Log for #openttd on 7th July 2010:
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00:00:43  *** Fixed [~Fixed@] has left #openttd []
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00:01:17  <Vadtec> is there any other information on the "copy and paste" patch other than at ?
00:01:56  <Vadtec> i dont even see where to enable it
00:02:05  <Vadtec> or anything else for that matter
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00:04:43  <Wolf01> Vadtec: you need to "patch" the source code to enable it
00:05:01  <Vadtec> yeah i know
00:05:07  <Vadtec> just cant find the patch itself
00:05:21  <Vadtec> and it appears the idea was rejected on the requested fetures list
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00:06:06  <Wolf01> try the development forum
00:06:54  <Wolf01> you might find an updated patchpack which integrates it
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00:08:25  <Vadtec> it appears from what ive read on two threads on the tt-forums that the devs think having such a feature is cheating/an unfair advantage
00:08:32  <Vadtec> thus they dont want it included
00:08:43  <Vadtec> all
00:09:18  <Vadtec> i think it would add a level of realism..."hey, we need a roundabout, heres the template, go build it"
00:09:35  <Vadtec> bummer, that could have been a handy thing to have
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00:11:39  <Wolf01> that's why it's considered cheating, it's a useful feature indeed, but it always an automation to "cheat the time"
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00:12:53  <Vadtec> so it could be time delayed and built over a period of game days
00:13:18  <Wolf01> too much work for a too little realism... :P
00:13:24  <Wolf01> 'night all
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00:13:32  <Vadtec> and against some of the faster AIs, it wouldmt give players that much of an advantage anyways
00:13:41  <Vadtec> they build so much faster than humans
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00:50:52  <fjb> Realistic building? Wait 5 years till this bridge is done.
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01:02:42  <Eddi|zuHause> wait 5 years until the court cases about environmental destruction get through
01:03:57  <Eddi|zuHause> and end up with a shiny 400 million $ bridge which you can't build a connection to
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01:12:45  <R0b0t1> Hey, so, not sure if this is a dev-only channel or not, but has anyone ever implemented an adder circuit with trains?
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01:32:34  <Eddi|zuHause> yes, i believe i have seen one, but it used the NAND signal patch
01:32:52  <Eddi|zuHause> it should be in the forum somewhere
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01:36:51  <supermop> hello
01:39:56  <R0b0t1> Eddi|zuHause: What do you mean, signal patch?
01:40:00  <R0b0t1> Oh, I found a four bit adder.
01:40:14  <R0b0t1> It's a pity it requires so much space, I'd like to make something a bit more complicated.
01:40:35  <supermop> I have a pretty stupid question, if anyone is interested in helping me out
01:40:52  <R0b0t1> Go ahead and ask, or no one can answer.
01:40:58  <R0b0t1> I probably won't be able to answer it btw.
01:41:36  <supermop> I cannot figure out how to upload my NewGrf to bananas
01:41:51  <supermop> i dont see any upload link on there
01:42:56  <Eddi|zuHause> you need to register at
01:43:50  <supermop> yeah, i did that and logged in, but I still do not see where to upload, I must be blind
01:44:58  <supermop> only thing I cant think of is the "manager" tab,
01:45:18  <supermop> oh
01:45:22  <supermop> that worked
01:45:25  <supermop> sorry
01:45:30  <supermop> thanks too
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01:54:52  <supermop> I had thought that manager was only for mods or something
01:59:30  <Eddi|zuHause> newgrfs _are_ mods
02:13:01  <supermop> ah, i was using mod to mean moderator
02:13:12  <supermop> like a user with elevated priveledges
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03:32:56  <Eddi|zuHause> maybe it could be changed to "upload/manage" or something, to make it clearer
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05:22:18  * Rubidium wonders how an user that can upload to bananas isn't an user with elevated privileges
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06:02:19  <planetmaker> but maybe the idea to name it differently is not bad
06:02:33  <planetmaker> and a wonderful good morning to all :-)
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06:21:49  <planetmaker> maybe like "contributing"
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08:01:52  <ltsampros> 9/wc
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08:45:40  <TomyLobo> <waterfoul> does it say anywhere on the wiki the distance that the inhabitants of a city will build from a road?
08:45:50  <TomyLobo> i can only tell you the results of my experiments
08:45:59  <TomyLobo> apparently it's 1, for single roads
08:46:17  <TomyLobo> however it seems to increase if there are roads on 2 opposing sides
08:46:32  <TomyLobo> whoops that was from yesterday :D
08:49:49  <peter1138> they may build farther from a road if a 1x1 building replaces a 1x2, 2x1 or 2x2 building
08:58:07  <peter1138> visual studio solution file format version 8
08:58:14  <peter1138> which version of VS is that?
09:00:18  <TomyLobo> 2005
09:00:34  <peter1138> thanks
09:00:42  <TomyLobo> 6 2003 2005 2008 or something
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09:14:44  <Wolf01> hi
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09:27:44  <svip> Do different stations have different catchment areas?
09:27:48  <svip> Or are they all the same?
09:28:16  <Ammler> yes, no
09:29:03  <Ammler> something like that wouldn't be that hard to explore self.
09:29:47  <svip> Touché.
09:30:22  <Ammler> why don't you start a game?
09:30:29  <svip> :P
09:35:45  <TomyLobo> docks 5, train stations 4, bus/lorry stations 3
09:36:00  <svip> Hm.
09:36:04  <TomyLobo> airports have varying sizes
09:36:18  <svip> But their catchment differ?
09:36:31  <TomyLobo> yes catchment area sizes
09:37:07  <svip> Hm...
09:38:45  <svip> TomyLobo: Would a tile know if it is being served?
09:38:52  <Wolf01> airports from 4 to 9 if I'm not wrong
09:40:19  <TomyLobo> svip i suppose so, but you wouldnt :)
09:40:30  <TomyLobo> unless you mark the areas of all your stations with signs
09:40:44  <svip> I am not talking about awhat the player can see.
09:40:53  <svip> Or rather, I am going to write a patch that will do exactly that.
09:41:05  <TomyLobo> nice idea :)
09:42:12  <Wolf01> what do you think? I'm still working on it (I've some offset problems, dunno why, when drawing transparent roads)
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09:43:55  <svip> TomyLobo:
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09:50:48  <TomyLobo> nice
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09:53:27  <schlummOr> hi
09:54:24  <schlummOr> is there an way, for changing the color of the catchment area without working in the source code?
09:55:42  <Rubidium> I think there is, but it involves writing a NewGRF that replaces one of the "company colours"
09:55:49  <schlummOr> cause im using the extram zoom patch, and the catchmant area is completeley white, so it is difficult to see where the station will be build ,)
09:57:23  <Rubidium> in that case I doubt the trick will work... as it shouldn't be white to begin with
09:57:43  <Rubidium> and if it's not the colour it should be, then my trick of changing that colour doesn't help
09:57:58  <Rubidium> and if it makes the whole tile white, then changing the colour probably won't help either
09:58:21  <schlummOr> k :/
09:58:34  <TomyLobo> it makes the border white, not the whole tile
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09:59:05  <Rubidium> TomyLobo: what version of OpenTTD are you using?
10:01:47  <schlummOr>
10:01:51  <schlummOr> here is a screenshot
10:02:02  <schlummOr> it is the R20030
10:02:53  <Rubidium> looks like recolouring hasn't been implemented yet
10:05:14  <schlummOr> ok, I will ask in the thread, I couldnt imagine thate no one noticed it
10:05:41  <Wolf01> maybe nobody uses "show catchement area"
10:06:04  <schlummOr> probably ,)
10:06:32  <schlummOr> but I cant without it^^
10:06:39  <svip> What is the function to check if there is a house on a tile?
10:07:17  <Rubidium> what do you consider a house?
10:07:35  <svip> Something that accepts/delivers passengers and/or mail.
10:07:42  <svip> That is not a Steel factory or a HQ.
10:08:09  <Rubidium> that's tricky...
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10:09:16  <Wolf01> Rubidium, do you have some suggestions about my patch?
10:09:23  <svip> Rubidium: Is it?
10:09:23  <VVG> hello
10:09:29  <Rubidium> if you would have said: every tile with a house or office or stadium or (soccer/footbal) field or status in whatever stage of construction it would be IsTile(t, MP_HOUSE)... but checking actual acceptance and stuff makes it harder
10:09:39  <Wolf01> hi VVG
10:10:02  <svip> Rubidium: Well, "IsTile" would be a start.
10:10:28  <Rubidium> I guess you'd need Add[Accepted|Produced]Cargo as well
10:10:46  <svip> Yeah.
10:10:56  <svip> Could be a if ( a && b ) statement! O_O
10:12:56  <Rubidium> yes... technically you could do that, but... you'd be considered crazy
10:13:01  <svip> Why!?
10:13:57  <Rubidium> because Add[Accepted|Produced]Cargo doesn't return anything; it fills an array
10:14:23  <svip> There is not a function that simply detects what a tile produces/accepts?
10:14:35  <svip> TileAccepts(t, cargo), etc.
10:14:40  * svip rins
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10:16:26  <Rubidium> so it would become something like: CargoArray dat; if (IsTile(t, MP_HOUSE) && ((memset(&dat, 0, sizeof(dat)), AddAcceptedCargo(t, dat, NULL), (dat[CT_MAIL] + dat[CT_PAX] > 0)) || (memset(dat, 0, sizeof(dat)), AddProducedCargo(t, dat), (dat[CT_MAIL] + dat[CT_PAX]) > 0)))) { ... }
10:16:45  <svip> Cool.
10:17:56  <Rubidium> oh... that wouldn't be accepted though
10:23:21  <svip> Rubidium: And how would I detect if the tile was served by a station?
10:24:11  <Rubidium> check the station code for that
10:24:21  <Rubidium> or maybe even the industry code
10:24:21  <svip> k
10:28:04  <svip> Rubidium: Hm, could just have used GetProductionAroundTiles
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10:28:22  <svip> With 1 width and 1 height.
10:29:41  <peter1138> meh, virtualbox is eating cpu :(
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10:38:30  <VVG> gah, i've been annoyed by loading list not sorting games by name, and only now i noticed there are sort switches. It took me reading advanced settings manual page to actually to try notice buttons...
10:44:24  <svip> :S
10:44:30  <svip> How do I check if an array contains nothing?
10:45:33  <TomyLobo> what kind of array?
10:45:38  <TomyLobo> plain C array?
10:45:41  <svip> Dunno, actually.
10:45:46  <TomyLobo> they cant contain nothing
10:45:47  <svip> Whatever GetStations() returns.
10:45:54  <TomyLobo> i dont know that :D
10:46:31  <TomyLobo> c++ vectors however can be .empty()
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10:49:31  <peter1138> svip, easy to find out
10:49:40  <svip> It's a StationList, apparently.
10:49:44  <peter1138> svip, GetStations() returns a StationList. StationList is a SmallVector
10:50:20  <svip> Hm.
10:50:36  <peter1138> SmallVector is defined in src/core/
10:54:13  <svip> Ah, Length()!
10:56:44  <Sacro> that's what she said
10:56:57  <svip> peter1138: ;)
10:57:33  <peter1138> svip, feedback, not comeback
10:57:39  <svip> oh right
10:57:48  <svip> If I recall, I was pretty tired when I wrote that.
10:59:51  <Wolf01> looks useful
11:00:17  <svip> Then you can place your bus stops with MAXIMUM effeciency.
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11:14:42  <svip> Wolf01: Refresh.
11:15:33  <Wolf01> yes?
11:15:41  <svip> Station catchment. o_o'
11:16:38  <Wolf01> remember that the station catchement is a strange beast
11:17:21  <Wolf01> when you adjoin distant stations, the catchement area is not only for the 2 pieces, but is the rectangle defined by the 2 pieces
11:17:59  <Wolf01> in your case is all right, but try my suggestion
11:18:12  <svip> Could you make a quick save with that setup?
11:18:38  <Wolf01> just build 2 train stations joined at distance
11:18:49  <Wolf01> or a L shaped rail station
11:18:55  <Wolf01> *train
11:19:09  <Wolf01> the catchement area is *always* a rectangle
11:19:30  <Wolf01> I got my first patch rejected for this problem ;)
11:19:34  <svip> :S
11:19:39  <svip> It works fine for me.
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11:20:10  <Wolf01> did you tried with an L shaped train station?
11:21:16  * Wolf01 goes hunting for food
11:21:21  <svip> Wolf01: Oh noes!
11:21:23  <svip> I has screenshot.
11:21:31  <svip>
11:21:48  <Wolf01> eheh... wrong!
11:21:58  <svip> Oh, really?
11:24:14  <svip> I appear to be right.
11:26:01  <svip> Wolf01: Then explain this:
11:26:56  <svip> Shouldn't trees be delivered to the station?
11:27:02  <svip> If what you are saying is accurate.
11:27:11  <TomyLobo> found a bug
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11:27:28  <TomyLobo> when dragging signals, it's always building block signals -_-
11:28:11  <TomyLobo> at least when dragging pre-signals
11:28:29  <TomyLobo> might actually be a feature but it's damn annoying
11:29:14  <Vitus> Why would you need to drag line of presignals?
11:29:27  <TomyLobo> priority merges
11:29:38  <TomyLobo> to make long prioritized lines
11:29:44  <Vitus> You don't actually need that much signals
11:29:53  <Vitus> What's the train lenght you are using?
11:30:13  <TomyLobo> well if i want to keep my main line properly signalled, i need many presignals
11:30:17  <TomyLobo> i'll make a screenshot
11:31:11  <Vitus> svip: Actually, I think that the rectangle area is only case of station acceptance. It's just observation, I don't have any code-proof, though :P
11:32:17  <TomyLobo> Vitus
11:32:48  <VVG> You don't need prio triggers longer then train lenght, and actually there is no much need in making them shorter then train lenght, as long as it is still triggered while train travels
11:33:01  <TomyLobo> VVG trains dont start instantly
11:33:06  <VVG> what is your tl?
11:33:16  <TomyLobo> 14
11:33:30  <VVG> by triggers i mean intermidiate combo signals
11:33:44  <svip> Vitus: That would make sense.
11:33:57  <VVG> for tl 14 it's enough to have one combo at start and another 13 tiles later
11:34:07  <svip> Vitus: As it turns out, tiles themselves checks for a nearby station, if they can deliver goods there.
11:34:09  <Vitus> Yes, you don't need that many signals
11:34:11  <VVG> or even 14 tiles later
11:34:17  <svip> However, stations themselves check for acceptance.
11:34:19  <TomyLobo> VVG i need as many combo signals as blocks on the main line
11:34:24  <Vitus> svip: I see
11:34:34  <VVG> you don't need blocks every second tile
11:34:44  <Vitus> TomyLobo, give me a second, I'll show you why not
11:34:45  <VVG> make it every 10 tiles for your tl
11:34:52  <svip> Vitus: So basically, I should ask the station whether it sees the tile I am asking for.
11:35:05  <TomyLobo> VVG but that means my trains can go in shorter intervals
11:35:23  <VVG> i mean prio combo blocks
11:35:29  <Vitus> svip: Maybe you could split it into two settings: station acceptance and the other one (cannot think of the name in English :P )
11:35:38  <TomyLobo> [13:34:35] <VVG> you don't need blocks every second tile
11:35:41  <TomyLobo> prio combo blocks?
11:35:51  <svip> Vitus: production?
11:35:58  <Vitus> TomyLobo, are you OK with savegame from r20080?
11:36:00  <svip> I think that is the closet name, you'll get.
11:36:00  <Vitus> Yes :)
11:36:15  <TomyLobo> vvg if i dont have as many prio combo blocks as blocks on the main line, my trains will halt
11:36:16  <VVG> ugh, with screen it will be easir
11:36:41  <Vitus> Not sure if screen explains it enough
11:36:50  <VVG> I think Vitus is going to show a screenie, am i right?
11:37:06  <VVG> Should be quite clear from it.
11:37:18  <VVG> Oh well, i'll show it in a bit, wait a sec.
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11:39:14  <VVG>
11:39:20  <VVG> that's for tl 10
11:39:33  <VVG> mind that i placed combo facing wrong way
11:39:41  <TomyLobo> you mean 20
11:39:47  <VVG> 10 tiles
11:40:13  <TomyLobo> well problem is: not all of my trains have the same length
11:40:16  <Vitus> TomyLobo, try this savegame:
11:40:32  <TomyLobo> if you're vitus from the bug tracker, i cant load your savegames ^^
11:40:38  <VVG> make combo blocks not longer than your minimum tl
11:41:00  <Vitus> Well, unless you use r20080 or higher, then yes :D
11:41:08  <Vitus> Just make it for the mini
11:41:11  <TomyLobo> i use release 1.0.2
11:41:14  <Vitus> mum TL :P
11:41:55  <Vitus> Well, at least a reason to update to 1.0.2 :D
11:42:41  <TomyLobo> but i need more than the minimum train length. otherwise fast trains will have to stop
11:42:48  <VVG> they won't
11:43:16  <VVG> once a first combo is triggered, all other stay red
11:43:29  <TomyLobo> i know that
11:43:34  <Vitus> TomyLobo, show us the savegame
11:44:23  <TomyLobo> if they pass the prioritized part faster than the train from the secondary line can enter and go to full speed, it will slow down or stop
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11:45:02  <TomyLobo> especially with realistic acceleration where trains slow down ahead of signals
11:45:04  <Vitus> Just show the savegame, I'll simplify it without breaking the prio
11:45:12  <svip> Vitus: Should it be two modes or couldn't I just make the tiles where it was ONLY acceptance a different colour?
11:45:32  <VVG> what tls are your trains?
11:45:33  <Vitus> svip: Yes, that might be better solution :)
11:45:34  <TomyLobo> of course it can be simplified, but not shortened
11:45:39  <TomyLobo> so what's the use?
11:45:47  <TomyLobo> it wont take up less space
11:45:48  <VVG> you misunderstood
11:45:52  <Vitus> You still do not have to use combo signal every second tile
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11:47:09  <TomyLobo> i like my no-brains solution. it's simple to build and the extra cost is peanuts
11:47:10  <VVG> you make your prio as long as needed, there is just no need to place combos every second tile, only a must part is to make sure they are triggered all the time since the prio part start. for that you need to have triggers not longer than your minimum tl
11:47:53  <Vitus> Well, then don't complain about drag'n'droping presignals ;)
11:48:36  <TomyLobo> if that's a feature, i want it for path signals too
11:48:51  <TomyLobo> if it's a bug, it needs to be fixed :)
11:48:59  <Vitus> Why for path singals?
11:49:12  <TomyLobo> so you can drag and get block signals
11:49:36  <Vitus> Having line consist of PBS makes sense, whereas having line of combo signals doesn't
11:49:52  <TomyLobo> how does having pbs on straight lines make sense?
11:51:18  <Vitus> If you have PBS on signle line without any splits or merges, they work like block signals. And line of block signals doesn't make sense or what?
11:51:19  <peter1138> i only use pbs signals
11:51:26  <peter1138> so it makes sense to only use pbs signals
11:53:34  <svip> Hm.
11:53:53  <svip> I have the stations now, I wonder how I check whether a specific tile is within their acceptance zone.
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12:01:34  <Wolf01> [13:26:02] <svip> Wolf01: Then explain this: <- cargo should come to station when you start asking for it
12:01:55  <svip> Wolf01: Huh?
12:01:57  <Wolf01> but in your case, it might be due to the low production of the forest
12:02:07  <svip> I did speed things up and waited.
12:02:09  <svip> It never came.
12:02:42  <Wolf01> and how coal and passengers came?
12:02:57  <svip> Wolf01: Notice the advance settings.
12:03:07  <Wolf01> ah
12:03:34  <svip> But we have already established that acceptance and production are handled differently.
12:04:10  *** schlummOr [] has quit []
12:04:47  <svip> Why?  Simple; production is checked by the industry/building while acceptance is checked by the stations.
12:05:01  <svip> Therefore, production is the shape you see there, while acceptance is always a rectangle.
12:05:18  <svip> THE MORE YOU KNOW--
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12:11:39  <Wolf01> oh yeah, I was looking for the topic on the forum which explained this
12:15:08  <Wolf01> this evening I'll take some pictures of the rail bridge near my house, they are raising it because they had to raise the dykes
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12:26:21  <TomyLobo> apparently my factory is constructing cars from wood and cows
12:27:53  <Belugas> hello
12:28:01  <VVG> mages make theirs meal there, cars come from magic
12:28:16  <TomyLobo> and the wood?
12:28:17  <Wolf01> hello Belugas
12:29:33  <TomyLobo> there, cars, but i dont give them steel :)
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12:30:51  <VVG> wood is there to grill cows
12:31:14  <TomyLobo> ah that makes sense
12:31:22  <VVG> or maybe those are wooden cars :)
12:31:36  <TomyLobo> they wouldn't sell well
12:31:54  <TomyLobo> but i must've sold thousands to a city of < 2000 people
12:31:59  <VVG> who cares? that's accepting place's headache
12:32:14  <VVG> they sure got some great salesmen
12:32:39  <TomyLobo> correction, they just grew to 2002
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12:35:45  <VVG> btw, you've got some very sharp turns there, while there is plenty of space to make wider curves.
12:36:45  <Vitus> What if he doesn't use realistic acceleration? :P
12:37:17  <TomyLobo> vvg where would i story those crates then?
12:37:18  <VVG> that didn't pop up in my mind :P
12:37:30  <TomyLobo> store*
12:37:54  <VVG> there is even more space for eye-candy part of station :)
12:38:42  <VVG> btw, without realistic accel trains do not slow at those sharp curves?
12:38:50  <VVG> slow down*
12:38:58  <Vitus> Nope
12:39:38  <VVG> all types of trains? or only maglev?
12:39:47  <Vitus> All of them
12:40:01  <Vitus> They have to slow down when climbing slopes, though
12:40:55  <Vitus> And power or TE makes no difference
12:43:13  <TomyLobo> i just accidentally spent all my money on flattening terrain when dragging with the tool into a news window -_-
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12:53:57  <Kovensky> protip: don't drag to inside the news window with any tool
12:54:10  <TomyLobo> :)
13:00:20  <Eddi|zuHause> it's a StationList
13:00:27  <Eddi|zuHause> bah...
13:00:44  <Eddi|zuHause> there should really be a warning when you don't have scrolled down
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13:11:20  <feizhou> hi all, whenever I start a new game, the bus stops, truck stations and vehicle depots are grayed out on the road menu and both the rail and air menus are grayed out. Is this a bug?
13:11:59  <feizhou> or is there a setting that i missed?
13:13:05  <Vitus> What year did you start in?
13:13:44  <feizhou> 1900?
13:14:02  <feizhou> i tried moving it to 1910...
13:14:04  <feizhou> :-d
13:14:10  <Vitus> That's too soon with default vehicles
13:14:12  <Vitus> Try 1950+
13:14:17  <feizhou> OH
13:14:26  <Eddi|zuHause> svip: the "Testing whether the showcase is different from the actual handling." ( is not entirely correct
13:14:59  <svip> Eddi|zuHause: Hm?
13:15:06  <Eddi|zuHause> the handling is different between delivering cargo and hauling cargo away
13:15:08  <feizhou> so what set should i use to start from a year before 1950?
13:15:12  <svip> Eddi|zuHause: Yeah.
13:15:13  <svip> I know.
13:15:24  <Eddi|zuHause> for delivering cargo, only the stationrect counts
13:15:25  <svip> Unfortunately, Eddi|zuHause, we've already been through this. O_O
13:15:36  <Eddi|zuHause> for taking cargo away, the industryrect counts
13:15:44  <Vitus> feizhou: Some NewGRF which has vehicles before 1950 :)
13:15:57  <svip> Eddi|zuHause: Indeed.
13:16:07  <svip> Eddi|zuHause: I am going to present a fix to this soonish.
13:16:16  <feizhou> Vitus: oh...hahaha...first time running openttd you see :-P
13:16:50  <Eddi|zuHause> svip: so you should provide a "catchment (accepting)" and "catchment (providing)" option
13:16:56  <feizhou> Vitus: thanks for your help. now to make my son happy....
13:16:59  <Eddi|zuHause> or fix the catchment in general ;)
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13:17:22  <svip> Eddi|zuHause: Nah...
13:17:31  <svip> I am going with using two different colours.
13:17:38  <svip> Dark for both and light for only accepting.
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13:19:18  <feizhou> is there a preferred pastebin for this channel?
13:19:31  <svip> Nope.
13:19:35  <svip> You can use whatever you like.
13:19:50  <svip> Or as our stealing motto campaign goes; 'have it your way'.
13:20:14  <feizhou>
13:20:27  <feizhou> problem encountered when trying to compile mac os x 3.x
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13:21:47  <Eddi|zuHause> 10.3(.9) is not supported for a while, i believe
13:22:49  <Belugas> <censored> meeting :S
13:22:55  <Belugas> RESPECT YOUR SCHEDULES!
13:23:08  <Belugas> F<censored> YOU!!! You can't even do the same!
13:23:10  <Belugas> grrrr
13:23:32  <feizhou> Eddi|zuHause: oh...did not get that impression from
13:23:58  <svip> Belugas: Such coarse language!
13:24:01  <feizhou> guess i'm wasting my time on this one...time for a linux box for my son
13:24:15  <svip> ;-;
13:24:21  <svip> openttd is so much easier on Linux.
13:24:47  <Eddi|zuHause> feizhou: well... "supported" as in "anybody tested if it still works"
13:24:56  <feizhou> svip: IF the distro packages the latest and greatest :P
13:25:11  <svip> I mean; just download the tarball.
13:25:14  <svip> Hit ./openttd
13:25:16  <svip> And you be gaming
13:25:41  <blathijs> Or download the .deb or .rpm, I think those are reasonably well-supported as well
13:25:45  <feizhou> svip: oh, the static tarball?
13:25:52  <svip> I love tarballs.
13:25:53  <peter1138> internal compiler error? that's special
13:25:57  <svip> Although, right now I use svn.
13:26:21  <feizhou> blathijs: /me wary of anything not built specifically for distro. Especially Ubuntu distros...
13:26:43  <Eddi|zuHause> 10.3.8 is definitely not possible, but as far as i can see, 10.3.9 was support was never officially removed
13:26:48  <feizhou> peter1138: who knows what Apple did to their gcc....
13:27:08  <Eddi|zuHause> feizhou: it's definitely not enough information to find out what's wrong
13:27:10  <glx> it should run on 10.3.9 but not compile
13:27:30  <blathijs> feizhou: The openttd site has a bunch of debs, compiled for different Debian and Ubuntu versions
13:27:34  <svip> What about nukes in OpenTTD?
13:27:35  <peter1138> glx, compile error, or compiler error? heh
13:27:49  <glx> at least compile error :)
13:27:52  <svip> 'Level the playing field' as they say.
13:27:57  <glx> like missing stuff in the headers
13:28:03  <peter1138> compiler error in that pastebin
13:28:10  <Eddi|zuHause> glx: that's definitely not what the paste said
13:28:23  <glx> last time I tried in my VM it was a compile error
13:29:10  <svip> Man, I wish Station had a CanSeeTile() function.
13:29:54  <svip> But does it, instead, have a list/array of tiles it can deliver to?
13:32:19  <TomyLobo> can you get a list of station tiles ?
13:32:30  <svip> Nah, not station tiles.
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13:32:36  <TomyLobo> i mean can you get one?
13:32:37  <svip> But tiles it can deliver to.
13:32:41  <svip> I have the station!
13:32:46  <svip> Isn't that better?
13:32:49  <TomyLobo> from that, you just expand by 4 squares
13:32:55  <svip> No.
13:33:11  <svip> I don't know if it is an international airport or a truck stop.
13:33:18  <svip> They vary from 3 to 9.
13:33:21  <TomyLobo> well you should!
13:33:32  <svip> I am certain that Station itself is well aware of this.
13:33:38  <svip> So I don't see a reason to reinvent the wheel.
13:33:43  <TomyLobo> it should!
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13:33:57  <feizhou> you guys adding Space ports to openttd?
13:34:08  <svip> Yes.
13:34:10  <svip> And nukes.
13:34:22  <svip> 'Tired of your opponent?  Nuke that sucker.'
13:34:25  <TomyLobo> and fizzy bubbles
13:34:30  <TomyLobo> oh wait, that's already in
13:34:33  * feizhou tries to remember the first case of someone taking a nuke
13:34:51  <svip> They surrendered, did they not?
13:36:12  <TomyLobo> svip if i were you, i'd look for the code that evaluates station rating for cargo delivery
13:43:29  <svip> How do I check the distance between two tiles?
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13:45:13  <TomyLobo> do you have their coordinates?
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13:45:20  <svip> TomyLobo: I have the tiles.
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13:45:32  <TomyLobo> well get their coordinates :)
13:45:42  <TomyLobo> and then subtract
13:45:57  <TomyLobo> then take the maximum if this is for station coverage
13:46:12  <TomyLobo> maximum of the 2 coordinate differences
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13:51:54  <svip> Hmph.
13:52:07  <svip> How do I get each tile of a station?
13:53:01  <feizhou> have fun all
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13:53:30  <Eddi|zuHause> svip: if in doubt, cycle through the stationrect, and take each tile of MP_STATION with the same id
13:53:50  <svip> How would I go about that if I have the Station?
13:54:28  <Eddi|zuHause> "foreach tile in station->rect"
13:55:01  <svip> Can you do foreach in C?
13:56:12  <TomyLobo> no
13:56:15  <svip> Hm.
13:56:24  <TomyLobo> but since openttd is C++, that shouldn't be a problem
13:56:44  <Eddi|zuHause> svip: i'm sure there are plenty of examples
13:56:49  <svip> Yes yes.
13:56:53  <svip> Found one.
13:57:22  <Eddi|zuHause> it used to be "BEGIN_TILE_LOOP", but that was maybe changed in a de-macroization-attempt
13:57:32  <svip> Hm.
13:57:39  <svip> Is the id stored on st->id?
13:57:52  <Eddi|zuHause> sounds like the right place ;)
13:59:50  <TomyLobo> where do i disable vehicle breakdowns?
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14:02:28  <VVG> difficulty settings
14:03:58  <TomyLobo> thanks
14:05:03  <svip> Eddi|zuHause: :( rect has no member named tile, h or w
14:05:10  <svip> I guess TILE_AREA_LOOP is not for that.
14:06:52  <svip> How do I loop a rect?
14:07:04  <Eddi|zuHause> svip: TileXY(st->rect.left, st-> <-- that's the first tile
14:09:23  <Eddi|zuHause> svip: i would start searching for iterators
14:16:04  <Eddi|zuHause> svip: what's wrong with TILE_LOOP?
14:16:26  <svip> Nothing, in theory, and it is what I am trying right now.
14:19:07  <svip> I just wish I was capable of getting the entire rect.
14:19:22  <svip> Oh, I know.
14:21:24  <svip> Woo!
14:21:27  <svip> I did it!
14:22:54  <svip> Wolf01 is going to like this one.
14:25:36  <svip>
14:37:07  <svip> Eddi|zuHause: o_O
14:37:18  <Eddi|zuHause> ?
14:37:19  <svip> TILE_LOOP should go through a rect?
14:38:06  <Eddi|zuHause> yes, basically
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14:39:10  <Eddi|zuHause> technically, through a Tile+Dimension, but that transformation is fairly trivial ;)
14:40:09  <Eddi|zuHause> width=right-left, height=bottom-top, i believe
14:40:25  <svip> That's what I thought as well.
14:40:33  <svip> But look at this:
14:40:37  <Eddi|zuHause> and TileXY(left, top) like above as the start
14:41:01  <svip> Why does it not get to the bottom right area?
14:41:28  <Eddi|zuHause> can you paste the code to
14:41:58  <svip> is a bit slow, eh?
14:42:16  <Eddi|zuHause> dunno
14:42:33  <svip> Eddi|zuHause: << Here is the offending code.
14:42:36  <svip> Well, the function.
14:44:27  <Eddi|zuHause> svip: what's wrong with Station::GetCatchmentRect()?
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14:44:40  <svip> Eddi|zuHause: o_o
14:44:45  <svip> That was not the rect I was looking for.
14:47:17  <svip> Hm, okay, I guess that does work as well.
14:47:25  <svip> However, it still produces the same error.
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14:47:33  <svip> With not covering the bottom right area.
14:48:05  <Eddi|zuHause> i'm not entirely sure what you're trying to do... you loop over the rect, just to check if you happen to run across the current tile?
14:48:17  <svip> Yes.
14:48:21  <Eddi|zuHause> you can check whether your tile is in the rect much easier
14:48:29  <svip> How?
14:49:11  <Eddi|zuHause> left <= TileX(tile), TileX(tile) <= right, and similar with top/bottom/Y
14:51:00  <peter1138> oh, and that sln file is VS 2003 :s
14:51:22  <svip> Eddi|zuHause: :(comparison between signed and unsigned integer expressions
14:51:42  <Eddi|zuHause> svip: add a cast
14:52:17  <svip> (int)?  (uint)?
14:52:22  <svip> I forget how big these can be.
14:53:33  <Eddi|zuHause> you can cast the results of GetCatchmentRect to uint, i believe
14:54:08  <Eddi|zuHause> it ensures that return values are >=0
14:54:52  <svip> K
14:54:54  <svip> Uhm...
14:55:07  <svip> bottom is always less than top?
14:55:49  <svip> This never returns true for some reason; 		if ( (uint)rect.left <= TileX(tile) && TileX(tile) <= (uint)rect.right
14:55:52  <svip> 			&& (uint)rect.bottom <= TileY(tile) && TileY(tile) <= (uint) )
14:56:18  <Eddi|zuHause> yes, top is the smaller one
14:56:37  <Eddi|zuHause> you need to reverse these
14:56:53  <Eddi|zuHause> the topmost tile is (0,0)
14:57:31  <svip> Good good.
14:57:39  <svip> But it still produces the same fault.
14:57:58  <Eddi|zuHause> maybe need to reverse X and Y as well, not sure
14:57:59  <svip> The bottom right is still not coloured.
14:58:07  <svip> Well, the other parts worked fine.
15:00:10  <Eddi|zuHause> /The largest possible catchment is 9 (international airport). <<-- use MAX_CATCHMENT here (defined in station_type.h)
15:01:00  <svip> k
15:02:00  <Eddi|zuHause> but i'm not seeing the bug...
15:02:09  <Eddi|zuHause> maybe it's somewhere else entirely?
15:02:43  <svip> Hm...
15:04:18  <svip> Well, only if StationFinder cannot find stations to the top left.
15:05:49  <svip> Here is my revised function, btw;
15:06:58  <Eddi|zuHause> additionally to my above comment: (_settings_game.station.modified_catchment ? MAX_CATCHMENT : CA_UNMODIFIED)
15:07:08  <svip> Okay.
15:08:22  <Eddi|zuHause> if ( morestations.GetStations()->Length() == 0 ) <-- i think this is redundant
15:08:42  <Eddi|zuHause> the for loop will simply not be run if the iterator is empty
15:08:55  <svip> I suppose.
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15:20:01  <Eddi|zuHause> sorry... i can't find it...
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15:20:29  <svip> It's very weird, though.
15:20:37  <svip> A real head scratcher.
15:21:31  <Eddi|zuHause> is MAX_CATCHMENT even the right value? shouldn't it be station spread?
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15:23:16  <svip> It's just for the area in which to check in that there...
15:23:17  <svip> OH
15:23:22  * svip slaps self!
15:23:26  <svip> Now I know where the bug is!
15:23:45  <svip> The tile is the top left most tile.
15:23:49  <svip> In TileArea.
15:24:09  <svip> The area I create will only ever go to a zone away from the station.
15:24:29  <svip> I should subtract 5 from its X and Y
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15:32:38  <svip> Eddi|zuHause: What is the setting called for how big stations can be?
15:32:57  <svip> Oh right, station spread.
15:33:08  <svip> You were right, it should be station spread rather than catchment area.
15:36:39  <Eddi|zuHause> maybe you even need station_spread+MAX_CATCHMENT
15:36:50  <svip> Well, first I need to try with station spread.
15:37:11  <svip> _settings.station_spred?
15:37:14  <svip> spread*
15:42:46  <svip> Uh yes!
15:43:10  <Eddi|zuHause> _settings_game.station.station_spread most likely
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15:45:55  <svip> Eddi|zuHause: :)
15:46:05  <svip> I realise this just showcase the fix, but trust me, it is fixed.
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15:47:31  <Eddi|zuHause> i have a feeling this is going to be bad on performance
15:47:44  <Eddi|zuHause> have you tried this in a coop game yet? :)
15:47:51  <svip> :P No.
15:47:59  <svip> Fortunately, it can be turned on and off.
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15:48:26  <svip> Maybe a button to quickly turn zoning on and off (but still remember your settings)?
15:48:43  <Bluelight> Does this mean I have to register before I can enter the channel?
15:48:44  <Bluelight> [INFO]	This channel requires that you have registered and identified yourself with the network's nickname registration services (e.g. NickServ). Please see the documentation of this network's nickname registration services that should be found in the MOTD (/motd to display it).
15:48:59  <planetmaker> yes
15:49:00  <Bluelight> I was there yesterday and everything worked fine..
15:49:17  <Eddi|zuHause> the setting is often used to block bot attacks
15:49:32  <Bluelight> Hmm..
15:50:20  <glx> it's not enabled here fr now
15:50:30  <glx> *for
15:51:04  <glx> Eddi|zuHause: it can be used against trolls too :)
15:51:23  <glx> usually they like to stay anonymous
15:51:46  <Eddi|zuHause> Bluelight: i'd query an operator (nicely!) to ask why the setting was enabled
15:51:57  <glx> and registration requires at least a valid email
15:52:26  <Bluelight> How do I do that?  He he.. .p
15:52:32  <Bluelight> [ERROR]	The command “register” is not known to ChatZilla.
15:52:33  <planetmaker> stfn
15:52:34  <Bluelight> 	[ERROR]	The command “identify” is not known to ChatZilla.
15:52:41  <glx> /ns help register
15:53:03  <svip> I think he means /msg nickserv
15:53:04  <glx> or /nickserv ...
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15:53:42  <glx> hmm yes "/msg nickserv" is usually "/ns"
15:54:01  <svip> Sloppy clients!
15:54:06  <svip> Real men use /msg nickserv
15:54:21  <glx> why when your client can do it for you ?
15:54:23  <svip> Real men don't take backup!
15:54:37  <svip> Real men don't use a garbage collector!
15:54:39  <Bluelight> ns worked, thank you so much..
15:55:00  <Bluelight> Why isnt register listed in commands.. .p
15:55:18  <glx> it's a nickserv command
15:55:28  <svip> It's not an IRC command.
15:55:32  <svip> Back in the olden days.
15:55:36  <svip> IRC was anarchy.
15:57:10  <Bluelight> Ok..
15:57:18  <Bluelight> Is it possible to change nickname later?
15:57:25  <Bluelight> After registering..
15:57:55  <svip> You can tie a new nickname with your original nickname.
15:58:07  <svip> This is called 'alternative nickname registration'.
15:58:13  <svip> That's when it gets a bit tricky.
15:58:19  <Eddi|zuHause> this may be referred to as "grouping" a nick
15:58:30  <svip> Yes.
15:59:13  <Bluelight> And how do I log in..?  :p
15:59:23  <Bluelight> I don't remember the /msg NickServ command
15:59:40  <Bluelight> I did this before but have forgotten all about it..
15:59:54  <Eddi|zuHause> "/msg nickserv help"?
16:00:20  <svip> identify to login
16:01:06  <glx> /ns help identify
16:01:57  <Sacro>  /ns identify hunter2
16:02:14  <svip> Classic.
16:02:34  <svip> Is it now I am supposed to say *******?
16:02:51  <glx> the main rule is to never type nickserv commands in a chan
16:02:54  <glx> just in case :)
16:06:04  <Timmaexx> NewAirports-Branch hasn't changed since January?
16:06:38  <Ammler> it's halfish in trunk
16:07:10  <Bluelight> Ohh.. Because you can do it wrong glx? And someone will see your password?
16:07:39  <glx> yes like Sacro's example ;)
16:07:57  <Sacro> there'll be a race to see who can ghost you first
16:08:09  <Bluelight> He he..
16:08:15  <Bluelight> People are so mean.. :p
16:08:21  <Timmaexx> halfish? and were's the other half ;)
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16:12:17  <Bluelight> ▀▄▀▄▀▄▀
16:12:40  <Bluelight> Channel is still unavailable..
16:12:44  <Bluelight> Mode  	<unknown>  	Users  	<unknown>
16:12:45  <Bluelight> Topic 	<unknown>
16:12:59  <Bluelight> Maybe it's down?
16:13:38  <Bluelight> Sorry for off topic questions..
16:14:31  *** Sacro [~ben@] has quit [Quit: Sacro]
16:14:47  <Bluelight> Now I'm in.. Wow, what a shock..
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17:05:33  <Bluelight> Where is the config for OpenTTD stored?
17:05:37  *** Eggman891 [] has joined #openttd
17:06:10  <Bluelight> NM found it..
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17:07:51  <svip> Eddi|zuHause: Does Industry have a rect like Station?
17:08:21  <Eddi|zuHause> there's an industry area, i believe
17:09:22  <Eddi|zuHause> src/industry_cmd.cpp:503:       StationFinder stations(i->location);
17:09:43  <svip> Much simpler.
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17:45:41  <CIA-9> OpenTTD: translators * r20085 /trunk/src/lang/ (5 files):
17:45:41  <CIA-9> OpenTTD: -Update from WebTranslator v3.0:
17:45:41  <CIA-9> OpenTTD: irish - 9 changes by tem
17:45:41  <CIA-9> OpenTTD: korean - 5 changes by junho2813
17:45:41  <CIA-9> OpenTTD: lithuanian - 15 changes by BlinK_
17:45:43  <CIA-9> OpenTTD: ukrainian - 7 changes by Fixer
17:45:43  <CIA-9> OpenTTD: vietnamese - 2 changes by myquartz
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18:01:59  <Eddi|zuHause> damn... the dreaded insect of doom season has begun again
18:02:30  *** ecke [~ecke@] has joined #openttd
18:15:06  <frosch123> \o/ only 3 games left
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18:25:40  <Belugas> everyone, please stand up for the national anthems
18:25:53  * andythenorth stands up
18:26:07  <svip> Which_
18:26:14  <svip> All of them?
18:26:15  <svip> At once?
18:27:03  <Belugas> well... only the spain and th germans, of course :)
18:27:57  <frosch123> are you really watching them at work? :o
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18:30:15  <Belugas> naaa... just that text page updated every minute :)
18:30:23  <Belugas> on
18:30:38  <frosch123> but still, you seem really interested in it :)
18:31:31  <Belugas> i'm on support call with PCCahrge.  A merchant has not settled half a day of transactions.  I need help to make those through
18:31:37  <Belugas>'s looooooong
18:31:52  <Belugas> and i don't have a tv in the office, so we are all on the same page :)
18:32:02  <frosch123> i only read the summary at the end, so i know who i need to make fun of tomorrow at work :p
18:32:10  <Belugas> lol
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18:50:26  * andythenorth ponders
18:50:42  <andythenorth> HEQS tram wagons are 1/2 the length of the standard log sprites
18:51:21  <andythenorth> should I split one log over two wagons?
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18:55:33  <Wolf01> andythenorth, cut the logs in half?
18:55:47  <andythenorth> it's an option
18:55:56  <svip> Wolf01: I fixed the catchment zoning!
18:56:04  <andythenorth> or I can make one log over two wagons, but it will bend in curves
18:57:02  <Wolf01> svip: well done
18:57:10  <svip>
18:57:31  <Wolf01> andythenorth: nah, at leas if you don't transport rubber trees
18:57:35  <Wolf01> *least
18:57:44  <frosch123> maybe even load them lateral to driving direction
18:57:54  <andythenorth> small logs?
18:58:04  <Wolf01> small logs ftw
18:58:15  <andythenorth> it looks a bit weird
18:58:20  <andythenorth> but is possible
18:58:45  <andythenorth> ho hum
18:58:57  <Wolf01> use them to transport pencils instead of logs
18:58:59  <andythenorth> bending the logs means I get to do pointlessly clever things with nfo
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19:31:55  <Eddi|zuHause> hm... at this rate, we won't play against the dutchies
19:32:25  <frosch123> what happened to
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19:38:27  <glx> dunno it doesn't work for me
19:40:26  <frosch123> yeah :s
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19:45:25  <Hirundo> Are other palettes than dos/win (TTO/mars/toyland_dos/toyland_win) used anywhere?
19:45:50  <Eddi|zuHause> there are only two palettes
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19:49:00  <Hirundo> grfcodec supports 6 palettes
19:50:38  <Eddi|zuHause> i have no idea what toyland palettes are, but TTO palettes are definitely not used
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19:54:51  <frosch123> toyland has different colours in the watercycle
19:55:04  <frosch123> grfcodec's palettes are just stupid
19:55:22  <frosch123> use those from ttdviewer :)
19:55:33  <Hirundo> what's so stupid about them?
19:56:12  <frosch123> iirc the toyland palette uses some blue for the white background and such
19:56:39  <frosch123> maybe some colours even differed slightly from ttd
20:00:17  <CIA-9> OpenTTD: frosch * r20086 /trunk/src/industry_gui.cpp: -Add: Textstack support for CB 38.
20:00:44  <Hirundo> spain 1-0 ahead :( NL-DE final would be so nice
20:01:09  <Belugas> octopus was right (until now)
20:03:22  <Eddi|zuHause> well, he was wrong in the last GER-ESP game ;)
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20:21:08  <Belugas> BUT NOT TODAY!!!!
20:23:36  <Eddi|zuHause> what are you doing watching football during work hours anyway? :p
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20:26:23  <BCMM> is it possible to rotate the map?
20:26:31  <Rubidium> no
20:27:21  <Eddi|zuHause> but you can press 'X' and Ctrl+'X'
20:27:33  <TomyLobo> what's ctrl-x?
20:27:59  <TomyLobo> oh nice
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20:36:37  <BCMM> i also can't work out how to put more than one train on the same system
20:36:51  <Rubidium> signals
20:37:04  <BCMM> but i suppose i can work that out by watching AIs
20:37:07  <Rubidium> i.e. read
20:37:27  <BCMM> ah, they stay at the depot till there are signals?
20:37:43  <TomyLobo> only one train can be in a block at any time
20:38:00  <TomyLobo> (unless you tell them to ignore signals, which might cause trains toi crash ^^
20:38:43  <BCMM> in general, or without signaling?
20:38:51  <TomyLobo> in general
20:38:59  <BCMM> oh
20:39:01  <TomyLobo> if you bypass or remove signals, all bets are off
20:39:09  <Eddi|zuHause> there's always one signal in the depot
20:39:15  <BCMM> the ai seems to be able to have multiple trains on a line
20:39:34  <Belugas> Eddi|zuHause : 1) i'm just reading some 1 minute at a time update 2) i can't code, i've got too many administrative tasks to handle 3) i wold love to check the match , so any substitute is good enough :)
20:39:39  <TomyLobo> basically you put up 2 lines
20:39:43  <TomyLobo> one for each direction
20:40:06  <frosch123> night
20:40:09  <TomyLobo> and at stations you make sure they split and merge properly
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20:40:13  <Belugas> night fr
20:40:15  <Belugas> grrrrr
20:40:18  <Eddi|zuHause> quak!
20:45:18  <BCMM> TomyLobo: and that, plus signals, will cause the second train to leave the depot?
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22:00:40  <Wolf01> nightly night
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22:02:23  *** Nite [] has joined #openttd
22:02:48  <Nite> Hi
22:03:16  <Nite> new type of prio just discovered ...
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22:21:08  <ccfreak2k> Was it unearthed from an ancient Mayan temple?
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22:30:08  <Nite> how did u know that?
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23:19:39  <SineDeviance> Hi all. I have just installed openttd 1.0.2 on linux (xubuntu 10.04) and it is running slowly unless I play it in a very small window. it runs just fine at any resolution using the same build on windows. i have a pentium 4 prescott @ 3ghz, 512mb ram, and a geforce FX5900 ultra with the nvidia drivers installed. anyone have any ideas for me?
23:20:36  <welshdragon> SineDeviance: sounds like you're using the wrong gfx driver on Xubuntu
23:21:26  <SineDeviance> welshdragon, shouldn't be. i'm using nvidia-96, which is the correct one for my card, and compositing/everything else 3D run perfectly. if i was using the stock nv driver none of that stuff would work.
23:22:08  <welshdragon> yeah, i mean OpenTTD is using the wrong driver ;)
23:22:17  <SineDeviance> ahh, my bad :)
23:22:29  <SineDeviance> okay, so how can i change the video blitter?
23:25:01  <welshdragon> although I think you need to edit videodriver
23:25:19  <welshdragon> have a read of the readme included with OpenTTd
23:25:24  <SineDeviance> okay
23:26:24  <welshdragon> otherwise pop back during an evening here in Europe and we'll do our bestto help
23:30:45  <SineDeviance> welshdragon, okay, i had a read of the readme. it mentions absolutely nothing about the video driver but does mention something about slowness with sound/pulse audio. however this problem is certainly related to video because the size of the window has a direct effect on the speed of the game...
23:31:05  <SineDeviance> i also went ahead and installed the sdl backend for pulseaudio just for kicks
23:31:07  <SineDeviance> didn't help any
23:31:18  <welshdragon> hmm
23:31:32  <welshdragon> Sorry. I can't be much help
23:31:38  <SineDeviance> okay. thanks anyways
23:31:44  <welshdragon> It just works on ubuntu
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23:35:46  <SineDeviance> huh
23:35:52  <SineDeviance> turning full animation off helped loads
23:37:15  <glx> maybe you should try another blitter
23:38:09  <SineDeviance> glx, how do i do that?
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23:40:33  <glx> "openttd -b 32bpp-optimized" or "openttd -b 32bpp-anim"
23:41:03  <glx> and if it's better you can set the blitter in openttd.cfg
23:41:18  <SineDeviance> glx, so optimized would be better than anim, i am guessing?
23:41:37  <glx> yes
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23:41:56  <glx> by default it is 8bpp-optimized
23:42:27  <glx> but some drivers dropped 8bpp hardware support
23:42:49  <SineDeviance> ahh. it seems the same to me.
23:43:04  <SineDeviance> maybe a little faster
23:45:28  <SineDeviance> glx, is this line correct for the 32bpp-optimized blitter? -> blitter = 32bpp-optimized
23:47:16  <glx> with quotes
23:47:22  <SineDeviance> ahh, thanks.
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