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#openttd IRC Logs for 2007-10-10

---Logopened Wed Oct 10 00:00:10 2007
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00:19<sirotzke>hello
00:19<sirotzke>is any one here?
00:19<sirotzke>I have a big problem with my open ttd
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00:48<Phazorx>what did you break?
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01:04<sirotzke>hello
01:05<sirotzke>is there any one in this room?
01:05<Greyscale>*cough*
01:06<sirotzke>hey
01:06<sirotzke>man I am having trouble with my ttd
01:06|-|a1271 changed nick to a1270
01:09<Phazorx>that's a 4th time you mention "the trouble"
01:09<Phazorx>is ottd holding a gun to your head and dare not to say anything?
01:09<sirotzke>it isnt loading the server names in the multiplayer list
01:10<Phazorx>can you see the website?
01:10<sirotzke>no I cant
01:10<sirotzke>I dont understand why
01:10<sirotzke>I have been able to in the past
01:10<Phazorx>your isp might have funky routing
01:10<sirotzke>hmm
01:10<sirotzke>I even played it this afternoon
01:10<Phazorx>ping master.openttd.org
01:10<sirotzke>how do I do that
01:11<Phazorx>oh boy
01:11<Phazorx>star > run > cmd.exe
01:11<Phazorx>*start
01:11<sirotzke>ok
01:11<Phazorx>type "ping master.openttd.org" there
01:11<Phazorx>hit enter
01:11<sirotzke>I got the command prompt up
01:11<sirotzke>ok
01:12<sirotzke>request timed out
01:12<sirotzke>request timed out
01:12<sirotzke>request timed out
01:12<Phazorx>apparently you can not see the server
01:12<sirotzke>packets sent 4 recieved 0 lost 4
01:12<Phazorx>which is most likely due to dns issue
01:12<sirotzke>hmm
01:13<sirotzke>should I try restarting my cable modem
01:13<Phazorx>in case if you have a router/modem i'd suggest rebooting them
01:13<Phazorx>yes
01:13<sirotzke>ok
01:13<sirotzke>let me try that
01:13<sirotzke>brb
01:13<Phazorx>that's would be easier than me explaining how to flush dns cache
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01:21<sirotzke>yo
01:21<sirotzke>I still cant connect
01:21<sirotzke>I dont know what the fuck not
01:22<sirotzke>like I said I have always been in the past
01:22<sirotzke>I guess I will just say fuck it and try again tommarow
01:22<sirotzke>mabie it will just suddenly start to work again
01:22<sirotzke>just like it suddenly decieded not to work like it did tonight
01:22<sirotzke>to bad I wanted to play
01:23<sirotzke>I been trying to fix this for almost 3 hours now
01:23<sirotzke>fuck it I am done
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03:43<TrueBrain>[02:01] <Digitalfox> TrueBrain or Rubidium, i was reading the changelog of Flyspray, and i noticed that it's running 0.9.8 when the last version is 0.9.9.3.. <- we run a heavily modified FS, I dunno if we will ever update it
03:47<ln->an invitation for crackers?
03:47[~]boekabart likes crackers - with cream cheese
03:48<TrueBrain>ln-: running Windows is an invitation to crackes too, and I don't see most people upgrading to a real system any time soon
03:49<boekabart>TrueBrain: totally below your level
03:49<TrueBrain>and I like cheese :)
03:49<TrueBrain>but the cake is a lie!!
03:50<boekabart>I hope you're not referring to the r10000 cake
03:50<TrueBrain>nope
03:50<TrueBrain>to the Orange Cake
03:50<TrueBrain>(Portal :))
03:50<boekabart>good, or else you wouldn't be getting a piece of the 0.6.0 cake :)
03:50<TrueBrain>:) Hehe :)
03:51<TrueBrain>I wouldn't dare to talk bad about the r10000 cake
03:51<TrueBrain>it was lovely :)
03:51<TrueBrain>and cool :p
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04:00<ln->http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9041719
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04:17<Ailure>woah
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06:55<Phazorx>!seen glx
06:55<_42_>Phazorx, glx (glx@bny93-6-82-245-156-124.fbx.proxad.net) was last seen quitting #openttd.notice 9 hours 16 minutes ago (10.10. 02:39) stating "Quit: bye" after spending some time there.
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06:58<Phazorx>not sure who is interested - somewhere between 11226 and 11235 part of industry placement process for editor has been a bit screewed up...
07:00<boekabart>Phazorx: please elaborate
07:00<Phazorx>it seems that in 11235 and up, using PBI + UKRSBC on temeprate in scenario editor you can not place sawmill and foodplant (not in the meny of available industries)
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07:01<boekabart>Phazorx: interesting - in ttdpatch I assume they do show up?
07:01<Phazorx>it is working as expected in 11226 witihn editor... the funky part is if you start a game via "new game" - industries are fine in both revisions
07:01<Phazorx>they did show up in ottd, in 11208-11226
07:01<boekabart>so in that case sawmill is placed on the map by the random generator?
07:02<TrueBrain>hi all :)
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07:02<Phazorx>for revisions 11208-11226 you can place all possible industries (as speced) in both new game and scenario editor
07:03<Phazorx>in 11235 you can only see foodplant and sawmill if you started as "new game"
07:03<Phazorx>if you used scenario editor - they are not available in there, or in started game using that scenario
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07:05<Phazorx>hey TrueBrain btw
07:06<TrueBrain>2000 servers ar elisted in masterserver
07:06<TrueBrain>max offline lifetime is 30 days
07:06<TrueBrain>not bad :p
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07:08<TrueBrain>one person even runs it on port 80 :p
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07:08<TrueBrain>other on Half-Life ports :p
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07:20<Phazorx>on related industry/ECS subject - anyone managed to get any vehicles out of vehicle plant, even if suppliying all 3 required cargo?
07:21<boekabart>Phazorx: :D
07:22<boekabart>Phazorx: did you connect a rail to the plant, so that trains can exit?
07:23<boekabart>Phazorx: UKRS BC is that pikkas brickchain?
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07:27<Phazorx>boekabart: has not much to do with trains or any other vehicle - undustry has no stockpile indicator and is not making anything, hence connecting it will not chnage the fact that it isnt working
07:27<Phazorx>however to answer your Q - it has vaiting 4LV trucks and NARS trains fitted appropriatly to carry vehicles
07:28<Phazorx>and yes UKRSBC is an addon of brickcjain to PBI
07:28<boekabart>Phazorx: It might be a bug in the grf : I've checked them yesterday and recall to notice that Veh. Fact doesn't produce anything
07:29<Phazorx>boekabart: i havent had time to check it with ttdp but i will and most likely it does produce things there
07:29<boekabart>-ok it does-
07:29<boekabart>(with r11243 + ecs in the right order)
07:31<boekabart>Phazorx: on the PBI problem: I see the problem too.
07:32<boekabart>but this is interesting: I open the scenario editor -> industry list shows no sawmill
07:32<boekabart>but many random industries button WILL place a bunch of them!
07:32<Phazorx>boekabart: i tested with 11238 (right after glx fixed sulphur) and full set of all ECS on temperate in grfid order
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07:34<Phazorx>boekabart: PBI+BC on temperate, last i tried was 238 - it was not placing them in many either
07:34<boekabart>Phazorx: after hitting build many, they do show up in the list
07:34<boekabart>(11243)
07:35<boekabart>wait a sec, now I restart the game, and they still show up
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07:37<boekabart>Phazorx: wait, I had a slightly modified version
07:38<Phazorx>kk
07:39<boekabart>no, still OK :)
07:40[~]boekabart is compiling 11235
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07:42<boekabart>Phazorx: also in 11235 I cannot reproduce the PBI+brick problem
07:43<boekabart>clean 11235, newgrfs only PBI + brickchain (v1.2 both), click scenario editor, click industries button, lists sawmill and food plant.
07:44<Phazorx>care to take a look at scenario i was trying to make for one of coop games?
07:44<boekabart>gimme
07:45<Phazorx>dcc?
07:45<boekabart>why not :)
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07:48<boekabart>Phazorx: you have to admit those 2 weren't the only grfs you used :)
07:48<boekabart>I've opened it in scenario editor, 16 grfs not found
07:49<boekabart>sawmill is missing, but food plant is there
07:50<Phazorx>boekabart: i have to admit yes
07:50<Phazorx>noe of them affect secanario editors choice of available vehciles
07:50<boekabart>well apparently they do :)
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07:51<Phazorx>well considering you dont even have them
07:51<Phazorx>and it isstill affected
07:51<Phazorx>i doubt the do :)
07:51<boekabart>well: loaded newgrfs: pbi, bc, newbr0.41, ttrs3.02, newdepots, basic platf, genbufstop, dutchstations(yellow), contstation, indstations,newstations, usstations,av8(y), longveh(y),gertrams, ukrentrains + addon, newships
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07:52<Ammler>boekabart: GRF Pack of #openttdcoop
07:52<boekabart>Food Processing Plant shows above clay pit, below bank
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07:55<boekabart>Phazorx: ok, I 'deleted' all newgrfs except PBI/BC from my hdd, and started your scenario: fodd processing plant is there, sawmill isn't
07:55<Phazorx>boekabart: okay i have to figure what is with FP on my end
07:55<Phazorx>and sawmills are different issue then?
07:55<boekabart>well it's strange
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08:00<Phazorx>got report form another player on not having sawmill
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08:07<boekabart>Phazorx: i don't know what it is, I do see the food processing plant whatever I do. Do you have a url / dcc for the grf pack?
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08:11<Phazorx>boekabart: it is coop grf
08:12<Phazorx>http://openttdcoop.ppcis.org/wiki/index.php/GRF
08:12<Phazorx>you need 6beta
08:12<Phazorx>update is pbi/bc/nc
08:12<boekabart>nc?
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08:18<Phazorx>newcargo
08:19<boekabart>Phazorx: With all those in place, I still see the same in you scn: no sawmill, but FoodProcessingPlant is there
08:19<boekabart>can you PM me the [newgrf] section for this whole selection of grfs?
08:20<boekabart>so I can test making a scn with it from scratch
08:24<boekabart>Phazorx: i can't load your scn with 11226 :( save version increased do you have a scn saved with 11226?
08:24<Phazorx>boekabart: i used different scn then
08:24<Phazorx>this one is made for 235
08:34<Phazorx>and 226 one load fine in 235 gamne with sawmills
08:34<Phazorx>we re actualy playing it ATM on public server
08:34<Progman>!revision
08:34<Progman>uups
08:36<boekabart>Phazorx: i really cannot reproduce your problem from scratch - tried 226 235 and latest, with the full grf list you sent
08:36<boekabart>only the sawmill is and keeps missing in that 1 scenario, no matter what i do
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08:39<Phazorx>as i mentioned FP is a different issue
08:39<Phazorx>but sawmill is the problem
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08:46<Greyscale>youtube is banned yet google video/the throngs of other ones aren't?
08:47[~]Greyscale links gootube
08:48<boekabart>Phazorx: When I delete all grfs and load your svn, I do see the sawmill - when I undelete only PBI, it's gone
08:48<Phazorx>бут ин 226 ит ис фине
08:48<Phazorx>oops
08:48<Phazorx>but in 226 it is fine
08:49<Phazorx>with pbi+bc
08:49<Phazorx>in editor
08:49<boekabart>in 235 it's fine too here - just not when I load your scn
08:49<+glx>lol english written in cyrillic :)
08:49<boekabart>yes, i could understand the cyrillic too
08:50<boekabart>(I used to visit bulgaria a lot when I lived in Romania)
08:51<Phazorx>glx: i have custom layout
08:51<Phazorx>phonetic one - very convinient
08:51<Phazorx>boekabart: so with 246 and grf list i pasted you can get sawmills in editor?
08:52<+glx>yeah normal cyrillic layout is not easy to find on an azerty keyboard ;)
08:52<Phazorx>i just decieded not to bother learning cyrilic one ever
08:53<boekabart>Phazorx: yes, with 226, 235 and 246, grf list from you (all there), i have sawmill
08:54<+glx>with normal layout you can't type ё in ingame console
08:54<Phazorx>weird
08:54<Phazorx>glx i also have alt + in english doing cyrilic
08:55<Phazorx>so alt + ~ = ё
08:58<boekabart>Phazorx: I removed all but PBI from your scn (in-game) - restarted the game and loaded : still no sawmill
08:58<boekabart>what the *hell* does this scn do!
09:00<Phazorx>unzip and compare?
09:00<boekabart>with?
09:00<Phazorx>you should be able to get the seed
09:01<Phazorx>boekabart: unzip the scn i sent and compare with same you make
09:01<boekabart>no they BOTH have the problem
09:01<boekabart>I saved your scn with almost all GRFs removed
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09:03<Phazorx>boekabart: but if you make one with same grfs you dont get the issue
09:05<boekabart>excatly
09:05<boekabart>exactly
09:05<boekabart>ah, i see your idea
09:06<Eddi|zuHause>err... how do i adjust the YAPF penalty for turning around in a depot? [ingame console]
09:07<+glx>patch yapf.something
09:07<boekabart>Phazorx: seed is 3741083378, what is the map size?
09:07<Phazorx>512х512
09:08<Greyscale>does a restart on the same seed yield an identical map?
09:08<boekabart>Should, but Neh, doesn't result in the same map now
09:08<Eddi|zuHause>that seemed to work, thanks
09:09<Eddi|zuHause>needed something that is bigger than the station penalty...
09:09<Phazorx>perhaps other params matter as well?
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09:31<Phazorx>boekabart: http://img209.imageshack.us/img209/8744/screenshot1ng6.png
09:32<Phazorx>fp was a fluke but sawmils are not
09:32<boekabart>Phazorx: this is made by loading your scn?
09:32<Phazorx>nope
09:32<boekabart>but?
09:32<Phazorx>removing all grfs and hitting editor button
09:33<Phazorx>this is blank default map
09:33<Phazorx>nothing on it
09:33<Phazorx>1st 4 chars for MD5: fa22 & 6912
09:34<boekabart>Phazorx: what rev?
09:36<huma>yay! expedition 16 is in the sky :)
09:52<ln->dan moet er eerst een vertaalmatrix voor dit systeem worden opgesteld.
09:53<TrueBrain>I read dutch, that can't be good, wait, let me look again
09:53<TrueBrain>yeah, still dutch :p
09:53<TrueBrain>hehe :p
09:54<TheMask96>TrueBrain: then at first a translation matrix has to be set up.
09:54<TheMask96>:)
09:54<TrueBrain>tnx TheMask96 :p
09:54<Brianetta>Just watch out for translation agents
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09:54<TheMask96>find/replace :)
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09:56<ln->minder geklets, en meer synthehol
09:56<+glx>someone is asking for a kick :)
09:56<TrueBrain>tempting :)
09:57<TrueBrain>it is that the last word was wrong
09:57|-|toresbe [~toresbe@195.80-203-20.nextgentel.com] has quit [Ping timeout: 480 seconds]
09:57<boekabart>TrueBrain: sintz'nhol?
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10:15<ln->la capsule de la nacelle contient des informations de navigation.
10:15<toresbe_>oui
10:15<TrueBrain>ln-: what are you doing? :P
10:16<ln->TrueBrain: watching star trek tng dvds. what does it look like?
10:16|-|helb [~helb@84.244.90.159] has joined #openttd
10:16<TrueBrain>:) Lol :)
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10:41<Eddi|zuHause>hm... i have a fear that my wagons got a loading speed of 0... the train is waiting forever 13% loaded
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10:48<huma>slow production?
10:49<Eddi|zuHause>no, there are passengers there, but they don't enter...
10:50<ln->they need a sergeant or something yelling at them.
10:51<nzvip>:O
10:52<Eddi|zuHause>this is the DBSetXL with Alpine, long distance passenger wagons, 1938
10:52<Eddi|zuHause>the older ones work fine
10:53<Eddi|zuHause>but the new ones just refuse to load anything
10:53<Eddi|zuHause>the mail wagon also works fine
10:56<huma>hmm
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11:08<Eddi|zuHause>this is totally silly, it only applies if the wagons are attached to a BR 05
11:08<Eddi|zuHause>it works alright with a BR 01 or BR 18, but then they don't get a dining car
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11:14<Eddi|zuHause>i can't figure this out, it works correctly in temperate
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11:16<Eddi|zuHause>it must be some wagon override that goes wrong...
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11:28<ln->sænk skjoldene og teleportér herover. samarbejd, ellers udsletter vi skibet.
11:29<+glx>stop quoting ST:TNG :)
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11:30<@Bjarni>:D
11:31<@Bjarni>hmm... sounds like it could be Kazon
11:35<Eddi|zuHause>i guess for now i should sell this BR 05 again
11:35<Eddi|zuHause>it's a silly engine to use on a hilly route with lots of (slow) bridges anyway
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11:35<@Bjarni>heh
11:36<@Bjarni>BR 05 is not designed for hills at all
11:36<@Bjarni>it's speed only
11:36<@Bjarni>sacrifice everything for speed
11:36<Eddi|zuHause>yeah, but currently i am annoyed with this: http://bugs.openttd.org/task/1325
11:37<Eddi|zuHause>i should electrify the other half of the route and use a E16
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11:42<Wolf01>hello
11:47<Greyscale>Whats the maximum station cargo limit?
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11:48<Wolf01>4096 i think
11:48<Eddi|zuHause>not since cargopackets
11:49<Greyscale>Eddi|zuHause, what is it then for a 2x4 station?
11:49<Wolf01>i never got more than 4096
11:49<Wolf01>passengers for example
11:49<Greyscale>because I have big boats grf and a 10m litre tanker half-unloaded, stock piled up to 5550ish and then it just pissed the oil away
11:50<Eddi|zuHause>i have no real idea
11:50<Eddi|zuHause>but the 4096 limit should have been lifted
11:51<ln->la forza è irrelevante. la resistenza è inutile. noi vogliamo migliorarci, assumeremo le vostre caratteristiche biologiche. la vostra cultura si adatterà per servirci.
11:51<@Bjarni>Borg!
11:51<@Bjarni>;)
11:51<Wolf01>aaah you are a borg
11:51[~]Wolf01 hides
11:51<Wolf01>borgs speak italian
11:51[~]Wolf01 hides again
11:52<@Bjarni>ln-: which to a human understandable language
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11:52<@Bjarni>COMPLY!
11:52<Wolf01>lol
11:52<skidd13>Hi
11:52<Wolf01>hi
11:53<@Bjarni>hi
11:54<skidd13>Wolf01: You wrote the transparency GUI. Is there a possibility to extend it to have an optional full transparency like the one with the trees?
11:54<Wolf01>yes, i have it done for houses
11:54<Wolf01>but there is a problem with TTRSv3
11:54<Wolf01>which cause the game to crash if you make the houses transparent
11:55<skidd13>It would be cool to have it for everything. (like full visible -> transparent -> only ground -> full visible)
11:56<Wolf01>yes it should be possible
11:57<Wolf01>i already made "click on widget" for transparency, "ctrl+click" for total invisibility
11:57<@Belugas>invisible ground tiles...
11:57<Wolf01>for both trees and houses
11:57<Wolf01>hello Belugas :)
11:57<@Belugas>transparent ground tiles
11:57<@Belugas>hello Wolf01 and skidd13 :)
11:58<skidd13>Hi Belugas
11:58<@Belugas>ho... and Bjarni
11:58<@Belugas>too
11:58<@Bjarni>ho to you too Belugas
11:58<Eddi|zuHause><Belugas> transparent ground tiles <- we need that for "advanced tunnels"
11:59<skidd13>But the thing I mainly miss with the transparency is that I've to set it everytime new.
11:59|-|skidd13 changed nick to skidd13|dinner
12:00<@Bjarni>transparent ground tiles aren't good enough
12:00<@Bjarni>we should use something like DV once made: a max height limiter (for display only), so we can look well at tunnels under tunnels
12:01<@Bjarni>too bad DV didn't code it in a way that worked with the trunk
12:01<@Belugas>Bjarni, indeed. It would require some process for drawing the underneath non-existant rails/road
12:01<Wolf01>[18:58:52] <Eddi|zuHause> <Belugas> transparent ground tiles <- we need that for "advanced tunnels" <- we need that for deepwater
12:01<@Bjarni>I can imagine some fairly complex tunnel layouts under towns and hills
12:01<Greyscale>That'd be sweet.
12:02<@Bjarni>Wolf01: ahh, that would be nice
12:02<@Bjarni>but it's not the universal solution. Transparent water tiles would be nice though
12:02<@Belugas>i doubt boekabart coded that
12:02<@Belugas>i don't remember he did anything like it
12:03<@Bjarni>coded what?
12:03<hylje>newarbitrarytunnels!
12:03<hylje>trasparent water
12:03<@Belugas>drawinf the underwater tunnels
12:03<hylje>hm
12:03<@Bjarni>it was Darkvater, who coded the max height display thingie
12:03<Greyscale>Bjarni, yes. 2050 could get underground water tunnels
12:03<Greyscale>no real point to them, they're just pimp.
12:03<@Bjarni>why 2050?
12:03<hylje>is it not feasible to turn some tiles around the mouse transparent automagically?
12:03<Greyscale>Because thats 42 years into the future?
12:03<@Bjarni>we have plenty of underwater tunnels today
12:04<ln->kracht en verzet zijn zinloos. om ons te verbeteren nemen we uw biologie en technologie in ons op. uw beschaving zal de onze dienen.
12:04<Greyscale>nono, those glass ones :D
12:04<hylje>haha
12:04<hylje>glass tunnels
12:04<Greyscale>And here we see a ZOMG SHARK!
12:04<Wolf01>oh, we live in the future? and the channel tunnel?
12:04<Eddi|zuHause>clearly, ln- now got to the borg episodes...
12:04<@Bjarni>the tunnel in London is from 185x... I think
12:05<@Bjarni>that was a really early underwater tunnel, but it did work
12:05<Greyscale>Wolf01, NOOOO GLASS TUNNELS
12:05<Greyscale>LISTEN!
12:05<Greyscale>Underwater tunnels made of rock and concrete are boring
12:05<Eddi|zuHause>the first tunnels in london were for horse wagons
12:05<Eddi|zuHause>that's why they are not straight
12:05<Wolf01>they already have glass tunnels in aquariums
12:05|-|ln- kicked [#openttd] Belugas [in english, please]
12:05<Greyscale>German I think
12:06<Greyscale>Wolf01, for trains!
12:06<Greyscale>and stuff
12:06<Greyscale>Just eyecandy really
12:06<Eddi|zuHause>i have never seen TNG in english...
12:06<Wolf01>and what forbid you to place a railroad inside an aquarium?
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12:08<@Bjarni><Eddi|zuHause> i have never seen TNG in english... <-- it's way better than in German. It was a pain to see Klingons speak German :s
12:08<Eddi|zuHause>haha :p
12:09<@Bjarni>we should use brickwalls for early tunnels
12:10<hylje>rickrolls
12:10|-|skidd13|dinner changed nick to skidd13
12:10<@Bjarni>bbl
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12:12<toresbe_>moikka ln-
12:12<ln->Belugas: strength is irrelevant. resistance is futile. we wish to improve ourselves. we will add your biological and technological distinctiveness to our own. your culture will adapt to service ours.
12:12<@Belugas>better :)
12:13<@Belugas>but... didn't glx adviced you to stop quoting?
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12:14<Eddi|zuHause>next thing you know is that "TNG quotes = ban" replaces "youtube links = ban" in the topic :p
12:14<skidd13>What about "Non TTD related qoutes = ban"? :P
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12:15<Prof_Frink>What about linkpot links?
12:18<Eddi|zuHause>there does appear a train in TNG... does that make it OTTD related?
12:20<Prof_Frink>Only if you're making a grf of it
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12:29<BigBB>Does a dev have time to speak with me about my "extended player faces selection dialog"-patch?
12:30|-|David_McMahon [~fake@dsl-fixed-77-44-48-144.interdsl.co.uk] has quit []
12:30<ln->you could try the /dev/null
12:31<skidd13>ln- please be polite
12:31<BigBB>Hello skidd13 :)
12:31<ln->skidd13: but i am
12:31<@Belugas>BigBB, i did not had time to look at it deeply. I just did looked at the toolbarfix, though
12:32<BigBB>That will be okay :)
12:33<Eddi|zuHause>i vaguely remember what happened the last time someone came with a "better faces" patch
12:33<@Belugas>I just hope you did not included the same errors as your predecessor, though
12:34<BigBB>skidd13 help me much, so I think: no
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12:34<skidd13>I'm no garantee that it works ;)
12:34<fjb>Hi
12:35<skidd13>s/works/ is bugfree/
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12:40<@Belugas>When time allows it, i'll look at it
12:40<BigBB>That's nice, thank you
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12:45<@Belugas>no problem
12:46<@Bjarni>back
12:47<Wolf01>i'm thinking about some enhancements for the transparency options... is saving to the openttd.cfg difficult to do?
12:47<fjb>Bye
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12:47<skidd13>Wolf01: IIRC the extended player faces patch does this.
12:48<BigBB>Yes you're right
12:50<Wolf01>uhm, i'll give a look
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12:53<BigBB>Wolf01: it's that what the patch change in: settings.cpp and variables.h
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13:02<Ihmemies>i suck
13:02<Ihmemies>i can't find the option to build those weird victorian era traffic marks off
13:03<Ihmemies>i mean.. uhh
13:03<Ihmemies>it builds those crappy white and red things by default, when i want standard red-green lights
13:06<Ihmemies>fuck
13:06<Ihmemies>why the game even has those )=(¤&=)&¤()=&¤(
13:07<boekabart>Ihmemies: it's a setting : build semaphores before....
13:07<boekabart>if you don't like them, set it to the year 1500 or so (although 1930 will do)
13:07<boekabart>Ihmemies: and the fucking game has them because fucking people cared enough about them to add them.
13:08<boekabart>sorry about that :)
13:10<Ihmemies>seamphores :P
13:11<Ihmemies>people shouldn't care about old junki
13:11<boekabart>no se-ma-pho-res
13:11<boekabart>Ihmemies: people should definately not care about what other people care about
13:11<Wolf01>uhm, i should add the TO_ enum for transparency options, which make things a lot easier to understand
13:12<boekabart>Wolf01: while @ it, change the 2 uint8/bytes used to store transp. flags, to uint32 s - 8 bits is just not enough for every patch ;)
13:12<Ihmemies>:--D
13:13<Wolf01>i just declared it uint when i added the save widget ;)
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13:15<Wolf01>uhm.. there is already the TO_ enum... why is not used in main_gui.cpp is a mistery
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13:23<Wolf01>ok, it saves, but i need to rewrite the part which disables the transparencies in the intro screen
13:24<Wolf01>it overwrites what i load from the cfg
13:24<Wolf01>but after dinner :D
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13:28<gagarin>hi
13:29<gagarin>I've got a problem working on may shared & contracts patch
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14:06<Wolf01>do you think that there is a single place where i can backup the _transparent_opt before clearing it for the intro game?
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14:06<Wolf01>like "there is already an option which should be X in intro game but Y = loaded from cfg for the normal game?"
14:07<boekabart>most (if not all) options are stored in the save game
14:07<@Belugas>in his case, i doubt it would be required, though
14:08<@Belugas>i know it can be done, it's just a macro versus another
14:08<@Belugas>just that i cna't remebere which one is
14:08<Wolf01>all can be done... is only the way that count ;)
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14:32<Wolf01>but one question: i can't get why somebody asked to save the transparency...
14:33<Wolf01>uhm, i got an idea
14:34<@Belugas>i though of adding saving the state too...
14:34<@Belugas>just didn't actually do it
14:34<BigBB>if somebody ever play with e.g. transparent trees.
14:34<@Belugas>just that i really do not like the idea of a patch option
14:34<Wolf01>somebody will kill me, but i'll add another variable to variables.h
14:35<Phazorx>Belugas: for PBI and capacity
14:35<Phazorx>does estimate menas anything?
14:36<Phazorx>cuz it smees to went from 0 to 100
14:36<Phazorx>then to 200
14:36<Phazorx>then to 255
14:36<Phazorx>then back to 9%
14:36<Phazorx>0%
14:37<boekabart>Phazorx: Does the same happen in TTDPatch? :p
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14:37<Phazorx>i dont think i want to play it THAT long
14:38<@Belugas>dunno Phazorx
14:38<boekabart>I hardly think Belugas is supposed to know exactly what pikkabird programmed in his grf, right?
14:38<boekabart>ask pb/the community, on the forum
14:38<@Belugas>never played that long . Just.. doing tests
14:38<Wolf01>who hooo recompiling all 'cause a little variable!
14:39<@Belugas>and indeed, i do not know how each grf behaves
14:39<+glx>Wolf01: try changing english.txt :)
14:39<@Belugas>Wolf01, quite expected :)
14:39<Wolf01>:)
14:39<+glx>changing stdafx.h is a nice full recompile one
14:40<boekabart>still, english.txt wins
14:40<+glx>doesn't touch all source files
14:40<boekabart>nope, changing strgen wins the mother of all battles :)
14:40<Wolf01>make clean && make wins too
14:41<boekabart>format c: /q :p
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14:41<Prof_Frink>boekabart: Don't be silly
14:41<Prof_Frink>del * /F /S /Q
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14:42<+glx>rm -rf /
14:43<Prof_Frink>http://hohle.net/scrap_post.php?post=23&m=full
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15:14<Wolf01>ok, now i save only the transparencies, and only if the save widget is set when exiting a game
15:15<Wolf01>to use the saved transparencies on a new or loaded game
15:15<Wolf01>you must open the toolbar, and with NO transparency enabled
15:15<Wolf01>enable the save widget
15:16<Wolf01>with ctrl+x you are able to restore the saved transparencies
15:17<Wolf01>if you press the save widget with some transparencies enabled, you overwrite the saved ones, which is the normal behavior
15:20<Wolf01>uhm, i must fix something i said before: transparencies are always saved when you exit the game
15:21<+glx>transparency is reset in intro
15:21<Wolf01>not if you use 2 variables
15:22|-|Hendikins changed nick to Hendikins|Work
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15:23[~]Wolf01 http://wolf01.game-host.org/OTTD_related/patches/transparency_save_widget_11243.diff
15:23<Wolf01>try it
15:27<Wolf01>uhm, a little bug, the loading indicators is not saved
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15:30<Eddi|zuHause>www.informatik.uni-halle.de/~krause/Ravenswald%20Transport,%2012.%20Mai%201939.png <- this is what happens if you turn a tiny mountain pass station into a hub station
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15:31<Eddi|zuHause>[... and don't have PBS]
15:31<Wolf01>oh, somebody enjoys with transparent options :D
15:32<Eddi|zuHause>i only have that open because they reset every time i load :p
15:33<Wolf01>fixed
15:33<Wolf01>(the loading indicators)
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15:36<Wolf01>Eddi|zuHause, do you want to try the new patch, so you can save the transparencies?
15:37<Eddi|zuHause>i don't like patches that break savegame compatibility
15:37<Eddi|zuHause>that's why i stripped the saving part off the daylenght patch
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15:38<Wolf01>it don't break savegame compatibility, it saves on the cfg
15:38<Eddi|zuHause>oh, that should be fine
15:39<Wolf01>daylength is another story, it needed to be saved because of network desyncs
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15:42<Eddi|zuHause>yes, but i don't do network :p
15:42<Eddi|zuHause>but currently i have other stuff i should be doing...
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15:46<Wolf01>is ttf currently down?
15:51<BigBB>no
15:55<Wolf01>ok, now works
15:58<Wolf01>unreachable again :(
15:59<BigBB>only laggy...
16:00<Wolf01>really? http://farm3.static.flickr.com/2047/1525686559_716f8d428a.jpg
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16:29<skidd13>good night
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16:34<SpComb>!ports
16:35<SpComb>!port
16:35<SpComb>~
16:38<@Bjarni>!openttd ports
16:39<@Bjarni>!openttd port
16:39<_42_>Bjarni: OpenTTD uses TCP and UDP port 3979 for server <-> client communication and UDP port 3978 for masterserver (advsertise) communication (outbound)
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16:44<Ailure>odd
16:44<Ailure>the forums stopped working for me
16:44<Ailure>ah well
16:44<SpComb>same here
16:44<BigBB>for me too
16:44<@Bjarni>not again :(
16:44<SpComb>mtr stops in helsinki
16:45<@Bjarni>Ailure: now I have to ban you for breaking the forum
16:45<Ailure>oh well
16:45<Ailure>at elast it's not my connection
16:45<Ailure>;)
16:45<Ailure>Sure, I like DDOS it
16:45<Ailure>by loading a few pages
16:45<Ailure>or so
16:45<Ailure>http://chocolatenews.ytmnd.com/ I love this
16:46<SpComb>it's a routing issue
16:46<@Bjarni>not again :(
16:46<SpComb>works fine from my server in germany
16:47<SpComb>but not from my university connection in finland
16:47<@Bjarni>at least it's not only me this time
16:47[~]SpComb proxies himself via his server in germany to bypass this broken piece of the internets
16:47<@Bjarni>it sucks last time because then the problem turned out to be my ISP DNS server
16:48<BigBB>I'm in germany too and I have no forum. First it has a latency of a few minutes, but now....
16:48<@Bjarni>SpComb broke it so he can have it for himself
16:48<@Bjarni>posting stuff on a forum that only one person can read must be great fun
16:48<SpComb>well, the datacenter that this server's in has an uplink from eweka, where tt-forums.net is hosted
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16:49<BigBB>Forum is back :)
16:50<SpComb>bah, I was just about set up some port-forwarding on marttila.de
16:54<Sacro>SpComb: you where going to set us up the bomb?
16:56<Prof_Frink>What you say?
16:57<SpComb>AYBABTU
16:57<Sacro>Prof_Frink: you have no chance to survive make your time
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16:59<Eddi|zuHause>move every zig!
17:00<SpComb>zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig zig
17:00<SpComb>80-character wide terminals are a relic
17:02<Eddi|zuHause>so are wooden spoons...
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17:04<SpComb>I agree, it's pretty bad form to use wooden spoons in your source code
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17:15<Chaladirnik>hi Ive been away from the project for half a year or something... have some larger improvements been made in the ai section?
17:16<Eddi|zuHause>is "half a year" before or after creation of the NoAI branch?
17:16<BigBB>AFAIK only in the AI-branch not in the trunk.
17:17<Eddi|zuHause>for a second, you looked like Bjarni...
17:18<Eddi|zuHause>same colour, same starting letter...
17:21<Prof_Frink>Eddi|zuHause: Don't be silly
17:21<Prof_Frink>Bjarni is purple, BigBB is pink.
17:21<Eddi|zuHause>you are pink :p
17:22<Prof_Frink>You're teal.
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17:22<BigBB>that is from client to client different
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17:29<Sacro>Bjarni: http://darkmonkey.org.uk/4/1/vias.jpg
17:30<Eddi|zuHause>"if you do not see two straight lines on this picture, you need to go to a doctor"
17:31<BigBB>good night
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17:32<Eddi|zuHause>this might be a bad perspective, but i think the right rail is much higher than the left rail...
17:32<Wolf01>'night
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17:46<Digitalfox>Well since most of you guys must have +/- my age, do you guys remember a TV Series of Flash Gordon made in the 80s 90s ( no it's not an animated series ).. Someone remembers? I don't find any info about it..
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17:49[~]glx remembers a movie with this name
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17:50<Digitalfox>Well Flash Gordon is the hero who moves at speed of light.. ;)
17:51<+glx>that's Flash
17:51<+glx>not Flash Gordon
17:51<Digitalfox>Are you sure glx?
17:51<Digitalfox>Maybe i'm confusing it.. :\
17:51<+glx>he wears a red suit
17:52<Digitalfox>you are right glx.. I was mixing it ..
17:56<Digitalfox>Damn so the show only had one season 22 episodes.. What's up with TV shows from US, almost none resist's the fisrt season.. Oh well it may be fun to watch at least a season..
17:56<Sacro>Gordon's Alive!
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17:58<Eddi|zuHause>Digitalfox: they made a remake of flash gordon
17:59<Digitalfox>Eddi|zuHause: yeah, but i was mistaken, i was talking about flash the guy who moves at speed of light
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18:43<huma>these evil cities don't like terraforming
18:44<huma>even though i'm trying to clean the space for a nice airport
18:44<huma>no planes for them
18:45<@Belugas>plant trees
18:45<@Belugas>cities love trees
18:45<@Belugas>lots of them
18:45<Eddi|zuHause>apparently they like if you totally waste their forests, and plant them from scratch
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18:46<huma>it was a mountainside. levelled it up a little :)
18:49<huma>planted bunch of trees. well, helped a little. my rating is mediocre now :)
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18:49<+glx>enough to build an airport :)
18:54<svippy>:( That reminded me of the idiot airport joke.
19:07<Eddi|zuHause>glx: but building an airport removes a damn lot of trees again
19:08<+glx>not a problem ;)
19:08<+glx>the airport is built
19:08<Eddi|zuHause>it is a real problem if you want do build a station of several pieces
19:09<Eddi|zuHause>either you place the pieces individually, then you run out of "rating" with a half built station
19:09<Eddi|zuHause>or you build a big station, and replace the station tiles
19:10<Eddi|zuHause>which means you immediately run out of "rating", and they refuse the rebuilding (which is kinda stupid anyway, it is already your station)
19:15<huma>they apparently don't like when you build roads as well
19:16<huma>that is really weird
19:28<huma>what's funny though - to rename a town doesn't cost me anything :) even if i call them the f-word, they won't mind :)
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19:42<Mek>if anybody cares, openttd seems to run just fine on a Neo1973 with openmoko (http://scap.linuxtogo.org/files/9115a35636b2c6f19d9f0c22e28ff3c7.png)
19:43<Mek>(only scrolligng is a bit of a problem with no keyboard, and no right mouse button :) )
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22:02<mattt__>Anyone know where I can find examples of really high-traffic train stations?
22:02<mattt__>That is, ones which can handle a large volume very well
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22:20<Ammler>mattt: http://openttdcoop.ppcis.org
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23:26<mattt__>do airports automatically give you an appalling rating with the local authority?
23:30<Rubidium>nope, but crashing vehicles do
23:32<mattt__>I built an airport in a town on the side of the map opposite where all my other construction is and got an appalling rating immediately.. reloaded and tried building further from town but go the same thing
23:32<mattt__>crashing is turned off
23:33<Rubidium>destroying trees (during the build) does lower your rating too
23:33<mattt__>hm.. yeah, i built reams of trees
23:33<Rubidium>and maybe some other stuff as you say you're running ChrisIN
23:34<mattt__>and i just tried bribing too
23:34<mattt__>how long does that take to have an affect?
23:34<mattt__>effect
23:34<Rubidium>building trees and bribing should have an immediate effect
23:35<mattt__>:|
23:35<mattt__>they must really hate me
23:37<mattt__>and i was nice enough to build them an airport
23:39<Rubidium>could ofcourse be that someone messed up the town rating stuff in ChrisIN.
23:40<mattt__>>_<
23:40<mattt__>i'm doing well in a couple other towns
23:40<mattt__>outstanding, in fact :P
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---Logclosed Thu Oct 11 00:00:45 2007