Config
Log for #openttd on 23rd November 2009:
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03:25:27  <jony123> Hello every1
03:26:50  <jony123> anyone here that can answer some questions about dedicated server's
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03:49:08  <jony123> anyone?
03:51:39  <Sacro> anyone what?
03:57:26  <jony123> Sacro: im trying to setup a dedicated server of openttd
03:57:32  <Sacro> ahh nice
03:57:45  <jony123> And how do i changed the enviroment.
03:58:02  <Sacro> eh?
03:58:28  <jony123> enviroment eg from temperiate to others
03:58:34  <Sacro> read the wiki
03:58:35  <Sacro> all in there
04:35:29  <petern> hurr
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08:47:32  <Eddi|zuHause> hey, i found a new use for block signals...
08:47:48  <Eddi|zuHause> indicating whether there is a train in the tunnel
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09:16:13  <bartavelle> hello
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10:42:57  <TrueBrain> GENERAL NOTICE: the SSL certificate is updated on all secure openttd.org service (some clients warn about this ;))
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12:17:32  <Rubidium> TrueBrain: ooh... is it that time of half of the year again :)
12:18:52  <TrueBrain> yup
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12:45:14  <CIA-4> OpenTTD: rubidium * r18251 /trunk/src/network/ (network_gui.cpp network_internal.h): -Codechange: make the join status window big font aware
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13:01:28  <CIA-4> OpenTTD: rubidium * r18252 /trunk/src/news_gui.cpp: -Fix: crash when news is shown when the end game window is opened (status bar goes missing for a while etc.)
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13:14:57  <CIA-4> OpenTTD: frosch * r18253 /trunk/src/ (newgrf.cpp newgrf.h): -Codechange: Convert the linked list of loaded GRFFiles into a SmallVector.
13:18:32  <CIA-4> OpenTTD: rubidium * r18254 /trunk/src/highscore_gui.cpp: -Codechange: make the highscore windows big font aware-ish till the point that it still fits within the graphics
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14:04:15  <CIA-4> OpenTTD: rubidium * r18255 /trunk/src/town_gui.cpp: -Codechange: make the town authority window big font aware
14:06:40  <Belugas> hello
14:15:31  <JVassie> 5 build in 1h15m :p
14:15:33  <JVassie> *builds
14:17:21  <Rubidium> what's so special about 5 builds in that time span?
14:24:14  <O----notas> Hi, are there some logging functions I can use in OpenTTD src?
14:24:17  <Sacro> @seen Kage
14:24:17  <DorpsGek> Sacro: Kage was last seen in #openttd 2 years, 24 weeks, 5 days, 5 hours, 24 minutes, and 36 seconds ago: <Kage> :)
14:24:27  <Sacro> wow, DorpsGek has a good memory
14:26:18  <Rubidium> O----notas: I think DEBUG is the closest to what you're looking for
14:27:12  <O----notas> Rubidium: Thanks, I'll have a look at it
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16:18:14  <CIA-4> OpenTTD: rubidium * r18256 /trunk/src/ (train_gui.cpp vehicle_gui.cpp): -Codechange: make the vehicle details window big font aware
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16:23:54  <CIA-4> OpenTTD: rubidium * r18257 /trunk/src/news_gui.cpp: -Fix: glitch when the news message is wider than the status bar
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16:42:07  <Belugas> ho hooo....
16:42:12  <Belugas> not 12:00h yet
16:42:20  <Belugas> and i'm starving...
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16:51:01  <Belugas> can't wait
16:51:06  * Belugas goes mirco wave
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17:43:47  <planetmaker> The found town window in the SE behaves strange IMO. The town naming box steals all focus and even after you founded a town it won't close by means of the DEL key
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18:36:58  <planetmaker> http://openttdcoop.org/files/pm/alignment.png <-- I seem to have a bounding box issue.
18:37:33  <planetmaker> The tile just below the town population only gets the ground tile drawn, if it is one higher than one of the two South-Eastern edges of it.
18:37:48  <planetmaker> I'm out of clues how to fix that. Any ideas or pointers?
18:39:54  <planetmaker> http://pastebin.ca/1683988 <-- associated nfo
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18:45:38  <CIA-4> OpenTTD: translators * r18258 /trunk/src/lang/ (6 files): (log message trimmed)
18:45:38  <CIA-4> OpenTTD: -Update from WebTranslator v3.0:
18:45:38  <CIA-4> OpenTTD: dutch - 1 changes by habell
18:45:38  <CIA-4> OpenTTD: greek - 30 changes by
18:45:38  <CIA-4> OpenTTD: hungarian - 2 changes by alyr
18:45:40  <CIA-4> OpenTTD: indonesian - 6 changes by fanioz
18:45:40  <CIA-4> OpenTTD: polish - 1 changes by silver_777
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18:51:58  <Belugas> no idea
18:52:00  <Belugas> sorry
18:52:25  <Belugas> anyway, my brain cannot work correctly right now... blame Peter's Epci
18:52:27  <Belugas> epci
18:52:30  <Belugas> EPIC
18:52:32  <Belugas> damned it
18:52:33  <TrueBrain> do we have to?
18:54:33  <planetmaker> eepc? ;-)
18:54:42  <frosch123> planetmaker: http://www.tt-forums.net/viewtopic.php?f=26&t=43236
18:56:03  <planetmaker> thanks :-)
18:56:23  <planetmaker> Now... does one big, sliced building get one bounding box (if so: how?) or each tile one?
18:57:38  <planetmaker> using Ctrl+B reveals that the houses seem to have NO bounding boxes at all... I wondered about that...
18:58:18  <frosch123> when ever possible you should have one bounding box per tile, from <0,0,0> to <16,16,h>
18:58:46  <frosch123> multitile building should be cut, so they do not extent out of the bounding box
18:59:23  <frosch123> that is, the sprite should not extent left/right over the left/right corner of the tile, nor below the south edges
18:59:37  <asilv> does it matter if bounding box is too high compared to building? I have been using same size bb for all houses
18:59:48  <planetmaker> Right. I do have that, I use a sprite for each tile... and to my knowledge with those limitations to left/right/bottom
19:00:01  <frosch123> the "when ever possible" likely applies to 100% unless you use animations with parts that move across multiple tiles
19:00:40  <frosch123> and what bounding box do you use?
19:01:07  <planetmaker> That's probably the question. Ctrl+B doesn't show one. So... I have to define it in action2, I guess, right?
19:01:46  <frosch123> 00 00 00 00 00 // no offsets and extends and so on. <- change that to 00 00 10 10 <height of your building>
19:02:15  <planetmaker> ah. I will try :-)
19:02:35  <frosch123> now, first dinner :)
19:03:08  <planetmaker> enjoy :-)
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19:06:24  <asilv> i have 10 10 40 for pretty much all houses as I have been too lazy to set the correct heights
19:07:00  <planetmaker> Your question concerning height is of much interest to me, too.
19:07:23  <planetmaker> My default house heights are 160 (1-tile) and 200 (2x2 tiles) respectively.
19:07:29  <planetmaker> Most houses are WAY smaller, though
19:08:10  <planetmaker> But if I want to adjust the bounding box height... well, I'd need information on how big the house actually is :-)
19:08:23  <planetmaker> Which makes the multiple inclusion of the same code difficult
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19:09:30  <asilv> generally it seems that single tile houses "just work" no matter how you do it
19:09:48  <planetmaker> that's what I can confirm from my observation, too
19:09:55  <planetmaker> But 2x2 glitched...
19:10:30  <planetmaker> and... adjusting the bounding boxes didn't help this glitch :-(
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19:11:49  <asilv> I have 2x2 houses coded with just 3 building sprites
19:12:03  <planetmaker> you left out the upper tile?
19:12:10  <asilv> yes
19:12:41  <planetmaker> I cut it such that the lower tile extens up to the lowest point of the upper tile
19:13:22  <planetmaker> As I didn't really cut it (I just gave coordinates, leaving the image untouched), it should be easy to change, but...
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19:14:24  <asilv> I tried to upload example sprites, but opera chrashed :|
19:14:38  <Sacro> limitation disturbs me very sprites
19:14:41  <Sacro> goes throw out limitation?
19:15:08  <frosch123> yeah, the height of the house is not really important, you can jusr a well set it to 60 for all
19:15:40  <frosch123> and only using 3 sprites with none in the north is also fine
19:16:03  <planetmaker> makes things easier :-) Less action2s
19:16:04  <asilv> http://i613.photobucket.com/albums/tt211/asilvio/hospital2con4.png
19:16:31  <asilv> you still need ground sprite for the fourth tile
19:16:39  <asilv> and action2 too
19:17:45  <planetmaker> hm, true. For now I use anyway the default concrete tile
19:20:07  <frosch123> TrueBrain: what trouble does greek currently cause? wt3 commit message said 30 changes, but nothing was committed, and the wt3 status still says 30 pending
19:20:40  <TrueBrain> oh, then someone has been toying with cases again, fucking things up :p
19:21:05  <frosch123> :p
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19:36:10  <Alberth> perhaps I should upgrade to Fedora 12, so I can play OpentTTD 0.7.3 :p
19:36:20  <planetmaker> :-P
19:37:47  <Alberth> with OpenGFX 0.1.1
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19:39:33  <Rubidium> Alberth: with big fonts turned on? :)
19:40:13  <Alberth> nah, I have an old monitor :)
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19:41:16  <thomas001> hi,maybe a bit offtopic: i am playing using the DBset xl, but there seems to be no wagon for sand?
19:42:30  <frosch123> also load dbsetxl ecs extension
19:42:41  <KenjiE20> you need the EC... ^ that
19:42:54  <planetmaker> thanks asilv , frosch. Resorting to 3 sprites only seems to solve my issue with the glitch. I don't understand why, but it does :-)
19:43:21  <frosch123> do you see bounding boxes now?
19:43:23  <planetmaker> Nice side effect: The grf will be a tiny bit smaller :-P
19:43:26  <planetmaker> frosch123: yes.
19:43:53  <frosch123> fine :)
19:43:54  <planetmaker> as soon as I made them not 0-sized they were there. Stupid mistake, but... Wald vor lauter B?umen und so ;-)
19:44:03  <thomas001> frosch123, oh,thank you
19:44:42  <planetmaker> let's say: I didn't quite understand the coordinate systems, but you cleared that up for me :-)
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19:46:47  <thomas001> frosch123, can i load it into a running game?
19:47:09  <frosch123> try it, if you are lucky
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19:54:11  <CIA-4> OpenTTD: rubidium * r18259 /trunk/src/graph_gui.cpp: -Codechange: make the graphs big font aware
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20:13:49  <CIA-4> OpenTTD: rubidium * r18260 /trunk/src/station_gui.cpp: -Codechange: make the company station view big font aware
20:14:53  <CIA-4> OpenTTD: rubidium * r18261 /trunk/src/toolbar_gui.cpp: -Codechange: center the company icons in the toolbar dropdowns
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20:17:34  <JVassie> hes on fire
20:25:25  <CIA-4> OpenTTD: rubidium * r18262 /trunk/src/statusbar_gui.cpp: -Codechange: make the status bar big font aware
20:39:35  <frosch123> ottd 0.8 will have '32" display" as hardware requirement :p
20:41:05  <planetmaker> frosch123: yes.haha :-)
20:41:28  <planetmaker> Can I then download that screen also? ;-)
20:42:14  <Alberth> is your cable wide enough?
20:42:42  <frosch123> :p
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21:27:58  <andythenorth> meh
21:28:35  <frosch123> hello andythesheep
21:29:04  <andythenorth> back working for a living
21:29:15  <andythenorth> ^ that won't get any new exciting pixels drawn
21:29:28  <andythenorth> and I have to use svn, so that sucks
21:29:28  <Prof_Frink> No, but might attract welshdragon
21:30:22  <welshdragon> ...
21:30:42  <frosch123> true, that worked
21:31:34  <planetmaker> Is there a way to retrieve the houseID when ingame?
21:32:02  <frosch123> why would you want to do that?
21:32:14  <planetmaker> To improve the naming of the houses ;-)
21:32:45  <planetmaker> Yes, I could as well open all the sprite files. But ingam I'd have everything available at once
21:32:50  <planetmaker> +e
21:33:07  <frosch123> ah, you want to print the id in some info window?
21:33:11  <frosch123> then try var 66
21:33:31  <planetmaker> yes. Ok, So I would have to add that? But that'll do. I'll look at it. Thx
21:34:47  <CIA-4> OpenTTD: rubidium * r18263 /trunk/src/town_gui.cpp: -Codechange: make the town views resizable
21:35:33  <planetmaker> uh... I'd have to implement that via callback? Or how would that work?
21:36:35  <frosch123> cb 14D, but actually i have no idea whether that one allows textstack, likely not
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21:37:33  <frosch123> no, no textstack available
21:38:11  <frosch123> or do you rather want to patch ottd? :)
21:38:12  <planetmaker> hm... I could just add the ID to the name in the source temporarily, I guess
21:38:40  <planetmaker> He, would you want such patch? :-)
21:38:53  <planetmaker> ok, obviously I would be interested in it...
21:38:58  <frosch123> not in trunk :)
21:39:29  <planetmaker> for a change I could patch again OTTD, indeed...
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21:43:08  <frosch123> you could just print hs->local_id to the console in GetTileDesc_Town
21:45:23  <planetmaker> :-)
21:46:49  <planetmaker> Though I guess adding one "" to the string generation is faster as I save the compile time ;-)
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21:47:41  <frosch123> ah, ok, if your grf is that scripted :p
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21:47:48  <planetmaker> it is :-P
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22:01:56  <CIA-4> OpenTTD: rubidium * r18264 /trunk/src/ (48 files in 3 dirs): -Codechange: make the company league window big font aware
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22:31:58  <Terkhen> good night
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23:20:22  <thomas001> do i need an extra grf for ships which can carry fish?
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23:33:57  <fjb> Yes
23:35:43  <thomas001> which one for example?
23:35:51  <fjb> One ship of the newships grf can carry fish. And the fish set should also be able to carry fish. But I did not test that.
23:36:31  <thomas001> hmm newships...ok,thank you :)
23:36:54  <fjb> fish set is also worth a look.
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