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00:00:01 <Wolf01> 'night 00:00:05 *** Wolf01 [~wolf01@host48-239-dynamic.16-79-r.retail.telecomitalia.it] has quit [Quit: Once again the world is quick to bury me.] 00:05:41 *** KritiK [~Maxim@176.14.96.186] has quit [Quit: Leaving] 00:05:42 *** sla_ro|master [~slaco@95.76.27.160] has quit [Quit: Sla Mutant Co-Op for Renegade - coming back soon] 00:11:33 *** Devroush [~dennis@178-119-153-135.access.telenet.be] has quit [] 00:18:38 <Eddi|zuHause> the AI debug window could do with automatic line breaks... 00:18:51 <Eddi|zuHause> or a horizontal scrollbar 00:19:22 <TrueBrain> hehe 00:19:27 <TrueBrain> or don't put too long of a text? :D 00:19:31 <TrueBrain> no, you are right, it needs love :) 00:22:08 <Eddi|zuHause> my set handling needs some love too 00:25:05 <Eddi|zuHause> dbg: [misc] String too long for destination buffer 00:27:11 <Eddi|zuHause> man... if i remove the debug output, the script is totally fast suddenly :p 00:29:53 <Eddi|zuHause> so... script now runs without crashing 00:30:01 <Eddi|zuHause> of course, the output is all wrong... 00:30:45 <TrueBrain> lol :D 00:32:38 <Eddi|zuHause> player can't click on GS-signs 00:33:26 <TrueBrain> nope 00:33:32 <TrueBrain> they are also transparent 00:33:44 <Eddi|zuHause> yeah, they look like town names 00:33:53 <TrueBrain> its pretty :D 00:34:01 <TrueBrain> but I think I also allow GS to make signs under OWNER_NONE 00:34:06 <TrueBrain> which players can click (and modify) 00:34:47 <Eddi|zuHause> random thought: if i place a sign with a town name, i could associate a scrollto-event to clicking that 00:35:15 <TrueBrain> sorry, I fail to parse what your random thought is .. 00:35:19 <TrueBrain> it is late and my english fails horribly :P 00:37:11 <Eddi|zuHause> assume i place a sign in town X: "Neighbour: Y" 00:37:44 <Eddi|zuHause> then the player clicks on "Y" and nothing happens. if i could associate an action with clicking a sign, i could make it "scrollto(Y)" or somesuch 00:39:00 <Eddi|zuHause> do we have multiline-signs yet? 00:39:32 <TrueBrain> I think that would be very hard to accomplish ;) 00:39:37 <frosch> signs are limits to like 20 chars, so what do you want with multiline? :p 00:39:38 <TrueBrain> and no, no multiline signs as far as I know :) 00:42:43 <Eddi|zuHause> www.informatik.uni-halle.de/~krause/Unbenannt,%201.%20Jan%201922_1.png <-- this looks a little not-right with so many signs :) 00:43:42 <Eddi|zuHause> (the values are still wrong, of course) 00:46:09 <TrueBrain> even double values 00:54:13 *** frosch [~frosch@frnk-590f5c26.pool.mediaWays.net] has quit [Remote host closed the connection] 01:00:50 <Eddi|zuHause> function cmp(x, y) { return (x>y)?1:(x==y)?0:-1; } <-- is there no default function for that? 01:01:01 *** Firzen [~Neon@dslb-094-219-026-249.pools.arcor-ip.net] has quit [Quit: Python is way too complicated... I prefer doing it quickly in C.] 01:05:44 *** pugi [~pugi@dyndsl-091-096-006-053.ewe-ip-backbone.de] has quit [Ping timeout: 480 seconds] 01:05:51 *** pugi [~pugi@host-091-097-017-249.ewe-ip-backbone.de] has joined #openttd 01:20:58 *** DoubleYou [~jkuckartz@60-241-89-135.static.tpgi.com.au] has joined #openttd 01:30:30 <glx> Eddi|zuHause: _cmp maybe 01:31:39 <glx> hmm no it's a meta function 01:33:17 *** Progman [~progman@p57A196F3.dip.t-dialin.net] has joined #openttd 01:40:14 *** DOUK [~KEM@ALyon-158-1-25-156.w90-29.abo.wanadoo.fr] has quit [Ping timeout: 480 seconds] 01:40:21 *** Progman [~progman@p57A196F3.dip.t-dialin.net] has quit [Remote host closed the connection] 01:45:25 <Eddi|zuHause> the annoying part about "restart" is that it closes the debug window 01:52:44 *** Biolunar_ [~mahdi@blfd-4d08e526.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 01:59:23 <Eddi|zuHause> soo... fixed the duplicates, now need to fix the algorithm :) 02:02:53 *** pugi [~pugi@host-091-097-017-249.ewe-ip-backbone.de] has quit [Ping timeout: 480 seconds] 02:10:48 <Eddi|zuHause> hm... there are sporadic leftover black lines in x4 zoom 02:12:45 <Eddi|zuHause> appears to be near foundations 02:13:02 <Eddi|zuHause> but not all foundations 02:22:13 <Eddi|zuHause> TrueBrain: on zoom out, the tiny town names have shadow, but the tiny signs don't 02:32:25 *** ptr [~peter@c213-89-142-179.bredband.comhem.se] has joined #openttd 02:33:00 *** ptr_ [~peter@c213-89-142-179.bredband.comhem.se] has joined #openttd 02:33:00 *** ptr [~peter@c213-89-142-179.bredband.comhem.se] has quit [Read error: Connection reset by peer] 02:33:00 *** ptr_ is now known as ptr 02:48:05 *** ptr [~peter@c213-89-142-179.bredband.comhem.se] has quit [Quit: Zzzzzz] 02:56:02 * Eddi|zuHause WTFs on sanctuary... 03:18:40 *** supermop_ [~daniel_er@cpe-67-243-25-39.nyc.res.rr.com] has joined #openttd 03:23:54 *** rhaeder [~quix0r@dslb-094-221-202-070.pools.arcor-ip.net] has joined #openttd 03:28:37 *** rhaeder1 [~quix0r@dslb-188-109-248-247.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 03:52:00 *** Rezt [~Rezt@81-178-195-188.dsl.pipex.com] has joined #openttd 03:57:45 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has quit [Quit: TschÃŒÃ] 04:17:31 *** Elukka [Elukka@78-27-81-205.bb.dnainternet.fi] has quit [] 04:28:30 *** Adambean [~AdamR@82.hosts.reece-eu.net] has joined #openttd 04:28:34 *** Adambean [~AdamR@82.hosts.reece-eu.net] has quit [Read error: Connection reset by peer] 04:37:56 *** Rezt [~Rezt@81-178-195-188.dsl.pipex.com] has quit [Quit: Computer has gone to sleep.] 04:56:37 *** glx [glx@2a01:e35:2f59:c7c0:d967:a9c3:6ef4:19fa] has quit [Quit: bye] 05:51:54 *** pjpe [ade6a119@ircip4.mibbit.com] has joined #openttd 05:53:46 *** Eddi|zuHause [~johekr@p54B73443.dip.t-dialin.net] has quit [Remote host closed the connection] 05:54:06 *** Eddi|zuHause [~johekr@p54B74F13.dip.t-dialin.net] has joined #openttd 05:58:17 *** supermop_ [~daniel_er@cpe-67-243-25-39.nyc.res.rr.com] has quit [Quit: supermop_] 06:55:38 *** KouDy [~KouDy@ip-89-176-220-236.net.upcbroadband.cz] has joined #openttd 07:07:38 *** DayDreamer [~DayDreame@ip-86-49-59-25.net.upcbroadband.cz] has joined #openttd 07:22:54 *** sla_ro|master [~slaco@95.76.27.160] has joined #openttd 07:28:00 <Terkhen> good morning 08:15:00 <peter1138> 02:24 < Eddi|zuHause> TrueBrain: on zoom out, the tiny town names have shadow, but the tiny signs don't 08:15:08 <peter1138> Eddi|zuHause, they're manually drawn for towns 08:18:26 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has joined #openttd 08:18:54 *** Biolunar_ [~mahdi@blfd-4d08359e.pool.mediaWays.net] has joined #openttd 08:31:55 <peter1138> sprite glitch in CETS! oh no 08:42:16 *** Pulec [~pulec@static-cl093181068250.unet.cz] has joined #openttd 08:43:39 <andythenorth> hmm 08:43:46 <andythenorth> how does one grf modify another? GRM? 08:47:17 *** snack2 [~nn@dsl-prvbrasgw1-fe05dc00-37.dhcp.inet.fi] has joined #openttd 09:03:30 *** TWerkhoven2 is now known as TWerkhoven 09:08:54 *** Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has joined #openttd 09:08:58 *** mode/#openttd [+o Alberth] by ChanServ 09:20:49 *** AD_ [wilberforc@drinks.mountaindew.org] has quit [Remote host closed the connection] 09:22:31 *** Devroush [~dennis@178-119-153-135.access.telenet.be] has joined #openttd 09:23:00 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has quit [Quit: andythenorth] 09:26:16 *** AD [wilberforc@drinks.mountaindew.org] has joined #openttd 09:26:48 *** AD is now known as Guest18444 09:29:20 *** Progman [~progman@p57A19FDE.dip.t-dialin.net] has joined #openttd 09:34:11 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has joined #openttd 09:35:16 <CIA-6> OpenTTD: rubidium * r23341 /trunk/src/rail_cmd.cpp: -Fix (r23338): memory leak when converting rails 09:40:51 *** sla_ro|master [~slaco@95.76.27.160] has quit [Quit: Sla Mutant Co-Op for Renegade - coming back soon] 09:41:35 *** tokai|noir [~tokai@port-92-195-100-182.dynamic.qsc.de] has joined #openttd 09:47:53 *** tokai|mdlx [~tokai@port-92-195-91-142.dynamic.qsc.de] has quit [Ping timeout: 480 seconds] 10:00:35 *** pjpe [ade6a119@ircip4.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 10:00:54 *** TGYoshi [~TGYoshi@86.81.146.146] has joined #openttd 10:17:22 *** sla_ro|master [~slaco@95.76.27.160] has joined #openttd 10:23:24 <Alberth> Can any arctic guru please explain why my town is not growing? http://devs.openttd.org/~alberth/Arctic20111125,%201961-01-20.sav (current trunk) 10:25:16 <Rubidium> argh... 10:26:08 <Rubidium> did 23326 reintroduce the snowline getting fetched incorrectly? 10:29:21 <Rubidium> pfew... just a missing snowline NewGRF 10:29:40 <Rubidium> Alberth: for me it is saying: food required in the town/city window 10:29:51 <Alberth> yes, and I send it food 10:31:10 <Rubidium> maybe TrueBrain knows ;) 10:31:53 <Alberth> ok, thanks :) 10:35:24 *** DDR [~chatzilla@142.179.78.88] has quit [Quit: ChatZilla 0.9.87 [Firefox 8.0/20111115183541]] 10:35:29 <Rubidium> looks like a bug in the code; it seems to be only able to grow when the town is funded 10:39:24 <Alberth> I don't have that much money :p 10:39:43 *** ptr [~peter@c213-89-142-179.bredband.comhem.se] has joined #openttd 10:41:25 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has joined #openttd 10:47:10 <andythenorth> hrmm 10:48:19 <Rubidium> Alberth: http://rbijker.net/openttd/fsalberth.diff 10:48:28 *** Wolf01 [~wolf01@host48-239-dynamic.16-79-r.retail.telecomitalia.it] has joined #openttd 10:48:56 <Rubidium> you simply didn't deliver enough food, the ~4 billion tonnes it currently requires 10:49:09 <Wolf01> hello 10:49:49 <andythenorth> hi Wolf01 10:50:18 * andythenorth wonders what the point of all this stuff in HEQS is 10:50:24 <andythenorth> most of it is never used 10:50:35 <andythenorth> maybe I just make one mining truck called 'latest model' 10:50:42 <andythenorth> and it upgrades over time using cb36 10:51:06 <andythenorth> :P 10:51:11 <andythenorth> hmm 10:51:13 <andythenorth> same for trainsets 10:51:24 <andythenorth> one vehicle called 'most awesome train avaialable' 10:51:28 <andythenorth> auto-refits to anything 10:53:59 <Eddi|zuHause> andythenorth: such a vehicle can't be autoreplaced 10:54:10 <andythenorth> doesn't need to be :P 10:54:29 <andythenorth> cb36 upgrades it to 'most awesome' stats whenever it goes to depot 10:55:27 <andythenorth> one vehicle for each transport type 10:55:45 <andythenorth> also features: maximum speed; running cost £0; buy cost £0 10:55:49 <andythenorth> it will be awesome 10:56:30 *** DoubleYou [~jkuckartz@60-241-89-135.static.tpgi.com.au] has quit [] 11:01:51 <TrueBrain> lol @ patch from Rubidium ... oops :) 11:11:59 <peter1138> andythenorth, sounds... erm... boring :p 11:15:40 *** sla_ro|vista [~slaco@95.76.27.160] has joined #openttd 11:19:52 *** sla_ro|master [~slaco@95.76.27.160] has quit [Ping timeout: 480 seconds] 11:21:19 <TWerkhoven> sounds like your just as well changing the introduction date of everything to whenever the game starts 11:28:51 <andythenorth> TWerkhoven: this way, there's less buy menu clutter 11:29:07 <andythenorth> also, we need something that sets up routes for you 11:29:10 <andythenorth> like an AI 11:29:40 <andythenorth> then you won't have to play the game at all 11:30:19 * andythenorth bbl 11:30:20 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has quit [Quit: andythenorth] 11:33:08 *** hanf [~Klaus@host-2-96-18-81.as13285.net] has joined #openttd 11:40:37 <CIA-6> OpenTTD: rubidium * r23342 /trunk/src/town_cmd.cpp: -Fix (r23300): for arctic and desert towns you were required to deliver more than 4 billion units, instead of one or more units 11:42:10 <peter1138> when do towns grow anyway? 11:42:23 <TrueBrain> click on it; it will now tell you :D 11:42:25 <peter1138> mine all say "Town is NOT growing" 11:42:36 <TrueBrain> without stations, there is only a 1/12th chance it is growing 11:42:52 <TrueBrain> (every month!) 11:43:14 <peter1138> and with stations? 11:44:11 <TrueBrain> then it grows always 11:44:16 <TrueBrain> (just at different rates) 11:44:23 <TrueBrain> (and given you supply food / water) 11:44:39 <TrueBrain> from 1 to 5 stations, every time the growth is higher 11:44:57 <peter1138> oh, silly me 11:45:03 <peter1138> i thought i had updated to 23342 11:45:10 <peter1138> but i hadn't yet :p 11:50:27 <Eddi|zuHause> TrueBrain: what's the debug level to show gamescript debug in console? 11:51:11 <TrueBrain> ai= 11:51:25 <TrueBrain> then it depends on the way you send the debug :) 11:51:28 <TrueBrain> ai=9 will show all 11:51:49 <Eddi|zuHause> i call GSLog.Info 11:52:01 <TrueBrain> check the manual for which level that is 11:52:05 <TrueBrain> but ai=9 will work always 11:57:50 <Rubidium> does anyone know of a (good) reason why, when removing signals, dragging without CTRL removes signals at the defined interval and dragging with CTRL removals all signals (until the next switch)? 12:04:56 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has joined #openttd 12:06:24 <andythenorth> Terkhen: you once split the refit gui for cargos and subtypes 12:06:29 <andythenorth> but it never shipped...why? 12:06:48 <TrueBrain> Rubidium: ah, that explains why it was acting weird ... 12:10:36 *** KritiK [~Maxim@95-27-242-141.broadband.corbina.ru] has joined #openttd 12:13:15 *** fjb [~frank@p5DDFF080.dip.t-dialin.net] has joined #openttd 12:14:28 <Eddi|zuHause> it should rather remove all signals always 12:17:14 <fjb> Moin 12:17:53 <Alberth> moin 12:20:31 <peter1138> hysterical 12:20:43 <Eddi|zuHause> bye 12:20:49 <Alberth> bye 12:21:33 *** Chris_Booth [~chatzilla@client-86-27-43-73.glfd.adsl.virginmedia.com] has joined #openttd 12:31:45 <andythenorth> hmm 12:31:57 <andythenorth> TE for articulated trucks has to be done as lies 12:32:15 <andythenorth> as none of the trailer weight is counted towards TE 12:34:13 <Terkhen> andythenorth: there were some problems, check the patch thread 12:34:39 *** Netsplit synthon.oftc.net <-> oxygen.oftc.net quits: Arafangion, tokai|noir, @Belugas, plantain, ccfreak2k 12:34:59 * andythenorth checks 12:36:14 *** Netsplit reticulum.oftc.net <-> synthon.oftc.net quits: Maarten_, Rubidium, Qantourisc, Lachie, Sacro, lugo, Eddi|zuHause 12:36:29 <andythenorth> Terkhen: the issues mostly seemed to be that we had an argument about the patch on irc :P 12:36:35 <andythenorth> resulting in no decision :P 12:40:55 *** Netsplit over, joins: Maarten_, @Belugas, lugo, @Rubidium, Qantourisc, Eddi|zuHause, ccfreak2k, Arafangion, plantain, tokai|noir 12:41:43 *** mode/#openttd [+v Alberth] by ChanServ 12:41:43 *** mode/#openttd [+v SmatZ] by ChanServ 12:41:43 *** mode/#openttd [+v Terkhen] by ChanServ 12:41:46 *** mode/#openttd [+v blathijs] by ChanServ 12:41:52 <peter1138> what problems? 12:41:56 *** glx [glx@2a01:e35:2f59:c7c0:b1ec:a96e:8980:7d68] has joined #openttd 12:42:10 *** mode/#openttd [+v glx] by ChanServ 12:42:16 *** pugi [~pugi@host-091-097-001-240.ewe-ip-backbone.de] has joined #openttd 12:43:00 <andythenorth> Terkhen: problems with split refit, or problems with TE? I asked two questions :D 12:46:13 <peter1138> hmm 12:46:19 <peter1138> how many trailers are powered? 12:46:23 <Terkhen> I don't remember the issues :P 12:46:32 <andythenorth> for articulated RVs? no trailers are powered 12:46:36 <peter1138> ok 12:46:45 <andythenorth> they can't be powered :) 12:46:46 <peter1138> if they're not powered then there's no tractive effort 12:47:24 <andythenorth> it's me that's telling the lies 12:47:42 <andythenorth> I fake the TE for lead vehicle to simulate weight transfer from rear vehicle 12:48:06 <andythenorth> this leads to insanely high TE values in buy menu for an unladen vehicle 12:48:17 <peter1138> can you fake the weight instead? 12:48:25 <andythenorth> for the lead part? 12:48:27 <andythenorth> hmm 12:48:28 <peter1138> yes 12:48:30 <andythenorth> interesting idea 12:48:54 * andythenorth is not sure how trailer weights work 12:48:55 <peter1138> add to front, remove from rear 12:49:12 <andythenorth> so articulated parts ignore vehicle weight, but use cargo weight 12:49:16 <andythenorth> which seems odd 12:49:26 <peter1138> do they? hmm 12:49:52 <andythenorth> prop 14 (weight 1/4 tons) should be zero for trailing parts 12:50:09 <andythenorth> and I *think* that cargo weight is used, but I haven't tested 12:50:26 <andythenorth> I didn't read src for this 12:50:56 <andythenorth> anyway, I could solve it by faking TE differently for loaded, unloaded, and buy menu 12:50:58 <andythenorth> etc 12:51:30 <andythenorth> although I doubt anyone will ever notice the lies 12:52:00 <peter1138> ,.......,......./* Vehicle weight is not added for articulated parts. */ 12:52:04 <peter1138> hmm 12:52:05 <peter1138> wonder why 12:52:23 <andythenorth> it does make for some interesting fakery when creating rvs 12:52:42 <andythenorth> if it could be fixed, a grf version bump would be the right time to do it... :P 12:52:58 <peter1138> seems it would make sense 12:53:15 <peter1138> doesn't need to be a bump 12:54:07 <andythenorth> I am kind of relying on the current broken behaviour :P 12:54:46 <andythenorth> if it's changed, HEQS will have...issues 12:54:50 <andythenorth> although if I'd followed the spec it wouldn't :P 12:55:20 <andythenorth> lots of non-zero values for props on trailing vehicles that should be zero 12:55:54 <andythenorth> planning to fix that though anyway 12:56:26 <peter1138> post in the newgrf tech forum? 12:56:38 <peter1138> "why is it like this, and can we change it" 12:56:42 <peter1138> seems to cause problems 12:56:49 <peter1138> can i don't know what it solved 12:58:15 <peter1138> -can 12:58:42 <andythenorth> Terkhen probably knows 12:59:09 <andythenorth> but maybe doesn't remember :) 13:00:10 <peter1138> i imagine it was somethign for trains 13:00:20 <peter1138> which got left in for rvs 13:01:54 <andythenorth> maybe Terkhen left notes here: http://www.tt-forums.net/viewtopic.php?f=33&t=44714&hilit=articulated 13:05:25 <Terkhen> I'm sorry, I'm a bit busy and I can't follow the discussion right now 13:05:28 <andythenorth> it appears to be that only first part of articulated RV has power, TE, weight to be consistent with trains 13:05:29 <Terkhen> what is the issue? 13:05:46 <andythenorth> Terkhen: archeology on why articulated RVs ignore weight etc 13:05:50 <andythenorth> for trailing parts 13:07:01 <andythenorth> also for TTDP consistency it seems 13:15:56 <Terkhen> consistency 13:16:20 <Terkhen> articulated parts for trains don't have it either 13:16:31 <Terkhen> there is a post by frosch at the original patch thread about that IIRC 13:17:16 *** hanf [~Klaus@host-2-96-18-81.as13285.net] has quit [Read error: Connection reset by peer] 13:20:07 *** mahmoud [~KEM@ALyon-158-1-25-156.w90-29.abo.wanadoo.fr] has joined #openttd 13:20:16 *** DOUK [~KEM@ALyon-158-1-25-156.w90-29.abo.wanadoo.fr] has joined #openttd 13:30:23 <peter1138> yes 13:30:27 <peter1138> i think they should too :p 13:31:04 *** DOUK [~KEM@ALyon-158-1-25-156.w90-29.abo.wanadoo.fr] has quit [Quit: Quitte] 13:32:06 *** fjb is now known as Guest18474 13:32:08 *** fjb [~frank@p5DDFE7BC.dip.t-dialin.net] has joined #openttd 13:38:31 *** Adambean [~AdamR@82.hosts.reece-eu.net] has joined #openttd 13:39:20 *** Guest18474 [~frank@p5DDFF080.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 13:43:17 *** frosch123 [~frosch@frnk-590fc50d.pool.mediaWays.net] has joined #openttd 13:44:32 <andythenorth> quak 13:44:36 <andythenorth> it really is uncanny 13:44:40 <frosch123> moin 13:44:41 <andythenorth> he arrives whenever mentioned 13:45:12 <frosch123> you mean, i arrive whenever i have just missed something :p 13:45:33 * andythenorth waves at logs 13:52:09 *** KroArtem [~artem@217.197.7.213] has joined #openttd 13:52:29 *** Rezt [~Rezt@81-178-195-188.dsl.pipex.com] has joined #openttd 13:59:41 <andythenorth> hmm 14:00:00 <frosch123> andythenorth: the wiki says that articulated parts have neither weight, nor power nor te 14:00:03 <andythenorth> yup 14:00:09 <frosch123> you need rv wagons for that 14:00:19 <andythenorth> or I continue faking it 14:00:23 <andythenorth> but fake it better ;) 14:00:31 <frosch123> articulated parts should stay consistent between rv and trains 14:00:50 <andythenorth> I don't mind. I just don't fancy writing new code if it's going to be changed in ottd ;) 14:01:18 <andythenorth> to resolve the TE issue, I should probably put some cargo capacity on the lead vehicle 14:01:29 <andythenorth> and reduce the trailer 14:01:39 <andythenorth> it will look weird in the vehicle info window 14:02:02 <andythenorth> but better than faking TE 14:02:50 *** MNIM [~mBuntu@ip5452ffad.adsl-surfen.hetnet.nl] has quit [Ping timeout: 480 seconds] 14:03:14 <peter1138> could we give them weight/power/te? 14:03:32 <peter1138> either as a grfv8 thing, or with a vehicle prop 14:03:38 <peter1138> flag 14:04:22 <frosch123> sure you could 14:04:31 <peter1138> what problem does them not having weight/power/te solve? :) 14:04:38 <frosch123> but there is not much poiint in giving them power 14:04:54 <andythenorth> por quoi? 14:04:54 <frosch123> peter1138: purchase list for a start 14:05:37 <frosch123> anyway as long as te and power are first summed before doing the min, there is not much point in distributing power over several vehicles 14:06:12 <andythenorth> the workarounds are a little odd though 14:07:02 <frosch123> andythenorth: so you would prefer to set power and te like capacity in purchase list :p 14:07:23 *** Lachie [whitey@creep.bur.st] has joined #openttd 14:07:23 *** Sacro [~ben@150.237.48.99] has joined #openttd 14:07:30 <andythenorth> meh 14:07:43 <andythenorth> everything I do seems to be an edge case anyway :P 14:08:04 <peter1138> :) 14:08:10 <andythenorth> for the trams, setting the capacity etc became bonkers 14:08:17 <peter1138> frosch123, the blitter fix causes other issues :( 14:08:25 <frosch123> :s 14:08:35 <andythenorth> I'm planning to extend 'refit to n vehicles' to more things in HEQS, so more bonkers 14:08:47 <peter1138> it's noticable on the autorail sprites when zoomed in 14:09:02 <peter1138> there's a black line at the 256th pixel 14:09:19 <peter1138> i had a fiddle but i can't seem to solve it :p 14:09:53 <frosch123> then change the transparency counter into a word? 14:10:41 <peter1138> what i don't get is why it works fine when its wider 14:11:14 *** Chris_Booth [~chatzilla@client-86-27-43-73.glfd.adsl.virginmedia.com] has quit [Quit: ChatZilla 0.9.87 [Firefox 9.0/20111122192043]] 14:11:54 <frosch123> peter1138: i guess it only works for recolours sprites :p 14:12:12 <frosch123> the encoding stores 1 pixel with colour 0 between two transparent stretches 14:12:26 <frosch123> Blitter_8bppOptimized::Draw handles that only for BM_COLOUR_REMAP 14:12:36 <frosch123> while the other two just copy the 0 14:12:49 <peter1138> and the ship is recoloured 14:12:50 <peter1138> ok 14:13:46 <andythenorth> hmm 14:13:54 <andythenorth> why is my truck clipped in depot? 14:14:22 <andythenorth> >32px gets cropped? 14:17:38 * andythenorth considers playing a game 14:17:43 <peter1138> don't do it 14:18:08 <andythenorth> what are the downsides? 14:21:22 <Alberth> it wastes time, and you find bugs in the game 14:28:57 <andythenorth> ho 14:31:14 <peter1138> like industry smoke ;p 14:31:34 <andythenorth> yarp 14:31:47 <andythenorth> the other option is to write newgrf code 14:31:55 <andythenorth> then wonder why xyz isn't possible :P 14:37:01 <peter1138> gah, not making enough money :S 14:43:53 <frosch123> peter1138: http://devs.openttd.org/~frosch/diffs/fixblitteragain.diff <- any issues left? 14:48:58 <peter1138> by jove i think you've cracked it 14:49:40 <frosch123> by toutatis? 14:49:47 <peter1138> that works for me, in the two cases i'm looking at 14:49:51 <peter1138> dunno if there's any else 14:50:49 <CIA-6> OpenTTD: frosch * r23343 /trunk/src/blitter/8bpp_optimized.cpp: -Fix (r23332): Incorrect encoding of sprites with much transparency. 14:51:09 <TrueBrain> were those bugs always there btw? 14:51:20 <frosch123> yes 14:51:27 <TrueBrain> lol; funny that nobody ever noticed them? :) 14:51:31 <frosch123> there just were no sprites with more than 256 transparent pixels in a row 14:58:30 <peter1138> i so need yacd :S 14:58:43 <TrueBrain> we all do :P 15:07:49 <V453000> almost all :) 15:09:03 *** Devroush [~dennis@178-119-153-135.access.telenet.be] has quit [] 15:10:22 * andythenorth needs yacd 15:10:33 * andythenorth needs to figure out why auto-refit doesn't work 15:16:12 *** Devroush [~dennis@178-119-153-135.access.telenet.be] has joined #openttd 15:19:11 *** TomyLobo2 [~foo@p54946D5B.dip.t-dialin.net] has joined #openttd 15:25:01 *** TomyLobo [~foo@p54946234.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 15:25:01 *** TomyLobo2 is now known as TomyLobo 15:34:12 <andythenorth> hmmmh 15:34:19 <andythenorth> HEQS 1.5.0 is ready to go 15:34:23 <andythenorth> should I release it? 15:34:32 <andythenorth> I haven't tested it in a game... 15:35:36 <TrueBrain> test it first :D 15:35:53 <TrueBrain> else you will have a 1.5.1 soon ;) 15:36:01 <andythenorth> that's the usual pattern :P 15:36:06 <andythenorth> I don't really play the game though :P 15:46:58 <Eddi|zuHause> how do i capture stdout of an already running program? 15:47:18 <Eddi|zuHause> konsole is persistently refusing to my setting "unlimited" buffer 15:47:31 <Eddi|zuHause> +obey 15:49:32 <Eddi|zuHause> is "rm /proc/<...>/fd/1; ln file /proc/<...>/fd/1" a bad or a horrible idea? 15:50:14 <Eddi|zuHause> ln -s 15:50:40 <andythenorth> anyone want to play MP? With new HEQS, starting 1870-ish? 15:50:48 <andythenorth> NoGo or otherwise 15:52:22 <Eddi|zuHause> hm... it refuses to do that 15:55:52 <Eddi|zuHause> seems the "common approach" is via gdb... 16:00:43 *** supermop_ [~daniel_er@cpe-67-243-25-39.nyc.res.rr.com] has joined #openttd 16:12:04 *** Neon [~Neon@dslb-094-219-014-222.pools.arcor-ip.net] has joined #openttd 16:31:02 *** TWerkhoven[l] [~turbulent@cpc12-linl7-2-0-cust144.sgyl.cable.virginmedia.com] has joined #openttd 16:40:04 <heffer> hey guys. i just got a bug report on the red hat bugzilla regarding ottd having ugly fonts when played in russian (i.e. kyrillic fonts) 16:40:17 <heffer> is this known and is there a workaround? 16:40:37 <Xaroth> I'd check the bugtracker for that 16:40:55 <Rubidium> heffer: I reckon that's the first font fontconfig returns 16:41:15 <Rubidium> so not much we can do about, except telling him to configure a better font 16:41:34 <heffer> Rubidium: probably. i'll look into that 16:41:39 <heffer> thanks for the pointer 16:43:34 <Rubidium> it might be that recent trunk is slightly better as it tries to use the fattest font it can find instead of the first 16:44:38 <Rubidium> r23279 to be precise 16:45:14 <heffer> okay i'll try running that 16:45:33 <Rubidium> it won't apply directly to trunk though 16:45:34 <Eddi|zuHause> $someone should look into implementing an ingame font picker... 16:46:24 <Eddi|zuHause> my town triangulation algorithm is now _almost_ correct :) 16:47:09 <Xaroth> thar, nogo2 running with a customized GameScript. 16:47:17 <Rubidium> although it amazes me that someone is having a problem with it just now 16:47:23 <heffer> but other than that OpenTTD is by far the coolest upstream project i've worked with so far as a packager 16:47:46 <heffer> kudos to the team for that :) 16:48:28 <Eddi|zuHause> "coolest" wrt functionality or community? 16:48:39 <heffer> community 16:49:27 <heffer> no other community asked me about my opinion from a packager's point of view before making decisions 16:49:40 <heffer> and no other community has such great support :) 16:50:16 <heffer> and: no other project pings me shortly before releasing security updates, so i can be prepared :) 16:52:00 * Rubidium is amazed by the ancientness of the font detection... almost 4 years old already 16:52:22 <heffer> i admit it's mostly Rubidium but also Ammler, planetmaker and you, Eddi|zuHause, who is very helpful :) 16:54:01 <Rubidium> well thanks ;) 16:54:21 <Rubidium> you're one of the more sane downstreams as well ;) 16:55:51 <heffer> yay :) 16:58:07 <Xaroth> thar, and nogo1 now as well \o/ 17:09:17 <andythenorth> hmm 17:09:21 <heffer> okay trunk doesn't fix the problem so far, although the buttons look more spacious 17:09:24 * andythenorth tries to understand FIRS 17:11:33 <Eddi|zuHause> haha :) 17:11:43 <Rubidium> then no significantly better font has been given by fontconfig, although "better" is quite subjective; not a comparision that I would be able to implement in a few lines 17:12:43 * andythenorth fails to understand FIRS 17:13:09 <Eddi|zuHause> "wtf did they do to my program?!?" :p 17:13:27 <Rubidium> Eddi|zuHause: Sanctuary? 17:13:33 <Rubidium> (the musical) 17:14:06 <Eddi|zuHause> Rubidium: right, i wanted to force myself through that... 17:14:17 <Eddi|zuHause> Rubidium: but right now i meant andythenorth 17:14:44 <andythenorth> Eddi|zuHause: that's unfair ;) 17:17:50 <andythenorth> hmm 17:17:52 * andythenorth ponders 17:20:04 <andythenorth> maybe I need to write an industry set from scratch 17:31:34 <peter1138> lost interest in FIRS? 17:31:39 <heffer> seems that the cyrillic font problem was there before: http://bugs.openttd.org/task/4607 17:31:47 <andythenorth> peter1138: learning curve is too steep 17:32:05 <peter1138> playing it? hmm 17:32:10 <heffer> i'll just tell the guy to manually configure DejaVu, it looks a bit better (not that i'd be able to read it even then) :D 17:32:31 <andythenorth> developing it 17:34:03 <peter1138> arabic looks nice 17:34:08 <peter1138> can't read any of it of course 17:34:43 <peter1138> how many other games have arabic and hebrew translations? 17:34:53 *** KroArtem [~artem@217.197.7.213] has quit [Quit: Ð£Ñ ÐŸÐ¶Ñ Ñ ÐŸÑ Ð²Ð°Ñ (xchat 2.4.5 ОлО ÑÑаÑÑе)] 17:35:37 <Alberth> with proper right-to-left widgets :p 17:38:35 *** snack2 [~nn@dsl-prvbrasgw1-fe05dc00-37.dhcp.inet.fi] has quit [] 17:39:37 *** fjb [~frank@p5DDFE7BC.dip.t-dialin.net] has quit [Remote host closed the connection] 17:40:01 <SpComb> how many players use it :p 17:41:34 <Alberth> left-to-right widgets are done in the same way, so all players of OpenTTD? :D 17:43:01 <peter1138> bah, docks on flat land :S 17:44:14 <Eddi|zuHause> urgently needed with rivers! 17:44:42 <peter1138> exactly 17:46:16 *** Rezt [~Rezt@81-178-195-188.dsl.pipex.com] has quit [Quit: Textual IRC Client: http://www.textualapp.com/] 17:47:44 <andythenorth> +1 17:48:02 <andythenorth> sprites would be forthcoming if needed... 17:48:28 <andythenorth> can't we just make rail stations available to ships? :P 17:49:34 <peter1138> does ttdpatch have flat docks? 17:50:53 *** valhallasw [~valhallas@193.52.24.37] has joined #openttd 17:51:08 <frosch123> yes 17:51:26 <frosch123> but they block the canal 17:51:39 <frosch123> it might be nicer to have docks along the river, instead into it 17:51:54 <andythenorth> 1 tile dock 17:52:08 <andythenorth> use train stations to make it visually bigger 17:52:21 <andythenorth> no orientations needed 17:52:28 <andythenorth> multistop 17:52:42 <andythenorth> 4 stops, one per side 17:52:53 <andythenorth> stop only available if water that side 17:53:19 <peter1138> i think normal docks block the water anyway 17:53:37 <peter1138> but yes, docks alongside 17:53:41 <frosch123> http://www.tt-forums.net/viewtopic.php?p=224416#p224416 17:54:04 <frosch123> they can only be build if the direction is well defined 17:54:15 <frosch123> i.e. you cannot build them on corners as you select only one tile 17:54:44 <peter1138> 2004... 17:54:57 <Eddi|zuHause> an autorail-like placement could solve that 17:55:28 <frosch123> just select the orientation in the gui 17:55:35 <frosch123> like for all stuff 17:55:45 <peter1138> yes 17:55:50 <frosch123> or by subcoord on the tile 17:55:55 <Eddi|zuHause> possible 17:56:23 <Eddi|zuHause> but the original game always autoplaced docks 17:56:45 * andythenorth wonders if there's an nml tutorial 17:56:57 <Eddi|zuHause> yes, on the nml wiki 17:57:14 <andythenorth> found it 17:58:18 <andythenorth> I need to remove nfo from my brain 17:59:27 *** LordAro [5684195e@ircip2.mibbit.com] has joined #openttd 18:00:55 <LordAro> evening 18:02:47 <peter1138> hi 18:02:57 <andythenorth> maybe I need to educate my text editor about nml 18:03:09 <andythenorth> what's a string? 18:03:28 <peter1138> oh, my long tram was autoreplaced into a short tram. pom te pom 18:03:35 <andythenorth> peter1138: sorry 18:03:39 <andythenorth> I tried to fix that :( 18:03:46 <andythenorth> but auto-replace is under-educated 18:04:18 <andythenorth> what will nml do if I put quote marks in? 18:04:35 <andythenorth> around strings? 18:04:39 * andythenorth experiments 18:06:03 <Alberth> evenink LordAro 18:06:09 *** LordAro [5684195e@ircip2.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 18:06:39 <Alberth> sorry for scaring you so much :) 18:07:20 *** LordAro [5684195e@ircip4.mibbit.com] has joined #openttd 18:08:45 <peter1138> also i need tunnels with curves 18:08:54 <peter1138> Celestar! 18:09:15 <andythenorth> so nml strings have to be all on one line 18:09:28 * andythenorth wonders if a pre-processor can be provided 18:10:09 *** Devroush [~dennis@178-119-153-135.access.telenet.be] has quit [] 18:13:18 <Alberth> does "abc" "def" work ? 18:14:33 <andythenorth> Alberth: where would the : go? 18:15:17 * andythenorth ponders an nml -> nfo dictionary 18:15:25 <andythenorth> so 'item' = action 0? 18:15:42 <Alberth> nowhere, I was wondering whether a sequence of strings gets silently concatenated to one large string 18:16:11 <Alberth> could be a nice manual (nml for nfo users) :) 18:16:27 <andythenorth> so far I've tried about 5 times to learn nml 18:16:34 <andythenorth> I've failed every time :P 18:16:51 <andythenorth> if I keep failing, I lose the industry set :P 18:16:55 <Alberth> maybe you should ask questions to who that know 18:18:18 <Alberth> doing some small experiments could be helpful for you to understand how it works 18:18:20 <andythenorth> there's copious documentation :P 18:18:24 <andythenorth> it should be easy 18:18:49 <andythenorth> I'm trying BANDIT in nml 18:18:52 <Alberth> so the docs are wrong for you? 18:19:03 <Hirundo> andythenorth: you can use the '+' operator to concatenate strings 18:19:15 * andythenorth experiments 18:19:40 <andythenorth> hm 18:19:51 <andythenorth> is there anything I can do to tell nml to ignore newlines? 18:19:55 <andythenorth> in strings 18:20:23 <Hirundo> In lang/english.txt strings? 18:20:24 <Alberth> not much, but "abc" + \n "def" will work 18:20:26 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has joined #openttd 18:20:48 <peter1138> hmm, i guess i'll remove CETS 18:20:59 <peter1138> not really usable yet :) 18:21:09 <andythenorth> Hirundo: yes in that file 18:22:14 <Hirundo> In that file, 1 line = 1 string (like in OpenTTD's langfiles) 18:22:37 <Hirundo> Ofc, you can use preprocessor magic to change that 18:23:10 <Hirundo> Or perhaps NML could do some magic with backslashes at EOL 18:25:26 <Alberth> or do magic by deciding it is a continuation line if it starts with a space :p 18:27:20 <andythenorth> so 'graphics' = action 3? 18:27:57 *** planetmaker [~planetmak@101.haydn.openttdcoop.org] has left #openttd [... und tschÃŒÃ!] 18:28:34 <Hirundo> andythenorth: yes, more or less 18:29:03 <andythenorth> spriteset seems straightforward, that's realsprites + (templating) 18:29:26 <andythenorth> spritegroup is action 2 18:30:31 <Hirundo> A graphics block may also cause outputting of at least actions 1, 2, 6, 7, 9, D or 10 IIRC 18:31:16 <andythenorth> hmm 18:31:21 <andythenorth> nml has templates for RVs 18:31:37 <andythenorth> which drive side are they coded for? 18:32:46 <Hirundo> I don't know. Does it matter? 18:32:51 <peter1138> it shouldn't matter 18:33:59 <frosch123> it matters if the vehicle is narrower than the lane and you do not want them to drive in the middle of it 18:34:35 <andythenorth> which is the correct side? 18:34:53 <andythenorth> given a choice of left or right, and one has to be chosen... 18:35:53 <Alberth> all gurus are afk I am afraid :p 18:36:25 <andythenorth> it's more of an ottd question than nml question 18:41:31 <frosch123> just don't draw small. vehicles 18:41:34 <frosch123> trucks are not small 18:42:24 <andythenorth> danmack has been drawing the trucks :P 18:42:31 <andythenorth> he wants them smaller than the default trucks 18:43:01 <frosch123> then make them drive in the middle of the lane 18:43:09 <frosch123> truck drivers do not care about such stuff :p 18:43:20 <CIA-6> OpenTTD: translators * r23344 /trunk/src/lang/ (5 files): 18:43:20 <CIA-6> OpenTTD: -Update from WebTranslator v3.0: 18:43:20 <CIA-6> OpenTTD: croatian - 8 changes by VoyagerOne 18:43:20 <CIA-6> OpenTTD: korean - 16 changes by junho2813 18:43:20 <CIA-6> OpenTTD: polish - 36 changes by matma6, xaxa 18:43:21 <CIA-6> OpenTTD: brazilian_portuguese - 83 changes by Tucalipe 18:43:21 <CIA-6> OpenTTD: romanian - 25 changes by kkmic 18:43:26 <andythenorth> why does the size of the graphic affect where the game draws it? :o 18:44:12 <frosch123> it draws the sprite so it fits for vehicles with the width of the default vehicles 18:44:29 <frosch123> if you make smaller ones, you have to decide where your vehicle is relative to the original one 18:44:44 <frosch123> either align the left side, the right side, or center your vehicle inside the original one 18:45:44 <andythenorth> hmm 18:46:18 <andythenorth> that makes complete sense, but it's not how trams work 18:46:27 <andythenorth> works for trucks 18:47:48 <andythenorth> hmm 18:47:57 <andythenorth> maybe I can solve it 18:48:30 <andythenorth> probably can solve it 18:50:58 *** FLHerne [~francis_h@dsl-217-155-24-22.zen.co.uk] has joined #openttd 18:57:54 *** LordAro [5684195e@ircip4.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 18:58:21 *** Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has left #openttd [] 19:02:04 *** planetmaker [~planetmak@101.haydn.openttdcoop.org] has joined #openttd 19:02:05 *** mode/#openttd [+o planetmaker] by ChanServ 19:03:00 <planetmaker> evening 19:03:52 <andythenorth> hola 19:06:27 * andythenorth can't persuade nml to build http://paste.openttdcoop.org/show/806/ 19:07:32 <planetmaker> you're missing the quoted png file 19:07:44 <planetmaker> not an NML error ;-) 19:08:08 <andythenorth> hmm 19:08:09 <planetmaker> ./Makefile 19:08:18 <planetmaker> ./graphics/cabover_truck_test.png 19:08:23 <planetmaker> ./src/bandit.pnml 19:08:26 <planetmaker> like that? 19:08:36 <planetmaker> that's what is assumed 19:09:15 <andythenorth> \o/ 19:09:17 <andythenorth> thank 19:09:18 <andythenorth> s 19:09:23 <planetmaker> welcome 19:11:10 <Xaroth> ooh, getting busy on the nogo servers 19:12:38 * andythenorth has a vehicle in the game via nml 19:14:04 <peter1138> woo 19:14:10 <andythenorth> t 19:17:22 <andythenorth> the nml graphics templates here: http://www.tt-wiki.net/wiki/NMLTutorial/Template 19:17:27 <andythenorth> are the offsets available? 19:17:34 <andythenorth> or do they need providing? 19:18:17 <planetmaker> you can / need to provide the same graphics offsets as always 19:18:25 <planetmaker> But maybe you can use foobar's template as there 19:19:16 <andythenorth> let's see 19:19:30 <peter1138> why does the purchase menu sprite have all the blue? 19:19:30 <planetmaker> they're all quoted below as code in the example 19:20:14 <andythenorth> is there some magic with the xpos ? 19:20:27 <CIA-6> OpenTTD: rubidium * r23345 /trunk/src/lang/polish.txt: -Fix: gender where no gender can exist 19:20:31 <planetmaker> that'd only have an effect, if you used NOCROP there 19:20:47 <planetmaker> which the template doesn't 19:20:58 <planetmaker> probably just to allow you wider sprites 19:21:27 <andythenorth> hmm 19:21:35 <andythenorth> now I have a truck, and it has graphics 19:21:36 <andythenorth> bonus 19:22:14 <andythenorth> giving it some hp and speed might be useful 19:22:18 <andythenorth> 1mph is slow 19:24:12 <andythenorth> can weight actually be specified in decimals of a ton? 19:24:19 <andythenorth> it's going to get rounded... 19:24:45 <Rubidium> depends on the vehicle I guess 19:25:19 <Rubidium> e.g. for RVs it's in quarters of tons 19:25:26 *** sla_ro|vista [~slaco@95.76.27.160] has quit [Quit: Sla Mutant Co-Op for Renegade - coming back soon] 19:25:31 <Rubidium> though for trains it would get rounded 19:25:37 <planetmaker> andythenorth: you can specify whatever fraction suits you. But it'll be rounded to suit the nfo granularity 19:26:05 <planetmaker> you should make sure you know which ton you talk about ;-) 19:26:13 <planetmaker> (and which hp :P ) 19:26:27 <planetmaker> http://newgrf-specs.tt-wiki.net/wiki/NML:Units 19:26:45 <Rubidium> http://www.tt-forums.net/viewtopic.php?p=981939#p981939 <- that is ofcourse solved by solving FS#4847 ;) 19:27:11 <planetmaker> :-( I know 19:30:43 *** sla_ro|master [~slaco@95.76.27.160] has joined #openttd 19:39:39 *** HerzogDeXtEr1 [~Flex@88.130.181.176] has joined #openttd 19:39:50 *** HerzogDeXtEr [~Flex@i59F6D390.versanet.de] has quit [Read error: Connection reset by peer] 19:46:45 *** frosch123 [~frosch@frnk-590fc50d.pool.mediaWays.net] has quit [Remote host closed the connection] 19:57:26 <planetmaker> hm, seems people had fun all the weekend in the Wendland ;-) 19:58:07 <andythenorth> "switches before items" 19:58:09 * andythenorth learns 19:59:05 <planetmaker> 1-2-3-0 ;-) 19:59:11 <planetmaker> and item=0 and switch=2 19:59:21 <planetmaker> and spriteset=1 19:59:34 <planetmaker> and ... the graphics block is part of the item block 19:59:44 <planetmaker> which is 3 20:04:21 <andythenorth> I have one articulated truck running around 20:04:50 <planetmaker> :-) 20:05:09 <planetmaker> knowing you, it'll soon require newgrf v8 ;-) 20:05:22 <andythenorth> I am hoping to persuade DanMacK to draw trucks 20:11:11 <andythenorth> shame the refit gui isn't split... 20:15:20 <Terkhen> solve the forgotten issues with it :P 20:16:37 <andythenorth> ship it and see what happens? 20:16:38 <andythenorth> :P 20:16:46 <andythenorth> empirical 20:19:05 *** Zuu_ [~Zuu@scandic801.host.songnetworks.se] has joined #openttd 20:23:29 *** Neon [~Neon@dslb-094-219-014-222.pools.arcor-ip.net] has quit [Quit: Python is way too complicated... I prefer doing it quickly in C.] 20:25:15 *** LordPixaII is now known as Pixa 20:25:37 * planetmaker -> bed. Good night 20:26:54 <peter1138> but but 20:29:18 <andythenorth> maybe he got up early :P 20:30:39 <TrueBrain> or maybe he is just drunk beyond believe? :) 20:30:56 <planetmaker> nah, kids wake up VERY early and keep you VERY busy ;-) 20:31:00 <planetmaker> I just need my sleep ;-) 20:31:18 <TrueBrain> :P 20:31:23 *** DDR [~chatzilla@142.179.78.88] has joined #openttd 20:31:23 <TrueBrain> sleep well old man :) 20:31:26 <andythenorth> planetmaker: kids :P 20:31:30 * andythenorth knows about them 20:31:49 *** Zuu__ [~Zuu@2.64.55.93.mobile.tre.se] has joined #openttd 20:37:35 *** Zuu_ [~Zuu@scandic801.host.songnetworks.se] has quit [Ping timeout: 480 seconds] 20:37:51 <peter1138> hm 20:38:12 <peter1138> so action 3, feature 5, id 4 20:38:16 <peter1138> flat docks... 20:39:31 <peter1138> except they look crap 20:40:12 <andythenorth> pic? 20:42:04 *** Zuu__ [~Zuu@2.64.55.93.mobile.tre.se] has quit [Quit: bed] 20:46:58 <andythenorth> Terkhen: first we have to solve not remembering the issues :P 20:47:05 <andythenorth> I could look in my logs 20:47:08 <andythenorth> meh 20:55:59 <Terkhen> :) 20:59:17 <andythenorth> designing a truck set is hard 20:59:48 <peter1138> http://www.tt-forums.net/viewtopic.php?p=224416#p224416 < that one, andy 21:02:26 <andythenorth> peter1138: do they have to reuse existing sprites from base set? 21:03:52 <peter1138> no, the only 4 sprites are specified in the ... er... spec 21:04:13 <peter1138> -the+but 21:06:15 <andythenorth> spec change :P 21:06:48 <andythenorth> flat docks shouldn't encroach on the water, but be alongside it 21:07:34 <peter1138> why? 21:08:10 <andythenorth> don't want to demolish a river every time a dock is needed 21:08:24 <andythenorth> aslo....reality? :P 21:08:53 <peter1138> eek, dirty words 21:09:05 <andythenorth> no reality here! no! 21:09:48 <__ln__> did someone just say the r-word?! 21:09:55 <SpComb> there is no reality 21:10:21 <Terkhen> good night 21:10:29 <andythenorth> bye Terkhen 21:11:53 <andythenorth> hmm 21:12:15 <andythenorth> can I make a truck set that just *isn't* compatible with drive in stops? 21:12:21 <andythenorth> or do I have to spam the buy menu? 21:12:31 <andythenorth> - truck 'foo 21:12:35 <peter1138> it has a scroll bar ;p 21:12:36 <andythenorth> - truck 'foo' with trailer(s) 21:13:46 *** JVassie [~James@2.27.99.231] has joined #openttd 21:16:27 *** sla_ro|master [~slaco@95.76.27.160] has quit [Quit: Sla Mutant Co-Op for Renegade - coming back soon] 21:19:09 *** Kurimus [~stabbity@dsl-tkubrasgw3-fe93dd00-34.dhcp.inet.fi] has quit [] 21:21:46 *** sla_ro|master [~slaco@95.76.27.160] has joined #openttd 21:23:27 *** perk11 [~perk11@188.32.29.238] has joined #openttd 21:26:48 * andythenorth wonders how many truck classes (sizes) are needed 21:26:58 <andythenorth> most people will just choose 'biggest', right? 21:28:06 <SpComb> even biggest 21:28:28 <z-MaTRiX> gwkki 21:41:39 *** Fuco [dota.keys@server.dasnet.cz] has quit [Ping timeout: 480 seconds] 21:48:29 *** sla_ro|master [~slaco@95.76.27.160] has quit [Quit: Sla Mutant Co-Op for Renegade - coming back soon] 21:48:36 *** Fuco [dota.keys@server.dasnet.cz] has joined #openttd 22:00:16 *** DayDreamer [~DayDreame@ip-86-49-59-25.net.upcbroadband.cz] has quit [Quit: Leaving.] 22:01:03 *** ptr [~peter@c213-89-142-179.bredband.comhem.se] has quit [Quit: Zzzzzz] 22:03:20 <__ln__> are purple trees a normal phenomenon on the soviet sector? http://g.co/maps/v9g88 22:03:44 <andythenorth> in soviet russia, tree purples you 22:04:29 * andythenorth goes to bed 22:04:37 <andythenorth> in soviet russia, bed goes to andythenorth 22:04:40 <andythenorth> good night 22:04:41 *** andythenorth [~Andy@cpc1-aztw25-2-0-cust298.aztw.cable.virginmedia.com] has quit [Quit: andythenorth] 22:21:20 *** TGYoshi [~TGYoshi@86.81.146.146] has quit [Quit: Poof] 22:28:40 <Wolf01> 'night 22:28:46 *** Wolf01 [~wolf01@host48-239-dynamic.16-79-r.retail.telecomitalia.it] has quit [Quit: Once again the world is quick to bury me.] 22:32:32 *** KritiK [~Maxim@95-27-242-141.broadband.corbina.ru] has quit [Quit: Leaving] 22:45:09 *** KouDy [~KouDy@ip-89-176-220-236.net.upcbroadband.cz] has quit [Quit: Leaving.] 22:46:57 *** JVassie [~James@2.27.99.231] has quit [Ping timeout: 480 seconds] 22:52:39 *** FLHerne [~francis_h@dsl-217-155-24-22.zen.co.uk] has quit [Remote host closed the connection] 22:56:12 *** TWerkhoven[l] [~turbulent@cpc12-linl7-2-0-cust144.sgyl.cable.virginmedia.com] has quit [Remote host closed the connection] 22:58:05 *** TWerkhoven [~twerkhove@cpc12-linl7-2-0-cust144.sgyl.cable.virginmedia.com] has quit [Quit: He who can look into the future, has a brighter future to look into] 23:04:08 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has quit [Quit: TschÃŒÃ] 23:04:08 *** Pulec [~pulec@static-cl093181068250.unet.cz] has quit [Ping timeout: 480 seconds] 23:04:10 <Eddi|zuHause> <planetmaker> 1-2-3-0 ;-) <-- i have 0-1-2-3 23:07:27 *** Adambean [~AdamR@82.hosts.reece-eu.net] has quit [Quit: Gone fishing] 23:07:33 *** Pulec [~pulec@static-cl093181068250.unet.cz] has joined #openttd 23:28:36 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has quit [Remote host closed the connection] 23:31:05 <Eddi|zuHause> www.informatik.uni-halle.de/~krause/delaunay.nut <-- i think i have most of the quirks worked out. what's still missing is special handling for "outer" edges, so really remote cities won't get marked as neighbours 23:31:33 <Eddi|zuHause> www.informatik.uni-halle.de/~krause/main.nut www.informatik.uni-halle.de/~krause/info.nut <- tiny test script 23:35:58 <Xaroth> wow, nice work 23:38:20 <Eddi|zuHause> now keep those bug reports coming :) 23:39:15 <Eddi|zuHause> (note: a 2048^2 map with many towns is probably too large for this unoptimized code) 23:40:32 <Xaroth> heh 23:42:33 <peter1138> http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/ 23:42:53 <peter1138> ^ uses delaunay 23:42:58 <peter1138> if you catch my drift 23:44:01 <peter1138> not that i'm suggesting a port to c++ 23:44:08 <peter1138> much 23:49:23 <Eddi|zuHause> hm... something's awfully wrong on this 2048^2 map.... 23:49:47 <Eddi|zuHause> it assigns neighbours that are nowhere near each other 23:51:46 *** Elukka [Elukka@78-27-115-153.bb.dnainternet.fi] has joined #openttd 23:52:02 *** MNIM [~mBuntu@ip5452ffad.adsl-surfen.hetnet.nl] has joined #openttd