--- | Log | opened Fri Oct 19 00:00:53 2007 |
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02:45 | <dihedral> | morning :-) |
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04:36 | <CIA-5> | OpenTTD: truelight * r11294 /branches/noai/ (9 files in 3 dirs): [NoAI] -Add: added AIIndustry::IsCargoAccepted + Valuator (on request by Kilinich) |
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05:27 | [~] | dihedral greets TrueBrain |
05:32 | <dihedral> | TrueBrain: can you pin 2 threads for me? |
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05:39 | <Ammller> | dihedral: pin the 1. thread and link there to the 2. |
05:40 | <dihedral> | the second thread is in the graphics section |
05:40 | <dihedral> | 2 different groups of people we are getting hold of |
05:41 | <Ammller> | ah, ok |
05:41 | <dihedral> | :-) |
05:41 | <Ammller> | thought, they are in the same group :) |
05:41 | <dihedral> | kinda ;-D |
05:42 | <TrueBrain> | dihedral: maybe it is time for you to ask an other moderator, as you start to annoy me by how many times you can ask the same question over and over and over |
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05:47 | <dihedral> | TrueBrain: i asked you yesterday and all you said was you had no time |
05:47 | <dihedral> | that is not a yes or a no |
05:48 | <dihedral> | but none the less - sorry for annoying you |
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05:55 | <dihedral> | TrueBrain: if you still feel like it ;-) 34429 and 34514 |
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06:32 | <CIA-5> | OpenTTD: truelight * r11295 /branches/noai/ (10 files in 4 dirs): [NoAI] -Change [API CHANGE]: put Engine things in AIEngine, and rename functions as such. Most noticable: FindBestXXXVehicle -> FineBestXXXEngine |
06:46 | <TrueBrain> | bah, I can't remember my myottd login :p |
06:46 | <TrueBrain> | lol |
06:47 | <SpComb> | and it doesn't know your email |
06:47 | <TrueBrain> | poor poor system :p |
06:47 | <SpComb> | nor are you able to change your own password |
06:48 | <SpComb> | yeah, I haven't had the time to make it a good system |
06:48 | <TrueBrain> | I just can't remember what I filled in :p |
06:48 | <SpComb> | used my time to concentrate on other features |
06:48 | <TrueBrain> | somehow/... |
06:48 | <TrueBrain> | I am now logged in |
06:48 | <TrueBrain> | :s |
06:48 | <SpComb> | if you tell me what password you want it to have, I can change it for you manually |
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06:48 | <TrueBrain> | nevermind |
06:49 | <TrueBrain> | I wonder, I stopepd my server |
06:49 | <TrueBrain> | but now it is running |
06:49 | <TrueBrain> | weird |
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06:49 | <SpComb> | I only fixed the stopping/starting somewhat recently |
06:49 | <TrueBrain> | you still need to start it before you can change settings :p |
06:49 | <SpComb> | indeed |
06:50 | <TrueBrain> | you made a nice system :) |
06:50 | [~] | SpComb started the rewrite of the part that would make it possible to configure it properly |
06:51 | <SpComb> | i.e. you can change the server name and password at runtime, and it doesn't try and store all the configuration in the database anymore |
06:51 | <SpComb> | the current issue is how I'd need to store the configuration in two places, in OpenTTD itself, and in the config file |
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07:07 | <dihedral> | SpComb: you might like http://pub.dihedral.de/openttd/network_nextgame_reload_cfg.patch |
07:08 | <CIA-5> | OpenTTD: truelight * r11296 /branches/noai/src/ai/api/ai_vehicle.hpp: [NoAI] -Fix: typo in comment of AIVehicle::GetName |
07:09 | <SpComb> | I was thinking more in terms of making openttd.cfg just to means to persist the settings across server restarts, and also for use when the server itself is off |
07:10 | <SpComb> | either via having OpenTTD write out the config every time it's changed, or doing that in python |
07:10 | <SpComb> | so if I change some settings, then I simply modify them inside OpenTTD, and write out to the config file. If I want to know what the value for some setting is, I ask OpenTTD |
07:11 | <SpComb> | I'm pretty sure that I'll write some kind of more useable control interface for OpenTTD to replace the console |
07:11 | <SpComb> | packed binary data via stdin/out, with some kind of proper command/response/event protocol |
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07:16 | <dihedral> | SpComb: will that not in some cases fail if the game e.g. is running? |
07:17 | <SpComb> | depends on what settings you change, you can't change everything, of course |
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07:18 | <dihedral> | say you want to set the difficulty :-) |
07:19 | <SpComb> | I'm not really familiar with how all of the settings work, but e.g. server name and password can be changed at runtime |
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07:27 | <dihedral> | yes, but port, diff level and some others cannot :-) |
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08:03 | <sdziallas> | hi! i'm working for the german computer magazine c't and we are currently preparing are cd with games on it |
08:04 | <TrueBrain> | welcome sdziallas |
08:04 | <sdziallas> | hi! |
08:04 | <sdziallas> | i would like to ask you whether it would be possible to put openTTD on it |
08:04 | <TrueBrain> | OpenTTD is GPL, so you are free to distribute it, as long as you tell people where to find the source-files (which isn't a problem if you use our official binaries) |
08:05 | <TrueBrain> | the main problem would be the original TT graphics |
08:05 | <TrueBrain> | which you can not distribute, as that is licensed to Micropose |
08:05 | <+glx> | Atari now |
08:05 | <sdziallas> | ok! thank you! i only thought it would be better to ask the authors first |
08:05 | <TrueBrain> | It is very kind of you :) |
08:05 | <TrueBrain> | and of course we would love to get a (free) copy of it ;) |
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08:06 | <sdziallas> | ok! |
08:06 | <sdziallas> | i will talk to one of the other editors |
08:07 | <mikl> | Wasn't there an upgrade screen somewhere for trains - replace model X with Y...? |
08:07 | <sdziallas> | but i think this woon't be a problem |
08:07 | <mikl> | Can't find it in r11235 |
08:07 | <TrueBrain> | mikl: check the wiki, but it is in your vehicle-overview window |
08:07 | <+glx> | mikl: vehicle list, manage list |
08:07 | <+glx> | you can't miss it |
08:07 | <TrueBrain> | sdziallas: :) |
08:08 | <mikl> | ah, yes... |
08:08 | <mikl> | I must be blind :) |
08:09 | <sdziallas> | TrueBrain: again thank you, i will organize some things and contact you soon. |
08:09 | <TrueBrain> | sdziallas: no problem :) To more people play OpenTTD, the happier we become :) |
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08:10 | <sdziallas> | TrueBrain: that somehow logic - but since it is a great game - we would like to bring it to the people :-) |
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08:14 | <CIA-5> | OpenTTD: truelight * r11297 /branches/noai/ (5 files in 2 dirs): [NoAI] -Add: in AIEngine, added: GetName, GetCargoType, GetCapacity, GetReliability, GetMaxSpeed, GetVehicleType, and GetPrice (on request by Kilinich) |
08:15 | <dihedral> | TrueBrain: you are really doing quite a lot of noai stuff recently |
08:16 | <TrueBrain> | dihedral: just a bunch of copy/paste work, where people request functions |
08:16 | <dihedral> | still |
08:16 | <dihedral> | it's nice to see |
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08:27 | <TrueBrain> | tnx :) |
08:27 | <dihedral> | do water colors in the grf's cycle on their own, or does that need to be coded in the grf? |
08:27 | <TrueBrain> | colours in general cycle |
08:27 | <TrueBrain> | nothing you can do about that |
08:27 | <TrueBrain> | a completely different subsystem of the game :) |
08:27 | <dihedral> | AntB just wanted to know |
08:27 | <TrueBrain> | he can ask for himself, not? :p |
08:28 | <dihedral> | he asked in the forums :-) |
08:28 | <AntB> | i did on TTforums |
08:28 | <TrueBrain> | ah :p |
08:28 | <dihedral> | :-P |
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08:28 | <TrueBrain> | hmm, I can't find the image 1-2-3 |
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08:29 | <TrueBrain> | but colors 216-250 or something animate |
08:29 | [~] | AntB will try it anyway |
08:29 | <frosch123> | see docs/ottd-colour-palette.gif |
08:30 | <TrueBrain> | frosch123: I was trying to find an online version.. .:p |
08:30 | <frosch123> | Upload it to the wiki |
08:30 | <TrueBrain> | http://hg.openttd.org:8000/svn/trunk.hg/raw-file/a422aa3a9600/docs/ottd-colour-palette.gif |
08:31 | <TrueBrain> | 217-244 |
08:31 | <AntB> | and its animated! thx! :D |
08:31 | <TrueBrain> | you should be able to load your own animation via a newgrf |
08:31 | <TrueBrain> | but I don't know enough about newgrf to tell you more about that :p |
08:32 | <AntB> | I haven't got a clue myself, but anything is worth a shot :D |
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08:40 | <@Belugas> | simple: start at http://wiki.ttdpatch.net/tiki-index.php?page=NewGraphicsSpecs |
08:40 | <@Belugas> | the rest is easy ;) |
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08:47 | <Phazorx> | http://openttdcoop.ppcis.org/blog/files/pictures/map.zones.png << candidate for #wwottdgd map :o) |
08:47 | <Roujin> | ooo |
08:47 | <Roujin> | thats beautiful :> |
08:47 | <hylje> | :> :> |
08:47 | <TrueBrain> | very nice |
08:47 | <Roujin> | 2048^2? |
08:48 | <Phazorx> | yup |
08:48 | <TrueBrain> | http://devs.openttd.org/~truelight/heightmaps/test102.png <- play on this! :p |
08:48 | <Phazorx> | TrueBrain: wheres the rest of europe? |
08:48 | <TrueBrain> | the rest of europe isn't important! |
08:48 | <dihedral> | lol |
08:48 | <dihedral> | too much water |
08:48 | [~] | dihedral coughs |
08:49 | <TrueBrain> | http://devs.openttd.org/~truelight/heightmaps/test75.png <- lol, poor quality :p |
08:49 | <Phazorx> | TrueBrain: that map misses black sea |
08:49 | <Phazorx> | somehow... |
08:49 | <TrueBrain> | Phazorx: is above sea-level |
08:49 | <TrueBrain> | it is a heightmap |
08:49 | <Phazorx> | really ? |
08:50 | <TrueBrain> | the sea-level on those images is pushed 3 meters lower btw |
08:50 | <TrueBrain> | but okay |
08:50 | <Phazorx> | i know what height map is... but last time i checked water from black seas isnt that much higher there |
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08:52 | <Vikthor> | Is it only me, or is Rhein connected with Rhone in the middle of Switzerland on that map? |
08:52 | <Phazorx> | Vikthor: it is |
08:52 | <Phazorx> | this isnt my map actualy |
08:53 | <Phazorx> | i only shaved it and reset industries/cities |
08:53 | <dihedral> | Vikthor - if you dont mention it no one will notice :-_ |
08:53 | <Phazorx> | as well as propered some rivers |
08:53 | <TrueBrain> | Phazorx: I think it is a fun map to play on :) |
08:53 | |-| | MarkSlap [~shit@h-85-24-202-140.NA.cust.bahnhof.se] has joined #openttd |
08:54 | <Vikthor> | dihedral: I doubt that, if I noticed, than why would not somebody else? |
08:54 | <Phazorx> | TrueBrain: yeah we are debating on how #openttdcoop will chime in with all the rest on there |
08:54 | [~] | dihedral was just kidding |
08:54 | <Phazorx> | Vikthor: any suggestions on how to make it look better ? |
08:56 | <Vikthor> | Well, I do not know, maybe make Rhein start in the Bodensee and the Rhone in Lac Leman? |
09:00 | <Phazorx> | hmm... is como another name for lugano ? |
09:02 | <TrueBrain> | we really need the border-patch for this kind of maps :) |
09:02 | <dihedral> | can someone trun this tar into a grf for us http://www.tt-forums.net/download.php?id=80148 |
09:02 | <dihedral> | related post: http://www.tt-forums.net/viewtopic.php?p=634648#p634648 |
09:03 | <dihedral> | it's a 32bbp sprite |
09:03 | <dihedral> | and we need a grf |
09:03 | <dihedral> | aim is to replace the transmitter |
09:03 | <CIA-5> | OpenTTD: truelight * r11298 /branches/noai/ (10 files in 4 dirs): [NoAI] -Add: added EngineList + Valuators for all common functions. This should replace all FindXXXEngine, which will be removed soon |
09:04 | <Phazorx> | border patch? |
09:04 | <TrueBrain> | Phazorx: it disallowed people to build things outside their border |
09:04 | <Phazorx> | ahh is there patch liek that already? |
09:05 | <TrueBrain> | I made some initial patch for it |
09:05 | <TrueBrain> | head-to-head patch contains most code |
09:05 | <TrueBrain> | but a reduced version of it, is enough |
09:05 | <TrueBrain> | downside is that it only allowed rectangle borders currently |
09:05 | <TrueBrain> | non-rectangle needs _m bits :) |
09:06 | <Phazorx> | ahh... that isnt too good for this case |
09:06 | <Phazorx> | so i'm off to set "transmitters aka border poles" eveywhere then |
09:06 | <dihedral> | :-P |
09:06 | <TrueBrain> | enjoy |
09:07 | <TrueBrain> | what would be cool too, is the toll-port patch :) |
09:07 | <TrueBrain> | it allowed one company to make long tracks |
09:07 | <TrueBrain> | and via toll-ports, access for other companies on those tracks :p |
09:08 | <Phazorx> | TrueBrain: can you capture their trains tho? |
09:08 | <dihedral> | does it work stable? |
09:08 | <TrueBrain> | dihedral: no, it is based on r4533 |
09:08 | <TrueBrain> | lol :p |
09:09 | <dihedral> | ouch |
09:09 | <dihedral> | where is it? |
09:09 | <TrueBrain> | in my patch vault |
09:09 | <dihedral> | i could try to change the patch to the current r |
09:09 | <TrueBrain> | haha |
09:09 | <TrueBrain> | no way :) |
09:09 | <dihedral> | "no way" it's too big |
09:09 | <dihedral> | or too complicated for dih? |
09:09 | <TrueBrain> | no, the code changes a bit too much :p |
09:10 | <+glx> | just 2 deleting patches revs :) |
09:10 | <+glx> | c->c++ and makefile rewrite |
09:10 | <TrueBrain> | but it might be nice to restart it |
09:11 | <TrueBrain> | it was just that on a normal game, it rarely is useful |
09:11 | <dihedral> | would i not just have to understand what the patch does, and 'rewrite' it for the current r? |
09:11 | <TrueBrain> | dihedral: it needs a bit more advanced logic :p |
09:11 | <TrueBrain> | anyway, I can't find the patch (only the description) |
09:11 | <dihedral> | uh |
09:11 | <dihedral> | k |
09:11 | <dihedral> | nvm then |
09:11 | <TrueBrain> | but okay, I have 1500 patches |
09:11 | <TrueBrain> | so no wonder :p |
09:11 | <dihedral> | LOL |
09:12 | <dihedral> | grep for something that might be in the comments :-D |
09:12 | <Phazorx> | and there is a city of "genf" where geneva is supposed to be here... |
09:12 | <Phazorx> | where is that damn swissman |
09:12 | <dihedral> | genf == geneva |
09:12 | <TrueBrain> | anyway, the patch really didn't work out how I wanted it too |
09:12 | <Vikthor> | Phazorx: Genf is german name fo Geneva |
09:12 | <TrueBrain> | nobody wants to pay you to use your tracks |
09:12 | <dihedral> | lol @ Phazorx |
09:12 | <TrueBrain> | they rather lay down their own |
09:12 | <Phazorx> | Vikthor: ahh... |
09:13 | <TrueBrain> | as they don't trust you.. |
09:13 | <Phazorx> | i;d raver have it as geneva tho |
09:13 | <Phazorx> | is camo german for lugano then? |
09:13 | <dihedral> | Phazorx: why not use the original names |
09:14 | <Phazorx> | dihedral: hard to coordinate with unsuaual names |
09:14 | <dihedral> | all the asian counties aint on the map, so typing them should not be a prob :-D |
09:14 | <ammler> | [16:12] <Phazorx> where is that damn swissman \o/ |
09:14 | <Phazorx> | i know where geneva is or milano... no idea where mailand or genf are |
09:14 | <Phazorx> | ammler: |
09:14 | <dihedral> | ammler: :-) |
09:14 | <ammler> | genf=geneva |
09:14 | <Phazorx> | that i know already |
09:14 | <Phazorx> | and camo? |
09:15 | <ammler> | we have 4 different languages in our country |
09:15 | <Vikthor> | Phazorx: If so should not it be Geneve (French spelling I believe?) |
09:15 | <Phazorx> | ammler: i know that but each canton should call their towns as they are |
09:15 | <TrueBrain> | Gen`eve is Dutch spelling :p |
09:15 | <ammler> | yes, Genève is best |
09:15 | <Phazorx> | Vikthor: Geneve is the one i put |
09:15 | <Phazorx> | Geneva is cyriilic |
09:16 | <ammler> | hmm, Umlauts should be possible, no? |
09:16 | <dihedral> | genf rhymes with senf |
09:16 | <ammler> | and don't forget Amden :P |
09:16 | <Phazorx> | ammler: there is some place named "camo" where lugano is suppsoed to be |
09:16 | <Phazorx> | is that normal? |
09:16 | <Phazorx> | and umlautsa are fine |
09:16 | <Phazorx> | ammler: where is it , lol ? |
09:16 | <Phazorx> | any other requests while i am on it ? |
09:17 | <dihedral> | i want Obernhof in the game |
09:17 | <dihedral> | it's on the lahn |
09:17 | <dihedral> | between Limburg and Koblenz |
09:17 | <ammler> | camo is a border village |
09:17 | <Vikthor> | Just out of interest how does the spelling of Czech cities look like? |
09:17 | <dihedral> | very small town |
09:17 | <Phazorx> | give me location as intersection of lines between any major cities |
09:17 | <ammler> | somewhere in italian side |
09:17 | <AntB> | Can you not just put town names in their native language? |
09:18 | <dihedral> | mossel ---|rhein|---- lahn |
09:18 | <Phazorx> | Vikthor: "Pilsen" "PRag" "Budweis" |
09:18 | <hylje> | AntB: some towns have several |
09:18 | <Vikthor> | thats actually German |
09:18 | <dihedral> | i was assuming you might have those towns on the map that i mentioned |
09:18 | <Phazorx> | Vikthor: author was german then |
09:18 | <Vikthor> | Probably |
09:18 | <AntB> | Primary language then.. (that'll be a laugh for Wales!) |
09:19 | <dihedral> | LOL |
09:19 | <Roujin> | does it have llanfair ... you know what in it? ^^ |
09:19 | <Phazorx> | dihedral: bigger ones please |
09:19 | <dihedral> | lets add a TS server and hear how people try to pronounce those towns ? |
09:19 | <Phazorx> | liek karlsruhe :) |
09:19 | <hylje> | Liek |
09:19 | <Roujin> | llanfairpwylksjgaejrhlkaeasdngbjkwaensomething ;) you know what i mean |
09:19 | <AntB> | anyone wanna try making Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch village ;) |
09:19 | <Vikthor> | Phazorx: Correct ones are : "Plzeň" "Praha" "Budějovice" (more correctly "České Budějovice") |
09:19 | <Phazorx> | ammler: i'll put amden if you tell me where it is |
09:20 | <Vikthor> | But you can go without the extra diacritical marks |
09:20 | <ammler> | hmm, not needed, is too small... :) |
09:20 | <ammler> | and I miss our lage |
09:20 | <ammler> | lake |
09:21 | <ammler> | I will wait until the river patch |
09:21 | <Phazorx> | heh okay |
09:21 | <Phazorx> | dihedral: where is your town? |
09:21 | |-| | Deathmaker [~Miranda@dslb-082-083-219-009.pools.arcor-ip.net] has quit [Quit: ...] |
09:22 | <AntB> | anyone got any suggestions for drawin newGRf people? |
09:22 | <Phazorx> | Vikthor: i broke rhone/rhine at lugano-bern line :) |
09:22 | <ammler> | AntB looking at existing ones |
09:22 | <AntB> | which GRF has people in? |
09:23 | <Phazorx> | Vikthor: and ě/ň arent really possibkle :( |
09:23 | <dihedral> | Wolf01 is working on people... |
09:23 | <dihedral> | you could ask him |
09:23 | <ammler> | ie. if you like to make new road sprites for wwottdgd, take comboraods |
09:23 | <ammler> | or NARoads |
09:23 | <ammler> | you can read them best with GRF2Html |
09:24 | <AntB> | I was looking at NARoads for new lighting |
09:24 | <Vikthor> | Phazorx: Yeah I know thats why I said you go without diacritical marks |
09:24 | <ammler> | and of course the wiki of ttdpatch |
09:25 | <Vikthor> | And in fact they are possible you just need either unifont.grf or specify system font that is capable of showing them |
09:25 | <ammler> | can we force clients to use 32bpp? |
09:26 | <dihedral> | i would rather not |
09:26 | <dihedral> | and it does not make sense to add ONE 32bbp thing to the grf pack |
09:26 | [~] | AntB doesn't like 32bpp |
09:27 | <Phazorx> | Vikthor: i think slovakian would need corrections too |
09:28 | <SmatZ> | hmm yes, µ is not in unifont.rf |
09:28 | <Vikthor> | Phazorx: Ok, tell me I think I know the Slovakian names too |
09:29 | <Phazorx> | hmm.. bielsko-biala ? |
09:29 | <Phazorx> | zilina |
09:29 | <Vikthor> | Žilina |
09:29 | <Phazorx> | ostrau |
09:29 | <Vikthor> | but Biielsko-biala is polish I believe |
09:30 | <Phazorx> | cant find bratislava here |
09:30 | <Phazorx> | Vikthor: yeah... but same region :) |
09:30 | <Vikthor> | And Ostrau - Ostrava is Czech |
09:30 | <Phazorx> | Oppeln? |
09:31 | <Phazorx> | Kaschau - that's romanian? |
09:31 | <Phazorx> | and correct spelling for bratislava ? |
09:31 | <Phazorx> | it's breslau here |
09:31 | <Vikthor> | Bratislava |
09:31 | <dihedral> | perhaps that town stuff should move to #wwottdgd, to not flood this channel :-) |
09:31 | <Phazorx> | same as russian then |
09:31 | <Vikthor> | OK |
09:32 | [~] | dihedral slaps himslef for not doing so himself in the past |
09:33 | |-| | Bjarni [~Bjarni@0x50c79a03.virnxx14.adsl-dhcp.tele.dk] has joined #openttd |
09:33 | |-| | mode/#openttd [+o Bjarni] by ChanServ |
09:34 | <Sacro> | eek tis him |
09:35 | <@Bjarni> | I don't this this language. Please speak English |
09:35 | <hylje> | gibberish |
09:36 | <Sacro> | this this? |
09:36 | <+glx> | like this :) |
09:39 | |-| | SmatZ [~smatz@a40-prg1-5-107.static.adsl.vol.cz] has quit [Remote host closed the connection] |
09:41 | <@Bjarni> | http://www.youtube.com/watch?v=qgiUSEpg8Xc <-- Lego will never be the same again o_O |
09:41 | <Sacro> | holy... |
09:41 | <Vikthor> | Now I wonder wheter Tr..Bra.n is around :) |
09:42 | <@Bjarni> | I don't |
09:42 | [~] | AntB would like to point the "YouTube link == Ban" part of the topic |
09:43 | <@Bjarni> | I know |
09:43 | <Sacro> | http://www.swearalot.com/ |
09:43 | <@Bjarni> | I just don't care when it involves Lego™ |
09:44 | <Sacro> | http://www.b3ta.com/links/Mirror_prank |
09:46 | |-| | shodan [user@xerxes.foocode.net] has joined #openttd |
09:50 | <Phazorx> | any poles around? |
09:51 | |-| | ufoun [~ja@81.19.35.178] has joined #openttd |
09:51 | |-| | Roujin [HydraIRC@b6.tum.vpn.lrz-muenchen.de] has quit [Ping timeout: 480 seconds] |
09:51 | [~] | Sacro has a wooden pole |
09:51 | [~] | dihedral does not want to know |
09:52 | |-| | FlowaPowa [~Flowa@4va54-4-82-244-103-144.fbx.proxad.net] has joined #openttd |
09:53 | |-| | FlowaPowa [~Flowa@4va54-4-82-244-103-144.fbx.proxad.net] has left #openttd [] |
09:53 | <Sacro> | !seen Meush |
09:53 | <+_42_> | Sacro, I don't remember seeing Meush. |
09:55 | <@Bjarni> | @seen Meush |
09:55 | <@DorpsGek> | Bjarni: Meush was last seen in #openttd 9 weeks, 3 days, 5 hours, 49 minutes, and 8 seconds ago: <MeusH> hey Wolf01 :) |
09:55 | <Sacro> | hmmm |
09:55 | <Sacro> | Tesco vs Denmark |
09:56 | <Sacro> | :o |
09:56 | <Sacro> | its a war! |
09:56 | <@Bjarni> | what? |
09:56 | <Sacro> | http://uk.youtube.com/watch?v=lfSi0D7KESk |
09:58 | <hylje> | lego trains |
09:59 | <@Bjarni> | wow |
09:59 | <@Bjarni> | just wow |
09:59 | <@Bjarni> | finally somebody who understands Danes |
10:00 | <@Bjarni> | listen to what Stu says |
10:00 | <@Bjarni> | and don't try to prevent our actions :D |
10:02 | <@Bjarni> | http://uk.youtube.com/watch?v=-pVJqHqyIWo <-- Lego trains |
10:02 | <@Bjarni> | almost as many as I (would like to) have |
10:03 | <Phazorx> | is it like walmart in states? |
10:03 | <hylje> | so when you've conquered the world you'll spend your time at doing that |
10:04 | |-| | gule [~Administr@tm.84.52.149.249.dc.cable.static.telemach.net] has left #openttd [] |
10:07 | |-| | skidd13 [~skidd13@p548A5A7E.dip.t-dialin.net] has joined #openttd |
10:07 | <skidd13> | Hi |
10:08 | <dihedral> | hello |
10:11 | <skidd13> | dihedral: Buyed a Lart for the BDUs yet? :D |
10:12 | <dihedral> | :-D |
10:12 | <dihedral> | i'll make one myself |
10:13 | <TrueBrain> | Sacro / Bjarni: you both did read the topic, not? |
10:15 | [~] | dihedral was thinking of the topic, just did not want to say anything |
10:16 | <dihedral> | TrueBrain: go for it, just for the fun of it :-D |
10:16 | <TrueBrain> | okay, because you request it |
10:16 | <TrueBrain> | @ban Bjarni No Youtube links |
10:16 | <TrueBrain> | I should learn him to understand @ban |
10:16 | <TrueBrain> | @op |
10:16 | |-| | mode/#openttd [+o TrueBrain] by DorpsGek |
10:16 | |-| | mode/#openttd [+b *!*@0x50c79a03.virnxx14.adsl-dhcp.tele.dk] by TrueBrain |
10:16 | |-| | Bjarni kicked [#openttd] TrueBrain [Bjarni] |
10:16 | <@TrueBrain> | now I feel much better :) |
10:17 | |-| | mode/#openttd [-b *!*@0x50c79a03.virnxx14.adsl-dhcp.tele.dk] by TrueBrain |
10:17 | <dihedral> | lol |
10:17 | <Eddi|zuHause2> | <Phazorx> it's breslau here <- breslau is something entirely different... that's in "Oberschlesien" (Poland) |
10:17 | <Eddi|zuHause2> | the german name of Bratislava is "Preßburg" |
10:18 | |-| | frosch123 [~mtce@kolmogoroff.math.tu-clausthal.de] has quit [Remote host closed the connection] |
10:18 | <Phazorx> | Eddi|zuHause2: thanks for correcting... |
10:18 | <ln-> | hmm, is there a german name for Firenze? |
10:18 | <Eddi|zuHause2> | Florenz? |
10:18 | <ln-> | (i.e. Florence in english) |
10:19 | <Eddi|zuHause2> | yeah |
10:19 | <Vikthor> | Eddi|zuHause2: We have settled on Bratislava, but thanks for corrction anyway |
10:19 | <Phazorx> | well |
10:19 | <ln-> | ok, quite much as unobvious. |
10:19 | <Phazorx> | double mistake on authors acount |
10:19 | <Phazorx> | cuz it was named breslau |
10:19 | <Phazorx> | but was on danube |
10:19 | <Phazorx> | so it is bratislava actualy |
10:19 | <Eddi|zuHause2> | Breslau should be further north |
10:19 | <Eddi|zuHause2> | i'd help with that stuff, but i have to go now |
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10:21 | |-| | Mucht [~Martin@chello080109200215.3.sc-graz.chello.at] has joined #openttd |
10:25 | <Sacro> | TrueBrain: he started it |
10:25 | <@TrueBrain> | Sacro: reason I didn't ban you :) |
10:27 | <hylje> | TrueBrain: banned for being trolled successfully! :P |
10:28 | |-| | Bjarni [~Bjarni@0x50c79a03.virnxx14.adsl-dhcp.tele.dk] has joined #openttd |
10:28 | |-| | mode/#openttd [+o Bjarni] by ChanServ |
10:28 | <@Bjarni> | !logs |
10:28 | <SpComb> | Logs: http://spbot.marttila.de:8120/logs/oftc-ottd (old: http://zapotek.paivola.fi/~terom/logs/openttd ) |
10:28 | [~] | SpComb notes that OpenTTD isn't very playable over GPRS |
10:28 | <@TrueBrain> | SpComb: dah? :p |
10:29 | <SpComb> | I'd say it fared better than BF1942, though |
10:29 | <SpComb> | but I tried to zoom out, seized up for a minute, bunch of news messages came up, and then network synch error or whatnot |
10:29 | <@TrueBrain> | don't zoom out :p |
10:30 | <SpComb> | loading the map from the server takes about five minutes |
10:30 | <hylje> | haha |
10:30 | [~] | SpComb is bored in a car |
10:30 | <@Bjarni> | TrueBrain: what is it with you and YouTube anyway? |
10:30 | <@Bjarni> | you got stocks in Utube.com? |
10:30 | <hylje> | SpComb: you might want to play some starcraft |
10:30 | <@TrueBrain> | Bjarni: don't worry, it is not only me |
10:30 | <@TrueBrain> | and what is with you and bash/youtube links? |
10:31 | <@Bjarni> | are you sure? |
10:31 | <hylje> | he can't accept the funny |
10:31 | <@Bjarni> | maybe he lacked Lego as a kid |
10:31 | <SpComb> | hylje: I don't have it installed, how big is the download? |
10:31 | <hylje> | starcraft is two cds with the expansion |
10:32 | <SpComb> | I might be able to get about five megabytes dowloaded before the car trip's over |
10:32 | <@TrueBrain> | StarCraft was fun :) |
10:32 | <hylje> | it works great over gprs/edge. ive tried. |
10:32 | <SpComb> | two really small cds? |
10:32 | |-| | AntB [~AntB-UK@host81-151-111-8.range81-151.btcentralplus.com] has quit [Quit: *poof!* I am gone -=- Using ChatZilla] |
10:32 | <@Bjarni> | I think it's more like 1 Gb |
10:32 | <hylje> | big enough to not be downloadable that way |
10:32 | <@Bjarni> | however if you rip the singleplayer scenario videos, then they aren't that big |
10:32 | <@Bjarni> | I think |
10:33 | |-| | ufoun [~ja@81.19.35.178] has quit [Quit: Padla] |
10:33 | <SpComb> | latency's horrible when in a moving vehicle |
10:34 | <@Bjarni> | really? |
10:34 | <@Bjarni> | wanna play quake? |
10:34 | <SpComb> | hmm, not actually that bad right now... 700-1000ms idle, perhaps 1500ms under stress (me typing in ssh) |
10:34 | <SpComb> | but it works better than the WLAN at university does... |
10:35 | |-| | KouDy [user@85.207.64.178] has joined #openttd |
10:35 | <SpComb> | I swear that thing must have something which kills connections after they've been open for over a minute or two |
10:35 | <@Bjarni> | same thing with our wireless network |
10:35 | <@Bjarni> | except it appears to be computer specific |
10:36 | <@Bjarni> | some computers are rock stable while other computers are kicked right away |
10:36 | <@Bjarni> | even under the same conditions |
10:36 | <SpComb> | I think I'm one of a tiny minority who even bothers to attempt to use the WLAN there |
10:36 | <@Bjarni> | I don't use WLAN anywhere |
10:36 | <hylje> | depends on the device too |
10:36 | <SpComb> | the wlan's good in some of the department buildings, but sucks in the main building |
10:37 | <hylje> | some devices are good in keeping signal |
10:37 | <hylje> | some are less so |
10:37 | <SpComb> | == the computer science and electrical engineering people know stuff and use linksys hardware, the main building people don't and use übercheap 11mbit dlink crap |
10:37 | [~] | SpComb athers that IBM thinkpads are pretty good at WLAN reception |
10:37 | <Phazorx> | hmm.. another goe quiz |
10:37 | <SpComb> | the signal quality's not the issue, it's about 60%, ICMP ping to the gateway is pretty stable. TCP connections? Die after a while |
10:38 | <Phazorx> | geman name apaprently "Viacenza", soth alps close to .it/.ch border |
10:38 | <Phazorx> | what's proper name? |
10:38 | <SpComb> | google it |
10:38 | <Sacro> | gofuckinggoogleit.com |
10:39 | <Sacro> | hmm, thats not it |
10:39 | <Phazorx> | SpComb: i'm wikipediaing it |
10:39 | <Sacro> | http://justfuckinggoogleit.com/ |
10:39 | <Phazorx> | aint heling |
10:39 | <Sacro> | thats the one |
10:39 | [~] | Sacro reads about bubblesort on wikipedia |
10:41 | <CIA-5> | OpenTTD: truelight * r11299 /branches/noai/ (5 files in 2 dirs): [NoAI] -Remove [API CHANGE]: FindXXXEngines are no longer available; use AIEngineList to select your engine |
10:41 | <dihedral> | bubbles?... |
10:41 | <dihedral> | ...my bubbles...! |
10:42 | [~] | dihedral believes TrueBrain is over doing the commits to noai :-D |
10:42 | <Sacro> | static void BubbleSort<T>(IList<T> array) where T : IComparable<T> |
10:42 | <Sacro> | :\ |
10:43 | <huma> | umm.. templates |
10:43 | <huma> | Sacro: have you seen apl code? i wouldn't :\ here :) |
10:46 | <CIA-5> | OpenTTD: truelight * r11300 /branches/noai/ (bin/ai/regression/regression.txt src/ai/api/ai_engine.cpp): [NoAI] -Fix: only show those engines you can purchase (all others return false with IsValidEngine) |
10:51 | <dihedral> | nice |
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11:06 | <huma> | engines? |
11:07 | <Phazorx> | is it posisble to get snow on temp working on existing map |
11:07 | <Phazorx> | or convert it to arctic? |
11:11 | <@Belugas> | not easily |
11:11 | <@Belugas> | check what richk67 did once, on the forums |
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11:24 | <Phazorx> | Belugas: can you please specify more keywords for search ? |
11:26 | <Phazorx> | snow_in_temp_r4442.patch ? |
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11:28 | <Wolf01> | hello |
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11:35 | <@Belugas> | exact, Phazorx |
11:36 | <Phazorx> | Belugas: is there a chance that it still might work? |
11:37 | <@Belugas> | i doubt, truely |
11:38 | <@Belugas> | unless big big big work |
11:38 | <@Belugas> | damsn... i lost the url... |
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11:40 | <@Belugas> | mmh.. |
11:40 | <@Belugas> | it might be faisable |
11:40 | <@Belugas> | although it would be manual work |
11:40 | <mikl> | The new text on raw material resources - 35% of an estimated 20,000k litres transported - does that mean that it can run out of oil when you reach 100%? |
11:41 | <hylje> | yes |
11:41 | <@Belugas> | i don't think it will suddenly stop, but in the long run, yes |
11:41 | <mikl> | meh :( |
11:42 | <mikl> | Is it possible to disable that? |
11:42 | <Wolf01> | maybe a random chance of "new seam of *material* found" to increase the industry life |
11:43 | <mikl> | ugh, too much realism for my tastes... I don't want resources to run out, destroying my perfect rail empire |
11:43 | <hylje> | well |
11:43 | <hylje> | what's more fun than hacking stuff? |
11:44 | <Wolf01> | when is perfect you have enough money to fund another raw industry |
11:46 | <@Belugas> | mikl, there is no wy to disable that. If you do not like the behaviour, just don't use the grf. it is not an option, it is a callback system |
11:47 | <ammler> | !s/fund/prospect/ |
11:48 | <Phazorx> | mikl: actualy it overlaps |
11:48 | <Phazorx> | and that reminds me that i should submit a bugreport |
11:48 | <Phazorx> | mikl: it goes to 255 then back to 0 |
11:48 | <Phazorx> | however it looks like if it is >100% there is higher chance of decline and closer |
11:49 | <Phazorx> | Belugas: manual work as in merging? |
11:53 | <@Belugas> | yes, since the patch was done prior of C++ arrival. And i suspect a lot more stuff has changed since then |
11:53 | <@Belugas> | so, manual work :) |
11:54 | <mikl> | how does prospecting work - does it just create a new industry somewhere random? |
11:54 | <@Belugas> | i can't remember, Phazorx, did you tried the resource depletion stuff in ttdp? |
11:55 | <@Belugas> | mikl, yes |
11:55 | <@Belugas> | or at least, it tries |
11:55 | <Phazorx> | Belugas: so basicaly it wont work, very sad... |
11:55 | <Phazorx> | and no i did not try - i cant play ttdp for that long :) |
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11:58 | <mikl> | hmpfh - Is all this GRF-based, or is it a part of core? |
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11:58 | [~] | mikl finds it hard to keep track... |
12:00 | <@Belugas> | Phazorx, did i say it won't work? no. I said big work |
12:00 | <@Belugas> | up your sleeves |
12:00 | <@Belugas> | it' easier than writing newindustries ;) |
12:01 | <Phazorx> | i'm upping my sleeves on some other parts of the deal there... and i hardly can be best candidate for recoding that one |
12:01 | <@Belugas> | mikl, it is what the grf author wrote |
12:01 | <Phazorx> | but yeat it is easier :) |
12:01 | <mikl> | Belugas: but which GRF is it... |
12:01 | <Phazorx> | mikl: PBI/UKRSNI |
12:01 | <@Belugas> | not to me to tell you. The info is available , jsut search |
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12:02 | <skidd13> | Hi again |
12:02 | <Phazorx> | skidd13... |
12:03 | <skidd13> | ... <-? |
12:03 | <Phazorx> | feel like recoding snow in temperate? ;) |
12:04 | <huma> | oh, how about twisters? :) |
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12:05 | <huma> | smashing train stations and all |
12:06 | <mikl> | nah, forget twisters. We want volcanoes ;) |
12:06 | <mikl> | I want to see those puny pixels melt :) |
12:06 | <huma> | yea, that will do :) |
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12:08 | <huma> | snow would be cool though. traffic disturbance, icy roads. |
12:10 | <skidd13> | NewGRF dissasters :D |
12:18 | <LeviathNL> | Is there anyone here that uses TTRS and newbridges having the road bridges of ttrs and the railbridges of newbridges? |
12:19 | <Phazorx> | LeviathNL: order matters |
12:20 | <Ammler> | hmm, doesn't work |
12:20 | <Phazorx> | amler you sure? |
12:20 | <LeviathNL> | if i load newbridges before ttrs railbridges get all kind of glitches |
12:20 | <Ammler> | well, not nice enough |
12:20 | <LeviathNL> | wrong sprites used etc. |
12:21 | <Ammler> | join the #wwottdgd server |
12:21 | <Ammler> | there you see working combination |
12:22 | <LeviathNL> | what ottd version? |
12:22 | <LeviathNL> | i wait custom isn't? |
12:22 | <Ammler> | LeviathNL: join #wwottdgd |
12:22 | <Ammler> | there is a link in the topic |
12:22 | <LeviathNL> | i remembered |
12:24 | <Ammler> | best results I got, is newbridges with a road replacement like combined or NA |
12:25 | <Phazorx> | hmm... is there a way to control density of "many random industries" in editor? |
12:25 | <Phazorx> | i disabled "many of same kind per town" and "same type close" in patches but that had no effect |
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12:30 | <LeviathNL> | Ammler, I see there are still some glitches with rail-bridges |
12:31 | <Phazorx> | glitches? |
12:32 | <LeviathNL> | and the roadbridges I found (3) are not ttrs iirc |
12:32 | <LeviathNL> | Phazorx, yes. Is that a strange choise of words? |
12:33 | <LeviathNL> | *choice |
12:34 | <Phazorx> | LeviathNL: define glitches, i mean i figuew it is something you did not expected to see but whate xactly is it ? |
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12:35 | <LeviathNL> | http://img505.imageshack.us/my.php?image=screenshotdt3.png |
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12:38 | <Ammler> | LeviathNL: still on the server, can you show me the glitch? |
12:39 | <LeviathNL> | Ammler: see ingame chat |
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12:45 | <Phazorx> | Belugas |
12:45 | <Phazorx> | is there a way to control density of "many random industries" in editor? |
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12:47 | <+glx> | why? |
12:52 | <Phazorx> | because it puts too many of them? |
12:52 | <Phazorx> | even if i set patch options that limit it |
12:54 | <Ammler> | http://img1.myimg.de/openttdcoop18thDec2036482b3.png |
12:54 | <Ammler> | Phazorx: ^^ did you see that ever? |
12:54 | <Ammler> | (or someone else) |
12:55 | <Phazorx> | doamin fails to resolv |
12:55 | <Phazorx> | a nm worked 3rd time |
12:56 | <Phazorx> | never saw the cross one |
12:58 | <LeviathNL> | Ammler, is that a static ground grf? |
12:58 | <Ammler> | 32bpp |
12:59 | <Ammler> | also the gui symbols |
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13:00 | <@Belugas> | Phazorx, no, there is no control over it. Many is ... many |
13:01 | <Phazorx> | Belugas: but it is too many |
13:01 | <@Belugas> | don't remember the code behind it, tough |
13:01 | <Phazorx> | and it doesnt obey patch options from the looks of it |
13:01 | <Phazorx> | as it put 5 refineries enxt to same city |
13:01 | <Phazorx> | although i set to permit only one per and none clsoe of same type |
13:02 | <@Belugas> | it's always too many for someone and too little for someone else... |
13:02 | <Ammler> | grfs don't care about patch settings |
13:02 | <Phazorx> | well you wanan see a screenshot of what i call too many? |
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13:04 | <Ammler> | hmm, I miss a feature to export/import cfg settings... |
13:06 | <Phazorx> | Ammler: placing industries isnt really grf functionality as i ithnk |
13:07 | <Ammler> | I spoke about NewIndustries GRFs |
13:07 | <Phazorx> | still placement has nothing to do wth it |
13:07 | <Phazorx> | http://www.myimg.us/10.19.07/3366.png |
13:08 | <Phazorx> | there is one city and 11 food plants on the map |
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13:29 | <@Belugas> | you know what many random means? it just mean that. nothing more |
13:29 | <@Belugas> | many |
13:29 | <@Belugas> | random |
13:29 | <@Belugas> | it's not only the type |
13:29 | <@Belugas> | it is the placement too |
13:29 | <@Belugas> | and the number |
13:29 | <@Belugas> | so... |
13:29 | <@Belugas> | you're in edort? |
13:29 | <@Belugas> | cool |
13:30 | <@Belugas> | perform many, |
13:30 | <@Belugas> | and chop whta you don't like |
13:30 | <@Belugas> | end of discussion |
13:32 | <Ammler> | nice compromiss :) |
13:33 | <LeviathNL> | Maybe someone in this channel can help me : I have a little nfo question, in pikka's viaduct this line: 52 * 6 07 83 01 \7< FF 0C as I understand it it checks if the value of the climate (01, 02, 03 or 04) is less then FF. isn't this always the case? |
13:33 | <Phazorx> | Belugas: it is much easier to add (click same button more) than to remove extras on 11x11 map |
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13:41 | <@Belugas> | LeviathNL, you may be right. but i'm not too familiar with actions 07 |
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13:42 | <@Belugas> | Phazorx, so just add them by hand and don't rely on the many random button. Sorry if it sound stupid and harsh, but i have no intention to change that for the time being |
13:43 | <@Belugas> | many other more usefull horses to beat |
13:43 | <Phazorx> | it would be nice to get a pointer where is the loop thata ctualy does the creatin from editor is |
13:43 | <Ammler> | LeviathNL: thats a simple GOTO command |
13:43 | <Phazorx> | cuz aparently it is not same as for random game generation |
13:44 | <LeviathNL> | Ammler, _minime_ already explained :) thanks anyway |
13:45 | <Ammler> | LeviathNL: I would use GRF2HTML to look into grfs |
13:46 | <LeviathNL> | I'll try it |
13:47 | <Maarten> | Maarten's servers are back up :) Just did a quick upgrade from Ubuntu 7.04 to 7.10 :P |
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13:49 | <@Belugas> | Phazorx : industry_gui.cpp:278 |
13:49 | <@Belugas> | have fun |
13:52 | <Phazorx> | thanks |
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14:11 | <Phazorx> | Belugas: new industry or industry creation are different procedures? |
14:12 | <Phazorx> | cuz industry_cmd.cpp:1656 NB_NUMOFINDUSTRY = 11, << that looks liek a strange hardcode |
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14:22 | <@Belugas> | it has nothung to do with the real industry numbers |
14:23 | <@Belugas> | it is the number of cells that hold the industry multiplier |
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14:24 | <welterde> | hi |
14:24 | <@Belugas> | hello welterde |
14:24 | <@TrueBrain> | how can we help you today? :) |
14:25 | <@Belugas> | Phazorx, each industry has an appearing chance. It is multiplied by the digit found at the index it is refering to |
14:25 | <@Belugas> | depends of the level of difficulty as well as the climat |
14:25 | <@Belugas> | e |
14:25 | <welterde> | TrueBrain: make openttd connect to my model railway ;) |
14:25 | <@TrueBrain> | give us an interface |
14:26 | <Phazorx> | Belugas: i got that idea... but what happens for industries that are not defined there? |
14:26 | <@Belugas> | i beg you pardon? |
14:29 | <Phazorx> | i translated number of cells that hold insustry chances of appearing into industry types |
14:29 | <@Belugas> | wrong |
14:29 | <Phazorx> | type being ind_blackhole for example |
14:29 | <@Belugas> | you're mixing raisins and bananas :D |
14:30 | <Phazorx> | quite possible |
14:30 | <Phazorx> | by type has to have seome difintion to it |
14:30 | <@Belugas> | look carefully at PlaceInitialIndustry |
14:31 | <@Belugas> | line 1675 |
14:31 | <@Belugas> | follow work of varaible amoount |
14:31 | <@Belugas> | and never assume anything, make sure you do understand |
14:32 | <@Belugas> | do not jump on conclusion |
14:32 | <Phazorx> | also, was a bit lost there for w while, then function is called second param is defined as chance |
14:32 | <Phazorx> | but when it gets ehre it is amount |
14:32 | <@Belugas> | INDUSTRYLIFE_BLACK_HOLE is related to the 4 different groups of industries, by the way... |
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14:33 | <Phazorx> | Belugas: i assumes these as most generic types of categorization and that can be hardcoded |
14:33 | <Phazorx> | what are industry cells are which you mentioned i have no idea about atm |
14:34 | <@Belugas> | look at _numof_industry_table |
14:34 | <@Belugas> | on 1662 |
14:34 | <Phazorx> | looking |
14:34 | <Phazorx> | rowsa are clear - that's dificulaty scaling |
14:34 | <Phazorx> | but what are columns? |
14:35 | <@Belugas> | multipliers |
14:35 | <Phazorx> | why there are 11 of them? |
14:35 | <@Belugas> | now, look at build_industry.h:1193 |
14:35 | <Phazorx> | oh boy, i shifted num wrong way... |
14:36 | <@Belugas> | lne says : 1680, 0xB3333333, 2, 3, 0, 0, 8, 8, 0, 0, 215, |
14:36 | <Phazorx> | err... dont see that in root? |
14:36 | <@Belugas> | look in table/... |
14:36 | <Phazorx> | looking |
14:36 | <@Belugas> | the digits that are important are the "2,3, 0, 0, 8, 8, 0, 0" |
14:37 | <@Belugas> | take the first one |
14:37 | <@Belugas> | 2 |
14:37 | <Phazorx> | as i scrol ldown i see them change in diff industries |
14:37 | <@Belugas> | it is the one refering to the 3th entry of _numof_industry_table |
14:39 | <Phazorx> | kinda makes sesne now |
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14:40 | <Phazorx> | so it is a parallel categorization of industries determining their chances of appearance under different circumstances per climate? |
14:41 | <Phazorx> | and i assume new ones brought by GRFs are defined in same way |
14:41 | <@Belugas> | so, the NB_NUMOFINDUSTRY simply states the maximum number of entries of _numof_industry_table, regarding the ingame aprrearance/random a[reauc |
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14:41 | <@Belugas> | industryspec: |
14:41 | <@Belugas> | byte appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game |
14:41 | <@Belugas> | byte appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation |
14:41 | <@Belugas> | any more question? |
14:42 | <Phazorx> | no that one is clear more or less |
14:42 | <@Belugas> | 2 = temperate, 3 = arctic, 0 = tropic, 0 = toyland |
14:42 | <@Belugas> | same for 8,8,0,0 |
14:43 | <Phazorx> | and 1-11 is just scaling |
14:43 | <@Belugas> | yes |
14:44 | <Phazorx> | i guess you wanted additional flexibility determining proportions |
14:44 | <@Belugas> | and is not related to industry numbers at all |
14:44 | <@Belugas> | not me, CS :) |
14:44 | <Phazorx> | i was reading these numbers in build_industry.h as direct factors rather than references before |
14:44 | <@Belugas> | took me a time to understand too ;) |
14:45 | <Phazorx> | Belugas: but these proportions need to be redefined for NI though |
14:45 | <Phazorx> | (thanks for exmplanation btw) |
14:45 | <@Belugas> | with newindu, if ever the number is above 11, it will used as such, wihouth iuntertrepation |
14:45 | <@Belugas> | interpretation |
14:45 | <Phazorx> | ahh... ncie failback |
14:45 | <@Belugas> | no choice |
14:45 | <Phazorx> | cap it :) |
14:46 | <Phazorx> | and i woudl really liek a way to separetly generate primaris from rest of industries |
14:46 | <@Belugas> | expand? |
14:46 | <Phazorx> | cuz with PBI and ECS some industries are not available in desired amount, throuws the game out of balance |
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14:47 | <Phazorx> | Belugas: i mean that of multiple industries take cargo of particular type produced by some industry type as required |
14:47 | <Phazorx> | there whould be a way to put more industries of that type |
14:47 | <Phazorx> | with ECS epsecialy |
14:48 | <Phazorx> | chains are relatively complicated and industries require multiple cargo types |
14:48 | <Phazorx> | meaning that ratio between primary and secondary ones needs to reflect that |
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14:51 | <@Belugas> | what we have seen is not the only factor allowing or prohibiting an industry to appear |
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14:54 | [~] | Sacro wants bananaphone for his ringtone |
14:55 | <@Belugas> | Phazorx, it is not up to us to deal with the number of industries |
14:55 | <@Belugas> | it is p to the author. |
14:56 | <@Belugas> | the only responsibility we have, |
14:56 | <@Belugas> | is to make it so the system obeys what he wrote |
14:56 | <@Belugas> | not how we think it shold work |
14:56 | <Phazorx> | i hope proportions can be defined in grfs though |
14:57 | <Phazorx> | separately from NI grfs themselves...cuz it would make sense either to mod originals or code mods |
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15:06 | <+glx> | Phazorx: grfs can check how many industries of a given type are already built |
15:06 | <+glx> | then can even allow only 1 industry of a given type on the entire map |
15:06 | <Phazorx> | that's nice |
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15:06 | <Phazorx> | but issue is quite the reverse |
15:06 | <+glx> | but it's up to the grf author |
15:06 | <Phazorx> | i'm taking about map generator |
15:07 | <Phazorx> | which i cant even see reading the patch options not only the grfs |
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15:10 | <Gonozal_VIII> | i have no idea what that was supposed to mean |
15:11 | <@Belugas> | i do |
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15:32 | <@TrueBrain> | Lalalaaa |
15:32 | <SpComb> | rahrahrahrah |
15:32 | <@TrueBrain> | I hate it that when you are waiting for a new episode to be released, that people repost an older one |
15:32 | <hylje> | #openttd choir |
15:33 | <hylje> | do want? |
15:33 | <@TrueBrain> | should be banned |
15:33 | <SpComb> | they're playing singstar in this room that I'm in |
15:33 | <SpComb> | and the WLAN's lagging here as well |
15:35 | <@TrueBrain> | poor SpComb |
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15:41 | <@Bjarni> | SpComb: who are those people who torture you? |
15:43 | [~] | Sacro codes in C# |
15:43 | <Sacro> | have to implement bubblesort |
15:44 | <@Bjarni> | try randomsort |
15:45 | <@Bjarni> | it fits better with the theory of C# |
15:45 | <Eddi|zuHause2> | i like lossy sort the most |
15:45 | <@Bjarni> | Sacro: why are you learning programming at this level? |
15:45 | <Eddi|zuHause2> | for every input, you output "1,2,3,4,5,6,7,8,9,10" |
15:46 | <Eddi|zuHause2> | that _is_ a sorted list after all ;) |
15:46 | <Sacro> | Bjarni: at what level? |
15:46 | <@Bjarni> | like bubblesort |
15:46 | <Sacro> | is that a high or low level? |
15:46 | <@Bjarni> | and the question you posted the other day |
15:46 | <@Bjarni> | what do you think? :) |
15:46 | <Sacro> | what question? |
15:46 | [~] | Sacro is confused |
15:46 | [~] | Bjarni noticed |
15:47 | <@Bjarni> | it was an old exam question or something |
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15:47 | <@TrueBrain> | Sacro: don't feel bad, when Bjarni starts talking, everyone is confused |
15:47 | <@Bjarni> | :P |
15:47 | <Sacro> | TrueBrain: ah, alright |
15:47 | <Sacro> | Bjarni: oh that... |
15:47 | <Sacro> | hmm, we have that exam next week |
15:47 | <@Bjarni> | the exam where you know the questions? |
15:47 | <Sacro> | and C# is a lot more picky than C/PHP |
15:47 | <Sacro> | no, that was a practice |
15:48 | <Sacro> | PHP/C will let you do stupid things |
15:48 | <@Bjarni> | so will C# |
15:48 | <@Bjarni> | you might have to be more clever to do stupid stuff though |
15:48 | <Sacro> | no, it just throws exceptions |
15:48 | <@Bjarni> | hence you have to be more clever to get around that |
15:48 | <Sacro> | Unhandled Exception: System.FormatException: Input string was not in the correct format |
15:50 | <@Bjarni> | Sacro: in plain C what will a contain after this line: "unsigned int a = 2 < 4;"? |
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15:50 | <Sacro> | 32? |
15:51 | <@TrueBrain> | why doesn't imdb not have some filter system, where you can select air-year, give the userscore it should have, ... |
15:51 | <@Bjarni> | 32???? |
15:51 | <@TrueBrain> | now finding a good movie is hard |
15:51 | <Sacro> | or maybe 16 |
15:51 | <@Bjarni> | how did you get the number 32??? |
15:51 | <@Bjarni> | or 16 for that matter |
15:51 | <Sacro> | i did << instead of < |
15:51 | <Sacro> | whoops |
15:51 | <@Bjarni> | :P |
15:51 | <Sacro> | won't it contain 0? |
15:52 | <@Bjarni> | no |
15:52 | <Sacro> | :\ |
15:52 | <hylje> | divide by zero |
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15:53 | <@Bjarni> | a little help: look at < before = meaning you should deal with "2 < 4" before = |
15:54 | <Sacro> | yes |
15:54 | <Sacro> | 2 < 4 = true |
15:54 | <@Bjarni> | is true == 0? |
15:54 | <Gonozal_VIII> | ? |
15:54 | <Sacro> | true = 0 |
15:54 | <Sacro> | yes |
15:54 | <@Bjarni> | NO |
15:54 | <hylje> | thats silly |
15:54 | <@Bjarni> | wtf are you talking about??? |
15:54 | <hylje> | True is True, and thats it |
15:55 | <@Bjarni> | <Sacro> true = 0 <-- well, I would reply with "0" :P |
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15:55 | <@Bjarni> | Sacro: then what number is false? |
15:56 | <Sacro> | 1 |
15:56 | <@Bjarni> | wrong |
15:56 | <Sacro> | -1 |
15:56 | <hylje> | the real question is, what number is FILE_NOT_FOUND |
15:56 | <@Bjarni> | ... |
15:56 | <Sacro> | hylje: 2 |
15:57 | <@Bjarni> | Sacro: in plain C (remember I started the question by telling which language I'm talking about) wrong is 0... remember that!!! |
15:57 | <@Bjarni> | err |
15:57 | <@Bjarni> | s/wrong/false |
15:57 | <@Bjarni> | so when false is 0, then true can't be 0 |
15:58 | <Sacro> | yes it can |
15:58 | <Sacro> | #define true false |
15:58 | <Sacro> | and #define false true |
15:58 | <@Bjarni> | dammit |
15:58 | <Sacro> | swaps them nicely |
15:58 | <@Bjarni> | the question is: int a = 2 < 4; |
15:59 | <@Bjarni> | what will a contain after that? |
15:59 | <@Bjarni> | it's not affected by some weird defines |
15:59 | <Sacro> | 0 |
15:59 | <Sacro> | or maybe 1 |
15:59 | <Sacro> | or >< |
15:59 | <@Bjarni> | wait, it was unsigned int, not int |
16:00 | <@Bjarni> | <Sacro> or maybe 1 <-- finally you said something right |
16:00 | <@Bjarni> | maybe even more right than you think |
16:00 | <Sacro> | i don't think muhc |
16:01 | <@Bjarni> | I guess I better tell you. It's a trick question. It's 1 on x86 while it's 0xFFFFFFFF on PPC |
16:01 | <@Bjarni> | but you failed to reached the point where the tricky question began because you didn't even reach 1 |
16:01 | <Ammler> | @calc 2 < 4 |
16:01 | <@DorpsGek> | Ammler: 1 |
16:02 | <@Bjarni> | plain C will see that as a true/false reply and it depends on the CPU what number true is |
16:02 | <@Bjarni> | looks like DorpsGek runs on x86 (or is coded cleverly) |
16:03 | <@Bjarni> | Sacro: what are you studying? |
16:03 | <Sacro> | Bjarni: Computer Science |
16:03 | <@Bjarni> | how does it feel to be told about programming from a non CS student? |
16:04 | <Gonozal_VIII> | i only know java and there the compiler would complain about squeezing a boolean into an integer |
16:04 | <@Bjarni> | I said that it's plain C |
16:04 | <hylje> | cs isnt just programming |
16:05 | <@Bjarni> | plain C lacks a boolean var. You will have to use an int (or byte or whatever) |
16:05 | <Gonozal_VIII> | ah |
16:05 | <Gonozal_VIII> | thats lots of wasted bits |
16:05 | <@Bjarni> | but if you study CS, then you should know that C and C++ (and other languages as well) reads 0 as false and != 0 as true |
16:05 | <CIA-5> | OpenTTD: glx * r11301 /trunk/src/industry_cmd.cpp: -Fix: water check when building industries didn't work |
16:06 | <@Bjarni> | <Gonozal_VIII> thats lots of wasted bits <-- java allocates 32 bit each time you use a bool |
16:06 | <hylje> | Gonozal_VIII: one can use bitmasks to have several bools in one |
16:06 | <@Bjarni> | that's even worse |
16:06 | <Gonozal_VIII> | 32? not 8? |
16:06 | <@Bjarni> | yeah you can do as hylje said if you want to save memory |
16:07 | <hylje> | ive never even used them |
16:07 | <@Bjarni> | I think I read that it will take 32 bit so that it will be aligned correctly in the memory for fast read/write |
16:07 | <@Bjarni> | you can also use a char or unsigned char (both 8 bit) in C if you want to store a bool |
16:07 | <Eddi|zuHause2> | java is totally assuming you run on 32bit machines |
16:08 | <@Bjarni> | that's the usual way if you have limited hardware |
16:09 | <Eddi|zuHause2> | that is especially a problem if you use 64 bit variables, they have to be mapped to two 32bit variables, you cannot simply use a native 64bit variable on 64bit machines |
16:10 | <@Bjarni> | I didn't think of that, but yeah, the java virtual machine is 32 bit |
16:10 | <Eddi|zuHause2> | that's not a big problem now, but imagine 2 or 5 years in the future, when everyone has 64bit computers |
16:11 | <@TrueBrain> | Eddi|zuHause2: then the VM will be 100% 64bit :p |
16:11 | <Gonozal_VIII> | 64 bit booleans.... |
16:11 | <Eddi|zuHause2> | TrueBrain: i don't see that happening |
16:11 | <@TrueBrain> | but remember that any compiler has simular 'problems'. If you send a bool via a parameter in C, it is also send as 32bit |
16:11 | <@Bjarni> | for all we know java isn't a big programming platform in 5 years. Something way better might turn up |
16:12 | <hylje> | cough python |
16:12 | <@TrueBrain> | in fact, even if you send a 8 or 16 byte param, it is send as 32bit |
16:12 | <@TrueBrain> | or 64bit, on a 64bit CPU (with compiler) |
16:12 | <@TrueBrain> | for example, on a MIPS it is much faster to work with 32bit variables, than with any other |
16:12 | <@TrueBrain> | reading a 8bit var takes 2 clockcycles more |
16:13 | <@Bjarni> | but that's because it stores one variable in one register and all the registers has the same size |
16:13 | <@Bjarni> | so it's kind of a hardware limitation |
16:13 | <@Bjarni> | not a serious one though |
16:13 | <@TrueBrain> | yes, it all is :) |
16:13 | <@TrueBrain> | for example, an ALU most of the time is optimized for N bits |
16:13 | <@TrueBrain> | and so working in that size, is always faster |
16:13 | <Eddi|zuHause2> | yeah, to read 8 bit, you read 32 bit, then read a bitmask, and then AND the bitmask |
16:14 | <@TrueBrain> | Eddi|zuHause2: the bitmask can be compiled by the controller |
16:14 | <@TrueBrain> | but basicly, yes |
16:14 | <CIA-5> | OpenTTD: glx * r11302 /trunk/src/ (industry.h industry_cmd.cpp newgrf.cpp): -Fix (r9520): typo |
16:16 | <@TrueBrain> | so short: losing bits happen all over the place ;) |
16:16 | <Gonozal_VIII> | 11302? nightly is 11293, 9 changes in 3 hours? |
16:16 | <+glx> | Gonozal_VIII: NoAI |
16:17 | <@TrueBrain> | got a problem with it? :p |
16:17 | <@Bjarni> | well, I wouldn't consider the one var one register an issue. The issue could be if you need to store say 100k bits in memory, then you would like to make every bit count and not store each of them in a 32 bit var |
16:17 | <Gonozal_VIII> | aah |
16:17 | <Sacro> | TrueBrain: you don't wanna lose your bits |
16:17 | <@Bjarni> | it's not like it matters if an app can save 4k by compressing vars today |
16:17 | <@TrueBrain> | Sacro: good point :p |
16:17 | <Sacro> | unless you like unix... |
16:18 | <@Bjarni> | actually I think even unix sacrifices RAM for speed today (though not in any extreme way) |
16:19 | <@Bjarni> | using every single bit will make the app slower |
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16:20 | <hylje> | gcc can optimize that stuff too |
16:20 | <@TrueBrain> | Bjarni: everything makes a compromise between memory and speed |
16:20 | <@Bjarni> | yeah |
16:20 | <@TrueBrain> | from the start of a CPU, back in 1965, even now |
16:20 | <@TrueBrain> | example: ia64 puts, what, 12 opcodes in 1 command |
16:20 | <@TrueBrain> | more memory, faster (parallel) processing |
16:20 | <@TrueBrain> | (as they have to be unrelated) |
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16:22 | <@Bjarni> | yeah CPUs tend to try to do parallel stuff today |
16:23 | <@Bjarni> | it's kind of cool, but it works best if you code in a way to allow it to work in parallel |
16:23 | <@TrueBrain> | parallel coding comes in so many ways these days |
16:23 | <@Bjarni> | yeah |
16:24 | <@Bjarni> | singlethreaded parallel coding is interesting... though no teacher ever talked about it |
16:24 | <@Bjarni> | at least not while I'm around |
16:24 | <@TrueBrain> | Stackless Python |
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16:25 | <@TrueBrain> | (each class in a thread, no direct data-sharing (all via channels)) |
16:25 | <hylje> | stackless is awesome |
16:25 | <@TrueBrain> | best way of parallel coding in my opinion |
16:25 | <@TrueBrain> | most clean |
16:25 | <@TrueBrain> | just an other way of thinking |
16:25 | <@TrueBrain> | instead of doing: OtherClass.gimmeyourdata |
16:25 | <@TrueBrain> | you have to give it through a channel, meaning making a function instead of direct access |
16:26 | <@TrueBrain> | (so: SetValue and GetValue, instead of value, which is a good thing anyway) |
16:26 | <@TrueBrain> | hylje: it is. The C implementation (the only one I could find that is) sucks sadly enough :p |
16:26 | <@Bjarni> | I remember reading an example on how to make good use of both ALUs in a G5 and I thought "this example isn't really good. All G5s has a velocity engine and a velocity engine can do this task faster than the CPU" |
16:26 | <@Bjarni> | it did tell the principle of how it works though |
16:26 | <@Bjarni> | so it worked |
16:27 | <@Bjarni> | but if I had written it, then I would have at least mentioned the velocity engine as an option to consider if you had to deal with this task and speed could be an issue |
16:28 | <@TrueBrain> | "de beste stuurlui staan aan wal" |
16:29 | <Gonozal_VIII> | stuurlui? |
16:29 | <@Bjarni> | I have problems understanding that sentence, but I guess it's because I don't know the word "stuurlui" :/ |
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16:30 | <@TrueBrain> | it means that those who are not doing it, are always telling it can be done better |
16:30 | <@Bjarni> | hehe |
16:30 | <@Bjarni> | true |
16:30 | <SpComb> | Bjarni: the students at the school that I'm alumni at |
16:30 | <@TrueBrain> | now go find in your dict which sentence you use |
16:31 | <@Bjarni> | I don't have a Dutch-Danish dictionary... I found an English<->Dutch one online a while ago, but it was no good |
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16:32 | <@Bjarni> | SpComb: ok.... took you a while to reply... did you sing well? |
16:32 | <hylje> | are you implying Bjarni has a set (dict) of canned responses? |
16:32 | <SpComb> | Bjarni: no, I'm spending more time with my camera than with my laptop |
16:32 | <@Bjarni> | you mean that there are girls as well? |
16:33 | <SpComb> | what's that supposed to mean? :P |
16:33 | <SpComb> | there are, in fact, yes |
16:33 | [~] | SpComb has spent the last three hours wandering around the building with his camera |
16:33 | <SpComb> | about three hundred photos so far |
16:33 | <@Bjarni> | <SpComb> [...] I'm spending more time with my camera |
16:33 | <SpComb> | exactly 300, in fact |
16:33 | <Gonozal_VIII> | aaaand.. why? |
16:33 | <@Bjarni> | girls |
16:33 | <LeviathNL> | Is it in TTDP possible to add parts to articulated vehicles? |
16:33 | <Gonozal_VIII> | around the building? |
16:34 | |-| | Jezral changed nick to TinoDidriksen |
16:34 | <SpComb> | spending time with my camera does not nesecarily an indication of there being girls around |
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16:34 | [~] | SpComb attempted to get some good shots of a chess game |
16:34 | <@Bjarni> | if you take 300 pictures instead of being on IRC, then I presume that something interesting goes on |
16:35 | <@TrueBrain> | bah, I am bored |
16:35 | <@Bjarni> | looks like you have something in common with SpComb |
16:36 | <Gonozal_VIII> | i didn't know that taking pictures of chess games is such a widespread hobby |
16:36 | <@TrueBrain> | maybe I should play OpenTTD, for a chance... |
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16:37 | <Gonozal_VIII> | almost forgot that i still have a game running |
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16:38 | <@TrueBrain> | or freeciv |
16:38 | <@TrueBrain> | more challenging :) |
16:40 | <Sacro> | hylje: do we need to run a turing test on Bjarni ? |
16:40 | <hylje> | go ahead |
16:41 | <hylje> | TrueBrain: because you dont know the mechanics inside out? |
16:42 | <Gonozal_VIII> | today i was playing openttd in the train on my way home and didn't realise that some kids, maybe 4 or 5 years old, where watching from behind until they asked me to build a bus stop in that nice looking town near the lake... |
16:43 | <@TrueBrain> | hylje: partly, and also because it has fights :) |
16:43 | <hylje> | ooh |
16:43 | <hylje> | combat |
16:43 | <@TrueBrain> | turing test on Bjarni is easy |
16:43 | <@TrueBrain> | @kick Bjarni turing test |
16:43 | |-| | Bjarni kicked [#openttd] DorpsGek [turing test] |
16:43 | |-| | Bjarni [~Bjarni@0x50c79a03.virnxx14.adsl-dhcp.tele.dk] has joined #openttd |
16:43 | |-| | mode/#openttd [+o Bjarni] by ChanServ |
16:44 | <@TrueBrain> | see, he is a bot |
16:45 | <Prof_Frink> | What, because he has autorejoin? |
16:45 | <@TrueBrain> | yes :p |
16:45 | <hylje> | thats settled then |
16:45 | <@TrueBrain> | I Still wonder what is exactly needed to make a computer human-like |
16:46 | <hylje> | stupidity |
16:46 | <Prof_Frink> | hylje: We have that |
16:46 | <Prof_Frink> | See: TT's AI |
16:47 | <Gonozal_VIII> | AS then |
16:47 | <@TrueBrain> | it does act like a human in a strange way, indeed |
16:47 | <Prof_Frink> | Nah |
16:47 | <Prof_Frink> | Artificial Insanity |
16:47 | <Gonozal_VIII> | :-) |
16:48 | <@TrueBrain> | and EVE: Online is boring! |
16:48 | <@TrueBrain> | I am still looking for a game with a nice market system |
16:48 | <@TrueBrain> | wher eit is fun to work in the market |
16:48 | <@TrueBrain> | in EVE it is a bit too boring for my taste :p |
16:48 | <@TrueBrain> | (Waiting 20 minutes to go from sectorA to sector B is a bit ... ) |
16:50 | |-| | Zr40 [~zr40@2001:960:786:0:21b:63ff:fe9e:ab24] has joined #openttd |
16:51 | <@TrueBrain> | Zr40: switched to IPv6? :p |
16:51 | <Zr40> | switched again :) |
16:51 | <@TrueBrain> | I gave up on IPv6 several years ago :p |
16:52 | <@TrueBrain> | all my ISPs I switched too didn't support it |
16:52 | <@TrueBrain> | not 1 bit |
16:52 | <Zr40> | well, my ISP does kind of support it (you could call it beta), but I'm not using that |
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16:56 | <Zr40> | I wasn't aware 'high definition' means 'audible noise' |
16:56 | <hylje> | ha |
16:57 | <SpComb> | http://photos.marttila.de/paivola/2007-10-20/chess.jpg.html |
16:58 | <SpComb> | @ Bjarni |
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17:03 | <@TrueBrain> | lol, I love sites that 'closed' their beta registration |
17:03 | <@TrueBrain> | you click on register, you are redirected via a meta tag |
17:03 | <@TrueBrain> | so you press ESC, fill in the form, and it works |
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17:30 | <dihedral> | hello |
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17:33 | <Maarten> | anyone know in which chan the ircops reside on this network? /list doesn't seem to work |
17:33 | <Zr40> | #oftc maybe? |
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17:40 | <LeviathNL> | strange, i loaded ttrs3 before PBI, the engineers yard uses the ttrs road but the food processing plant doesn't .... |
17:41 | <@Rubidium> | sounds like a bug in the newgrf to me |
17:41 | <@Rubidium> | but then again, I'm not sure... you've got to check whether it exhibits the same behaviour in TTDP |
17:43 | <LeviathNL> | I'll check |
17:45 | <Gonozal_VIII> | is that a different food processing plant than the ecs one? because there are no road tiles |
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17:47 | <CIA-5> | OpenTTD: rubidium * r11303 /trunk/src/ (11 files in 2 dirs): |
17:47 | <CIA-5> | OpenTTD: -Fix: EnsureNoVehicle and EnsureNoVehicleOnGround were both used to check |
17:47 | <CIA-5> | OpenTTD: whether there was no vehicle on the ground, except that the former didn't take |
17:47 | <CIA-5> | OpenTTD: care of aircraft shadows. So now we only use EnsureNoVehicleOnGround. |
17:48 | <LeviathNL> | Maybe it is because the Food PP uses not only road but also a lorry bay sprite |
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17:50 | <Gonozal_VIII> | lorry bay is also changed with ttrs |
17:53 | <LeviathNL> | I know but maybe using it (by another grf) is not possible with the current grf specs |
17:54 | <@Rubidium> | it should be possible, at least in this situation that is |
17:55 | <@Rubidium> | as the first GRF "just" replaces the road sprite |
17:55 | <@Rubidium> | you'll probably see that the road for the engineerings yard is TTRS when you first load PBI and then TTRS. |
17:57 | <LeviathNL> | I just decoded PBI and the road sprites used in the food processing plant is in the psx. (just a copy of the original it seems) |
17:59 | <Ammller> | would be cool, if you could drive in with lorry to that food plant |
18:00 | <Eddi|zuHause2> | you mean an "anonymous" station like on oil rigs? |
18:01 | <Gonozal_VIII> | i thought about that too, but that could never handle enough traffic |
18:01 | <LeviathNL> | is the oil rig station hard coded or can it be done with a grf? |
18:01 | <Gonozal_VIII> | fishing boats have that too so grf... |
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18:02 | <Ammller> | Gonozal_VIII: hmm, indeed, but eyecandy would be nice |
18:05 | <LeviathNL> | Would be nice that if you build a station against the industry station tile it would get the name of the station so it can be used in the orders like any other station |
18:05 | <Gonozal_VIII> | :D |
18:07 | <dihedral> | and how would that work when 2 companies build a station to the same ind LeviathNL ? |
18:07 | <Gonozal_VIII> | but there would be problems with other players or the ai then when only one player has direct access to the industry |
18:07 | [~] | dihedral beat Gonozal_VIII to it |
18:09 | <Gonozal_VIII> | the industry would have to expand the station by itself if it's overcrowded |
18:11 | <LeviathNL> | all company's would be able to visit the industries stationtile |
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18:41 | <dihedral> | good night... bed is calling me |
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18:42 | <dihedral> | quit #wwottdgd join hand have fun |
18:42 | <dihedral> | with a / next time :-D |
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19:01 | <Wolf01> | 'night |
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19:09 | <CIA-5> | OpenTTD: belugas * r11304 /trunk/src/ (vehicle_gui.cpp window.cpp): -Feature: Control-Clicking the Center Main View button on the vehicle window allows the main viewport to follow the chosen vehicle.(stevenh) |
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19:15 | <Sacro> | Belugas: nice one |
19:15 | <Sacro> | and since when was stevenh a opendev? |
19:16 | <Gonozal_VIII> | patch |
19:16 | <Sacro> | Gonozal_VIII: eh? |
19:16 | <Gonozal_VIII> | that was a patch afaik |
19:16 | <Sacro> | yes |
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19:17 | <Sacro> | but since when has he developed for Open? Thought he was Patch |
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19:17 | <@Belugas> | he is an opendev? |
19:17 | <Sacro> | Belugas: did he not write that patch? |
19:17 | <@Belugas> | so... why did i commited it? |
19:17 | <@Belugas> | mmh... |
19:17 | <@Belugas> | he did |
19:18 | <@Belugas> | is he an opendev? |
19:18 | <Sacro> | well |
19:18 | <Sacro> | he just got a patch commited |
19:18 | <Sacro> | so i'd say yes |
19:18 | <@Belugas> | nonsens |
19:18 | <@Belugas> | but... who am i to say so ? |
19:19 | <Sacro> | well... |
19:19 | <Sacro> | you are an uber-dev |
19:20 | <CIA-5> | OpenTTD: glx * r11305 /trunk/src/industry_cmd.cpp: -Codechange: randomise layout when building an industry ingame |
19:21 | <@Belugas> | youhou! |
19:21 | <@Belugas> | and glx is an industrial dev :D |
19:22 | <@Belugas> | now... which of UKRS trains should i test for that reverse stuff??? |
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19:22 | <Gonozal_VIII> | a long one with tender? |
19:22 | <Sacro`> | bouncy |
19:24 | <@Belugas> | come on guys... a bit more helpfull please... |
19:24 | <Sacro`> | ? |
19:24 | <Gonozal_VIII> | will that be an aditional difficulty option like suggested in the thread? |
19:24 | <@Belugas> | hu??? |
19:25 | <Gonozal_VIII> | erm... maybe different reverse stuff, sorry^^ |
19:25 | <@Belugas> | http://www.tt-forums.net/viewtopic.php?f=32&t=34509 |
19:25 | <@Belugas> | that |
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19:26 | <Sacro`> | Belugas: what can i do to help? |
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19:28 | <@Belugas> | simple... tell me which grf should i use, which train would be needed, and wehn should that behaviour should occur |
19:29 | <@Belugas> | really nothing :D |
19:29 | <Sacro> | fraid i'm no ttdpatch user |
19:29 | <Sacro> | i have no idea :( |
19:29 | <@Belugas> | gaaa.... |
19:29 | <@Belugas> | NEXT |
19:29 | <@Belugas> | Anyone else? |
19:30 | <+glx> | better ask pikka directly :) |
19:31 | <@Belugas> | yeah,,, i guess so... |
19:31 | <@Belugas> | although i'm giving a try with dbxl somehting |
19:32 | <Gonozal_VIII> | http://www.tt-forums.net/viewtopic.php?f=32&t=23171 <-- i thought you were talking about that and i don't know anything about that hex value thingie there |
19:33 | <Gonozal_VIII> | and dbset is cool :-) |
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19:44 | <@Belugas> | if it works, i dont see what is the effect :( |
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19:53 | <@Belugas> | give up for now |
19:55 | <Greyscale> | sleep tiem nao. nini |
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--- | Log | closed Sat Oct 20 00:00:26 2007 |