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00:13:24 *** pjpe [ae5f3a15@ircip4.mibbit.com] has joined #openttd 00:20:45 *** ar3k [~ident@ebs174.neoplus.adsl.tpnet.pl] has joined #openttd 00:22:23 *** Illegal_Alien [~Illegal_A@ip4da39612.direct-adsl.nl] has quit [Read error: Connection reset by peer] 00:24:12 *** KritiK [~Maxim@176.14.216.93] has quit [Quit: Leaving] 00:27:28 *** ar3kaw [~ident@ecx238.neoplus.adsl.tpnet.pl] has quit [Ping timeout: 480 seconds] 00:48:33 <pjpe> what are the 2 generations of 2cc wagons for 00:48:40 <pjpe> they don't seem to be much different 00:51:29 <Eddi|zuHause> they have different design speed, so if you have faster engines, the newer generations cost less to run 00:52:06 <pjpe> ah 00:52:12 <Eddi|zuHause> there are like 6 generations over the years 00:52:16 <pjpe> what if wagon speed limits are off? 00:53:00 <Eddi|zuHause> i think the design speed/running costs are independent from wagonspeedlimits 00:53:26 <Eddi|zuHause> but i have never actually played the 2cc-set 00:55:09 <pjpe> what if it doesn't show the design speed in the window 00:55:16 <pjpe> it just has empty space after it 00:55:31 <Eddi|zuHause> no idea 00:59:26 *** pjpe [ae5f3a15@ircip4.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 01:04:32 *** Brianetta [~brian@188.220.91.30] has quit [Quit: TschÃŒÃ] 01:11:25 *** pjpe [ae5f3a15@ircip4.mibbit.com] has joined #openttd 02:15:53 *** supermop [~daniel_er@cpe-67-243-25-39.nyc.res.rr.com] has joined #openttd 02:26:17 *** rhaeder [~quix0r@dslb-188-100-215-020.pools.arcor-ip.net] has joined #openttd 02:30:29 *** pugi [~pugi@dyndsl-091-096-062-188.ewe-ip-backbone.de] has quit [Quit: I reject your reality and substitute my own] 02:30:58 *** rhaeder1 [~quix0r@dslb-188-109-251-222.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 03:02:24 *** glx [glx@2a01:e35:2f59:c7c0:994c:c455:c966:c706] has quit [Quit: bye] 04:56:18 *** Eddi|zuHause2 [~johekr@p54B726EA.dip.t-dialin.net] has joined #openttd 05:02:45 *** supermop [~daniel_er@cpe-67-243-25-39.nyc.res.rr.com] has quit [Quit: supermop] 05:04:02 *** Eddi|zuHause [~johekr@p54B75C98.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 05:19:54 *** HerzogDeXtEr1 [~Flex@i59F6D6CA.versanet.de] has joined #openttd 05:25:28 *** HerzogDeXtEr [~Flex@i59F6B577.versanet.de] has quit [Ping timeout: 480 seconds] 05:54:43 *** sla_ro|master [~slaco@95.76.27.160] has joined #openttd 06:10:38 *** Prof_Frink [~proffrink@5e090e25.bb.sky.com] has quit [Ping timeout: 480 seconds] 06:15:04 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has joined #openttd 06:19:59 *** DayDreamer [~DayDreame@94.142.234.1] has joined #openttd 06:22:22 *** Juo_ [~Juo@cpc11-acto2-2-0-cust244.4-2.cable.virginmedia.com] has joined #openttd 06:28:33 *** Juo [~Juo@138.199.71.105] has quit [Ping timeout: 480 seconds] 06:28:33 *** Juo_ is now known as Juo 06:35:47 *** lessthanthree [lt3@d64-180-56-85.bchsia.telus.net] has joined #openttd 06:41:59 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has joined #openttd 07:08:47 *** douknoukem [~KEM@78.166.118.29] has quit [Ping timeout: 480 seconds] 07:15:54 <planetmaker> moin 07:17:13 *** Progman [~progman@p57A19ACF.dip.t-dialin.net] has joined #openttd 07:21:38 <dihedral> good morning 07:22:10 *** jpx_ [jpx_@a91-156-248-92.elisa-laajakaista.fi] has joined #openttd 07:26:01 *** DayDreamer [~DayDreame@94.142.234.1] has quit [Quit: Leaving.] 07:26:24 *** Juo [~Juo@cpc11-acto2-2-0-cust244.4-2.cable.virginmedia.com] has quit [Quit: Juo] 07:33:55 *** Coke [~coke@c-46bee055.1212-1-64736c10.cust.bredbandsbolaget.se] has joined #openttd 07:39:22 *** duckblaster1 [~duckblast@122-59-202-3.jetstream.xtra.co.nz] has joined #openttd 07:41:00 *** Mucht [~Martin@chello084115143107.3.graz.surfer.at] has joined #openttd 07:45:58 *** duckblaster [~duckblast@122-59-202-3.jetstream.xtra.co.nz] has quit [Ping timeout: 480 seconds] 07:49:56 *** Juo [~Juo@87-194-64-202.bethere.co.uk] has joined #openttd 08:10:39 *** Coke [~coke@c-46bee055.1212-1-64736c10.cust.bredbandsbolaget.se] has quit [Quit: leaving] 08:13:42 <dihedral> http://www.youtube.com/watch?v=aO-phqmyqdY :-P 08:13:47 <dihedral> that really cracked me up 08:22:43 *** Neon [~Neon@dslb-094-219-028-139.pools.arcor-ip.net] has joined #openttd 08:32:11 <Terkhen> good morning 08:33:22 <planetmaker> hello Terkhen 09:11:25 *** pjpe [ae5f3a15@ircip4.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 09:17:26 *** KouDy [~KouDy@ip-89-176-97-157.net.upcbroadband.cz] has joined #openttd 09:47:58 *** KouDy [~KouDy@ip-89-176-97-157.net.upcbroadband.cz] has quit [Quit: Leaving.] 09:56:01 *** TWerkhoven [~twerkhove@cpc14-linl7-2-0-cust28.sgyl.cable.virginmedia.com] has joined #openttd 09:59:43 *** Alex_N [~52cf4a71@101.haydn.openttdcoop.org] has joined #openttd 10:00:16 *** Alex_N [~52cf4a71@101.haydn.openttdcoop.org] has quit [] 10:04:11 *** pugi [~pugi@dyndsl-091-096-062-188.ewe-ip-backbone.de] has joined #openttd 10:12:20 <dihedral> last workday today - then: holiday 10:12:28 <dihedral> a week of funfares 10:12:34 <dihedral> 5 days - 5 funfares :-D 10:16:05 <SpComb> last holiday today, work tomorrow :( 10:17:31 *** Eddi|zuHause2 is now known as Eddi|zuHause 10:17:38 *** duckblaster1 [~duckblast@122-59-202-3.jetstream.xtra.co.nz] has quit [Ping timeout: 480 seconds] 10:21:21 <__ln__> 'qapla 10:39:46 *** perk11 [~perk11@broadband-77-37-203-211.nationalcablenetworks.ru] has joined #openttd 10:41:26 *** douknoukem [~KEM@78.166.118.29] has joined #openttd 10:49:27 *** krinn [~krinn@211.54.71.86.rev.sfr.net] has joined #openttd 10:49:32 <krinn> hi 10:51:21 <krinn> i've made a test AI for ai authors, i would like a space @openttd-coop to hold the code, is there a way to have a "manager" that could add another dev that wish update it (without my aggrement) ? 10:53:44 <planetmaker> a manager of a project can add people to the project 10:54:05 *** douknoukem [~KEM@78.166.118.29] has quit [Ping timeout: 480 seconds] 10:54:47 <krinn> great, who could be manager ? 10:55:01 <planetmaker> you made the testAI. So I guess you? 10:56:01 <krinn> oh i've just check, i'm manager for dictatorAI 10:56:07 <planetmaker> Besides a project's managers, the three admins of the DevZone could in principle also assign people to projects. But I prefer to not exercise that right, unless it's clear that it is desired 10:56:16 <planetmaker> then you can create also a new project already 10:56:32 <planetmaker> just click on "NewProject" in the project list overview 10:56:38 <planetmaker> upper right... 10:57:03 <krinn> ah cool, i would like the code be shared, and update by anyone that wish it even i'm not here to agree (it's just a test ai nothing really harm could be done to it) 10:58:01 <planetmaker> you're creating a project already? 10:58:12 <krinn> i'm looking for the create option 10:58:34 <planetmaker> http://dev.openttdcoop.org/projects <-- should be there 10:58:46 <krinn> great thank you 10:59:24 <planetmaker> Name is the name in the project list, the identifier is the directory name. Please choose ai-XXXX 11:00:13 <planetmaker> select also the module "Repository" 11:00:21 <krinn> i've named it AIVehicleTest -> ai-aivehicletest ? 11:00:38 <planetmaker> but don't try to configure it, it will be done automatically. Yes, that's ok. or just ai-vehicletest. Whatever you like 11:01:30 <krinn> ai-aivehicletest then in case one create another ai name VehicleTest 11:02:42 <krinn> repository module is the 2nd line 3rd one in the list ? (it's translate to french for me) 11:06:14 <planetmaker> I don't know the french translations. There are checkboxes for "modules" to use in the project. "issue tracking" and "url tabs" are default. 11:06:25 <planetmaker> Select in that list also the "repository" one 11:07:05 <krinn> i think i've found it, now create, can you help with next steps ? 11:07:43 <planetmaker> when you checked that box, too, just click the 'save' button below 11:07:52 <krinn> done 11:08:27 <planetmaker> now you have to add yourself as manager. 11:08:45 <krinn> it have autoadd me i see 11:08:58 <planetmaker> ah, it did? great. 11:09:32 <krinn> can i add you as manager to check it ? 11:09:48 <planetmaker> I'm admin, I can check it also without that right :-P 11:09:58 <krinn> great :P 11:10:31 <planetmaker> the other two are A mmler and Y exo 11:10:41 <krinn> one i've check seems not to be the good "repo" option :/ 11:11:10 <krinn> i have no "repo" tab (hellish translation !) 11:11:14 <planetmaker> you checked the correct one 11:11:24 <planetmaker> the repo is already created and you can push to it. 11:11:50 <krinn> with mercurial? 11:11:55 <planetmaker> yes 11:12:21 <planetmaker> same URL as for your AI, but the last part is ai-aivehicletest 11:14:45 <krinn> trying to remember the hg creation :p 11:14:53 <planetmaker> you can also pull ;-) 11:15:07 <planetmaker> hg clone http://hg.openttdcoop.org/ai-aivehicletest 11:15:17 <planetmaker> s/pull/clone/ 11:15:41 <planetmaker> you'll need to setup then the https URL for push 11:16:56 <krinn> hg pull fail :) 11:17:46 <krinn> lol found solve, hg init 11:19:39 <planetmaker> yeah, not pull. Clone 11:20:07 <planetmaker> but if you init, you don't need to clone. But you'll edit you .hg/hgrc accordingly to point to the correct URL of the devzone repo 11:20:36 <krinn> look out the repo must be update now 11:21:16 *** Elish4 [~elisha@93-103-131-41.static.t-2.net] has joined #openttd 11:22:03 <krinn> we have a way to push a tar file with the AI, i don't wish put that ai in bananas, no use for users 11:22:12 <Elish4> It just made it to my mind, to spice up the game with random traffic from actual citizens of the city? 11:22:22 <Elish4> or cities* 11:22:39 <planetmaker> Elish4, get the generic cars NewGRF and the TownCar AI 11:22:47 <Elish4> :o 11:22:50 <Elish4> awesome! 11:24:02 <krinn> planetmaker, oh and btw you remember the value to tell openttd to not use that ai as random ai? 11:24:09 <krinn> the one in the info.nut 11:25:15 <planetmaker> I never knew the value :-) 11:25:47 <krinn> :) this one should be wrote in the wiki 11:26:21 <planetmaker> please find out and amend the wiki :-) 11:27:19 <planetmaker> A wiki lives from people adding things when they were annoyed to not have found it where expected :-) 11:27:51 <krinn> never used one, but i'm sure zuu could update it 11:28:32 <planetmaker> relying on other people to edit the wiki usually fails ;-) 11:28:48 <planetmaker> and *someone* is a very elusive and illusive person... 11:28:50 <planetmaker> @seen someone 11:28:51 <DorpsGek> planetmaker: someone was last seen in #openttd 42 weeks, 1 day, 17 hours, 48 minutes, and 28 seconds ago: <Someone> indeed 11:28:54 <krinn> http://noai.openttd.org/docs/trunk/classAIInfo.html#436d1beff0250b8ba307c46e7a7b394b 11:29:00 <krinn> found it :) 11:29:17 <planetmaker> ha, even there ;-) 11:33:09 <krinn> possible to have the tar file upload there or should i drop it to the forum instead ? 11:33:32 <krinn> for ones that don't wish/know howto clone the repot to get it 11:37:47 *** douknoukem [~KEM@78.166.118.29] has joined #openttd 11:39:02 <planetmaker> most people will rather search the forums, I assume 11:39:11 *** a1270 [~a1270@72-24-233-98.cpe.cableone.net] has quit [Quit: Leaving] 11:39:21 <planetmaker> You could add the module "files" and attach it there, if you like 11:40:05 <krinn> i'm doing a forum entry with the ai, it will be easier 11:41:41 *** a1270 [~a1270@72-24-233-98.cpe.cableone.net] has joined #openttd 11:42:53 *** ar3k [~ident@ebs174.neoplus.adsl.tpnet.pl] has quit [Ping timeout: 480 seconds] 11:46:02 *** douknoukem [~KEM@78.166.118.29] has quit [Read error: Connection reset by peer] 11:55:20 *** Biolunar [mahdi@blfd-4db0f8fa.pool.mediaWays.net] has joined #openttd 11:55:40 *** mode/#openttd [+o orudge] by ChanServ 11:56:03 <krinn> ok done, thank you planetmaker 11:58:44 <planetmaker> you're welcome :-) 12:07:18 *** perk11 [~perk11@broadband-77-37-203-211.nationalcablenetworks.ru] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 12:13:31 *** glx [glx@2a01:e35:2f59:c7c0:2842:fee3:c798:506] has joined #openttd 12:13:35 *** mode/#openttd [+v glx] by ChanServ 12:33:43 *** lessthanthree [lt3@d64-180-56-85.bchsia.telus.net] has quit [Read error: Connection reset by peer] 12:35:49 *** douknoukem [~KEM@78.166.118.29] has joined #openttd 12:40:28 *** Belugas [~belugas@216.191.111.237] has quit [Ping timeout: 480 seconds] 12:40:49 *** Belugas [~belugas@216.191.111.237] has joined #openttd 12:40:52 *** mode/#openttd [+o Belugas] by ChanServ 13:38:02 *** Brianetta [~brian@188.220.91.30] has joined #openttd 13:40:33 *** Kurimus [~stabbity@dsl-tkubrasgw3-fe93dd00-34.dhcp.inet.fi] has joined #openttd 13:47:29 *** andythenorth [~Andy@78.86.194.127] has joined #openttd 13:48:01 *** andythenorth [~Andy@78.86.194.127] has left #openttd [] 14:18:11 <Eddi|zuHause> there's a (trunk, but doesn't really appear there) bug with drawing fences: www.informatik.uni-halle.de/~krause/Ravenswald%20Transport,%2012.%20Mai%201988.png anyone familiar with the logic-magic in rail_cmd.cpp:DrawTrackFence_*? 14:20:03 <planetmaker> at least one fence has a wrong slope 14:21:22 <Eddi|zuHause> yep 14:22:07 <Eddi|zuHause> rail_cmd.cpp:if (ti->tileh != SLOPE_FLAT) rfo = (ti->tileh & SLOPE_S) ? RFO_SLOPE_SW : RFO_SLOPE_NE; <-- this line is probably not right in some corner cases 14:28:28 <Eddi|zuHause> another corner case: www.informatik.uni-halle.de/~krause/Ravenswald%20Transport,%206.%20Jul%201988.png 14:32:38 <Eddi|zuHause> is there a check whether there is a foundation between tile1 and tile2 (both adjacent tile indices), or a half-foundation on a tile? 14:33:51 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has quit [Remote host closed the connection] 14:53:06 *** Pulec [~pulec@static-cl093181068250.unet.cz] has joined #openttd 14:56:58 *** MNIM [~mBuntu@ip5452ffad.adsl-surfen.hetnet.nl] has quit [Remote host closed the connection] 15:19:20 *** krinn [~krinn@211.54.71.86.rev.sfr.net] has quit [Remote host closed the connection] 15:30:42 *** Devroush [~dennis@178-119-81-33.access.telenet.be] has joined #openttd 15:32:05 *** a1270 [~a1270@72-24-233-98.cpe.cableone.net] has quit [Ping timeout: 480 seconds] 15:36:49 *** Lakie [~Lakie@82.153.209.129] has joined #openttd 15:42:10 *** goblin [~goblin@dslb-092-075-244-040.pools.arcor-ip.net] has joined #openttd 15:52:57 *** IchGuckLive [~chatzilla@95-89-104-26-dynip.superkabel.de] has joined #openttd 15:53:18 <IchGuckLive> Hi all 15:53:25 <IchGuckLive> Eddi|zuHause: ? B) 15:56:23 <IchGuckLive> i try to find a Documentation on what alll this inserts to a transport instructions are doing 15:57:04 <IchGuckLive> there has a llot changed till 0.6 15:59:12 <planetmaker> that's like 3 years 15:59:55 <IchGuckLive> it woudt also be good to have a information on what tiles a Town ownes Entyer so you do not have to look at every tile 16:00:46 <IchGuckLive> planetmaker: ubuntu distros still hold that old version in stock 16:02:51 <planetmaker> complain then 16:03:00 <planetmaker> or use a new ubuntu, if they updated 16:03:16 <IchGuckLive> i upgreadet to 1.1.2-Rc1 16:03:16 <planetmaker> but complain to the ubuntu maintainers ;-) 16:03:29 <planetmaker> good choice, I guess 16:03:57 <IchGuckLive> but i try to find infos on the new featurers under that transport instructions 16:04:11 <__ln__> IchGuckLive: ubuntu does not upgrade any software within one ubuntu release. 16:04:26 <IchGuckLive> B) 16:05:33 <IchGuckLive> infos on instructions sutch as load for 3 Days 16:05:45 <IchGuckLive> or wait till 50% load 16:07:10 <IchGuckLive> the new game performence has a mutch better outcome i owne now after 8Years 10mio cash 16:08:06 <IchGuckLive> seams also the citys grow faster when suplied with goods 16:09:49 <IchGuckLive> ok by try to find some answers in a forum later ! 16:09:55 *** IchGuckLive [~chatzilla@95-89-104-26-dynip.superkabel.de] has left #openttd [] 16:10:42 *** Prof_Frink [~proffrink@5e090e25.bb.sky.com] has joined #openttd 16:11:19 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has quit [Quit: leaving] 16:14:25 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has joined #openttd 16:14:36 *** Coke [~peter@h-135-45.a254.priv.bahnhof.se] has joined #openttd 16:30:01 *** Brianetta [~brian@188.220.91.30] has quit [Quit: TschÃŒÃ] 16:30:37 *** goblin [~goblin@dslb-092-075-244-040.pools.arcor-ip.net] has quit [Quit: leaving] 16:35:40 <Rubidium> planetmaker: ubuntu maintainers? What's that supposed to be? 16:36:43 <Rubidium> e.g. did you know that, according to Ubuntu, AI-Trans (the AI) is upstream of the OpenTTD Ubuntu package? 16:41:36 *** frosch123 [~frosch@frnk-590f47f2.pool.mediaWays.net] has joined #openttd 16:48:18 *** pugi [~pugi@dyndsl-091-096-062-188.ewe-ip-backbone.de] has quit [Ping timeout: 480 seconds] 16:51:55 *** pugi [~pugi@dyndsl-095-033-153-192.ewe-ip-backbone.de] has joined #openttd 16:54:17 *** KouDy [~KouDy@ip-89-176-97-157.net.upcbroadband.cz] has joined #openttd 16:56:01 *** phatmatt [~a@121.98.179.21] has joined #openttd 16:57:16 <phatmatt> hi, is there a user with a 'Project Manager' account on flyspray for the openttd project? 16:57:31 <phatmatt> as in, one that's around :P 16:58:31 *** pugi [~pugi@dyndsl-095-033-153-192.ewe-ip-backbone.de] has quit [Quit: I reject your reality and substitute my own] 16:59:12 *** Burtybob [~lealtagam@host86-166-139-118.range86-166.btcentralplus.com] has joined #openttd 17:00:52 <Burtybob> I have "network.server_admin_chat" set to on but my admin network bot still doesn't pick up "private" chat. However it does pick up normal (public chat) fine. Does anyone have any suggestions? 17:05:33 *** Burtybob [~lealtagam@host86-166-139-118.range86-166.btcentralplus.com] has quit [Read error: Connection reset by peer] 17:06:03 *** Juo [~Juo@87-194-64-202.bethere.co.uk] has quit [Quit: Juo] 17:07:01 *** burtybob [56a68b76@ircip4.mibbit.com] has joined #openttd 17:09:29 <phatmatt> planetmaker: you around? 17:09:49 <Terkhen> @get #openttd -3 17:09:49 <DorpsGek> Terkhen: Don't ask to ask, just ask 17:10:18 <phatmatt> sure, but he helped with my flyspray stuff before, and no-one else responded 17:10:24 <phatmatt> just wanted to highlight his nick 17:10:34 <Terkhen> better to highlight with a question 17:10:59 <phatmatt> yeah, but i need it to be private :P 17:11:06 <Terkhen> send a private message 17:11:12 <Terkhen> burtybob: is the admin network supposed to know aout private chat? 17:11:15 <Terkhen> about* 17:11:20 * planetmaker returns from dinner 17:11:26 <phatmatt> wellllll that's why i asked for someone who was one and here now but ok 17:11:28 <burtybob> Yes, from what I read it is. 17:11:30 <phatmatt> nvm :P 17:11:42 <burtybob> "The configuration option network.server_admin_chat specifies whether private chat for to the server is distributed into the admin network." 17:11:51 <planetmaker> phatmatt: even without confidential information released, the problem certainly can be explained ;-) 17:11:53 <Terkhen> oh, private chat to the server 17:12:01 <Terkhen> I thought you meant all private chat :P 17:12:04 <burtybob> Oh... 17:12:05 <Terkhen> that makes sense 17:12:23 <burtybob> That's how I read it as "all chat" since the "server" can see all private messages I believe 17:12:37 *** goblin [~goblin@dslb-092-075-244-040.pools.arcor-ip.net] has joined #openttd 17:13:14 <Terkhen> I don't know much about the admin network, but I don't think it is supposed to be able to eavesdrop all private conversations 17:15:38 <burtybob> That would make sense 17:17:20 <burtybob> I was just reading it wrong lol, however there is a dest type of DESTTYPE_CLIENT and DESTTYPE_TEAM which added to my confusion I think 17:21:48 <Terkhen> ok :) 17:23:00 <burtybob> Would be handy from an admin point of view but I can see how it could be abused though :( 17:34:35 *** pjpe [ae5f3a15@ircip2.mibbit.com] has joined #openttd 17:35:10 *** phatmatt [~a@121.98.179.21] has left #openttd [] 17:40:32 *** X-Frank-X [~X-Frank-X@dhcp-095-096-099-146.chello.nl] has joined #openttd 17:40:41 <X-Frank-X> Hi all :-) 17:42:42 <planetmaker> hm, I sense a first application actually using the admin interface 17:43:08 <Terkhen> hi X-Frank-X 17:45:01 *** ThaAmazonous [~ThaAmazon@ks311191.kimsufi.com] has quit [Remote host closed the connection] 17:45:16 <CIA-2> OpenTTD: translators * r22730 /trunk/src/lang/hungarian.txt: 17:45:16 <CIA-2> OpenTTD: -Update from WebTranslator v3.0: 17:45:16 <CIA-2> OpenTTD: hungarian - 1 changes by IPG 17:45:17 *** Juo [~Juo@cpc11-acto2-2-0-cust244.4-2.cable.virginmedia.com] has joined #openttd 17:46:09 <X-Frank-X> Hi Terkhen, was just reading your forum posting, thanks for replying 17:46:49 <X-Frank-X> I was actually just thinking "in the box" of a multiplayer server in my first post... 17:48:05 <Terkhen> yes, my answer was mostly regarding trunk inclusion, but a public patch that works would be nice too :P 17:48:33 <X-Frank-X> well, I was just replying to your forum post to get the conversation going :-) 17:48:45 *** DDR [~DDR@d142-179-78-88.bchsia.telus.net] has joined #openttd 17:48:49 <X-Frank-X> but what i'm saying is actually that I will work on it :-) 17:48:56 <Terkhen> nice :) 17:49:12 <X-Frank-X> allthough it would be nice if I could get some help here and there, but I guess this is the right channel for it :-) 17:49:40 <X-Frank-X> have been studying on the code for some time now... Now I guess it would be a nice idea to "jump in" :-) 17:50:08 <Terkhen> yes, this is the right channel 17:50:21 <Terkhen> depending on what you plan to do, it might be a very big project :P 17:50:49 <X-Frank-X> well, in the first place I will just study the code of the beta "Citybuilder" script for 0.7.4 17:51:00 <X-Frank-X> and will try to integrate it in a patch for 1.1.1 17:51:10 <X-Frank-X> that's step 1 17:51:28 <Terkhen> hmm... I don't remember if 0.7.4 is from before or after the big change regarding goal patches 17:51:38 <X-Frank-X> I think it's from before 17:51:51 <X-Frank-X> cause everything is VERY different if you look at the code of 0.7.1 17:51:53 <Terkhen> I don't remember much about it honestly, IIRC it was something about not allowing commands done by "no one" anymore 17:51:54 <planetmaker> X-Frank-X: don't patch releases 17:51:58 <planetmaker> work with openttd trunk 17:52:08 <X-Frank-X> well... 17:52:15 <Terkhen> if that patch is from before that change, you will need a new approach 17:52:20 <X-Frank-X> ok 17:52:38 <planetmaker> Terkhen: yes, that was changed since 17:52:43 <X-Frank-X> Planetmaker: I was just thinking about the stable releases, cause that's what most players use right now 17:52:44 <planetmaker> pre- 1.0 17:52:59 <planetmaker> X-Frank-X: but patches for stable releases are useless for development 17:53:03 <X-Frank-X> true 17:53:13 <X-Frank-X> but this would be a multiplayer server patch... 17:53:18 <X-Frank-X> that was my idea 17:53:19 <planetmaker> so? 17:53:29 <X-Frank-X> well, most clients are the stable release! 17:53:31 <X-Frank-X> but 17:53:34 <planetmaker> development happens in trunk 17:53:56 <X-Frank-X> It wouldn't be such a big step if I have it working for 1.1.1 to make it compatible with the Trunk release 17:53:59 <X-Frank-X> I guess? 17:54:02 <planetmaker> if you want to go the "I patch stables" you most probably go an approach which won't lead to anything actually happening 17:54:14 <X-Frank-X> I understand 17:54:31 <X-Frank-X> I will actually check first what I can do 17:54:44 <planetmaker> and... as written, goals / scenarios need a single-player component. Thus patching servers is not the way 17:54:55 <planetmaker> it's the wrong way actually 17:55:14 <X-Frank-X> well... online there is a server which is server side patched and gives the citybuilder module 17:55:21 <X-Frank-X> that was my original target to make 17:55:31 <X-Frank-X> but I understand what you are saying 17:55:48 <planetmaker> yes, people do that. But those are rather hacks. And they'll never have a chance to hit the main development branch 17:55:57 <X-Frank-X> ok 17:56:04 <X-Frank-X> get the point :-) 17:56:11 <planetmaker> Thus you choose: do something which may actually be useful beyond your server. Or ... just make yet another hacked server with goals / whatever 17:56:14 <X-Frank-X> I will do my best to develop for the trunk release! 17:56:22 <Terkhen> great :) 17:56:31 <Terkhen> then IMO you should aim for something that uses script 17:56:45 <X-Frank-X> so, what would be the best approach in this case? 17:56:47 <Terkhen> but that makes the project huge :P 17:57:01 <X-Frank-X> If I want to be able to make it single player, offcourse 17:57:15 <X-Frank-X> but the squirrel approach, is that even possible> 17:57:16 <X-Frank-X> ? 17:57:18 <planetmaker> apropos... I think there's two things which can be separated: goals (as in defining an ending) and scenario / script control which trigger events based on *whatever* 17:57:29 <Terkhen> ^ 17:57:32 <Terkhen> that's the problem with this feature 17:57:34 <Terkhen> defining limits :P 17:57:43 <planetmaker> :-) 17:57:52 <X-Frank-X> exactly, maybe i should put up a project approach :-) 17:57:58 <Terkhen> if you only want a way to define score and an ending... huge scripts are probably wrong 17:58:00 <X-Frank-X> setting a first goal 17:58:03 <planetmaker> I guess first excluding game changes might be a good decision. Just definiable goals 17:58:08 <planetmaker> yep 17:58:29 <Terkhen> maybe "only goals and score, but don't close the door to future implementations of more complicated stuff" 17:58:30 <X-Frank-X> well, that shouldn't be to difficult, I mean, I got plenty of ideas (I think ;-)) 17:59:00 <X-Frank-X> so setting up the project goal wouldn't be to difficult as a first step 18:00:14 <X-Frank-X> originally I had 2 approaches: Setting a goal based on company value 18:00:42 <X-Frank-X> and building a city with bringin cargo to the city and make it grow where your goal is the amount of people in a city 18:01:04 <X-Frank-X> and the cargo demand will grow with the city offcourse 18:01:23 <planetmaker> the latter is anything but "of course" 18:01:25 *** perk11 [~perk11@broadband-77-37-203-211.nationalcablenetworks.ru] has joined #openttd 18:01:37 <X-Frank-X> lol 18:01:43 <X-Frank-X> true 18:02:07 <planetmaker> adding a goal "city population" and "company value" probably are moderately easy 18:02:30 <X-Frank-X> I thought so to... but is that doable with for example Squirrel 18:02:33 <planetmaker> adding a game change "increase good demand for further city growth" is quite a fundamental economical change 18:02:40 <Terkhen> oooh, maybe is the moment to have the town growth discussion again :) 18:02:50 <planetmaker> :-) 18:02:51 <Terkhen> it is, again, a problem of scope 18:02:52 <X-Frank-X> :) Had that before? 18:03:03 <planetmaker> once? twice? n-times I guess :-) 18:03:07 <Terkhen> X-Frank-X: I was planning on handling town growth changes via NewGRF 18:03:17 *** perk111 [~perk11@broadband-77-37-203-211.nationalcablenetworks.ru] has joined #openttd 18:03:22 <Terkhen> see http://wiki.openttd.org/Frosch/Town_Control 18:03:39 <Terkhen> some people prefer a NewGRF approach, other people a approach via scripts 18:04:05 <Terkhen> but Alberth is not here :P 18:04:19 <planetmaker> we'll probably end up with both :-P 18:04:22 <X-Frank-X> lol, and your approach is over NewGRF? 18:04:32 <planetmaker> though I prefer towns handled by newgrfs 18:04:40 <Terkhen> me too, but Alberth is right about something 18:04:51 <X-Frank-X> what will be the "win" with NewGRF? No Game code structure change? 18:05:04 <Terkhen> implementing *anything* with NewGRFs makes it more difficult to understand to AIs and scripts 18:05:05 <X-Frank-X> sorry, I have to roll in a little... 18:05:14 <X-Frank-X> ok 18:05:15 <Terkhen> he made other valid points, but that was the one that convinced me 18:05:26 <Terkhen> X-Frank-X: yes, that's the big win :P 18:05:51 <X-Frank-X> sorry if I ask stupid questions sometimes, just want to make myself confortable with everything :-) 18:05:57 <Terkhen> don't worry :) 18:06:07 <Terkhen> my questions were far more stupid :P 18:06:11 <X-Frank-X> lol 18:06:24 <planetmaker> NewGRF would probably much more flexible. But yes, the interface to AIs and scripts would be "interesting". Actually also to players 18:06:25 <X-Frank-X> so, does the NewGRF approach have access to all game aspects? 18:06:37 <planetmaker> many. All: no 18:06:40 <Terkhen> many, yes 18:06:42 <X-Frank-X> ok 18:07:03 <X-Frank-X> I though NewGRF was for graphics only *sigh* 18:07:05 <Terkhen> it's not a problem of what is it capable to do, it has more to do with its relation with other features 18:07:13 <X-Frank-X> roger that 18:07:15 <Terkhen> for example, AIs have a hard time already with industry newgrfs 18:07:31 <Terkhen> for example, they might not know what is stockpiling 18:07:38 <X-Frank-X> ah 18:07:43 <Terkhen> even harder with vehicles: some sets for example require a caboose for trains 18:07:44 <planetmaker> that *could* be given them, though 18:07:49 <Terkhen> but the AI has no way to know that 18:07:58 * Terkhen is just giving random examples to explain the general issue :P 18:08:06 <planetmaker> but it's not easy. Both on OpenTTD and AI side 18:08:07 <X-Frank-X> :) 18:08:15 <planetmaker> Terkhen: of course 18:08:21 <Terkhen> a town growth approach with NewGRFs would have the same problem, your goal scripts would have a hard time trying to understand what the town growth NewGRF does 18:08:34 <Terkhen> and that's what convinced me to stop coding :P 18:08:39 <X-Frank-X> ah 18:08:45 <planetmaker> hm, did that? 18:08:46 <X-Frank-X> thank you for that heads up ;-) 18:09:07 <Terkhen> planetmaker: yes, I'd like to have goal scripts too :P 18:09:12 <planetmaker> :-) 18:09:16 <X-Frank-X> :-) 18:09:27 <X-Frank-X> cool, so it's actually not a new idea... 18:09:28 *** perk11 [~perk11@broadband-77-37-203-211.nationalcablenetworks.ru] has quit [Ping timeout: 480 seconds] 18:09:33 <X-Frank-X> (offcourse not) 18:09:35 <X-Frank-X> duh 18:09:57 <planetmaker> it's probably just a matter of where you draw the line between a (future) game control script interface and the existing game control via NewGRFs 18:09:59 <Terkhen> it's new that someone aims for trunk inclusion with his goal patch :P 18:10:11 <planetmaker> In principle a goal framework via NewGRFs is thinkable, too 18:10:19 <Terkhen> urgh 18:10:25 <planetmaker> given NML? :-) 18:10:37 <Terkhen> hmm... 18:10:42 <X-Frank-X> NML? sorry, didn't get that 18:10:49 <planetmaker> newgrf programming language 18:10:54 <Terkhen> NML is a language for newgrfs 18:11:03 <X-Frank-X> well... I guess it's now C++? 18:11:04 <X-Frank-X> :-) 18:11:09 <X-Frank-X> now = not 18:11:11 <Terkhen> nml is like c, nfo is like assembler :P 18:11:33 <X-Frank-X> crap... but there are alot of examples out there, so have to go to study then :-) 18:11:50 <X-Frank-X> on NML 18:12:02 <X-Frank-X> but offcourse the same goes for AI and Squirrel 18:12:07 <Terkhen> you might want to explore newgrfs and AIs a bit, yes :P 18:12:12 <X-Frank-X> will do 18:12:28 <X-Frank-X> allthough I was just getting interested in C++ ;-) 18:12:28 <planetmaker> http://dev.openttdcoop.org/projects/ogfx-landscape/repository/entry/src/company_land.pnml <-- like that is NewGRFs in NML 18:12:29 <X-Frank-X> lol 18:12:34 <X-Frank-X> thanks 18:12:37 <planetmaker> you find on the same page AIs 18:12:38 <X-Frank-X> *click* 18:13:51 <frosch123> [20:07] <Terkhen> for example, AIs have a hard time already with industry newgrfs <- ais wont have an easier job with scripted economy either :) 18:14:24 <X-Frank-X> :S 18:14:27 <planetmaker> as you now have noticed, X-Frank-X, this is neither an easy topic nor something where a "best way" is currently paved or defined 18:14:29 <frosch123> so, i would put it differently. newgrfs are for controlling simple entities of which there are a lot of 18:14:39 <planetmaker> like towns? ;-) 18:14:43 <frosch123> scripts are for controlling big entities where there is only a few of 18:14:52 <Terkhen> true :P 18:14:57 <Terkhen> and yes, I agree with that 18:14:57 <X-Frank-X> :-) 18:15:11 <planetmaker> sounds like a good distinction 18:15:38 <X-Frank-X> ok... So got a few options anyway now :-) lol... 18:16:05 <X-Frank-X> will just check first what the boundaries of the different options are... 18:16:06 <planetmaker> but... to me that sounds like "towns are newgrfs", especially as they exist partially there. Still. For a goal framework town growth mechanisms is IMHO (for now) secondary 18:16:22 <frosch123> planetmaker: newgrf are for growing a single town 18:16:25 <X-Frank-X> ^ 18:16:34 <frosch123> a script is for balancing the growth across the whole map 18:16:34 <planetmaker> frosch123: yes 18:16:56 <planetmaker> that I agree with. No parent object "region" or "map" for the town feature ;-) 18:17:37 <Terkhen> but then you need to be able to allow access to specific towns via NewGRF 18:17:49 <Terkhen> the planned town control affected all of them 18:18:20 <frosch123> Terkhen: the town control is for making towns react to indidivual triggers for them, like cargo delivery 18:18:33 <X-Frank-X> yeps 18:18:42 <X-Frank-X> so crucial for a city builder script 18:18:44 <frosch123> scripts would be for making the total population of the world grow from 1950-1970 in the northern part of the map 18:18:45 <X-Frank-X> I guess 18:18:50 <frosch123> and after that only in the southern part 18:19:09 <X-Frank-X> ah 18:19:09 <Terkhen> and how would the script and the town control NewGRF interact? 18:19:41 <planetmaker> like two vehicle newgrfs w/o engine pool: both just do their thing ;-) 18:19:51 <frosch123> X-Frank-X: also, newgrfs have simple decision making. they are not turing-complete and work with decision trees and very few storages. scripts on the otherhand are normal imperative programming 18:20:03 <Terkhen> but that's not comparable, in this case the script and the NewGRF are expected to work together 18:20:04 <frosch123> Terkhen: you have to merge it somehow 18:20:08 <frosch123> which would be the job of ottd 18:20:17 *** andythenorth [~Andy@cpc15-aztw25-2-0-cust3.aztw.cable.virginmedia.com] has joined #openttd 18:20:34 <planetmaker> a non-trivial task 18:20:37 <Terkhen> yes 18:20:42 <frosch123> yup :p 18:21:12 <X-Frank-X> so actually to implement "some" goal at first we can just start with the company value goal which seems the easiest right now? 18:21:28 <Terkhen> yes :P 18:21:31 <X-Frank-X> that doesn't need any town script or whatever 18:21:40 <X-Frank-X> you just start to build towards the goal 18:22:11 <planetmaker> yes. 18:22:45 <X-Frank-X> maybe playing against a AI, allthough AI's are WAY better when they are well scripted ;-) 18:22:46 <planetmaker> similarily one can check vehicles and their count and profit... 18:22:46 <frosch123> you could also restrict actions of players 18:22:59 <planetmaker> X-Frank-X: are they? 18:23:04 <frosch123> like, they may only build in one town at the start 18:23:04 <X-Frank-X> well 18:23:11 <X-Frank-X> right 18:23:13 <X-Frank-X> good one 18:23:31 <X-Frank-X> or "from" one town building to the next resource 18:23:34 <frosch123> though i would like to see the ai which can handle that :p 18:23:40 <Terkhen> :P 18:23:48 <frosch123> so, maybe goals should know about human vs. ai 18:24:00 <X-Frank-X> well 18:24:26 <X-Frank-X> maybe a long shot, but we could make some AI's like: Rookie, normal, difficult and whatever 18:24:29 <X-Frank-X> just like Quake ;-) 18:24:31 <planetmaker> frosch123: they probably should, yes 18:24:32 <X-Frank-X> lol 18:24:47 <planetmaker> X-Frank-X: AIs implement that of sorts 18:25:02 <X-Frank-X> so we got some base allready? :-P 18:25:04 <frosch123> scripts could also modify the cost structure 18:25:12 <frosch123> make stuff for ais cheap 18:25:17 <frosch123> and expensive for players 18:25:25 <planetmaker> :-D 18:25:29 <frosch123> do stuff like the terraforming limit etc 18:25:33 <planetmaker> or simply general on a per-company basis 18:25:35 * Terkhen wasn't kidding when he said that the biggest problem of this feature is defining its scope 18:25:46 <Terkhen> :P 18:26:14 <X-Frank-X> hmmm 18:26:28 <frosch123> Terkhen: in any case you will very quickly also reach the question: what shall be done in ottd itself, and what in scripts 18:26:35 <frosch123> just like for newgrfs :p 18:26:50 <burtybob> Sorry was afk but yeah we want to have a admin interface that we can use instead of having to type rcon to change things we can click buttons lol. 18:26:54 <Terkhen> yes, most of Alberth's issues with town control via NewGRFs are related to that 18:26:56 *** burtybob [56a68b76@ircip4.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 18:27:21 <planetmaker> burty... hmpf 18:27:51 <frosch123> Terkhen: yeah, but imo the term "newgrf" is wrong in that sentence. it should be "plugin" 18:28:36 <X-Frank-X> burty: are you aiming on multiplayer server now or is this something out of that scope? 18:28:40 <Terkhen> newgrfs are now the same than plugins? :P 18:28:46 <andythenorth> twitter coverage of london riots is quite exciting 18:28:50 <X-Frank-X> with restrictions I guess 18:28:50 <andythenorth> newgrfs are add-ons 18:28:53 <planetmaker> he left, x-frank-x 18:28:56 <X-Frank-X> oh 18:28:57 <X-Frank-X> lol 18:28:59 <planetmaker> but it can only be used on servers 18:29:01 <frosch123> either you do everything in plugins, which pop up quickly, conflict with each other, are not maintained and vanish. or you do everything in a monolithical ottd :p 18:29:03 <X-Frank-X> oops, I see now ;-) 18:29:27 <Terkhen> frosch123: neither sounds good 18:29:33 <Terkhen> hmmmmmmmmmmmm 18:29:37 <Terkhen> this issue is so complicated 18:29:39 <planetmaker> catch 22 18:29:54 <X-Frank-X> lol, sorry bout that ;-) 18:29:56 <Terkhen> maybe we should remake the whole game in C# 18:30:02 <X-Frank-X> lol 18:30:04 <Terkhen> C# solves everything 18:30:18 <X-Frank-X> does it? 18:30:25 <planetmaker> yes, same as java 18:30:25 <Terkhen> nah, but someone thought it did 18:30:27 <X-Frank-X> lol 18:31:09 <Terkhen> heh, that was a good one 18:31:25 <Terkhen> "let's remake openttd in java, it is great for making appsmultiplatform" 18:31:43 <X-Frank-X> yeah... and to crash your computer and fuck up stuff 18:31:48 * Terkhen wonders if java works in all platforms supported by openttd 18:31:50 <X-Frank-X> great! 18:31:56 <Rubidium> java isn't that bad 18:31:58 <X-Frank-X> well 18:32:00 <X-Frank-X> I know 18:32:06 <X-Frank-X> just wanted to say something ;-) 18:32:07 <Rubidium> okay, since oracle it's getting worse 18:32:20 *** burtybob [56a68b76@ircip2.mibbit.com] has joined #openttd 18:32:33 <Rubidium> although I'd argue that a java implementation of OpenTTD would be better than a LabView one 18:32:40 <X-Frank-X> depends on the quality of code Rubidium 18:32:48 <X-Frank-X> and there's alot of crap out there 18:33:03 <X-Frank-X> labView? :-S 18:33:06 <frosch123> the inter-version compatibility of labview is worse than osx :p 18:33:09 <X-Frank-X> WTF is LabView? 18:33:10 <Terkhen> heh 18:33:10 <Terkhen> :D 18:33:18 <planetmaker> burtybob: it'd be quite interesting to have such server control script open-sourced 18:33:43 <planetmaker> http://sine.ni.com/np/app/flex/p/ap/global/lang/en/pg/1/docid/nav-77/ 18:33:43 <burtybob> It's only based off of JOAN 18:33:46 <frosch123> X-Frank-X: the ideal language to code something and make the ceo think he understands it 18:33:56 <X-Frank-X> :D 18:33:56 <planetmaker> burtybob: yes, the better 18:34:47 <Rubidium> frosch123: and to make totally untraceable crap :( 18:35:42 *** findow [54a1ed19@ircip4.mibbit.com] has joined #openttd 18:35:56 <X-Frank-X> soooooo, to get back on topic, did you guys see that beta of the citybuilder script for 0.7.1? 18:36:15 <X-Frank-X> http://www.tt-forums.net/viewtopic.php?f=33&t=44319 18:36:24 <Rubidium> the one that did if (command == "!stats") { ... } ? 18:36:40 <X-Frank-X> the code is old, but the approach was rather nice I thought for a multiplayer server! 18:36:54 <X-Frank-X> uhm 18:36:58 <X-Frank-X> no idea actually :D 18:37:04 <X-Frank-X> didn't study it that well 18:37:06 <X-Frank-X> yet 18:37:21 <X-Frank-X> yes, so it seems :d 18:37:28 <X-Frank-X> lol 18:38:06 <Rubidium> that was roughly the moment I considered it "not finished" 18:38:24 <X-Frank-X> lol 18:38:25 <X-Frank-X> + else if ( strcmp(msg, "!rules") == 0 ) 18:38:25 <X-Frank-X> + CB_handleTextCommand(from_id, (char*)"rules", false); 18:38:32 <X-Frank-X> well 18:38:41 <X-Frank-X> that seems a bit "to the point :P" 18:38:44 <Rubidium> X-Frank-X: further down 18:38:59 <X-Frank-X> I know ;-) 18:39:09 <__ln__> explicitly casting a string literal to char*? 18:39:25 <X-Frank-X> well 18:39:30 <X-Frank-X> I guess it worked for him ;-) 18:39:36 *** burtybob [56a68b76@ircip2.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 18:41:33 *** DDR [~DDR@d142-179-78-88.bchsia.telus.net] has quit [Ping timeout: 480 seconds] 18:41:34 <Rubidium> only by sheer luck that the compiler saw the same strings and deduplicated them 18:43:24 <X-Frank-X> but I was actually aiming on the approach and the idea, not the code! 18:43:44 <X-Frank-X> I guess apart from the code you get the idea? :-P 18:44:17 <X-Frank-X> First you claim a town, then you let that town grow by supplying it with fresh goods. 18:44:39 *** Mucht [~Martin@chello084115143107.3.graz.surfer.at] has quit [Remote host closed the connection] 18:44:48 <planetmaker> that idea is known... 18:44:53 <X-Frank-X> right ;-) 18:44:58 <X-Frank-X> ok 18:47:31 <Terkhen> X-Frank-X: http://wiki.openttd.org/Peter1138/Towngrowth_Challenge 18:49:00 <X-Frank-X> thanks 18:49:36 <Terkhen> that's an example of a very specific implementation 18:49:45 <Terkhen> I'd prefer a generic one :P 18:49:59 <X-Frank-X> :-) 18:50:37 <andythenorth> http://wiki.openttd.org/Requested_features/Gameplay_Goals_Framework 18:51:08 <Terkhen> oh, I forgot that one :) 18:51:35 <X-Frank-X> lol, ok, I guess i am a little late to join that discussion ;-) 18:52:00 <Terkhen> you can join eternal discussions at any time 18:52:17 <X-Frank-X> eternal :D 18:52:18 <X-Frank-X> lol 18:52:24 *** Lakie` [~Lakie@82.153.209.129] has joined #openttd 18:54:59 *** findow [54a1ed19@ircip4.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 18:55:33 <andythenorth> is the suggestions forum safe to read today? 18:56:02 <frosch123> has it ever been? 18:56:25 <SpComb> there's a suggestions forum? 18:56:54 <andythenorth> I accidentally read the problems forum earlier 18:57:04 <andythenorth> glad I don' go in there much 18:57:19 <Terkhen> andythenorth: you already killed the "NewGRFs I can't be bothered to do" thread, looking for more victims? 18:57:41 <andythenorth> I killed that :o 18:57:44 <Terkhen> yes :P 18:57:50 <andythenorth> I meant to encourage it :P 18:58:05 <andythenorth> the world is under-supplied with stupidity 18:58:07 <Terkhen> there was an answer, but no one else dared to continue the discussion :P 18:58:13 *** Lakie [~Lakie@82.153.209.129] has quit [Ping timeout: 480 seconds] 18:59:57 *** Lakie` is now known as Lakie 19:02:14 <Elish4> uhm :D 19:02:19 <Elish4> I have new idea 19:02:24 <X-Frank-X> ??? 19:02:27 <Elish4> how to upgrade openttd 19:02:34 <Elish4> for lets say version 10.0 19:03:01 <frosch123> just call marty mcfly, maybe he collects you 19:03:14 <Elish4> make a world like earth - orbit you don't have border - like google earth :D 19:05:06 *** Chrill [~chrischri@h-5-149.a212.priv.bahnhof.se] has joined #openttd 19:05:17 <X-Frank-X> ok, I will shut up :-X 19:06:18 <Elish4> this kind of requires 3d 19:06:31 <Terkhen> Elish4: that would be a new game, see this thread for similar suggestions and answers similar to the one we could give you: http://www.tt-forums.net/viewtopic.php?f=29&t=47238 19:06:58 <planetmaker> just start with a "simple" goal framework... :-) 19:07:18 <Terkhen> :D 19:07:24 *** ar3k [~ident@ebs174.neoplus.adsl.tpnet.pl] has joined #openttd 19:07:25 *** ar3k is now known as ar3kaw 19:08:12 <X-Frank-X> lol 19:08:43 <SpComb> I vote for underground building 19:09:28 <Prof_Frink> I vote for an "export balance" button. 19:10:17 <Elish4> Terkhen: those are only lists of wanted features 19:10:26 <Elish4> there's no earthlike view :p 19:11:14 <planetmaker> also called wrap-around or sphere 19:12:09 *** zachanim1 [~zach@2506ds3-od.0.fullrate.dk] has quit [Remote host closed the connection] 19:12:21 *** zachanima [~zach@2506ds3-od.0.fullrate.dk] has joined #openttd 19:25:25 *** KritiK [~Maxim@95-25-76-3.broadband.corbina.ru] has joined #openttd 19:26:04 *** pugi [~pugi@dyndsl-095-033-153-192.ewe-ip-backbone.de] has joined #openttd 19:33:46 *** Pikka [~Figgy@d110-32-23-151.rdl800.qld.optusnet.com.au] has joined #openttd 19:34:45 *** Kurimus [~stabbity@dsl-tkubrasgw3-fe93dd00-34.dhcp.inet.fi] has quit [] 19:39:15 <Elish4> OpenTTD Evolved 19:39:21 <Elish4> with 3D earth 19:39:51 <frosch123> 3d is crap 19:40:07 <frosch123> all good games use basically 2d 19:40:36 <Pikka> except the ones that don't 19:40:40 <frosch123> take sc2 for a modern example 19:40:49 <Elish4> you can use old 3d graphic cards 19:41:00 <frosch123> sure you can look around somewhat 3dish, but the game itself is 2d 19:41:03 <Elish4> everyone hs it 19:41:25 <Elish4> it probably uses 3d rendering 19:42:26 <Elish4> u need above average graphics for sc2 19:43:02 <Ammler> well map rotating would be fun 19:43:13 <Ammler> or cliffs 19:43:14 <frosch123> i have no idea what "average graphics" are :) 19:43:25 <Elish4> look 19:43:37 <Elish4> nvidia has 4 rounded classes 19:43:45 <Elish4> 20, 40, 60, 80 19:44:08 <Elish4> 20, 40 for "ordinary" users... 60, 80 for "gamers" 19:44:10 <andythenorth> it's pikka ! 19:44:15 <andythenorth> hello Pikka ! 19:44:17 <Elish4> 60 are on budget gamers 19:44:18 <Elish4> :D 19:44:20 <Pikka> isn't it though 19:44:23 <Pikka> hello andy! 19:44:24 <Elish4> that's above average 19:44:32 <andythenorth> Pikka: are you planning to spread riots! 19:44:34 <frosch123> Elish4: i have 580. what does that count for? :p 19:44:40 <andythenorth> social media causes riots 19:44:46 <Elish4> frosch123: ultimate experience :D 19:44:54 <Pikka> am I social media? 19:44:55 <Elish4> I have 280 19:45:13 <glx> 450 here 19:45:13 <andythenorth> Pikka: probably :P 19:45:54 <Elish4> totally enough for me.. new games on 1920x1200 no hickups 19:46:18 *** valhalla1w [~valhallas@s55978e11.adsl.wanadoo.nl] has joined #openttd 19:46:18 <Elish4> I only wouldn't buy newer because it doesn't have 512bit memory bus 19:46:18 <Pikka> what are these riots? 19:47:28 <andythenorth> they're all in the big london :P 19:47:38 <andythenorth> we already had our riot 19:47:40 <andythenorth> about tesco 19:47:42 <Pikka> oh, I heard of some of them, are there more? 19:47:43 <andythenorth> now they're copying :P 19:47:49 <Pikka> typical 19:47:59 <Elish4> heard on the news 19:48:14 <Elish4> 1000km away:D who cares :p 19:48:16 <andythenorth> Pikka: I have been testing your TAI thing for you 19:48:17 <glx> I remember when we had ours 19:48:24 <andythenorth> I can confirm that it is good ;) 19:48:30 <Pikka> andy: and which bugs have you found? :P 19:48:40 *** Twerkhoven[L] [~twerkhove@cpc14-linl7-2-0-cust28.sgyl.cable.virginmedia.com] has joined #openttd 19:48:44 <frosch123> Elish4: hmm, i think i failed with the product numbering. i hoped there would be no geforce with that number 19:48:45 <Pikka> and you mean the houses? 19:49:02 <frosch123> as i have quadro fx, no geforce 19:49:03 <Elish4> frosch123: which one? 19:49:12 <Elish4> 580 does exist 19:49:12 <andythenorth> Pikka: the houses indeed 19:49:17 * Pikka should work on the industries some time, I've been without working farms in OpenTTD for about 9 months now 19:49:27 <andythenorth> I provided my own :P 19:49:33 <planetmaker> :-) 19:49:43 <planetmaker> new PBI? 19:49:56 <Pikka> yes, although it's TaI now 19:50:06 <planetmaker> also 'hello' :-) 19:50:11 <planetmaker> ah, TaI 19:50:16 <Pikka> I wanted to make the farms more interesting, I got as far as turning off the default production and then forgot about it :) 19:50:23 <planetmaker> :-P 19:50:29 <planetmaker> makes it "interesting" ;-) 19:50:41 <Elish4> there one option would be bridge connected in the middle of the air 19:50:51 <Elish4> crossroads on the bridge 19:51:09 <Elish4> there are real world example of this :) 19:51:24 <Elish4> examples* 19:51:25 <andythenorth> Elish4: <1000km for some people :P 19:51:27 <Elish4> I know of one 19:51:36 <Elish4> andythenorth: I believe you :p 19:51:40 <planetmaker> Pikka: did you fix the "towns do not grow anymore" thing which leads to building infintiely many roads? 19:51:50 <planetmaker> (I've not thought about a good solution, though...) 19:52:04 <Pikka> infinitely many roads? 19:52:07 <Pikka> I haven't seen that 19:52:09 <planetmaker> not growing is beyond whatever is a nice idea... 19:52:27 <planetmaker> last time I checked - which is quite a bit ago - towns were limited to a certain size 19:52:54 * Hirundo is glad, there is a pond between /me and London 19:52:56 <planetmaker> and towns had a "ring of roads" in a manner of speaking as they were not permitted to build houses anymore 19:53:10 *** goblin [~goblin@dslb-092-075-244-040.pools.arcor-ip.net] has quit [Quit: leaving] 19:53:22 <planetmaker> but... it's long ago... and I'd probably need to check that again 19:53:31 <Pikka> well, they can build roads out beyond where they can build buildings, but it's not really a problem as far as I can see 19:53:48 <andythenorth> the only problem I had was getting slaughtered by YACD + TAI :P 19:53:56 <andythenorth> it took me about 7 attempts to survive 19:54:17 <Pikka> it's most noticeable if you have OpenTTD "cities" with high additional growth 19:54:51 *** valhallasw [~valhallas@s55978e11.adsl.wanadoo.nl] has joined #openttd 19:56:06 <frosch123> Hirundo: do you know the story that in the beginning all idiots were on an island separated from the rest until the insane ones digged a tunnel? :p 19:56:17 <SmatZ> so... the soldiers who supposedly killed bin Laden died in a Chinook... 19:56:20 <Pikka> andy: we really need peter1138 to set up a server for us again. :P 19:56:59 <Hirundo> I did not, but it explains a lot :) 19:57:03 <KittenKoder> Anyone know the 3D rotation vector for sloped tracks? 19:57:29 <KittenKoder> 11 degrees is the closest I have gotten, but it still won't line up right. 19:57:44 <planetmaker> well, it gives strange empty "suburbs" 19:58:07 <Pikka> if you "grow" towns in the scenario editor, yes 19:58:21 <Pikka> if you just play and let them grow naturally, no. in my experience at least. :) 19:58:41 <planetmaker> http://imagebin.org/166979 <-- I mean a town looking like this, Pikka 19:59:01 <Hirundo> empty suburbs are bad, they have no shops to loot </troll mode> 19:59:04 <Pikka> ^^ 19:59:35 <Pikka> if you grow a town in the scenario editor past its population limit you'll get that effect, yes 19:59:46 <planetmaker> you get that also ingame 19:59:57 <Pikka> but not to the same extent 20:00:00 * KittenKoder has never seen that in game. 20:00:22 <planetmaker> Why should it be different, Pikka? 20:00:30 <planetmaker> it's the same growth algorithm 20:00:36 <Pikka> and less so if you don't use openttd's "city" feature. 20:00:37 <frosch123> KittenKoder: a flat tile has 64x32 pixels. the one slope adds 8 pixels vertically 20:01:03 <planetmaker> "city" only defines the growth speed an initial size 20:01:08 <Pikka> planetmaker, you're forcing the city to grow a large amount at one point in time in the scenario editor 20:01:31 <planetmaker> technically it's the same as many small steps 20:01:34 <Pikka> if you just play normally, and without cities, most if not all towns will spawn considerably below their limit 20:01:53 *** valhalla1w [~valhallas@s55978e11.adsl.wanadoo.nl] has quit [Ping timeout: 480 seconds] 20:01:55 <planetmaker> Yes, but I talk about how my towns looked after 70 years of playing or so 20:02:05 <planetmaker> which was very similar for the well-serviced ones 20:02:27 <Pikka> and, since the limit increases as time goes by, they're unlikely to outstrip the limit by much, and only gradually. :) 20:02:27 <KittenKoder> >.< frosch123, that's not what I really mean. 20:02:27 <andythenorth> frosch123: that's a big island you guys are on :P 20:02:32 *** ar3kaw [~ident@ebs174.neoplus.adsl.tpnet.pl] has quit [Read error: Connection reset by peer] 20:02:48 *** ar3k [~ident@ebs174.neoplus.adsl.tpnet.pl] has joined #openttd 20:02:50 *** ar3k is now known as ar3kaw 20:03:18 <Pikka> also I don't tend to play on big flat maps and without building/editing roads myself, so I guess I would see that less than you do. :P 20:03:59 <Pikka> SmatZ, "None of the SEAL team members who died in the crash took part in the raid that killed bin Laden.", apparently. 20:04:08 <KittenKoder> I use 3D modeling programs, not good with hand drawing anything, and the rotation for sloped tracks I just can't get right. 20:04:50 <Pikka> KittenKoder: that is what you mean, you just need to do the maths 20:05:29 <frosch123> andythenorth: it even only needs a peninsula 20:05:32 * KittenKoder is not good at 2D to 3D maths. 20:05:39 <frosch123> (though that joke might not work in english) 20:05:46 <andythenorth> no it doesn't :p 20:06:10 <frosch123> peninsula is a "half island" in german 20:06:53 <andythenorth> ah 20:07:13 <Rubidium> KittenKoder: I think the problem is that 3D modelling applications use perspective, whereas OpenTTD's graphics don't 20:07:25 <Pikka> Rubidium: not necessarily 20:07:30 <KittenKoder> You can raytrace with orthographic cameras. 20:07:48 <Pikka> it's about 11.5 deg iirc from my locomotion days, KittenKoder 20:07:52 <KittenKoder> Doing isometric in 3D is simply a matter of camera angles and tricks. 20:08:16 <Rubidium> well, then I guess it's documented somewhere in the graphics fora 20:08:17 <KittenKoder> Hmm, thanks Pikka .... 20:08:46 <KittenKoder> Rubidium, most people can figure it out by themselves, I just couldn't for some reason. 20:09:15 <Pikka> I don't know if/where I put my files to check though 20:09:50 <KittenKoder> 11.5 sounds better, I was nearing 11.3 but redoing it all over and over again was just getting to be a pain. 20:09:56 <X-Frank-X> ok guys, bedtime 20:09:59 <X-Frank-X> speak to you later! 20:10:07 <andythenorth> KittenKoder: depending on the CGI app, you can turn off perspective in the camera (you might have done that already) 20:10:24 <KittenKoder> As it is, I am going to recreate the whole sprite sheet anyway, the offsets and everything are a mess. 20:10:46 <KittenKoder> andythenorth, I am a bit experienced with 3D modeling apps. ;) 20:11:00 <KittenKoder> Specifically, Blender. 20:11:07 *** X-Frank-X [~X-Frank-X@dhcp-095-096-099-146.chello.nl] has quit [] 20:11:08 * andythenorth ponders getting Blender 20:11:17 <andythenorth> my CGI days are long long ago 20:11:26 <KittenKoder> Blender is nice, but lately it and Ubuntu have been hating each other for some reason. 20:11:43 <KittenKoder> Haven't had the energy to upgrade my primary PC to Gentoo though. 20:12:20 <KittenKoder> Some of my older work: http://www.youtube.com/user/KittenKoder 20:12:30 <KittenKoder> Experimentations. 20:15:07 *** Chrill [~chrischri@h-5-149.a212.priv.bahnhof.se] has quit [] 20:15:52 <Pikka> I so can't remember any trig 20:16:26 <Prof_Frink> sohcahtoa. 20:17:48 <Pikka> but I get a slope of 12.6 degrees by my rather dodgy calculations 20:18:54 <frosch123> screen or world coordinates? 20:19:06 <Pikka> or actually 20:20:24 <Pikka> possibly 10.02. I don't know! 20:20:32 <Pikka> I tried :] 20:21:55 <KittenKoder> 12.6 was my first result to. 20:22:32 <KittenKoder> But it was a bit too much, noticeably so once lined up. 20:23:05 <KittenKoder> Odd, the tiles are 64x32 iso, right? 20:23:57 <KittenKoder> Everything has 64x31 .... 20:26:53 <Pikka> they're drawn 64x31, yes, because of the way the borders line up 20:27:04 <KittenKoder> Aaah, duh. >.< 20:27:05 <KittenKoder> LOL 20:27:36 <Pikka> the "sides" of the tiles touch, meaning there's a one pixel gap between the "top" and "bottom" :) 20:28:46 <KittenKoder> This could explain why I have had a hard time getting things lined up. 20:29:03 <Pikka> what are you trying to render? 20:29:40 <KittenKoder> Working on a new maglev track. 20:29:48 <Pikka> oh, cool. :) 20:29:56 <KittenKoder> Well, will be, right now I'm figuring out the nuances of the NewGRF stuff. 20:30:18 <KittenKoder> I REALLY don't like the standard maglev track, it's fugly. 20:30:33 <Pikka> I was going to say, there are further complications to drawing trains and road vehicles, as the dimensions of the diagonal sprites are not, in any way, accurate. :) 20:30:34 <KittenKoder> But the one I do like seems to play havoc with bridge graphics. 20:30:54 <KittenKoder> I found your templates on the wiki for those. 20:30:56 <KittenKoder> :p 20:31:26 <Pikka> :) 20:31:58 <KittenKoder> I was thinking that once I get this all figured out I will make a "futuristic" vehicle set based on sci-fi movies. 20:32:07 <KittenKoder> Mostly Maglev though. 20:32:12 <Pikka> eek :) 20:32:24 <KittenKoder> But more reasonable than the original ones. >.< 20:32:29 *** Juo [~Juo@cpc11-acto2-2-0-cust244.4-2.cable.virginmedia.com] has quit [Quit: goodbye] 20:32:33 <KittenKoder> They get insane with the speeds. 20:32:34 *** Juo [~Juo@cpc11-acto2-2-0-cust244.4-2.cable.virginmedia.com] has joined #openttd 20:32:51 <KittenKoder> I just want variety, I love variety. 20:33:24 *** duckblaster [~duckblast@122-59-202-3.jetstream.xtra.co.nz] has joined #openttd 20:37:08 *** burtybob [56a68b76@ircip1.mibbit.com] has joined #openttd 20:37:48 *** Coke [~peter@h-135-45.a254.priv.bahnhof.se] has quit [Quit: leaving] 20:42:14 <KittenKoder> Figured out with NML I can make a really cool "base" layout+template. 20:47:33 <burtybob> I've heard a lot of talk (and been shot down a couple of times) about breaking NewGRF compatibility. I am wondering if there is any documentation on the code about how to work with NewGRF features within the C++ code. For example if I wanted to edit something but not break the grf compat 20:48:37 <Hirundo> you really need to be more specific if you want specific (and useful) advice 20:51:46 <burtybob> for example if I was doing some modifications to the industries but needed to make sure that it was compatible with the NewGRF system still 20:52:22 <KittenKoder> You should just make a NewGRF then. 20:55:14 <burtybob> Do you remember the old "budgets and workforce" patch a couple of years ago? 21:00:58 *** DDR [~DDR@d142-179-78-88.bchsia.telus.net] has joined #openttd 21:03:59 *** andythenorth [~Andy@cpc15-aztw25-2-0-cust3.aztw.cable.virginmedia.com] has left #openttd [] 21:04:58 <burtybob> The whole NewGRF coding docs looks a whole lot better than it used to! 21:05:15 <Terkhen> yes, they have been improved a lot lately :P 21:05:47 <KittenKoder> NML docs still need a little work though. :p 21:06:19 <KittenKoder> However I am very impressed with NML. 21:06:48 <burtybob> Still better than when I last looked *shudders*. I looked and was like WTF how does anyone understand this. Now it's easy to read, well explained and I actually feel as if I could learn something. Although to be honest I am more interested in C++ work than NML 21:06:51 <Terkhen> yes, NML makes everything easier :P 21:07:40 <Hirundo> KittenKoder: If you have (suggestions for) additions/improvements, please let me know 21:07:41 <KittenKoder> It's not easy making a new language for something. 21:08:00 <KittenKoder> Hirundo, I may, after I figure out more of it. ;) 21:08:28 <KittenKoder> Though, an explanation on the extent of templates and what they are truly capable of would be nice. 21:08:44 <KittenKoder> There's a lot of stuff they can do that I just found on accident. 21:09:07 <KittenKoder> They are almost as powerful as c templating. 21:10:11 <KittenKoder> Oh, also, an explanation of how to use the animated palettes specifically would be nice, but that could just be my lack of finding it. 21:11:28 <Hirundo> animated palettes... as in the colours used for the sea and such? 21:11:48 <KittenKoder> Yeah. 21:12:10 <Hirundo> You might want to check up http://newgrf-specs.tt-wiki.net/wiki/PalettesAndCoordinates in that case 21:12:33 <KittenKoder> I can't find much on the NewGRF information for it, but even if I did I don't know how to control it for NML. I wind up with colors getting mapped wrong. 21:12:45 <KittenKoder> Well, that's awesome, thank you for that. 21:12:59 <Hirundo> basically, avoid all the 'special' colours 21:13:17 <Hirundo> and yes, it needs to be added to / referenced from the NML docs, you're right :) 21:14:01 <KittenKoder> The page you posted just now helps me out with even more to. ^_^ I love this channel. 21:14:53 *** Neon [~Neon@dslb-094-219-028-139.pools.arcor-ip.net] has quit [Quit: Python is way too complicated... I prefer doing it quickly in C.] 21:15:08 <KittenKoder> Offsets were bothering me because they didn't make sense ... until now. 21:15:31 <frosch123> what? firs has no construction stages? 21:15:59 <KittenKoder> Some of them do, if you mean by the graphics. 21:16:34 <frosch123> http://dev.openttdcoop.org/projects/ttdviewer <- KittenKoder: if you want to know more about palette animation 21:17:21 <KittenKoder> Meh, tried that app, only helped a little. ;) I'm a doc person more than a look and feel. 21:17:34 <KittenKoder> Thanks though. 21:17:42 <frosch123> then take a look at the code :p 21:18:10 <KittenKoder> :p 21:19:09 *** Biolunar [mahdi@blfd-4db0f8fa.pool.mediaWays.net] has quit [Quit: All your IRC are belong to us!] 21:19:34 <KittenKoder> Right now I'm a bit more busy working on a Gimp template. 21:27:00 <CIA-2> OpenTTD: frosch * r22731 /trunk/src/ (3 files): -Fix: [NewGRF] The construction stage sprites were incorrectly selected in cases other than 1 or 4 sprites per set. 21:30:19 *** sla_ro|master [~slaco@95.76.27.160] has quit [] 21:31:51 *** Lakie [~Lakie@82.153.209.129] has quit [Quit: Sleep.] 21:33:06 <frosch123> night 21:33:09 *** frosch123 [~frosch@frnk-590f47f2.pool.mediaWays.net] has quit [Remote host closed the connection] 21:34:43 <michi_cc> Eddi|zuHause: You seem to have read my mind with your curve speed comment ;) 21:35:16 <Eddi|zuHause> i'm pretty sure i said the same thing a year or two ago already ;) 21:47:55 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has joined #openttd 21:55:57 <planetmaker> good night 22:05:34 <__ln__> when Spock is dubbed to non-english, can one still hear he's from Boston rather than Vulcan? 22:08:59 *** KouDy [~KouDy@ip-89-176-97-157.net.upcbroadband.cz] has quit [Quit: Leaving.] 22:11:13 <Eddi|zuHause> __ln__: nobody speaks dialect in german dubs... 22:11:47 <Eddi|zuHause> (that's the first thing i noticed when i started watching things in original language) 22:12:20 *** Progman [~progman@p57A19ACF.dip.t-dialin.net] has quit [Remote host closed the connection] 22:12:47 <__ln__> not even lietenant commander Scott? 22:12:49 <__ln__> +u 22:13:12 <KittenKoder> There is only one dialect in German! 22:13:15 <KittenKoder> The right one! 22:13:16 <Eddi|zuHause> i do think he spoke some small dialect 22:13:16 <KittenKoder> :p 22:13:50 <KittenKoder> Whoo .... that took a little work to get all worked out. 22:14:01 <Eddi|zuHause> but the only dubbed show i remember where they really spoke dialect was hogans heroes 22:14:15 <KittenKoder> I now have a Gimp image file that will help me line everything up right ... I hope. 22:14:43 <__ln__> Spock's dialect can be heard when he says 'hwy, hwat, hwere' rather than 'why, what, where'.. otherwise not very dialectish. 22:15:33 <Eddi|zuHause> speaking dialect in german makes you quickly come across as uneducated 22:15:45 <Eddi|zuHause> "only stupid villagers speak dialect" 22:16:14 <Eddi|zuHause> so unless you are the "Bulle von Tölz", nobody speaks dialect 22:16:45 <__ln__> i see 22:17:40 <Eddi|zuHause> you frequently hear dialect in cheap "reality" shows 22:18:55 <__ln__> in the blu-ray extras of Star Trek (2009) there's a great short clip of Kirk and Spock performing a scene from the movie in (exaggerated) scottish dialect 22:20:28 *** duckblaster1 [~duckblast@122-59-202-3.jetstream.xtra.co.nz] has joined #openttd 22:22:00 *** Devroush [~dennis@178-119-81-33.access.telenet.be] has quit [] 22:26:02 *** duckblaster [~duckblast@122-59-202-3.jetstream.xtra.co.nz] has quit [Ping timeout: 480 seconds] 22:26:31 <KittenKoder> So .... what about multiple files with NML? 22:26:49 <Eddi|zuHause> KittenKoder: typically the c-preprocessor is used for that 22:27:05 <KittenKoder> >.< Not what I mean. 22:27:21 <Eddi|zuHause> so what do you mean then? 22:27:30 <KittenKoder> Like includes, headers. 22:27:48 <Eddi|zuHause> yes, that's exactly what the c-preprocessor does 22:27:48 *** pugi [~pugi@dyndsl-095-033-153-192.ewe-ip-backbone.de] has quit [Quit: I reject your reality and substitute my own] 22:28:32 <KittenKoder> So ... there is no statement in the NML file itself for including a file? 22:28:42 <Eddi|zuHause> no 22:28:49 <Eddi|zuHause> why invent something twice? 22:29:33 <KittenKoder> So one can use one single language through most of a project. ;) 22:29:48 <KittenKoder> But meh. 22:30:17 <Eddi|zuHause> you don't need another language to use the c-preprocessor 22:30:55 <KittenKoder> Okay, I really don't understand what NML is, still learning the basics, from what I saw it was just a "translator" to NFO. 22:30:58 <Eddi|zuHause> also, there is a ready-made makefile that does all this stuff for you 22:31:24 <Eddi|zuHause> al compilers are "translators" from one language to another 22:31:36 <Eddi|zuHause> typically from a higher language to a lower 22:31:45 <KittenKoder> Granted. 22:32:10 <Eddi|zuHause> here NML is the higher language and NFO is the lower language 22:32:19 <KittenKoder> Just not sure what NML does itself. 22:32:31 <Eddi|zuHause> or actually GRF is the lower language 22:32:37 <KittenKoder> Yeah. 22:32:43 <KittenKoder> NFO is like an aseembly language. 22:33:00 <KittenKoder> From what I saw of it at least. 22:33:03 <Eddi|zuHause> grfcodec translates NFO->GRF and GRF->NFO and nmlc trnaslates NML->GRF 22:33:41 <KittenKoder> So NML actually uses c as a backbone? 22:33:48 <Eddi|zuHause> no 22:33:51 <Eddi|zuHause> not at all 22:34:08 <Eddi|zuHause> the c-preprocessor is independent from the c-language 22:34:11 <KittenKoder> Then why would a c-preprocessor be used? 22:34:29 <Eddi|zuHause> the preprocessor handles "#define", "#include" etc. 22:34:46 <KittenKoder> Aaah, so those statements work in NML. 22:34:58 <KittenKoder> ? Should have been a question. 22:35:11 <Eddi|zuHause> not out of the box, you need to call the preprocessor explicitly 22:35:24 <KittenKoder> Using a makefile. 22:35:48 <KittenKoder> I have always hated makefile work. >.< 22:35:51 <Eddi|zuHause> so it's a two-step process: "cpp mygrf.pnml -o mygrf.nml" and "nmlc mygrf.nml" 22:36:13 <Eddi|zuHause> or something along this line 22:36:33 <KittenKoder> Aaah, that clarifies the Swedish rails files. 22:37:02 <Eddi|zuHause> .pnml is standard extension for nml files that need preprocessing 22:37:19 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has quit [Remote host closed the connection] 22:37:32 <KittenKoder> Then which is tnml for? 22:37:35 <Eddi|zuHause> there's also .pnfo files, which follow the same two-step process with grfcodec 22:37:36 <KittenKoder> Standard wise. 22:37:41 *** Pulec [~pulec@static-cl093181068250.unet.cz] has quit [] 22:37:56 <Eddi|zuHause> dunno, not seen that yet 22:38:06 <Hirundo> nml template (not to be confused with sprite template) 22:38:12 <KittenKoder> Swedish rails seems to use it for macros. 22:38:23 *** burtybob [56a68b76@ircip1.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 22:38:27 <KittenKoder> Aaah, thank you Hirundo 22:38:52 <Hirundo> the general pattern is #define A #define B #include template.tnml #undef A #undef B 22:39:37 <Eddi|zuHause> ah, that makes sense 22:39:56 <Eddi|zuHause> so we probably have a few misnamed files in cets :p 22:39:59 <KittenKoder> I have been spoiled with Java and Eclipse for so long .... not use to all the command line work anymore. 22:40:16 <Hirundo> then template.tnml contains some NML code that uses A and B as parameters somewhere 22:40:23 <Eddi|zuHause> i'm sure you can teach eclipse to handle the nml makefile :p 22:40:33 <KittenKoder> Probably. 22:40:37 <KittenKoder> But why? 22:40:38 <KittenKoder> :p 22:41:08 <KittenKoder> Just because I'm bumbling around to adjust to this again, doesn't mean it's not fun. 22:41:27 <KittenKoder> Actually, it's gotten me excited about coding again. 22:42:13 <KittenKoder> I had gotten so bored with programming lately, I still haven't even done any real projects other than for work. 22:42:47 <KittenKoder> ... and those don't really count as programming anymore. >.< 22:45:21 <KittenKoder> I was thinking, the animated colors work on tracks, would it annoy people to have something in the ballist that uses those? 22:46:38 <Eddi|zuHause> yes. definitely 22:46:42 <KittenKoder> :p 22:47:14 <Eddi|zuHause> imagine a hundred rail tiles on the screen, all blinking the same way synchronously 22:47:46 <KittenKoder> Was thinking more of a pulsating thing along the maglev track. 22:48:11 <KittenKoder> With the deep water color spectrum. 22:49:10 <KittenKoder> What I may wind up doing is a complete sci-fi set for the future play. 22:49:26 <KittenKoder> .... eventually, if I can keep interested in this. 22:49:57 *** llugo [~lugo@mgdb-4d0cfe96.pool.mediaWays.net] has quit [Remote host closed the connection] 22:50:38 *** Elish4 [~elisha@93-103-131-41.static.t-2.net] has quit [Quit: leaving] 22:50:41 <Eddi|zuHause> just don't end up like the guy who wanted to make "ottd 500 years in the future" 22:51:01 <KittenKoder> o.O 22:51:31 <KittenKoder> I said I may wind up doing it, just because I like making sci-fi things. 22:51:39 <KittenKoder> It's not my goal. 22:52:44 <Eddi|zuHause> he was like "i spent a year making up this elaborate plans, now you people need to code it" and opened like 10 threads, even demanding an own subforum 22:53:07 <KittenKoder> That's just .... lame 22:53:51 *** burtybob [56a68b76@ircip3.mibbit.com] has joined #openttd 22:53:52 <Eddi|zuHause> i leave it to your imagination to guess how many lines of actual code were written :p 22:54:01 <KittenKoder> I was thinking though, on a side tracked note, it would be nice to have a more variable economy with something like FIRS. 22:54:43 <burtybob> I might be over complicating things here but how does "setdparam" know which string I want parsed? 22:55:16 *** duckblaster [~duckblast@122-59-202-3.jetstream.xtra.co.nz] has joined #openttd 22:55:18 <Eddi|zuHause> burtybob: setdparam only pushes a value to the stack, the call to evaluate the string is done later 22:56:53 *** duckblaster1 [~duckblast@122-59-202-3.jetstream.xtra.co.nz] has quit [Ping timeout: 480 seconds] 23:01:45 <Eddi|zuHause> burtybob: so if i have a string like "STR_WEIGHT_POWER :Weight:{WEIGHT} Power: {POWER}" i'd do "SetDParam(power); SetDParam(weight); DrawString(STR_WEIGHT_POWER)" 23:02:32 <Eddi|zuHause> burtybob: since it's a stack, evaluation will be backwards 23:03:00 <Eddi|zuHause> (at least i think so, i might be horribly wrong though) 23:04:30 <burtybob> thanks 23:04:35 <KittenKoder> Well, stacks are more dynamic now, though I don't know what language you are talking, most times you can access either way. 23:05:27 <burtybob> I'm talking C++ 23:05:38 *** Twerkhoven[L] [~twerkhove@cpc14-linl7-2-0-cust28.sgyl.cable.virginmedia.com] has quit [Quit: He who can look into the future, has a brighter future to look into] 23:06:05 <Eddi|zuHause> KittenKoder: this is the string/grammar system of openttd 23:06:15 <KittenKoder> Then I don't know. 23:06:17 <KittenKoder> :p 23:06:55 *** TWerkhoven [~twerkhove@cpc14-linl7-2-0-cust28.sgyl.cable.virginmedia.com] has quit [Quit: He who can look into the future, has a brighter future to look into] 23:07:54 <Eddi|zuHause> and yes, strings, especially in translations with different word order, may do things like "Power: {1:POWER} Weight: {0:WEIGHT}" to access the items in different orders 23:07:58 *** Endymion_Mallorn [~pplgoldbl@ool-d18c27ab.dyn.optonline.net] has joined #openttd 23:08:24 <burtybob> That wouldn't be my worry. That's up to the translators to worry about word order ;) 23:08:33 <Eddi|zuHause> (might be off about the syntax here) 23:09:15 <burtybob> http://wiki.openttd.org/Strings the how to use there doesn't really make a lot of sense but does explain the usage :S 23:10:17 <Endymion_Mallorn> Good evening. I'm using OpenTTD 1.1.1, and I'll be honest, I'm really new at the game. So I have a simple question: is there any form of intermodal transport incorporated in OpenTTD? 23:10:36 *** lessthanthree [lt3@d64-180-56-85.bchsia.telus.net] has joined #openttd 23:11:11 <Eddi|zuHause> Endymion_Mallorn: you can simulate intermodal transport with "transfer and leave empty" orders 23:11:36 <Eddi|zuHause> it works only one-way though, so don't use this for passengers, mail or valuables 23:12:13 <pjpe> what about transfer and take cargo 23:12:34 <Eddi|zuHause> pjpe: that loads the same cargo you just unloaded, so it generally doesn't make any sense 23:13:12 <pjpe> huh 23:13:12 <burtybob> I've never made sense of that either 23:13:14 <pjpe> did not know that 23:14:03 <Endymion_Mallorn> Okay, so I can pick up, say, Wood, in a truck, transport it to a station, and bring it to the Sawmill by ship if the dock's coverage area includes the truck station where I dropped the Wood off? 23:14:40 <Eddi|zuHause> Endymion_Mallorn: must be the same station (build with Ctrl pressed) 23:14:52 <burtybob> Drat. He beat me to it ^^ 23:15:31 <Endymion_Mallorn> And I can build both the dock and the truck station with that command? 23:15:31 <Eddi|zuHause> Endymion_Mallorn: the station sign must show both a truck and a ship icon 23:16:19 <KittenKoder> If you use ctrl then it will open a menu of the stations you can connect it to. 23:16:43 <Endymion_Mallorn> Ah, I just saw how to do it. Awesome. Thanks! That little trick is great. 23:17:26 <Endymion_Mallorn> If I build that way, is it still impossible to have Passengers go from a bus to a ship? 23:17:33 <burtybob> Yes 23:18:04 <burtybob> As long as you do the transfer order on the bus to the bus stop that is linked to the dock 23:18:15 * burtybob kicks compiler 23:18:45 <Endymion_Mallorn> Excellent. Thank you for all your help. I'll probably be back later with even more questions. 23:19:02 *** Endymion_Mallorn [~pplgoldbl@ool-d18c27ab.dyn.optonline.net] has quit [Quit: Endymion_Mallorn] 23:19:02 <burtybob> Someone is always around and always willing to help :) 23:19:41 <Eddi|zuHause> well, there is typically a very low usage time between like 4am and 8am :p 23:19:56 <burtybob> What time zone? 23:19:59 <burtybob> GMT? 23:21:23 <lessthanthree> can't use 2cc train set with toyland? :( 23:22:11 <Eddi|zuHause> the majority of people here are CE(S)T 23:22:49 <Eddi|zuHause> lessthanthree: if the authors didn't want you to, there's nothing we can do. 23:23:26 <lessthanthree> oh, i meant it more in a "I'm not sure, does anyone know?" sort of way. 23:24:44 <pjpe> don't put on toy land you ninny 23:24:46 <pjpe> i was joking 23:24:59 <lessthanthree> haha 23:30:15 <pjpe> i can't even connect to the server without freezing and dropping a few seconds later 23:34:09 <Terkhen> good night 23:38:38 <burtybob> night 23:38:45 *** burtybob [56a68b76@ircip3.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 23:43:37 *** Adambean [AdamR@82.hosts.reece-eu.net] has joined #openttd