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00:11:40 *** Zer0__ [~Zer0@CPE-120-149-117-144.bjzv1.vic.bigpond.net.au] has joined #openttd 00:52:32 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has quit [Remote host closed the connection] 01:08:51 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 01:12:58 *** luaduck is now known as luaduck_zzz 01:17:04 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 01:26:51 *** Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has quit [Ping timeout: 480 seconds] 02:19:34 *** luaduck_zzz is now known as luaduck 02:29:30 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 02:46:49 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 02:47:32 *** luaduck is now known as luaduck_zzz 02:48:29 *** LSky` [~LSky@5ED4B2EA.cm-7-5c.dynamic.ziggo.nl] has joined #openttd 02:50:41 *** shirish [~quassel@0001358e.user.oftc.net] has quit [Read error: Operation timed out] 02:57:42 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 03:17:31 *** MTsPony [~marctraid@008-086-128-083.dynamic.caiway.nl] has joined #openttd 03:23:51 *** gelignite [~gelignite@i528C397A.versanet.de] has quit [Quit: http://bit.ly/nkczDT] 04:28:57 *** KWKdesign [~KWKdesign@pool-108-52-130-213.phlapa.fios.verizon.net] has quit [Read error: Operation timed out] 04:29:11 *** KWKdesign [~KWKdesign@pool-108-52-130-213.phlapa.fios.verizon.net] has joined #openttd 04:35:43 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 04:46:31 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 04:46:59 *** Hazzard_ [~quassel@c-67-174-253-44.hsd1.ca.comcast.net] has joined #openttd 04:47:00 *** jarcosmonaut [~oz@166.179.66.18] has quit [Quit: Textual IRC Client: www.textualapp.com] 04:53:43 *** Hazzard [~quassel@c-67-174-253-44.hsd1.ca.comcast.net] has quit [Ping timeout: 480 seconds] 04:54:04 *** Hazzard_ is now known as Hazzard 04:56:01 *** Eddi|zuHause [~johekr@p57BD4072.dip0.t-ipconnect.de] has quit [] 04:56:16 *** Eddi|zuHause [~johekr@p57BD4350.dip0.t-ipconnect.de] has joined #openttd 05:15:01 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 05:21:51 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 05:27:56 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 06:23:01 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 06:24:13 *** HerzogDeXtEr [~flex@i59F6A6F2.versanet.de] has joined #openttd 06:25:49 *** Markk [mark@h30n15-nt-a11.ias.bredband.telia.com] has joined #openttd 06:30:43 *** HerzogDeXtEr1 [~flex@i59F6C55B.versanet.de] has quit [Ping timeout: 480 seconds] 06:31:09 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 06:33:52 *** HerzogDeXtEr [~flex@i59F6A6F2.versanet.de] has quit [Quit: Leaving.] 06:45:53 *** Pensacola [~quassel@h220216.upc-h.chello.nl] has joined #openttd 06:49:03 *** Hazzard [~quassel@c-67-174-253-44.hsd1.ca.comcast.net] has quit [Read error: Connection reset by peer] 06:57:01 *** sla_ro|master [~sla.ro@89.137.74.191] has joined #openttd 06:59:36 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 07:01:36 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 07:04:07 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 07:09:59 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 07:17:08 <planetmaker> moin 07:24:56 <andythenorth> o/ 07:35:17 *** APTX [~APTX@aptx.org] has quit [Ping timeout: 480 seconds] 07:37:46 *** APTX [~APTX@aptx.org] has joined #openttd 07:42:07 *** DabuYu [DabuYu@128.250.79.238] has quit [Read error: Operation timed out] 07:42:55 *** Yotson [~Yotson@2001:980:6ac8:1:68bd:1b9a:b5ba:a06c] has joined #openttd 07:52:45 *** Jomann [~abchirk@p57A0B657.dip0.t-ipconnect.de] has joined #openttd 08:02:59 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 08:04:00 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 08:27:23 *** Zuu [~Zuu@h-114-162.a98.priv.bahnhof.se] has joined #openttd 08:38:38 *** Progman [~progman@p57A1818E.dip0.t-ipconnect.de] has joined #openttd 08:44:21 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 08:50:45 <andythenorth> cut-and-shut 08:50:46 <andythenorth> https://dev.openttdcoop.org/attachments/download/6411/danube_ferry.png 08:50:53 <andythenorth> makes for fast drawing of ships 08:51:29 <andythenorth> adapted from https://dev.openttdcoop.org/projects/fish/repository/entry/src/graphics/danube_large_ferry_0.png 08:52:30 <Rubidium> but... it's missing the wake ;) 08:52:42 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has joined #openttd 08:52:50 <Wolf01> moin 08:53:51 <LordAro> morning 08:55:04 <andythenorth> Rubidium: but which end should I put the wake? o_O 08:55:58 <Rubidium> the rear? 08:56:03 <andythenorth> ok 08:57:05 <Rubidium> though I guess wakes are kinda pointless since whenever you change direction the wake shows somewhere where the ship has never been 08:57:56 <Rubidium> hmm... adaptation of ship smoke, if ever that gets implemented, "smoke" at the water level where the ship has been and we got wakes! 09:01:04 <andythenorth> !!! 09:01:06 <andythenorth> :) 09:01:25 <andythenorth> might actually be good 09:04:17 *** Alberth [~hat@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 09:04:20 *** mode/#openttd [+o Alberth] by ChanServ 09:14:40 *** frosch123 [~frosch@frnk-5f74129f.pool.mediaWays.net] has joined #openttd 09:16:14 <andythenorth> ho 09:16:19 <andythenorth> symmetrical ships ftw 09:16:22 <andythenorth> much faster to draw 09:19:04 <Eddi|zuHause> but the wake makes it asymmetric! 09:20:46 <peter1138> Car ferries are a BAD FEATURE 09:21:16 <peter1138> Whatever happened to loading vehicles onto ships? hehe 09:21:51 <andythenorth> you have a patch for it 09:21:57 <peter1138> Lies./ 09:23:20 *** Pensacola [~quassel@h220216.upc-h.chello.nl] has quit [Remote host closed the connection] 09:35:16 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 09:38:25 *** Brumi [~quassel@78-131-41-191.pool.digikabel.hu] has joined #openttd 09:38:59 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 09:44:24 <Alberth> o/ 10:04:56 *** sla_ro|master2 [slamaster@89.137.74.191] has joined #openttd 10:06:04 <andythenorth> https://dev.openttdcoop.org/attachments/download/6413/danube_ferry.png 10:06:10 <andythenorth> way faster than drawing from scratch 10:06:54 <andythenorth> house isnât centred in \ view though, eh? 10:09:38 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 10:10:13 *** sla_ro|master [~sla.ro@89.137.74.191] has quit [Ping timeout: 480 seconds] 10:10:33 <peter1138> andythenorth, 7 bays in _ view, 8 bays in \ view 10:10:50 <Eddi|zuHause> pixel counter alert! 10:15:25 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 10:17:11 <andythenorth> ha 10:17:16 <andythenorth> thatâs why the house isnât centered 10:17:18 <andythenorth> I should fix that 10:19:25 *** gelignite [~gelignite@i528C3E65.versanet.de] has joined #openttd 10:19:41 <andythenorth> thanks :) 10:27:02 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 10:29:48 <frosch123> andy has a new push-to-join irc client 10:40:12 *** Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has joined #openttd 10:54:32 *** Taede [~Taede@cpc4-linl9-2-0-cust588.18-2.cable.virginm.net] has quit [Ping timeout: 480 seconds] 10:59:56 *** Pikka [~Octomom@d58-106-26-5.rdl801.qld.optusnet.com.au] has quit [Read error: Connection reset by peer] 11:05:20 *** strohi [~smoofi@cpe-10feedc22125.ip-pool.rftonline.net] has left #openttd [just parted] 11:12:21 *** wakou2 [~stephen@host86-166-169-15.range86-166.btcentralplus.com] has joined #openttd 11:16:39 *** keoz [~keikoz@pha75-1-81-57-54-15.fbx.proxad.net] has joined #openttd 11:18:46 *** Progman [~progman@p57A1818E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 11:23:08 <keoz> plop 11:31:45 *** Supercheese is now known as Guest964 11:31:47 *** Supercheese [~Superchee@76.178.136.186] has joined #openttd 11:33:58 <Alberth> o/ 11:37:43 *** Guest964 [~Superchee@76.178.136.186] has quit [Ping timeout: 480 seconds] 11:52:13 *** wakou2 [~stephen@host86-166-169-15.range86-166.btcentralplus.com] has left #openttd [Konversation terminated!] 11:52:28 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 11:55:45 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has joined #openttd 12:06:54 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 12:23:22 *** trendynick [~trendynic@188.25.248.187] has joined #openttd 12:43:25 <ATS63> say uhh... 12:43:51 <ATS63> if you build a station between two industries, and both those industries accept the same cargo... only one of those industries ends up getting it? 12:44:11 <ATS63> Is there a way around that? 12:44:40 <ATS63> I'm playing ECS if that makes any difference 12:45:25 <Alberth> build 2 stations, one close to one industry 12:45:35 <Alberth> *each 12:46:05 <Alberth> ie the industry closest to the station sign gets the cargo 12:46:30 <ATS63> Yeah, in this circumstance I'd have to demolish a town 12:47:39 <Alberth> an alternative is to be happy with delivery to one industry :) 12:48:30 <ATS63> actually it is only two trains... I can fit a single line station in there 12:48:39 <ATS63> just for those two trains 12:51:44 *** Jelmazmo [~kvirc@host-95-189-137-166.pppoe.omsknet.ru] has joined #openttd 12:51:59 <Alberth> if you use cargo dist, you can also setup a feeder for the second industry 12:52:43 <Alberth> depending on the amount of cargo, capacity may be a problem 12:53:31 <Zuu> Also without cargodist, you could transfer cargo to a station and use lorries to deliver the last hop to each industry. 12:53:54 <Zuu> This independent of if the transfer station is in range of any industry. 12:58:34 <Jelmazmo> o/ 12:59:18 <ATS63> https://wiki.openttd.org/Passenger_and_cargo_distribution 12:59:20 <ATS63> o rly 12:59:25 <ATS63> I'll have to fiddle 13:01:14 <Jelmazmo> Anybody know what happened with http://forums.ttdrussia.net ? I tried to download few mods available only there, but it is not working :/ 13:02:46 <ATS63> I did build that single line though, but it seems like a poor mans fix 13:27:47 <Alberth> Jelmazmo: you may want to ask at the forum, many more readers there 13:29:05 <ATS63> heh this station isn't bad... better than old builds I use to do... 13:29:16 <ATS63> 10 platforms, 71 trains 13:29:28 <ATS63> no blocks or congestion issues 13:34:32 *** SylvieLorxu [~sylvie@dhcp-077-251-165-191.chello.nl] has joined #openttd 13:34:48 *** SylvieLorxu [~sylvie@dhcp-077-251-165-191.chello.nl] has quit [Remote host closed the connection] 13:34:55 <Alberth> large station :) 13:35:18 <ATS63> Could probably do it with less platforms too... its hard to know whats going on 13:36:55 *** Zer0__ [~Zer0@CPE-120-149-117-144.bjzv1.vic.bigpond.net.au] has quit [Read error: Operation timed out] 13:37:05 <Alberth> yeah, at some scale you don't see all details any more 13:37:07 <Zuu> Every time I see "71 trains" without a "/ [time unit]" it makes me want to write a patch that adds a such measurement. :-) 13:37:29 <Zuu> But, so far I haven't made time for that. 13:37:53 <Alberth> :D 13:38:09 <ATS63> When the time unit would be months, it doesn't sound as good :( 13:38:46 <ATS63> But that would be a neat idea 13:39:26 <Alberth> I'd rather have a window with average queue length for each station :) 13:39:53 <V453000> Zuu: amout of cargo going through the station should be quite good measurement :P 13:39:54 <V453000> which kind of already is there 13:39:56 <Eddi|zuHause> there used to be a waypoint traffic counting patch (around r5000) 13:40:01 <Alberth> or a message "queue length grows rapidly at XXX" 13:40:35 <ATS63> This station has a queue of almost 0 :D 13:40:57 <Eddi|zuHause> Alberth: how to measure a queue= 13:40:59 <Eddi|zuHause> ? 13:41:19 <Zuu> SuperLib has code to calculate the queue length for all airport types in the game. :-) 13:41:26 <ATS63> Braking leading up to the station, at any distance. Would be computationally difficult but 13:41:48 <ATS63> Or based on red lights thrown 13:41:57 <Alberth> stopped trains on incoming tracks, mostly 13:42:46 <Alberth> until you hit an empty block or a moving train 13:42:49 <Zuu> For train stations, the average occupancy of the plattforms may be an easier but also good measurement of how saturated the station is. 13:43:32 <Eddi|zuHause> Zuu: that won't detect insufficient entry track layout 13:44:07 <Zuu> Eddi|zuHause: right 13:44:10 *** SylvieLorxu [~sylvie@dhcp-077-251-165-191.chello.nl] has joined #openttd 13:44:50 <Eddi|zuHause> but queue length might not be a good measurement either. large stations may generally have longer queues without being congested 13:45:59 <ATS63> http://i.imgur.com/fhcUCzu.png 13:46:05 <ATS63> Thats my station 13:49:23 <Rubidium> with that length of trains, and that type of trains 5 platforms should be enough to handle the traffic 13:49:56 <Rubidium> assuming they can immediately fully load 13:50:18 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 13:51:02 <ATS63> Pretty much. I just had to ramp up the steel trains cause they weren't loading quick enough 13:52:53 <V453000> using separate stations for loading and unloading is not a bad idea either btw 13:53:09 <V453000> or waypoints 13:53:15 <Alberth> indeed, it prevents deadlocks :) 13:53:21 <ATS63> Apparently I can ramp up the iron ore trains too, at every mine that feeds. So I should probably find another coal mine :/ 13:54:04 <ATS63> Waypoints wouldn't be a bad idea 13:54:05 <Alberth> you should build longer turns, these double 45 degrees corners kill speed 13:54:40 <Rubidium> Alberth: unless the original acceleration is used 13:54:55 <ATS63> nah realistic 13:55:26 <ATS63> hehe, you should see every junction of mine... I probably could do better 13:55:47 <Alberth> that gives major havoc in pulling away, you need exit tracks then at the station 13:56:16 <ATS63> http://i.imgur.com/f1hDala.png 13:58:55 <V453000> ._. 14:00:08 <Alberth> oef 14:01:09 <Eddi|zuHause> did you mean "eof"? :p 14:02:18 <Eddi|zuHause> the offsets between the wagons and engines seems wrong 14:02:54 <Eddi|zuHause> like if they don't belong to the same vehicle set 14:03:49 <ATS63> ecs & firs original vehicle set 14:04:40 <Alberth> the left incoming stream should drive around the right outging stream, to keep split before merge 14:04:58 <Eddi|zuHause> particularly, the engines look like they are driving off the rails 14:06:07 <ATS63> Can't say I've ever noticed 14:06:48 <Eddi|zuHause> you can also see this in the vehicle list. there is a gap between engines and wagons, and they don't appear on the same height 14:07:14 <Alberth> if you put the tracks further apart from each other you get room to do the merge and split between the tracks 14:07:15 <ATS63> Ahh true 14:07:37 <Eddi|zuHause> sorry for spoiling your game, you will now forever see this :p 14:07:48 <ATS63> Probably not :P 14:07:49 <Alberth> use a different train set :) 14:08:08 <Alberth> or report to the newgrf developers, and hope they fix it 14:08:40 <Eddi|zuHause> i presume the engines come from opengfx, while the wagons are copies of the original? 14:08:48 <ATS63> or ignore, the resolution is pretty poor anyway 14:08:58 <ATS63> yep 14:09:11 <ATS63> I'd say so 14:10:56 <Alberth> you can use opengfx+trains instead 14:13:04 <ATS63> I'll apply that to this scenario I modified. Was considering I should publish it 14:13:44 <ATS63> Modified the Australia scenario, cleaned up the coastline, positioned the cities and towns better, added some newgrfs like ecs 14:14:18 <ATS63> Makes it easy when you know where everything is 14:14:39 <Alberth> assuming you know where things are in australie :p 14:15:01 <Alberth> *australia 14:15:43 <ATS63> I took it as far as placing mines approx where they should be 14:15:44 <Alberth> having town newgrfs with geographic location of names would be neat 14:16:38 <keoz> you mean, sort of coordinates ? 14:17:05 <ATS63> 500km +/- :P 14:17:29 <Alberth> yeah, so if you generate a map, towns get more or less at the right place relative to each other 14:18:04 <keoz> yeah, that'd be nice 14:18:08 <Alberth> hmm, I guess you could write a gs or an ai for that 14:18:58 <keoz> it isn't possible to load more than one gamescript at a time, isn't it ? 14:19:15 <Eddi|zuHause> correct 14:19:35 <keoz> that'd also be nice :) 14:19:39 <Alberth> keoz: In the general case, a name consists of several parts, so the tricky question is how to attach a location to a name created from a set of parts 14:19:45 <Eddi|zuHause> but if you turn one into a library, you can call it from the other one 14:20:07 <keoz> Right. 14:20:21 <Eddi|zuHause> generally, there are too many things that would conflict with two game scripts working against each other 14:20:28 <ATS63> Alberth: openstreetmaps.org ? 14:20:33 <Eddi|zuHause> it will almost always need manual adjustments 14:20:57 <Alberth> ATS63: with random names, like you have in default openttd? 14:21:35 <Alberth> ie I want random names, and locations :) 14:26:13 <keoz> You want a lot. 14:26:34 <Alberth> yep, that's why things in openttd take time 14:27:00 <Alberth> finding the right solution to a problem is a lot of thinking and trying 14:28:27 <keoz> Aucun espace disponible sur le périphérique 14:28:30 <keoz> oups, sorry 14:29:43 *** Supercheese [~Superchee@76.178.136.186] has quit [Ping timeout: 480 seconds] 14:33:37 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 14:34:28 *** dxtr [bec569bd@000182a2.user.oftc.net] has quit [Quit: .] 14:35:58 *** dxtr [88e2df78@000182a2.user.oftc.net] has joined #openttd 14:45:51 *** Klanticus [~quassel@187.39.191.115] has joined #openttd 14:46:36 *** Klanticus [~quassel@187.39.191.115] has quit [Remote host closed the connection] 14:52:38 <DorpsGek> Commit by frosch :: r26745 trunk/src/vehicle.cpp (2014-08-17 14:52:32 UTC) 14:52:39 <DorpsGek> -Codechange: Deduplicate calls to CreateEffectVehicleRel for vehicle visual effects. 14:52:55 <andythenorth> o_O 14:52:55 <DorpsGek> Commit by frosch :: r26746 /trunk/src (vehicle.cpp vehicle_base.h) (2014-08-17 14:52:48 UTC) 14:52:56 <DorpsGek> -Codechange: Separate enums for visual effect type and spawning model. 14:53:17 <DorpsGek> Commit by frosch :: r26747 /trunk/src (3 files) (2014-08-17 14:53:11 UTC) 14:53:18 <DorpsGek> -Feature: [NewGRF] Advanced visual effects with multiple effect sprites independent of spawning model. 14:53:34 <frosch123> andythenorth: there you go :) 14:53:59 <andythenorth> oh I see :D 14:54:03 <frosch123> now comes the endless specs, renum, nml, .... how many tools to adjust? 14:54:04 <andythenorth> now I have to do another release :P 14:54:18 <andythenorth> I think I patched nml already 14:54:22 <andythenorth> old nml though 14:55:01 <andythenorth> http://paste.openttdcoop.org/show/3632/ 15:04:57 *** Taede [~Taede@cpc4-linl9-2-0-cust588.18-2.cable.virginm.net] has joined #openttd 15:06:52 *** luaduck_zzz is now known as luaduck 15:07:53 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has quit [Ping timeout: 480 seconds] 15:13:08 *** Taede [~Taede@cpc4-linl9-2-0-cust588.18-2.cable.virginm.net] has quit [Quit: Lost terminal] 15:13:54 *** Taede [~Taede@cpc4-linl9-2-0-cust588.18-2.cable.virginm.net] has joined #openttd 15:14:08 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 15:24:11 *** Brumi [~quassel@78-131-41-191.pool.digikabel.hu] has quit [] 15:31:14 <andythenorth> igh 15:31:20 * andythenorth will have to get the new nml 15:32:08 <frosch123> he, you only added the nml callback to ships :p 15:32:49 <andythenorth> oopsie 15:32:56 <andythenorth> well it worked for my test case :P 15:33:52 <frosch123> hmm, actually,.. it does not work for aircraft 15:34:18 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 15:37:37 <frosch123> hmm, nml specs only have one table for all the vehicle callbacks 15:37:44 <frosch123> i need more space :p 15:52:42 <frosch123> http://paste.openttdcoop.org/show/3633/ <- i wonder whether it needs other constants, or maybe inline functions 15:53:24 <frosch123> currently nml uses a built-in "visual_effect" function to create values for the properties and callback 10 15:53:34 <frosch123> those would be completely replaced when using the new callback 15:53:51 <frosch123> not exactly sure, how to properly represent this in nml 15:54:08 <frosch123> one could also deprecate the complete previous visual_effect thing 15:55:17 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 15:55:20 <Alberth> oh dear L) 15:55:23 <Alberth> :) 16:02:44 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 16:04:47 <Alberth> a callback is just an expression? you cannot simply add a type and a spawning type cb ? 16:05:19 <frosch123> the property is in the "item" part, the callback in the "graphics" part 16:05:33 <frosch123> the former is a constant expression, the latter is a switch 16:06:08 <frosch123> usually nml sets the necessary properties when using a callback in the "graphics" section 16:06:28 <Alberth> seems like a good idea :) 16:06:33 <frosch123> but here there is somewhat a conflict with the old "visual_effect" resp. "visual_effect_and_powered_wagons" 16:08:09 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has quit [Remote host closed the connection] 16:08:48 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has joined #openttd 16:08:54 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 16:09:04 <Alberth> unless compability requirements forbid it, I'd say just throw out the old way of doing visual effects 16:09:32 <Alberth> it would be nice if a user can continue using his old code though 16:10:17 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 16:11:22 <Alberth> maybe use the spawning model of the effect type if the user didn't specify any? 16:11:29 <planetmaker> good evening 16:11:33 <andythenorth> I thought some of that visual effect stuff was considered dead 16:11:36 * andythenorth looks at spec 16:11:38 <Alberth> evenink planetmaker 16:12:43 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 16:12:45 * Alberth doesn't have any hope of giving clues as to how to change nml 16:13:29 <DorpsGek> Commit by frosch :: r26748 /trunk (6 files in 3 dirs) (2014-08-17 16:13:23 UTC) 16:13:30 <DorpsGek> -Merge: documentation updates from 1.4 branch 16:14:05 <andythenorth> oh dear 16:14:27 <andythenorth> frosch123: sorry, I cheated when I made a test grf for cb160 http://paste.openttdcoop.org/show/3634/ 16:14:29 <andythenorth> :( 16:14:47 <andythenorth> I forgot that 16:15:37 <frosch123> maybe pm has an idea :) 16:19:33 <planetmaker> sorry, I didn't yet catch up 16:19:38 <planetmaker> Just got home 5 minutes ago :) 16:21:39 <planetmaker> what is the exact problem, from when should I read back to understand? 16:22:48 <frosch123> 17:37 16:24:42 <andythenorth> extend visual_effect() ? 16:24:53 <planetmaker> ok... what is the conflict? the naming? 16:25:37 <frosch123> no, when using "create_visual_effect", all current values for "visual_effect" are useless, except DISABLE_WAGON_POWER 16:25:38 <andythenorth> frosch123: do I understand? We need to teach visual_effect() about using advanced effects 16:25:53 <frosch123> they would all be replaced with the new VISUAL_EFFECT_MODEL_xxx 16:26:02 <frosch123> the constants, and the build-in function 16:26:04 <planetmaker> ok... but then... where's the problem? :) 16:26:14 <frosch123> the documentation :) 16:26:30 <planetmaker> ok. Can NML *always* use the new one instead of the old? It can, yes? 16:26:39 <frosch123> doing simple and advanced visual effects are completely separate things 16:26:41 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has quit [Quit: ZNC - http://znc.in] 16:27:31 <planetmaker> so we will also want to offer both, in the future? 16:27:33 <frosch123> planetmaker: that would mean declaring the current built-in function and constants deprecated 16:27:48 <frosch123> well, the old method is kind of easier to use :) 16:27:57 <frosch123> no STORE_TEMP and such 16:29:23 <andythenorth> canât set visual_effect(VISUAL_EFFECT_ADVANCE, 0) ? 16:29:33 <andythenorth> or such 16:30:38 <frosch123> the second value would always have to be 0, so the function is pointless 16:31:23 * andythenorth wonders what other cbs do that replace a property 16:31:46 <frosch123> well, in this case there are two callbacks :) 16:32:45 <planetmaker> can we rewrite them such that NML can decide old for simple cases and advanced for the complicated ones 16:33:01 <planetmaker> similar to what andy mentions? Would mean a change of syntax. But could maybe unify it? 16:33:45 <andythenorth> oh yeah cb10 exists already 16:33:47 <andythenorth> ho 16:36:41 <planetmaker> but possibly it's easier to teach NML about an advanced_visual_effect. And have it spit out warnings if it's used in conjunction with the old one 16:36:43 <andythenorth> could just put the burden on the author 16:36:56 <planetmaker> I'm sure there are people who need the old one of just whatever edge case 16:37:34 <andythenorth> âUsing advanced_visual_effect will cause any values for visual_effect to be ignored" 16:37:38 <andythenorth> or such 16:39:44 <planetmaker> well, yes, I guess. And NML can parse the code to detect usage of both and issue a warning when it's used 16:39:51 <planetmaker> similar to the white pixels or so 16:39:57 <planetmaker> Probably the best solution 16:40:05 <frosch123> http://paste.openttdcoop.org/show/3635/ <- maybe a build-in function for creating the store_temp values 16:40:46 <frosch123> but imo most confusing are the names of the constants 16:40:57 <frosch123> maybe we have a differen name than VISUAL_EFFECT for the new stuff 16:41:11 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 16:41:12 <andythenorth> or VISUAL_EFFECT_SPAWN_MODEL 16:41:17 <frosch123> so the constants for old and new are not mixed 16:41:37 <planetmaker> EFFECT_SPRITE 16:41:42 <andythenorth> SPAWN_MODEL 16:41:49 <frosch123> VISUAL_EFFECT_STEAM (old), vs VISUAL_EFFECT_MODEL_STEAM + VISUAL_EFFECT_TYPE_STEAM (new) 16:41:49 <andythenorth> itâs called spawn model in the nfo spec 16:42:09 <andythenorth> this constant only controls spawning yes? 16:42:16 <frosch123> so, remove the "visual_effect" property and callback, and add a "spawn_model" thing instead? 16:42:26 <frosch123> calling the whole visual_effect thing deprecated? 16:42:57 <frosch123> effect_spawn_model and effect_spawn_model_and_powered_wagons :p 16:42:59 <planetmaker> ah, that you mean. Making one new function, spawn_model which integrates CB 0x10 and 0x160 into one interface? 16:43:09 <planetmaker> and call the existing deprecated? Sounds good 16:43:18 <andythenorth> I wasnât proposing deprecated, just constant name 16:43:24 <andythenorth> but if it works to unify them... 16:43:34 <planetmaker> if we make it new as a common name, we have to deprecate the old :) 16:44:15 <planetmaker> or we call it just effect_creation 16:44:28 <andythenorth> we could just use the new one and write out an action 2 when we produce the output :P 16:44:36 <andythenorth> bit ugh 16:48:18 *** Ailure [~xxx@81-234-70-203-no41.bredband.skanova.com] has quit [Ping timeout: 480 seconds] 16:50:38 *** Ailure [~xxx@81-234-70-203-no41.bredband.skanova.com] has joined #openttd 17:03:45 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 17:04:26 <frosch123> http://paste.openttdcoop.org/show/3638/ <- no idea whether that works :) 17:06:11 <frosch123> http://paste.openttdcoop.org/show/3639/ <- usage 17:08:16 *** Brumi [~quassel@78-131-41-191.pool.digikabel.hu] has joined #openttd 17:08:41 *** Hazzard [~quassel@c-67-174-253-44.hsd1.ca.comcast.net] has joined #openttd 17:09:59 *** Speedy` [~speedy@the.wrong.domain.name] has joined #openttd 17:10:16 *** Speedy` is now known as Speedy 17:16:08 <planetmaker> the graphics callback looks funky complicated for just a shifted puff of steam 17:19:00 <andythenorth> wait until there are 8 funnels :) 17:19:14 <frosch123> planetmaker: exactly why i do not want to remove the old method completely :) 17:19:47 <planetmaker> :) 17:20:08 <frosch123> but i guess using completely separate constants and names makes it easier to doc 17:21:09 <frosch123> andythenorth: right, i was wondering about that, the current implementation limits it to 3, though i noticed afterwards that the docs said 15 17:21:13 <frosch123> did we change that somewhen? 17:21:34 <andythenorth> I donât recall 17:21:41 <andythenorth> are there performance considerations? 17:22:07 <Rubidium> how am I to code an A-225 with only 3 engines? 17:22:22 <frosch123> Rubidium: aircraft do not support it anyway :p 17:22:31 <frosch123> andythenorth: i just wanted to impose a limit 17:22:42 <frosch123> to prevent people doing stupid things 17:22:57 <frosch123> though usually they do anyway 17:23:03 <Alberth> :) 17:23:39 <andythenorth> 3 is fine for my cases 17:23:52 <andythenorth> 3 is the amount spawned on one run of the cb? 17:24:23 *** UukGoblin [~jaa@yatima.uukgoblin.net] has quit [Read error: Connection reset by peer] 17:24:29 <frosch123> yes 17:24:43 <andythenorth> 3 is plenty 17:24:45 <frosch123> basically 3 positions 17:24:48 <andythenorth> how often does it run? 17:25:01 <frosch123> same as for traditional effects 17:26:27 *** HerzogDeXtEr [~flex@i59F6A6F2.versanet.de] has joined #openttd 17:30:09 <andythenorth> so how many pax shall I give this thing? 17:30:10 <andythenorth> https://dev.openttdcoop.org/projects/fish/repository/entry/src/graphics/danube_large_ferry_0.png 17:30:16 <andythenorth> itâs the only big pax ship in this roster 17:30:28 <andythenorth> itâs set to 1,000 currently, could go higher 17:30:31 <andythenorth> itâs not fast 17:31:08 *** TrueBrain [~truebrain@i210033.upc-i.chello.nl] has quit [Read error: Connection reset by peer] 17:31:09 *** TrueBrain_ [~truebrain@i210033.upc-i.chello.nl] has joined #openttd 17:31:54 <Alberth> for a ferry, 1000 seems fine 17:31:55 *** UukGoblin [~jaa@yatima.uukgoblin.net] has joined #openttd 17:32:31 <Alberth> it's about 2 trains :) 17:34:03 <Rubidium> 3000 seems the maximum for ferries IRL 17:35:02 <andythenorth> this ship has 4 funnels 17:35:03 <andythenorth> hmm 17:35:17 <Rubidium> and about 6000 for cruise ships 17:35:52 <Alberth> one engine is under repair :) 17:36:32 *** TrueBrain_ is now known as TrueBrain 17:41:35 <andythenorth> pleased with that ship 17:41:38 <andythenorth> less than 1 hour to make 17:45:44 <DorpsGek> Commit by translators :: r26749 /trunk/src/lang (afrikaans.txt hungarian.txt) (2014-08-17 17:45:37 UTC) 17:45:45 <DorpsGek> -Update from WebTranslator v3.0: 17:45:46 <DorpsGek> afrikaans - 47 changes by telanus 17:45:47 <DorpsGek> hungarian - 50 changes by Brumi 18:00:13 *** Mucht [~Martin@000128e2.user.oftc.net] has joined #openttd 18:01:05 *** Yho [~oftc-webi@78.218.2.5] has joined #openttd 18:01:35 <Yho> Hi 18:03:36 <planetmaker> http://www.tt-forums.net/viewtopic.php?f=31&t=71089 <-- hm... it's of course wrong to not write in English... and if I interpret it right he uses OpenTTD 0.6.3 :D 18:04:38 *** Mucht [~Martin@000128e2.user.oftc.net] has quit [Remote host closed the connection] 18:06:01 <Yho> I'm trying to get into openttd patches dev with a simple thing but I can't find the file where ShowQueryString is defined. Does someone know ? Or maybe if you have a tip to find the correct file when searching for fuctions 18:06:33 <frosch123> planetmaker: yeah, that config option was changed between 0.6 and 1.0 18:06:53 <frosch123> Yho: it's called "grep" 18:07:58 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 18:08:39 <Yho> frosch123: I use "find . | xargs grep "ShowQueryString" -sl". But I can't find the file where the body of the function is. Am I doning something wrong ? 18:09:09 <planetmaker> grep -Ri "ShowQueryString" src/* 18:09:37 <Xaroth|Work> ^ 18:09:44 <frosch123> or even "void ShowQueryString" 18:10:38 <Alberth> src/misc_gui.cpp 18:10:38 <Alberth> 1052:void ShowQueryString(StringID str, StringID caption, uint maxsize, Window *parent, CharSetFilter afilter, QueryStringFlags flags) 18:10:50 <Alberth> ack ShowQueryString :) 18:13:47 <Yho> Thanks everyone. And thanks Alberth, I had trouble finding it even with all the different commands 18:14:33 <planetmaker> Yho, it's always the line where it's preceeded by the type of the return value. All other lines are where it's called 18:15:04 <Alberth> planetmaker: and no ; at the end of the line, else it's a declaration :) 18:15:21 <Alberth> Yho: you get better at it as you do it more often 18:15:40 <Yho> Alberth: planetmaker: I was looking for line without ; but looking for return type s easier 18:15:52 <planetmaker> :) 18:16:18 <Alberth> not indented by a tab is also easy to spot 18:18:38 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 18:18:41 <Yho> Alberth: Oh yes I'll remember that. 18:28:51 <keoz> mmh ... grep -R 18:29:08 <keoz> why the hell I am always using find /src -type f -exec grep ? 18:29:30 <planetmaker> :) 18:29:34 <frosch123> maybe you use ancient unix, and are not used to gnu extensions? 18:29:58 <keoz> I remember that at some point I had problems using recursive grep 18:30:13 <frosch123> grep -I --exclude-dir=".svn" --exclude-dir=".hg" --exclude-dir="lang" --exclude="*~" "$@" <- that's what my editor uses 18:30:22 <keoz> not that ancient, it's an uptodate archlinux :p 18:30:46 <frosch123> in addition to the -R which the editor adds itself via some checkbox 18:32:04 <Zuu> I tend to use grep -r. But maybe -R is better :-) 18:32:31 <frosch123> hardly a difference 18:32:31 <andythenorth> so it seems that nobody floats rafts of logs down the Rhine, Elbe or Danube 18:32:35 <frosch123> i guess i also use -r 18:33:22 <keoz> andythenorth: there arent't so much forests to cut in Europe anymore, I think :p 18:34:27 <keoz> -R follow symlinks 18:34:32 <frosch123> i thought europe is one of the most suitable continents for forestry 18:34:58 <frosch123> fast growing trees, easy regrowing 18:35:29 <keoz> It's suitable for it, but large parts of ancients forests doesn't exist anymore. Cutted for agriculture. 18:36:05 <Rubidium> the main reason at least the Rhine isn't suitable is the huge amount of ships going there 18:37:06 <planetmaker> yeah, all those rivers are official waterways with heavy ship traffic. No place for unstearable rafts 18:39:54 <Rubidium> also most forestry in (central) Europe is relatively small scale 18:40:23 <planetmaker> that, too. 18:41:24 <Rubidium> even then, most of it won't be near those rivers and between the forest and the river there's usually a town so throwing logs of a mountain will not be appreciated 18:41:37 <Rubidium> nor will dumping them in the river with a helicopter 18:42:52 <planetmaker> the road network is also too dense. No point there. Just put it onto trucks and haul it to the sawmill directly 18:45:31 *** Supercheese [~Superchee@76.178.136.186] has joined #openttd 18:49:30 <andythenorth> no log rafts for you lot then :) 18:49:38 <andythenorth> they can go in the NA roster 18:49:41 <andythenorth> or Scandi 18:49:41 *** trendynick [~trendynic@188.25.248.187] has quit [Read error: Connection reset by peer] 18:53:25 <planetmaker> well... Scandinavia surely has it 18:53:35 <planetmaker> so... it could well be in the general set 18:55:23 *** Jelmazmo [~kvirc@host-95-189-137-166.pppoe.omsknet.ru] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 18:56:17 <keoz> btw, european rivers aren't limited to Elbe, Rhine and Danube :) 18:56:44 <keoz> I wouldn't be surprised if that kind of river transportation still exists in parts like Russia 19:02:39 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has quit [Ping timeout: 480 seconds] 19:04:36 *** Yho [~oftc-webi@78.218.2.5] has left #openttd [] 19:05:35 *** keoz [~keikoz@pha75-1-81-57-54-15.fbx.proxad.net] has quit [Quit: WeeChat 0.4.3] 19:12:17 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has joined #openttd 19:15:57 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has joined #openttd 19:19:51 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 19:19:54 *** mode/#openttd [+v glx] by ChanServ 19:23:46 *** Brumi [~quassel@78-131-41-191.pool.digikabel.hu] has quit [] 19:24:52 <frosch123> night 19:24:55 *** frosch123 [~frosch@frnk-5f74129f.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 19:34:01 *** Progman [~progman@p57A1818E.dip0.t-ipconnect.de] has joined #openttd 19:36:31 <andythenorth> hmm 19:36:39 <andythenorth> if I make very large barges 19:36:52 <andythenorth> (basically size of current largest ships) 19:37:00 <andythenorth> then theyâll look quite bad if used on rivers and canals 19:45:18 <andythenorth> already the largest barge overlaps land a lot 19:45:24 <andythenorth> and I could make it 25% longer :P 19:50:54 <Supercheese> option for double- or triple-wide rivers on mapgen? 19:51:03 <Supercheese> players can always doublewide their canals 19:57:35 <peter1138> Stick to TTD sizes 20:02:26 <andythenorth> could just cheat 20:02:51 <andythenorth> capacity != scale 20:03:24 <andythenorth> someone should do articulated ships 20:06:30 <Alberth> with articulated smoke? 20:06:56 <andythenorth> I could draw the sprites using the effect cb? 20:06:58 <andythenorth> o_O 20:07:10 <planetmaker> you could. so much to do now :D 20:07:11 <andythenorth> fake articulated barges 20:07:30 <Alberth> gn 20:07:34 <andythenorth> :) 20:07:50 <planetmaker> g'night Alberth 20:08:13 *** Alberth [~hat@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 20:08:22 <Supercheese> I got to exercise my Spanish translation skills 20:09:38 <Supercheese> It seems that accent marks go out the window for Internet Spanish 20:10:13 <Supercheese> also, new effects callback? 20:20:13 *** sla_ro|master2 [slamaster@89.137.74.191] has quit [] 20:21:35 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 20:29:21 *** Yotson [~Yotson@2001:980:6ac8:1:68bd:1b9a:b5ba:a06c] has quit [Quit: .] 20:31:54 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 20:36:18 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 20:38:04 <Wolf01> 'night 20:38:15 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 20:45:03 *** keoz [~keikoz@pha75-1-81-57-54-15.fbx.proxad.net] has joined #openttd 20:47:44 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 20:50:59 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has quit [Quit: ZNC - http://znc.in] 21:04:42 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 21:05:03 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 21:10:54 <planetmaker> g'night 21:19:33 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 21:23:33 *** LSky` [~LSky@5ED4B2EA.cm-7-5c.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 21:26:11 *** Tirili [~chatzilla@kel30.kel.studentenwerk-goettingen.de] has joined #openttd 21:31:01 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has joined #openttd 21:33:03 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 21:33:54 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [] 21:37:36 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 21:39:28 *** InvokeStatic_ [~Invoke@97-83-98-15.dhcp.trcy.mi.charter.com] has joined #openttd 21:39:35 *** InvokeStatic_ [~Invoke@97-83-98-15.dhcp.trcy.mi.charter.com] has quit [Remote host closed the connection] 21:39:48 *** InvokeStatic [~Invoke@97-83-98-15.dhcp.trcy.mi.charter.com] has quit [Read error: Connection reset by peer] 21:39:59 *** InvokeStatic_ [~Invoke@97-83-98-15.dhcp.trcy.mi.charter.com] has joined #openttd 21:43:28 *** InvokeStatic_ [~Invoke@97-83-98-15.dhcp.trcy.mi.charter.com] has quit [] 21:43:31 *** InvokeStatic [~Invoke@97-83-98-15.dhcp.trcy.mi.charter.com] has joined #openttd 21:49:13 *** Cybertinus [~Cybertinu@cybertinus.customer.cloud.nl] has quit [Remote host closed the connection] 21:49:25 *** Cybertinus [~Cybertinu@cybertinus.customer.cloud.nl] has joined #openttd 21:51:35 *** Cybertinus [~Cybertinu@cybertinus.customer.cloud.nl] has quit [Remote host closed the connection] 21:51:42 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 21:52:22 *** Cybertinus [~Cybertinu@cybertinus.customer.cloud.nl] has joined #openttd 22:02:30 *** Tirili [~chatzilla@kel30.kel.studentenwerk-goettingen.de] has quit [Quit: ChatZilla 0.9.90.1 [SeaMonkey 2.26.1/20140623143310]] 22:06:06 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 22:09:33 *** gelignite [~gelignite@i528C3E65.versanet.de] has quit [Quit: http://bit.ly/nkczDT] 22:12:02 *** Zer0__ [~Zer0@CPE-120-149-117-144.bjzv1.vic.bigpond.net.au] has joined #openttd 22:19:19 *** KWKdesign [~KWKdesign@pool-108-52-130-213.phlapa.fios.verizon.net] has quit [Ping timeout: 480 seconds] 22:19:27 *** KWKdesign [~KWKdesign@pool-108-52-130-213.phlapa.fios.verizon.net] has joined #openttd 22:20:51 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 22:20:59 *** Progman [~progman@p57A1818E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:24:19 *** Zer0__ [~Zer0@CPE-120-149-117-144.bjzv1.vic.bigpond.net.au] has quit [Ping timeout: 480 seconds] 22:40:13 *** Zuu [~Zuu@h-114-162.a98.priv.bahnhof.se] has quit [Quit: Leaving] 22:47:49 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has quit [Remote host closed the connection] 22:53:23 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 22:54:32 *** webchattest [~oftc-webi@dsl-217-155-24-22.zen.co.uk] has joined #openttd 22:54:48 *** webchattest [~oftc-webi@dsl-217-155-24-22.zen.co.uk] has quit [] 22:56:02 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 23:00:21 *** webchattest [~oftc-webi@dsl-217-155-24-22.zen.co.uk] has joined #openttd 23:00:34 <webchattest> Does this thing work? 23:05:19 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 23:07:08 <MTsPony> does anyone know what the deal with is newgrf's that appear on bananas website yet they are unfindable in game? 23:08:01 *** webchattest [~oftc-webi@dsl-217-155-24-22.zen.co.uk] has quit [Remote host closed the connection] 23:08:32 *** amsu [~oftc-webi@181.46.75.80] has joined #openttd 23:08:45 <amsu> hello there! 23:09:06 <amsu> anybody here? 23:09:17 <FLHerne> amsu: Yes 23:09:33 <FLHerne> I think everyone else is asleep though :P 23:10:12 <amsu> jajaj 23:10:38 <amsu> thank you for de fast respond 23:10:49 <amsu> im from argentina 23:11:07 <amsu> y study for ten year ingles 23:11:43 <amsu> but,.. y no practice writing,.. only reading jajaj 23:11:50 <amsu> ok,.. 23:12:49 <MTsPony> lol 23:12:51 <MTsPony> jaja. 23:13:06 <amsu> :P 23:13:08 <MTsPony> :b 23:13:13 <FLHerne> 'y' -> 'I', 'ingles' -> 'english', but I can understand you :-) 23:13:37 <amsu> JAJAJJAJA piece of animal!! 23:14:00 <glx> MTsPony: maybe wrong version of openttd 23:14:12 <MTsPony> Nein. i checked with both my custom and 1.4.1 23:14:21 <MTsPony> would be weird if it was version related? 23:14:40 <glx> some newgrf are for nightlies only IIRC 23:14:50 <MTsPony> does 26694 correspond to a nightly? 23:14:52 <amsu> ....WTF???? 23:15:00 <amsu> :( 23:15:15 <MTsPony> well, cant find it with that version either. lol. I assume thats a nightly. 23:15:49 <FLHerne> amsu: Did you have more questions? 23:15:53 <MTsPony> Can you override this behavior? I suppose manually downloading it and place it on server, other people can download it from bananas even if they cant see it in their list either right? 23:16:05 <MTsPony> same with different version 23:16:08 <MTsPony> of newgrfs 23:16:16 <MTsPony> meh ill try it, thx 23:16:35 <Supercheese> Yeah, uploaders can specify version restrictions 23:16:41 <glx> newgrf can check the game version and disable themself IIRC 23:16:47 <Supercheese> "Cannot be downloaded with X version(s) of OTTD" 23:16:53 <amsu> heyyy superchees is herre too! =) 23:16:54 <Supercheese> min/max version fields IIRC 23:16:57 <Supercheese> Hola 23:17:06 <MTsPony> mhhh 23:17:11 <MTsPony> ok makes sense 23:17:30 <amsu> im re installin ttd the n° 20 23:18:20 <amsu> i delete all of ttd 23:20:20 <amsu> i download the openttd-1.4.2-windows-win32.exe 23:20:47 <MTsPony> why not 64 23:21:03 <amsu> :( 23:21:08 <amsu> no y have a.... 23:21:45 <glx> try to use "I" ;) 23:21:46 <amsu> http://prntscr.com/4duini 23:21:59 <amsu> F****k sorry 23:22:07 <glx> ha yes 32bit only 23:22:10 <Supercheese> Seem to have mastered expletives :P 23:22:16 <glx> xp 64 is very rare 23:22:22 <MTsPony> ow xp. lol 23:22:31 <MTsPony> yeah xp 64-bit, such a pain 23:22:56 <amsu> ok,.. here: only i installed this http://prntscr.com/4duiyp 23:23:17 <glx> yes 23:23:22 <Supercheese> looks good, do you still have problems? 23:23:27 <glx> basic install 23:23:43 <glx> should be playable immediately 23:24:03 <amsu> then y have to do this : http://www.tt-forums.net/search.php?keywords=ayuda&terms=all&author=&sc=1&sf=all&sk=t&sd=d&sr=posts&st=0&ch=300&t=0&submit=Buscar 23:24:24 <glx> no 23:24:35 <Supercheese> those should have already been installed 23:24:52 <FLHerne> Supercheese: He asked about sound and music effects 23:25:08 <FLHerne> Supercheese: Only OGFX is installed by default IIRC 23:25:12 <Supercheese> Perhaps he needs to select them in the options panel 23:25:13 <glx> sound and music are installed by installer 23:25:29 <Supercheese> Yes, see http://prntscr.com/4duiyp 23:25:33 <amsu> installing,.. 23:25:40 <amsu> ya les aviso,.. 23:25:41 <glx> and I think they are enabled by default 23:25:45 <amsu> sorry em.... 23:25:48 <amsu> wait.. jajaj 23:26:04 <FLHerne> Supercheese: Ooh, it looks like that now? I've been on Linux since about 1.0.x 23:26:12 <Supercheese> He just posted that :P 23:27:08 <FLHerne> Gah, I glanced at that and though it was a repost of his previous link :-/ 23:27:27 <amsu> heeey exelent 23:27:29 <amsu> =) 23:27:42 <Supercheese> Working, I take it? 23:27:47 <amsu> only y havent found the escenarios 23:27:50 <FLHerne> amsu: Never mind my dodgy screenshot then :P 23:27:58 <Supercheese> Yes, the scenarios are not included by default 23:28:05 <glx> in online content 23:28:09 <amsu> how y put its? 23:28:13 <Supercheese> Matter of fact, I do not know where they can be found -- the original scenarios anyway 23:28:17 <amsu> ok,.. going 23:28:24 <amsu> or... GO GO GO! 23:28:26 <amsu> :p 23:28:27 <Supercheese> There are lots of other scenarios in online content 23:28:38 <glx> not the original ones though but a lot indeed 23:29:16 <glx> a random game is good enough for me :) 23:29:42 <amsu> WHats IA ? 23:29:52 <Supercheese> Artificial Intelligence / Computer players 23:30:02 <amsu> mmmm ok thanks 23:30:19 <glx> some are very smart 23:30:39 <Supercheese> some are specialized for only a single purpose 23:31:01 <amsu> what recommend me reload everything? 23:31:12 <amsu> sorry for my english! 23:31:15 <Supercheese> For most things, only choose the ones you want 23:31:22 <amsu> reload no... TO load 23:31:37 <Supercheese> It is not recommended to download everything 23:32:05 <glx> openttd can be very slow to launch if you have everything :) 23:32:11 <amsu> nonono everything y don want to 23:32:33 <amsu> its gooing too slow no? 23:32:41 <amsu> =) 23:32:56 <glx> it scans all files at start 23:33:06 <amsu> waau 23:33:08 <Supercheese> Yeah, it can get slow, sadly 23:33:38 <amsu> http://prntscr.com/4dumqr 23:33:48 *** DabuYu [DabuYu@128.250.79.238] has quit [Ping timeout: 480 seconds] 23:33:49 <amsu> what about this..? scripts? 23:33:55 <amsu> what they mean? 23:33:57 <glx> forget scripts for now :) 23:34:07 <Supercheese> Game scripts are, hmm, things like additional goals/challenges for games 23:34:10 <Supercheese> they are entirely optional 23:34:43 <amsu> ahh ok spchee 23:34:58 <amsu> ohh sorrry 23:35:13 <amsu> clicking each onee, y have a description.. :P 23:36:54 <keoz> don't bother with them if you're still not used to the game 23:37:15 <Supercheese> Even I haven't used one yet... 23:37:32 <keoz> You should try mine :) 23:37:46 <amsu> jaj 23:38:24 <amsu> ifi stsrted a city to grow up 23:38:50 <amsu> how y made to have trucks and cargo in early years? 23:39:24 <keoz> what do you call, "early years" ? 23:39:29 <glx> without newgrf don't start before 1920 23:39:32 <amsu> ajjaj 1910 23:39:32 <Supercheese> You will want to download a NewGRF that has early vehicles 23:39:34 <amsu> 1900 23:39:37 <amsu> 1920 23:39:41 <Supercheese> I recommend eGRVTS 23:39:59 <amsu> SIR searching SIR !! 23:40:40 <amsu> i am downloading 38M the escenaios :P 23:44:43 *** DabuYu [DabuYu@128.250.79.238] has joined #openttd 23:45:48 <amsu> supercheeese,. and what about having eGRVTS and eGRVTS2 ? 23:46:01 <amsu> or one o r the other? 23:46:02 <Supercheese> Choose one, naturally version 2 has improvements 23:46:03 <keoz> no interest 23:46:12 <Supercheese> but also it has fewer vehicles IIRC 23:46:14 <keoz> the 2 is just an updated version 23:46:40 <keoz> does it Supercheese ? didn't know 23:46:45 <Supercheese> I could be mistaken 23:47:02 <keoz> I think I never used version 1 23:47:03 <Supercheese> perhaps it was only the development versions that lacked vehicles 23:47:41 <Supercheese> I'll have to test 23:47:49 <amsu> how i uninstall one ? 23:48:09 <Supercheese> Once you download Newgrfs, they still must be activated before they affect games 23:48:10 <amsu> i dont have the option 23:48:11 <keoz> you remove it from the actives NewGRFs 23:48:55 <amsu> in the same place y download it ? 23:49:33 <keoz> in the NewGRF window, you have two black boxes 23:49:36 <Supercheese> The NewGRF Settings window 23:49:43 <keoz> one contains the downloaded stuff 23:49:58 <keoz> the other one contains only the ones which you want to use 23:50:00 <Supercheese> or Configuration NewGRF, I suspect yours would say 23:50:04 <Supercheese> Configuracion* 23:51:20 <amsu> jajjaajaja 23:51:26 <amsu> http://prntscr.com/4dusrx 23:51:39 <amsu> i dont found the escenaries to play 23:51:46 <Supercheese> You have a lot of drives 23:51:50 <amsu> the ones i downloaded 23:51:51 <Supercheese> Goodness 23:51:56 <amsu> :( 23:52:38 <Supercheese> That explorer should have directed you to your Documents folder rather than root/Games, hmm 23:52:53 <Supercheese> although XP may not 23:53:06 <Supercheese> anyway, try navigating to OpenTTD\Scenarios 23:53:37 <Supercheese> or, well, scenario -- no s 23:59:40 <amsu> ok