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#openttd IRC Logs for 2009-06-06

---Logopened Sat Jun 06 00:00:53 2009
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05:28<andythenorth>sorry computer troubles. back now
05:29<andythenorth>lost the previous chat though :x
05:41<capleton>what app do i need to be able to play .gm music files (those that came with ttdx)?
05:42<capleton>im on win btw.
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05:48<elmz>the music in midi format can be found here:
05:48<elmz>orudge's site
05:48<elmz>...and apparently mp3 and some other formats :)
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05:49<capleton>thanks elmex
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05:53<capleton>ahhh, i love the "moving on" theme :D
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06:40<CIA-3>OpenTTD: frosch * r16523 /trunk/src/disaster_cmd.cpp: -Fix (rNewPool): Segfault when small ufos were heading for deleted vehicles.
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06:51<Xaroth>frosch123: people actually still play with disasters on?
06:52<frosch123>I guess a lot play with non-custom difficulty settings
06:54<frosch123>hmm, though not in this case :)
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06:55<capleton>Little Red Diesel, mmmm awesome track ;)
06:56<dragonhorseboy>frosch you want know what I often play with re difficulity settings?
06:56<dragonhorseboy> that in a grf?
06:56<frosch123>"very easy" ?
06:57<frosch123>no breakdowns, no disasters, reversing everywhere, ...
06:59<dragonhorseboy>frosch heh for me I always have it set to custom all times for a few obvious reasons
07:01<dragonhorseboy>ai: 0, start 3 months, low skill .. breakdown reduced, medium construction&running cost, hilly and low water landscape, reverse at stations, disaster on, 4x subsidary, varying loan max but usually 3% charged
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07:02<frosch123>so you belong to those with "disasters on" :)
07:03<dragonhorseboy>frosch...whats wrong with having to be mindful of coal mines?
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07:10<dragonhorseboy>hm is there a limit to how close towns can be to each others?
07:10<frosch123>20 tiles or so
07:10<frosch123>scenario editor will tell you
07:10<dragonhorseboy>that figured, thanks
07:15<dragonhorseboy>now only if towns could stop trying to build their own roads rather than the grids I laid out... ***** it :P
07:16<frosch123>you can :p go to advanced settings
07:17<frosch123>"town build no roads" or so
07:19<dragonhorseboy>hmm actually just thought of it...having twisty roads would make it more interesting for tram companies..
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07:33<dragonhorseboy>a map only for trams&rvs alone .. that should be fun
07:39<capleton>dragonhorseboy: nah, it's the TTD OST :)
07:40<capleton> hah, weird looking insect
07:40<capleton>looks like a smiley face :P
07:41<capleton>official soundtrack
07:41<dragonhorseboy>heh ok
07:41<dragonhorseboy>hmm i threw in quite many tunnels into the map too .. should be challenging for the players to find these shortcuts for themself
07:43<capleton>am i the only one that almost exclusively build railroads only?
07:43<dragonhorseboy>seem still can more or less build rails .. just only for trams ;)
07:43<capleton>i never build vehicles anymore, not enough profit, too many breakdowns
07:43<dragonhorseboy>and btw is there a fixed limit for how far town has to be from edge of map?
07:44<capleton>yeah well, i build all sorts of tracks for trains, maglev, monorail and the standard
07:44<capleton>dragonhorseboy: not that i know of
07:46<dragonhorseboy>hm because it seem to not want to let me put a town on a island not too far from edge..looks to be about 15 tiles :S
07:47<dragonhorseboy>guess I could let passenger ships play on this map as well heh
07:47<capleton>you're building a scenario?
07:47<CIA-3>OpenTTD: rubidium * r16524 /trunk/src/ai/api/ (ai_tile.cpp ai_tile.hpp ai_tilelist.cpp ai_tilelist.hpp): -Fix [FS#2963]: missing guards in the NoAI API making it possible to hit an assert in OpenTTD.
07:47<capleton>i need to download some scenarios, if i can find any..
07:48<dragonhorseboy>capleton...yeah .. one thats geared only toward road/tram/water due to almost no grass left anywhere :)
07:48<@Rubidium>start openttd (0.7+), click on 'play scenario', click on 'check online content', wait a bit et voila
07:48<dragonhorseboy>(although you could build helidepots too I guess)
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07:54<dragonhorseboy>yeah if you can find the flat areas there's space for small airports or helidepots but I can't think any players would want to use these considering the low capacity compared to land vehicles :p
07:55<SirSquidness>dragonhorseboy: you get better speed with air stuff
07:55<SirSquidness>fatser = more money
07:56<SirSquidness>so it's a trade off between speed and capacity.
07:56<dragonhorseboy>you ever tried to land more than one airplane at a time in less than 200 tiles of travelling?
07:56<dragonhorseboy>its almost impossible to handle it with small airports
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07:57<dragonhorseboy>hmm maybe on second thought I should add some light industries to this map just to throw players off... :)
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07:58<SirSquidness>I wouldn't call adding more ways to make money throwing players off
07:58<dragonhorseboy>well here'll be the problem: it'll be located in middle of cities so :)
08:00<SirSquidness>bulldoze a single square, put down a lorry station to take the goods out of the city, train it to the next spot
08:00<SirSquidness>in fact, don't even need to bulldoze a quare, just use the in-road station
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08:06*dragonhorseboy wishes there was a stupid way to override the refusals the editor is giving me
08:06<dragonhorseboy>but meh
08:11<dragonhorseboy>hmm what about adding banks sirsquid? (no diamond mines here)
08:12<SirSquidness>banks work - they'd have to go from centre of town to the centre of another
08:12<SirSquidness>making it that extra bit more annoying to do
08:12<SirSquidness>which climate are you doing?
08:13<dragonhorseboy>temperate and the towns are already connected to each others by their own buildings literally (yeah I've got the towns placed only 20-30 tiles apart and most of the space inbetween are filled)
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08:14<SirSquidness>ah, right, so trains etc aren't an option anyway
08:14<dragonhorseboy>ya :)
08:14<SirSquidness>well, abnks in temperate produce and recieve diamonds
08:14<SirSquidness>so you're still going to have an industry option there
08:14<dragonhorseboy>you could build short rapid rails in a few places tho as far as I can tell
08:14<SirSquidness>not much point though
08:15<dragonhorseboy>true but still some grfs have suitable trains for these kind of things
08:15<SirSquidness>I rarely play anything other than vanilla
08:15<dragonhorseboy>dbsetxl emu, the Metro grf as part of 2cc, etc .. its really up to the players themself tho :)
08:15<SirSquidness>no extra GRFs
08:15<SirSquidness>just plain OpenTTD
08:17<dragonhorseboy>ok several banks, one oil-refinery-goods, one coal-powerplant, one farm-factory-goods, and just a HEAPload of passengers&mail
08:17<dragonhorseboy>would be funny to dump the two goods close by because there's enough goods demand but...
08:17<dragonhorseboy>problem number one: getting the raw IN :)
08:24<dragonhorseboy>hmm about a sealevel tunnel under the major of the cities to get from one end to other end? :P
08:24<dragonhorseboy>player would had to be careful to not mix slow and superfast vehicles in these busy tunnels tho
08:26<SirSquidness>how big is the map?
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08:27<dragonhorseboy>I set it as 128x64 for now .. just didn't want to spend too much of the morning creating it for now .. I might try make a massive version another day ;)
08:28<SirSquidness>yeah, I vote tunnel then
08:29<dragonhorseboy>if you didn't see me mentioning that before..there's also many normal tunnels spread through some of the hilly cities .. have to look close to find these shortcuts :D
08:31<dragonhorseboy>hmmm sirsquid...for a boat-deliverable coal mine ... shall I set it to very high tonnes? I mean you can put ten boats at the same dock just like that no?
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08:34<SirSquidness>ah, yes, I do remember you mentioning those other tunnels
08:35<SirSquidness>why make it a high production mine when you can make players have to work for their money? :P
08:35<dragonhorseboy>240 tonnes then?
08:36<dragonhorseboy>the one oil well's set for 48,000 litres which should be enough to want to build some tanker trucks to get to that
08:36<dragonhorseboy>farm = 80 tonnes of grain, 40 items of livestock (seem allright for the size given to farm land)
08:37<dragonhorseboy>banks .. well .. I'll leave all of them at their default 48 bags
08:38*SirSquidness nods
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08:39<dragonhorseboy>heh filled all green land left over with random trees now :D
08:39<dragonhorseboy>almost done :)
08:41<dragonhorseboy>you'll need two grfs to load this scenario map with tho me think
08:42<dragonhorseboy>czech roadset 1 (from and I'm having some issue getting the 2.0 one to load at all so just still using 1 myself yet) and ttrs2 (no idea if scenario editor respected this but parameters are set to 2 1 0 0)
08:42<dragonhorseboy>otherwise pick whatever stations and vehicles you want to use :)
08:54<dragonhorseboy>hm...tried map and I wonder whats wrong.. tramtrkw.grf is loaded in grf list but I can't get the tram construction toolbar :|
08:57<dragonhorseboy>anyone here actually used tramtrkw.grf with ottd?
08:59<+glx>I guess there are not tram vehicle in this grf
09:00<+glx>btw tracks are included in openttd
09:01<dragonhorseboy>there IS trams in the buy list
09:01<dragonhorseboy>thats the weird part
09:02<+glx>you added the grf in a running game?
09:02<Eddi|zuHause>it's not weird... it just means you have no clue about what you are doing ;)
09:02<dragonhorseboy>started game with grf loaded
09:03<Eddi|zuHause>dragonhorseboy: the game is running once you create the scenario. not once you start playing a scenario
09:03<dragonhorseboy>guess maybe these Modern Trams aren't ottd-tested yet
09:03<dragonhorseboy>eddi..I can load the german tram grf just fine (but its only old slow small trams..not of the kind I was looking for)
09:04<Eddi|zuHause>dragonhorseboy: no, i said germanrv set
09:04<Eddi|zuHause>german tram set is obsolete
09:04<dragonhorseboy>does the germanrv have any decent buses over the default ones?
09:05<Eddi|zuHause>it has busses and trams
09:05<dragonhorseboy>hm ok let me check that site again one moment ;)
09:05<Eddi|zuHause>lorries are unfinished
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09:11<dragonhorseboy>hmm yeah all these buses in germanrv look decent .. and speed well seem a bit slow but I can live with that :)
09:13<dragonhorseboy>ok time to test out my scenario for a bit :)
09:13*dragonhorseboy cheats some $
09:13<oskari89>Dragonhoreboy: Like to test my 1000 lakes scenario when it's finished? :)
09:14<dragonhorseboy>1000 lakes...really?
09:14<oskari89>I'd say 10000 lakes, perhaps.. :)
09:14<oskari89>Inner Finland..
09:14<dragonhorseboy>you mean lot of waterways and little lands (aside to buildings/industries's)
09:14<dragonhorseboy>just wondering
09:14<oskari89>2048x2048, realistic heighmap-based..
09:15<oskari89>Yes, a lot of..
09:15<oskari89>Railways are the most feasible though :)
09:15<oskari89>Ships are too..
09:16<dragonhorseboy>hmm want share a screenshot of somewhere random on that map?
09:16<oskari89>Just need to check the heightmap for water errors and place the cities..
09:16<oskari89>Yes, sure :)
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09:18<oskari89>Already have a screenshot, just need to put it to my gallery site.
09:18<oskari89>Just a minute :)
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09:21<oskari89>Upping :P
09:23<oskari89>There's not yet placed cities and some towns/villages.
09:23<oskari89>Much more than that :)
09:23<oskari89>The in-progress heightmap is there too, you can download it and see yourself:
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09:27<oskari89>Need to continue it when other works in progress are ready :
09:28<dragonhorseboy>heh have fun ;)
09:29<dragonhorseboy>oh and sirsquidness .. I managed to lay some rails for oil&mail in my map, go figure :p
09:30<oskari89>Hmm.. dragonhorseboy, what do you think of my in-progress scenario? :P
09:32<dragonhorseboy>and shore-hugging a little electrified commuter route too
09:32<dragonhorseboy>but look like I'll still have to add a ton of buses
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09:37<Zuu>Have it been noted that changes.txt is empty on binaries server?
09:37<Zuu>For the last nightlies.
09:40<dragonhorseboy>sirsquidness I think you *maybe* could try play with vanilla trains but I suspect they'll be too slow and small :P
09:40<@Rubidium>Zuu: broken-ish subversion stuff
09:45<Zuu>Rubidium: Okay, so something upstream related to subversion then?
09:46<@Rubidium>I've heard it's fixed in 1.6
09:50<Eddi|zuHause>is this still about the invalid revisions?
09:51<@Rubidium>well, if they're invalid then svn's dumpfilter is flawed
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09:58<dragonhorseboy>well I'm going, bye :p
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10:40<Ammler>why doesn't openttd use strip and upx?
10:41<@petern>why should it
10:42<@petern>pretty sure the builds *are* stripped
10:42<@petern>but upx is... urgh
10:42<Ammler>didn't say, it should, just wondering, if there are disadvantages of it
10:47<CIA-3>OpenTTD: frosch * r16525 /trunk/src/ (4 files in 2 dirs): -Codechange: Notify small ufos on deletion of road vehicles, so they can head for somewhere else instead of stumbling over a ghost.
10:52*frosch123 was not aware on how americans pronounce "www" :o
10:53<+glx>I used upx when I was win9x "builder"
10:54<frosch123>something like doubly-doubly-doubly-you or simliar
10:54<+glx>dubyou-dubyou-dubyou ;)
10:55<frosch123>I was not really listening, but that woke me :p
10:58<+glx>hmm today is tetris day ?
10:59<frosch123>25th aniversary acording to google start page :) but I guess that is also your source :p
11:00<+glx>yes I noticed the image :)
11:01<Eddi|zuHause>i never visit the google start page...
11:01<Eddi|zuHause>but heise had this on its ticker
11:03<+glx>it's on result pages too
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11:03<Eddi|zuHause>well, then i guess i just did not use google today :p
11:06<Eddi|zuHause>and yesterday was X11's 25th birthday
11:08<_ln>25 years since Tetris, 65 years since Normandy. can it be a coincidence.
11:09*Sacro is 25 this year :o
11:13<planetmaker>though... 25hex is not that young ;)
11:14<Eddi|zuHause>everything over 0x18 is old? :p
11:14<planetmaker>I'm always 17.
11:15<planetmaker>I just change the base :P
11:15<SmatZ>not if you are < 15 though
11:16<planetmaker>oh well. even then it's possible ;)
11:16<SmatZ>unless you change the meaning of symbols "1" and "7" ;)
11:16<planetmaker>hehe :)
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11:50<_ln>[18:09] * Sacro is 25 this year :o <-- so we'll be seeing Sacro on Google start page some day pretty soon.
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11:55<Sacro>_ln: i should e-mail them :D
11:57<frosch123>how much do you donate for being shown on frontpage of on that day?
11:59<Sacro>a tenner or so
12:00<frosch123>you do not have ten thousands euro, do you?
12:00<Eddi|zuHause>i have a ten thousand euro bill, if you are interested
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12:49<CIA-3>OpenTTD: smatz * r16526 /trunk/src/yapf/follow_track.hpp: -Fix: don't cast Vehicle to RoadVehicle when it's not a RoadVehicle
12:52<Lakie>planetmaker: I just commited a change which should do the same as your diff on tt-forums. ( )
12:52<Lakie>Although it was for grfcodec
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12:53*Lakie also doesn't know why cygwin's gcc is more finical but it is.
12:54<CIA-3>OpenTTD: smatz * r16527 /trunk/src/ (36 files in 4 dirs): -Codechange: use static member functions instead of simple casts when converting Vehicle to specialised vehicle types. Includes safety check
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13:12<planetmaker>Nice, Lakie :) ty.
13:12<planetmaker>my systems are odd.
13:12<planetmaker>most easily it's to compile renum and grfcodec on linux
13:12<Lakie>I can compile both now
13:12<planetmaker>I can compile grfcodec on mac, but not renum. On windows it's the other way around
13:12<Lakie>.d files were the cause of renum failing
13:13<Lakie>(Since I updated my boost manually and forgot to delete them
13:13<planetmaker>for mac?
13:13<Lakie>Na, pc
13:13<Lakie>Shouldn't be too hard for mac?
13:13<Lakie>I think mingw has a gcc version for mac?
13:13<planetmaker>well *shouldn't*
13:13<planetmaker>you don't need mingw for mac
13:13<planetmaker>mac is in its heart a unix system.
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13:14<Lakie>Hehe, index
13:14<+glx>planetmaker: wrong
13:14<+glx>it's a BSD system
13:15<Lakie>But, doesn't mac have some 'tweaks' around relative file paths?
13:15<planetmaker>but it has funny errors with some C templates
13:15<planetmaker>glx: that's details :)
13:15<planetmaker>Lakie: not really.
13:15<planetmaker>works here like linux
13:15<planetmaker>just some dirs are named differently
13:16<planetmaker>And obviously the gcc here interprets some things slightly different
13:16<planetmaker>seems to be a common problem, linux gccs are said to be sloppier. Spent the whole afternoon chasing the cause... unsuccessful
13:18<planetmaker>and on my mingw somehow I can produce a grfcodec.exe, but it crashes. But renum is fine... tsk
13:18<+glx>planetmaker: "it crashes" is not a good info
13:18<Lakie>Well, I remember various rendering engines having special code around relative file paths
13:18<planetmaker>glx: yes, I know :)
13:19<planetmaker>well. the initial exe is "too big for memory"
13:19<planetmaker>then I strip it - still the same
13:19<planetmaker>then I upx pack it.
13:19<Lakie>Too big for memory? :o
13:19<Lakie>How random
13:20<planetmaker>the exe is 1MB
13:20<planetmaker>well. 800k
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13:20<+glx>openttd debug is 40MB
13:20<+glx>runs well
13:20<planetmaker>stripped it's 140k
13:21<planetmaker>well... I concerning this mingw/msys install, I need probably to fiddle more :)
13:22<planetmaker>might be that I link to the boost library on my mac HD
13:23<planetmaker>*might be caused by the
13:23<+glx>cp: `grfcodec.exe' and `grfcodec.exe' are the same file <-- lol
13:23<planetmaker>lol :)
13:23<planetmaker>undeniably true, I guess
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13:33<_ln>errr.. elrails:
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14:44<Eddi|zuHause>there really are people who want the old AI back...
14:47<Noldo>really, or do they just want working ai?
14:48<Eddi|zuHause>"i do not much like the selection of computer players. [...] all i want is the old ai back again."
14:53<oskari89>Digging graves?
14:53<oskari89>Old ai cheated :'D
14:53<Noldo>and still sucked
14:54<_ln>the old AI, if anything, is clearly copyrighted code by Chris Sawyer/Microprose/Atari.
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15:54<_ln>night, wolf01
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15:58<+glx>[20:54:52] <_ln> the old AI, if anything, is clearly copyrighted code by Chris Sawyer/Microprose/Atari. <-- you forgot infogrammes :)
16:05<Noldo><offtopic>libvirt has a bug :/</oftopic>
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16:11<_ln>glx, what is the suspected reason currently in french media?
16:12<+glx>none for now
16:13<+glx>but it seems they found 2 bodies and a seat (with a corresponding serial number)
16:13<Chrill>and an actual flight ticket for the flight in question
16:13*Chrill jumps away again
16:15<_ln>slashdot had a story about a speculation about a meteor having hit the plane.
16:15-!-andythenorth [] has joined #openttd
16:15<+glx>it could be E.T. :)
16:18<_ln>"Taking into account total flight hours and the rate of meteoric activity with the requisite mass to impact on Earth (approximately 3,000 a day), some quick math suggests there may be one in twenty odds of a plane being brought down in the period from 1989 to 2009."
16:30<Eddi|zuHause>it was THEM
16:33*Eddi|zuHause goes getting his tinfoil hat
16:34<Aali>so we can expect airport security to look for meteor-sized objects in your luggage now?
16:35<Eddi|zuHause>meteors aren't actually big... most of them do not even reach the ground
16:36<Aali>thank you for ruining the joke
16:36<Aali>well done
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16:36<Eddi|zuHause>well, yes, that is my speciality ;)
16:39<@petern>how can you rcon ... say?
16:39<@petern>there's a quoting problem
16:40<Eddi|zuHause>tried escaping the quotes?
16:40<Eddi|zuHause>or tried ''?
16:41<Eddi|zuHause>i always thought the need for quoting with rcon was odd...
16:41<Eddi|zuHause>there needs to be a way for rcon to handle multiple arguments as one command
16:43<planetmaker>Eddi|zuHause: Aali : may I ruin the joke even more? Meteors can - by definition of the word - not reach the ground. Only meteorites can.
16:44-!-Mustlohe [] has joined #openttd
16:44<Eddi|zuHause>i considered mentioning that
16:44<Mustlohe>every one have openTTD 0.4.5
16:45<Eddi|zuHause>but i wamted to leave some "Korinthen" for others ;)
16:45<Eddi|zuHause>Mustlohe: the current version is in the topic
16:46<Mustlohe>im from estonia
16:46<planetmaker>0.4.5 is... way before I knew this game
16:46<Mustlohe>i dont understand everythink
16:46<Eddi|zuHause>0.4.5 was shortly after i joined this channel
16:46<Mustlohe>i dont speak every much english
16:46<Eddi|zuHause>after the PBS debacle
16:46<planetmaker>he... from the MiniIN?
16:47<planetmaker>the 1st attempt?
16:47<Mustlohe>i wanna play internet
16:47<planetmaker>Mustlohe: go right ahead :)
16:47<Eddi|zuHause>miniin was born when the PBS were removed from trunk
16:47<planetmaker>oh, ok @ Eddi|zuHause
16:49<Eddi|zuHause>back then the quality control measures were not as effective :p
16:49<@petern>ah, quoting
16:50<planetmaker>Mustlohe: what's your problem with playing online / in the internet?
16:50-!-z-MaTRiX [] has joined #openttd
16:50<planetmaker>Possibly, if you have 0.4.x, you want to update to 0.7.0
16:50<planetmaker>there are no 0.4.x servers anymore (or only abandoned ones)
16:52<@petern>PBS debacle?
16:53<Eddi|zuHause>petern: when i joined here, everybody was whining "with these PBS, we can't make a release"
16:54<Mustlohe>everybody know some 4.5 version online ip
16:55<Eddi|zuHause>Mustlohe: no, nobody uses that version anymore. get 0.7.0 from the website
16:55<Mustlohe>what website i get that
16:56<_ln>0.4.5 on igivana
16:57<Mustlohe>sa eestist ew
16:58<_ln>ma olen soomest, and i don't speak much estonian
16:58<Mustlohe>kas eesti keelest saad aru
16:59<Mustlohe>räägime uues aknas
17:00<planetmaker>uhm... pay attention. English only :)
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17:09<Aali>planetmaker: they don't have to reach the ground to kill some aircraft :P
17:10-!-z-MaTRiX [] has quit [Quit: rehashing]
17:10<_ln>should there be a channel for Non-English Only?
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17:11<planetmaker>Aali: they don't reach that low atmosphere either. The visual effect is in 100km or so.
17:11<planetmaker>in 10km you don't see them anymore
17:11<planetmaker>if they're meteorites. If they're meteors, they're gone after the flash
17:11<Aali>+1, you ruined that joke too :P
17:13<Noldo>joke killing spree
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17:35<dragonhorseboy>what is it with way-huge sized trainset grfs? :-|
17:36*dragonhorseboy wonders if any creators bothered counting the sprite limit heh
17:36<Eddi|zuHause>limitation disturbs me very sprites?
17:37<frosch123>which sprite limit?
17:38<dragonhorseboy> clue because it crashes as soon as attempt to load either new map or the grf table
17:38<frosch123>please add more details :)
17:39<Eddi|zuHause>the grf list does not have anything to do with sprites
17:40<dragonhorseboy>eddi..well it crashed there too unless random several are manually commented out in the cfg file
17:40<frosch123>so, about which version are you talking here?
17:41<dragonhorseboy>doesn't seem to be any specific ones..just that all japanset, dbsetxl, and canset seem to have been coded way too large to be able to work with anything else
17:41<dragonhorseboy>(neverminding that dbsetxl at least doesn't mind just only one or two LV3 or 3.5 grfs alone)
17:42<frosch123>I hope you are not talking about ttdp in this channel?
17:42<Eddi|zuHause>you are talking nonsense
17:42<dragonhorseboy>frosch..both r8930 and (its in a guest os so takes a while to load at times) 0.7.0
17:43<frosch123>r8930, hmm, that is about my first source contact with ottd
17:44<Eddi|zuHause>that should also be around the time when the sprite limit got increased :p
17:44<dragonhorseboy> stil doesn't want to let dbsetxl+LV4 run at all..still have to run the same limited one-or-two LV3.x grfs to be able to play any games at all
17:45<Eddi|zuHause>then you are not playing 0.7.0
17:45<dragonhorseboy>it is
17:45<frosch123>maybe 0.4.5 :)
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17:45<dragonhorseboy>frosch...does actually says 0.4.5 is the Stable to download now?
17:47<Eddi|zuHause>dragonhorseboy: then maybe you installed 0.7, but are running the wrong binary
17:48<dragonhorseboy>you telling me someone uploaded the wrong version even although its been up for quite a while now?
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17:48<Eddi|zuHause>no. stop trying to blame someone else for your failures
17:48<frosch123>you telling me, that 100000 downloaders had problems with loading more than one grf?
17:48<dragonhorseboy>eddi...look at the link clearly says 0.7.0 hm?
17:49<@petern>i can download 0.7.0 from there all i like
17:49<@petern>doesn't mean i'm running it
17:56<frosch123>:o I was quite wrong, my first patch is against r6513
17:57<Eddi|zuHause>i was here around r3300
17:57<Eddi|zuHause>my first patch was quite a while later
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18:00<dragonhorseboy>hm seeing MB's site is still down I need to ask if Newcargo and Cargoset were meant to be used together or was only Newcargo needed alone? (with dbsetxl trains)
18:00<Eddi|zuHause>the first incarnation of middle stop that i can find is for r6982
18:01<frosch123>dragonhorseboy: both grfs are only test-grfs, are not meant for playing, and generally conflict with about everything
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18:04<dragonhorseboy>stupid irc :/
18:06<Ammler>Eddi|zuHause: you should tell the guy, who committed that patch to trunk, what you didn't like about it. ;-)
18:07<Eddi|zuHause>i would, but nobody commited that patch to trunk :p
18:07<Eddi|zuHause>somebody commited a patch to trunk which slightly overlapped in behaviour ;)
18:07<Ammler>well, but the idea/feature :P
18:08<Ammler>yes, and he changed the default behavior to middle
18:08<Eddi|zuHause>and why would i not like the feature?
18:08<Ammler>you always said, it should be configurable
18:08<Eddi|zuHause>but it is
18:09<dragonhorseboy>either way I still remember starting with 0.4.0 or something like that .. and how I was wondering why 0.4.7 seem to like to disconnect each few hours for odd reasons (but 0.5.0 didn't repeat that)
18:09<dragonhorseboy>hated autoclean servers back then heh
18:10<Ammler>maybe it is in the meantime :-)
18:11<theholyduck>,_2nd_Oct_1967.png my latest creation :P
18:12<Eddi|zuHause>i'm pretty sure that was the first thing i checked... whether there was a setting for the default value
18:13<theholyduck>i wonder if this will actually work :P
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18:14<dragonhorseboy>theholyduck just what the BLOODY is all of THAT mess for? :P
18:15<theholyduck>dragonhorseboy, i still havent added prios, so its going to get messier yet
18:15<theholyduck>dragonhorseboy, but its a any direction enter, any direction exit station
18:15<theholyduck>hooked up to a 2 line in each direction mainline
18:15<theholyduck>while trying to not terraform anything
18:15<Eddi|zuHause>i don't know why, but mine tend to look better than that
18:16<theholyduck>Eddi|zuHause, well if i could tf a bit.
18:16<theholyduck>or if it wasnt all sett on a hill right next to the ocean
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18:16<theholyduck>it would be prettier
18:16<theholyduck>it SHOULD theoreticalyl work anyway
18:16<Mark>you did tf.
18:16<frosch123>is that maglev?
18:16<theholyduck>Markk, a little bit for bridgeheads
18:16<theholyduck>and sanity
18:17<frosch123>hmm, the constructor bar says different
18:17<dragonhorseboy>theholyduck still i wouldn't had laid a quarter that much tracks for a bi-directional station off the mainline myself
18:17<dragonhorseboy>but then to our own ;)
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18:18<theholyduck>dragonhorseboy, i'm not the most experienced builder in the world either though
18:18<theholyduck>but atleast i stuck with the CL everywhere
18:19<theholyduck>the lenght a train needs to turn going at full speed
18:19<theholyduck>in this case the trains need 6 tiles
18:19<theholyduck>any more and it would slow down
18:20<dragonhorseboy>well where I play..trains slow down a bit at any change of direction they hit at if it was a long/heavy trains anyway
18:20<dragonhorseboy>so go figure with different styles
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18:20<theholyduck>dragonhorseboy, well the easiest way is just to make the corner as long as the train
18:21<theholyduck>so if you are using 12 tiles long trains, use 12 tile long corners
18:21<theholyduck>this leads to HUGE junctions though
18:25<dragonhorseboy>want me show you what one of my usual style is?
18:28<dragonhorseboy>ok one moment to make a quick map :)
18:36<dragonhorseboy>now to go into normal game mode... :p
18:37<Lakie>With mingw32 whats the command to strip the mingw dependances?
18:37<Eddi|zuHause>there are no mingw dependencies
18:38<dragonhorseboy>meh...afk for a while to eat hot supper :S
18:39<Lakie>Well, when currently built I need a "mingwm10.dll"
18:39<Lakie>Which I'd call a dependance
18:40<Eddi|zuHause>i have never seen such a dependency
18:41<@petern>Eddi|zuHause, it's not a dependency, it's a dependancy
18:42<Eddi|zuHause>you sure of that?
18:44<Eddi|zuHause>well, in that case, i have never seen a dependancy either
18:44<@petern>no, me neither
18:45<Eddi|zuHause>is that etymologically related to a pendant?
18:49<Lakie>Nope, demands that file, not sure why
18:53<SmatZ>de·pen·dan·cy : Variant of dependency.
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19:08<dragonhorseboy>theholyduck still around?
19:09<Potatoe>does anyone know where I can find Felicitus?
19:09<SmatZ>@seen Felicitus
19:09<@DorpsGek>SmatZ: Felicitus was last seen in #openttd 11 weeks, 6 days, 20 hours, 3 minutes, and 25 seconds ago: <Felicitus> Rubidium: i found out what the problem was
19:10<SmatZ>not sure
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19:12<Potatoe>does anyone have a working copy of Open Hard Goal (OHG) or similar software for setting up a goal server in ottd?
19:13<Potatoe>(or know where I might find it)
19:14<Eddi|zuHause>i have never seen that patch...
19:14<dragonhorseboy>theholyduck you there?
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19:21<dragonhorseboy>hm where could he be :/
19:25<Eddi|zuHause>if people are suspiciously quiet, check your ignore list
19:25<Eddi|zuHause>... or his
19:25<theholyduck>dragonhorseboy, sure
19:25<theholyduck>dragonhorseboy, im busy beta-testing something :P
19:25<theholyduck>but it being beta it jut crashed
19:26<theholyduck>so i decided to check irc
19:26<dragonhorseboy>heh ok
19:26*theholyduck moves irc to the other monitor
19:26<dragonhorseboy>almost done with the screenshot-making here..just one last junction left :)
19:26<theholyduck>take a look at that one
19:26<theholyduck>shes a beauty
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19:29<theholyduck>its a 5 way junction
19:29<theholyduck>you cant actually fit all of it on screen
19:29<dragonhorseboy>theholyduck..that just completely confuses me its a good thing I'm not either a dispatcher nor locomotive engineer THERE heh :) (could you imagine dispatcher going "train 41..umm..ah..I don't know which is which so I hope you're heading in the right way" :)
19:29<dragonhorseboy>just teasing of course :)
19:30<Eddi|zuHause>it's only a little less pain to look at because it is using rails
19:31<Eddi|zuHause>dragonhorseboy: dispatchers for trains, unlike the ones for aircraft, are not actually talking to the train drivers
19:31<Eddi|zuHause>that's what they have signals for
19:31<+glx>[00:37:12] <Lakie> With mingw32 whats the command to strip the mingw dependances? <-- -mnocygwin
19:32<dragonhorseboy>eddi..well there's still always the lines that are nicknamed 'black holes' (for north america anyhow) because there's no signals so its all dispatcher paper orders and the so .. although I guess the invention of radio made this reducency)
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19:32<Lakie>glx this is just mingw on its own and not in cygwin
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19:33<+glx>it's cygwin but it's included in mingw gcc :)
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19:37<Lakie>I see
19:37<Lakie>Ok, I'll try that
19:39<+glx>as cygwin uses mingw
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19:44<dragonhorseboy>ok waiting for it to proccess the stupid screenshot on hd :|
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19:49<dragonhorseboy>theholyduck here's first one uploaded...
19:51<theholyduck>dragonhorseboy, looow capacity :P
19:51<theholyduck>but ok
19:51<dragonhorseboy> then and
19:51<dragonhorseboy>and I actually use this a bit often at times
19:51<dragonhorseboy>name says it
19:51<theholyduck>also, you have such nice flat landscape to build on
19:51<theholyduck>mine is a mess because a) its high capacity and b) the terrain is a mess
19:52<dragonhorseboy>and theholyduck I've had no problem seeing 10-16 trains at same time at that small 4-way junction
19:52<dragonhorseboy>(then again most of my junctions are only for express trains so often a lot of line changing's)
19:53<theholyduck>too sharp corners so train slow down, no double bridges so you cant run trains right ontop of eachother
19:53<theholyduck>but i guess its allright
19:53<dragonhorseboy>theholyduck..umm nope I still can see 260km/h trains blast through full speed
19:54<theholyduck>with realistic accelration, and more than 3 tile long trains?
19:54<dragonhorseboy>although sometimes the overextended BR112's can droop a bit speedwise (a wonder I often doublehead them for the overnighter trains)
19:54<dragonhorseboy>theholyduck..I've always had relastic handle on full in ttdxp and all accerlation options selected in ottd ;)
19:55<dragonhorseboy>but anyway as I was trying to say...the reason i love (and use it so often at that too) my single platform design is that its dumb cheap to build but still serves in both directions while the station still gets as close to town as it already can be (sometimes I do delete a house or two to do that)
19:55<theholyduck>dragonhorseboy, also complexity goes up pretty much exponentially for every line that has to enter and every line that has to exit the area :P
19:56<dragonhorseboy>I often have a mix of skipper and through trains (skipper as in that they come from south and stop to disgourge then flip back south)
19:57<dragonhorseboy>sometimes its funny to see a south train coming into platform and the north train somehow coming in at same time and having to wait for the stupid south train 'to get its face out of here!' :)
19:57<dragonhorseboy>then again most of these are only 1 to 4 cars for that reason .. stop and go in no time flat :D
19:58<dragonhorseboy>except for steam power during the early years where none of the diesel/electric are good enough for rapid commuters yet (eg BR01 with 4 local coaches)
19:59<dragonhorseboy>theholyduck but either way more than often I usually just build single or light double-track lines so I almost never bother with junctions except to split one north city with two south cities etc
20:00<dragonhorseboy>I do use my single-platform layout a lot if the cities are suitable on the skirt tho ;)
20:01<Eddi|zuHause><dragonhorseboy> theholyduck here's first one uploaded... <- really, which kind of ancient version are you using...
20:02<Eddi|zuHause>even the elrail-elevation is all wrong...
20:02<dragonhorseboy>its not standard grf.. did you even looked at the track ties?
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20:03<Eddi|zuHause>not talking about the grf...
20:03<dragonhorseboy>well the grf set the custom bridges anyway so there
20:04<Eddi|zuHause>i'm talking about the height of the catenary
20:04<Eddi|zuHause>the grf has nothing to do with that
20:04<Eddi|zuHause>it was an ancient error in openttd
20:04<Eddi|zuHause>which got fixed years ago
20:04<dragonhorseboy>umm you're contradicting yourself.. grf = replaces original sprites&elevation
20:05<Eddi|zuHause>the grf can only replace the sprites
20:05<Eddi|zuHause>not fix the elevation
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20:06<dragonhorseboy>(its even in the parameters to 1. use default ottd or new style with fixed heads 2. default or new wires)
20:06<@petern>Maybe it's r8930 ;p
20:08<@petern>r11054 fixed what Eddi|zuHause is talking about
20:08<dragonhorseboy>and I could had fixed it too if I was bothered setting the parameters to 1 + 1
20:09<dragonhorseboy>its only 0+1 now
20:10<dragonhorseboy>0.5.3 doesn't even want to display anything at all anyway
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20:31<Nite_Owl>Hello all
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21:09-!-Netsplit <-> quits: George3, PierreW, Sionide, Strid_, Lachie, SpComb, eQualizer, guru3, Condac-, kennobaka, (+88 more, use /NETSPLIT to show all of them)
21:10<Nite_Owl>major net split
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21:12-!-ServerMode/#openttd [+oov Rubidium orudge orudge] by
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21:14-!-mode/#openttd [+v Belugas] by ChanServ
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21:14-!-mode/#openttd [+v petern] by ChanServ
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21:19<Lakie>planetmaker: when compiling do you use the
21:22<+glx>I use "make -f PREFIX:= CP_TO_EXE:="
21:22<+glx>(so it finds gcc and doesn't copy exe to exe :) )
21:46<Lakie>Can't see why that'd have issues
21:46<Lakie>Use a similar line here and it builds fine
21:46<Lakie>(cygwin though)
21:52<+glx>so makefile thinks I'm on linux trying to crosscompile :)
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21:54<+glx>and I need to tell it I'm not
22:03<Sacro>"Members I Currently Like: Bennythenoob, 2007Alain2007, Eddi "
22:04<Sacro>poor chap, he has no sense
22:05<Eddi|zuHause>it was funnier when i was on the "hate" side :p
22:06<Sacro>now you're grouped with a noob and a spammer
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22:12<Eddi|zuHause> <- something for your good dragon-friend ;)
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22:21<De_Ghosty>is site down?
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---Logclosed Sun Jun 07 00:00:11 2009