  <Yexo> forgot to select 'internet'
21:46:13  <petern> mmm
21:46:16  <Rubidium> branches/0.7 works for me too
21:46:21  <petern> maybe this torrent is stopping it :o
21:47:19  <petern> yeah
21:47:22  <petern> works now :p
21:48:05  <petern> hmm
21:48:15  <petern> but the servers page gives me a 500 error
21:49:08  <planetmaker> I got today from time to time error 500 for various parts of *
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22:00:17  <CIA-1> OpenTTD: rubidium * r15790 /trunk/src/ (15 files in 2 dirs): -Codechange: remove the *Centered part of the old text drawing API.
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22:05:39  <Nite_Owl> Hello all
22:05:57  <Yexo> hello Nite_Owl
22:06:10  <Nite_Owl> Hello Yexo
22:09:30  <Nite_Owl> So who gets today's nightly blame?
22:09:49  <Rubidium> Windows
22:10:43  <Nite_Owl> When all else fails blame Micro$oft
22:12:58  <thingwath> Blame the crisis. Very popular. :o)
22:14:04  <Nite_Owl> You could blame AIG or Congress but that only holds true on this side of the pond
22:14:42  <KingJ> We've got our fair share of people to blame on this side too, rest assured
22:15:00  <thingwath> Or just blame the other side. :)
22:15:09  <Nite_Owl> too true unfortunately
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22:16:15  <Rubidium> still, the nightly compiled on all important platforms ;)
22:16:55  <frosch123> like macos
22:17:35  * Nite_Owl hits a penguin over the head with an apple
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22:19:39  <Rubidium> it's just to show the 'noobs' that not every nightly works fine
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22:21:31  <petern> (( + r.bottom + 1) >> 1) - 5 + clicked
22:21:34  <petern> nasty :)
22:21:36  <Nite_Owl> back in the day the "do not blame us if it eats your saved game" message was enough to keep me away for awhile
22:22:15  <CIA-1> OpenTTD: rubidium * r15791 /trunk/src/ (11 files in 2 dirs): -Codechange: remove the *RightAligned part of the old text drawing API.
22:22:35  <petern> that should really be ( + r.bottom + 1 - textheight) / 2 + clicked
22:22:47  <petern> but no doubt we'll get to that
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22:25:45  <frosch123> hehe, the next nightly will be mine :)
22:26:17  <CIA-1> OpenTTD: frosch * r15792 /trunk/src/train_cmd.cpp: -Codechange: Use a different algorithm for train vehicles to follow the vehicle in front of them.
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22:33:05  <CIA-1> OpenTTD: frosch * r15793 /trunk/src/train_cmd.cpp: -Feature: Allow train vehicles to be shorten to 1/8 length, even if not at the end of the train.
22:39:48  <petern> what about road vehicles?
22:40:03  <frosch123> they never had that restriction
22:40:07  <petern> righto
22:42:14  <frosch123> and it even works for them :)
22:46:30  <CIA-1> OpenTTD: rubidium * r15794 /trunk/src/ (10 files in 2 dirs): -Codechange: remove the DoDrawString part of the old text drawing API
22:47:36  <petern> Rubidium's on a roll
22:48:00  <petern> I hope we won't have to backport any GUI fixes :p
22:49:19  <Rubidium> ah well, it's not as annoying as C -> C++ was for backporting
22:49:30  <Rubidium> it's ONLY limited to the GUI
22:49:38  <petern> :)
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22:53:15  * frosch123 is bored, let's highlight sacro
22:53:25  <Sacro> :(
22:53:37  * Sacro is bored, let's highlight Darkvater
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22:56:32  <Ammler> <-- :-o patch settings came from TTDPatch, lol
22:57:27  <Yexo> that may or may not be true, but FooBar did an awesome job on creating those Advanced_Settings/* wiki pages
22:57:49  <frosch123> Ammler: add [citation needed]
22:58:03  <Yexo> frosch123: we're not wikipedia!
22:58:14  <Ammler> :-)
22:58:38  <Ammler> Yexo: indeed, I was just wondeing, foobar might know it better :-)
22:59:29  <Ammler> or more suprised
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23:00:49  <Yexo> Ammler: I really have no idea where the name "patch settings" comes from, though I suspects it's from adding a patch (as in source code) that added a new option
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23:03:58  <Ammler> yexo, that is what I thought all the time too. settings beside of the original, maybe that might be sources from TTDPatch
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23:16:32  <CIA-1> OpenTTD: yexo * r15795 /trunk/ (5 files in 4 dirs): -Codechange: Move the settings table from settings.cpp to table/settings.h. Patch breaking time :)
23:17:50  <Nite_Owl> returned from feeding
23:19:38  <Nite_Owl> looks like you are going to hit r15800 before the day is done
23:19:59  <Yexo> more than 23 hours to go, should be possible :)
23:20:39  <petern> 40 minutes!
23:20:50  <Nite_Owl> darn time zones - before you go to sleep
23:21:56  <Tefad> four hours forty minutes
23:23:27  <CIA-1> OpenTTD: rubidium * r15796 /trunk/src/ (gfx.cpp gfx_func.h): -Codechange: unify multiline drawstrings
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23:45:46  <CIA-1> OpenTTD: rubidium * r15797 /trunk/src/ (10 files in 3 dirs): -Codechange: make users of the old DrawStringMultiLine use the new one.
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23:45:57  <CIA-1> OpenTTD: yexo * r15798 /trunk/src/table/settings.h: -Fix (r15795): gcc doesn't like static functions that are not declared static.
23:46:27  <TinoDidriksen> Who'd have thunk...
23:47:16  <Yexo> thunk? :p
23:47:27  <Yexo> msvc didn't complain this time ;)
23:48:49  <TinoDidriksen> thunk = thought, for silly cases.
23:49:01  <planetmaker> he... I guess that was that: /Users/ingo/ottd/trunk/src/settings.cpp:655: error: 'bool v_PositionMainToolbar(int32)' was declared 'extern' and later 'static'
23:49:18  <Yexo> planetmaker: yes, it was
23:50:10  <planetmaker> :) you're fast :)
23:50:32  <Yexo> Rubidium was fast reporting the problem
23:51:05  <pavel1269> gn ppl
23:51:17  <petern> 9 minutes for 2 commits?
23:51:33  <Nite_Owl> later pavel1269
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23:52:08  <Yexo> petern: you don't have a patch lying around you can commit? :p
23:52:18  <petern> i have tons
23:52:25  <frosch123> 2 commits is also enough for a revert :p
23:52:29  <planetmaker> compiles :)
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23:59:00  <CIA-1> OpenTTD: peter1138 * r15799 /trunk/ (7 files in 3 dirs): -Codechange: Save rail type label list to savegame and perform mapping on load if necessary.

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