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Log for #openttd on 10th September 2012:
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00:35:59  <Kitty> why can't I demolish a statue ?
00:36:40  <Supercheese> Time to use magic bulldozer cheat?
00:38:59  <Kitty> is it actually a feature to be unable to demolish a statue ?
00:39:20  <Supercheese> I dunno, search the forums?
00:39:54  <Supercheese> http://www.tt-forums.net/viewtopic.php?f=32&t=46196
00:40:14  <Supercheese> Seems like an intended feature
00:43:54  <Kitty> bah
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00:51:11  <MoonShine> hey all
00:51:41  <Supercheese> Salve
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00:54:03  <MoonShine> anybody had dependancy issues with ubuntu server saying theres some missing when trying to run dpdg, command line only
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02:15:56  <Supercheese> I hope you can access vehicle variables when returning values from a callback block, say,  "power: return cargo_subtype*300;"
02:16:12  <Supercheese> if not, I'm going to have to make a lot more switches
02:17:50  <Supercheese> well, I suppose (cargo_subtype+1)*300
02:21:04  <Supercheese> my logic might be flawed here anyway
02:21:06  <Supercheese> hmm
03:45:17  <Supercheese> No, my logic worked, and you can :)
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06:11:04  <Supercheese> ooooh, new version of eGRVTS2 for testing
06:11:08  <Supercheese> http://www.tt-forums.net/viewtopic.php?f=26&t=51977&view=unread#p1045780
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07:01:05  <Supercheese> Bleh, code is bloating
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07:01:16  <Supercheese> should probably split to separate files and #include via preprocessor
07:01:26  <Supercheese> but
07:01:31  * Supercheese does not have a preprocessor
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07:19:37  <Supercheese> good night all
07:19:39  <Supercheese> valete
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07:24:57  <Terkhen> good morning
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08:25:58  <dihedral> greetings
08:32:34  <Terkhen> hi dihedral
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10:37:01  <fjb> Moin.
10:39:49  <Markk> Moin
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11:28:16  <Eddi|zuHause> Rubidium: after some digging in the source and the logs i found this: "[28. Mai 2011] [00:41:41] <Yexo>       looks like the wiki (and so also eddi) is wrong, what is called "subspeed" at the wiki is actually stored in the variable "progress""
11:28:32  <Eddi|zuHause> Rubidium: which looks like the basis of my misunderstanding
11:32:37  <Eddi|zuHause> "38    B    On each round of vehicle processing, if the vehicle is not stopped, the low byte of current speed (or 3/4 of the current speed, if bit 0 of vehicle direction is clear) is subtracted from this field; if the result overflows the vehicle is to move by 1 unit of location (for trains, the vehicle additionally is to move by the number of units equal to the high byte of the current speed) "
11:32:47  <Eddi|zuHause> this doesn't appear in newgrf_engine.cpp
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11:54:45  <BadBrett> Eddi: Yeah, that seems to solve the mystery. By the way, do you know if there's any way to tell whether a vehicle is on a slope or not? Can't seem to find the right variable...
11:55:15  <NGC3982> Morning
11:55:18  <NGC3982> Afternoon*
12:01:27  <Eddi|zuHause> "case 0x38: return (v->GetAdvanceSpeed() - v->progress)*256/v->GetAdvanceSpeed();" <-- does that make any sense?
12:01:52  <Eddi|zuHause> BadBrett: if z-position is not divisible by 8?
12:02:30  <Eddi|zuHause> note that this may cause bad effects if there are two consecutive slopes
12:02:56  <Eddi|zuHause> otherwise you can check "other_veh_z_pos", to see whether it's different
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12:04:20  <Eddi|zuHause> oh, in the above code, it should be GetAdvanceDistance
12:05:21  <Snail> hi all
12:05:21  <BadBrett> Ah, thanks
12:06:02  <Snail> just wondering, did you guys have the time to implement the additional counting mode for RandomAction2 (type 84) we spoke about yesterday?
12:06:16  <Snail> i.e. counting from the last vehicle towards the engine
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12:10:59  <Eddi|zuHause> Snail: can't you use advanced stuff to calculate the offset?
12:11:30  <Snail> I could, but randomaction2 has the limit of 15
12:11:44  <Snail> so it wouldn't work on long consists (or consists made of vehicles with multiple IDs)
12:12:07  <Eddi|zuHause> that exceeds my current knowledge
12:12:09  <Snail> plus, we've got the way to count from the engine to the end, so it would make sense to have the opposite way too (would allow to write symmetric code)
12:15:25  <Eddi|zuHause> yes. similar things were discussed for var61/62, but never implemented
12:15:52  * planetmaker still thinks that push-pull should be implemented openttd-side, not newgrf side
12:16:01  <planetmaker> but I said that already ;-)
12:16:11  <Eddi|zuHause> the idea was that if you query the "related object", then negative parameter for var61/62 would count from end
12:16:26  <Eddi|zuHause> but that would have complicated the code, so nobody did it
12:17:25  <Eddi|zuHause> in CETS i only use randomaction2 to query the "front" of the articulated vehicle, i.e. no more than 2 vehicles ahead
12:17:53  <Snail> but var61 is an advancedvaraction, so you can do some extra calculation there
12:18:00  <Snail> which you can't do for random actions
12:18:35  <Snail> yep... in the French Set, I query all the vehicles in a consist when I do push-pull trains
12:18:51  <Snail> so having randomaction2 count from the end towards the engine would be the complement of the way we can do now
12:20:14  <Eddi|zuHause> Snail: from what i read at the wiki, you might want to extend the "count" part, to the values "count forward, starting at the last vehicle" and "count forward, starting at the last same-id vehicle"
12:21:23  <Eddi|zuHause> there are 2 bits free, so it should fit
12:21:53  <Eddi|zuHause> Snail: oh: "The low nibble (bits 0-3) specifies how far to count from the starting vehicle. If it is zero, the count will be read from GRF register 100h instead."
12:21:53  <Snail> yes, Hirundo, frosch and I talked about it yesterday
12:22:07  <Snail> they told me it would be doable, so I was wondering if they had implemented it :)
12:22:10  <Eddi|zuHause> so register 100h may contain larger values than 0-15?
12:22:32  <Snail> planetmaker: yes I agree :) but so far it hasn't been implemented yet, so I'm doing something on the newGRF side
12:22:54  <Eddi|zuHause> Snail: i'm really amazed at how far you've come with this, thoug :)
12:23:23  <Eddi|zuHause> but for CETS this is practically impossible.
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12:24:47  <Snail> thanks ;)
12:24:55  <Snail> yes, with 3-part vehicles it would be quite hard...
12:25:33  <Snail> I was thinking about a way to implement it with my mixed passenger/mail wagons, which are 2-part vehicles, but then spent my time on something else (TMWFTLB :p )
12:26:15  <Eddi|zuHause> Snail: so, is using register 100h an option, with advanced calculations?
12:27:45  <Snail> hmmm
12:27:50  <Snail> not sure...
12:29:56  <Snail> brb (hopefully)
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12:47:24  <planetmaker> MoonShine, if you have dep issues, you should not ask if someone has some, but you should quote your *excact* issue
13:21:53  <Belugas> hello
13:36:55  <fjb> Moin Belugas.
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13:54:49  <Belugas> hello fjb
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14:03:17  <planetmaker> oh, an fjb! :-)
14:03:33  <fjb> Does eGRVTS2 not have passenger carriages yet?
14:03:47  <Eddi|zuHause> last i heard it didn't
14:03:54  <fjb> Hm, haven't been here for a long time.
14:04:09  <fjb> Thanks Eddi|zuHause.
14:06:11  <planetmaker> I already wondered where you vanished to, fjb :-) Nice to see you again
14:07:09  <fjb> Have a lot of work and a girlfriend. ;-)
14:07:29  <peter1138> hmm
14:08:02  <peter1138> since i switched from vserver to lxc, my server gets really quite unhappy after a few weeks uptime :S
14:08:26  <peter1138> pretty sure ts3 server doesn't normally use 60% cpu
14:10:41  <fjb> What do you use to transport passengers in horse carriage times?
14:11:07  <planetmaker> horse carriages maybe? :-)
14:11:39  <fjb> Great idea!
14:11:47  <fjb> But which grf?
14:14:53  <Pinkbeast> EGRVTS, "Sailing Ships", UKRS2
14:17:17  <Pinkbeast> Also last I checked a lot of FISH diesel ships start artificially early which might or might not be something you can live with
14:17:29  <fjb> I don't think mixing egrvts and egrvts2 is a good idea.
14:17:42  <peter1138> weird
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14:17:56  <peter1138> getting some kind of crossed line when trying to call out o_O
14:18:15  <Pinkbeast> fjb: It might be egrvts2. The one with all the horse vehicles, anyway
14:18:26  <peter1138> keep speaking to random people who are also trying to dail out
14:18:28  <peter1138> *dial
14:18:54  <fjb> egrvts2 has no horce carriages for pasengers yet.
14:19:12  <fjb> peter1138: That sounds really strange.
14:19:13  <Pinkbeast> Well, one of them does and I use that one
14:20:12  <fjb> Pinkbeast: egrvts (not egrvts2) has them. But it is incompatible with realistic acceleration.
14:20:35  <Pinkbeast> That is true, but you can toggle that in-game
14:21:04  <peter1138> fjb, yeah it is
14:22:36  <fjb> Pinkbeast: But you can not toggle it for only one vehicles set.
14:22:42  <Pinkbeast> I turn realistic acceleration on when the last horse-drawn vehicle is sold. The transition's odd, but I'm really just there to build railways anyway.
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14:28:54  <Terkhen> IIRC the latest beta had fixed carriages and updated cargo support
14:39:31  <fjb> Terkhen: I have WIP2 from the threat at the forum. It does't show me passenger carriages in 1858.
14:41:06  <planetmaker> ah, I didn't know that egrvts2 didn't feature horse carriages yet
14:41:57  <fjb> Hm, me be I didn't download the latest version.
14:45:38  <fjb> Terkhen: Thank you, I didn't have the latest version.
14:54:38  <Terkhen> you are welcome, IIRC they called it nml version or something like that
15:07:01  <fjb> Yes. I thought it was the source code. But it is the latest version. My passengers are happy now.
15:13:13  <Terkhen> :)
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16:10:19  <fjb> Quak frosch123.
16:10:44  <frosch123> moin fjb :)
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17:00:30  <andythenorth> lo
17:11:45  <frosch123> hello andythesouth
17:17:57  <Snail> Hi frosch123
17:18:44  <frosch123> i snail :)
17:18:45  <frosch123> *
17:18:47  <frosch123> *
17:18:48  <frosch123> *hi
17:21:45  <Snail> I was wondering if we could get randomaction2 type84 supporting counting from the end of the consist towards the engine
17:22:16  <Snail> Like, any plans to implement it in a forthcoming ottd nightly or so? :)
17:23:38  <Yexo> Snail: you can already do that by reading var 5F via var 61
17:23:45  <Yexo> at least I think so
17:24:33  <Snail> Is var 5F supported by var61?
17:24:42  <Yexo> apparently not
17:24:43  <Yexo> sorry
17:26:09  <Snail> That's ok
17:26:50  <Snail> As I seemed to understand, it shouldn't be too much of a pain to add a new way of counting using bit4 or bit5 (which are now reserved)
17:29:43  <NGC3982> Evening, people.
17:31:40  <NGC3982> How quaint.
17:32:04  <NGC3982> Im trying to join my server, so i can set the max_join_time to work with my current 3G situation.
17:32:34  <NGC3982> But of course, that ends in a deadlock.
17:36:35  <frosch123> Yexo: hirundo composed a list of variables yesterday, which should learn about backwards stuff
17:37:05  <andythenorth> GS MP?
17:37:16  <frosch123> so early? :o
17:37:23  <andythenorth> kids will be asleep in 45 mins or so
17:37:37  <frosch123> you hope so? :o
17:37:40  <andythenorth> silicon valley in 2020?
17:37:45  <andythenorth> all fast stuff
17:37:52  <frosch123> if we start so early, sivy is an option
17:38:09  <andythenorth> and a not stupid plane speed :P
17:38:10  <Yexo> how long does it take?
17:38:21  <andythenorth> I screwed up some settings last night :P
17:38:30  <frosch123> Yexo: last time we needed 2.5 hours
17:38:36  <andythenorth> setting up a game is a lot of things to remember
17:38:49  <frosch123> question is whether we manage to update the nightly on ccop
17:38:53  <frosch123> planetmaker: around?
17:39:02  <andythenorth> FIRS with goods or food?
17:39:33  <andythenorth> or manufacturing supplies
17:39:53  <andythenorth> food might be fun
17:39:56  <Hirundo> frosch123: what list of variables? o_0
17:40:37  <andythenorth> with food we'll have to build a fishing harbourt :D
17:40:45  <andythenorth> which is....interesting
17:41:06  <frosch123> Hirundo: ok, maybe it was only ra84 and var 61
17:41:11  <frosch123> i thought it was more
17:41:45  <Hirundo> oh that
18:02:06  <andythenorth> Terkhen Zuu Rubidium V453000 Hirundo planetmaker -> Silicon Valley MP?  in 30 mins or so?
18:02:14  <andythenorth> maybe Eddi|zuHause would join an MP game?
18:04:02  * Zuu is still boring and work on patches :-p
18:05:44  <Yexo> andythenorth: I'll join too
18:07:09  <Hirundo> andythenorth: Yes (assuming I can convince my eclipse to compile hello world beforehand)
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18:11:55  <frosch123> ok, i'll prepare a silicon valley v1 game then
18:12:37  <frosch123> coop has weird scripts to restart ottd, which i don't trust using :)
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18:19:47  <frosch123> andythenorth: chemicals?
18:20:34  <andythenorth> frosch123: chemicals too easy
18:20:36  <andythenorth> try food :)
18:20:39  <andythenorth> food is...hard
18:20:49  <frosch123> chemicals again :p
18:20:52  <frosch123> timber?
18:20:55  <frosch123> too easy
18:20:57  <andythenorth> way too easy
18:21:05  <frosch123> chemicals again :p
18:21:05  <andythenorth> it's best when there are a large number of secondary types
18:21:07  <frosch123> chemicals again :p
18:21:15  <frosch123> metal?
18:21:15  <andythenorth> game definitely needs AV8
18:21:24  <frosch123> i have av8 with adjusted airport cost
18:21:27  <andythenorth> I realised how much I depend on planes to make supplies work :)
18:21:31  <andythenorth> did you adjust plane speed?
18:21:44  <frosch123> 1/2
18:21:46  <andythenorth> I don't know what Pikka designed it for, but it tells you in newgrf window :)
18:22:09  <andythenorth> what start year?
18:22:10  <frosch123> ok, i set it to 1/1
18:22:31  <frosch123> eng supplies?
18:22:37  <andythenorth> interesting
18:22:38  <andythenorth> hard
18:22:41  <andythenorth> could be fun
18:22:48  <andythenorth> do we have 'airports never expire' :P
18:22:53  <andythenorth> I like the small grass airport
18:23:06  <frosch123> eugh... some palette is broken
18:23:13  <andythenorth> FIRS
18:23:18  <andythenorth> flip it to windows
18:23:21  <andythenorth> do it in game is fine
18:23:32  <frosch123> ok
18:23:33  <andythenorth> nml and grfcodec disagree about palettes in my build :P
18:23:56  <andythenorth> hmm
18:24:03  <andythenorth> only three sources of engineering supplies
18:24:08  <andythenorth> and one of them is dumb :P
18:24:22  <frosch123> i set it to 4 industries
18:24:34  <andythenorth> so build some same type?
18:24:50  <frosch123> so, shall we go for eng supplies?
18:25:25  <andythenorth> works for me
18:25:29  <andythenorth> will be interesting
18:26:21  <andythenorth> is the start year late?
18:26:27  <andythenorth> 2010 or so?
18:26:41  <frosch123> yes
18:26:47  <andythenorth> awesome
18:26:57  <andythenorth> I am about to eat, but otherwise ready
18:27:14  <frosch123> server is running
18:27:16  <frosch123> paused
18:27:23  <frosch123> everyone can review settings :)
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18:40:57  <CIA-2> OpenTTD: zuu * r24518 /trunk/src/ (textbuf.cpp textbuf_type.h): -Codechange [FS#5203]: Refactor arrow key text edit movement code (sbr)
18:42:35  <CIA-2> OpenTTD: zuu * r24519 /trunk/src/ (textbuf.cpp textbuf_type.h): -Codechange [FS#5203]: Refactor character removal code of text edit
18:45:31  <CIA-2> OpenTTD: zuu * r24520 /trunk/src/ (misc_gui.cpp textbuf.cpp): -Feature [FS#5203]: Ctrl + Arrow keys to move entire words in text edit boxes (sbr)
18:47:14  <CIA-2> OpenTTD: zuu * r24521 /trunk/src/ (misc_gui.cpp textbuf.cpp textbuf_type.h): -Feature [FS#5203]: Ctrl + Backspace/Delete to remove characters up to next word beginning in text edit boxes
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18:48:13  <anderwin> what I do with chipp_v13_5_r22553 file?
18:48:29  <anderwin> chipp_v13_5_r22553.diff
18:49:28  <Zuu> Download the source code of OpenTTD, revision 22553 and then apply that file using the patch command.
18:49:48  <Zuu> After that you need to compile OpenTTD using a compiler
18:50:24  <anderwin> I try to install Chill's patchpack v14_5 but can't open the game when I have installed the files :(
18:51:48  <anderwin> http://www.tt-forums.net/viewtopic.php?f=33&t=47622&p=1045886#p1045886
18:51:56  <Zuu> 1) Is there not a pre-compiled binary of it?
18:52:10  <anderwin> Check out the link I send you
18:52:21  <Zuu> 2) As it is not the official version of OpenTTD, its better to ask for help in the forum thread of the patch pack
18:52:25  <anderwin> I posted a new post there how I go step by step
18:53:34  <Zuu> Did you read section 4.1 in the readme?
18:54:43  <anderwin> Yeah, but I didn't understand it so much
18:54:53  <anderwin> because when I download openttd it download this files ?
18:55:14  <Zuu> It can be that your problem is related that the trunk version that the patch pack is based on have a different location for data files compared to recent OpenTTD versions.
18:55:47  <anderwin> Ah, I will try again but I did it once to install the gfx pack to the user folder at win 7 nothing different
18:56:29  <Zuu> Most noticable old versions had Documents\OpenTTD\data while newer versions use Documents\OpenTTD\baseset for base sets and Documents\OpenTTD\newgrf for newgrfs.
18:56:50  <Zuu> You could try to create Documents\OpenTTD\data and copy the contents from ..\baseset there.
18:57:01  <anderwin> Ah, I will try
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18:57:57  <Zuu> If it solves your problem, please add the solution to the forum thread where you posted.
18:58:37  <anderwin> But the baseset is empty at the documents folder
18:59:06  <anderwin> Should I copy the files from the program files at baseset to the data folder I just made?
18:59:19  <Zuu> that works too
18:59:42  <Zuu> I was unaware that the installer put data files in the program folder as I never used the installer.
19:00:16  <Zuu> Having the data files in Documents\OpenTTD have the benefit that if you have 17 OpenTTD installations, all of them can use the same data files.
19:00:17  <anderwin> installer made data folder at the program file thats grf files insides there
19:01:54  <Zuu> It would also work to have a data folder in the program files folder for OpenTTD. Its just as I said above, if you want to install some other version of OpenTTD in addition to the patchpack version, it will find the data files in your documents folder.
19:02:19  <anderwin> k, I think I will try to uinstall and download not the installer
19:03:19  <anderwin> so download the zip and place it anywhere you want or should I put it in the document?
19:03:31  <Zuu> You can place it anywhere you want
19:04:02  <Zuu> I keep my installations in Documents\OpenTTD\Installations\<install name>, but it's up to you where you want to keep it.
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19:04:35  <anderwin> I put it on D:openttd
19:04:38  <anderwin> D:\
19:04:46  <Zuu> That is fine too.
19:04:56  <anderwin> press it now it want to download gfx
19:05:18  <anderwin> should I do that or wait to I get the others "downloads?
19:05:32  <Zuu> Yep, if you don't have any basesets it will let you download OpenGFX for you.
19:05:51  <Zuu> I'm quite sure the patchpack doesn't include the base sets.
19:06:08  <Zuu> The base sets is basically either TTD data files or open variants of them.
19:06:10  <anderwin> sould I add the patchpack before the gfx?
19:06:17  <anderwin> should*
19:06:23  <anderwin> before I open the openttd.exe
19:06:43  <Zuu> The patchback probably don't have the option to download the gfx for you as it is probably older than that feature.
19:07:11  <anderwin> k
19:07:18  <Zuu> But you can get OpenGFX by downloading it manually and put it in the data folder.
19:07:35  <Zuu> Or you get it via 1.2.2 but have to copy it from baseset to data.
19:07:51  <anderwin> so now I make a folder at document or openttd called data?
19:08:05  <Zuu> Yes
19:08:30  <anderwin> at openttd or documents folder called openttd?
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19:08:44  <Zuu> At least I beleive that r22553 is old enough that it uses /data rather than /baseset and /newgrf
19:08:58  <anderwin> because the documents baseset is empty
19:09:33  <anderwin> I downloaded 1.2.2
19:09:54  <Zuu> Did you run it and let it download base sets?
19:10:05  <anderwin> Yeah
19:10:32  <Zuu> look in Documents\OpenTTD\content_download
19:10:50  <Hirundo> frosch123: Where can I get that FIRS version?
19:10:50  <anderwin> there is a folder call baseset
19:10:58  <Zuu> and inside it?
19:11:00  <anderwin> called OpenGFX-0.4.4
19:11:08  <Zuu> There you have it
19:11:28  <anderwin> what should I do with that?
19:11:31  <frosch123> Hirundo:  http://dev.openttdcoop.org/attachments/download/3221/firs-r2876M.zip
19:11:34  <anderwin> copy it to data folder?
19:11:59  <Zuu> Yes. Documents\OpenTTD\data or D:\OpenTTD\data
19:12:08  <anderwin> extracted or not?
19:12:15  <Zuu> No need to extract it
19:12:18  <anderwin> k
19:12:22  <anderwin> I will try now
19:12:23  <Zuu> OpenTTD can read tar files
19:12:36  <Hirundo> thanks
19:12:44  <Terkhen> good night
19:15:11  <anderwin> it's looks is worked
19:16:06  <anderwin> but I can't see some place I Can change the day time :S
19:17:04  <Zuu> I can't help you with that as that is probably part of one of the patches in that patch pack.
19:17:19  <anderwin> because when I open the game now I got:
19:17:20  <anderwin> OpenTTD ini: invalid value 'SHOW_TOWN_NAMES|SHOW_STATION_NAME|SHOW_SIGNS|FULL_ANIMATION|FULL_DETAIL|WAYPOINTS|SHOW_COMPETITOR_SIGNS'for'dosplay_opt'
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19:18:08  <anderwin> so the cities have no name ^^. either my station
19:18:10  <Zuu> That is because your patchpack doesn't contain the SHOW_COMPETITOR_SIGNS feature.
19:18:50  <FLHerne> Perhaps you should remove openttd.cfg; it's probably trying to read settings that are in 1.2.2 but not Chill's pack ;-)
19:18:57  <Zuu> Press and hold the third button from the left in your main toolbar.
19:19:18  <Zuu> Yep, either clean your openttd.cfg or fix the problem.
19:19:33  *** cypher [~Miranda@ip-213-220-193-208.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds]
19:19:37  <Zuu> You could close OpenTTD and then create an empty openttd.cfg file in your D:\OpenTTD folder.
19:19:42  *** cyph3r is now known as cypher
19:19:54  <Zuu> Then the patch pack will use its own config file even if you install other versions later.
19:22:01  <anderwin> I did make openttd.cfg in the openttd folder nothing error now
19:22:34  <anderwin> THAT WORKED
19:22:37  <anderwin> now I have names to :o
19:23:19  <anderwin> lol it can't find sound and music files now -.-
19:23:20  <Zuu> There is a setting to hide/show the names
19:23:36  <anderwin> I made the file and got no errors
19:24:01  <anderwin> but where I find the sound/music file and when I find them should I put them to data folder to?
19:24:04  <Zuu> Yep, just telling you that there are settings for it if you would like to hide them in the future.
19:24:22  <Zuu> go back to main menu and click on online content download button
19:24:39  <Zuu> There you can find OpenSFX (sound effects) and one or two music sets.
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19:24:45  <anderwin> They are downloaded
19:25:00  <anderwin> But nothing in the game
19:25:05  <Zuu> Back in the game, you need to go to the sound button in the toolbar and turn up the volume.
19:26:04  <anderwin> nope
19:26:20  <anderwin> I needed to go to the download content folder and copy them to D:\ folder and now is work :D
19:26:34  <anderwin> now I just need to find the setting to change the day speed
19:27:59  <anderwin> thanks a lot Zuu you the man!
19:28:31  <Zuu> Now you know your task to tell the forum that you solved your problem and provide them with the solution. :-)
19:29:05  <anderwin> I will, I just need to check out I have everything and then I can post =)
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20:30:49  <Zuu> Oh, the goal progress in a separate panel is comming along. But currently I have screwed up some parameter so you can't resize it horizontally and it have decided a very narrow defalut size :-)
20:31:02  <Zuu>  s/panel/column/
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20:53:59  <Wolf01> hello
20:58:33  <planetmaker> evening Wolf01
21:00:28  <frosch123> Hirundo: we won
21:00:32  <frosch123> one quarter later
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21:32:13  <frosch123> night
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22:47:15  <Wolf01> 'night
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23:32:32  <ceemosp> hi,,anyone awake with some knowledge about WAS?
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