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Log for #openttd on 22nd December 2009:
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00:45:33  <Eddi|zuHause> hm, i think i have an idea how to do double-track with 8 more map bits (5 more for track configurations, 3 more for path reservations)
00:46:54  <Eddi|zuHause> i'll see if i can write down a spec tomorrow...
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01:06:40  <spader> ping
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01:11:20  <Sacro> pong
01:11:27  <Eddi|zuHause> peng
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02:15:37  <Eddi|zuHause> '
02:15:38  <Eddi|zuHause> KTorrent: 3.3
02:15:47  <Eddi|zuHause> brr
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02:16:02  <Eddi|zuHause> where did that come from?
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04:20:59  <Singaporekid> t
04:21:01  <Singaporekid> D:
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08:35:03  <CIA-1> OpenTTD: rubidium * r18598 /trunk/src/openttd.cpp: -Fix [FS#3402]: also cancel the save-pause when loading a savegame as scenario
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09:59:43  <planetmaker> hm... is there something like a "snow in temperate" switch or flag in OpenTTD?
10:00:33  <Alberth> you're in christmas mood? :)
10:01:08  <planetmaker> yes.
10:01:12  <Rubidium> yeah, in ttdpatch flags... it's always 0 though
10:01:22  <planetmaker> I try to hack a newgrf with snow in temperate.
10:01:38  <planetmaker> It's no problem to lower the snow line to 01. But it only shows in arctic...
10:01:57  <planetmaker> Rubidium: yeah, ok. I found that flag. I just wondered whether it can be modified by *some* means
10:02:01  <planetmaker> obviously not...
10:06:05  <Eddi|zuHause> planetmaker: so what about using alpine instead?
10:06:37  <Eddi|zuHause> planetmaker: abd the miniin had a "snow in temperate" patch
10:07:08  <Eddi|zuHause> i don't think anyone ever updated that :p
10:07:38  <Eddi|zuHause> and the snow thaws until christmas anyway
10:09:47  <Alberth> why not make a santa claus home, and have a party at the arctic ?
10:10:09  <planetmaker> Well, yes, sure :-) That's probably what we're going to do.
10:10:19  <planetmaker> Still it needs lowering the snow line ;-)
10:20:00  <Eddi|zuHause> that's simple, just remove the parts of alpine that define the modified snow line
10:20:23  <Eddi|zuHause> not sure if it has a parameter
10:20:28  <Rubidium> or just replace all tiles with snowy tiles
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10:29:11  <CIA-1> OpenTTD: alberth * r18599 /trunk/src/order_gui.cpp: -Fix: Displaying selected orders of a competitor vehicle was broken, disable the selection.
10:29:17  <Eddi|zuHause> what always annoys me: fields are destroyed even by light snow, instead it should show snowy fields
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10:32:00  <planetmaker> replacing all tiles with snow seems easier... or like a revised alpine w/o the industry stuff
10:32:27  <planetmaker> and re-using temperate tile sprites in arctic. easiest solution, I think
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10:39:24  <Eddi|zuHause> like i said a few days ago, removing industries from alpine is simple
10:39:57  <Eddi|zuHause> juat replace sprite 1160 with an unconditional jump to the end of the file
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10:40:35  <planetmaker> Eddi|zuHause: certainly. But I may then not distribute the newgrf
10:40:54  <planetmaker> But... needing it for the PublicServer, I certainly need that permission. So...
10:41:42  <planetmaker> And it shouldn't be that hard to just do a simple sprite replacement... *should*
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11:15:21  <CIA-1> OpenTTD: alberth * r18600 /trunk/src/order_gui.cpp: -Fix (r18599): Re-enable ctl+click to jump to competitor station.
11:15:44  <kratt> ammler u here?
11:22:21  <CIA-1> OpenTTD: alberth * r18601 /trunk/src/order_gui.cpp: -Codechange: Use resize step of the order list panel widget for order line calculations.
11:24:34  <kratt> can some1 give me example of NFO of a train
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11:54:48  <planetmaker> ...
11:55:57  <Zuu> ...
11:56:16  <Zuu> (no idea what you were talking about though :-p )
11:56:52  <planetmaker> kratt: you had one yesterday already with the logic train.
11:57:08  <planetmaker> and the TTDP newgrf wiki has another.
11:57:14  <planetmaker> Boy, start to *read*!
11:57:48  <planetmaker> and hello Zuu :-)
11:57:54  <Zuu> hello pm
11:58:02  <Zuu> going to eat food now though.
11:58:13  * planetmaker , too :-)
11:58:17  <planetmaker> enjoy
12:04:14  <kratt> grfcodec makes my thing to .bak
12:10:01  <Ammler> bak=backup
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12:37:12  <kratt> i dont know where to add those speed thingys
12:37:29  <kratt> 13 * 7 00 00 01 01 16 12 FD
12:41:18  <kratt> where do i need add the speed and weight
12:42:27  <kratt> http://pastebin.org/67740
12:42:30  <Alberth> read the docs, experiment
12:42:44  <kratt> i read the docs
12:42:51  <kratt> i just dont know where to add that thingy
12:43:09  <Ammler> try to comment every single byte
12:47:46  <kratt> it worked
12:47:47  <kratt> but
12:47:56  <kratt> it has wrong name
12:48:18  <kratt> and it seems it is replacing SH125
12:48:48  <Alberth> so perhaps you changed the wrong byte
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12:50:10  <kratt> where i can change that vehicle ID
12:50:53  <CIA-1> OpenTTD: rubidium * r18602 /trunk/src/ (texteff.cpp viewport.cpp viewport_func.h viewport_type.h):
12:50:53  <CIA-1> OpenTTD: -Codechange: unify the viewport sign and text effect drawing
12:50:53  <CIA-1> OpenTTD: -Fix [FS#3394]: signs could occasionally glitch
12:52:41  <kratt> However, if you're doing this for one of your files, you have to choose your own GRFID of course because 54 57 03 05 is reserved for the file we're making in this tutorial.
12:52:54  <kratt> i need to change GRFID?
12:54:45  <Alberth> yes, each NewGRF has its own unique ID
12:55:12  <edeca> Hrm, what are you supposed to do when you have £180 million in the bank and no way to spend it :)
12:55:24  <Alberth> leave it where it is :)
12:55:37  <edeca> Sadly, I mean the OTTD bank!
12:55:38  <Rubidium> donate to the OpenTTD project
12:55:43  <edeca> Heh heh
12:55:52  <edeca> Rubidium: Do you take donations?
12:55:56  <edeca> s/you/the project/
12:56:19  <Alberth> http://www.openttd.org/en/donate
12:56:27  <Rubidium> yup, for the hosting costs
12:56:46  <Rubidium> which includes the compile farm
12:57:05  <Rubidium> or more "farm", cause it's just a bunch of virtual machines
12:57:11  <edeca> Paypal to owen@owenrudge etc
12:57:12  <Alberth> but for a few millions, we could setup a foundation to promote transport games or so :)
12:57:35  <Rubidium> Alberth: or just buy the rights to Transport Tycoon Deluxe :)
12:57:51  <edeca> That paypal address is correct?
12:58:10  <Rubidium> it should be
12:58:11  <edeca> Rubidium: Has anybody actually asked the original company if they care about it any more?  I guess they don't if they are not suing :)
12:58:35  <Rubidium> they don't care enough to figure out who actually owns it
12:58:36  <edeca> Merry Christmas OpenTTD project.  Not a few million I'm afraid, but it should help
12:59:14  <kratt> 14 * 18	04 00 7F 01 "XLev5 'Gator' (Electric)" 00
12:59:20  <kratt> this wont work
12:59:33  <kratt> but it should change name
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13:12:48  <edeca> Woop, I love it when the AI builds roads straight across my high speed line and runs ~20 busses along it
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13:34:06  <Xaroth> free fireworks, provided by your friendly neighbourhood AI :)
13:35:10  <Zuu> The drivers maybe want some excitment in their jobs. :-)
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13:39:15  <edeca> Hrm, industry expiration in FIRS seems odd.  They just disappear!
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13:48:04  <Belugas> hello
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13:49:06  <edeca> Hi Belugas
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14:10:16  <kratt> hey
14:10:22  <kratt> i got it working
14:10:26  <kratt> but i got problem now
14:10:37  <kratt> it wont take that .pcx i told him to take
14:11:04  <Zuu> Hi Belugas
14:11:13  <kratt> http://pastebin.org/67773
14:11:15  <kratt> check this out
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14:11:43  <kratt> i want to change it to double headed train
14:13:29  <Ammler> renum before grfcodec
14:14:43  <kratt> i renumed
14:14:44  <kratt> no error
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14:14:59  <kratt> http://pastebin.org/67773
14:15:17  <kratt> i got the train working
14:15:22  <kratt> but it is with wrong sprite
14:17:02  <kratt> is that possible because missing action2
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14:21:26  <planetmaker> quak :-)
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14:25:42  <frosch123> moin
14:25:50  * frosch123 ponders downgrading to ff 3.x
14:25:55  <frosch123> well, < 3.5
14:28:50  <planetmaker> hm... why?
14:29:48  <frosch123> it freezes often for several seconds
14:30:17  <planetmaker> hm... true. It does for me, too
14:30:19  <frosch123> they blame hyperthreading (though i wonder how you can blame the cpu) and plugins (which i disabled)
14:30:33  <planetmaker> But I don't recall... I thought it happend with 3.x irrespective of x
14:30:44  <frosch123> for me it started with 3.5
14:31:25  <planetmaker> more annoying is that the flash plugin is leaking like hell
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14:31:40  <planetmaker> It's continuously eating more CPU, for certain pages using it.
14:31:53  <planetmaker> just for having that page open in the browser
14:32:17  <planetmaker> well... if it is a plugin. Didn't check really
14:34:17  <kratt> do i run renum and save file, then encode
14:34:29  <kratt> or renum, dont save, then encode
14:34:50  <planetmaker> renum re-writes the file. No need for save
14:35:06  <frosch123> you should save before renum
14:35:19  <planetmaker> except you tell it to not overwrite. And of course what frosch sais
14:35:28  <planetmaker> says? sais?
14:35:35  <peter1138> raaaa
14:35:38  <kratt> so
14:35:40  <peter1138> my new router... returned
14:41:41  <Xaroth> uh oh
14:41:52  <Belugas> did not find the route to the router manufacturer?
14:42:00  <peter1138> via the retailer, yeah
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14:49:09  <kratt> neeeed some help please
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14:49:25  <kratt> http://pastebin.org/67790
14:51:23  <Zuu> kratt: You could at least write down your question. Then maybe someone will help you if they know the answer.
14:54:46  <kratt> i have 8 sprites
14:54:54  <kratt> but it makes 14 sprites
14:55:14  <kratt> is the queue wrong
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14:57:04  <kratt> Warning: Found 14 more sprites than sprite 0 reports.:100%, Redundancy:100%
14:58:37  <frosch123> maybe you encoded the wrong file
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15:29:20  <edeca> Should articulated vehicles overtake other vehicles, like normal road vehicles do?
15:31:22  <Rubidium> no, I hate lorry drivers overtaking on the highway
15:32:31  <edeca> Haha
15:32:37  <edeca> Should they in the game? :)
15:34:33  <Zuu> I don't mind lorry drivers that overtake.
15:35:03  <Zuu> I do mind lorry drivers that do not care to have good tires on snow though.
15:35:13  *** Zahl [~Zahl@2002:4e34:1b71:1:911e:6f09:44ed:5f50] has joined #openttd
15:43:03  <edeca> In OpenTTD, should articulated road vehicles overtake other road vehicles if they are slower?
15:45:47  <Alberth> edeca: If I vote yes, will you make it happen?
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15:46:08  <edeca> Alberth: Well that was my point, is it something that they should do already or something that they can't do?
15:46:21  <edeca> I had noticed they weren't and didn't know if it was a bug or wishlist item
15:47:55  <Alberth> afaik it is what they do at this moment.
15:48:13  <Alberth> depending on your point of view, it is ok, a wish, or a bug.
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15:48:52  <edeca> OK, thank you.
15:51:29  <Alberth> most likely, it is quite non-trivial to implement.
15:51:46  <Rubidium> ofcourse... if you would have searched by the tracker you would have had the answer
15:53:26  <Alberth> that would be too easy :p
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16:02:07  <edeca> Rubidium: I'll try that next time, apologies
16:12:02  <orudge> edeca: thanks for the donation :)
16:12:27  <Xaroth> o/ orudge
16:25:28  * Belugas is bored... but bored... so bored...
16:26:36  <Belugas> i can't code, i can't listen to music,i can't do a thing but waiting for the guy to tell me the amount ant transaction type.  and give him the slip afterward
16:26:40  <Belugas> so .... boring...
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16:31:39  <edeca> orudge: Welcome, it's CHristmas!
16:59:23  <welshdragon> what's the record for the highest train climb?
16:59:37  <welshdragon> i may well have beaten it
17:01:20  <Alberth> Belugas: you have read all tt-forum?
17:01:40  <pavel1269> why there would be such a dumb record?
17:02:01  <Alberth> we have records for practically everything you can imagine
17:02:20  <SpComb^> Mui.
17:03:11  <Alberth> and what's worse, there are also records for things you'd never imagine
17:03:33  <planetmaker> Alberth: I guess he has a good and long-lasting memory. Probably his feminine side :-P
17:04:24  <Belugas> Alberth, yeah.. sadly
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17:05:26  <Alberth> so not much to do but dream of free days at chrismas, I guess
17:05:45  <Belugas> yeah... 25, 26,26, 28
17:05:53  <Belugas> pfffffff
17:06:28  <Alberth> we could have a useless discussion about regions in ottd
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17:07:28  <Sacro> hmm, openttd makes pulseaudio go all crackly
17:08:02  <Alberth> I believe that is a known issue, mentioned in the readme
17:08:17  <Sacro> well fix it
17:09:10  <planetmaker> read the readme, Sacro ;-)
17:09:25  <Alberth> doing some code restructuring in stacked widgets atm
17:09:50  <planetmaker> iirc it will tell you 'not our problem'
17:09:51  <Sacro> 'pulse' not found
17:10:05  <planetmaker> then maybe the FAQ or whatever.
17:10:09  <planetmaker> known bugs list
17:10:13  <Alberth> reading != searching :p
17:10:19  <planetmaker> hehe
17:10:51  <Sacro> ah, fixed it
17:10:52  <frosch123> http://vcs.openttd.org/svn/browser/trunk/known-bugs.txt#L141 <- easy as pie
17:10:58  <Sacro> well, boded it
17:11:02  <Sacro> *bodged
17:11:05  <Sacro> but i stopped the crackles
17:11:38  <Sacro> SDL_AUDIODRIVER=esd to the rescue
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17:12:02  * Sacro is a genious
17:12:27  <orudge> a genius, perhaps?
17:13:31  <frosch123> genius in what? starting with W ?
17:14:48  <Belugas> Alberth, i'd love to.  But i can't (as you can see from the lags between interventions) sustain a normal conversation :(
17:15:55  <Alberth> that's fine, then I can do coding + waiting for the compiler :)
17:16:33  *** lobstar is now known as lobster
17:17:16  <Alberth> ok, is regions about having primary industry only at some locations, or is it bigger?
17:20:51  <planetmaker> Regions are mainly about different base tiles and house newgrf usage :-)
17:22:41  <Alberth> Right, now if only I understood what you just said :)
17:23:11  <planetmaker> :-P You wanted a useless discussions about regions in OpenTTD...?
17:23:31  <planetmaker> Thus I made a semi-randome statement concerning them.
17:23:34  <planetmaker> -e
17:23:44  <Alberth> that's fine
17:24:13  <Alberth> apparently I have a very different idea about what it is than you have.
17:24:16  <planetmaker> oh. And town name grfs could be region-specific
17:24:17  <edeca> planetmaker: So you could have an area of desert, an area of swamps etc?
17:24:29  <planetmaker> edeca: that's what I'd like to see, yes
17:24:30  <edeca> "Verywethampton"
17:24:32  <Alberth> I'd be interested in learning about your regions idea
17:24:42  <edeca> "Ratherhotun"
17:24:44  <planetmaker> Alberth: you know Yexo's regions repository?
17:25:32  <planetmaker> Something along those lines. A tile(?) town(?) would belong to a certain region. Depending on the region it belongs to, different newgrf apply
17:25:42  <Alberth> no, but I have seen a picture with japanese houses quite some time ago
17:25:50  <planetmaker> Of course it cannot apply to vehicles...
17:26:09  <edeca> planetmaker: Vehicles could be designed to work better in different climates
17:26:16  <edeca> planetmaker: Or you could outfit them for certain regions
17:26:23  <edeca> planetmaker: And they could break down more if you don't
17:26:40  <planetmaker> well... that'd be too complicated IMO. At least to start with.
17:26:58  <edeca> Yes, that's far too complicated I Agree
17:27:07  <planetmaker> And I wouldn't really prefer that. Track is track and road is road... until there are rail and road types ;-)
17:27:10  <Alberth> buses would come to mind :)    they'll have to turn around at the region border
17:27:53  <planetmaker> Alberth: I wouldn't go that far... I'd leave that up to the player. I mean... I can cross regions w/o changing the mode of transportation. Just hit the road and done
17:27:58  <planetmaker> Mostly I consider it eye candy.
17:28:11  <edeca> planetmaker: I wouldn't like it either, I was just talking nonsense
17:28:12  <planetmaker> It'd become more complicated, if it would also have an influence on the industries
17:28:37  <planetmaker> But it'd allow something like a Europe scenario, reaching from the North cape to Sicily
17:28:55  <Ammler> wwottdgd/1 :-)
17:28:57  <edeca> On a 4096x4096 map :P
17:29:12  <planetmaker> With arctic in the North and Swedish houses, temperate in the middle and maybe default houses and tropical stuff in the South and... Dunno-whatever-houses
17:29:36  <Alberth> I was thinking more along the lines of limiting vertain types of industry to some parts of the map
17:29:38  <planetmaker> Would make for interesting scenarios, if you'd assigne regions to different players or so.
17:30:05  <planetmaker> Alberth: well... I'd consider that in the scope of newgrfs, not of OpenTTD itself.
17:30:22  <Alberth> good point
17:30:23  <planetmaker> A newgrf might then query the base tile type, though.
17:30:34  <planetmaker> And it would effictively result in the same
17:31:05  <planetmaker> Like: build on desert, close to the shore. Build in temperate near mountain or so. That can (mostly) be done already
17:31:25  <planetmaker> "near mountain" might be difficult, but I haven't looked into the placement codes of industries so far.
17:32:28  <planetmaker> What *might* be interesting are to define then region properties like "mountanous", "shore", "desert" or alike - a bit beyond the current climate differences.
17:33:08  <planetmaker> If that'd be exposed to newgrfs - yes, that'd might make for interesting placement of mines, say, preferentially in the mountains, refineries near the coast (as opposed to the map border or so)
17:33:11  <Alberth> so what is a base tile type?   is that like the water tile, or coast tile?
17:33:28  <planetmaker> Well... I'd consider it for now the climate bits of the map array
17:33:42  <frosch123> there are three tropic zones in subtropic
17:34:03  <planetmaker> and water tile, coast tile, that's the more detailed information which need not be touched, I think, for this purpose.
17:34:08  <planetmaker> But...
17:34:20  <planetmaker> frosch123: yes. But they all make sense to be distinct.
17:34:33  <planetmaker> and would make sense to be distinct in a regional concept.
17:34:52  <planetmaker> so... a bit more than "climate". You're right.
17:34:53  <frosch123> well, desert is far from water, and rainforest is somewhat hilly iirc
17:35:01  <planetmaker> But, those are the same bits, or do I err?
17:35:02  <frosch123> one could define similiar regions for other climates
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17:35:11  <planetmaker> frosch123: yes, exactly :-)
17:35:29  <frosch123> the fourth zone is already defines as snowy
17:36:16  <planetmaker> snowy desert :-)
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17:39:10  <SpComb^> George: ping
17:39:24  <SpComb^> silly idlers
17:42:38  *** elmz [~elmz@184.213-167-126.customer.lyse.net] has quit [Ping timeout: 480 seconds]
17:43:13  <planetmaker> SpComb^: you could use it by asking the question in the same line you highlight him...
17:43:24  *** weaselboy246 [~weaselboy@67-54-241-148.cust.wildblue.net] has joined #openttd
17:43:26  <planetmaker> and then he might respond when he's online...
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17:45:59  <SpComb^> perhaps
17:46:23  <SpComb^> but wow, OpenTTD works surprisingly well when played over GPRS/flaky-EDGE
17:49:20  <orudge> I remember the days when I would play OpenTTD over 56K!
17:49:33  <orudge> apart from the Internet being disconnected every 2 hours, it generally worked quite well
17:49:52  <peter1138> hmm
17:49:54  <SpComb^> I'm sure it would work ever better if I had a stable EDGE connection
17:50:02  <SpComb^> but it seems difficult to find one
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17:51:08  <kratt> i want to ask how many action there must be to .grf to work
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17:52:38  <Belugas> if i remember correctly, 2
17:53:29  <Belugas> 7 and 8
17:55:13  <frosch123> 7?
17:55:13  <glx> only 8 is required
17:56:07  <planetmaker> ^
17:56:13  <kratt> mh
17:56:29  <planetmaker> one example is our advertising newgrf which gives the version of our grfpack used. But nothing else
17:56:54  <Alberth> Belugas: regions moved into an unexpected direction, and took off with PM explaining it all :)
17:57:12  <kratt> lets say i want to get a grf from trg1
17:57:34  <kratt> i got the grf i want, but when encodeing, it says it has 14 sprites instead of 8
17:57:41  <kratt> what causes that
17:58:24  <planetmaker> I don't see an error in what you posted in the forums, pasted here before and asked here before
17:58:39  <planetmaker> fr0sch's guess that you grfcodec the wrong file is still gone unanswered.
17:59:03  <Belugas> Alberthm that's nice  to know :)
17:59:41  <planetmaker> I basically outlined 2 years of work :-P
17:59:42  <Belugas> i had a vision of regions, yexo had another one.  but he went further then me, since i've got only vaporware
17:59:46  <kratt> its not in a wrong file
18:00:05  <Belugas> while yexo has an active git repo
18:00:37  <kratt> im doing it like in tutorial in wiki
18:00:42  <kratt> getting the sprites
18:00:55  <Alberth> And haven't got to the point of having vaporware :)
18:01:06  <Alberth> planetmaker: that didn't stop me before :p
18:01:25  <planetmaker> :-) And it's very much appreciated.
18:01:33  <Alberth> s/And/And I/
18:01:50  <planetmaker> I just wanted to stall the comment like "you don't know for how much you ask" or that way ;-)
18:01:58  <kratt> if i have double headed train
18:02:08  <planetmaker> kratt: try a single headed first.
18:02:32  <kratt> i got single headed to work
18:02:37  <kratt> but 2 headed is not working
18:02:47  <kratt> im using sprites 3001-3008
18:03:04  <planetmaker> Belugas: what was your vision of regions?
18:03:05  <Alberth> I probably don't, much like with the gui thing. On the other hand, I am in no hurry to finish :)
18:03:24  <kratt> do i need to set Action0 to set that train is double headed
18:03:39  <planetmaker> well, Alberth it's for the joy of doing it... that's important, I think.
18:03:59  <Alberth> exactly :)
18:04:45  <Alberth> although some people think you are crazy when you say you spent your summer holiday doing code refactoring :D
18:04:58  <planetmaker> hehe :-)
18:05:14  <planetmaker> But then other people do completely different things which are crazy in their own kind, too
18:05:22  <planetmaker> it's a matter of perspective, I guess
18:06:02  <planetmaker> like two weeks on caffeine, trying to teach teens something about astronomy... teaching at the day, star gazing in the night. No time for sleep :-P
18:06:23  <Alberth> sounds like fun :)
18:06:30  <planetmaker> it is :-)
18:07:39  <planetmaker> kratt: have a look at the source of the 2cc trainset. It might have that problem solved *somewhere*
18:07:55  <Alberth> hmm, with hg, patch-files end up in the weirdest places :)
18:08:09  <planetmaker> hu? How so...?
18:08:13  <Alberth> s/in/at/
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18:08:24  <Alberth> I have one in my bin folder
18:08:37  <planetmaker> that is indeed *very* strange
18:08:55  <planetmaker> I'd say they only appear where you put them, though ;-)
18:09:56  <Alberth> one of the nice things of hg is that you can type hg commands at any point in the working dir, and the result is always the same. With svn you can do most things only in the root.
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18:10:45  <kratt> 2cc
18:11:02  <kratt> ill try to decode that grf
18:11:24  <planetmaker> yup, indeed. I basically switched as it allows me to work offline... and I don't need to connect to the server for each revision change
18:11:32  <planetmaker> kratt: I said source. Not a de-compiled version
18:11:39  <Ammler> :-D
18:11:40  <planetmaker> You'll fail surely to understand the latter
18:12:28  <Alberth> and every now and then I use the wrong shell for doing hg things :)
18:12:35  <planetmaker> I have even troubles to understand some parts of the commented source. Even as I wrote or rather re-wrote a few pieces of it.
18:13:01  <planetmaker> he, you use different shells?
18:13:12  <planetmaker> That sounds... confusing to me :-)
18:13:54  <Alberth> no, one at the root (for 'make'), one at 'src' (for 'gvim file'), and one at bin (for './openttd')
18:14:10  <Belugas> planetmaker : it is more related to geological regions, more than climatic ones.  The thing is, coal mines should be confined in a certain area, and diamond should be too, since they are kinda closely related.
18:14:17  <Alberth> switching shells is easier than typing cd all the time
18:14:41  <planetmaker> Belugas: well... mostly I consider industry placement a newgrf thing :-) - it is after all already implemented there.
18:15:01  <planetmaker> Alberth: you just meant different windows? Ok, then I got it wrong. I surely do that, too
18:15:06  <Belugas> it all came when i wanted to define an easier way for grfs to know if they are near water or not...
18:15:18  <Belugas> planetmaker, i don't think grf is related to regions
18:15:31  <Belugas> youi could have industries withouth grfs using regions
18:15:41  <Belugas> after all, it's just another method of placement
18:15:44  <planetmaker> Belugas: yes, that'd be nice. But IMO it could be a tiny extension of the climate bits. Similar to how destert / rain forest is defined in tropical
18:16:00  <planetmaker> And yes, grfs related to region would really be nice :-)
18:16:04  <Belugas> i don't see the relationship with climates
18:16:15  <planetmaker> same thing, just a bit finer grained
18:16:15  <Belugas> linking then would just ruin the benefits
18:16:25  <planetmaker> not really.
18:16:39  <planetmaker> you could have temperate mountainous. temperate plains, temperate shores
18:16:44  <planetmaker> voila, there you go
18:17:00  <planetmaker> and it'd even make sense to apply different ground tiles, depending on the region definition
18:17:06  <Belugas> well... i think i know what you have in mind.  not the same thing as me
18:17:20  <Belugas> i was far more concerned about the unerground than the upperground
18:17:27  <planetmaker> he... :-) I think yours is just a sub-set of my idea :-P
18:17:43  <planetmaker> But then I have the feeling that I might have not quite understood your idea
18:17:54  <Belugas> after all, the upperground is just modeled by erosion and stuff, while underground is the actual basement of country, and therefor is less sensible to changes
18:18:25  <Belugas> no, in deed... in such a few words, we might not get a clean idea of each other's thoughs
18:18:37  * Alberth is sure he didn't understand what PM proposes :)
18:19:10  <Alberth> but the discussion is interesting nonetheless
18:19:31  <planetmaker> well... just *some* means to make grfs dependent on regions.
18:20:03  <planetmaker> The details on the *how* to... oh well... I might have some idea, but it's not necessarily based on the best of knowledge of the internals around in this channel
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18:34:20  <CIA-1> OpenTTD: rubidium * r18603 /trunk/src/ (lang/english.txt music_gui.cpp strings.cpp strings_type.h): -Codechange: move getting the song name to music_gui.cpp
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18:45:49  <CIA-1> OpenTTD: translators * r18604 /trunk/src/lang/ (11 files in 2 dirs): (log message trimmed)
18:45:49  <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
18:45:49  <CIA-1> OpenTTD: croatian - 36 changes by
18:45:49  <CIA-1> OpenTTD: dutch - 1 changes by habell
18:45:49  <CIA-1> OpenTTD: finnish - 1 changes by jpx_
18:45:49  <CIA-1> OpenTTD: french - 1 changes by glx
18:45:49  <CIA-1> OpenTTD: german - 1 changes by planetmaker
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19:40:36  <CIA-1> OpenTTD: alberth * r18605 /trunk/src/ (company_gui.cpp order_gui.cpp widget.cpp): -Codechange: Coding style fixes, prevent useless calls to UpdateWidgetSize().
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19:58:45  <wito> Yo
20:01:09  <wito> Anyone here familiar with ECS?
20:02:10  <Belugas> some, i'm sure
20:02:22  <wito> I'm having a problem where the scenario editor quite simply refuses to let me build a bank
20:02:26  <wito> ECS bank, that is
20:02:37  <wito> town size; check
20:02:41  <wito> clicked on a house; check
20:02:52  <wito> inside Tz0, check
20:03:30  <wito> No nearby goldmines, check
20:03:46  *** Grelouk [~Grelouk@189.154.206-77.rev.gaoland.net] has quit [Read error: Connection reset by peer]
20:06:44  <Belugas> "You have a problem With ECS" thread in forum checked?
20:08:03  <wito> Checked; check
20:08:21  <wito> and I've spent about half an hour googling it
20:08:35  <wito> but I have also been able to determine that it seems to be a newgrf conflict
20:09:35  <Belugas> which is way more than the usual users...
20:10:00  <Belugas> you just do not know which grfs are conflicting
20:10:40  <Belugas> best way to go: remove all but ecs and retry
20:10:45  <wito> well, that works
20:10:53  <wito> that's how I figured out it was a grf conflict. :p
20:10:57  <Belugas> ttrs?
20:11:29  <planetmaker> or asked differently: what other newgrfs do you have?
20:11:35  <Belugas> lol
20:11:45  <wito> I'm suspecting the suburban renewal kit
20:11:56  <wito> SRH
20:12:08  <planetmaker>  I would wonder, if sub-urban did anything with industry...
20:12:14  <planetmaker> SRH?
20:12:41  <wito> suburban renewal houses
20:12:57  <Belugas> have you tried it all alone?
20:12:58  <planetmaker> oh, yes. suburban renewal I understood ;-)
20:13:20  <planetmaker> and just suburban and ECS
20:13:45  <planetmaker> trial & error is the "usual" way to test... we cannot do much better :-)
20:14:01  <Belugas> well... yes... we could run in debug mode...
20:14:05  <planetmaker> except knowledge... which would be gained from such experience.
20:14:19  <Belugas> but.. hey... that's not somehting i can do right now :S
20:14:21  <planetmaker> well... but debuging is kinda "trying", too :-)
20:14:46  <Belugas> just not blind trying
20:14:49  <planetmaker> me neither... too tired. I guess I'll just watch another episode of big bang theory and hit the couch
20:16:22  <wito> well, I have it down to three
20:19:45  <planetmaker> do tell :-)
20:20:15  <wito> actually
20:20:17  <wito> I have it down to one
20:20:44  <wito> if any house sets are loaded before ECS Town, they cause the blocking
20:22:19  <wito> or so, at least, it would seem
20:22:34  <Belugas> George is quite a coder.  God knows what was his idea behind that
20:23:04  <Belugas> if evr he is aware of it..
20:24:30  <wito> well, the bank has to be built on a building, yeah?
20:24:48  <wito> and grfs need to be above grfs that want to be aware of them
20:25:15  <wito> so it stands to reason that the Town grf doesn't see later loaded building sets as houses, or something
20:25:48  <Belugas> Ask George ;)
20:25:54  <Belugas> I can't speak on his behalf
20:26:44  <wito> and it seems it refuses to work reliably
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20:35:19  <wito> oh well, got it working well enough
20:35:27  <wito> thanks for your help, anyways. :)
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20:43:38  <CIA-1> OpenTTD: alberth * r18606 /trunk/src/ (8 files): -Codechange: Introduce several forms of zero-size stacked display planes.
20:45:35  <George> wito: I can't reproduce your problem in R 18545
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20:45:55  <George> Please PM me more information about the problem
20:46:16  <George> The scenarion, where you can't build it
20:46:21  <wito> As I see it, houses from foreign housing sets are not treated as houses
20:46:29  <George> and the list of GRFs
20:46:31  <wito> so banks aren't allowed to be built on top of them
20:46:52  <George> I can build it here
20:47:04  <wito> yes, some sets allow it, some don't
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20:47:23  <George> I tried TTRS, swedish houses
20:47:47  <wito> The ones I've had problems with are the SRH, NACS, ECSH
20:47:48  <George> I found and dounloaded http://users.tt-forums.net/pikka/wiki/index.php?title=Suburban_Renewal_Set
20:48:26  <wito> that'd be the one
20:53:40  <CIA-1> OpenTTD: alberth * r18607 /trunk/src/ (window.cpp window_gui.h): -Fix (r18583): Preserve window width when shading.
20:56:57  <kratt> okay
20:57:07  <kratt> what action do i need to use to make new vehicle
20:57:10  <kratt> not to replace it
20:58:07  <George> Confirmed.
20:58:40  <frosch123> use a vehicle id larger than those of original engines
20:58:46  <George> I do not have any code in ECS that should control the set
20:58:59  <kratt> are you sure frosch`?
20:59:07  <kratt> do i need add action1 also then?
20:59:08  <George> So, it shold be reported as a bug
20:59:48  <frosch123> if you want to add a *new* vehicle, you have to provde everything, all properties, all graphics
21:00:37  <frosch123> if you want to duplicate an old vehicle, you have to load some set like "old wagons, new cargos" and enable "multiple newgrf engine sets" in advanced settings
21:00:53  <George> wito: please report at http://bugs.openttd.org/
21:01:33  <wito> George: Wouldn't it be an ECS bug, not an OTTD bug?
21:01:47  <George> no
21:01:54  <edeca> Somewhere on the wiki is a diagram of the basic 4 track main line, does anybody know where it is?
21:02:50  <wito> there might be similar problems with other housing sets;
21:02:57  <wito> specifically ECSH
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21:04:37  <frosch123> i assume it is the old issue with houses disallowing destruction when trying to fund an industry, which was fixed ingame, but might not work in SE
21:16:29  <frosch123> sometimes the SE tries to remove houses as OWNER_TOWN, sometimes as OWNER_NONE. Only the latter may remove protected houses.
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21:23:25  <PeterT> Are there multiple ways to compile on Linux?
21:23:37  <PeterT> Other than the simple 'open terminal'
21:23:41  <PeterT> 'type commands'
21:23:53  <PeterT> Some kind of GUI? Like MSVC on Windows?
21:23:53  <Alberth> have a script
21:23:58  <PeterT> Ah yes
21:24:05  <edeca> There aren't many ready packaged GUIs
21:24:12  <edeca> VMware does it fairly well in my opinion
21:24:15  <PeterT> What would the script contain, though?
21:24:25  <edeca> Exactly the same commands you would type :)
21:24:26  <PeterT> "./configure && make"
21:24:29  <PeterT> then run that?
21:24:31  <Alberth> script is much better, you can call it from other scripts
21:24:33  <edeca> With some error checking, of course
21:25:17  <PeterT> Alberth: Thanks for fixing up my wiki page
21:25:40  <thingwath> There is CMake-gui. I guess that a tool for autoconf & lookalike would look almost same.
21:26:26  *** lewymati is now known as lewymati|afk
21:26:30  <Alberth> PeterT  yw
21:26:58  <Alberth> PeterT: my 'update hg repo's and view + re-compile new version: http://paste.openttd.org/220691
21:27:33  <Alberth> thingwath: gui is bad, you cannot automate clicking
21:27:42  <Rubidium> monkeys!
21:27:57  <thingwath> Well, you can. Just emulate X events.
21:28:08  <thingwath> :)
21:28:18  <PeterT> Alberth: Interesting
21:28:24  <PeterT> Why do you use HG Trunk?
21:28:58  <Alberth> hg_trunk is my 'master' local hg copy from which I clone branches.
21:28:58  <frosch123> wito, george: http://bugs.openttd.org/task/2420 <- looks intentional
21:29:31  <Alberth> 'play' is a clean copy from hg_trunk with a ready-to-play binary for testing purposes
21:30:05  <Alberth> I also have a handful other clones for development, but I update them manually
21:30:07  <thingwath> And, honestly, I like cmake-gui, I can set everything for configure much easily, typing configure --help and then scrolling back and forward and copying parameters is boring. :)
21:30:38  * PeterT switches to Windows
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21:30:58  <thingwath> The only problem, of course: it works only with cmake. Not autoconf. :)
21:31:02  <Eddi|zuHause> how dare he!
21:31:48  <kratt> can somebody say why i cant see my grf in grf menu
21:32:06  <edeca> Because you have you eyes closed?
21:32:11  <edeca> Seriously, that's a bit vague :)
21:32:22  <_ln> okay, sure: "why i cant see my grf in grf menu"
21:32:29  <Alberth> thingwath: I do that one time, namely the first time when I write a 3 line script './doit'
21:32:36  <edeca> _ln: Heh, you win
21:32:54  <Alberth> after that I can use ./doit faster than you can start the gui :p
21:33:03  <edeca> kratt: Did you just create the grf?  Did you copy it?  Download it?
21:33:07  <thingwath> I also run that gui only once.
21:33:16  <thingwath> Or when I want to change something.
21:35:13  <kratt> no i created it
21:35:18  <kratt> no errors in renum
21:35:31  <kratt> but it wont show up in newgrf menu
21:35:45  <edeca> You copied it to the data directory?
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21:40:41  <CIA-1> OpenTTD: rubidium * r18608 /trunk/ (22 files in 9 dirs): -Change: add the concept of music sets
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21:43:13  <kratt> yes i copied to the data
21:43:15  <kratt> damn
21:43:17  <kratt> i post
21:43:36  <PeterT> @logs
21:43:48  <kratt> http://pastebin.org/67935
21:44:04  <kratt> maybe im doing action1 wrong
21:44:21  <Alberth> http://irclogs.qmsk.net/channels/openttd/last?count=50
21:46:26  <kratt> very intresting but that wont help me
21:47:17  <Alberth> it was not for you
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21:48:25  <PeterT> Thanks Alberth
21:48:50  <PeterT> Perhpas a new channel dedicated to GRF Coding is in order?
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21:49:36  <Alberth> don't know, perhaps it already exists
21:50:02  <Alberth> on the other hand, he is welcome here as well, it is more on topic than many other discussions :p
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22:40:08  <kratt> can somebody code a nfo for me?
22:40:09  <kratt> please
22:40:50  <DaleStan> Can? Yes. Will? Depends on how much you're paying.
22:43:22  <kratt> im paying you diamonds and gold
22:43:24  <lobster> Lobster Radio: http://radio.zernebok.com:8080/live.mp3.m3u
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22:45:36  <kratt> so what you think
22:45:50  <kratt> i just need easy stuff
22:46:17  <kratt> you can make it with 4-10 minutes or less
22:46:18  <Zuu> You have to wait until someone offers you help.
22:46:35  <Zuu> Beging to no end doesn't really help.
22:47:01  <Zuu> Begging*
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23:24:48  <Terkhen> good night
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23:27:48  * lobster reminds this channel of Z.radio
23:27:58  <lobster> http://radio.zernebok.com:8080/live.mp3.m3u
23:28:29  <welshdragon> hmm
23:28:50  <welshdragon> fucking noise pollution won't let me build an airport
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