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#openttd IRC Logs for 2008-04-13

---Logopened Sun Apr 13 00:00:26 2008
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02:01<Gekz>so what are some "must have" NewGRFs?
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02:10<Gekz>Eddi|zuHause3: I'm sure you have a good opinion on the matter
02:10<Gekz>:p
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03:14<@peter1138>UPX is pointless
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03:42<lartza>I can't find the dataflies, the filename in my installation is trg1.grf, but openttd wan't trg1r.grf in readme
03:43<@Rubidium>just copy the *grf files from your TTD dos (and sample.cat)
03:43<lartza>should i rename them with r on the end?
03:43<@Rubidium>not needed
03:44<lartza>ok thx
03:45<lartza>well, now i noticed i dont have differnt folders (gm) so i cant get music from there, what are the filenames for music? gm.cat?
03:45<@Rubidium>the dos music files are not supported by OTTD
03:45<@Rubidium>only the dos graphics + sound (samples.cat)
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03:47<lartza>well i dont get music then? readme says i shuold :(
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03:54<@peter1138>heh
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04:07<lartza>I can't get music to work
04:08<lartza>I hear only sounds
04:10<lartza>Now I got music, but it's really choppy
04:18<Mirrakor>you installed the midi files?
04:19<lartza>the gm
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04:25<@peter1138>what OS are you using?
04:25<Tefad>please be DOS
04:25<Tefad>; )
04:26<lartza>linux
04:28<lartza>so? nay way to get them work?
04:29<@peter1138>so probably using timidity
04:29<lartza>oh right, that thing
04:30<lartza>timidity -iA or something
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04:32<@peter1138>probably your computer isn't fast enough to run openttd and timidity together
04:33<lartza>well maybe
04:33<@peter1138>timidity is quite demanding, which is annoying as its output isn't that great
04:33<lartza>but its fast enough to run compiz, awn, firefox, ams, xchat, audacious and openttd together :D
04:33<lartza>even in 800mhz
04:33<lartza>but 128mb gfx power!
04:34<@peter1138>timidity skipped for me on a 1250MHz machine
04:34<lartza>ill go get some breakfast
04:34<lartza>ok
04:34<@peter1138>i've solved it now by having a multi-core cpu ;)
04:34<lartza>so the timidity really eats cpu
04:34<lartza>well, ill listen to my mp3's with audacious then
04:34<lartza>thx for all
04:34<@peter1138>well, not as such, it's just affected badly by latency
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04:35<@peter1138>heh
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05:00<Gekz>peter1138: how is it pointless
05:01<Gekz>peter1138: upx
05:04<@peter1138>you save 0.0001% of modern drive capacities
05:05<@peter1138>and it takes longer to load and more ram
05:09<Mirrakor>hm.. is there any way to increase synchronization during a multiplayer game?
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05:11<Gekz>peter1138: I'd rather actually use my CPU cycles and RAM and save space
05:11<CIA-3>OpenTTD: truebrain * r12680 /branches/noai/src/ai/api/ (ai_order.hpp ai_order.hpp.sq): [NoAI] -Fix [API CHANGE]: don't use very very long AIOF_NON_STOP flags, but AIOF_NON_STOP_INTERMEDIATE / AIOF_NON_STOP_DESTINATION instead
05:11<Gekz>I'd rather that 2MB I saved be filled with porn than an openttd executable
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05:15<@peter1138>Mirrakor: "increase synchronization" ?
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05:17<Patrick`>Gekz: do you have any idea how hilariously small 2 meg is ?
05:17<Patrick`>if your machine is old enough to warrant saving that much space,you shouldn't be able to run ottd
05:18<Gekz>Patrick`: I have 800GB of space free right now
05:18<Patrick`>so yes.
05:19<Gekz>GB, not MB
05:19<Patrick`>and you advocate eating 2 meg of ram to save 2 meg of disk space?
05:19<Patrick`>do you have 800GB of ram free?
05:19<Gekz>4GB
05:20<Patrick`>did I just get my wires crossed somewhere
05:20<Patrick`>surely you're not in favour of UPX
05:21<Gekz>I am.
05:21<Gekz>I'm not going to upx everything.
05:22<Gekz>busybox replaces coreutils nicely :P
05:23<Patrick`>now -Os I can agree with
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05:29<@peter1138>upx also prevents things like shared memory working
05:29<hylje>shared memory is teh evil!
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05:32<Wolf01>hello
05:32<SmatZ>hello
05:35<Mirrakor>peter1138: yes, the synchronization between two different players, which when it's out of sync results in a disconnect of one client
05:37<SmatZ>!logs
05:37<SpComb>Logs: http://zapotek.paivola.fi/~terom/logs/openttd
05:40<SmatZ>Mirrakor: clients are synchronised with the server - how else would you know which client is the "faulty" one?
05:40<SmatZ>it is not possible and will never be possible, as it may be impossible to connect two clients behind NATs
05:41<SmatZ>and would be pretty useless
05:42<Mirrakor>SmatZ: sure they are - but my question is more "is there a way to make the connection more stable?"
05:46<SmatZ>Mirrakor: what problems do you have?
05:47<Mirrakor>I got disconnected several times yesterday, during a MP game over the internet
05:47<Mirrakor>even though my bandwith usage was low and I expected a more stable connection (other games played on the same evening worked fine)
05:48<SmatZ>Mirrakor: OTTD game communication goes over TCP... also, there are several timeouts so people with slow connection do not lag the game for other players
05:49<SmatZ>Mirrakor: what is your "ping" time to the server?
05:50<Mirrakor>don't remember that, but I'll have an eye on it the next time :)
05:50<SmatZ>Mirrakor: it is also possible that your CPU can't handle the game
05:50<SmatZ>if you get disconnected after zooming out, then it can be the case
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05:57<Ammler>hmm, patch setting "same_industry_close" doesn't have effect with ECS, it seems.
05:58<Eddi|zuHause3>"close" means more than 1 per town allowed
05:58<SmatZ>I think there are newgrf callbacks / properties that override the general patch settings
05:58<Ammler>Eddi|zuHause3: thats an other setting
05:58<Eddi|zuHause3>ECS has additional distance restrictions
05:58<SmatZ>like you can have only 1 of that industry in the whole map
05:59<Patrick`>so ECS will hook into industry generation?
05:59<Patrick`>or you have to place them manually on a new map
05:59<Ammler>but that makes those patches useless...
06:00<Ammler>patches should overrule GRFs, shouldn't they?
06:01<Eddi|zuHause3>Patrick`: they are newgrf callbacks, when the industry generation wants to place an industry, it asks the newgrf wether that industry can be placed here
06:01<Ammler>hmm, maybe there is a GRF paramber for that?
06:01<Patrick`>cool
06:02<Eddi|zuHause3>Patrick`: but it makes industry generation very slow
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06:04<Patrick`>so I get it from george's site, grfcrawler isn't a hosting site as well?
06:05<Gekz>Cross-compiling openttd is a painful process
06:05<Patrick`>yes.
06:05<Gekz>Eddi|zuHause3: did you see my question about the must-have GRFs?
06:05<Gekz>because if there's anyone to ask, it's surely you
06:06<Eddi|zuHause3>yes, i did, but why would i be the highest authority on newgrfs?
06:06<Eddi|zuHause3>besides i need to go now
06:06*Gekz scrolls up
06:07*Gekz doesnt see the reply
06:07<Gekz>:P
06:07<Gekz>Eddi|zuHause3: opinions are cool?
06:07<Patrick`>yeah, if he keeps not answering your question you'll have to dock his pay
06:07<Patrick`>asking on the forums is more likely to get an answer
06:08<Gekz>bah forums
06:08<Gekz>that's not real-time!
06:08<Eddi|zuHause3>i have seen forums way more busy than this chat
06:09<Patrick`>you can't always get an answer Right Now
06:09<Patrick`>especially with volunteers
06:09*Gekz whips Patrick`
06:10<Gekz>why say volunteers
06:10<Gekz>its IRC.
06:10<Gekz>its not even worthy of job lol
06:10<Gekz>so you volunteer for nothing
06:10<Gekz>unless you like pain!
06:10*Gekz runs to #debian on freenode
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06:27<CIA-3>OpenTTD: rubidium * r12681 /trunk/src/order_cmd.cpp: -Fix [FS#1921]: aircraft stopping mid-air.
06:27<Wolf01>nooo that was nice :DDD
06:27<hylje>they always fix the nice bugs first
06:28<Wolf01>maybe useful too, for helicopters
06:29<Wolf01>instead of making them flying around over the helipad, make them stop in mid-air
06:32<CIA-3>OpenTTD: rubidium * r12682 /trunk/src/road_cmd.cpp: -Fix [FS#1920]: removing road pieces from a town gave you twice the intended penalty.
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06:45<BtbN>Hi, i have a problem with my planes. They stop flying around somewhere in the landscape.
06:46<BtbN>They just stop moving. If i skip the current Order, it turns around and flys back.
06:47<@Rubidium>using yesterdays nightly I presume?
06:47<BtbN>svn revision 12679
06:48<hylje>fixed in 12681
06:48<hylje>allegedly
06:48<BtbN>ok
06:53<Ammler>is there a "trick" to prevent town from growing along a road?
06:53<@Rubidium>maybe removing the road tile under the town sign
06:54<@Rubidium>but that basically means along any road
06:54<@Rubidium>otherwise not that I'm aware of
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07:00<Gekz>maybe I'll succeed at crosscompiling today
07:00<Gekz>:/
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07:16<CIA-3>OpenTTD: rubidium * r12683 /trunk/src/news_gui.cpp: -Fix [FS#1906]: in some cases a news messages would not be shown.
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07:36<CIA-3>OpenTTD: rubidium * r12684 /trunk/src/vehicle.cpp: -Fix [FS#1891]: manually given service at depot order is not forgotten anymore when autoservice 'interferes'.
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09:37<yeti_>am i right to assume that it's a better idea to set the economy to fluctuating (in the difficulty menu) because industries which have a station with good service will grow faster then?
09:37<Patrick`>yes, this question interests me also
09:38<ln>they just switched to new grey uniforms beteween episodes, without saying anything.
09:39<Tefad>ln what?
09:39<Patrick`>I think uou have the wrong channel
09:39<Tefad>indeed
09:39<ln>no, this is the correct channel.
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09:47<Eddi|zuHause3>yeti_: afaik "fluctuating" just makes them close for no reason
09:47<Eddi|zuHause3>the "reason" being to annoy the player who relied on this industry
09:50<Tefad>hehehehehe
09:51<Gekz>that would be fun on multiplayer
09:51<Gekz>finish that massive maglev line from one place to another
09:51<Tefad>no, no it wouldn't
09:51<Gekz>BAM
09:51<Gekz>you lose
09:51<Tefad>it'd be interesting on a small world
09:56<Eddi|zuHause3>well, in later stages you have either a flexible enough network to reroute the trains, or you just fund the industry again
09:56<Eddi|zuHause3>but in the beginning this may really hurt
09:57<yeti_>i wasn't aware you could fund forests/oil rigs/all that raw material producing stuff
09:57<Patrick`>yes
09:57<Eddi|zuHause3>that's a patch option
09:57<Patrick`>it's a patch option and it's really expensive
09:58<Gekz>_really_ expensive
09:58<Gekz>makes your ball collapse into themselves expensive
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10:00<Patrick`>it's only 7 million
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10:07<Sacro>that's over 9000
10:18<lolman>That's such a crap meme
10:19<CIA-3>OpenTTD: smatz * r12685 /trunk/src/debug.h: -Codechange: DebugDumpCommands() couldn't be inlined, define it as a macro instead
10:20<Gekz>memes are crap
10:21<Gekz>they're for unoriginal people
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10:25<hylje>don't be so pretentious
10:28<Gekz>hylje: I shall
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11:04<BtbN>Why doesn't my sawmill produce any goods?
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11:05<hylje>do you deliver wood to it?
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11:07<BtbN>hylje: yep
11:07<CIA-3>OpenTTD: glx * r12686 /trunk/src/misc_gui.cpp: -Fix: MSVC signed/unsigned warning
11:08<BtbN>oh. Found the reason.
11:08<Patrick`>BtbN: no wood?
11:08<BtbN>No, wrong Vehicles :D
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12:48<CIA-3>OpenTTD: rubidium * r12687 /trunk/src/ (lang/english.txt vehicle_gui.cpp): -Change: show when a vehicle is actually leaving the station instead of loading/unloading.
12:51<CIA-3>OpenTTD: rubidium * r12688 /trunk/src/order_gui.cpp: -Change: make default non-stop for depot/waypoint orders the same as for stations.
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12:54<CIA-3>OpenTTD: rubidium * r12689 /trunk/src/ (5 files): -Feature: non-stop(or rather no non-stop) and via orders for road vehicles.
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12:59<Wolf01>uhm, I just read again my orders and found that I need a "resume next" order after the jump
13:00<Wolf01>or another way to do it with the current order system
13:00<@Rubidium>resume next?
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13:01<Wolf01>I have star shaped routes
13:02<Wolf01>A-B-A-C-A-D...
13:02<Eddi|zuHause3>so you need an accumulator to store the last visited station in
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13:02<Eddi|zuHause3>(or whatever arbitrary value you want to store)
13:03<Wolf01>I'm changing all the orders to go back to A (to load) only if the vehicles are empty
13:04<Eddi|zuHause3>"jump and link" [store the "return address"]
13:04<Wolf01>but I found that I made all vehicles to visit only the first station, because it accepts the cargo (not always, because ECS)
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13:06<Eddi|zuHause3>this is a prime example... give them a slightly hint of a programmable interface, and they immediately want a turing complete system
13:06<Wolf01>now I need to modify the orders in this way:
13:06<Wolf01>A->B->empty?A:C->empty?A:D->...
13:06<Patrick`>Eddi|zuHause3: exactly :P
13:07<@Rubidium>Wolf01: you're also allowed to not use conditional orders
13:07<Wolf01>this mean that I'll fill the order list very quickly
13:07<Wolf01>but with no conditional orders the vehicles must come back to A every time, also if still loaded
13:08<Eddi|zuHause3>Wolf01: have multiple instances of "A", and skip that "A" if not empty
13:08<Eddi|zuHause3>so you have:
13:08<Eddi|zuHause3>1: goto A
13:08<Eddi|zuHause3>2: goto B
13:08<Eddi|zuHause3>3: if !empty jump 5
13:08<Eddi|zuHause3>4: goto A
13:08<Patrick`>just implement brainfuck
13:08<Eddi|zuHause3>5: goto C
13:09<Patrick`>or don't use star-shaped designs
13:10<Eddi|zuHause3>you understand that, Wolf01?
13:11<Wolf01>[19:06:33] <Wolf01> A->B->empty?A:C->empty?A:D->... <---- the same thing I'm going to do
13:15<Wolf01>is possible at least to colour the orders differently?
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13:23<Patrick`>ah
13:23<Patrick`>I just discovered that to play new industry types, one also needs a newgrf for new cargo types
13:24<Wolf01>bah, stupid petrol stations... they disappear so quicly to appear again in the previous place
13:24<Patrick`>I don't want 12 dozen new super awesome realistic types of engine made by a bored railway enthusiast, I just want to carry fuel oil
13:27<Wolf01>Petrol stations are the main cause which made me to create star shaped routes... I have 8 road stations around the city, and the petrol stations appear randomly near one of these, to disappear again and apper near another one...
13:27<Wolf01>so I send my vehicles to all the stations
13:27<CIA-3>OpenTTD: smatz * r12690 /trunk/src/tgp.cpp: -Cleanup: remove unused table from tgp.cpp
13:27<Patrick`>ah
13:29<Wolf01>when station B doesn't accept gasoline, there is sure another station in the city which accept it, but the oil refinery is really far away of the city
13:29<Patrick`>everyone just seems to assume that everyone else knows what to do - how do I transport the new cargo types?
13:29<Patrick`>I assume I need a grf for new wagons, and I've had a look
13:29<Patrick`>but all the sets are geared towards new engines
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13:29<Wolf01>long vehicles, dbset with ecs extension or ukrs
13:30<Wolf01>dbset works with ECS and ukrs with pikka's one
13:30<Patrick`>ok
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13:31<Patrick`>long vehicles is a separate grf?
13:31<Wolf01>yes, for the road vehicles
13:31<Patrick`>ah right, don't care about them then :)
13:32<Wolf01>you can use ukrs with ecs too, but you'll get some wagons carry the wrong cargo, like tourists on flatbed wagons and steel on coal wagons
13:32<Patrick`>heh
13:32<Patrick`>I'll just grab them both
13:32<hylje>haha
13:32<hylje>that seems great
13:32<Patrick`>I'm starting on pbi to kinda ease me into it
13:32<Patrick`>but:
13:32<Patrick`>in your opinion, should I just skip straight to full ecs?
13:33<Patrick`>or even just the ecs basic
13:33<Wolf01>no, try pbi first
13:33<Wolf01>I managed to use half ecs after 10 hours of play
13:34<Eddi|zuHause3><Patrick`> I don't want 12 dozen new super awesome realistic types of engine made by a bored railway enthusiast, I just want to carry fuel oil <- on georges page there is a grf that provides a wagon supplement for the default vehicle set
13:34<Patrick`>Eddi|zuHause3: I feel shamefully noobish for not looking all over that first
13:35<Eddi|zuHause3>the PBI cargos might not fully fit into the ECS scheme
13:35<Ammler>ECS wiki is also very helpful
13:36<Patrick`>sounds like there'll be more headaches, I'll skip straight to ecs
13:36<Ammler>there is a ECS vector with PBI
13:36<Patrick`>unless you think it'll be discouragingly complicated
13:37<Eddi|zuHause3>you don't have to use all ECS vectors simultaneously
13:37<Patrick`>I know
13:37<Patrick`>I've just got ecs basic here
13:37<Patrick`>reading the wiki now
13:38<Patrick`>the "ecs default vehicles set" ?
13:40<Eddi|zuHause3>something like that, yes
13:43<Ammler>that set is not recommend by George
13:43<Ammler>http://wiki.ttdpatch.net/tiki-index.php?page=ECSSupport
13:47<Patrick`>ok, cool
13:49<Patrick`>he mentions an extension to dbsetxl but it's not on grfcrawler or the dbset homepage or george's page
13:49<Patrick`>mind you michael blunck's page 404's
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13:50<Patrick`>so that's probably it
13:50<Ammler>http://www.openttdcoop.org/newgrfs/trunk/8_vehicles/z_ni/dbxl_ecs/
13:53<Eddi|zuHause3>dbsetxl+extension has the problem that it does not have graphics for the cargos
13:54<Patrick`>right, let's get this party started
13:55<Patrick`>well, I can try out ukrs first
13:55<Patrick`>shame nobody's made sets that just update the wagons but I can always just ignore the new train types
13:57<Patrick`>aaand it's time for dinner and stuff
13:57<Patrick`>but tomorrow! tomorrow I build a *real* industrial challenge
13:57<Patrick`>no more grinding cash
13:58<Ammler>[19:55] <Patrick`> shame nobody's made sets that just update the wagons but I can always just ignore the new train types <-- default ECS Vehicels?
13:58<Patrick`>the ones that everyone warns not to use?
13:58<Patrick`>and won't work with monorail or maglev?
13:59<Patrick`>:P
14:00<CIA-3>OpenTTD: glx * r12691 /trunk/src/news_type.h: -Fix (r12459): all company related news displayed the 'company is in trouble' message
14:00<Patrick`>one thing confuses me, how come ttdpatch still exists?
14:00<DaleStan>Because it's better, of course :p
14:00<Ammler>:-)
14:00<Ammler>still
14:01<Patrick`>mind you, the wiki's not been updated for a few years
14:01<Patrick`>and oss is awfully fast
14:01<Patrick`>specifically the hilarious page about "ttd on linux"
14:01<Patrick`>either it's a koreanesque demonstration of censorship
14:01<Patrick`>or it was before openttd existed
14:02<DaleStan>Because it has features that Open doesn't have. Like all the powerful signaling and sufficiently many acceleration settings to satisfy anyone.
14:02<DaleStan>And because you can still play something indistinguishable from TTD with TTDPatch, if you so desire. You can't with Open.
14:03<DaleStan>Or, if you prefer, "indistinguishable, except that it runs on NT/XP OSen".
14:03<Patrick`>DaleStan: I thought there was still a combination of patch settings and terrain generation that made the game behave exactly like the original
14:04<DaleStan>Not in Open. You can't get rid of the landscape toolbar, or the fast-forward button, at least.
14:04<SmatZ>rail conversion, waypoints,...
14:04<SmatZ>drive-through road stops
14:04<SmatZ>pathfinders and much more
14:04<SmatZ>also bugfixes
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14:05<@Rubidium>nor can you get rid of the fact that you do not have to use wine to run it on a non-Windows platform
14:05<DaleStan>Pathfinders, right. OPF for trains is gone too, isn't it?
14:05<Patrick`>lol'd
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14:05<DaleStan>True. That's part of the whole "indistinguishable from TTD" thing.
14:06<DaleStan>:p
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14:12<SmatZ>DaleStan: when loading TTDP savegames, should I expect the data hidden in the map array are either at the "old" place or at the "new" place? (old = NE border, new = SW border) even when the game was created in a "new" ttdpatch, then loaded in older ttdpatch and saved again? (so it could have special dat aat both places if it doesn't clear it)
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14:13<DaleStan>I think TTDPatch stopped using the old place long ago. Probably before 2.0, but I don't know for sure.
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14:16<DaleStan>But with data saved in the new area, old versions of TTDPatch won't find it and will probably break anyway. There's a magic number somewhere that indicates whether the data in the new location is valid; I'd just trust that.
14:16<SmatZ>ok thanks
14:18<Shiiva>aircraft AI is hilarious : non stop plain crashes :D
14:18<Shiiva>plane*
14:18<SmatZ>Shiiva: are you talking about the noai branch?
14:19<Shiiva>yeah, i improved the wright ai a little
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14:24<Eddi|zuHause2>improved the efficiency of the crashes?
14:26<Shiiva>lol
14:26<Shiiva>no just make them build more plains, and more planes means more crashes
14:26<Shiiva>planes*
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14:36<Mark>hello
14:37<Mark>if i change larger_towns in a running game will that take effect immidiatly?
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14:38<@Rubidium>no, it
14:38<@Rubidium>no, it'll only affect newly created games
14:39<Mark>k, thanks
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14:59<CIA-3>OpenTTD: rubidium * r12692 /trunk/src/window.cpp: -Codechange: swap to functions to remove a function declaration.
15:01<CIA-3>OpenTTD: rubidium * r12693 /trunk/src/ (window.cpp window_gui.h window_type.h): -Documentation: add some documentation to some window related stuff. Based on a patch by Albert.
15:06<CIA-3>OpenTTD: rubidium * r12694 /trunk/src/window.cpp: -Fix: do not call the mouse over callback on already deleted windows.
15:12<ln>http://www.hakkapeliittagps.com/files/openttdfin.jpg
15:12<hylje>haha
15:13<Eddi|zuHause2>what is that?
15:13<@peter1138>It's OpenTTD ;)
15:14<Patrick`>I thought the portables was done by some randon guy
15:14<Eddi|zuHause2>i mean the frame around OpenTTD ;)
15:14<yeti_>an asus eee pc? *ducks*
15:14<@peter1138>Patrick`: it was
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15:16<KingJ>I played OTTD on a Axim x50v (PDA with 640x480 4" screen) and while it worked, not exactly playable
15:17<ln>Eddi|zuHause2: some GPS device, i believe.
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15:25<CIA-3>OpenTTD: rubidium * r12695 /trunk/ (8 files in 3 dirs): -Codechange: only allocate window structs when needed. Based on a patch by Alberth.
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15:41<Alberth>Rubidium: Tnx for the improvements, nice! Any specific reason why Window is not a class? (doesn't really matter, I can fix that in a next patch)
15:41<+glx>Alberth: all code is C based
15:41<Eddi|zuHause2>class is the same as a struct
15:41<@Rubidium>cause there was no need to do it
15:42<+glx>and as Eddi|zuHause2 said :)
15:42<SmatZ>:-)
15:42<Alberth>:)
15:42<+glx>not totally the same (members are public by default in struct, private in class)
15:43<+glx>minor difference :)
15:46<CIA-3>OpenTTD: rubidium * r12696 /trunk/src/ (openttd.cpp order_cmd.cpp): -Fix: loading ancient savegames could result in invalid orders in order lists with all related problems.
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16:23<Wolf01>nice, 2 years with 8 coal trucks and I repayed the loan :D
16:23<Patrick`>aye
16:25<Ammller>someone of you tried Roujins menu jumper?
16:26<Wolf01>yes
16:26<Ammller>Wolf01: me is failing at compiling
16:26<Ammller>/home/marcel/bin/ottd/trunk/src/signs_gui.cpp: In function ‘void QuerySignEditWndProc(Window*, WindowEvent*)’:
16:26<Ammller>/home/marcel/bin/ottd/trunk/src/signs_gui.cpp:258: error: jump to case label
16:27<Wolf01>wait
16:27<SmatZ>Ammller: what compiler are you using? (just curious :)
16:27<Ammller>gcc
16:27<SmatZ>what version?
16:28<Ammller>gcc version 4.2.1 (SUSE Linux)
16:28<SmatZ>interesting :)
16:29<Ammller>what you mean?
16:29<SmatZ>I thought gcc allows that
16:30<Ammller>seems, like Roujin is a windows developer?
16:31<Ammller>do I need to configure something ?
16:32<SmatZ>just create a new label and chage that goto at line 258
16:32<Ammller>well, there are many of that errors
16:33<Ammller>http://paste.openttd.org/2176
16:37<Wolf01>i got 4 of those errors too with vc80
16:42<Wolf01>move the signs variables declarations above the switches
16:42<Wolf01>seem that declaring variables into switch cases is not funny for the compilers
16:43<Alberth>assuming they are local to one case, you can also put the entire case code in curly brackets
16:44<Alberth>where case code is code from one case to the next
16:48<Digitalfox_>This is strange.. Well I was playing just now a savegame from 1 year ago where I have more than 1000 trains and 500 ships.. And well when using original ship pathfinding is gets slow when i activate YAPF it's getter faster.. Well shouldn't it bee the other way ? :\
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16:53<yeti_>when upgrading from rail to monorail, you need to manually replace the trains, right?
16:53<Digitalfox_>yeti_ yes :)
16:55<Eddi|zuHause2>Digitalfox_: ship pathfinding speed is heavily dependant on the distances between buoys
16:55<Wolf01>Seem I have a problem with trams, is the serbian tram set not compatible with long vehicles?
16:56<Digitalfox_>So Eddi|zuHause2 if i use lot's of buoys with small distances from eachother what pathfinder should I use? :)
17:01<Eddi|zuHause2>imagine a rail network where each tile has all trackbits on it, that's how water looks to the ship pathfinder
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17:02<@Rubidium>and don't forget to enable 90 degree turns
17:02<Eddi|zuHause2>OPF is "faster" for ships, because it stops looking after some time
17:02<Ammller>newgrfs don't work in opntitle.dat, I assume?
17:02<Eddi|zuHause2>YAPF tries to go the whole way
17:03<Eddi|zuHause2>so for short distances, YAPF should be slightly faster than OPF
17:03<Eddi|zuHause2>but it does not enforce these short distances
17:04<@Rubidium>Ammller: they could work, but there might be serious issues with them
17:04<ln>8j4rni!
17:04<SpComb>:o
17:04<SpComb>;BJARNI
17:05<Digitalfox_>Eddi|zuHause2 for the explanation :)
17:05<Digitalfox_>*thanks
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17:05<Madassasin>hi guys
17:05*Rubidium runs
17:05<Ammller>ah, I might have used an "old" save which doesn't have settings saved.
17:05<Ammller>I try an other one...
17:05*Bjarni slaps SpComb
17:05*SpComb sighs
17:06<Eddi|zuHause2>Ammller: newgrfs in the title screen are not recommended
17:06<@orudge>wooyay
17:06<@orudge>OpenTTD support for the Repository is working nicely
17:06<Ammller>:-) yeah, believeable...
17:06<Ammller>I am just watching Roujins patch with coop saves
17:06<Madassasin>owen, could I get my hands on your sound patch, please?
17:07<@orudge>I'd have to tidy it up a little bit
17:07<@orudge>but I daresay that's not impossible
17:07<Eddi|zuHause2>Ammller: something with town name grfs and dropdown lists needs the newgrf list to be applied to the title screen, which breaks all sorts of things
17:07<Wolf01>'night
17:07<Ammller>is town names not only needed for generating the map?
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17:08<Madassasin>Hmm, looks like someone forgot some references, MinGW's linker complains about that: win32.o(.text+0x97a):win32.cpp: undefined reference to `_set_error_mode(int)'
17:08<Madassasin>collect2: ld returned 1 exit status
17:08<Eddi|zuHause2>yes, but you need to choose the town name generator from the dropdownlist on the titlescreen
17:08<Eddi|zuHause2>for generating this list, the town-newgrfs must be known
17:08<Eddi|zuHause2>i.e. loaded
17:09<Ammller>very nice
17:10<Eddi|zuHause2>ideally, you'd run the title game in a sandbox independent from the to-be-generated game, but that needs a lot of restructuring
17:10<Ammller>possible to relocate the Menu?
17:11<Ammller>somewhere in a edge
17:12<Eddi|zuHause2>i'd like the ability to move the title menu, too
17:12<Ammller>btw: [22:43] <Alberth> assuming they are local to one case, you can also put the entire case code in curly brackets <-- that solved my issues, thanks.
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17:16<Ammller>is it possible, the title save needs a lot less CPU then in game mode?
17:17<SpComb>dih: was it you that had the zip of some of the icons ripped out of OpenTTD?
17:18<Ammller>this jumping mode would also be cool in usual game play
17:18<Eddi|zuHause2>Ammller: you mean if you load the title game and play it, it uses more CPU?
17:19<Ammller>no, I took a coop game which used around 50% and now as title only 20%
17:19<Ammller>but I need to test it further
17:19<Ammller>http://www.openttdcoop.org/wiki/MemberZone:Archive#gameid_11 <-- this one works nice as opntitle.dat
17:20<Ammller>(with our grfpack of course)
17:20<@orudge>http://www.owenrudge.net/various/test-img6.png
17:20<@orudge>woot
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17:22<Ammller>cpu usage was just a thought, not true.
17:24<Madassasin>W00T!
17:25<Eddi|zuHause2>insane
17:26<@orudge>http://www.owenrudge.net/various/test-img0.png
17:26<@orudge>anyway
17:26<@orudge>the Repository now reads and gets lots of information about OpenTTD games :)
17:26<@orudge>as it does for TTDPatch games
17:26<Madassasin>what the, no towns in Romania? :(
17:26<@orudge>so when you're browsing the Repository, you will be able to view a full-sized map of the game
17:26<@orudge>and so on
17:27<Eddi|zuHause2>what kind of map size is this supposed to be played on?
17:27<@orudge>well
17:27-!-Brianetta [~brian@77-103-231-158.cable.ubr05.benw.blueyonder.co.uk] has quit [Quit: Tschüß]
17:27<@orudge>that map is 2048x1024
17:27<@orudge>1 pixel = 1 tile
17:27<Eddi|zuHause2>right, it says that...
17:28<Madassasin>http://bugs.openttd.org/task/1925
17:28<Eddi|zuHause2>sad that you cannot put town information into the heightmap generation
17:28<@orudge>what do you mean?
17:28<@orudge>on my maps ther?
17:28<@orudge>*there
17:28<@orudge>town information is there
17:28<@orudge>it's just that's done later in the process
17:29<@orudge>http://www.tt-forums.net/download/file.php?id=24506 is an old development screenshot from a few years ago
17:29<@orudge>one can enlarge the maps so it's a bit more readable ;)
17:29<@orudge>http://www.tt-forums.net/viewtopic.php?f=12&t=8706&st=0&sk=t&sd=a for more information in genera;l
17:29<@orudge>*general
17:29<Eddi|zuHause2>i mean the ottd heightmap-to-game converter
17:29<@orudge>ah
17:30<Eddi|zuHause2>so you could e.g. put a towns.txt file next to it, with (Name, Location, Size) triplets in it, and it will automatically place the towns there, instead of random generation
17:31<Eddi|zuHause2>or similar for industries
17:32<SmatZ>Eddi|zuHause2: there was a thread about it at tt-forums
17:32<Eddi|zuHause2>hm, the code to read ini-files is already there, reading that data should not be that hard to code
17:34<ln>Bjarni: have you taken the ICE to Hamburg yet?
17:35<@Bjarni>no
17:35<Eddi|zuHause2>i have only taken ICE trains during my army time, where it was free
17:35<@Bjarni>why would I want to do that?
17:35<Eddi|zuHause2>and that only rarely
17:35<@Bjarni>I haven't even seen it
17:36<@Bjarni>whenever I'm at a station where it stops it's always somewhere else
17:36<Eddi|zuHause2>there was no long-distance connection between my city and the barracs
17:37<@Bjarni>so how did you get home?
17:38<@Bjarni>hitchhiking?
17:38<Eddi|zuHause2>by a series (meaning 2) of short-distance trains?
17:40<Eddi|zuHause2>there is a train going from Halle to Kassel (and back), which is a short distance "express" train
17:40<ln>Kassel \o/
17:40<Sacro>Bjarni!
17:40*Sacro huggles Bjarni
17:41*Bjarni wonders about taking the doll away from Sacro
17:41<@Bjarni>looks like he thinks it's alive and that it's me
17:41<Sacro>http://aidoll.4woods.jp/gallery_en/aineo/natsuki.html (NSFW)
17:41<Eddi|zuHause2>the long distance trains from Kassel go either via Erfurt-Leipzig or via Göttingen-Magdeburg
17:41<ln>where was the barracks?
17:41<ln>or were
17:41*Bjarni wonders about committing something
17:41<@Bjarni>Sacro to be precise
17:42<Eddi|zuHause2>between kassel and frankfurt, at the rail line, there are a lot of barracks
17:42<Sacro>w00t
17:42*Sacro sits in his git repo
17:42<@Bjarni>...
17:42<Sacro>svn?
17:42*Sacro checks himself out
17:42<@Bjarni>I was expecting a wtf link from Sacro but still
17:42<@Bjarni>WTF???
17:43<@Bjarni>life sized sex doll o_O
17:43<@Bjarni>I don't even want to know how you found that link
17:43<Eddi|zuHause2>you'd not exactly want to be caught selling under-life-sized sex dolls...
17:43<ln>has anyone been to Melsungen?
17:44<Sacro>Bjarni: i just pressed up a few times
17:44<Eddi|zuHause2>not exactly...
17:45<Eddi|zuHause2>doesn't strike me as a particularly important place to go
17:45<ln>probably not, just a sort of nice small town near Kassel.
17:45<Madassasin>bye everyone
17:46-!-Madassasin [Madassasin@79.117.168.153] has quit []
17:48<@Bjarni>Sacro: I bet you ordered one
17:48<@Bjarni>the question is... where did you get £3.3k from?
17:49<Digitalfox_>peter1138 enginepool12670.diff fails to compile
17:49<Sacro>Bjarni: of course
17:49-!-Gekz [~brendan@58.168.83.246] has quit [Read error: Connection reset by peer]
17:49*Bjarni commits Sacro
17:50<ln>why doesn't google maps show main railroad lines?
17:50-!-mode/#openttd [+v Bjarni] by ChanServ
17:50-!-mode/#openttd [+v peter1138] by ChanServ
17:50-!-mode/#openttd [+v Rubidium] by ChanServ
17:50<Digitalfox_>peter1138: It gives this error "patching file `src/settings.cpp'
17:50<Digitalfox_>patching file `src/lang/english.txt'
17:50<Digitalfox_>Hunk #1 succeeded at 3302 (offset 1 line).
17:51<Digitalfox_>can't find file to patch at input line 29
17:51<Digitalfox_>Perhaps you used the wrong -p or --strip option?"
17:51<@Bjarni>Sacro: I heard a story about a sailor who got an STD on board a ship and he claimed not to be gay and there were only guys on board
17:51<@Bjarni>nobody trusted his claim of not doing it
17:51<@Bjarni>turned out that sharing a sex doll can be just as dangerous as real women of unknown background
17:53<ln>that's why Bjarni doesn't share his with others.
17:53<@Bjarni>lol
17:53<@Bjarni>I don't have any
17:54<@Bjarni>1: waste of money
17:54<@Bjarni>2: I don't feel like something like that
17:54<@Bjarni>3: it might be tricky to explain it to a girlfriend
17:54<@Bjarni>4: it just seems wrong
17:54<@Bjarni>5: it's a waste of money
17:55<ln>3: to a what?
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17:56<Sacro>Bjarni: you don't have to tell her
17:56<Sacro>just sleep with her
17:57<@Bjarni>Sacro: you give the wrong impression of humanity
17:58<@Bjarni><ln> 3: to a what? <-- girlfriend... that's the thing the heroes in the movies always have
17:58<ln>ah, those
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18:05<ln>Bjarni: when did you last speak english irl?
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18:17<+glx>Digitalfox_: using r12670?
18:17<Digitalfox_>glx yes :)
18:17<Digitalfox_>But i've tried enginepool 12625 and have the same problem..
18:18<+glx>and what is the rev in the diff headers?
18:18<Ammller>Digitalfox_: with file engine_pool, I guess?
18:18<Digitalfox_>I'm using BuidOTTD by the way.. But before it always worked :)
18:18<Digitalfox_>glx 12670 if I'm not mistaken :)
18:19<Digitalfox_>I just select the patch in BuildOTTD and force revision to match the patch ..
18:21<+glx>added files are probably not cleaned
18:22<Digitalfox_>glx you mean in my local repository?
18:23<+glx>yes, I don't know if buildottd deletes all before patching, or if it just do svn revert
18:24<Digitalfox_>well i just deleted my local repository and after it gets all 12670 source files it does the same :p
18:25<CIA-3>OpenTTD: rubidium * r12697 /trunk/src/signs_gui.cpp: -Codechange: give signs_gui.cpp a touch of coding style.
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18:28<Ammller>glx, the patch from peter1138 does alter a file called engine_base.cpp, but I don't find that file in svn repo.
18:32<Ammller>h, not cpp
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19:12*Chicken would slap Digitalfox_Home, but is not being violent today
19:12<Digitalfox_Home>hum? :p
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19:13<Chicken>openttdcoop needs one person
19:15*Chicken slaps Digitalfox_Home upside da head with a hairy goldfish
19:15<Digitalfox_Home>Theres more people around here you know :p
19:15<Chicken>i know
19:15<Digitalfox_Home>:)
19:16<Chicken>dont make me slap again
19:19<Digitalfox_Home>Where did I put that red phone with nuclear missile drawing, it would take care of this case :p
19:19*Sacro slaps the Chicken
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19:24<+glx> <Ammller> glx, the patch from peter1138 does alter a file called engine_base.h, but I don't find that file in svn repo. <-- indeed it's a svn copy of engine_type.h
19:29<Ammller>aha, and he didn't commit that yet?
19:29<Ammller>glx: patch works now
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19:41<Ammller>good night all
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---Logclosed Mon Apr 14 00:00:11 2008