Times are UTC Toggle Colours
00:01:01 <GhostBear> Erm? 00:01:14 <GhostBear> Is signal system changed from original TTD? o_O 00:02:04 <GhostBear> I still getting troubles with it! :o 00:05:09 <CIA-2> OpenTTD: glx * r9358 /branches/0.5/ (9 files in 2 dirs): (log message trimmed) 00:05:09 <CIA-2> OpenTTD: [0.5] -Backport from trunk (r9055, r9082, r9083, r9084, r9085, r9086): 00:05:09 <CIA-2> OpenTTD: - Codechange: Change windows unicode handling and allow a pure non-unicode build to function. (r9055) 00:05:09 <CIA-2> OpenTTD: - Codechange: [win32] Update VS2003 and VS2005 project files to build in UNICODE 00:05:09 <CIA-2> OpenTTD: mode. When making a release it is probably better to make two binaries, one 00:05:10 <CIA-2> OpenTTD: without UNICODE, the other with, guaranteeing full Win9x compatibility (UNICODE 00:05:12 <CIA-2> OpenTTD: with MSLU also works, without it's even better). (r9082) 00:07:44 <Ailure> GhostBear: Howso? 00:07:46 <Ailure> What kind of troubles 00:07:47 <Ailure> <_< 00:11:37 <GhostBear> Erm 00:11:58 <GhostBear> Trains acting strangly 00:12:38 <CIA-2> OpenTTD: rubidium * r9359 /branches/noai/src/ai/api/ (ai_map.cpp ai_map.hpp): [NoAI] -Add: function to determine distance and clear tiles. 00:12:44 <GhostBear> I think now i know way to bulid normal railroad but still not sure what it will work with lots of crosses :o 00:12:51 <Zuu> GhostBear: I recommendate reading about Pre-signals on the Wiki. 00:13:13 <Zuu> Some other pages might too be of interest. 00:14:32 <CIA-2> OpenTTD: truelight * r9360 /branches/noai/src/ (ai/api/ai_cargo.hpp squirrel_helper.hpp): 00:14:32 <CIA-2> OpenTTD: [NoAI] -Add: class-functions can now be static and still be added to SQ. There they behave as they are non-static, which is fine for that level of coding. 00:14:32 <CIA-2> OpenTTD: -Change: changed IsValidCargo to a static member 00:15:11 <GhostBear> when development of openttd what started? 00:16:19 <Zuu> GhostBear: Try to rewrite your question so it is clear what you are asking about. :) 00:17:35 <GhostBear> Yeah, my english sux :> 00:18:12 <GhostBear> Date of birth of openttd 00:18:53 *** antichaos [~antichaos@host86-137-191-156.range86-137.btcentralplus.com] has left #openttd [] 00:19:31 <CIA-2> OpenTTD: rubidium * r9361 /branches/noai/ (5 files in 3 dirs): [NoAI] -Add: some function to find, build and sell road vehicles. 00:20:53 <GhostBear> =\ 00:21:27 <CIA-2> OpenTTD: truelight * r9362 /branches/noai/bin/ai/regression/ (regression.nut regression.txt): [NoAI] -Add: added the new AIMap() functions to regression-test 00:27:55 <GhostBear> sya 00:27:59 *** GhostBear [~b@1305.DialWorld.Pool.kuzbass.net] has quit [Quit: ...:::Clonk for ever:::... Cult of clonk _] 00:30:16 <Zuu> Hmm.. just updated and recompiled from svn, and allready old .. :p ... Good work! :) 00:30:59 <Zuu> Got to go to bed now.. Night everybody! 00:32:08 <Smoovious> you can't go to bed yet 00:32:18 <TrueBrain> night Zuu :) 00:32:23 <Smoovious> you just finished recompiling... now you gotta do at LEAST an hour to test... more like 2 00:37:21 <CIA-2> OpenTTD: truelight * r9363 /branches/noai/ (5 files in 2 dirs): [NoAI] -Sync with trunk r9322:9362 00:41:48 <CIA-2> OpenTTD: truelight * r9364 /branches/noai/src/ (players.cpp saveload.cpp saveload.h settings.cpp): 00:41:48 <CIA-2> OpenTTD: [NoAI] -Fix: make our savegame bump an enum, so we can jump easier with trunk savegame bumps 00:41:48 <CIA-2> OpenTTD: -Note: savegames from before this commit made with this branch are now invalid (and this will happen every trunk savegame bump!) 00:45:10 *** Zuu [~leif@c-0c3c71d5.025-58-6e6b702.cust.bredbandsbolaget.se] has quit [Ping timeout: 480 seconds] 00:57:42 *** Vikthor [~Vikthor@212.24.150.226] has quit [Quit: Leaving.] 01:03:56 *** setrodox [~setrodox@83-65-235-123.dynamic.xdsl-line.inode.at] has quit [Quit: Hapiness ;D] 01:04:25 <CIA-2> OpenTTD: truelight * r9365 /branches/noai/bin/ai/regression/ (regression.sav regression.txt): [NoAI] -Fix: fixed the regression.sav to load correct and adjust regression result according (with a big tnx to glx!) 01:09:09 *** Bjarni [~Bjarni@0x535ca25f.virnxx14.adsl-dhcp.tele.dk] has quit [Quit: Leaving] 01:10:45 *** ammler_ [~ammler@adsl-84-227-190-191.adslplus.ch] has joined #openttd 01:10:58 *** ammler [~ammler@adsl-84-227-190-191.adslplus.ch] has quit [Remote host closed the connection] 01:16:17 <Sacro> i found a graphics clipping bug in 0.5.0 01:19:52 *** KritiK [Maxim@ppp85-140-206-177.pppoe.mtu-net.ru] has quit [Quit: Leaving] 01:24:00 *** Osai^2 [~Osai@pD9EB7DB6.dip.t-dialin.net] has joined #openttd 01:26:32 *** _Ben_ [~Ben@81.168.42.191] has joined #openttd 01:26:47 <_Ben_> anyone around who knows how far appart sleepers usually are? 01:29:28 <Smoovious> it depends on the railway, what type, the loads being carried, etc... 01:30:20 *** Osai^zZz [~Osai@pd9eb7db7.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 01:30:36 <Smoovious> but generally... if you don't see ballast between them, they're too close... and if they resemble a 3-sleeper 45-degree Lionel curve track, they're too far 01:32:44 <_Ben_> What would a common line in the uk be, with stones and stuff between and all over the sleepers be? 01:33:54 <Sacro> _Ben_: about |<------------------------------->| (not to scale) 01:34:52 <_Ben_> whats that in imperial then?! 01:36:43 <Smoovious> why not think of a specific line, and then google... google is your friend, ya know 01:36:48 <glx> french wiki says "1666 sleepers/km for SNCF" but I don't see anything about that in english wiki 01:37:29 *** ammler_ [~ammler@adsl-84-227-190-191.adslplus.ch] has quit [Remote host closed the connection] 01:37:54 <_Ben_> thanks Smoovious, I hadn't heard of google 01:39:51 <_Ben_> glx, thank. I've modelled them at 16 per tile, that figure would suggest about 20 01:39:56 <_Ben_> thanks* 01:43:04 *** _Ben_ [~Ben@81.168.42.191] has left #openttd [Leaving] 02:17:06 *** Smoovious [~smoovious@c-71-205-140-67.hsd1.mi.comcast.net] has quit [Read error: Connection reset by peer] 02:24:22 <CIA-2> OpenTTD: belugas * r9366 /trunk/src/ (newgrf.cpp table/town_land.h town.h town_cmd.cpp): -Codechange: Unify the different houses acceptances attributes on their cargo counterpart, as well as specifying cargo slot. 02:31:16 *** Eddi|zuHause3 [~johekr@p54B7590D.dip.t-dialin.net] has joined #openttd 02:34:46 *** Smoovious [~smoovious@c-71-205-140-67.hsd1.mi.comcast.net] has joined #openttd 02:37:42 *** Eddi|zuHause2 [~johekr@p54B75DA8.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 02:43:22 *** qfh [~qfh@static-ip-62-75-161-163.inaddr.intergenia.de] has joined #openttd 03:07:15 *** Sacro_ [Ben@87.102.80.216] has joined #openttd 03:07:15 *** Sacro [Ben@87.102.80.216] has quit [Read error: Connection reset by peer] 03:11:31 *** Sacro_ [Ben@87.102.80.216] has quit [Read error: Connection reset by peer] 03:11:31 *** Sacro__ [Ben@87.102.80.216] has joined #openttd 03:15:58 *** Sacro_ [~Ben@87.102.80.216] has joined #openttd 03:15:58 *** Sacro__ [Ben@87.102.80.216] has quit [Read error: Connection reset by peer] 03:17:44 *** moe [~maui_key@p5498CC26.dip.t-dialin.net] has joined #openttd 03:20:38 *** nairan [~maui_key@p5498CC26.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 03:24:57 *** BFM [~chatzilla@CPE-138-130-145-137.nsw.bigpond.net.au] has quit [Quit: Chatzilla 0.9.77 [Firefox 1.5.0.10/2007021601]] 03:30:08 *** Sacro_ [~Ben@87.102.80.216] has quit [Read error: Connection reset by peer] 03:48:54 *** raimar3 [~hawk@p5489e78b.dip.t-dialin.net] has joined #openttd 03:53:44 *** raimar2 [~hawk@p5489C95E.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 03:56:54 *** roboman [~Leo@c211-30-67-220.carlnfd4.nsw.optusnet.com.au] has joined #openttd 04:20:55 *** ThePizzaKing [~jeff@c211-28-155-87.eburwd2.vic.optusnet.com.au] has joined #openttd 04:30:07 *** wood [~wood@kr-lun-177-146-233-83.3.cust.bredband2.com] has quit [Read error: Connection reset by peer] 04:31:20 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has quit [Quit: bye] 04:53:21 *** Osai^2 [~Osai@pD9EB7DB6.dip.t-dialin.net] has quit [Quit: Osai^2] 05:40:58 *** Zavior [~Zavior@d195-237-7-209.elisa-laajakaista.fi] has joined #openttd 05:41:03 *** Taikaponi [~Zavior@d195-237-7-209.elisa-laajakaista.fi] has quit [Read error: Connection reset by peer] 05:50:39 *** ammler [~ammler@adsl-84-227-190-191.adslplus.ch] has joined #openttd 06:22:53 *** HMage [~HMage@85.21.179.41] has quit [Ping timeout: 480 seconds] 06:24:38 *** Digitalfox_ [~chatzilla@bl4-211-152.dsl.telepac.pt] has joined #openttd 06:28:26 *** Digitalfox__ [~chatzilla@bl7-178-166.dsl.telepac.pt] has joined #openttd 06:28:31 *** Rubidium_ [~rubidium@rubidium.student.utwente.nl] has joined #openttd 06:28:49 *** ammler [~ammler@adsl-84-227-190-191.adslplus.ch] has quit [Remote host closed the connection] 06:28:49 *** Ailure [Gamefreak@194.47.44.229] has quit [Ping timeout: 480 seconds] 06:29:54 *** Rubidium [~rubidium@rubidium.student.utwente.nl] has quit [Read error: Connection reset by peer] 06:31:27 *** Digitalfox [~chatzilla@bl4-211-152.dsl.telepac.pt] has quit [Ping timeout: 480 seconds] 06:31:42 *** Digitalfox__ is now known as Digitalfox 06:31:59 *** ammler [~ammler@adsl-84-227-190-191.adslplus.ch] has joined #openttd 06:35:17 *** Digitalfox_ [~chatzilla@bl4-211-152.dsl.telepac.pt] has quit [Ping timeout: 480 seconds] 06:48:55 *** Taikaponi [~Zavior@d195-237-7-209.elisa-laajakaista.fi] has joined #openttd 06:48:55 *** Zavior [~Zavior@d195-237-7-209.elisa-laajakaista.fi] has quit [Read error: Connection reset by peer] 06:49:25 *** Zavior [~Zavior@d195-237-7-209.elisa-laajakaista.fi] has joined #openttd 07:08:01 *** DaleStan_ [~Dale@74-140-44-235.dhcp.insightbb.com] has joined #openttd 07:09:30 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has joined #openttd 07:13:17 *** DaleStan [~Dale@74-140-44-235.dhcp.insightbb.com] has quit [Ping timeout: 480 seconds] 07:19:16 *** TinoM [~Tino@i5387D692.versanet.de] has joined #openttd 07:26:48 *** TinoM| [~Tino@i5387D692.versanet.de] has joined #openttd 07:26:48 *** Zavior [~Zavior@d195-237-7-209.elisa-laajakaista.fi] has quit [Read error: Connection reset by peer] 07:26:48 *** Taikaponi [~Zavior@d195-237-7-209.elisa-laajakaista.fi] has quit [Write error: connection closed] 07:27:36 *** Zavior [~Zavior@d195-237-7-209.elisa-laajakaista.fi] has joined #openttd 07:32:00 *** Netsplit cation.oftc.net <-> galapagos.oftc.net quits: A1win, KUDr_wrk, rane, TinoM, ammler, Prof_Frink, coronel, raimar3 07:33:45 *** Netsplit over, joins: TinoM, ammler, raimar3, A1win, Prof_Frink, coronel, rane, KUDr_wrk 07:34:02 *** TinoM [~Tino@i5387D692.versanet.de] has quit [Ping timeout: 480 seconds] 07:34:18 * Smoovious blinks. 07:40:02 <peter1138> at what? 07:40:46 *** valhalla1w is now known as valhallasw 07:56:50 *** maddy [~maddy@84.4.235.143] has joined #openttd 08:00:16 <Smoovious> my eyes were getting dry 08:06:20 <peter1138> oic 08:12:10 <Smoovious> .grins, 08:12:15 *** ThePizzaKing [~jeff@c211-28-155-87.eburwd2.vic.optusnet.com.au] has quit [Quit: Ex-Chat] 08:12:22 <Smoovious> crashin'... catch ya l8r 08:12:55 *** Zuu [~leif@c-0c3c71d5.025-58-6e6b702.cust.bredbandsbolaget.se] has joined #openttd 08:15:00 *** ThePizzaKing [~jeff@c211-28-155-87.eburwd2.vic.optusnet.com.au] has joined #openttd 08:19:31 *** Ailure [Gamefreak@194.47.44.229] has joined #openttd 08:26:39 *** CmdKewin [~cmdkewin@212.243.72.197] has joined #openttd 08:34:51 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has joined #openttd 08:47:37 *** CmdKewin [~cmdkewin@212.243.72.197] has quit [] 09:37:05 *** ammler [~ammler@adsl-84-227-190-191.adslplus.ch] has quit [Quit: Have a nice time!] 09:37:52 *** ammler [~ammler@adsl-84-227-190-191.adslplus.ch] has joined #openttd 09:45:39 *** setrodox [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has joined #openttd 09:48:01 *** Vikthor [novotv6@pc304-29.feld.cvut.cz] has joined #openttd 10:00:40 *** Eddi|zuHause3 [~johekr@p54B7590D.dip.t-dialin.net] has quit [Remote host closed the connection] 10:00:45 *** Eddi|zuHause3 [~johekr@p54B7590D.dip.t-dialin.net] has joined #openttd 10:06:39 *** GhostBear [~b@1305.DialWorld.Pool.kuzbass.net] has joined #openttd 10:06:43 <CIA-2> OpenTTD: maedhros * r9367 /trunk/src/ (newgrf.cpp town_cmd.cpp): 10:06:43 <CIA-2> OpenTTD: -Fix (r9315): If a new house doesn't have a corresponding action 3, the 10:06:43 <CIA-2> OpenTTD: graphics for the substitute (original) house should be drawn instead. 10:06:46 *** Vikthor [novotv6@pc304-29.feld.cvut.cz] has quit [Remote host closed the connection] 10:06:48 <GhostBear> Hi there! ^^ 10:07:39 *** Vikthor [novotv6@pc304-29.feld.cvut.cz] has joined #openttd 10:09:02 *** tokai [~tokai@p54B81754.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 10:10:30 *** Rubidium_ is now known as Rubidium 10:10:37 *** tokai [~tokai@p54b81897.dip0.t-ipconnect.de] has joined #openttd 10:10:37 *** mode/#openttd [+v tokai] by ChanServ 10:39:13 *** CmdKewin [~cmdkewin@212.243.72.197] has joined #openttd 11:01:14 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has quit [Remote host closed the connection] 11:01:19 *** GhostBear [~b@1305.DialWorld.Pool.kuzbass.net] has quit [Read error: Connection reset by peer] 11:06:50 *** maad_ is now known as maad 11:10:25 *** Vikthor [novotv6@pc304-29.feld.cvut.cz] has quit [Remote host closed the connection] 11:21:43 *** Progman [~foo@p57A1CEA5.dip.t-dialin.net] has joined #openttd 11:24:10 *** setrodox_ [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has joined #openttd 11:31:23 *** setrodox [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has quit [Ping timeout: 480 seconds] 11:31:51 *** PandaMojo [~chatzilla@ip72-197-231-130.sd.sd.cox.net] has quit [Read error: Connection reset by peer] 11:33:07 *** PandaMojo [~chatzilla@ip72-197-231-130.sd.sd.cox.net] has joined #openttd 11:36:08 *** GhostBear [~b@1305.DialWorld.Pool.Kuzbass.Net] has joined #openttd 11:36:39 <GhostBear> =\ 11:39:31 *** ThePizzaKing [~jeff@c211-28-155-87.eburwd2.vic.optusnet.com.au] has quit [Quit: Ex-Chat] 11:39:39 *** ammler [~ammler@adsl-84-227-190-191.adslplus.ch] has quit [Remote host closed the connection] 11:41:27 <GhostBear> ïãíû 11:41:41 <GhostBear> guys 11:41:51 <Progman> guy 11:41:54 <GhostBear> is there any addons with new industries? :> 11:42:12 <CIA-2> OpenTTD: truelight * r9368 /branches/noai/src/ai/ (4 files in 2 dirs): [NoAI] -Fix: store _new_vehicle_id directly after successful handling the command in a per-AI-player-safe piece of memory, so we can restore the value when ever we want later in the process 11:43:12 <Rubidium> GhostBear: not yet 11:45:07 <GhostBear> mh 11:45:20 <GhostBear> any ideas for new industries? :o 11:46:02 <Rubidium> what I meant to say, newindustries is not yet supported 11:46:18 <GhostBear> mh... 11:52:50 *** setrodox [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has joined #openttd 11:55:32 <CIA-2> OpenTTD: rubidium * r9369 /branches/noai/src/ai/api/ (7 files): [NoAI] -Codechange: make some IsValidXXX() function static, so they can be used by the other classes without the need for an instance. 11:55:42 *** ammler [~ammler@adsl-89-217-39-225.adslplus.ch] has joined #openttd 11:59:18 *** setrodox_ [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has quit [Ping timeout: 480 seconds] 12:08:17 * GhostBear feel empty inside :( 12:08:36 *** Tino|Home [~Tino@i5387EC02.versanet.de] has joined #openttd 12:10:06 <Rubidium> GhostBear: then go eat lunch or whatever is appropriate in your timezone. 12:15:16 *** Zavior [~Zavior@d195-237-7-209.elisa-laajakaista.fi] has quit [Quit: ( www.nnscript.de :: NoNameScript 4.02 :: www.XLhost.de )] 12:15:24 *** TinoM| [~Tino@i5387D692.versanet.de] has quit [Ping timeout: 480 seconds] 12:28:01 <Ailure> mmm 12:28:33 <Maedhros> anyone interested in a variable snowline patch? :) 12:28:35 <Maedhros> http://devs.openttd.org/~maedhros/variable_snowline.diff 12:30:27 <peter1138> no! 12:30:42 <peter1138> is it ttdp compatible? ;p 12:30:56 <Maedhros> yes :p 12:31:12 <Maedhros> you can try it out with this: http://devs.openttd.org/~maedhros/varsnowline.grf 12:31:33 <Rubidium> Maedhros: isn't that a rethorical question because you have implemented it and therefor you are interested. 12:31:49 <Maedhros> hehe, true 12:32:54 <Rubidium> is snow actually removed when the snowline changes? 12:33:50 <Maedhros> yes 12:34:01 <Maedhros> (what would it do otherwise? :p) 12:34:36 <Rubidium> well, changing the snowline in-game didn't (at some point in history) remove the snow once it was fallen 12:35:34 <Maedhros> the only thing i've noticed is that snow covered arctic houses are actually different house types 12:35:53 <Maedhros> so if one gets built and then the snowline changes around it, the house won't change 12:36:08 *** Sacro|Laptop [~Ben@87.102.80.216] has joined #openttd 12:37:10 <Rubidium> that's true 12:37:46 <Rubidium> Maedhros: did you forget to add landscape.h? 12:39:14 <Maedhros> umm, yes. oops 12:40:59 *** setrodox_ [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has joined #openttd 12:41:51 <Maedhros> (uploaded again) 12:44:16 <Rubidium> looks nice ;) 12:48:08 *** setrodox [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has quit [Ping timeout: 480 seconds] 12:52:20 <Maedhros> hmm, what about the industries that can only be placed above the snowline? 12:52:43 <Maedhros> should that be the variable snowline or the one set in the generating world window? 12:52:51 <Rubidium> only allow them in areas that are always snowed 12:53:07 <Maedhros> hmm, tricky 12:54:45 <GhostBear> I'm always thinked about adding sanatoriums, and you should move passangers to and from it :> 12:54:49 <GhostBear> Like Oil Rig :P 12:55:47 <GhostBear> And this also can be ski resorts in snow area :P 12:56:35 <boekabart_> Question. How bad is a 'zig zag' (45 deg left, 45 deg right) for train speed with real. accel enabled? 12:56:52 <peter1138> unnoticable 12:57:04 <boekabart_> so it's not 'faster' to insert an extra piece of straight track between? 12:57:11 <peter1138> no 12:57:16 <boekabart_> k, thanks 12:57:36 <boekabart_> but 2x 45 deg right within 1 train length is bad, right? 12:58:27 <peter1138> something like that 13:01:14 <GhostBear> boekabart_, make an experiment :> 13:01:43 <boekabart_> this is so much faster 13:01:53 <boekabart_> plus, isn't that why this channel exists? 13:04:54 <GhostBear> maybe, but i'm not sure what somebody knows :P 13:04:57 <GhostBear> I will test now ^^ 13:07:10 *** mikk36 [~mikk36@ip95.cab59.mus.starman.ee] has quit [Quit: The pedestrian had no idea which way to run, so I ran over him.] 13:09:06 <GhostBear> If i correctly understended what you want to know then: zig zag greatly slows train 13:09:34 *** GhostBear is now known as GhostBear[Off] 13:11:25 <rane> any guides how you should build station's exit when there's a lot of traffic? 13:11:55 <boekabart_> GhostBear: I'm certain peter1138 is 'senior' enough to 'not talk shit' :) 13:13:02 *** _42_ [truelight@openttd.org] has quit [Ping timeout: 480 seconds] 13:13:28 <Ailure> ohh 13:13:52 <Ailure> I like the idea of variable snow 13:14:00 *** _42_ [truelight@openttd.org] has joined #openttd 13:14:25 <CIA-2> OpenTTD: truelight * r9370 /branches/noai/src/ai/api/ai_transactionmode.hpp: [NoAI] -Add: added a template to allow instances as param via SQ 13:14:32 *** TheMask96 [martijn@sirius-r5.ne2000.nl] has quit [Remote host closed the connection] 13:14:35 *** TheMask96 [martijn@sirius-r5.ne2000.nl] has joined #openttd 13:21:03 * Belugas wonders if it would be good to rename the LT_* stuff to something more evocative then then LT_HILLY or LT_CANDY... 13:21:22 <Belugas> LT_ARTIC, LT_TOYLAND or something 13:21:37 <Belugas> LT_TROPIC.. 13:22:26 <Belugas> LT_TEMPERATE... 13:23:12 <peter1138> hehe 13:23:32 <peter1138> Belugas: CT_CANDY == CT_GOODS 13:23:46 <Belugas> :( 13:23:48 <peter1138> but yeah, i agree 13:23:51 <peter1138> LT_CANDY is dumb 13:23:55 <Belugas> fick fack f*cj 13:24:16 <peter1138> i'm wondering how to remove all those CT_ things anyway 13:24:35 <peter1138> so it would be cargo labels instead 13:26:18 *** KUDr [KUDr@mazanec1.netbox.cz] has quit [Ping timeout: 480 seconds] 13:26:30 <peter1138> easy for some bits 13:26:33 <peter1138> not so easy for all the tables 13:26:53 <peter1138> not least because GetCargoIDByLabel() is, comparitively, slow 13:27:36 *** antichaos [~antichaos@host86-137-191-156.range86-137.btcentralplus.com] has joined #openttd 13:27:59 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has joined #openttd 13:28:02 <Maedhros> right, now forests can only be planted above the maximum snowline :) 13:28:03 <Maedhros> http://devs.openttd.org/~maedhros/variable_snowline.diff 13:28:29 <Maedhros> houses still use _opt.snow_line so that they're all the same no matter what time of year they were built 13:28:45 <Maedhros> so if you want them to look sensible you'll need some newhouses magic :) 13:29:28 <Belugas> nice going Rubidium :) 13:29:44 <Belugas> damdn 13:29:51 <Belugas> nice going Maedhros :) 13:29:54 <Belugas> pfff.... 13:29:57 <Maedhros> hehe, thanks Belugas 13:30:01 * Belugas runs for cooffee 13:30:32 <Belugas> Maedhros, maybe you should talk to richk67, he did some stuff on snowline 13:30:51 <Belugas> peter1138, CT_CANDY and CT_GOODS are indeed the same, 13:31:02 <Belugas> but doing so just makes it clear what is done 13:31:22 <Belugas> and therefore, if eevr *someone* decides to get rid of CT_ stuff, 13:31:28 <Belugas> that would be less a bug ;) 13:31:59 <Belugas> and yeah, cargo label all the way is not going to be an easy task 13:37:00 <Belugas> [09:28] <Maedhros> so if you want them to look sensible you'll need some newhouses magic :) <---- or sprite tables mangling? 13:37:24 <Belugas> after all, it's not really nothng more than sprites that change 13:37:32 <Belugas> depending of the snow line 13:37:34 <Belugas> i think 13:38:32 <peter1138> Belugas: yeah, i know 13:39:27 <Maedhros> yes, i suppose i could try and mangle the sprite table... 13:39:46 <Maedhros> but i think i'll attempt it later :) 13:40:23 <peter1138> urgh 13:40:41 <peter1138> vbv :/ 13:40:49 <peter1138> wanky bollocks :p 13:41:43 <Belugas> one thing that could help, is that the house sprite table would be a little more... readable 13:41:48 <Belugas> HUGE TASK 13:41:53 <peter1138> look 13:41:55 <peter1138> we have new houses 13:41:58 <peter1138> it's cool! 13:42:01 <Belugas> :D 13:42:09 <Belugas> hip hip hip hurray! 13:42:20 * peter1138 remembers starting newstations and thinking it was fairly unlikely to happen 13:42:26 <TrueBrain> who's birthday is it? 13:42:33 <Belugas> "It's about time" 13:42:46 <Belugas> Birth of NewHouses 13:42:51 <TrueBrain> CAKE! 13:43:00 <Belugas> CT_CAKE 13:43:00 <XeryusTC> <TrueBrain> who's birthday is it? <- my mother's 13:43:20 <peter1138> BEEEEEEF CAAAAAAAAAKE 13:43:32 <TrueBrain> concratz XeryusTC 13:43:36 <Belugas> CT_BEEF | CT_CAKE 13:44:00 <XeryusTC> ty TrueBrain 13:44:08 <peter1138> :D 13:44:16 <peter1138> multiple cargo types 13:44:19 <peter1138> hmm 13:46:18 *** glx [glx@bny93-6-82-245-156-124.fbx.proxad.net] has joined #openttd 13:46:18 *** mode/#openttd [+v glx] by ChanServ 13:46:18 *** roboman [~Leo@c211-30-67-220.carlnfd4.nsw.optusnet.com.au] has quit [Read error: Connection reset by peer] 13:47:03 <CIA-2> OpenTTD: maedhros * r9371 /trunk/src/ (13 files): 13:47:03 <CIA-2> OpenTTD: -Feature: Add support for variable snow lines in the arctic climate, supplied 13:47:03 <CIA-2> OpenTTD: by newgrf files. When this is enabled forests cannot be built below the highest 13:47:03 <CIA-2> OpenTTD: snow line, and farms can't be built above it. Houses still use the 13:47:03 <CIA-2> OpenTTD: _opt.snow_line so they are all consistent, so to make them respect the snowline 13:47:04 <CIA-2> OpenTTD: you may want to use some newhouses features as well. 13:47:15 <Belugas> hello glx :) 13:48:40 *** maad_ [~emade@83.15.80.18] has joined #openttd 13:48:49 *** maad [~emade@82.160.115.202] has quit [Read error: Connection reset by peer] 13:49:03 <rane> if trains are forced to go in depots with track placement are they serviced always? 13:49:40 <glx> yes 13:53:37 *** maad [~emade@82.160.115.202] has joined #openttd 13:55:09 <CIA-2> OpenTTD: truelight * r9372 /branches/noai/src/squirrel_helper.hpp: [NoAI] -Fix: type in squirrel_helper caused 4 param functions to fail 13:55:45 *** Tino|R152 [~Tino@52N.UNI-MUENSTER.DE] has joined #openttd 13:55:49 *** Tino|R152 [~Tino@52N.UNI-MUENSTER.DE] has quit [] 13:56:03 *** Tino|R152 [Tino@52N.UNI-MUENSTER.DE] has joined #openttd 13:56:19 *** Tino|R152 [Tino@52N.UNI-MUENSTER.DE] has quit [Read error: Connection reset by peer] 13:56:44 *** Tino|R152 [~Tino@52N.UNI-MUENSTER.DE] has joined #openttd 13:56:47 *** maad_ [~emade@83.15.80.18] has quit [Ping timeout: 480 seconds] 13:57:33 *** Vikthor [~Vikthor@snat1.spoje.net] has joined #openttd 13:59:18 *** setrodox__ [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has joined #openttd 13:59:34 *** TinoDidri [~projectjj@130.226.173.22] has joined #openttd 13:59:59 *** PandaMojo_ [~chatzilla@ip72-197-231-130.sd.sd.cox.net] has joined #openttd 14:01:23 <CIA-2> OpenTTD: rubidium * r9373 /trunk/src/ (strings.cpp variables.h): -Fix (r9271): the chosen language was not stored nor read properly in/from the cfg. 14:03:21 *** Tino|R152 [~Tino@52N.UNI-MUENSTER.DE] has quit [Quit: Verlassend] 14:04:53 *** PandaMojo [~chatzilla@ip72-197-231-130.sd.sd.cox.net] has quit [Ping timeout: 480 seconds] 14:05:04 *** PandaMojo_ is now known as PandaMojo 14:05:48 *** setrodox_ [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has quit [Ping timeout: 480 seconds] 14:05:48 *** Jezral [~projectjj@130.226.173.22] has quit [Ping timeout: 480 seconds] 14:08:45 <Belugas> Maedhros, peter1138 : http://devs.openttd.org/~belugas/newhousescargo5.diff here is how far i could have gone, work@work claims a lot on my time right now. If ever you have some hints, pointers, solution, it would be welcome 14:15:34 *** Tino|R152 [Tino@52N.UNI-MUENSTER.DE] has joined #openttd 14:27:37 <Belugas> bloody bleeding nose... no, my job is NOT stressfull :S 14:27:58 <CIA-2> OpenTTD: rubidium * r9374 /branches/noai/ (5 files in 3 dirs): [NoAI] -Add: functionality to modify orders. 14:30:54 <CIA-2> OpenTTD: truelight * r9375 /branches/noai/src/ai/ (ai_squirrel.cpp api/ai_order.hpp): [NoAI] -Fix r9374: make AIOrder() work for SQ (enums not yet) 14:33:37 *** green-devil [~c@0x5731db93.vgnxx6.adsl-dhcp.tele.dk] has joined #openttd 14:35:48 *** Zavior [~Zavior@d195-237-7-209.elisa-laajakaista.fi] has joined #openttd 14:39:45 <Eddi|zuHause3> <Maedhros> hmm, what about the industries that can only be placed above the snowline? <- IIRC, the alpine climate grf said something about farms which get above snowline stop production 14:40:00 *** Osai^zZz [~Osai@pd9eb7db6.dip.t-dialin.net] has joined #openttd 14:40:10 *** green_devil [~c@0x5731db93.vgnxx6.adsl-dhcp.tele.dk] has joined #openttd 14:40:51 *** Tino|R152 [Tino@52N.UNI-MUENSTER.DE] has quit [Quit: Verlassend] 14:41:42 *** green-devil [~c@0x5731db93.vgnxx6.adsl-dhcp.tele.dk] has quit [Ping timeout: 480 seconds] 14:51:33 *** varzamurata [~ss@bas2-montreal02-1096603517.dsl.bell.ca] has joined #openttd 14:54:57 *** antichaos [~antichaos@host86-137-191-156.range86-137.btcentralplus.com] has quit [Ping timeout: 480 seconds] 14:57:33 *** welterde [~welterde@trujillo.srv.pocoo.org] has joined #openttd 14:57:36 <welterde> hi 15:00:11 <varzamurata> hi 15:00:40 *** DaleStan_ is now known as DaleStan 15:02:53 *** carwe [~carwe@p54B35F3B.dip.t-dialin.net] has joined #openttd 15:10:33 <Thomas[NL]> Maybe someone here knows: I downloaded some station GRF, when I try to build a station some items in the list of stations are greyed out. how come? 15:12:03 <Thomas[NL]> example: all items in the 'City Station' list are greyed out. 15:12:05 <hylje> station not available yet afaik 15:13:48 <Thomas[NL]> hmm, i played with this set before and can't remember it not being available (same start-date) 15:13:55 <Thomas[NL]> I'll take a look at it 15:14:52 <Thomas[NL]> you're right :) ty 15:16:35 <hylje> np 15:18:58 *** KUDr [KUDr@mazanec1.netbox.cz] has joined #openttd 15:37:36 *** green_devil [~c@0x5731db93.vgnxx6.adsl-dhcp.tele.dk] has quit [] 15:54:46 <Maedhros> Eddi|zuHause3: yes, that's done with newindustries 15:55:22 <Thomas[NL]> Are you aware of the moustache glitch in the dace-selection window? 15:58:09 <Rubidium> under what circumstances? 15:59:40 <Thomas[NL]> when cycling faces it sometimes happens 15:59:54 <Thomas[NL]> IŽll upload a screenshot 15:59:57 <peter1138> what sometimes happens? 16:00:41 <Thomas[NL]> http://kzmu.nl/Screenshot.png 16:00:42 <Thomas[NL]> that 16:01:25 <Thomas[NL]> Revision: 9375 16:01:40 <Thomas[NL]> but it happened also before 16:02:50 *** joachim [~diz@26.84-234-176.customer.lyse.net] has joined #openttd 16:03:11 <joachim> train skipping destinations - feature or bug? 16:04:02 <Rubidium> depends on the situation I guess 16:05:06 <joachim> they skip both stations and waypoints.. refuse to accept them as next destination, although they are perfectly reacheble and other trains have the same orders 16:07:07 *** Twofish [~Twofish@195.204.107.4] has joined #openttd 16:07:10 *** ChrisM87 [~ChrisM@p54AC53A7.dip.t-dialin.net] has joined #openttd 16:10:44 <Rubidium> Thomas[NL]: can you give me a savegame with that face? 16:11:19 <Rubidium> joachim: can you give me a savegame too? 16:11:51 <Ailure> [17:00] <Thomas[NL]> http://kzmu.nl/Screenshot.png 16:11:52 <Ailure> omg 16:11:59 <Ailure> That moustache looks evil 16:12:00 <Ailure> xD 16:12:13 <Rubidium> though it actually isn't a moustache 16:12:39 *** G0D [~Twofish@195.204.107.4] has joined #openttd 16:12:44 <Ailure> still 16:12:53 <Ailure> he looks like a typical "Devil guy" 16:13:03 <Thomas[NL]> http://www.kzmu.nl/Cardstone Transport, 11th Jan 1920.sav , just made it 16:13:38 *** |2rB [~Twofish@195.204.107.4] has quit [Ping timeout: 480 seconds] 16:13:41 <Thomas[NL]> Revision: 9375 16:14:00 <Thomas[NL]> hmm, should I do one without any grf's? 16:15:36 *** |2rB [~Twofish@195.204.107.4] has joined #openttd 16:16:26 <Rubidium> nah, it works with the grfs too 16:17:12 <Thomas[NL]> k 16:19:05 *** Twofish [~Twofish@195.204.107.4] has quit [Ping timeout: 480 seconds] 16:21:39 *** G0D [~Twofish@195.204.107.4] has quit [Ping timeout: 480 seconds] 16:23:19 <Thomas[NL]> can't anybody else reproduce this bug? (moustache) 16:24:00 <Rubidium> it happens when I open the savegame, but I don't have any reason for it yet 16:28:38 *** CmdKewin [~cmdkewin@212.243.72.197] has quit [] 16:32:45 <CIA-2> OpenTTD: rubidium * r9376 /trunk/src/player_face.h: -Fix (r8969): off-by-one error for the amount of mouth pieces for men. 16:33:30 <Thomas[NL]> didn't fix it Oo 16:33:44 <Thomas[NL]> wait 16:33:49 <Rubidium> Thomas[NL]: now it isn't possible to get that strange moustache thingy anymore, but to remove the strangeness from the savegame you have to make a new face, i.e. it doesn't fix the savegame. 16:34:28 <Thomas[NL]> you're right, didn't compile it 16:35:51 <Thomas[NL]> ehm, openttd crashed:src/player_face.h:102: void SetPlayerFaceBits(PlayerFace&, PlayerFaceVariable, GenderEthnicity, uint): Assertion `val < _pf_info[pfv].valid_values[ge]' failed.Aborted (core dumped) 16:36:32 <Rubidium> hmm, that shouldn't happen 16:36:41 *** glx is now known as glx|away 16:37:15 *** mikk36 [~mikk36@ip95.cab59.mus.starman.ee] has joined #openttd 16:39:20 *** orudge` [~orudge@8afbfebe.resnet.st-andrews.ac.uk] has joined #openttd 16:42:25 *** orudge [~orudge@8afbfebe.resnet.st-andrews.ac.uk] has quit [Ping timeout: 480 seconds] 16:42:40 *** Peakki [antti@cs181000195.pp.htv.fi] has joined #openttd 16:43:10 *** Tron_ [~tron@p54A3D4DF.dip.t-dialin.net] has joined #openttd 16:43:22 <CIA-2> OpenTTD: rubidium * r9377 /trunk/src/players.cpp: -Fix (r9376): the off-by-one error was also present at another location :( 16:43:35 <Rubidium> now I hope it is fixed properly :) 16:44:07 <peter1138> proper job! 16:44:37 <Thomas[NL]> thumbs up 16:47:06 *** Tron [~tron@p54A3DBFC.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 16:50:16 *** orudge` is now known as orudge 16:50:27 *** mode/#openttd [+o orudge] by ChanServ 17:16:38 *** TinoDidri is now known as Jezral 17:27:51 *** Twofish [~Twofish@195.204.107.4] has joined #openttd 17:29:37 *** G0D [~Twofish@195.204.107.4] has joined #openttd 17:31:48 *** maddy [~maddy@84.4.235.143] has quit [Remote host closed the connection] 17:32:38 *** |2rB [~Twofish@195.204.107.4] has quit [Ping timeout: 480 seconds] 17:35:54 *** Twofish [~Twofish@195.204.107.4] has quit [Ping timeout: 480 seconds] 17:42:09 *** Osai^zZz is now known as Osai 17:43:03 *** maddy [~maddy@84.4.235.143] has joined #openttd 18:05:33 <Thomas[NL]> what does Autoreplace all vehicles in the depot do? 18:06:20 <Eddi|zuHause3> normally, autoreplace only affects vehicles when they enter the depot 18:06:49 <Eddi|zuHause3> but this button applies all current replacement rules to all vehicles that are currently in the depot 18:07:06 <Eddi|zuHause3> (i.e. that's useful if you (temporarily) changed the rules after the vehicles entered) 18:07:37 <Thomas[NL]> ok ty 18:13:48 *** |Jeroen| [~jeroen@dD5E03DCF.access.telenet.be] has joined #openttd 18:14:19 *** llugo [~lugo@pd9583643.dip.t-dialin.net] has joined #openttd 18:14:34 *** Wolf01 [~wolf01@host48-235-dynamic.9-87-r.retail.telecomitalia.it] has joined #openttd 18:14:52 <Wolf01> hello 18:18:02 <Eddi|zuHause3> ah, Wolf01, i wannted to tell a concern about the daylength patch... i don't think multiplying the running costs by the daylength is the way to go, the running costs are per year, and they were chosen with some kind of realism in mind, so they should stay the same for the year (instead, maybe income should be divided by daylength) 18:18:52 <Eddi|zuHause3> also, the ratio between purchase costs and running costs gets totally wrong 18:19:57 *** ChrisM87 [~ChrisM@p54AC53A7.dip.t-dialin.net] has quit [Remote host closed the connection] 18:21:10 *** lugo [~lugo@pd95814db.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 18:21:14 <Eddi|zuHause3> it's pretty stupid if i get to choose between a steam engine, that costs 500k, or a electric engine that costs 1.5M, when that 1M difference equals out by 1 year of running costs 18:21:19 *** Purno [~Purno@5351C3E7.cable.casema.nl] has joined #openttd 18:22:29 <Wolf01> you should also think about total income 18:23:09 <Wolf01> if a train in a year can earn 10000, but i use daylength set to 32x, the train income is 320000 18:23:26 <Eddi|zuHause3> that's why i said, divide income 18:23:30 <Wolf01> if i don't multiply the running costs, you cheat 18:23:52 <Wolf01> if i divide the income you won't be able to purchase things 18:24:09 <Eddi|zuHause3> yes, you will, you just have to wait a year 18:24:20 <Eddi|zuHause3> like you did before 18:24:49 <Wolf01> but this time a year is 6 hours 18:25:06 <Eddi|zuHause3> yes. 18:25:08 <Eddi|zuHause3> that's the point of daylength ;) 18:25:09 *** maddy [~maddy@84.4.235.143] has quit [Read error: Connection reset by peer] 18:25:53 <Eddi|zuHause3> but the way it is now, it practically eliminates any purchase costs 18:26:50 <Wolf01> i also tried to not multiply the industries production, but i got one train leaving the station after 2 hours 18:27:09 <Eddi|zuHause3> the production is fine ;) 18:27:18 <Wolf01> maybe i can add another setting: use realistic times 18:27:24 <Eddi|zuHause3> you need to fill the trains somehow 18:27:50 *** moe [~maui_key@p5498CC26.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 18:28:49 <Wolf01> but daylength has to be totally rewritten and i won't do it alone, so if somebody wants to help i'll do it 18:29:43 <Eddi|zuHause3> i'd say it would be best if you talked to celestar, he might incorporate such things in the rebalancing process 18:30:24 <Wolf01> i already talked with him, he said "maybe" 18:33:54 <mikk36> how much is the optimal transported percentage for a first-level factory ? 18:33:59 <mikk36> for growth ? 18:34:18 <hylje> 65-75 18:35:20 <mikk36> and it's random which factories will grow and which not ? 18:35:50 <Eddi|zuHause3> everything is "random", nothing is random... 18:40:49 *** helb [~helb@84.244.90.159] has quit [Quit: Logout] 18:41:31 <Smoovious> shouldn't daylength just change the length of time it takes for the day to elapse? why should yearly income/costs//production change? like... you should have to account for a train taing 4 days to make the trip instead of 8, so it gets half the income instead of double, so at the end of the year, it b alances out, but otherwise, at the end of the game-year, it should balance out 18:45:55 *** Rens2Sea [~Rens2Sea@213.211.185.168] has joined #openttd 18:48:22 *** helb [~helb@84.244.90.159] has joined #openttd 18:51:12 <Wolf01> since there are 2 kinds of preferences: 18:51:12 <Wolf01> 1) play more time with the same "speed", for example "i don't have time to upgrade from rail to monorail because when i finish to do it there is already the maglev available" 18:51:12 <Wolf01> 2) slow-mo game, the game is exactly the same, but all is "stretched" to make you able to play a game for more time, for example "i started a train, it entered a station, i got dinner and the train has already left the station! how is possible this?" 18:51:40 <Wolf01> i think i'll will think to add 2 values for "daylength affect economy" which now is a bool 18:54:56 <Smoovious> well... not exactly sure which side this falls on... but i'm good with the speeds of the vehicles and e verything else... i just want the days to tick over slower... 18:55:37 <Smoovious> (pardon all the bad sppacing and keybouncing... I had to exchange keyboards last night, and am on a very old baackup keyboard now) 18:55:52 <Wolf01> that is the point of the option number 1 18:56:13 <Smoovious> ok 18:57:02 <Zuu> TrueBrain: Am I right if I think that DistanceSquare should return the distance in the unit "tiles"? 18:58:31 <Zuu> The result seam to be something totaly different (much larger), and more interesting two towns close other report significant longer distance than two other that are longer apart from each other. 18:59:07 <Rubidium> because it is the square of the distance 18:59:08 <Zuu> s/close other/close to eachother/g 18:59:29 <Rubidium> think of Pythagoras a^2 + b^2 = c^2, what this function returns is c^2, not c 18:59:36 <Zuu> Okay 19:01:19 *** Morphy [morphy@193.220.103.232] has joined #openttd 19:01:31 <Morphy> anyone around? 19:01:42 <Morphy> I need help installing 0.5 on linux (ubuntu) 19:02:03 <Zuu> Hmm saw wrong on the town names, the distance between towns are probably right. :) 19:02:50 <Thomas[NL]> where are you stuck? 19:03:08 <Morphy> me? 19:03:14 <Thomas[NL]> yes 19:03:37 <Morphy> well, I dl'ed the .deb pkg, and installed it 19:03:43 <Morphy> and I've got the grf files etc 19:03:51 <Morphy> but im stuck on how to actually start it 19:03:53 <Morphy> hehe 19:03:57 <Thomas[NL]> I goto go: cd to map with original data files > sudo cp * /usr/games/openttd/data/ 19:04:21 <Thomas[NL]> gl 19:04:28 <Morphy> done that 19:04:43 <Thomas[NL]> ALT F2 openttd? 19:05:20 <Morphy> wow 19:05:23 <Morphy> thanks 19:05:27 <Thomas[NL]> :) 19:05:29 <Morphy> works like charm now 19:05:38 <Thomas[NL]> I'm off bye 19:08:25 <Morphy> bye 19:08:41 *** varzamurata [~ss@bas2-montreal02-1096603517.dsl.bell.ca] has quit [Read error: Connection reset by peer] 19:09:49 *** KritiK [Maxim@ppp85-141-226-218.pppoe.mtu-net.ru] has joined #openttd 19:15:06 *** GhostBear[Off] is now known as GhostBear 19:18:53 <Eddi|zuHause3> Smoovious: we say "the devil is in the detail", in this case, you have to carefully decide, which game elements should be on a "per tick" basis, and which should be on a "per day/month/year" basis 19:19:45 <Eddi|zuHause3> e.g. train movement should still be per tick 19:19:57 <Eddi|zuHause3> so they will travel further per day 19:20:12 <Eddi|zuHause3> also, industry should produce per tick, so they produce more per month 19:20:57 <Eddi|zuHause3> the question now is, if income should be based on "ticks traveled" or "days travelled" 19:21:23 <Eddi|zuHause3> in the first case, you will get the same money per real-time-hour 19:21:39 <Eddi|zuHause3> in the second case, you get the same per game-day 19:22:17 <Eddi|zuHause3> and i think the second would be more realistic 19:23:19 *** GhostBear [~b@1305.DialWorld.Pool.Kuzbass.Net] has quit [Quit: ...:::Clonk for ever:::... Cult of clonk _] 19:23:26 *** carwe [~carwe@p54B35F3B.dip.t-dialin.net] has quit [] 19:23:45 <Eddi|zuHause3> the first approach would mean "slower technological advancement", the second would mean "slower game advancement" 19:26:33 *** joachim [~diz@26.84-234-176.customer.lyse.net] has quit [] 19:28:43 <Smoovious> they shouldn't produce more per month 19:29:28 <Eddi|zuHause3> yes, because you would want to fill more than one wagon per hour 19:29:36 <Smoovious> very simply, what i would want out of a daylength patch, is to make t he length of the day, longer... 19:29:40 <Smoovious> no, i wouldn't 19:29:53 <Smoovious> let me clarify 19:30:42 <Eddi|zuHause3> and that's exactly what the discussion is about, everyone wants it to behave differently 19:30:43 <Smoovious> the speed it takes to fill cargo should be compensated for since the vehicles will still run at the same 'real-time' rate they are now... but the cargo being produced, shouldn't be.... 19:31:30 <Smoovious> vehicles already run independent of everything else when it comes to time elapsing... no train takes 20 says to travel to the next city 19:31:34 <Smoovious> says=days 19:31:36 <Eddi|zuHause3> and current industry production is hardly realistic 19:32:10 <Smoovious> no, but if we double what the industry produces per year, to me, it pretty much defeats the purpose of lengthening the game-days 19:32:43 <Eddi|zuHause3> let's make an example: 19:32:48 <Eddi|zuHause3> daylength x32 19:33:05 <Eddi|zuHause3> you have a train going from a coal mine to a power station 19:33:16 <Eddi|zuHause3> that takes, e.g. 300tonnes of coal 19:33:49 <Eddi|zuHause3> now that train could realisticly go from the mine to the station in 1 day 19:34:04 <Eddi|zuHause3> but it takes the train 1 month to load, with the original production rates 19:34:14 <Eddi|zuHause3> that is by no means realistic 19:34:26 <Eddi|zuHause3> so you increase the industry production also by x32 19:34:33 <Eddi|zuHause3> so you can fill the train in one day 19:34:36 <Smoovious> yes, i know... that is pretty much what i just said as far as vehicles run independent 19:34:46 <Smoovious> no, you don't increase production... 19:35:33 <Eddi|zuHause3> the alternative would be to either let the train (unrealistically) load 1 month, and basically loose every value to the cargo while loading 19:35:40 <Smoovious> use shorter trains, use less road vehicles, etc, since they can makke more trips in the same amount of time, they can haul more cargo 19:35:43 <Eddi|zuHause3> or making the train (unrealistically) load only 10 tonnes 19:35:50 <Smoovious> lose what value? 19:35:53 <Eddi|zuHause3> both completely destroy gamepaly 19:36:34 <Eddi|zuHause3> delivery time: 1 month, distance: 1 day, how much value you expect to get for that delivery? 19:38:31 <Smoovious> with daylength set to x2... days last twice as long... so it would take the train half as long to make it to the destinatioin... which would end up b ringing in more m oney 19:38:54 <Sacro|Laptop> daylength ^_^ 19:38:55 <Smoovious> double up production, well, you're just going to have to keep running as m any trains as you are now... 19:38:57 <Eddi|zuHause3> i said x32 19:39:18 <Sacro|Laptop> daylength should affect loading times? 19:39:19 <Smoovious> ahem... note, in my example, _I_ said daylength set to x2 19:40:57 <Smoovious> Sacro|Laptop... the way i see the game, the moving stock moves at a completeley unrealistic rate anyways... but they try to keep them sorta relative to each other... for me, changing daylength would just increase or decrease that discrepancy... but static things like industries and cities, should stick with the rates that the daylength would imply 19:41:08 <Smoovious> you're just making time pass slower 19:41:11 <Sacro|Laptop> Smoovious: yeah... 19:41:22 <Sacro|Laptop> it all needs scaling 19:41:26 <Smoovious> yes 19:43:01 *** BJH2 [~chatzilla@e176120053.adsl.alicedsl.de] has joined #openttd 19:43:01 <Smoovious> so with a daylength set to x2, which would imply days lasting twice as l ong as now... 1 train could make two complete runs in the amount of game-time it would take with daylength set to x1 19:43:28 <Smoovious> and if the factory isn't producing enough for the 2 complete runs, well, all that tells me is your trains are too long 19:44:15 <Smoovious> i kinda see this as the same personal issue I have with 'low towns' and 'low industries', not really being what I would consider 'low' 19:44:31 <Zavior> For me, low is too low 19:44:33 <Zavior> ;| 19:44:52 <Patrick> this is the first time I've watched a build for over a year 19:44:56 <Patrick> since when was it c++ ? 19:44:57 <Zuu> TrueBrain: A function for transforming from X/Y coordinate to tile-index would be very neat. So one can look at an adjecent tile, which is good for any path-finding algorithm. :) 19:45:18 <hylje> Patrick: about thousand or two revisions ago 19:45:22 <Patrick> huh. 19:45:30 <Patrick> doesn't that make it compile 10 times slower, or something? 19:45:37 <Smoovious> Zavior... I likke things to be sparse... we got bigger maps now... more resolution over the whole area... if I set low, it should be just as low as a normal map, just lots more space b etween destinations... but then low is compensated for the map size... so it feels 'high' to me afterwards 19:45:54 <Zavior> o_O 19:45:57 *** GhostBear [~b@1305.DialWorld.Pool.kuzbass.net] has joined #openttd 19:46:00 *** setrodox_ [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has joined #openttd 19:46:07 <Patrick> Zavior: I actually tried to write a patch for "very low" industry density 19:46:09 <Patrick> it didn't work :( 19:46:17 <Zavior> :| 19:46:19 <Smoovious> Patrick... compiling time really isnn't the important issue 19:46:33 <Patrick> I guess the code's a lot better now 19:46:42 <Patrick> making it all object-oriented, eh? 19:47:11 <hylje> no 19:47:12 <Smoovious> i'd love to be able t o ojust specify # of towns/industries... high/med/low is too subjective... 19:47:25 <hylje> you can have C in cpp files and call it c++ 19:48:12 <Patrick> oh, yeah, of course 19:48:21 <Smoovious> Patrick... why didn't your 'very low' patch work/ 19:48:43 <Patrick> it was more a case that there wasn't enough demand for it, and it needed a savegame version bump 19:48:49 <Patrick> for one tiny freakin' setting 19:49:12 <Patrick> and it meant changes to the map generator gui 19:49:27 <Patrick> anyway, why have it all compile as c++ if it's kept written in C 19:49:42 <Smoovious> it isn't all written in c... it is also w ritten in c++ 19:49:53 <Rubidium> because now you can slowly start converting everything to C++ 19:49:54 <Patrick> ok, yes, some parts like the new AI 19:50:06 <Patrick> ok, so it's not happened yet but it will do "at some point" 19:50:07 <Rubidium> but that is only done when rewrite of a particular piece of code is needed 19:50:33 <Smoovious> better off doing it gradually anyways... easier to bug-hunt 19:50:35 <Rubidium> it is still happening, but it is a slow progress and I doubt OpenTTD will become pure C++. 19:50:39 <Patrick> aye 19:51:00 *** skidd13 [~skidd13@p548A675B.dip.t-dialin.net] has joined #openttd 19:51:13 <Patrick> it'd be nice to have all the gui stuff in c++, so much easier 19:51:25 <Smoovious> code it up! 19:52:35 <Belugas> or look into cpp_gui branch... 19:52:49 <peter1138> Patrick, was that the sound of a volunteer? ;-) 19:53:08 <Smoovious> peter1138; sounded like it to me. ;) 19:53:10 *** setrodox__ [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has quit [Ping timeout: 480 seconds] 19:53:58 * peter1138 goes back to playing his ukrs/ttrs/newcargo/millionandonestation game 19:54:06 <Patrick> uuh ... "readme.txt" makes no mention of linux build instructions 19:54:14 <Patrick> I have a bunch of null outputs 19:54:27 <Patrick> I'm sure I'll muddle through eventually 19:55:03 <Patrick> it's been such a long time since I did all this 19:55:11 <Rubidium> peter1138: still no ukrsi? 19:55:17 <Smoovious> tell me about it 19:56:08 <Rubidium> Patrick: linux is usually seen as some unix 19:56:12 <Patrick> I'll pull apart the ebuild and get the packages I need 19:56:21 <Patrick> I'm sure there's some SDL-dev stuff I should have 19:56:23 *** Wolf01 [~wolf01@host48-235-dynamic.9-87-r.retail.telecomitalia.it] has quit [Killed (NickServ (GHOST command used by Wolfolo|AWAY))] 19:56:23 *** Wolfolo|AWAY [~wolf01@host216-15-dynamic.8-87-r.retail.telecomitalia.it] has joined #openttd 19:56:28 *** Wolfolo|AWAY is now known as Wolf01 19:57:30 <peter1138> Rubidium: yes, ukrsi, but i'm not doing anything with industries, heh 19:58:40 <Smoovious> peter1138... is it a network game/ 19:59:39 <Patrick> here's a thought, what about a limit on the maximum area of a map, rather than the maximum size 19:59:57 <Patrick> I want a 512x8192 :( 20:00:38 <peter1138> Smoovious, no 20:00:47 <Smoovious> i want a 32768x32768 map... with 4 cities... and road vehicles only. :D 20:00:51 <Smoovious> peter1138 >pout< 20:01:12 <hylje> realistic dimensions TTD 20:01:35 <Smoovious> have the road vehicles grow old and turn to rust before they finish their first leg 20:02:14 <hylje> its like the penn and teller game 20:02:31 *** boekabart [~boekabart@g54037.upc-g.chello.nl] has joined #openttd 20:07:20 *** Biff [~biff@30.80-203-176.nextgentel.com] has quit [Ping timeout: 480 seconds] 20:07:37 *** skidd13 [~skidd13@p548A675B.dip.t-dialin.net] has quit [Quit: Verlassend] 20:11:20 <CIA-2> OpenTTD: rubidium * r9378 /trunk/src/network/network.cpp: -Fix [FS#688] (r9038): cancel in password queries reduces amount of players in the network game when they haven't joined the game yet. 20:12:14 <Smoovious> yeah, i c ould see where that wouldn't be good 20:12:28 *** Sacro|Laptop [~Ben@87.102.80.216] has quit [Quit: Leaving] 20:13:53 <Patrick> hylje: hehehe 20:14:16 <Patrick> I did that, sent the slowest vehicle on a round trip on a 2048 20:14:26 <hylje> Rubidium: does this fix the 255 client bug? 20:14:26 *** Sacro [~Ben@87.102.80.216] has joined #openttd 20:14:28 <Patrick> it was red with age when it came back 20:15:14 <Rubidium> it should 20:18:10 <GhostBear> ïãíû 20:18:12 <GhostBear> guys 20:18:18 <GhostBear> why there is not music in game? 20:18:26 <GhostBear> I mean where original music gone? :o 20:18:36 <GhostBear> Or why it not playing? :[ 20:19:09 <Rubidium> 1: do you have copied them from the original CD (the .gm files to the gm directory) 20:19:24 <Rubidium> 2: are you running unix/linux and do you have timidity installed? 20:19:46 <Rubidium> Zuu: 20:19:50 <CIA-2> OpenTTD: rubidium * r9379 /branches/noai/src/ai/api/ (ai_map.cpp ai_map.hpp): [NoAI] -Add: function to get the TileIndex from an (X, Y) coordinate. 20:20:18 *** nairan [~maui_key@p5498F46A.dip.t-dialin.net] has joined #openttd 20:20:30 <GhostBear> well 20:20:48 <GhostBear> i know only that what in tycoon i copied there surely was all the music 20:21:07 <GhostBear> timidity? o-O 20:21:08 <Smoovious> 3: do you have the music turned off in the music menu/ 20:21:33 <GhostBear> @3 =\ 20:22:14 <GhostBear> no i do not =\ 20:23:06 <Rubidium> GhostBear: under linux/unix you need timidity to play the midi files from 20:23:07 <Rubidium> TTD 20:23:58 <Thomas[NL]> if using linux: http://wiki.openttd.org/index.php/Compiling_on_Linux bottom of the page 20:24:02 <GhostBear> i have windows 20:25:05 *** Desolator [~admin@86.126.10.97] has joined #openttd 20:25:20 <Thomas[NL]> do you have a gm directory in you openttd-folder? 20:26:23 <Desolator> Is there any way to increase the look ahead (for depots) length in YAPF? I have a line that's way longer than the YAPF default, and my trains won't service automatly 20:27:08 <Rubidium> I don't think you want that 20:27:15 <KUDr> it is hardcoded in the train controller logic 20:27:33 <KUDr> build them closer :) 20:27:36 <Zuu> Rubidium: Thanks :D 20:27:42 <Rubidium> because it goes to any depot in that area, so it even could go to a branch from where it can't come back to your mainline 20:28:11 <Thomas[NL]> what is the maximum? 16 Tiles (+ penalties etc.) ? 20:28:26 <KUDr> yes 20:28:30 *** scia [~scia@AveloN.xs4all.nl] has joined #openttd 20:28:46 <Desolator> KUDr: Yeah, but here I made a very nice & flexible setup 20:29:07 <Desolator> Rubidium: I always make lines accesible from all directions ;) 20:29:10 <KUDr> Desolator: then modify source and recompile 20:29:48 <GhostBear> <Thomas[NL]> do you have a gm directory in you openttd-folder? <- no 20:30:05 <Desolator> I got no C++ knowledge. Maybe you could implement an option, changeable only from the cfg? 20:30:34 <GhostBear> I hsould copy gm.cat to ../openttd/gm/<HERE> ??? 20:30:40 <Thomas[NL]> GhostBear: you should have with the original *.gm files inside it 20:30:41 <KUDr> i could but it makes no sense to do it for just one user 20:31:09 <KUDr> imagine 500k+ users and each one with his own option 20:31:25 *** glx|away is now known as glx 20:31:57 <Desolator> well, this would allow everyone to make complex depot setups 20:32:08 <GhostBear> *.gm? O_O 20:32:19 <GhostBear> I have no any .gm in tycoon folder 20:32:21 <glx> GhostBear: it seems you have original TTD for DOS files 20:32:22 <Thomas[NL]> GhostBear: http://www.owenrudge.net/download/download?t=1&id=129 20:32:26 *** Digitalfox [~chatzilla@bl7-178-166.dsl.telepac.pt] has quit [Quit: Bye Bye...] 20:32:27 <KUDr> each option woul allow everyone to do something different :) 20:32:35 <GhostBear> but music in original tycoon are exists(playing) 20:32:43 <Thomas[NL]> use the gm folder from inside that .zip 20:32:50 <glx> OTTD don't know how to read gm.cat 20:33:14 <GhostBear> ok 20:33:15 <GhostBear> thx 20:33:37 <Thomas[NL]> ps what are those .fm files? 20:34:08 <glx> music files too 20:34:29 <Thomas[NL]> what's the difference? 20:34:42 *** Digitalfox_Home [~chatzilla@bl7-178-166.dsl.telepac.pt] has joined #openttd 20:35:12 <glx> they are for different midi cards but most midi player can play both 20:35:20 <Thomas[NL]> alreadt found it :) (There are also versions recorded on an FM synthesis sound card and versions recorded with top-end MIDI equipment, creating a high-quality sound.) 20:36:47 <CIA-2> OpenTTD: rubidium * r9380 /branches/0.5/network.c: 20:36:47 <CIA-2> OpenTTD: [0.5] -Backport from trunk (r9378): 20:36:47 <CIA-2> OpenTTD: - Fix: cancel in password queries reduces amount of players in the network game when they haven't joined the game yet (r9378) 20:40:22 *** Purno [~Purno@5351C3E7.cable.casema.nl] has quit [Read error: Connection reset by peer] 20:41:00 <Thomas[NL]> where in the source is the directory <homedir>/.openttd for linux defined? 20:42:22 <Progman> its from the configure script 20:42:53 <Progman> ./configure prefix=x 20:43:52 *** Sacro [~Ben@87.102.80.216] has quit [Read error: Connection reset by peer] 20:43:54 *** Sacro_ [Ben@87.102.80.216] has joined #openttd 20:43:56 <Thomas[NL]> where x is? 20:45:55 <Progman> your choosen path 20:46:05 <Progman> check ./configure --help 20:47:45 <Thomas[NL]> hmm are you sure it's the same map I mean the map with openttd.cfg, save etc inside it 20:48:11 *** Sacro_ [Ben@87.102.80.216] has quit [Read error: Connection reset by peer] 20:48:12 *** Sacro__ [~Ben@87.102.80.216] has joined #openttd 20:48:15 <Thomas[NL]> so I should use --personal-dir=dir ? 20:50:11 <Smoovious> on the depot-finding... i'm kinda along with Desolator on it... I like having lead-in/lead-out tracks to my depots, and with long trains, that makes the depots too long to be found... 20:53:51 <Thomas[NL]> now I get Cannot install. Not compiled with installation paths 20:55:51 <Desolator> we have look ahead for signals, why not for depots? 20:56:28 <Rubidium> Thomas[NL]: for your savefile and configuration to be in ~/.openttd you do not have to install 20:56:49 <peter1138> we have look ahead for signals? 20:57:10 *** scia [~scia@AveloN.xs4all.nl] has quit [Quit: Lost terminal] 20:57:39 <Wolf01> if i remember well, there is something like "prefer green-green instead of green-red" 20:58:24 *** roboman [~Leo@c211-30-67-220.carlnfd4.nsw.optusnet.com.au] has joined #openttd 20:58:36 <Thomas[NL]> Rubidium: some guy on the forums wants a installed version of the nightly, but his data (/usr/share/games/openttd) and 'personal' (<homedir>/.openttd) have to change (don't they). And I'm trying to figure out how 20:58:52 <Thomas[NL]> http://www.tt-forums.net/viewtopic.php?t=31076 21:00:20 <Rubidium> ./configure --personal-dir=.openttd --enable-install --prefix=/usr --binary=<where you want your binary to be under /usr/> 21:01:24 <Thomas[NL]> ty 21:01:52 <peter1138> personally i just build it and run it where it is 21:02:26 <Thomas[NL]> me too but he seems to want an extra install 21:02:38 <Zuu> [noai] The third argument of road.BuildRoadStation is used wrongly by the function. If one send 'true' a truck station is built, and if one send 'false' a bus-station is built. The documentation says the opposite. 21:03:29 <Zuu> The fourth argument, also a boolean works as stated in the documentation. 21:03:49 <Thomas[NL]> Rubidium: Unknown option --prefix=/usr , predix-dir? 21:04:06 <Rubidium> I guess so 21:06:02 <Rubidium> Zuu: so true == builds a truck? 21:07:56 <CIA-2> OpenTTD: rubidium * r9381 /branches/noai/src/ai/api/ (ai_road.cpp ai_road.hpp): [NoAI] -Fix: inconsistency between documentation and actual behaviour (Zuu). 21:08:09 <Zuu> Rubidium: Yes 21:08:32 <Thomas[NL]> Now I just get a bundle in tje source dir -.-, I give up 21:10:03 <Rubidium> Thomas[NL]: it should also install it into the proper directories 21:12:21 <CIA-2> OpenTTD: rubidium * r9382 /branches/0.5/ (6 files in 4 dirs): [0.5] -Prepare 0.5 branch for release of 0.5.1-RC1. 21:13:23 <Zuu> I must say it is neat that you can just call this.Sleep(1) in the middle of your path-finder and then don't need to have it in a class which remember the state and only iterates a few steps each time. ... Yes this means that a Stop() will not be sean in time, but that can be done with some extra code... but not really necessary untill the specs of the new Stop-mechanism is there. 21:14:11 <Thomas[NL]> sigh: cp: cannot stat `/home/thomas/openttd/bin/openttd-nightly': No such file or directory make: *** [bundle] Error 1 21:14:40 <Zuu> Yes it's lazy but lazy is nice sometimes :) 21:15:53 *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Quit: www.sexybiggetje.nl] 21:20:05 <glx> Zuu: I think somethink is planed for that :) 21:20:07 *** BFM [~chatzilla@CPE-138-130-145-137.nsw.bigpond.net.au] has joined #openttd 21:21:46 *** Frostregen [SADDAM@dslb-084-058-173-205.pools.arcor-ip.net] has quit [Ping timeout: 480 seconds] 21:24:02 *** BJH2 [~chatzilla@e176120053.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.61 [Mozilla rv:1.7.12/20050915]] 21:24:40 <Zuu> I found some strange behavor of the BuildRoadStation for a specific relation between station-tile and the adjacent tile that is used for rotation. 21:24:52 <Zuu> However I don't know which dirrection is named what. 21:25:20 <Zuu> So I can't specify which dirrection that don't work. 21:25:36 <CIA-2> OpenTTD: rubidium * r9383 /tags/0.5.1-RC1/ (6 files): -Release 0.5.1-RC1. 21:29:06 <Zuu> Hmm.. looking on the wiki it seams that north is simply up on the screen., making N-E, N-W, S-E, S-W the main directions. 21:29:32 <Rubidium> yup 21:31:24 <Zuu> Then, if 'front' is S-E of 'tile' the bus-station is built in the oposite direction as it should. 21:31:47 <Zuu> All other cases work as they should. 21:40:16 *** |Jeroen| [~jeroen@dD5E03DCF.access.telenet.be] has quit [Remote host closed the connection] 21:41:03 *** Desolator [~admin@86.126.10.97] has quit [] 21:42:54 <Rubidium> Zuu: when I look at the results of the regression test and at what it should do, the stations seem to be build correctly 21:44:36 <Zuu> Rubidium: Okay, then I'll look more into my code. 21:49:49 *** green-devil [~c@0x5731db93.vgnxx6.adsl-dhcp.tele.dk] has joined #openttd 21:51:54 *** boekabart [~boekabart@g54037.upc-g.chello.nl] has left #openttd [Your eyes grow heavy.. you grow very sleepy..... zzzz...] 21:53:10 <XeryusTC> Zuu: you're making an AI too? 21:53:20 <XeryusTC> oh wait, you are :P 21:53:26 <Zuu> If it is not hard to do it would be very neat to be able to mark tiles with signs in debug-purpose. :) 21:53:34 <Zuu> XeryusTC: Yes I am, and you too :) 21:53:41 <XeryusTC> yes 21:53:47 <XeryusTC> im busy on some general api now though 21:54:09 <Zuu> I read you have developed some api too? 21:54:17 <XeryusTC> yes: http://tros.ath.cx/Images 21:54:19 <XeryusTC> uhm 21:54:21 <XeryusTC> wrong one 21:54:24 <Zuu> :p 21:54:26 <XeryusTC> http://openttdcoop.ppcis.org/blog/files/XeryusTC/TileList.diff 21:54:50 <XeryusTC> there is no real use for it yet though 21:55:38 <XeryusTC> there might also be still some bugs in it as i just switched from std::list to std::map 21:57:23 <XeryusTC> there is also still a little design issue 21:57:30 <Zuu> I see you want to store a bunch of tiles in some way tough the API, so that C++-functions can be used to do fast searching though the list of tiles. 21:57:42 <XeryusTC> yes 21:57:58 <XeryusTC> you add some tiles to the list, apply some modifiers on it and your AI makes a decision based on it 21:58:49 <XeryusTC> my AI in openttd.gpmi used it, and it build stations in a town at the tiles that generated >x amount of passangers and all tiles were x tiles away from each other 21:58:51 <GhostBear> Is there any search between signs? 21:58:51 <Thomas[NL]> what stands API for? 21:59:21 <XeryusTC> http://www.acronymfinder.com/af-query.asp?Acronym=api&Find=find&string=exact 21:59:23 <Thomas[NL]> GhostBear: What do you mean? 21:59:46 <XeryusTC> anyway, i manipulated the list and build some stations on the tiles that remained in the list 21:59:47 <Thomas[NL]> ty 22:00:01 <Zuu> GhostBear: Try the Sign-List, don't know if you can sort it or not. 22:00:04 <GhostBear> I'm usually reserving good places for stations in towns and marking them with signs 22:00:15 <GhostBear> Now maps are bigger and i'm lost my signs 22:00:24 <GhostBear> Is there any search between signs? 22:01:37 <Smoovious> go through the map icon... hold down the b utton when selecting it, you'll see sign lilst on the b ottom 22:01:53 <GhostBear> ah 22:01:55 <GhostBear> thx! ^^ 22:01:58 <Smoovious> np 22:01:59 *** skidd13 [~skidd13@p548a49f1.dip.t-dialin.net] has joined #openttd 22:02:26 <XeryusTC> anyway, Zuu, does your AI build something yet? 22:03:14 <Zuu> XeryusTC: It finds two good towns to connect. Then it can place one bus-station in each city adjecent to the city roads. 22:03:30 <XeryusTC> heh 22:03:42 <XeryusTC> the TileList should also be able to find the roads 22:03:45 *** setrodox_ [~setrodox@85-125-222-141.dynamic.xdsl-line.inode.at] has quit [Quit: Hapiness ;D] 22:03:58 <GhostBear> Mh, btw, is there difference where to place airport? inside of town or near it? 22:04:06 <GhostBear> I mean how it will be shown on number of passangers? 22:04:13 <Zuu> And it pay back it's loan and take a larger loan if neccessary. :) 22:04:21 <XeryusTC> heh 22:04:48 <XeryusTC> mine can only switch names, use some switch that has to be finished and test the tilelist :P 22:04:49 <Rubidium> Zuu: so no vehicle building yet? 22:04:49 <GhostBear> And not airports only - bus stations and train stations too? 22:05:22 <XeryusTC> oh, and loop a bit through the towns to find towns with a minimal size 22:05:46 <Zuu> Rubidium: Nope, I need to find the bug with placement of stations in S-E-direction and then I need to place a depot somewere, and lastly connect the cities before it is even time to think about busses. 22:05:48 <GhostBear> you talking about ai? :> 22:05:56 <GhostBear> Everybody developering own ai? :D 22:06:12 <Zuu> GhostBear: Yes I'm talking about AI. 22:06:42 <GhostBear> mh... 22:06:48 <GhostBear> Maybe connect towns first? 22:07:02 <GhostBear> and depots in middle of road is nice too 22:07:14 <Smoovious> i'm close to thinking about AI... i'm watching I Robot 22:07:36 *** skidd13 [~skidd13@p548a49f1.dip.t-dialin.net] has quit [Quit: Verlassend] 22:07:37 <GhostBear> How you developering AIs? 22:07:46 <GhostBear> Writing code and how you implenting it into game? 22:08:04 <Thomas[NL]> read this http://wiki.openttd.org/index.php/AI:Main_Page 22:08:10 <XeryusTC> there is a NoAI branch 22:08:14 * GhostBear <- this person do not know how it all works in openttd 22:08:15 <Zuu> I was thinking about creating a function that get a tile which have road on it as input and then scan tough the road-network for closest possible place for a depot, and then simply place depots close to the bus-stations. 22:08:25 *** green-devil [~c@0x5731db93.vgnxx6.adsl-dhcp.tele.dk] has quit [] 22:09:02 <Zuu> That is how it finds out where to place the road-stations in the city. 22:09:16 <Thomas[NL]> don't you have any insight how the old AI works? 22:09:24 <Zuu> As the only world-information available yet is if a tile have a road on it or not :D 22:09:26 <XeryusTC> the old AI sucks 22:09:33 <Rubidium> Thomas[NL]: you really do not want to know the old AI 22:09:38 <XeryusTC> Zuu: lol, that is where tilelist comes into play 22:09:43 <Thomas[NL]> ^^ 22:10:35 <Thomas[NL]> Are you using this squirrel or c++? 22:10:44 <GhostBear> old ai sucks and cheat and stupid =\ 22:10:46 <XeryusTC> make a list of the town, order it according to cargo acceptance (lowest first) on empty tiles and build a depot on it 22:10:53 <Zuu> Thomas[NL]: i have read the code of the old AI, but I have not understood it :p 22:10:53 <XeryusTC> Thomas[NL]: C++ 22:11:10 <XeryusTC> Zuu: that was how my old AI did it :) 22:11:41 <Zuu> XeryusTC: Okay. 22:11:51 <Zuu> Thomas[NL]: I'm using squirrel 22:11:55 <XeryusTC> my AI was quite stupid though, it could only remember that it had to build vehicles and depots for a specific town 22:12:04 <XeryusTC> so it just created a tilelist over and over again :P 22:12:10 <Thomas[NL]> Will a newbie programmer like me be able to do anything (just for learning a bit more about c / c++) 22:12:11 <SpComb> is OpenTTD squirrel-powered these days? 22:12:25 <XeryusTC> SpComb: for AI, yes 22:12:30 <XeryusTC> check the NoAI branch 22:12:33 <SpComb> cool 22:12:36 <SpComb> squirrels are smart 22:13:15 <XeryusTC> :D 22:13:30 <Rubidium> Thomas[NL]: yes 22:14:05 <Thomas[NL]> hmm, ok I'll give it a look tomorrow :) 22:14:13 <GhostBear> o_O 22:14:20 <GhostBear> nice... @wiki:ai 22:15:27 <GhostBear> "Your First AI" <- lol! Sounds like: "World creation for dummies! For 7 days or less" 22:15:40 <XeryusTC> heh 22:15:47 <XeryusTC> let you AI say "Hello World!" 22:16:11 <ln-> http://www.adverbox.com/media/campaigns/2007/03/dreams-lingerie1.jpg 22:16:15 <GhostBear> flood the chat? :D 22:16:18 <Thomas[NL]> let's make him a sign with "Hello World!" :P 22:16:28 <Zuu> XeryusTC: To use your TileList, you in first place need more information about the world than which tile is road and not. :p But I see your idea is quite clever. 22:16:29 <GhostBear> Flood the map? 22:16:29 <XeryusTC> mine actually has a really nice thing to say when it gets stopped: "Ippen shinde miru?" which means something like "Why don't you die for once?" 22:17:14 <XeryusTC> Zuu: it is not my idea, it was already implemented in openttd.gpmi, but the tilelist will get functions which fill in information in it so you can do filtering/sorting etc 22:17:36 <peter1138> nini 22:17:38 <Zuu> XeryusTC: That's nice. :) 22:17:44 <GhostBear> I had some experience with AIs in other games but few experience with writing on c++ and absolutely do not know what is Squirell O_o 22:18:09 <XeryusTC> squirrel is like C++ 22:18:21 <Zuu> GhostBear: I had not heard of squirriel untill a few days ago. :) 22:18:43 <GhostBear> I'm still not understanding what is it? 22:18:46 <GhostBear> Another language? 22:18:56 <glx> at least with squirrel you don't need to recompile openttd after each small changes :) 22:18:57 <GhostBear> Or just openttd c++ stylr languagge? 22:19:04 <GhostBear> *style 22:19:06 <GhostBear> *-g 22:19:28 <Zuu> GhostBear: http://squirrel-lang.org/doc/squirrel2.html 22:19:46 <Zuu> Or just http://squirrel-lang.org if you want to look at the main-page of the language. 22:19:50 <XeryusTC> glx: recompiling isnt really the problem imo, restarting OTTD is 22:19:59 *** antichaos [~antichaos@host86-137-191-156.range86-137.btcentralplus.com] has joined #openttd 22:20:05 <XeryusTC> http://squirrel-lang.org <- that one is really hard to find with google :P 22:20:21 <GhostBear> hehe 22:20:29 <Zuu> XeryusTC: not so, just "squirriel" and "programming" :) 22:20:55 <Zuu> But just searching for "squirrel" and you are lost :p 22:21:35 <Zuu> hmm.. sorry for typo.. :p 22:21:44 <XeryusTC> i looked for lib squirrel IIRC 22:22:27 <XeryusTC> and 5 other keyword configurations 22:23:21 *** Tino|Home [~Tino@i5387EC02.versanet.de] has quit [Quit: Verlassend] 22:23:38 *** Rens2Sea [~Rens2Sea@213.211.185.168] has quit [] 22:24:09 *** Bjarni [~Bjarni@0x535ca25f.virnxx14.adsl-dhcp.tele.dk] has joined #openttd 22:24:10 *** mode/#openttd [+o Bjarni] by ChanServ 22:24:33 <GhostBear> well 22:24:43 <GhostBear> squirell looks like c++ :P 22:26:35 <Eddi|zuHause3> most languages look very alike 22:26:51 <Eddi|zuHause3> it's the little things that make the difference 22:27:17 <Eddi|zuHause3> <GhostBear> Mh, btw, is there difference where to place airport? inside of town or near it? <- when you place a station, you can switch on "catchment area", the more houses are in there, the more passengers you get 22:27:45 <Zuu> Saidly the online documentation of squirell is not that impressive when it comes to details. (compared with PHP or Ruby for example) 22:28:26 <XeryusTC> the more houses are in there, the more passengers you get <- not entirely true, 10 buildings with 8/8 pax will get you more than 20 1/8 pax buildings 22:29:15 <Eddi|zuHause3> yes, bigger houses also make more passengers 22:29:24 <GhostBear> Eddi|zuHause3, well i expected this 22:29:25 <GhostBear> thx 22:29:26 <Thomas[NL]> what't the branch address for NoAI 22:29:48 <Smoovious> branches/noai? 22:29:51 <GhostBear> you can check out how many passangers building provied by looking at buliding info :P 22:29:55 <Zuu> svn://svn.openttd.org/branches/noai 22:30:08 <GhostBear> So i'm usually reserving places for airport at start of game ^^ 22:30:13 <GhostBear> And that was right :P 22:30:23 *** KritiK [Maxim@ppp85-141-226-218.pppoe.mtu-net.ru] has quit [Quit: Leaving] 22:30:48 <GhostBear> Well, it says: create a new directory in bin/ai (for example MyNewAI). 22:30:55 <Smoovious> welll... some servers don't alllow extended reseerving of land... 22:31:02 <Eddi|zuHause3> GhostBear: other alternative is building the airport outside of the city, where it hardly accepts passengers and mail, and then use busses from the city with "transfer and unload" orders 22:31:03 <GhostBear> Where this bin should be in 22:31:06 <Thomas[NL]> -.- I used svn://svn.openttd.org/branch/noai branch instead of branches 22:31:24 <Eddi|zuHause3> use the planes with normal orders 22:31:41 <GhostBear> yes 22:31:51 <GhostBear> i too using this trick 22:31:56 <Eddi|zuHause3> this is probably more effective 22:32:09 <Zuu> GhostBear: If you get the svn-version there is a bin-directory inside the noai-directory. 22:32:10 <GhostBear> but i'm reserving 6x6 place at biggest towns at start of game 22:32:10 <Eddi|zuHause3> as you can cover an unlimited area with the busses 22:32:31 <GhostBear> And when big airports and Dart Plane are appears i'm building them and getting lots of $$$ :P 22:32:32 <Eddi|zuHause3> but the largest airport is like 9x13 22:32:51 <GhostBear> is i t useful? 22:33:01 <GhostBear> I'm do not think it can be used on 512x512 map :P 22:33:05 <Eddi|zuHause3> i never used it, i cannot tell 22:33:19 <GhostBear> svn-version? 22:33:21 <Thomas[NL]> how do you name you AI's? 22:33:23 <GhostBear> (@Zuu) 22:33:29 <Rubidium> Thomas[NL]: see the wiki 22:33:34 <Zuu> GhostBear: If you use Windows, just wait for the binaries. 22:33:34 <Rubidium> or the API documentation 22:33:36 <Zuu> http://www.tt-forums.net/viewtopic.php?t=30933 22:33:41 <GhostBear> welll 22:33:43 <Eddi|zuHause3> but it certainly handles more planes than the smaller airports 22:33:51 <GhostBear> This means what no developering till those binaries? :P 22:33:52 <Thomas[NL]> I mean what name did you guys gave them :P 22:33:57 <Eddi|zuHause3> i hardly ever use planes 22:34:25 <Eddi|zuHause3> i'm more of a train guy ;) 22:35:56 <GhostBear> :) 22:36:00 <Zuu> Thomas[NL]: I just named my AI "Zuu AI" but that is a subject for change when it becomes better I'll give it a stand-alone name :) 22:36:12 <GhostBear> Me too :P But airplanes is useful too :P 22:36:35 <GhostBear> And... When those "binaries" will comes out? :o 22:36:37 <XeryusTC> Thomas[NL]: mine is named Enma AI, after my favorite anime character Enma Ai 22:36:47 <Thomas[NL]> :) 22:36:51 <GhostBear> :) 22:37:13 <Eddi|zuHause3> actually, i should start a zeppelin service right now... 22:37:22 <XeryusTC> it actually changes it name to other characters from the anime when it fails to call itself Enma Ai :) 22:37:23 <Zuu> GhostBear: Just wait and relax, they come when they are ready. 22:38:20 <Zuu> However, my AI call the company "LT Transportation" :) 22:38:21 <GhostBear> nice... 22:38:36 <Eddi|zuHause3> 1. Functionality 22:38:39 <Eddi|zuHause3> 2. Stability 22:38:43 <Eddi|zuHause3> 3. Compatibility 22:38:49 <GhostBear> zeppelin service <- @_@ 22:38:51 <Eddi|zuHause3> after that, you can expect binaries 22:39:41 <GhostBear> zeppelin service is helicopters type? 22:39:42 <Eddi|zuHause3> the noai branch appears to be in phase 1. 22:39:54 <Eddi|zuHause3> yeah, zeppelins are helicopters, game wise 22:39:59 <XeryusTC> <Zuu> However, my AI call the company "LT Transportation" :) <- what does it do when the name is already taken? 22:40:26 <GhostBear> "Love Trains Transportation"? 22:40:48 <GhostBear> "'Link Those' Transportation"? 22:43:10 * GhostBear dreams to play online ^^ 22:43:14 <Zuu> XeryusTC: It just appends a number as the wiki-example. :) 22:43:39 <Zuu> But some time I think I'll add an array of names or something like that :) 22:43:44 <GhostBear> listens >X-ecutioners - Style feat Black Thought< 22:44:02 <Wolf01> 'night 22:44:04 *** Wolf01 [~wolf01@host216-15-dynamic.8-87-r.retail.telecomitalia.it] has quit [] 22:44:17 <XeryusTC> Zuu: i currently have an array of names :P 22:44:19 <GhostBear> Where can i check out functions which returns slope type or something? :> 22:44:32 <GhostBear> btw 22:44:36 <XeryusTC> for AI? 22:44:40 <GhostBear> ye 22:44:46 <XeryusTC> there arent those yet 22:44:50 <GhostBear> @_@ 22:44:52 <XeryusTC> http://devs.openttd.org/~truelight/aidocs/ 22:44:58 <GhostBear> How to develop then? :o 22:45:20 <GhostBear> Is anybody asked to add for avatar support in online games? :O 22:45:24 <XeryusTC> grab a copy of the source 22:45:31 <GhostBear> Those starndart generated faces fux :S 22:45:33 <XeryusTC> and look around a bit in the other api files 22:45:46 <XeryusTC> and write your own api with all the other functions OTTD provides 22:45:49 *** Peakki [antti@cs181000195.pp.htv.fi] has quit [Quit: Lähdössä] 22:46:33 <Zuu> GhostBear: You can do quite alot with the API that exist today. 22:46:48 <GhostBear> Nice 22:47:11 <GhostBear> Would be better if i know how to use api :I 22:47:21 <GhostBear> or even what is it correctly ^^ 22:47:38 <GhostBear> I have bit understanding but not enough for good developering 22:48:22 <Thomas[NL]> same here :P 22:49:34 <XeryusTC> GhostBear: API is just an interface to talk with OTTD 22:49:34 * GhostBear <- this person is really interested in trying of developering ai ^^ But some things in my life i'm afraid will not allow me :( 22:49:39 <GhostBear> ah 22:49:43 <GhostBear> mkay 22:50:06 <XeryusTC> you still need to do loads of logic yourself though :P 22:50:09 <GhostBear> understood now 22:50:15 <GhostBear> I know 22:50:27 <GhostBear> I have experience in developering AIs 22:50:31 <XeryusTC> ok 22:50:48 <Zuu> With todays API it should be possible to build up two road-stations, a depot and creating vehicles that travle between them. But just that is quite a lot of code. 22:50:55 * XeryusTC only has experience with Leviathan AI, the AI I coded for OTTD.gpmi 22:51:02 <GhostBear> http://ccan.de/cgi-bin/ccan/ccan-view.pl?a=view&i=3701 22:51:05 <GhostBear> check this out :P 22:51:10 <XeryusTC> Zuu: we dont have pathfinding yet 22:51:11 <Progman> there is no AICompany->winGame()? damn... 22:51:11 <GhostBear> This example of one of my works :P 22:51:18 <XeryusTC> which makes building roads even harder 22:51:45 <Zuu> XeryusTC: Harder, yes, but not impossible. 22:51:56 <XeryusTC> i know 22:52:02 <XeryusTC> you have to do some pathfinding yourself 22:52:08 <Zuu> yes. 22:52:09 <XeryusTC> GhostBear: for what game is that GTA? 22:52:31 <Zuu> I know the principles of A* quite well so there I go :) 22:52:34 <GhostBear> GTA? O_O 22:52:46 <XeryusTC> heh 22:52:53 <XeryusTC> i just thought of a more basic pathfinder 22:52:55 <GhostBear> SFT you means? 22:53:01 <XeryusTC> oh 22:53:03 <Zuu> I've even made a A* demostartion-progarm for my project-work in high school. 22:53:19 <GhostBear> This is abreviature from something i can't remember... Special F... T... 22:53:27 <Zuu> Can be found on my homepage: www.zuu.info for anyone interested. 22:54:48 <XeryusTC> oh 22:54:51 <Zuu> XeryusTC: My first try would probably just go first in say X-direction untill it hits something and then switch to move closer targen in Y-direction untill it hit something (or reaches the target-Y), and then continue like that. 22:55:20 <XeryusTC> yes, mine would be something like that too 22:55:25 <Zuu> Stupid yes, but can probably work. :) 22:55:46 <Zuu> For the esier cases at least :p 22:55:50 <XeryusTC> find a road which ends close to the other town and try to connect it in the same way :P 22:56:18 * GhostBear can't wait till try something :P 22:56:21 <XeryusTC> it could pose problems when you want to cross a mountain range when you can also go through a valley 22:56:37 <Thomas[NL]> I can't even compile without errors by using the wiki guide ... 22:56:49 <XeryusTC> writing a complete AI isnt really viable now IMO as quite some important API is missing 22:56:59 <Zuu> Yes :) 22:57:04 <XeryusTC> Thomas[NL]: the wiki is squirrel, not C++ 22:57:41 <Thomas[NL]> k 22:57:42 <XeryusTC> Thomas[NL]: that would become something like this http://openttdcoop.ppcis.org/blog/files/XeryusTC/EnmaAI.diff.txt (very old) 22:58:00 <GhostBear> Junctioneer looks interesting :] 22:58:13 <XeryusTC> Zuu: look at SetName in that diff 22:59:17 <XeryusTC> i should make it pick a name randomly though 23:01:38 <Zuu> XeryusTC: Nice :) 23:01:38 *** Bjarni changed the topic of #openttd to: 0.5.1-RC1 | Website: *.openttd.org (Translator: translator2, Gameservers: servers, Nightly-builds: nightly, WIKI: wiki, SVN mailinglist: maillist, Dev-docs: docs, Bug-reports: bugs) 23:02:33 *** Progman [~foo@p57A1CEA5.dip.t-dialin.net] has left #openttd [] 23:02:43 *** _Ben_ [~Ben@82.152.208.205] has joined #openttd 23:03:07 <GhostBear> Is there any other channels on this server? :O 23:03:38 <Eddi|zuHause3> did i miss the "tag 0.5.1-RC1" commit message? 23:03:49 <Thomas[NL]> Ok, I think I get the construction a bit :) 23:03:49 <Eddi|zuHause3> !openttd commit 23:04:14 <_42_> Commit by rubidium :: r9383 /tags/0.5.1-RC1/ (981 files in 27 dirs) (2007-03-20 21:25:34 UTC) 23:04:16 <_42_> -Release 0.5.1-RC1. 23:04:59 <Eddi|zuHause3> there's definitely too much talking going on here ;) 23:05:39 <Bjarni> oh really? 23:06:09 <Eddi|zuHause3> and i think i now missed a <sarcasm> tag 23:07:11 *** Sacro|Laptop [~Ben@87.102.80.216] has joined #openttd 23:07:46 <GhostBear> listens >Red Hot Chili Peppers - Californication< 23:07:57 <Eddi|zuHause3> GhostBear: stop that please. 23:08:13 <GhostBear> oh :[ 23:08:14 <GhostBear> okay 23:08:17 <GhostBear> Stupid script :( 23:08:42 * Sacro|Laptop is listening to Atomic Kitten - Be with you 23:09:28 <_Ben_> I've got a problem, anyone know why the following happens..? (refering to link) http://i57.photobucket.com/albums/g226/ben_robbins_/temp123.png << If I stick a train line along 1.2.3 tile 2 seems to sit ontop of tile 1, yet it should sit behind...right? 23:10:37 <GhostBear> omg! 324 kb! :[ 23:10:42 <Rubidium> do you have a picture of that too? 23:11:00 <GhostBear> Why not compressed? }:( 23:11:11 <Rubidium> because that takes more time? 23:11:15 <Eddi|zuHause3> sounds like a tile height/foundation/spritesorter problem 23:11:18 <_Ben_> I can get one, but not of the original graphics, so I figureed it wouldn't be as clear to make out 23:11:23 <GhostBear> Because i'm paying for MBs! :( 23:11:25 <Jezral> PNG is compressed. 23:11:26 <Eddi|zuHause3> GhostBear: png is already compressed 23:11:35 <_Ben_> GhostBear: what the hell are you talking about? 23:11:37 <Jezral> It's just lossless. 23:11:57 <Eddi|zuHause3> if your traffic is limited, just don't click on every link 23:12:10 <GhostBear> You little image have size of high-quality photo =\ 23:12:33 <Eddi|zuHause3> GhostBear: high quality photos do not start under 3MB 23:12:38 <GhostBear> Depends on link description i thinked this is just part of screenshot what can't have big size 23:12:41 <Jezral> High quality photos are 10mb even in JPEG. 23:13:15 <GhostBear> 324kb is too much for most-green 538 x 274 pic :( 23:13:41 <Jezral> You ought to get a browser plugin that sends a HEAD request to get the size and warn you, then... 23:13:52 <Eddi|zuHause3> all screenshots i have taken from openttd are between 500 and 700 KB 23:14:29 <Eddi|zuHause3> that picture is probably from 32bpp branch 23:14:36 <Thomas[NL]> XeryusTC: how does your .cpp file look like? I have to go and would like to study it together with the .hpp file 23:14:36 <Zuu> GhostBear: And now you even have to download a long discussion about file-sizes </sarcasm> :p ;) 23:14:36 <glx> giant screenshot are bigger :) 23:14:49 <Eddi|zuHause3> and it is not all green, practically every pixel has a hugely different colour from the neighbour 23:14:55 <Thomas[NL]> btw. I managed to get an AI ingame and name it etc :) 23:14:59 <Eddi|zuHause3> it does not look very compressible 23:15:03 <Zuu> Thomas[NL]: Nice :) 23:15:15 <XeryusTC> Thomas[NL]: http://openttdcoop.ppcis.org/blog/files/XeryusTC/EnmaAI.diff.txt 23:15:17 <Zuu> Thomas[NL]: Try the -a flag to force the use of your AI. 23:15:29 <Thomas[NL]> I just deleten NoAI :o 23:15:31 <XeryusTC> and most of the information you need is on the wiki 23:15:38 <XeryusTC> Zuu: there is a flag for that already? 23:15:44 <Thomas[NL]> I think ... 23:15:45 <Zuu> XeryusTC: Yes. 23:15:50 <XeryusTC> i just uncommented the lines in the .nut file and the .cpp file :P 23:15:59 <glx> the old way :) 23:16:16 <Zuu> But I got told about it by probably Rubidium or TrueLight, as it is not documented. 23:16:34 <XeryusTC> heh, i know they said it, but they havent told me yet 23:16:38 <Zuu> But the --help list the available AIs. :) 23:16:46 <Thomas[NL]> how to use the -a flag? 23:16:55 <Zuu> Thomas[NL]: ./openttd --help 23:17:16 <Thomas[NL]> ah ok ty 23:17:18 <_Ben_> Rubidium, heres a picture with the tile extended so it over laps. http://i57.photobucket.com/albums/g226/ben_robbins_/temp123123.png 23:17:22 <Zuu> then ./openttd -a "Zuu AI" for me. 23:17:24 <_Ben_> http://i57.photobucket.com/albums/g226/ben_robbins_/temp123123.jpg <<heres a jpeg 23:17:29 <Eddi|zuHause3> screenshots like this: www.informatik.uni-halle.de( 23:17:32 <Eddi|zuHause3> argh 23:17:40 <GhostBear> http://www.ii4.ru/images/461361temp123(mod).png <- 80kb =\ 23:17:48 <Eddi|zuHause3> screenshots like this: www.informatik.uni-halle.de/~krause/Johannes%20Transporte,%204.%20Sep%201925.png 23:17:56 <Eddi|zuHause3> ~700kb 23:18:19 <Zuu> Thomas[NL]: basicly use the identifier for the AI that the --help shows. 23:18:25 *** helb [~helb@84.244.90.159] has quit [Quit: Logout] 23:18:28 <Thomas[NL]> guys i'm off gl and tnx for all 23:18:42 <GhostBear> Damn! Forget about image sizes! :D 23:18:43 <Thomas[NL]> Zuu: yes I read it :) 23:18:46 <XeryusTC> heh, it seems to work :) 23:18:48 <GhostBear> This is not #png :P 23:18:52 <Thomas[NL]> bb 23:18:54 *** Thomas[NL] [~thomas@vdburgt.xs4all.nl] has quit [Quit: Leaving] 23:19:33 *** helb [~helb@84.244.90.159] has joined #openttd 23:19:51 <michi_cc> Rubidium, Bjarni: feeling responsible? 4a70778aee05677584e329320c6703c3 http://www.icosahedron.de/openttd/openttd-0.5.1-RC1-win64.zip 23:20:03 <XeryusTC> Ippen shinde miru? <- that is what my AI says when it gets told to stop 23:20:53 <Eddi|zuHause3> in situations like on the screenshot, i really wish i could build actual turning tunnels 23:21:31 <XeryusTC> Eddi|zuHause3: i tlooks cool :) 23:21:40 <Eddi|zuHause3> yes, it does ;) 23:21:45 <Eddi|zuHause3> thank you ;) 23:22:39 <XeryusTC> i think ill go to bed now 23:22:49 <Rubidium> _Ben_: the problem you're facing is the fact that in tile 1 the rail is drawn as background, whereas in tile 2 the rail is put into the sprite sorter (due to the foundation) 23:22:54 <Zuu> good night everyone! :) 23:22:57 <Rubidium> michi_cc: added it 23:23:03 <XeryusTC> gn all 23:23:21 <_Ben_> Rubidium are, ok. I'll have to work around that then 23:24:09 <Eddi|zuHause3> a more urban area: www.informatik.uni-halle.de/~krause/Johannes%20Transporte,%2028.%20Aug%201924.png 23:24:23 <michi_cc> Rubidium: thanks 23:24:41 <Eddi|zuHause3> hm, wrong picture 23:25:32 *** XeryusTC [~irc@cc480157-b.sneek1.fr.home.nl] has quit [Quit: Solong, and thanks for all the fish.] 23:27:26 <glx> Eddi|zuHause3: yep more rural than urban ;) 23:27:59 <Eddi|zuHause3> no, it picks the wrong file, it autocorrects the name from '28' to '20', because the other file does not exist 23:29:20 *** Osai^2 [~Osai@pD9EB7DB6.dip.t-dialin.net] has joined #openttd 23:30:08 *** Osai_ [~Osai@pd9eb7db6.dip.t-dialin.net] has joined #openttd 23:31:10 <_Ben_> Rubidium, thats a bit of a bummer. I was gunna make each tiles near side overlap at a 22.5 degree angle so that the joint was at the point when visually the tracks are the same distance appart...hmm 23:31:13 <Eddi|zuHause3> gnah, i have trouble logging in since a few weeks, i should probably show up at university once in a while ;) 23:31:20 <_Ben_> not shore how im gunna make them fit propelly now 23:32:36 *** michi_cc [3c7987e75a@dude.icosahedron.de] has quit [Quit: michi_cc] 23:32:36 *** lolman [~john@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 23:33:05 *** Osai [~Osai@pd9eb7db6.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 23:33:23 <Eddi|zuHause3> what stops you from generally putting the rail into the sprite sorter, not just for foundations? 23:34:00 <_Ben_> lack of knowledge on the matter 23:35:21 *** tokai|noir [~tokai@p54b81897.dip0.t-ipconnect.de] has joined #openttd 23:36:05 *** Osai^2 [~Osai@pD9EB7DB6.dip.t-dialin.net] has quit [Read error: Operation timed out] 23:36:30 *** michi_cc [1cfeba77c2@dude.icosahedron.de] has joined #openttd 23:36:33 *** mode/#openttd [+v michi_cc] by ChanServ 23:36:55 *** michi_cc is now known as michi_cc-away 23:36:59 <Sacro|Laptop> lolman: oh noes 23:37:24 *** helb [~helb@84.244.90.159] has quit [Remote host closed the connection] 23:37:39 <Eddi|zuHause3> in context of my screenshot above, has anyone ever made a snowy depot? 23:37:58 <lolman> Sacro|Laptop: oh noes indeed 23:38:10 <lolman> I reinstalled, and started using Fluxbox :P 23:38:14 <Sacro|Laptop> hehe, nice 23:38:15 *** Zuu [~leif@c-0c3c71d5.025-58-6e6b702.cust.bredbandsbolaget.se] has quit [Ping timeout: 480 seconds] 23:39:20 *** helb [~helb@84.244.90.159] has joined #openttd 23:40:02 * lolman reminds self to sort sound out 23:45:53 *** ammler [~ammler@adsl-89-217-39-225.adslplus.ch] has quit [Quit: Have a nice time!] 23:46:15 *** ammler [~ammler@adsl-89-217-39-225.adslplus.ch] has joined #openttd 23:47:11 <_Ben_> im puzzled still!. Why (in the image I linked to a miniut ago) does the rail get stuck into sprite sorter only for the rile with the varying vertical rocky edge bit on. The other tiles with rocky edging are fine 23:47:36 <_Ben_> and the trail and rocks don't need to render in any relative order anyway, since they don't overlap at all 23:47:44 <_Ben_> trail/rail 23:48:32 *** lolman [~john@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has quit [Quit: Lost terminal] 23:50:05 *** lolman [~john@cpc3-leds2-0-0-cust55.leed.cable.ntl.com] has joined #openttd 23:51:00 *** BFM [~chatzilla@CPE-138-130-145-137.nsw.bigpond.net.au] has quit [Quit: Chatzilla 0.9.77 [Firefox 1.5.0.10/2007021601]] 23:53:52 <rane> is full loading passengers good idea? 23:54:52 <ammler> rane: It depense, if you like to play like realism or not... 23:55:23 <ammler> (In RL, you won't find a train, where is waiting until he is full.) 23:58:12 <Smoovious> yeah, but in RL you don't find passenger who only travel u ntil the nexxt stop eiether... (weell, a few, but not all of em)