Times are UTC Toggle Colours
00:15:55 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 00:22:56 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has joined #openttd 00:34:58 *** Salamander [~Salamande@131.179.104.240] has joined #openttd 00:35:01 <Salamander> Hey 00:35:56 <Salamander> Could someone please link me to the best place to learn optimal railroad layouts? Something that will explain when to lay single-direction tracks instead of having a train go this way and that on one track, explain best signaling techniques, etc 00:39:42 *** Snail [~jacopocol@cpe-68-175-24-89.nyc.res.rr.com] has joined #openttd 00:39:43 *** LordPixaII [~pixa@85.210.77.143] has quit [Remote host closed the connection] 00:40:52 *** Pixa [~pixa@85.210.77.143] has joined #openttd 00:44:52 *** Psyk [~Psyk@ip-78-102-228-126.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 00:58:44 *** Pixa [~pixa@85.210.77.143] has quit [Remote host closed the connection] 00:58:55 *** Pixa [~pixa@85.210.77.143] has joined #openttd 01:08:22 *** cyph3r [~Miranda@ip-213-220-193-253.net.upcbroadband.cz] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 02:06:33 *** Djohaal [~Djohaal@187.58.247.25] has quit [Quit: Leaving] 02:07:09 *** Biolunar_ [mahdi@blfd-4d08e326.pool.mediaWays.net] has joined #openttd 02:07:15 *** HellTiger [~HellTiger@43-54.61-188.cust.bluewin.ch] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 02:08:35 *** DarkAceZ [~BillyMays@50.107.54.92] has quit [Ping timeout: 480 seconds] 02:09:22 *** DarkAceZ [~BillyMays@50.107.54.92] has joined #openttd 02:11:47 *** HerzogDeXtEr [~Flex@i59F6D03F.versanet.de] has quit [Read error: Connection reset by peer] 02:14:23 *** Biolunar [mahdi@blfd-4db0e930.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 02:30:22 *** glx [glx@000128ec.user.oftc.net] has quit [Quit: Bye !] 02:33:00 *** DDR [~chatzilla@d108-180-70-162.bchsia.telus.net] has quit [Ping timeout: 480 seconds] 02:46:43 *** DDR [~chatzilla@d108-180-70-162.bchsia.telus.net] has joined #openttd 03:51:47 *** Flygon_ is now known as Flygon 03:52:02 <Flygon> Salamander: May be best to try and get someone to help via Multiplayer 04:09:15 *** LordPixaII [~pixa@85.210.77.143] has joined #openttd 04:09:15 *** Pixa [~pixa@85.210.77.143] has quit [Read error: Connection reset by peer] 04:46:18 <Salamander> Flygon i saw some guides on the net years ago, but i thought i'd ask here for an officially recommended and up-to-date one 04:47:20 <Flygon> Uuuh... 04:47:26 <Flygon> I'm not really sure how to help there x: 04:47:29 <Flygon> I'm mostly self-taught 04:47:54 <Flygon> It doesn't help that optimal is very situation dependant... 04:48:12 <Flygon> Sometimes a cloverleaf junction for two lines makes sense, but if you have enough spare space?... 04:56:02 *** Eddi|zuHause [~johekr@p5DC66EDA.dip0.t-ipconnect.de] has quit [] 04:56:16 *** Eddi|zuHause [~johekr@p57BD4DCA.dip0.t-ipconnect.de] has joined #openttd 05:01:49 *** Snail [~jacopocol@cpe-68-175-24-89.nyc.res.rr.com] has quit [Quit: Snail] 05:30:32 *** Prof_Frink [~proffrink@90.193.88.212] has quit [Remote host closed the connection] 06:08:58 *** DDR [~chatzilla@d108-180-70-162.bchsia.telus.net] has quit [Quit: DDR is not Dance Dance Revolution.] 06:21:15 *** |Jeroen| [~jeroen@d5153E72C.access.telenet.be] has joined #openttd 06:37:41 *** sla_ro|master [~slamaster@89.137.75.224] has joined #openttd 07:12:47 *** Pensacola [~quassel@phys9212.phys.tue.nl] has joined #openttd 07:12:49 *** |Jeroen| [~jeroen@d5153E72C.access.telenet.be] has quit [Quit: oO] 07:33:02 *** FLHerne [~quassel@dsl-217-155-24-22.zen.co.uk] has joined #openttd 07:45:52 *** Progman [~progman@p57A1A306.dip0.t-ipconnect.de] has joined #openttd 07:46:35 *** FLHerne [~quassel@dsl-217-155-24-22.zen.co.uk] has quit [Ping timeout: 480 seconds] 07:54:25 *** LordPixaII [~pixa@85.210.77.143] has quit [Remote host closed the connection] 07:55:09 *** Pixa [~pixa@85.210.77.143] has joined #openttd 07:56:53 *** valhallasw [~valhallas@wirenat2.strw.leidenuniv.nl] has joined #openttd 08:33:15 <V453000> planetmaker: where in the ogfx repository could I find RV tunnel sprites please? :) 08:33:22 <V453000> I cant say I orientate in it too well :d 08:33:26 *** Elukka [Elukka@a91-152-213-89.elisa-laajakaista.fi] has joined #openttd 08:34:02 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has joined #openttd 08:34:10 <V453000> ah roadtunnel 08:34:15 <V453000> hideous name! 08:34:24 <planetmaker> :D so totally unobvious :-) 08:35:54 <V453000> I just got lost in the folders 08:36:37 <V453000> oh right the wider tunnels are a part of the american roads 08:36:48 <planetmaker> yeah 08:36:52 <V453000> it looks really wtf tbh 08:37:16 <V453000> the 2 remaining pixels on the top need to be there to make it look somewhat centered I think 08:37:31 <V453000> or the few pixels on the other side need to be occupied as well 08:39:14 <V453000> road tunnels are defined including the base tile also in newGRFs, not just in base set, right? 08:39:52 *** KouDy [~KouDy@188.75.190.58] has joined #openttd 08:42:00 <planetmaker> yes. It's two sprites per tunnel entrance 08:42:19 <planetmaker> One ground including road and grass. The other the top, including grass 08:42:28 <V453000> yep 08:42:41 <planetmaker> were it for road types, you could do it like rail tunnels. But not roads. That's simple base set replacement 08:42:44 <planetmaker> nothing more feasible 08:42:55 <V453000> I actually didnt do rail tunnels :P but I know what you mean 08:43:29 <V453000> I will see what I can do ... might have some contribution to ogfx if you will like it; the current road tunnels are tbh pretty bad 08:44:28 <planetmaker> sweet 08:44:47 <planetmaker> agreed, it could be nicer 08:46:16 <Supercheese> 'night 08:46:23 <planetmaker> g'night Supercheese 08:46:30 *** Supercheese [~Password4@76.178.163.204] has quit [Quit: ChatZilla 0.9.90 [Firefox 20.0.1/20130409194949]] 08:47:44 *** TheMask96 [martijn@polaris.ne2000.nl] has quit [Ping timeout: 480 seconds] 08:47:58 <V453000> morning (: 08:54:03 *** TheMask96 [martijn@polaris.ne2000.nl] has joined #openttd 08:57:14 *** oskari89 [oskari89@62-241-226-106.bb.dnainternet.fi] has joined #openttd 09:01:01 <Terkhen> good morning 09:02:13 *** Devroush [~dennis@dD5765BAC.access.telenet.be] has joined #openttd 09:10:35 *** ntoskrnl [~not@a91-153-231-146.elisa-laajakaista.fi] has joined #openttd 09:11:14 *** frosch123 [~frosch@frnk-4d008455.pool.mediaWays.net] has joined #openttd 09:28:43 *** Mucht [~Martin@000128e2.user.oftc.net] has joined #openttd 09:35:05 *** lofejndif [~lsqavnbok@83TAAA2SX.tor-irc.dnsbl.oftc.net] has joined #openttd 09:53:19 <V453000> sup pm :) https://dl.dropboxusercontent.com/u/20419525/tunolz.png wip but I am getting something ... the pattern on top/sides is optional of course, but I like it there :> 09:53:47 <V453000> also I would prooobably keep the colour grey, could try some recolouring magix though 09:54:02 <V453000> + climate details + whatever :) 09:56:26 <V453000> ... this is the american version, slimming down will be easy 09:56:42 <V453000> making a version for those as well while at it 10:02:17 <V453000> https://dl.dropboxusercontent.com/u/20419525/tunolz_ttd.png still nice id say (just changed base set) 10:06:15 <sla_ro|master> nice 10:07:00 <planetmaker> nice indeed. V453000 did you find this file? http://dev.openttdcoop.org/projects/ogfx-landscape/repository/changes/src/gfx/infrastructure.xcf 10:08:03 <planetmaker> with that climate-stuff is pretty easy. Tunnels of course will remain more difficult, but could be done similarily wrt ground 10:08:52 <V453000> what do I open xcf in? :D 10:08:57 <planetmaker> gimp 10:09:01 <V453000> duh 10:09:51 <V453000> by climate stuff I meant dust in tropic/flower pieces in temp, etc 10:10:01 <V453000> AND UNICORNS IN TOYLAND 10:10:09 <V453000> :D ok maybe not unicorns 10:10:13 <planetmaker> :-) 10:10:18 <V453000> but dont tell frosch 10:10:26 <planetmaker> hehe 10:11:30 <V453000> which of the versions do you like most? I like the one with both roof and side thingies 10:11:44 <V453000> tunolz.png has 3 versions, updated like 2 mins ago 10:12:45 <V453000> the top sprite has 1 px line in its bottom to integrate well into the other sprite... barely noticeable 10:13:08 <V453000> (only applies to the two with the grid on top) 10:14:59 <planetmaker> which versions? 10:15:30 <V453000> right, by the infrastructure file you meant to have a source with layers 10:15:40 <V453000> https://dl.dropboxusercontent.com/u/20419525/tunolz.png has 3 of em 10:16:01 <V453000> well I could include the "clean" 4th version but I dont consider that one nice enough :P 10:16:36 <V453000> try F5 in case there is only one set of tunnels :) 10:17:48 <planetmaker> oh, those are different :D 10:18:38 <V453000> !! (: 10:19:16 <Zuu> I like # 2 and #3 from the left (starting to count at 1) 10:19:38 <Zuu> hmm what is the difference between #1 and #3? 10:19:41 <V453000> added 4th version (f5 :P) 10:19:46 <planetmaker> Not sure I see a difference between left (=1) and 3 (from left) 10:20:05 <planetmaker> nor do I see much difference now between 2 and 4 :D 10:20:07 <V453000> the side wall 10:20:09 <Zuu> Ah, the colour of the land wall 10:20:21 <V453000> its not colour :D its shade :P 10:20:23 <planetmaker> ah, the ^^ 10:20:39 <V453000> or pattern/whatever you want to call it :) 10:20:42 <planetmaker> left most 10:20:50 <V453000> extra stuff to not make it look empty/flat/too clean 10:20:53 <planetmaker> is my preferred one 10:21:05 <V453000> I agree 10:21:17 <V453000> now to figure out which hand is left 10:21:25 <planetmaker> lol :P 10:21:27 <V453000> :P 10:21:37 <planetmaker> left is there where the thumb is right ;-) 10:21:49 <V453000> but yeah I also think that one is best :) 10:21:56 <V453000> haha :D 10:22:08 <Zuu> Or the hand which isn't used to change gear in your car :-p 10:22:18 <V453000> british? :P 10:22:25 <Zuu> So if you have an automatic, you have two left hands :p 10:22:46 <V453000> well you also use the gearchanging thing in automatic cars 10:22:48 <planetmaker> :D Though the automatic cars I drove also had a gear shift stick :D 10:24:01 <Zuu> 5-10 years ago I'd say the handbrake is always found on the right side, but nowdays the electric hand brake tend to end up on the left side. 10:24:49 <Zuu> And I guess there is some car with the gear box on the wrong side. :-) 10:25:56 <V453000> british cars have it on the left hand I believe 10:26:06 <V453000> and racing cars have it on the steering wheel :P so not the best example 10:26:13 <planetmaker> Japanese do, too 10:26:19 <V453000> ah yeah 10:26:28 <V453000> Japanese are weird in everything :P 10:30:56 <V453000> lunch & continue :) cya for now 10:31:46 <V453000> I was also considering different colours but the gray seems to be best to me 10:44:40 <planetmaker> yes, gray likely is best 10:44:49 <planetmaker> in order to not use the banned r-word 10:44:50 <Zuu> Regardin the tunnels. #1 or 3 is possibe a bit nicer looking than #2. However, #2 is a bit more discrete, and the tunnels are not the main feature of the game, so for that reason I would probably go with #2 even if #1 and 3 may look a bit more cool. 10:45:42 <planetmaker> Sorry, I don't get it... what do you mean with "more discrete"? 10:45:53 <Zuu> less eye catching 10:46:01 <planetmaker> ah 10:46:34 <Zuu> Eg. look good, but don't draw all attention to the tunnels. 10:46:55 <planetmaker> you think that will be an issue? Honestly... I don't think it's a good argument :D 10:47:09 <planetmaker> sounds like "don't make it too nice - it's not important enough" 10:47:32 <planetmaker> that argument won't win us improved graphics 10:49:14 <Zuu> planetmaker: would you use pink station entrences if they were very well made? 10:49:22 <Zuu> s/station/tunnel/ 10:49:30 <planetmaker> no, I wouldn't. But on reasons "doesn't look good" :-) 10:53:20 <V453000> I WOULD :D 10:55:10 <V453000> ... in toyland :) 10:57:20 <V453000> also what is the status of opengfx snow? because it is awful dark and the even darker bits make it look really, really bad : ( 10:57:57 <planetmaker> there's no special status about it 10:58:17 <frosch123> V453000: i watched 5th element earlier this week. now i wonder whether rainbow elephants are more awesome than unicorns 10:58:26 <planetmaker> that doesn't mean things can't be changed if anyone starts bothering about graphics and actually doing something about it 10:58:27 <V453000> :D 10:58:44 <V453000> thats what I thought pm :P 10:59:31 <V453000> was more like asking on how much is the current option popular 10:59:34 <frosch123> http://www.google.com/search?q=5th%20element%20picasso&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi <- his name is picasso apparently 11:00:02 <V453000> omfg frosch123 11:00:11 <planetmaker> V453000, I don't know :-) 11:00:35 <planetmaker> it's like different kinds of snow. TTD's is fresher while OpenGFX' snow is on the ground for some time, more icy 11:00:51 <V453000> ok, lets substitute publically popular with "popular in your own eyes :D" 11:00:53 *** moroz [id@37.140.116.222] has joined #openttd 11:01:22 <V453000> somewhat, I also know that many people are a bitch about "eyes hurting from TTD snow" 11:01:32 <V453000> but the ogfx snow looks so dirty and stuff :s 11:02:19 <V453000> I will see what can be done 11:02:34 *** moroz [id@37.140.116.222] has quit [] 11:02:46 <planetmaker> :-) 11:03:26 <V453000> will probably try to find a compromise between the two 11:04:46 <planetmaker> V453000, it need not be a compromise. Personally I like fesher looking snow, like the kitchy drawings from children's christmas story books better 11:04:59 <planetmaker> not realistic. But... nice :D 11:05:54 <V453000> well, I personally absolutely love the TTD snow, but if it was a tiny little bit darker, it might hurt less eyes and still be nice 11:05:55 <V453000> will see 11:07:04 <planetmaker> yes, please give it a try 11:07:22 <planetmaker> V453000, might be easy if you grab ogfx-landscape newgrf... and simply use it. 11:07:29 <planetmaker> it basically provides a replacement already 11:07:35 <planetmaker> thus you can just exchange sprites 11:07:50 <V453000> right 11:08:10 <planetmaker> grab the compiled NML if you don't want / can use the makefile: http://bundles.openttdcoop.org/ogfx-landscape/nightlies/LATEST/log/ 11:08:10 <V453000> I doubt I will compile that on windoze anyway so I might just use mockups for now 11:08:14 <V453000> oh :) 11:09:08 <planetmaker> thus put that NML file in the repo checkout and compile it manually. Should work for you 11:12:11 <V453000> pulling =D 11:12:19 <V453000> k guess not 11:12:28 <V453000> how do I get the repository? :s 11:12:29 <planetmaker> what not? 11:12:42 <planetmaker> hg clone http://hg.openttdcoop.org/ogfx-landscape 11:13:27 *** Wolf01 [~wolf01@95.233.3.31] has joined #openttd 11:13:32 <Wolf01> hello 11:15:59 <V453000> =D got stuff 11:21:03 <V453000> hm, added the NML, added compile.bat buuut I guess I am missing custom_tags as it screams that VERSION from the english.lng {VERSION} is unfriendly 11:23:53 <V453000> apart from it being a bitch and hating me 11:27:20 <planetmaker> right. just create a custom_tags.txt with a {VERSION} tag 11:27:28 <V453000> ok 11:27:29 <V453000> :D 11:27:35 <planetmaker> nmlc ogfx-landscape.nml should then do the trick 11:27:45 <planetmaker> when in the main directory of that newgrf 11:27:50 <V453000> aye 11:28:26 <planetmaker> I didn't think of custom_tags.txt at all tbh :-) And... version is pointless for testing anyway 11:29:15 <V453000> indeed 11:31:38 <V453000> somehow it rejects custom tags too. solved by removing {VERSION} from them language files for now :D 11:32:32 <planetmaker> same effect 11:33:07 <V453000> yes but it just had to be unfriendly to make its point 11:33:37 <planetmaker> custom_tags.txt with a link like VERSION: blah should have done the trick 11:33:41 <planetmaker> do you not use it? 11:33:43 <V453000> someone should write a study if it is possible for computers to hate people, because I think I know the answer 11:33:53 <V453000> I did that :S but didnt work 11:33:59 <V453000> http://dev.openttdcoop.org/projects/nuts/repository/revisions/0fb139898501/entry/custom_tags.txt did that 11:34:36 <planetmaker> ok :-) 11:34:58 <planetmaker> question related to that: why put UNIV etc into it? It makes it untranslatable 11:35:23 <planetmaker> rather put that as separate string in the lang file STR_NAME_UNIV: ... 11:35:36 <V453000> it isnt there anymore 11:35:41 <planetmaker> and use {STRING} in the strings where it's used... as parameter. *should* work. ah. ok 11:36:04 <oskari89> Seems that there is some odd behaviour after train has enough hp 11:36:06 <V453000> I only have version there atm 11:36:39 *** HerzogDeXtEr [~Flex@i59F6CD40.versanet.de] has joined #openttd 11:37:16 <oskari89> Train with 1993410 hp works well, but 2657873 hp doesn't work anymore :D 11:37:24 <oskari89> It just goes 2 km/h 11:37:39 <V453000> http://dev.openttdcoop.org/projects/nuts/repository/entry/custom_tags.txt :> 11:38:14 <planetmaker> oskari89, both values likely are too much. But overflow to different values 11:38:32 <planetmaker> way too much 11:38:42 <oskari89> Yes, i think so, the second one 11:38:53 <oskari89> Fortunately 1993410 hp is enough :) 11:39:04 <planetmaker> 16bit, thus 11:39:09 <planetmaker> ~64k is max 11:39:38 <oskari89> Yes, but in trainconsist 11:39:41 <oskari89> *train consist 11:39:44 <planetmaker> @calc 1993410 % (2**16) 11:39:44 <DorpsGek> planetmaker: 27330 11:39:48 <planetmaker> ^ 11:39:59 <planetmaker> @calc 2657873 % (2**16) 11:40:00 <DorpsGek> planetmaker: 36433 11:40:02 <planetmaker> hm 11:41:28 <frosch123> @calc (2**31) / 746 11:41:28 <DorpsGek> frosch123: 2878664.40751 11:41:41 <frosch123> almost :p 11:42:36 <frosch123> @calc (2**31) / 746 / 25 11:42:36 <DorpsGek> frosch123: 115146.5763 11:42:42 <frosch123> so, not maglev 11:42:52 <oskari89> Maglev it is 11:43:29 <frosch123> then that should be your hp limit 11:44:00 <frosch123> hmm, no, for maglev it's the other way around 11:44:10 <frosch123> @calc (2**31) / 746 * 25 11:44:10 <DorpsGek> frosch123: 71966610.1877 11:44:35 <frosch123> hmm, i would guess for maglev 2878664 is the maximum 11:44:48 <oskari89> Ok 11:45:01 <frosch123> for other acceleraton types, also the speed matters 11:45:19 <frosch123> @calc (2**31) / 746 / 18 11:45:19 <DorpsGek> frosch123: 159925.800417 11:45:35 <frosch123> no, speed does not matter, ^^ thats the limit for other acceleration types 11:55:17 *** Snail [~jacopocol@cpe-68-175-24-89.nyc.res.rr.com] has joined #openttd 11:56:05 *** Progman [~progman@p57A1A306.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 11:58:57 <frosch123> "call $+5" <- damn, i don't know that syntax 12:04:37 <frosch123> google knows :) 12:06:05 <planetmaker> what's the general rule on the height of a sloped tile? 12:06:28 <planetmaker> lowest corner? Or average (steep slopes)? 12:06:43 <frosch123> there is no general rule :p 12:07:03 <frosch123> if you talk about slopes you usually have the height of the lowest corner + slope 12:07:20 <planetmaker> I mean what is being reported as tile height to newgrfs 12:07:25 *** glx [glx@000128ec.user.oftc.net] has joined #openttd 12:07:28 *** mode/#openttd [+v glx] by ChanServ 12:07:32 <frosch123> when you talk about foundations, you usually have the lowest corner and the slope of a fake-slope on top of the surface 12:07:46 <frosch123> for snow it's all weird 12:07:53 <frosch123> planetmaker: which variable? :p 12:08:08 <frosch123> anyway, maybe grfv8 unified it to lowest corner 12:08:10 <frosch123> not sure :p 12:08:22 <planetmaker> nearby_tile_height(0, 0) in NML :D 12:08:49 <frosch123> that's lowest corner then 12:09:17 <planetmaker> also for steep slopes? 12:09:20 <frosch123> yes 12:09:33 <planetmaker> ok, thanks :-) Makes the answer / code easy 12:09:51 <planetmaker> http://www.tt-forums.net/viewtopic.php?f=68&t=65644 <-- to that 12:10:35 <planetmaker> or better said, easier 12:11:13 <frosch123> coast check is one of the hardest ones 12:11:29 <frosch123> there is no consistent definition whether coast counts as water tile or not :) 12:12:01 <planetmaker> yes, indeed 12:18:35 *** sla_ro|master [~slamaster@89.137.75.224] has quit [Quit: connection reset by myself] 12:24:44 <planetmaker> uhm.. which way did direction wrt nearby tile checks go? 12:25:30 <frosch123> X is SW 12:25:31 *** HellTiger [~HellTiger@43-54.61-188.cust.bluewin.ch] has joined #openttd 12:25:32 <frosch123> Y is SE 12:25:32 <planetmaker> nvm... NE is -1 in X 12:25:37 <planetmaker> thanks :-) 12:26:07 <frosch123> Z is upwards, and the stuff is positively oriented 12:26:15 <planetmaker> :-) 12:35:39 *** Snail [~jacopocol@cpe-68-175-24-89.nyc.res.rr.com] has quit [Quit: Snail] 12:49:05 *** oskari89 [oskari89@62-241-226-106.bb.dnainternet.fi] has quit [] 12:50:49 *** Flygon_ [~Flygon@218-214-18-147.people.net.au] has joined #openttd 12:57:51 *** Flygon [~Flygon@218-214-18-147.people.net.au] has quit [Ping timeout: 480 seconds] 12:58:39 *** pugi [~pugi@host-091-097-044-180.ewe-ip-backbone.de] has joined #openttd 13:08:42 <frosch123> http://paste.openttdcoop.org/show/2245/ <- makes sense? 13:14:45 <planetmaker> makes sense 13:16:28 <V453000> https://dl.dropboxusercontent.com/u/20419525/tunolz_base.png 13:16:41 <V453000> opengfx size :) 13:17:15 <frosch123> are you submitting them to ogfx? or are you doing your own terrain set? 13:17:20 <planetmaker> what's the dirt strip in front of the entry? 13:17:37 <V453000> dirt strip was there originally, considering what to do with it 13:17:43 <V453000> frosch123: not doing my own terrain set :P 13:18:00 <frosch123> i think the "dirt strip" should be a concrete wall 13:18:11 <V453000> I thought it is a shame that the american roads have so ugly tunnels so might do ogfx at the same time 13:18:13 <planetmaker> not sure it makes sense. ^ that or bare land colour. Not sure 13:18:24 <V453000> yeah, something different than that 13:18:28 * Zuu like the lighter dirt strip in this last image compared to the darker one in the previous image. 13:18:29 <V453000> I didnt do anythign with it yet :) 13:18:58 <V453000> I think it should be concrete probably 13:19:04 <Zuu> But you could also try with concrete 13:19:08 <Belugas> hello 13:19:12 <V453000> hel0 13:19:19 <planetmaker> helo Belugas 13:19:37 <Zuu> Dirt will not stay perfectly vertical in the r-world. 13:19:55 <planetmaker> r!! 13:19:58 <planetmaker> :-) 13:20:03 <frosch123> u!! 13:20:20 <Belugas> hehehe 13:20:35 <Zuu> When do we get UTS - Unrealistic Tunnel Set? 13:20:44 <planetmaker> UBS ;-) 13:20:45 <frosch123> Zuu: we already have it 13:20:49 <planetmaker> unrealistic base set :-P 13:21:06 <frosch123> in many sets tunnel entry and exit are not aligned to each other 13:21:24 <frosch123> but maybe that's not what you meant :p 13:21:25 <Zuu> also they allow vehicles taller than the tunnle to enter. 13:21:35 <V453000> ubs isnt impossible :) 13:21:39 <planetmaker> they weren't for a long time in opengfx either... until I fixed it ;-) 13:22:45 <frosch123> hmm, i should start cooking, i won't get less hungry :p 13:22:48 <V453000> it was in both opengfx and the american roads so I felt like keeping that :P 13:29:47 <Eddi|zuHause> <planetmaker> uhm.. which way did direction wrt nearby tile checks go? <-- i always use the "right hand rule" for that 13:30:32 <Eddi|zuHause> thumb is X, index finger is Y, middle finger is Z 13:30:50 <Eddi|zuHause> and then turn it into the directions applicable 13:31:31 <Eddi|zuHause> when you know the top corner is the origin, and Z is up, the other fingers need to point to you 13:31:39 <Eddi|zuHause> and then you have the right orientation 13:32:05 <V453000> :D forgot to raise Y 13:33:59 <Eddi|zuHause> <frosch123> hmm, i should start cooking, i won't get less hungry :p <-- it wears off after like two weeks :p 13:36:03 <planetmaker> Eddi|zuHause, and how does that tell you the orientation of the axes? you can rotate your hand around z-axis just fine 13:36:45 <planetmaker> "fingers need to point to you" is my memory not part of a right hand rule :-) 13:37:23 <Eddi|zuHause> i said the origin is at the top 13:37:52 <Eddi|zuHause> so fingers need to go along the edges from the origin 13:40:49 <Eddi|zuHause> why is this online game thingie still in the openttd section? 13:46:30 <V453000> https://dl.dropboxusercontent.com/u/20419525/tunolz_base.png 13:48:09 <planetmaker> where should it go? Off-topic? 13:48:12 <planetmaker> ^ @ Eddi|zuHause 13:48:44 <planetmaker> general TT? 13:49:51 <Eddi|zuHause> how should i know... i never read the other forums 13:50:32 <Eddi|zuHause> i thought there was a "other transport games" forum, but seems that is only a section with subforums 13:50:54 <Eddi|zuHause> then off-topic would probably be best 13:51:15 <Eddi|zuHause> it's not real transport, and it's not really TT-related 13:51:44 <planetmaker> there you go 13:51:56 *** tokai|mdlx [~tokai@port-92-195-172-42.dynamic.qsc.de] has joined #openttd 13:57:30 *** Mucht [~Martin@000128e2.user.oftc.net] has quit [Remote host closed the connection] 13:58:00 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 13:59:35 *** Progman [~progman@p57A1A306.dip0.t-ipconnect.de] has joined #openttd 14:08:02 *** Alice3 [~Alice@cpc18-grim14-2-0-cust478.12-3.cable.virginmedia.com] has joined #openttd 14:10:39 <Salamander> Hey 14:10:42 <Salamander> Could someone please link me to the best place to learn optimal railroad layouts? Something that will explain when to lay single-direction tracks instead of having a train go this way and that on one track, explain best signaling techniques, etc 14:11:12 <V453000> openttdcoop.org 14:11:16 <planetmaker> what's your definition of "optimal"? :-) 14:11:29 <Salamander> planetmaker the guide should cover that :D 14:11:44 <planetmaker> then checkout blog and wiki of openttdcoop ;-) 14:11:48 <Salamander> thank you 14:12:05 <Salamander> i've been playing ttd and openttd for years 14:12:08 <Salamander> then one day i tried multiplayer 14:12:10 <Salamander> build my empire 14:12:16 <Salamander> along comes a guy from brazil 14:12:22 <Salamander> starts building the funniest of things 14:12:25 <Salamander> my friend and i laugh 14:12:32 <Salamander> a cyber-year later, he's a billionaire 14:12:43 <Salamander> the laughing was over, back to kindergarten for me. 14:13:03 <Wolf01> sounds like starcraft... 14:14:11 <Salamander> and that was about 4 years ago, which is also the last time i seriously played openttd, so by now things have progressed and i want to learn 14:14:23 <V453000> you usually dont laught in starcraft when the opponent is billionaire :P 14:14:28 <planetmaker> hehe :-) 14:14:39 <Salamander> no you laugh before that when he does things that dont seem to make sense ;] 14:14:51 <planetmaker> many new things added in the last 4 years 14:15:02 <planetmaker> also and especially multiplayer improved a lot IMHO 14:15:12 <Salamander> oh oh OH! Important question! 14:15:15 <Salamander> Does it run on android? 14:15:36 <V453000> mobile phone progaming? 14:15:40 <Salamander> tablet 14:15:48 <V453000> same 14:16:02 <Salamander> was your question an answer? 14:16:31 <planetmaker> there's likely some inofficial port somewhere. But there's no official support for android or iOS 14:16:47 <Salamander> ok 14:16:54 <Wolf01> I resolved with a win 7 tablet :P 14:16:56 <Salamander> maybe in 4 years... 14:17:06 <Salamander> openttd over vnc 14:17:14 <Salamander> ssh -X 14:17:19 <planetmaker> that does work 14:17:28 <V453000> no I was just poking the fact that you want to seriously learn which is kind of not too compatible with tablet :P 14:17:37 <V453000> mouse is mouse 14:17:41 <V453000> hotkeys help too 14:18:18 <Salamander> i wouldnt say that... of all the games, openttd is more touchscreen-compatible than the average 14:18:56 <Salamander> well thanks for the info, have a nice day :) 14:19:03 <Salamander> i'll just lurk here for a while 14:19:03 <frosch123> [16:14] <V453000> you usually dont laught in starcraft when the opponent is billionaire :P <- in starcraft you say: if your are rich, you are probably bad 14:19:36 <V453000> :D alright frosch 14:19:38 <Wolf01> yes, at least all of the basic things are working with simple touch, the ctrl key is a bit tricky 14:20:22 <frosch123> yeah, only pros can do a ctrl+touch :p 14:21:59 <Wolf01> I set up a swipe to toggle the ctrl key, but I would like to design a new gui just to help touch screen use, when I'll have enough willpower to start developing again for OTTD :P 14:22:21 *** sla_ro|master [~slamaster@89.137.75.224] has joined #openttd 14:22:29 <V453000> XD 14:24:29 <Salamander> random idea - get terrain from google earth 14:24:44 <planetmaker> and then what? 14:24:57 <Wolf01> roads and tracks too 14:24:58 <planetmaker> and... who pays for the license to use and distribute it? 14:25:30 <Wolf01> I want OTTD for Wii-U :( 14:25:35 <V453000> XD 14:25:52 <V453000> might result in simulating an epileptic collapse Wolf01 :D 14:26:03 <V453000> running around the room moving around with the controller everywhere 14:26:20 <V453000> "building a station" 14:30:56 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has quit [Quit: ZNC - http://znc.in] 14:31:23 <sla_ro|master> :o, stay on toilet and make great transport tycoons ;) 14:34:42 *** Stimrol [~Stimrol@46-239-219-51.tal.is] has joined #openttd 14:34:46 <Eddi|zuHause> Salamander: there are topics in the forum how to create heightmaps for real-world-locations 14:35:06 <V453000> oh, r word heightmaps :D 14:35:09 <V453000> Ã3 14:35:12 <V453000> <3 14:37:37 *** Psyk [~Psyk@ip-78-102-228-126.net.upcbroadband.cz] has joined #openttd 14:38:12 *** Alice3 [~Alice@cpc18-grim14-2-0-cust478.12-3.cable.virginmedia.com] has quit [] 14:40:30 <planetmaker> get a decent DEM programme, export map. done ;-) 14:42:26 <planetmaker> frosch123, not posting the sound topic yet? 14:42:52 *** TheMask96 [martijn@polaris.ne2000.nl] has quit [Ping timeout: 480 seconds] 14:43:19 <planetmaker> my personal preference is to allow L2 ;-) (i.e. for gradual loading) 14:48:23 *** TheMask96 [martijn@polaris.ne2000.nl] has joined #openttd 14:51:48 <frosch123> planetmaker: http://www.tt-forums.net/viewtopic.php?f=68&t=65649 14:53:10 *** Mucht [~Martin@000128e2.user.oftc.net] has joined #openttd 14:54:01 <__ln___> http://scholar.google.fi/scholar?q=openttd 14:55:01 <frosch123> __ln___: you should check whether they are all listed on wikipedia/openttd 14:55:24 <frosch123> wiki lists all ottd-related non-sense papers to prove notability 14:57:02 *** FLHerne [~quassel@dsl-217-155-24-22.zen.co.uk] has joined #openttd 15:06:45 <Rubidium> I don't see anything new (to me) there, except one Finnish one 15:13:24 <__ln___> the finnish one's abstract (in finnish) claims "... openttd is an open source game project, in which the author has been for seven years" 15:13:59 <planetmaker> aha. Depends probably on the definition of "in the project" 15:14:10 <planetmaker> I've a rough idea who is it, though 15:14:42 <planetmaker> I guess with a certain justification many in this channel can claim that :-) 15:15:59 <Rubidium> "I set this goal in 2010 and was reached on Christmas Eve 2011" 15:16:24 <frosch123> yeah, some of the idlers in this channel have been here way longer than me 15:16:51 *** Biolunar__ [mahdi@blfd-4d08e326.pool.mediaWays.net] has joined #openttd 15:17:10 <Rubidium> anyhow, googling the name of the author gives you a pretty clear picture I guess 15:23:55 *** Ristovski [~rafael@78.157.7.34] has joined #openttd 15:24:30 *** Biolunar_ [mahdi@blfd-4d08e326.pool.mediaWays.net] has quit [Ping timeout: 480 seconds] 15:33:12 <Eddi|zuHause> haha... updating an old patch, 5 trivial one-line-hunks, every single one failed to apply :p 15:35:07 <Eddi|zuHause> it's "only" r19xxx 15:35:44 <michi_cc> I had a similar experience recently, and each and every failure was because someone finally fixed some comment typos (so the diff context didn't match anymore :) 15:38:55 * V453000 plays card SpriteStrike at pm. planetmaker takes heavy damage. Awaiting retaliation... 15:38:57 <V453000> card: https://dl.dropboxusercontent.com/u/20419525/roadtunnel.png 15:39:58 <planetmaker> you definitely played too much magic ;-) 15:40:12 <V453000> I actually never played that :D 15:40:28 <V453000> or any similar card game 15:41:02 <V453000> either way, the sprites should be complete 15:41:11 <V453000> I did not touch snowy thingies yet, that will take time 15:42:03 <planetmaker> snowy... the snowy version should be more snowed on top of the tunnel, yes :-) 15:42:30 <V453000> the original has no snow 15:42:50 <V453000> thus I would take this as current version, with mind to add snow when it is redone 15:42:58 <V453000> which might happen soon 15:43:19 <planetmaker> what is original? Original is what we make it 15:43:35 <V453000> I mean original/previous version :) 15:44:56 <V453000> http://dev.openttdcoop.org/projects/opengfx/repository/changes/sprites/png/infrastructure/roadtunnel.png no snow on snowy tunnels :P I would keep that for now, and correct it after I have an idea how snow looks 15:45:24 <planetmaker> ah, that you mean 15:45:29 <planetmaker> fair enough 15:45:50 <V453000> yes :)) 15:46:34 <V453000> I hope it fits perfectly, I did edit a few pixels in layout 15:46:51 <V453000> but according to mockup tests it should work 15:47:04 <planetmaker> you didn't test with ogfx-landscape? :-) 15:47:41 <V453000> o 15:47:47 <V453000> cheating! 15:47:50 <planetmaker> hm... definitely it will become a parameter in ogfx-landscape :) 15:48:41 <V453000> uhmmmm 15:48:54 <V453000> in which image are tunnel sprites in ogfx-landscape 15:49:01 <planetmaker> I mean the tunnel type. Will make these the default 15:49:15 <planetmaker> some replace, I'm sure 15:49:27 <planetmaker> if not... it will need adding 15:49:34 <planetmaker> as it then is an omission 15:49:38 <V453000> got it 15:50:32 <planetmaker> http://dev.openttdcoop.org/projects/ogfx-landscape/repository/entry/src/tropical.pnml <-- looking at this it might currently not be included 15:51:19 <V453000> infrastructure_grid.png does have them 15:52:25 <Wolf01> time to do some hard hand work... excavating a long tunnel in minecraft 15:53:05 *** valhallasw [~valhallas@wirenat2.strw.leidenuniv.nl] has quit [Ping timeout: 480 seconds] 15:53:32 <planetmaker> that's a copy straight from opengfx... from before the time I re-arranged sprites. Though I have a separate file with them in ogfx-landscape 15:54:26 <V453000> hm 15:54:49 <planetmaker> which you obviously used as templates as I now realize :-) 15:54:58 *** Prof_Frink [~proffrink@90.193.88.212] has joined #openttd 15:55:52 <V453000> I used roadtunnel.png as template yes :) 15:56:51 <FLHerne> Wolf01: Get a tunnel bore :P 15:58:15 <V453000> uhmmm 15:59:17 <V453000> ok replaced road tunnels in infrastructure_grid.png but that does not seem to change them 15:59:24 <V453000> and yes I have nogrid off :) 16:01:04 <Wolf01> I was thinking about using buildcraft, but I don't like when heavy technology is mixed with a medieval-ish world, at least, have you ever see anyone building a nuclear reactor or a laser with a wooden workbench and his bare hands? 16:01:23 <V453000> oh 16:01:34 <V453000> does the ogfx landscape do anything at all if I turn nogrid off? :D 16:02:02 <V453000> hm 16:02:06 <V453000> wtf 16:02:18 <planetmaker> not much. It allows arctic climat then 16:02:40 <V453000> ogfx-landscape does not define tunnels at all? 16:03:44 <V453000> https://dl.dropboxusercontent.com/u/20419525/ogfxnotunnnnnnels.png 16:03:56 <planetmaker> yes, might be. It's not really finished yet. And need to find out how much I got :D 16:04:15 <planetmaker> there are rough edges... tunnels might be one 16:04:23 <V453000> owell :) 16:04:38 <V453000> now you have new tunnels to implement :P 16:04:46 <planetmaker> hm, the screenshot you just gave looks... ugly 16:04:57 <planetmaker> I should do something about it :-) 16:05:02 <V453000> yes, ttd tunnel in ogfx landscape when I used ttd base set 16:05:26 <planetmaker> indeed. <3 16:05:42 <planetmaker> <3 @ new tunnels 16:05:55 <V453000> :) 16:06:09 <V453000> well they are definitely some progress in compare to the old ones :P 16:06:26 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has joined #openttd 16:07:44 <planetmaker> hm, I *think* one of the reasons was: normal ground tiles contain the grid. Thus the gridded tunnels also look fugly in the non-grid version 16:08:19 <V453000> I guess :) 16:08:38 <V453000> either way I included tunnel-only sprites in the png 16:08:42 <V453000> so they can be easily adapted 16:08:46 <planetmaker> the tile borders need be differently shaded for the non-grid versions. But... with the white replacement for the ground you provided... that can possibly be scripted 16:08:51 <planetmaker> yeah 16:08:56 <V453000> yep 16:12:24 *** Alice3 [~Alice@cpc18-grim14-2-0-cust478.12-3.cable.virginmedia.com] has joined #openttd 16:21:03 <planetmaker> hm, yeah... road tunnels don't even have a sprite template yet. anywhere. or so it seems 16:21:41 <Eddi|zuHause> ups, i just mistyped -j12 as -j23... 16:21:46 <planetmaker> :-) 16:21:53 <Eddi|zuHause> it's going to explode now!!! 16:25:06 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has quit [Remote host closed the connection] 16:26:08 <Eddi|zuHause> it's always funny... the lightbulbs bought at the same time always die within two weeks from each other 16:28:33 <frosch123> yeah, my last bulb also died 2 days after the second to last one 16:28:37 <frosch123> ... except ... 16:28:44 <frosch123> i used them in the same lamp :p 16:28:59 <frosch123> and i used the last one to replace the second to last one 16:29:08 <Eddi|zuHause> haha :p 16:29:51 <Eddi|zuHause> there are 4 (halogen) lightbulbs in my lamp, and 3 of them are now broken 16:36:33 *** Flygon [~Flygon@218-214-18-147.people.net.au] has joined #openttd 16:39:20 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has joined #openttd 16:41:07 *** Progman [~progman@p57A1A306.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 16:42:50 *** Flygon_ [~Flygon@218-214-18-147.people.net.au] has quit [Ping timeout: 480 seconds] 16:43:53 *** LordAro [~LordAro@host86-165-37-110.range86-165.btcentralplus.com] has joined #openttd 16:44:26 <LordAro> evenings 16:45:18 <planetmaker> oh... V453000 ... something to mind: roads differ among climates. Thus desert roads and toyland roads in your png are not appropriate 16:45:30 <planetmaker> just noticed :-) 16:48:46 <V453000> o 16:49:06 <V453000> will do 16:49:17 *** xata [~opera@195.182.194.163] has joined #openttd 16:50:06 <planetmaker> I didn't check toyland yet... but iirc it has the same roads as desert 16:50:26 <planetmaker> at least not the temperate road :-) 16:50:39 <xata> Hello. how do i make two trains stop on same one track station? i mean one in the end of staion, other in start of station 16:51:32 <planetmaker> you can't 16:51:44 <planetmaker> only subsequently 16:51:48 <xata> planetmaker: then why trains have this option? 16:52:41 <LordAro> xata: thats just the positioning of the train in the station, it's just asthetics rather than anything else 16:52:42 <planetmaker> no need to drive through the station when you leave in the same direction you came from 16:52:56 <xata> i see. only ignoring the signals 16:53:00 <planetmaker> it's mostly cosmetics though as LordAro says 16:53:04 <V453000> no toyland road is unique 16:53:05 <xata> ok. thanks 16:53:09 <V453000> it has something wtf in the middle 16:53:15 <planetmaker> :-) 16:53:17 <planetmaker> thought so 16:53:26 <V453000> will fix 16:57:27 <planetmaker> http://devs.openttd.org/~planetmaker/patches/ogfx-landscape.tar as test version 16:59:40 *** TheMask96 [martijn@polaris.ne2000.nl] has quit [Ping timeout: 480 seconds] 17:00:50 <V453000> https://dl.dropboxusercontent.com/u/20419525/roadtunnel.png 17:01:01 <planetmaker> ah, V453000 all tropical roads, not only desert... 17:01:04 <V453000> with them roads 17:01:16 <V453000> I know dont worry :) 17:01:17 <planetmaker> Ão/ 17:01:40 <V453000> they are cloned from the original sprites 17:02:53 <planetmaker> bah... Roads also need a rework, the tropical ones 17:02:58 <planetmaker> the shading sucks... 17:03:05 <planetmaker> from slope vs. level 17:03:27 <V453000> nice :) 17:04:21 <planetmaker> http://devs.openttd.org/~planetmaker/patches/chondhattan.png 17:04:23 <V453000> almost everything could use rework :) 17:04:33 <V453000> lol 17:05:15 <V453000> just brighten by 1 level 17:05:39 *** TheMask96 [martijn@polaris.ne2000.nl] has joined #openttd 17:05:42 <planetmaker> well. I certainly can be convinced in parts. And slowly probably in large parts to rework stuff :-) 17:06:31 <planetmaker> please be invited to be that person to push it that direction :D 17:06:56 <V453000> will see, the snow will probably not remain the same way as it is for long 17:07:02 <planetmaker> what graphics programme do you use actually? 17:07:23 <V453000> photoshop what else :P 17:07:51 <planetmaker> if you use photoshop... I also accept the psd files... afaik gimp allows to read and script-extract layers from them, too 17:08:14 <V453000> I dont draw in layers 99% of the time 17:08:31 <planetmaker> which especially and in particular with landscape files and the infrastructure placed on them is *imensly* advantegous 17:08:41 <V453000> I can imagine that 17:08:41 <planetmaker> as all infrastructure tiles are then updated, if the landscape changes 17:08:48 <V453000> ye 17:08:52 <planetmaker> without pushing one additional pixel :-) 17:09:10 <V453000> I will definitely do that 17:09:26 <V453000> for trains you usually do not need layers really :) 17:09:33 <planetmaker> if you plan to do so... get gimp. And import the single layers in psd or so 17:09:38 <planetmaker> it's all there then 17:09:48 <planetmaker> indeed, for vehicles it makes little sense 17:09:59 <V453000> I installed gimp today when you linked me to the xcf :D 17:10:02 <planetmaker> except maybe for cargo 17:10:21 <planetmaker> flatbed wagon with cargo overlay. Easier then to modify the vehicle, too 17:10:29 <V453000> well yes ... but I usually store the cargo in separate sprites 17:10:41 <planetmaker> yes. Exactly. That's what layers are for :D 17:10:45 <V453000> and in separate sprites I store clean flatbed 17:10:57 <planetmaker> but... openttd can't combine sprites for vehicles? 17:10:59 <V453000> I know, but it is a lot more comfortable to draw without them for me :) 17:11:03 <planetmaker> thus you need to combine it eventually 17:11:09 <V453000> I mean in the same image 17:11:16 <V453000> clean sprite, cargo sprite, combined sprite 17:11:24 <V453000> will find an example 17:12:48 <V453000> http://dev.openttdcoop.org/projects/nuts/repository/changes/gfx/maglevhopper.png 17:13:04 <V453000> works for me :) 17:15:58 *** goodger [~ben@host86-145-89-90.range86-145.btcentralplus.com] has quit [Quit: goodger] 17:16:54 <V453000> good example of flatbeds http://dev.openttdcoop.org/projects/nuts/repository/changes/gfx/CHAMELEONflatbed.png 17:17:23 *** goodger [~ben@host86-145-89-90.range86-145.btcentralplus.com] has joined #openttd 17:18:04 <planetmaker> hm, maybe easier. Dunno. I'd try an approach of wagon. cargo sprite layers. wagon forground part. But... :-) 17:18:21 <planetmaker> anyway. ogfx-landscape.tar updated with new sprites 17:18:37 <V453000> yes, that system is great but I hate to have to search which layer am I working in 17:18:44 <V453000> :) 17:18:59 <planetmaker> yes-ish. I know what you mean 17:19:18 <planetmaker> happens to me time and again to edit the wrong layer 17:19:58 <V453000> idk, I just got used to the non-layers when drawing trains, it works very well but probably takes some getting used to 17:20:12 <V453000> i definitely see the effectiveness of layered files though, and will use them for landscape thingz 17:20:23 <V453000> or infrastructure, and stuff 17:21:10 <Eddi|zuHause> http://www.riemert.net/dso/Film%20043_27.jpg <-- one of those "model or real" moments 17:21:24 <planetmaker> tilt-shift image 17:21:29 <planetmaker> quite clear :-) 17:21:33 <V453000> hmm ... the visible "wall" of the tunnel looks like inside of the road 17:22:13 <planetmaker> unless it's a photoshopped image. dunno 17:22:31 <V453000> https://dl.dropboxusercontent.com/u/20419525/tunnelz_evul.png 17:22:32 <Eddi|zuHause> i don't think it's really "tilt-shift", it's more like drawn along with the train, so the engine is sharp, and the background is not 17:23:50 <Eddi|zuHause> it says photographed in 1985 (150 years railway jubilee) 17:24:22 <V453000> I am assuming this glitch is the reason why the american roads tried to used wider tunnels 17:25:06 <Eddi|zuHause> V453000: i think this glitch is why the original tunnels are not centered 17:25:27 <Eddi|zuHause> (which makes them look odd with 0-length-tunnels) 17:29:35 <V453000> true 17:29:40 <V453000> good point 17:31:12 <planetmaker> hm, screw it. I guess OpenGFX will feature the new tunnels as of tomorrow :D 17:31:37 <V453000> :) 17:32:16 <V453000> wtflol The Elder Scrolls Town Names 17:32:51 <V453000> well where there could be Duke NUT'em train, I guess I should be silent 17:39:56 <planetmaker> hm, that you used the exact same template makes it nicely easy to replace tunnels, V453000 :-) 17:40:23 <planetmaker> most work is changing credits :D 17:40:28 *** KritiK [~Maxim@0001264a.user.oftc.net] has joined #openttd 17:41:17 <planetmaker> V453000, you want your real name in the credits? 17:41:23 <planetmaker> or nickname? Or both? 17:42:32 * Wolf01 is trying to go out for dinner 17:42:42 <planetmaker> bon chance ;-) 17:45:31 <DorpsGek> Commit by translators :: r25215 /trunk/src/lang (3 files) (2013-05-01 17:45:23 UTC) 17:45:32 <DorpsGek> -Update from WebTranslator v3.0: 17:45:33 <DorpsGek> galician - 185 changes by Michi 17:45:34 <DorpsGek> gaelic - 1 changes by GunChleoc 17:45:35 <DorpsGek> vietnamese - 4 changes by nglekhoi 17:46:06 *** Alberth [~hat3@a82-95-164-127.adsl.xs4all.nl] has joined #openttd 17:46:09 *** mode/#openttd [+o Alberth] by ChanServ 17:46:14 <Wolf01> ok, nothing to do, my head+stomach don't want to collaborate 17:46:18 <Wolf01> hello Alberth 17:46:44 <Alberth> moin Wolf01 17:46:57 <Alberth> having an internal fight? :( 17:47:16 <V453000> dno, what is normal? 17:47:21 <Wolf01> nah, just ate rotten flesh on minecraft 17:47:27 <V453000> as you want really, I dont mind how am I mentioned 17:47:31 <V453000> like others 17:47:47 <V453000> if you want put here full name, if not, just nickname ... not really important to me 17:48:40 <LordAro> Wolf01: i'm currently sitting at my xp farm, waiting for blazes to build up 17:49:01 <planetmaker> most are mentioned by both in opengfx 17:49:04 <LordAro> it's quite boring 17:50:02 <Wolf01> I know, I always do it when I find a skeleton spawner just to pile up arrows and bones 17:50:24 <LordAro> i always forget where spawners are 17:51:12 <LordAro> but generally, yes, i make xp farms for them, especially if they're skel spawners 17:52:03 <Alberth> can you play Openttd in minecraft? 17:52:31 <Wolf01> I usually try to build complex track layouts, switches and stuff 17:52:58 <LordAro> i made a fairly complex 3-way junction once 17:53:20 <LordAro> over a 18 months ago now, back in the heady days of Beta1.7 17:54:20 <LordAro> and you could concevibly (or whatever the spelling is) have a currency, using gold or iron or something 17:54:36 <Wolf01> just use emeralds 17:54:47 <LordAro> i never have enough of them 17:54:48 <Alberth> gems! 17:54:55 <Alberth> Brot likes them too 17:55:12 <LordAro> in fact, i don't think i have any in my main singleplayer world 17:55:34 <Wolf01> build a train station near the emerald mine... herr.. I bet I confuset 2 games 17:55:39 <LordAro> it predates emeralds, and i don't explore enough to find any 17:55:47 <Wolf01> s/t/d 17:56:24 <Alberth> it happens when you play games in a game, I guess :) 17:56:36 <planetmaker> heya Alberth 17:56:55 <Alberth> hoye planetmaker 17:58:03 <Wolf01> I usually find a village, then I sell stuff to villagers until they get mad and won't accept anything, at that point I'll have at least one hundred of emeralds 17:58:23 <LordAro> never found a village on my main world either :L 17:58:34 <Alberth> fund one :p 17:58:47 <LordAro> ..well, actually, there was half a house, and a road - world generation glitch :L 17:58:54 <LordAro> did get 2 villagers though :) 17:59:02 <LordAro> safely stored them in a cobblestone box 17:59:36 <Wolf01> today I "finished" my long tunnel, when I put my head out to see where I was, I spotted a village at about 30 cubes of distance 17:59:39 <LordAro> Alberth: that's actually possible :) 17:59:49 <LordAro> lucky 18:00:06 *** Salamander [~Salamande@131.179.104.240] has left #openttd [WeeChat 0.3.8] 18:00:15 <LordAro> i made a huge long tunnel to my conquered stronghold 18:00:18 <LordAro> that was fun 18:00:43 <Alberth> :) 18:00:50 <Wolf01> and when I'll feel better, I'll start to build a railway linking my house basement with that village 18:01:26 <LordAro> Alberth: much harder than in OTTD, but still possible - have to breed the villagers yourself 18:01:31 <LordAro> that sounds wrong :L 18:03:14 * LordAro -> dinner 18:03:33 <Alberth> enjoy :) 18:08:16 *** Pixa [~pixa@85.210.77.143] has quit [Remote host closed the connection] 18:08:28 *** Pixa [~pixa@85.210.77.143] has joined #openttd 18:10:49 <MNIM> well, you don't breed villagers like you breed cows. 18:11:06 <MNIM> you just build houses (with doors) for 'em. 18:11:21 <planetmaker> and you feed them (by giving them work) 18:11:24 <planetmaker> not much difference :D 18:11:32 <MNIM> Or, as I like to do, 'breed-houses' 18:11:41 <MNIM> basically, lots of doors with a roof over it :P 18:11:43 <Alberth> sounds like the sims :) 18:11:49 <Wolf01> one day you'll need diamond rings to breed villagers 18:12:05 <MNIM> I sure hope not 18:12:17 <MNIM> my diamond mining skills aren't too great :P 18:13:48 <Wolf01> mine neither, I only found 2 diamonds in this world and one fell in the lava 18:14:57 <Eddi|zuHause> hm, i don't get this. http://paste.openttdcoop.org/show/2246/ how can a setting be 0 at that point when i specified min = 1 and def = 1 in settings.ini? 18:15:59 <Eddi|zuHause> or does that not work with "global" settings? 18:17:08 <frosch123> the min/max is only applied if the setting is actually assigned 18:17:15 <frosch123> if it is 0, it is probably unassigned 18:18:01 <Eddi|zuHause> this is on startup 18:18:07 <Eddi|zuHause> before loading the intro game 18:18:42 <Eddi|zuHause> i'll try converting it to a "normal" setting instead of "global" 18:19:03 <frosch123> only the misc settings are loaded before intro game 18:19:10 <frosch123> the other settings are loaded after grf scan 18:19:16 <frosch123> i.e. also after intro game 18:21:28 <Wolf01> http://cdn.hugelol.org/i460/111732.jpg with the right tools on OTTD I could be the same 18:23:09 *** LordPixaII [~pixa@85.210.77.143] has joined #openttd 18:23:09 *** Pixa [~pixa@85.210.77.143] has quit [Remote host closed the connection] 18:23:28 <Eddi|zuHause> so then how do i make sure that all settings are set to default values at that stage? 18:24:02 <frosch123> if you add settings you might have to initialise them during AfterLoad 18:24:16 <frosch123> the default settings value is troublesome for that anyway 18:24:41 <frosch123> the default value is the default value for new games (and is sometimes changed, if different settings are considered more useful as default) 18:24:46 <Eddi|zuHause> why? 18:24:48 <frosch123> but that should not happen for savegames 18:25:04 <frosch123> so, the default value is not exactly useful for stuff which affects savegames 18:25:18 <Eddi|zuHause> i don't care about savegames 18:25:45 <Eddi|zuHause> this is the initial empty map before the intro game is loaded. the value must be valid at this point 18:25:59 <frosch123> ah, then you have to put it in the misc setting 18:26:05 <frosch123> but what weird setting did you add? 18:26:08 <frosch123> which is needed at mapgen? 18:26:23 <Eddi|zuHause> this is a daylength patch which i updated 18:26:54 <Eddi|zuHause> which fails at this assert because daylength is set to 0, which is invalid 18:27:00 <frosch123> LoadFromConfig has a minimal parameter 18:27:13 <frosch123> make sure your setting is loaded or at least initialised for minmal = true 18:27:30 <Eddi|zuHause> er what? 18:28:03 <frosch123> s/minimal/"minimal"/ 18:28:25 *** valhallasw [~valhallas@5070A0D5.static.ziggozakelijk.nl] has quit [Ping timeout: 480 seconds] 18:28:29 <Eddi|zuHause> again, the value in the config is irrelevant. just the default value should be sufficient 18:28:32 *** Markavian [~Markavian@78-105-168-146.zone3.bethere.co.uk] has joined #openttd 18:29:08 *** ntoskrnl [~not@a91-153-231-146.elisa-laajakaista.fi] has quit [Ping timeout: 480 seconds] 18:29:28 <frosch123> i told you, the default is only applied when the setting is actually processed 18:29:54 <frosch123> else it's just uninitialised 18:30:00 <frosch123> which for global vars usually means zero 18:30:18 <Eddi|zuHause> i think that behaviour is weird 18:31:02 <frosch123> startup is complicated :) 18:31:08 <frosch123> it's full of chickens and eggs 18:31:23 <Wolf01> and creepers 18:33:35 *** DDR [~chatzilla@d108-180-70-162.bchsia.telus.net] has joined #openttd 18:34:16 <LordAro> ^^ 18:42:32 <Eddi|zuHause> hm, this is totally awkward, but i just put "if (_date_daylength_factor == 0) _date_daylength_factor = 1;" into "MakeNewgameSettingsLive()" now 18:44:03 <Wolf01> my old patch should have cared for that, I just don't remember 18:44:32 <Eddi|zuHause> nothing like this was in SpComb's patch 18:44:35 *** valhallasw [~valhallas@s55978e11.adsl.online.nl] has joined #openttd 18:45:58 <Eddi|zuHause> and i'm missing at least one further zoom out level :/ 18:48:56 <frosch123> Eddi|zuHause: it was probably before bootstrap gui 18:49:26 <frosch123> only since we load the introgame before grfscan there is this minimal / complete settings thingie 18:49:49 <peter1139> hmm 18:50:49 *** Biolunar__ [mahdi@blfd-4d08e326.pool.mediaWays.net] has quit [Quit: My life for Aiur] 18:53:09 *** Tvel [~Thunderbi@212.5.158.201] has joined #openttd 18:54:15 *** Tvel [~Thunderbi@212.5.158.201] has quit [] 18:57:43 <Eddi|zuHause> uh, cargodist kicks in, and immediately 90% of the links are overloaded :p 19:01:07 <planetmaker> :-) 19:18:19 *** Mucht [~Martin@000128e2.user.oftc.net] has quit [Remote host closed the connection] 19:36:26 *** Devroush367 [~dennis@dD5765BAC.access.telenet.be] has joined #openttd 19:40:21 *** Devroush [~dennis@dD5765BAC.access.telenet.be] has quit [Ping timeout: 480 seconds] 19:56:31 *** Devroush367 [~dennis@dD5765BAC.access.telenet.be] has quit [Read error: Connection reset by peer] 19:56:58 *** Devroush [~dennis@dD5765BAC.access.telenet.be] has joined #openttd 19:58:32 *** Fuco [dota.keys@server.dasnet.cz] has quit [Read error: Connection reset by peer] 20:01:48 *** Progman [~progman@p57A1A306.dip0.t-ipconnect.de] has joined #openttd 20:08:05 *** oskari89 [oskari89@62-241-226-106.bb.dnainternet.fi] has joined #openttd 20:42:55 *** KouDy [~KouDy@188.75.190.58] has quit [Ping timeout: 480 seconds] 20:54:00 *** xata [~opera@195.182.194.163] has left #openttd [] 20:55:51 *** Devroush367 [~dennis@dD5765BAC.access.telenet.be] has joined #openttd 20:59:00 *** Devroush [~dennis@dD5765BAC.access.telenet.be] has quit [Ping timeout: 480 seconds] 20:59:44 *** sla_ro|master [~slamaster@89.137.75.224] has quit [Quit: connection reset by myself] 21:09:45 *** oskari89 [oskari89@62-241-226-106.bb.dnainternet.fi] has quit [] 21:12:40 <frosch123> night 21:12:42 *** frosch123 [~frosch@frnk-4d008455.pool.mediaWays.net] has quit [Remote host closed the connection] 21:13:00 * NGC3982 has fallen in to old tracks of laserdance. 21:21:41 *** LordAro [~LordAro@host86-165-37-110.range86-165.btcentralplus.com] has quit [Quit: Lost terminal] 21:28:12 *** Alberth [~hat3@a82-95-164-127.adsl.xs4all.nl] has left #openttd [] 21:36:03 *** Psyk [~Psyk@ip-78-102-228-126.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 21:46:05 *** Psyk [~Psyk@ip-78-102-228-126.net.upcbroadband.cz] has joined #openttd 22:05:14 <Eddi|zuHause> hm, another trap i apparently stepped into: something is wrong with the display of the settings in the gui 22:05:27 <Eddi|zuHause> "daylength factor: <undefined text>" 22:05:56 <Eddi|zuHause> and even a crash when i tried to view the town cargo setting 22:06:57 *** Ristovski [~rafael@78.157.7.34] has quit [Ping timeout: 480 seconds] 22:07:22 <Wolf01> and you didn't save? 22:08:06 *** Alice3 [~Alice@cpc18-grim14-2-0-cust478.12-3.cable.virginmedia.com] has quit [] 22:11:17 *** valhallasw [~valhallas@s55978e11.adsl.online.nl] has quit [Ping timeout: 480 seconds] 22:12:48 <Eddi|zuHause> i didn't play, i'm still testing 22:17:33 *** lofejndif [~lsqavnbok@83TAAA2SX.tor-irc.dnsbl.oftc.net] has quit [Quit: gone] 22:20:01 <Wolf01> actually my last approach with daylength works really well, everything is scaled to fit the new daylength and it doesn't break anything, in fact you could even play with different daylengths in multiplayer, the only problem is the introduction date of vehicles :P 22:21:18 <Wolf01> too bad it's only on the paper (with an old half featured patch) because there is really too much to change 22:24:53 <planetmaker> would be nice to see that worked out. kinda 22:25:01 <Eddi|zuHause> hm, i got it to work with the daylength factor 22:25:08 <Eddi|zuHause> but the town cargo factor is weird 22:25:11 <Eddi|zuHause> it shows no value 22:25:19 <planetmaker> Wolf01, possibly using an internal game date and a display game date? 22:25:37 <Wolf01> yeah, that one 22:25:39 <Eddi|zuHause> i turned the {STRING} into {STRING2} and added "strval = STR_JUST_INT" to the setting 22:26:48 <Wolf01> search for "not another daylength patch" or something alike 22:28:30 <Eddi|zuHause> ah, a typo 22:29:23 <Eddi|zuHause> STRING12 is unlikely to work :p 22:31:27 <Eddi|zuHause> seems to be correct now 22:32:02 <Eddi|zuHause> although a x2, x1/2 etc. variant should be more appropriate for the town cargo factor 22:33:10 <Eddi|zuHause> since it's actually an exponent 22:42:11 *** Progman [~progman@p57A1A306.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:43:22 <Eddi|zuHause> is there a git variant of hg rollback? 22:43:53 <DDR> Yeah. 22:43:58 <DDR> No clue what it is, though. :P 22:44:08 *** KritiK [~Maxim@0001264a.user.oftc.net] has quit [Quit: Leaving] 22:45:59 <planetmaker> use hggit. Then the question becomes obsolete, Eddi|zuHause ;-) 22:47:04 <Eddi|zuHause> and how can git merge tell me merge conflicts on files i did not touch locally? 22:50:47 <Eddi|zuHause> Auto-merging src/linkgraph/linkgraphjob.cpp 22:50:49 <Eddi|zuHause> CONFLICT (add/add): Merge conflict in src/linkgraph/linkgraphjob.cpp 22:55:53 <Eddi|zuHause> 3 out of 4 "conflicts" are totally bogus 22:58:04 *** Devroush367 [~dennis@dD5765BAC.access.telenet.be] has quit [] 23:00:03 <DDR> Never seen that one before. 23:00:49 <glx> line endings ? 23:01:46 *** HerzogDeXtEr [~Flex@i59F6CD40.versanet.de] has quit [Read error: Connection reset by peer] 23:02:58 <Eddi|zuHause> hm... i once had a patch that set trains to middle stop for loading old savegames... where did that go? 23:14:31 *** FLHerne [~quassel@dsl-217-155-24-22.zen.co.uk] has quit [Ping timeout: 480 seconds] 23:16:02 *** Zuu [~Zuu@h-114-141.a98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 23:38:33 *** Supercheese [~Password4@76.178.163.204] has joined #openttd 23:40:12 *** Snail [~jacopocol@cpe-68-175-24-89.nyc.res.rr.com] has joined #openttd 23:48:18 <Wolf01> 'night all 23:48:27 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.]