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#openttd IRC Logs for 2009-02-16

---Logopened Mon Feb 16 00:00:23 2009
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00:06<SpComb>flowOver: next thing you know you'll be modifying the code yourself
00:08<flowOver>maybe. i'm still trying to decipher exactly what's going on. applying diff's is alot easier than I thought it'd be though.
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02:31<planetmaker>good morning
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03:15<Roest>morning
03:19<flowOver>i'm having difficulty finding road graphics that work on 32bpp zoom :(
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03:33<flowOver>probably something in the code i'm thinking. with alltakens pack, when i zoom in the intersections aren't displayed, but rather another random tile and it creates artifacts as you move the view around. without the pack it shows the regular default graphics on extra zoom instead of the 32bpp original scale graphics i have installed
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03:59<Roest>is there like a grf or setting that removes the sound of road/rail crossings?
04:01<@petern>yes
04:03<Roest>which one of the two?
04:07<@petern>grf
04:09<@petern>"32bpp zoom" is a pointless exercise
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04:17<dihedral>oi
04:17<@petern>what?
04:17<Roest>but it looks good
04:18<dihedral>oi = hi
04:18<@petern>no it doesn't
04:18<@petern>oi, get off my lawn
04:18<@petern>oi, what are you playing at
04:18<dihedral>oi petern
04:18<dihedral>tudo bem?
04:18<@petern>GET OFF MY LAWN
04:18<Roest>it looks better
04:19<dihedral>petern, caps lock? :-P
04:19<@petern>it does not look better
04:20<Roest>hmm ok
04:20<Roest>do you happen to have a link to that grf?
04:20<@petern>no
04:21<flowOver>the point is more detail in graphics and i like that. plus my roomies 1080i screen doesn't show finer details well when in windowed mode. it looks far more awesome zoomed in
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06:30<Alainspc>hi all
06:31<dihedral>well done Alain
06:33<Alainspc>thanks very much can i just ask one thing how do i chage it so my name or some thing come up in the main menu
06:33<dihedral>?
06:33<dihedral>you mean in openttd?
06:33<Alainspc>yer
06:34<dihedral>./configure --revision="r####-Alain"
06:34<dihedral>where #### matches the revision you are compiling
06:35<Alainspc> so i just open that file useingtortoiseSVN and eidt it
06:35<dihedral>......
06:35<@petern>tortoisesvn is not an editor
06:35<dihedral>what i just say?
06:36<Alainspc>and one more thing hod do i make a patchpack so mates can just download and run the game with out compiling it
06:37<dihedral>make bunle
06:37<dihedral>zip the bundle folder
06:37<dihedral>upload
06:37<dihedral>there you have a binary for your architecture
06:37<Alainspc>ok
06:37<dihedral>*make bundle
06:38<dihedral>and also provide the patch file (separate upload is ok)
06:38<dihedral>do not include the original data files
06:38<dihedral>the ones from your Transport Tycoon Deluxe CD-ROM
06:39<Alainspc>can i ask why
06:39<dihedral>copyrighted material
06:39<dihedral>you dont have the rights to
06:39<dihedral>else OpenTTD would probably come with them too
06:41<Alainspc>lol ok have i evern got the rights to make this patch pack
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06:42<dihedral>OpenTTD is open source
06:42<dihedral>you can modify and distribute
06:42<dihedral>the original data files are not from OpenTTD nor do they stand under the gnu gpl
06:43<Alainspc>ok
06:44<Alainspc>is this were i change the number and put mine in
06:44<Alainspc>set_default() {
06:44<Alainspc> released_version=""
06:45<dihedral>are you at all reading what i said?
06:45<dihedral>run ./configure with --revision=
06:46<dihedral>then make
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06:47<Alainspc>so when i am useingMSYS i tpye in ./configure with --recision=KGAT r15496
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06:49<dihedral>petern, you are an MSYS guy, right?
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06:49<Alainspc>yer i am
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06:53<@petern>dihedral: a what?
06:53<Ammler>Alainspc: I would patch rev.cpp.in
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06:54<Ammler>he :-)
06:54<dihedral>petern, whatever alain is after
06:54<@petern>i use msvc
06:54<dihedral>that's what i meant :-P
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07:14<@petern>A src/lang/unfinished/luxembourgish.txt
07:14<@petern>luxembourgish?
07:14<@petern>heh
07:16<Gekz>that's a german langauiage|?
07:18<Ammler>frenchish?
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07:30<Roest>ah the silence :) thanks petern
07:30<@petern>?
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07:31<Roest>found that grf, took some digging tho
07:31<@petern>ah
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07:32<Roest>anyone using the dbset ?
07:33<@petern>i have done
07:33<Roest>hmm guess i try one more thing before i ask that potentially stupid question
07:34<dihedral>:-D
07:34<@petern>why bother? noone else does
07:35<dihedral>the sad thing is mainly people who dont ask anything else but stupid questions
07:35<dihedral>or people who blatantly refuse to read or search for themselves
07:37<Roest>hmm no one else does?
07:39<dihedral>yes - people just ask their stupid questions :-P
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07:40*dihedral looks at certain nicks in the nicklist of this channel
07:40<Roest>anyway the ice3 graphic is borked, now i can rule out conflicting grfs so guess it's using some function that changed since he made that set
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07:46<dihedral>fix it :-P
07:46<Roest>or wait for 0.9 :P
07:53<@petern>Roest, borked?
07:53<@petern>you mean it shows "STOP" or "MORE" but you haven't figured out it's an instruction?
07:54<Roest>red question marks instead of wagons
07:54<@petern>quite so
07:54<@petern>ice3 should be made in 4, 8, or 16 lengths
07:54<@petern>so you didn't heed the STOP or MORE messages...
07:57<Roest>urghs
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08:05*dihedral pats Roest on the head :-P
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08:27<welshdragon>good morning dihedral
08:28<dihedral>no
08:28<dihedral>:-P
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08:51<welshdragon>how can i delete roads in a ity?
08:51<welshdragon>the local authority refuses to allow this
08:52<+glx>is it a "border" road?
08:52<welshdragon>no, inner city
08:52<welshdragon>i have managed to delet all the border roads
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08:52<dihedral>*cough* wiki *cough*
08:53<dihedral>remove more town owned roads........
08:53<welshdragon>*cough* can't be bothered *cough* :P
08:53<+glx>if it's in a loop, it's quite impossible to remove without cheating
08:53<dihedral>welshdragon, and we should be?
08:53<welshdragon>dihedral: point takren
08:53<dihedral>i would hope so
08:55<welshdragon> dihedral searching the wiki found nothing
08:55<dihedral>and what was your search term?
08:55<welshdragon>remove more town owned roads
08:56<Timitry>http://wiki.openttd.org/wiki/index.php/Extra_dynamite
08:57<Timitry>Searching for town + road, first hit, ctrl + f and searching for "road" again
08:57<dihedral>welshdragon, so you entered one single search term, and gave up?
08:57<dihedral>+ you should always check your rating if you cannot remove some town owned stuff / or if LA refuses something
08:58<dihedral>and if that aint good enough for your action (compare with wiki)
08:58<dihedral>then you can bribe and/or plant trees
08:58<welshdragon>hmm, did i mention it's a multiplayer
08:58<welshdragon>?
08:59<+glx>that's another story ;)
08:59<welshdragon>bleh :P
08:59<+glx>you can forget cheats then
08:59<welshdragon>cheats are enabled i think
09:00<dihedral>are they now
09:00<welshdragon>well, i don't know
09:00<dihedral>that i can more imagine :-P
09:01<dihedral>multiplayer generally does not allow cheating, however the svn / map loaded can mention that cheats were used
09:01<welshdragon>hmm, hang on, i'll pull off a save of this game and then build my track, meaning i can cheat :)
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09:01<welshdragon>oh, speak of the server admin :P
09:02<dihedral>oh my word
09:06<Eoin>lol
09:06<Eoin>!logs
09:06<Eoin>spcomb fail :(
09:06<Eoin>ffs, i keep doing wrong channel
09:06<Eoin>waking up at 2pm = bad
09:07<welshdragon>http://irclogs.qmsk.net/channels/openttd
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10:12<dihedral>difficulty setting for local authorities: as long as a company has not 'rating' in a town, the company may not demolish town owned anything
10:12<dihedral>that's be a nice thing :-P
10:12<dihedral>*that'd
10:33<@petern>why?
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10:40<Eddi|zuHause>"bulldoze the whole town before they see it coming!"
10:40<@Belugas>it wold not be, i think. nobody would be able to construct anything nearby
10:41<Eddi|zuHause>really... the only thing that's missing is a cheat for "ignore town rating"
10:42<dihedral>petern, because people join spectator, create a new company, remove something in the town, then join their original company again, and continue as if nothing happened
10:43<@Rubidium>so they then build a station and remove something?
10:44<Eddi|zuHause># i don't know what's right and what's real anymore
10:44<Eddi|zuHause># and i don't know how i'm meant to feel anymore
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10:45<dihedral>Rubidium, good point
10:46<Eddi|zuHause>the town rating is ready for a real overhaul, imho
10:48<dihedral>just nobody is ready to code it :-P
10:49<Ammler>[16:41] <Eddi|zuHause> really... the only thing that's missing is a cheat for "ignore town rating" <-- Magic Bulldozer
10:49<Eddi|zuHause>Ammler: Kanonen, Spatzen?
10:50<Ammler>well, we use that cheat also sometimes on our MP games
10:58<@petern>dihedral: remind me who wrote that feature...
10:59<dihedral>:-)
11:00<dihedral>petern, i'll find something
11:00<@Rubidium>lets do that by deduction?
11:00<@Rubidium>it wasn't me
11:00<dihedral>however i love getting ideas from you ;-)
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11:05<Eddi|zuHause>it wasn't me either
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11:09<dihedral>petern, Rubidium: ideas welcome, i am happy to code it ;-)
11:10<@Rubidium>dihedral: what about forbidding to start new companies?
11:10<Eddi|zuHause>imho, it should be "exponential" (as in pseudo-floating-point), that would avoid the problem of hitting a "minimum" rating (e.g. by removing 200 trees in the area)
11:11<Eddi|zuHause>the first dozen trees should have a big effect on rating, the next 188 should have hardly any further effect
11:11<Eddi|zuHause>but likewise it would take more than 188 new trees to get back to the area where trees actually make a difference
11:13<Ammler>dihedral: you could also forbid creating a company for that reason by "house" rules.
11:15<Eddi|zuHause>dihedral: just check for "multi accounts" from the same IP. should (mostly) solve that particular abuse
11:16<Ammler>indeed, that is a IDEA. :-)
11:17<Eddi|zuHause>also imho, there should be a "global" rating that will be used as a base for each individual town rating, if you have a good rating in all other towns, you get a bonus for dropping low in one town.
11:17<Eddi|zuHause>then you can lower the default town rating for new companies to a level where they can hardly do anything in a town
11:18<Eddi|zuHause>while established companies can do a significantly higher amount of "damage" to a city they are just starting to develop
11:20<@Rubidium>so effectively an established company may plow with their goods line straight through a city and a new company can't build a bus stop in a town?
11:20<Eddi|zuHause>Rubidium: there needs to be some balancing for that
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11:21<@Rubidium>but the balancing will allow a new company to remove a house/building, thus doing exactly what dihedral wants to prevent
11:21<Eddi|zuHause>Rubidium: basically the reasoning is that an "established, well-known" company has an advance-credit
11:22<@Rubidium>a well known company (in a town) can already destroy more than a new one
11:22<Eddi|zuHause>Rubidium: rather, do not allow destroying a bulding, but allow some road reconstruction (including roadstops on town-road)
11:23<Eddi|zuHause>yes, and i wanted to make that rating slightly more global
11:23<Eddi|zuHause>so that a big company does not have too serious micromanaging problems when expanding to a new town
11:23<@Rubidium>so because DBs reputation is good they may destroy the center of Londen to build a rail line through it?
11:24<Eddi|zuHause>so basically, an established company can do about what it can do now, but a new company should be able to do significantly less
11:25<Eddi|zuHause>Rubidium: it's about an initial bonus, the town rating would still drop as soon as you destroy houses and stuff
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11:34<welshdragon>ok, n00b question, how do i change companies in a single player game (was multiplayer)
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11:35<Vikthor>welshdragon: use cheats
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12:04<dihedral><Eddi|zuHause> [17:15:41] dihedral: just check for "multi accounts" from the same IP. should (mostly) solve that particular abuse <- so that would require saving avery ip and association to a certain company
12:04<dihedral>+ some client could validly create a new company if the existing one is going bankrupt e.g.
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12:12<OsteHovel^EEE>t
12:15<dihedral>so actually, creating a new company and then joining the company one was in before, would be the issue
12:15<dihedral>and saving a 'company history' per client is... well....
12:16<kingj>Is there any way to stop hovercraft from "clumping" together
12:17<dihedral>define "clumping"
12:17<dihedral>driving through eachother?
12:17<dihedral>no
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12:20<kingj>No, they are seperate when I first create them, but over time they all travel as one large group
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12:22<dihedral>you can setup buoys and send each ship via it's own little 'route' difference
12:22<kingj>Too much hard work :P
12:23<dihedral>Rubidium, ^ here you have the reason as to why OpenTTD should never have been developed :-P
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12:25<kingj>I am not going back to the days of TTD where I had to create orders for every single vehicle, would take forever
12:26<dihedral>you could copy and only change a single orde
12:26<dihedral>*order
12:27<frosch123>or you could use timetables
12:28<kingj>I'll just leave them clumped, not too big an issue
12:29<dihedral>as soon as work is involved, all of a sudden it's no issue
12:30-!-HerzogDeXtEr [~Flex@89.246.211.107] has joined #openttd
12:30<kingj>It's a time/payoff thing. I could spend a lot of time giving them induvidual orders, or I could just live with it and develop other parts of the network
12:31<dihedral>now if you should ever ask yourself why some feature may not be developed / included, you just gave the perfect answer ^^
12:32<dihedral>:-P
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12:33<kingj>Well, there is this one feature that would make me even lazier ;)
12:33<kingj>Track/station templates
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12:37<nicfer>one question, would be possible to make the electric wiring for tramtracks optional?
12:38<nicfer>or even, being able to put the wires without a track
12:38<nicfer>in short, make those two things independient
12:39<SmatZ>you can make a trolleybus GRF that replaces the normal tram track by "road"
12:40<Aali>or you can wait a few years for newgrf roadtypes support :P
12:41<nicfer>better that :)
12:41<dihedral>why do we have so many lazies around?
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12:42<nicfer>dirty roads and asphalted ones at the same time, yeah
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12:44<Roest>so dihedral i take it for vehicle upgrades you select every single one and send it to the depot
12:44<dihedral>??
12:45<dihedral>why on earth would i do that
12:45<Roest>well you argue against everything that would remove tedium
12:46-!-bleepy [bleepy@5ad684ba.bb.sky.com] has joined #openttd
12:46<dihedral>not true
12:47<dihedral>i argue against "i cannot be bothered because achieving what i am after involves a click too much for my taste"
12:49<Ammler>kingj: timetable for that works nice
12:50<Ammler>could also be used for buses etc.
12:52<dihedral>great... smallfly decided to join my server
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13:31<@Belugas>was it McFly or SmallFly... can't remember...
13:33<frosch123>MartyMcFly
13:34*frosch123 << ChuckBerry
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13:35<@Belugas>yeah :)
13:35<@Belugas>tx and hello to frosch123
13:35<SmatZ>hello Belugas
13:36<@Belugas>and hello to SmatZ too :)
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13:59<@Belugas>anyone ever tried to RDP using Ubuntu/Linux?
14:00<kingj>With linux as the client?
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14:02<kingj>I tried before, works without issue
14:02<@Belugas>yeah, as a client.
14:02<@Belugas>was it hard to setup?
14:03<kingj>No
14:03<@Belugas>and was it satisfactory?
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14:03<kingj>Under ubuntu I just launched the RDP client and connected. Pretty much the same as a windows box
14:03<@Belugas>good :)
14:03<@Belugas>thaks
14:03<@Belugas>thanks
14:03<kingj>Yep, satisfactory. This was a while ago though, not tried recently (within last 3mo)
14:03<Forked>rdesktop was pretty good when I last used it.. and that was a couple of years ago(?)
14:03-!-|Jeroen| [~jeroen@94-224-31-113.access.telenet.be] has quit [Quit: oO]
14:04<thingwath>well, I had problems with keyboard layout with rdesktop :) I had no idea which one was really used
14:05<@Belugas>kingj, i guess the VPN connection was as easy, right?
14:05<kingj>Didn't use a VPN
14:06<@Belugas>ho... I have to. mmh.. ok
14:06<kingj>It did work with SSH tunneling however, but a true VPN I can't say
14:08<@Belugas>I guess i'll find out tonigh :)
14:12-!-Wolf01 [~wolf01@host114-234-dynamic.21-79-r.retail.telecomitalia.it] has joined #openttd
14:12<Wolf01>hello
14:14<el_en>hello telecomitalia.it
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14:18<Wolf01>that's a proxy, I'm from ehy a monkey with 3 heads!
14:18*Wolf01 hides
14:19<@Belugas>which head is now hidden?
14:20<Wolf01>...
14:22<@Belugas>huhuhuhu
14:26<Wolf01>nice, the dealer waited until 5 days ago to answer, tomorrow ends the grace period of paypal and they said they sent me a new packet... tomorrow I'm not @ home, at least not until the expiration, what should I do? (1st time they answered I never received the packet, but I did and it was void, 5 days ago they answered that the packet was not accepted by their office and was sent back...)
14:27<Wolf01>s/void/empty that was not a black hole
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14:29<Roest>cancel it
14:30<nicfer>other cool idea would be able to place hybrid monorail/railway tracks at the same time
14:30<nicfer>however...
14:30<nicfer>it may require new graphics
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14:32<nicfer>and other thing, where is the electric fences for monorail track?
14:33<nicfer>fences -> overhead wires
14:34<nicfer>or monorails use energy from the tracks?
14:34<Wolf01>catenary
14:35<Wolf01>the monorails I've seen used to use energy from the tracks... when they didn't have a diesel engine
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14:38<Wolf01>http://www.surangaonline.com/himal2/sunway/monorail.jpg I think here you can see what is called third-rail on standard rails
14:39<thingwath>second-rail :)
14:39-!-Zuu [~Zuu@c-71fae253.025-58-6e6b702.cust.bredbandsbolaget.se] has joined #openttd
14:40*frosch123 always wondered how often animals get between those rails
14:42<@Rubidium>you mean: whether future archeologists can determine where monorail/third rail has been based on the amount of small animal remains?
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14:42<Wolf01>ahaha
14:44<frosch123>that's of course an advantage, maybe the same method could be used to preserve information from the digital century
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14:46<thingwath>place bodies of small animals where our datacentres were?
14:47<@Belugas>maybe they'll believe (futur archeos) that the rails where actually an althar to some stange deities...
14:47<thingwath>they are. :)
14:49<thingwath>Look, those people believed in a safe, fast and clean transportation. Haha!
14:53<@Belugas>mmh...
14:53<@Belugas>could it be "running" ?
14:59-!-kingj is now known as KingJ
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15:11<Elukka>is it just me, or do non-company coloured sets with real colours tend to look better
15:12<@petern>depends how you define 'better'
15:12<@petern>more variety, certainly
15:12<@petern>you can't tell me that ukrs looks bad though
15:14<Aali>the 2cc set looks very good with the "right" company colors
15:16<Elukka>ukrs definitely doesnt look bad
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15:33*petern tests Q6600 compile time
15:33<@petern>aww
15:33<@petern>35 seconds
15:33<@petern><3
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15:37*Rubidium wonders whether that's quick for compiling the VHDL of a Q6600 into something that can actually make a Q6600
15:38<De_Ghosty>q6600?
15:38<De_Ghosty>that's so last year
15:38<De_Ghosty>it's all about i7 baby
15:39<De_Ghosty>it have like a 40% performance gain with on board memory controller
15:39<De_Ghosty>which is like
15:39<De_Ghosty>:o
15:39<De_Ghosty>i'm like
15:39<De_Ghosty>damn
15:39<De_Ghosty>i wantz
15:39<De_Ghosty>but then i look at price and it;s like
15:39<De_Ghosty>holy shitz
15:39<De_Ghosty>ASDSDFSDF
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15:47<Ace_Of_Paranoia>Hello?
15:47<db48x>yes, we are out to get you
15:47<db48x>er, I mean, hello
15:47<Ace_Of_Paranoia>Mwahaha Beans
15:47<Ace_Of_Paranoia>whats this chat room about?
15:48<Yexo>would be it too obvious if I answered "OpenTTD", like the channel name?
15:48<Ace_Of_Paranoia>Nope
15:48<Ace_Of_Paranoia>xD
15:48<Ace_Of_Paranoia>I just IP checked a mate, and saw that he was in these chat rooms
15:48-!-RS-SM [~RSCN@216-165-16-62.DYNAPOOL.NYU.EDU] has joined #openttd
15:48<db48x>OpenTTD is a game
15:49<Ace_Of_Paranoia>so decided to join them
15:49<Ace_Of_Paranoia>O
15:49<Ace_Of_Paranoia>Oh
15:49<Ace_Of_Paranoia>What type of game
15:49<Yexo>check openttd.org
15:49<db48x>don't try it, it's addictive
15:49<Ace_Of_Paranoia>Hehe
15:49<@Belugas>warning: you need a brain for playing this game.
15:50<Ace_Of_Paranoia>Warning: You dont need to be a cunt...
15:50<KingJ>It's good simple advice that will do you well
15:51<Ace_Of_Paranoia>Oki Doki
15:51<Forked>Belugas: that explains why I build such shitty networks :-)
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15:52<Forked>interesting.. "ip checked a mate".. and from that info saw he was in some irc channel
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15:52<@Rubidium>/whois 127.0.0.1 ?
15:53<Forked>are you saying he did an ip check on his right hand?
15:53<Forked>¯\(º_o)/¯
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15:53<@Rubidium>Forked: no, might've been his left hand
15:55<Forked>perhaps
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16:48<planetmaker>> -Fix (r12648): pre-0.5 OTTD stored new_nonstop and full_load_any in a different way, savegame conversion wasn't working for them <-- reading that commit message, the person who did it was nearly clear :)
16:48<SmatZ>does it mean I am clear or not? is it good or bad? :)
16:50<planetmaker>:) I just wanted to say "oh, sounds like a typical bug which calls for SmatZ to fix it" :)
16:50<planetmaker>So, I guess, it's good :)
16:50-!-Dred_furst [~Dred@resnet622.bournemouth.ac.uk] has joined #openttd
16:50<planetmaker>I guess you're one of the few people who constantly check for whether it still loads pre-historic savegames...
16:51<planetmaker>:D
16:51<planetmaker>At least I've no other explanation how you always find these bugs.
16:51<SmatZ>planetmaker: hehe :o)
16:52<planetmaker>(not to speak of the recent implementation of TTO savegames :P )
16:52<SmatZ>0.4.8 isn't prehistoric compared to 0.1 or 0.2 games ;)
16:52<SmatZ>hehe ;)
16:53<planetmaker>anything before I found OpenTTD is prehistoric in my terms :P
16:53<TinoDidriksen>It's an area that's easy to regression test and fix, and will only make people happy, so worth doing.
16:53<Eddi|zuHause>i played 0.4.0
16:53*planetmaker <-- fossil ;)
16:53<@Rubidium>s/happy/not unhappy/
16:54<planetmaker>:P
16:54<planetmaker>sounds like a bit negative view, Rubidium :)
16:55<@Rubidium>planetmaker: how many people tell they are happy you didn't introduce a bug?
16:55<Eddi|zuHause>half rather non-empty
16:55<planetmaker>Rubidium: fairly few, I guess :P
16:55<@Rubidium>and how many people are unhappy when you introduce a bug
16:56<planetmaker>That depends where and what type :)
16:56<planetmaker>I'm currently unhappy with "bus error" :(
16:57<SmatZ>planetmaker: use trains
16:57<TinoDidriksen>Where are you getting those?
16:57<planetmaker>:D
16:57<planetmaker>TinoDidriksen: with a obviously not correctly working patch of mine.
16:58<planetmaker>Game crashes with a bus error. So I guess faulty memory access
16:58<TinoDidriksen>So, fix it? Easy to track down. valgrind ftw.
16:58-!-xahodo [~xahodo@xahodo.demon.nl] has quit [Quit: Goodbye.]
16:58<SmatZ>planetmaker: maybe misaligned memory access
16:58<planetmaker>hm... dunno. It's a call to Carbon framework
16:58<TinoDidriksen>Oh
16:58<planetmaker>maybe a bit wrong parameters
16:59<planetmaker>Let me check in 30 minutes (not home right now)
17:00<planetmaker>wooooh!
17:00<planetmaker>Cheers!
17:00<planetmaker>0.7.0 approaching :)
17:02<SmatZ>bad bad svn
17:02<Prof_Frink>planetmaker: Use trains instead.
17:03<Prof_Frink>Oh, bugger, someone else already made that joke
17:03<planetmaker>old joke, Prof_Frink ;)
17:03<Prof_Frink>planetmaker: That'll teach me to read the scrollback from the top of the screen, not the middle
17:03<planetmaker>:D
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17:13<@petern>who what?
17:13<@Rubidium>where when?
17:17<@petern>why how?
17:17<planetmaker>by what means? to what end?
17:17<SmatZ>whose whom?
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17:25<RS-SM>also, odd question
17:25<RS-SM>could you make subways in open ttd
17:25<planetmaker>not currently
17:27<RS-SM>argh
17:27<RS-SM>could I say mod in another
17:28<RS-SM>layer that trains could run, underneath the land?
17:28<TinoDidriksen>Wasn't someone working on layers?
17:28<RS-SM>I mean my dream city would have underground rail terminals
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17:29<RS-SM>instead of 10 busses shuttling everyone to JFK international multitransit terminal
17:29<Aali>go play simcity dammit
17:29<@Rubidium>or transport empire
17:29<RS-SM>I lost my CD
17:29<Aali>seriously though, this has been suggested many times and it would take considerable effort to implement
17:30<Aali>so, it's probably not going to happen any time soon
17:30<planetmaker>RS-SM: http://devs.openttd.org/~smatz/3d/tunnel.png <-- like that :P ?
17:31<RS-SM>sweeeeeettt
17:31<RS-SM>I could finally make my sim of manhattan
17:32<RS-SM>I like emulating real cities, its fun to see how open ttd runs things
17:32<RS-SM>but the bus engine is .... why is it so good
17:33<@Rubidium>still... OpenTTD doesn't support aircraft landing in the water (yet)
17:33<@Rubidium>and that seems fairly important to emulate NY
17:34<planetmaker>ymmd, Rubidium :D
17:34<RS-SM>Rage
17:34<KingJ>It does support floating busses and trains however
17:34<SmatZ>hehe
17:34<@Rubidium>planetmaker: not much of that day is left anymore
17:35<planetmaker>true. Unfortunately :(
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17:38<dihedral>was this channel not once +c ?
17:39<db48x>just build lots of tunnels in your city
17:39<planetmaker>what is +c?
17:40<Ammler>no color, I guess.
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17:41<planetmaker>oh, well. I've turned off display of user colour, I guess.
17:41-!-tokai [~tokai@p54B8274A.dip0.t-ipconnect.de] has quit [Quit: system is entering sleep mode]
17:41<Aali>it IS +c
17:41<Eoin>http://devs.openttd.org/~smatz/3d/tunnel.png dosent load planetmaker
17:42<planetmaker>Eoin: works for me.
17:42<dihedral>here too
17:42<Eoin>The document contains no data.
17:42<dihedral>then you are doing something wrong
17:42<Eoin>am not :(
17:43<dihedral>perhaps click on the link you posted, just as i did
17:43<Eoin>i did
17:43<planetmaker>here the document contains a png image :)
17:43<dihedral>use wget or another browser
17:43<Eoin>it works now o.O
17:43<dihedral>i cannot say it's pretty either
17:43<Eoin>what is it meant to be xD
17:43<planetmaker>it's not meant to be a mona lisa replica ;)
17:43<Eoin>a fake underground?
17:43<planetmaker>a real underground
17:44<Eoin>i thought it was photoshopped xD
17:44<planetmaker>check the link w/o filename
17:44<Eddi|zuHause>nothing is photoshopped ther
17:44<Eddi|zuHause>there's also a video
17:45<Wolf01>which is photoshopped, frame by frame
17:45<Eoin>oooOOOOoo
17:45<Wolf01>XD
17:45<Eddi|zuHause>a 3'D2' steam engine? never seen one of those
17:45<planetmaker>:P I guess that'd be more work than it's worth.
17:46<RS-SM>best steam engine is the big boy
17:46<Wolf01>somebody said: "patch or it doesn't exists"
17:46<Eddi|zuHause>well, the patch is right there...
17:49<planetmaker>^^
17:50<Wolf01>I'll try it tomorrow
17:50<Wolf01>'night
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17:50<planetmaker>what did I do? :P
17:51<@Rubidium>finish something?
17:51<Eddi|zuHause>you buried him.
17:51<planetmaker>Rubidium: unfortunately not. Well... yes. I finished looking through exams :)
17:53<planetmaker>anyway, I guess it's time for bed right now :)
17:53<planetmaker>So, good night all here :)
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18:34<DarkED>hey all... i need some help. i'm running ubuntu 8.10. openttd is running way slower on ubuntu than it does in windows, to the point it's unplayable. in windows it runs so fast it's awesome. is there anything i can do? can i force it to use opengl instead of SDL maybe?
18:35<@Rubidium>do you, by any chance, have timidity installed?
18:35<@Rubidium>or rather, does it play the music?
18:35<+glx>try a 32bpp blitter
18:35<+glx>or try fullscreen
18:36<DarkED>Rubidium, i do, yes. even when i didnt have timidity installed it was still way too slow
18:36<DarkED>glx, will do that real quick, thanks
18:36<@Rubidium>timidity 'wastes' 50-90% CPU on my system, making OpenTTD unplayable
18:37<DarkED>glx, tried 32bpp-anim blitter. still the same speed
18:37<@Rubidium>so not playing music; openttd -m null could make it playable
18:37<+glx>32bpp-anim is the slowest :)
18:37<DarkED>Rubidium, i'll uninstall timidity and see if it's any vetter
18:37<+glx>but 32bpp-optimized should work fine
18:38<DarkED>holy cow
18:38<DarkED>yeah it's fast
18:38<DarkED>with optimized blitter i mean
18:38<DarkED>what's the difference? i cant see any
18:38<SmatZ>hmm interesting
18:38<@Rubidium>the animation
18:38<SmatZ>DarkED: try turning off "Full animation" with your regular blitter
18:39<@Rubidium>so disabling animation in-game would probably give the same effect
18:39<Eddi|zuHause>8bpp-optimised is supposed to be the fastest, but maybe your graphics card driver lacks 2d-acceleration for that?
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18:39<DarkED>Eddi|zuHause, it's a geforce 5950 ultra. so i think it could do 8bit. lemme check
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18:40<+glx>yes it can do 8bpp but if the driver sucks...
18:40<DarkED>8bpp is even slower than 32bpp-anim :D so i guess not
18:40<Eddi|zuHause>it doesn't really matter what the card can do, the bottleneck is usually the driver
18:40<SmatZ>from the benchmarks I have done, there is just a little difference between 8bpp-optimized and 32bpp-anim when Full animation is enabled
18:40<Eddi|zuHause>at least on linux
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18:41<Eddi|zuHause>neither ATI nor NVidia linux drivers are even close to par with their windows counterparts
18:41*SmatZ is proud of optimisations he has done in 32bpp blitters ;)
18:41*Eddi|zuHause admires SmatZ for his work
18:42<DarkED>okay
18:42<SmatZ>Eddi|zuHause: thanks 8-) I am really pleased by that :)
18:42<DarkED>i removed timidity, and i'm running it in 32bpp-optimized. that helps ALOT. but it's still not nearly as fast as it should be
18:42<DarkED>is there anything else i can do?
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18:43<SmatZ>DarkED: run your regular (8bpp-optimized) blitter and disable Full animation. Also, make as many things invisible as you can (like, trees)
18:43<Sacro>oooh
18:43<Sacro>0.7.0-beta1 :D
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18:43<+glx>@op
18:43-!-mode/#openttd [+o glx] by DorpsGek
18:43<SmatZ>:o)
18:44<DarkED>SmatZ, is 'full animation' an option in the game options menu or in openttd.cfg?
18:44<dihedral>hint: have a look at your cfg
18:44<SmatZ>DarkED: in game options... it's in a dropdown :)
18:45-!-glx changed the topic of #openttd to: 0.6.3, 0.7.0-beta1 | Website: *.openttd.org (BaNaNaS: bananas, Translator: translator2, Gameservers: servers, Nightly-builds: nightly, WIKI: wiki, Dev-docs: docs, Patches & Bug-reports: bugs, Revision log: vcs, Release info: finger) | #openttd.notice for FS + SVN notices | UTF-8 please | No Unauthorised Bots | Discussion of realism is now a quietable offence
18:45<@glx>@deop
18:45-!-mode/#openttd [-o glx] by DorpsGek
18:45<DarkED>SmatZ, mine doesnt have that. i'm using latest nightly
18:45<DarkED>i'll just try the cfg
18:45<Prof_Frink>betastic!
18:46<+glx>DarkED: it's modifiable ingame only
18:47<DarkED>glx, is there a console command?
18:47<+glx>no
18:47<DarkED>hmm...
18:48<+glx>it's the option dropdown
18:49<DarkED>advanced settings maybe? in my game options menu i have graphics set, resolution, measurement units etc, language, currency, autosave, and language
18:49<SmatZ>DarkED: http://devs.openttd.org/~smatz/full_animation.png
18:49<DarkED>er i said language twice, sorry
18:50<dihedral>very good work guys ;-)
18:50<DarkED>SmatZ, okay, NOW i found it :D thanks a bunch
18:51<SmatZ>you are welcome :)
18:51<SmatZ>thanks, dihedral ;)
18:51<DarkED>well... it runs a lot better than it did
18:51<DarkED>i'm gonna play and see how it is
18:51<DarkED>thanks a bunch for all your help
18:52-!-Roujin [~chatzilla@mnch-5d860fa5.pool.einsundeins.de] has joined #openttd
18:52<Roujin>cheers
18:53<Roujin>yay for 0.7.0 beta1 :)
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18:53<KingJ>Does b1 include cargopax?
18:53<Roujin>wth is cargopax?
18:53<Sacro>KingJ: rtfsl
18:53<KingJ>Oh fine then, i'll do the work myself and read it
18:54<Roujin>passengers packed into boxes so they can be shipped by goods trains?
18:54<dihedral>hehe
18:55<dihedral>KingJ, either you or someone else - as you asked the question, i am guessing it wont be someone else doing the work for you!
18:58<Eddi|zuHause>this "someone" guy is already doing so many patches, i doubt you can put any more load on him
18:59<dihedral>^^
19:00<KingJ>Well, just tried it myself. It appears not
19:01<Eddi|zuHause>unless something magical happens in the next few weeks, i kinda doubt that it will be in 0.7
19:04<KingJ>That's a shame, best feature yet in OTTD I think, but I understand there are some bugs, not that it's affected my current game with it at all
19:05<dihedral>and the guy who develope(s|d) it magically vanished
19:09<@Rubidium>why does 'best feature [...] OpenTTD' always make me laugh?
19:10<dihedral>:-P
19:11<KingJ>Who knows, who knows
19:11<KingJ>But at least I got you a laugh out of it
19:12<dihedral>users tend to have that effect :-P
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20:31<CIA-1>OpenTTD: smatz * r15506 /trunk/src/ (lang/english.txt settings.cpp town_gui.cpp window_type.h): -Codechange: rename ScenarioEditorTownGenerationWindow to FoundTownWindow
20:31<CIA-1>OpenTTD: smatz * r15507 /trunk/src/lang/ (42 files in 2 dirs): -Update (r15506): rename strings in other languages too
20:31<@petern>he
20:36<CIA-1>OpenTTD: smatz * r15497 /trunk/src/train_cmd.cpp: -Fix (r15027): when trains crashed, AIEvent was created only for one train
20:37<@Rubidium>ah, CIA's mailserver is back online
20:38<Sacro>hehe, nice
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20:39<CIA-1>OpenTTD: translators * r15498 /trunk/src/lang/ (13 files in 2 dirs): (log message trimmed)
20:39<CIA-1>OpenTTD: -Update: WebTranslator2 update to 2009-02-16 18:45:15
20:39<CIA-1>OpenTTD: catalan - 2 changed by arnaullv (2)
20:39<CIA-1>OpenTTD: dutch - 3 fixed by Excel20 (3)
20:39<CIA-1>OpenTTD: english_US - 7 fixed by WhiteRabbit (7)
20:39<CIA-1>OpenTTD: german - 3 fixed by planetmaker (2), ralph (1)
20:39<CIA-1>OpenTTD: hungarian - 1 changed by alyr (1)
20:41<CIA-1>OpenTTD: smatz * r15499 /trunk/src/settings.cpp: -Fix (r15340): the default town layout was changed
20:45<welshdragon>n00b question time:
20:45<@Rubidium>42
20:45-!-lolman [~lolman@adsl-87-102-80-68.karoo.KCOM.COM] has joined #openttd
20:46<welshdragon>how do i merge companies from a saved game (saved from a multiplayer?)
20:46<CIA-1>OpenTTD: smatz * r15500 /trunk/src/ (saveload/order_sl.cpp settings.cpp): -Fix (r12648): pre-0.5 OTTD stored new_nonstop and full_load_any in a different way, savegame conversion wasn't working for them
20:46<CIA-1>OpenTTD: rubidium * r15501 /trunk/ (5 files in 3 dirs): -Document: the changes made over the last months
20:47<CIA-1>OpenTTD: rubidium * r15502 /tags/0.7.0-beta1/ (6 files in 4 dirs): -Release 0.7.0-beta1. Many new features, small and big. Happy testing!
20:47<CIA-1>OpenTTD: rubidium * r15503 /tags/0.7.0-beta1/src/3rdparty/: -Fix: svn:externals didn't do what I wanted it to do, even though it is documented to do what I wanted it to do. Lets hope this one works as I want it to.
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20:48<welshdragon>no answer?
20:48*welshdragon searches the wiki
20:50<CIA-1>OpenTTD: rubidium * r15504 /tags/0.7.0-beta1/ (3 files in 3 dirs): -Fix: today is Friday 13th, right?
20:51<@petern>you don't
20:51<welshdragon>Rubidium: uh no
20:51<CIA-1>OpenTTD: smatz * r15505 /trunk/src/ (town.h town_cmd.cpp town_gui.cpp): -Codechange: pass name of new town as parameter to CMD_BUILD_TOWN
20:51<welshdragon>petern: oh great
20:51*welshdragon wanted to merge the companies
20:56<@Rubidium>yeah, the wiki might contain information
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21:03<welshdragon>Rubidium: wiki doesn;t have anything :'(
21:03<Aali>actually, the wiki has lots of things
21:04<welshdragon>well i'm not searching properly
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21:07<Brokkoli>is the content server offline?
21:08<Brokkoli>i donloaded 0.7 beta and cannot connect
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21:09<CIA-1>OpenTTD: smatz * r15508 /trunk/src/ (core/endian_func.hpp core/endian_type.hpp misc/dbg_helpers.h): -Fix: three header files had incorrect 'anti-multiple-inclusion' header
21:09<@Rubidium>Brokkoli: seems to have crashed
21:09<@Rubidium>but it's back online
21:10<Brokkoli>ok
21:10<Brokkoli>now it works :)
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21:55<Roujin>wonder if there'll be lots of bug reports about the AIs that have not been updated since the API changes
21:59<Roujin>maybe lots of people download 0.7.0 beta1 now and download all the stuff from BaNaNaS and then complain that most of the AIs aren't working ^^
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---Logclosed Tue Feb 17 00:00:28 2009