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#openttd IRC Logs for 2009-12-31

---Logopened Thu Dec 31 00:00:19 2009
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01:02<roboboy>If ive downloaded source using mercurial can I still apply a patch downloaded off the forums using TortoiseMerge?
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02:11<@Rubidium>if it's the one for hg then it probably can
02:15*Eoin smells a OpenTTD Dev
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02:37<Terkhen>good morning
02:39<CIA-1>OpenTTD: peter1138 * r18673 /trunk/src/screenshot.cpp: -Fix (r17943): Deja vu: 3 byte structs are padded to a word on ARM.
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03:17<George>I would like to ask about CB 29 and CB 35
03:17<George>What do var 18 stores during CB 29/35?
03:18<George>and what do var 10 do?
03:19<George>Wiki says Variable 18 contains 32 random bits to help randomizing the decision
03:20<George>But my tests makes me to be confused
03:20<George>// set IR1[1]b3-7 to 25 with 1% probability
03:20<George> 9711 * 38 02 0A 60 89
03:20<George> 1A 20 00 C8 00 00 \2+
03:20<George> 7C 01 20 FF 07 FF FF 10
03:20<George> 1A 00 01 00 00 00
03:20<George> 01 6F 00 00 00 00 00 00 00 00 00 6F 00
03:20<George> 9712 * 17 02 0A 50 85 18 18 FF FF 01 60 00 00 00 8F 02 71 00
03:20<George> 9713 * 17 02 0A 51 85 18 18 FF FF 01 60 00 00 00 47 01 71 00
03:20<George> 9714 * 17 02 0A 52 85 18 18 FF FF 01 60 00 00 00 A3 00 71 00
03:20<George> 9715 * 17 02 0A 53 85 18 18 FF FF 01 60 00 00 00 51 00 71 00
03:20<George> 9716 * 17 02 0A 54 85 18 18 FF FF 01 60 00 00 00 28 00 71 00
03:20<George> 9717 * 17 02 0A 55 85 18 18 FF FF 01 60 00 00 00 14 00 71 00
03:20<George> 9718 * 17 02 0A 56 85 18 18 FF FF 01 60 00 00 00 0A 00 71 00
03:20<George> 9719 * 35 02 0A 61 81 7F 0A 00 FF 06
03:20<George> 51 00 05 05
03:20<George> 52 00 06 06
03:20<George> 53 00 07 07
03:20<George> 54 00 08 08
03:20<George> 55 00 09 09
03:20<George> 56 00 0A 0A
03:20<George> 50 00
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03:20<George>where param 0A stores the map size
03:21<George>// Write map sise to param 0A
03:21<George>//@@warning disable 123
03:21<George> 24 * 9 0D 0A \D= 13 FE FF FF 00 00
03:21<George>//@@warning enable 123
03:21<George>but abot 50% of industries have this 1% on the first available day
03:21<George>Why does it happen?
03:22<George>IMHO, 1% probility would in average mean that 1% of industries would generate this event
03:22*Eoin wants to learn NFO coding
03:23<Eoin>all i know is VB, and that sucks :D
03:23<George>What am I doing wrong?
03:23<George>Belugas, Rubidium: Are you here?
03:26<@peter1138>do you not document your nfo? :p
03:26<George>what do you mean
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03:27<Eoin>peter1138! teach me nfo you!
03:27<George>BTW, looks like I understood where the problem is
03:27<George>I shift 3 bytes of DWORD, and looks like the upper byte is 0
03:28<George>peter1138: Doesn't comments are documentation?
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03:32<@peter1138>your shift is 18
03:33<@peter1138>the top byte of the original dword shouldn't be 0
03:33<@peter1138>but... why are you shifting?
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03:36<Eoin>..i dont get NFO
03:36<Eoin>its all Numbers
03:36<Eoin>and you understand them mad people
03:37<@peter1138>only by reading the spec
03:38<Eoin>still dont
03:38<George>peter1138: it was my fault. I supposed to read the highest bytes, but by error counted it as 18, not 10. Now I fixed it
03:39<George>Noy the top byte of the dword, but the top byte of the dword with shift=18
03:39<George>it's 5-th byte is 0
03:41<George>My first idea was it chould keep garbage
03:42<roboboy>where can I find information about the openTTD networking protocol?
03:42<roboboy>the wiki?
03:43<Alberth>the source code?
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04:30<@Rubidium>depends on what information about the protocol you want
04:31<@Rubidium>there's some on the wiki, but as usual it's outdated. I've removed it once because it was outdated and then another 'moron' added it and it again became outdated
04:33<roboboy>mainly info about how to get the basic info thats provided in the multiplayer lobby like how many years the games gone on for and the number of companies
04:34<@Rubidium>that's an udp packet, see core/udp.h or so
04:34<roboboy>ok thanx
04:34<@Rubidium>src/network/core/udp.h, not src/core...
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05:11<andythenorth>I need to use tile prop 60 to find out if a tile has water on it
05:11<andythenorth>I'm not sure (a) if it's possible (b) how to do it if it possible
05:11<andythenorth>I think it's possible.
05:13<@peter1138>fully water?
05:14<andythenorth>peter1138: yes
05:14<andythenorth>I'm tackling the *interesting* problem of building an industry on the coastline...
05:15<@peter1138>so bits 0-4 == 0 and bit 9 == 0
05:16<@peter1138>so check var 60 using a word varaction with a mask of 0x021F
05:16<@peter1138>if value is 0x0200 then it is flat water
05:16<andythenorth>word varaction or dword
05:17<andythenorth>wiki implies dword...
05:17<@peter1138>you could use dword but you don't care about the upper 16 bits anyway
05:17<andythenorth>ah ok
05:17<@peter1138>unless you want to restrict to sea tiles... hemmm
05:18<@peter1138>in which case mask 0x00FF021F and hope for 0x00000200
05:19<@peter1138>the power of nfo, you are checking 3 separate variables in one 'statement' ;)
05:19<andythenorth>peter1138: this is where you observe what an nfo dumbass I am :|
05:19<andythenorth>frosch normally gets that pleasure
05:20<@peter1138>i'm only good at this bit
05:20<@peter1138>i can't actually make a complete working set ;p
05:21<andythenorth>seen one mistake already
05:22<andythenorth>(fixed ...use 89 for dword instead of 85 )
05:23<andythenorth>code doesn't work though :|
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05:27<@peter1138>you've got the mask and value the wrong way
05:27<@peter1138>eh, maybe the value's okay
05:27<@peter1138>mask should be "1F 02 FF 00"
05:27<@peter1138>at least... i think
05:27<andythenorth>I've also got a linter failure :o
05:30<andythenorth>omg. it works
05:30<andythenorth>peter1138: thanks muchly
05:31<andythenorth>that was less painful than I expected. Industry transcending coast: done
05:31<andythenorth>although I haven't found all the weird edge cases yet :o
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05:34<@peter1138>it actually works? nice :D
05:35<andythenorth>seems perfect so far....
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05:38<andythenorth>what a lot of fishing harbours I just built :)
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05:38<Eoin>anyone know the size of international airport?
05:39<Eoin>ah, there is indeed the wiki
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05:41<CIA-1>OpenTTD: peter1138 * r18674 /trunk/src/ (6 files in 4 dirs): -Feature (FS#3459): Configurable slope steepness for trains from 0% to 10%, default is 3% as before (mostly by Terkhen)
05:41<andythenorth>^^ nice
05:42<andythenorth>all trains? or depending on cargo?
05:42<@peter1138>all trains
05:42<Terkhen>I did not know about {STRING1}%
05:42<andythenorth>how does it interact with freight weight multiplier?
05:42<@peter1138>still affected
05:42<Alberth>Terkhen: you learn something every day :)
05:42<@peter1138>Terkhen, it's a literal % :)
05:43<@peter1138>Terkhen, so it just prints it as a number that happens to have a % symbol on the end
05:43<@peter1138>andythenorth, i guess most people who care already have a freight weight multiplier set. they can adjust that down a bit if they want.
05:44<Terkhen>I see
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05:45<@peter1138>set to 5% and hills should be a bit more ttdpatch-like.. if you like that kind of thing
05:46<andythenorth>well it's always nice to have something new to try...
05:49<andythenorth>hmmm I've never sliced or coded industry tiles before
05:49<andythenorth>might as well learn with a difficult one
05:49<@peter1138>i did make a station grf
05:49<@peter1138>very simple
05:49<@peter1138>single-tile only waypoints
05:49<@peter1138>and Born_Acorn did the graphics
05:50<@peter1138>oh, and the buffers
05:50<@peter1138>okay, so i have made working newgrfs... never mind
05:51<andythenorth>hmm can't escape negatives
05:51<andythenorth>I suppose I should read the docs before coding this...
05:51<andythenorth>chrome is not all that it could be
05:54<andythenorth>anyone know if I *can* escape negative values in nfo?
05:55<andythenorth>tile offsets support signed bytes, but the patch wiki has nothing on escaping -ve
05:59<planetmaker>I didn't find any signed escapes either ... and have been missing them, too
06:00<andythenorth>oh well working out signed bytes is always fun
06:00<andythenorth>makes me feel 1% smarter anyway
06:00<planetmaker>value +0x80
06:01<planetmaker>or 128d
06:01<planetmaker>maybe I should write a pre-processor macro for that ;-)
06:06<andythenorth>oh balls, the z layering is wrong on my industry tiles
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06:09<Alberth>planetmaker: I always do (~n + 1)
06:10<planetmaker>Alberth: yes, but that doesn't work in NFO :-)
06:10<planetmaker>and the pre-processor won't change that to a plain hex number
06:11<Alberth>I knew it would be too easy :)
06:12<planetmaker>all one can use is what nforenum supplies and with my usual makefiles for newgrfs what can be done with the gcc pre-processor
06:13<Alberth>I'd use m4, but don't know whether it can output hex numbers
06:13<@peter1138>256 - n
06:13<planetmaker>you can use decimal numbers, too. \b255
06:14<@peter1138>or +n i suppose, n being negative... heh
06:17<andythenorth>is there a list of default ttd sprites (with sprite numbers) anywhere
06:18<andythenorth>playing lucky dip with several thousand sprites is getting dull...
06:18<@peter1138>decode opengfx and pick the sprite you want?
06:19<planetmaker>peter1138's option is the best overview available indeed. You only need to decode ogfx1_base.grf
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06:20<planetmaker>other climates replace the appropriate climate-specific sprites
06:20<MyCatSchemes>Alberth, m4? Are you honestly crazy?
06:20<planetmaker>MyCatSchemes: it's not crazy at all
06:21<MyCatSchemes>I don't mean to be negative, but I've always associated m4 with and autotools.
06:21<planetmaker>He's not the first to propose that. Nor would he be the first to do it. And I have also already thought about it.
06:21<planetmaker>The C pre-processor is kinda limited.
06:21<Alberth>m4 is a nice macro processor, as long as you don't try to configure a mail system with it :)
06:21<planetmaker>And you probably never wrote NFO
06:21<MyCatSchemes>Given that history, well. Do we really want to make NFO any more Lovecraftian?
06:22<planetmaker>Maybe I should download and install it. Just for the joy of it;-)
06:22<planetmaker>but then... I already have a few scripts in awk ;-)
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06:23<Alberth>never did awk, use Python for that
06:23<MyCatSchemes>I'd have thought you'd probably already have m4 installed, just because of the likelihood that you'd have (at least once before) found yourself needing to re-generate a configure script.
06:24<Alberth>that depends on your OS :)
06:24<Alberth>apparently macs come without m4
06:24<planetmaker>by default it seems
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06:24<planetmaker>But I never extensively looked for it either so far
06:26<planetmaker>well... it exists :-)
06:26<planetmaker>and is installed, so seems to be part of the dev tools
06:26<Alberth>makes sense
06:27<planetmaker>hm, is m4 part of the mingw install?
06:27<MyCatSchemes>I thought it was.
06:27<MyCatSchemes>I'm pretty certain that it's included in Xcode.
06:27<MyCatSchemes>Linux users who don't have it already are living in a state of sin. ;)
06:27<planetmaker>one of the main reasons I didn't look at it so far is that I'd like my newgrfs buildable on any system with the least hassle
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06:28<planetmaker>mingw is already much for many windows users :-)
06:28<planetmaker>as is mercurial
06:28<MyCatSchemes>Boo, hiss.
06:28<MyCatSchemes>If people can't be bothered to install Hg then that's their issue.
06:28<MyCatSchemes>Not too big of an issue either - they can just download the tip. :P
06:28<planetmaker>MyCatSchemes: no, it's not.
06:29<planetmaker>The goal of the makefile system I provide for newgrfs is to make the barrier to actually make a newgrf as low as possible
06:29<planetmaker>so considering the ease or not of the required installs is a very valid point IMO
06:29<MyCatSchemes>planetmaker, I respect that that's a valid reason to shy away from m4.
06:29<@Rubidium>but... you need m4 for m4nfo
06:30<MyCatSchemes>Hg, less so. People who want to participate in development have a lot more work ahead of them than just installing a smallish VCS anyway.
06:30<MyCatSchemes>People who simply want to make use of your code can just pull down the tip tarball that hgweb provides anyway.
06:31<planetmaker>Rubidium: if he'd supply his macro collection those articles might actually be useful
06:31<planetmaker>But then I doubt it will ever happne.
06:32<MyCatSchemes> ?
06:33<MyCatSchemes>I love the combination of English title ("M4nfo - a macro library for generating nfo code for TTDPatch and OpenTTD newgrfs") and entirely Deutsch text. :)
06:33<MyCatSchemes>Y'know what'd just be wrong? Prolog NFO generation.
06:34<planetmaker>that'd be madness pure
06:34<MyCatSchemes>The programming language that nobody can understand being spat out by the programming language that nobody wants to understand.
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06:35<planetmaker>NFO is understandable... after you were exposed to it for a few months ;-)
06:36<planetmaker>it's just not really nicely readable
06:36<planetmaker>the underlying concept is pretty simple actually
06:37<planetmaker>anyway... got 2 go. Catch you later
06:37<andythenorth>bye pm
06:41<andythenorth>which way is north, in the game? Is the compass rotated 45'
06:44<@Rubidium>trains going / go from south-west to north-east (or vice versa)
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07:09<Eddi|zuHause>hey... what's the problem with prolog?
07:09<Eddi|zuHause>i found it to be a very "logical" language ;)
07:09<MyCatSchemes>Q: How many Prolog programmers does it take to change a light bulb?
07:09<MyCatSchemes>A: No.
07:10<MyCatSchemes>It's my favourite lightbulb joke yet.
07:11<Eddi|zuHause>but really... i found it very simple to map a simple sequential program to prolog
07:12<MyCatSchemes>Mmm. Last two times I tried writing anything in Prolog, I just gave up and pretended it was Lisp on the first try, and actually made decent use of backtracking and unification on the second.
07:14<MyCatSchemes>By "pretending it's Lisp" I mean I wrote a functional program, translating it into Prolog by adding an extra parameter for the output value in order to turn my functions into predicates.
07:14<Eddi|zuHause>i fail to produce anything _practical_ in any language... the languages itself are "fun" ;)
07:14<MyCatSchemes>It's, um, a lot more fun when you don't do that.
07:15<MyCatSchemes>I mean I do actually like programming in functional style, but abusing a perfectly good logical language like that was a little disappointing.
07:15<Alberth>Eddi|zuHause: with 'english' you seem to do well :)
07:15<MyCatSchemes>But hey, thank $deity for the call/* predicate! ^^
07:15<Eddi|zuHause>Alberth: that's for single sentences... as soon as it comes to longer self-written texts, it fails
07:16<MyCatSchemes>Actually, that does raise a good question. What's the easiest somewhat-esoteric language to package for Windows users? :D
07:16<Eddi|zuHause>one that ships with an interpreter implemented in bat/cmd ;)
07:21<Alberth>I like Piet as visual programming language :p
07:21<MyCatSchemes>Visual Piet for COMMAND.COM would be quite impressive.
07:21<MyCatSchemes>I like the way Piet makes everything look like an Andy Warhol painting.
07:22<MyCatSchemes>Oh no, I fail modern art forever.
07:22<MyCatSchemes>Oh well. Still, it's pretty. :)
07:22<@peter1138>hmm, so is M4nfo any good? ;p
07:22<@peter1138>lots of documentation but i can't read any of it
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07:25<Eddi|zuHause>i'm not sure what it does either...
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07:39<Coco-Banana-Man>[13:16:42] <MyCatSchemes> Actually, that does raise a good question. What's the easiest somewhat-esoteric language to package for Windows users? :D <--- hmm, esoteric..? Probably Vatical: :P (unfortunately I can find it in German only :( )
07:43<MyCatSchemes>Coco-Banana-Man, thank you and thank Google Translate. ^^
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07:47<MyCatSchemes>Coco-Banana-Man, darn, I don't think that I can actually program in that. :)
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07:50*roboboy wonders if opentd is still committed to supporting the DOS TTD base files
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07:50<@Rubidium>roboboy: why?
07:51<@Rubidium>or do you mean the DOS TTD music files?
07:51<roboboy>im just wondering as I used to have the DOS version but switched due to not being able to play on any server that uses GRF's
07:51<roboboy>graphics and sound
07:51<@peter1138>should work fine these days
07:51<@peter1138>although DOS TTD misses some sprites IIRC
07:51<roboboy>hm shall consider trying
07:52<@Rubidium>peter1138: yes, it misses the fish thingy sprites
07:52<@peter1138>thought there was an industry related one as well
07:52<@peter1138>roboboy, basically you can use windows-ttd newgrfs and it'll do appropriate stuff to the palette
07:53<@peter1138>wasn't that in a few releases ago?
07:53<roboboy>I remember I couldnt play mp because the DOS versions of GRF's had different md5 sums to their windows counterparts
07:53<@Rubidium>roboboy: yes, but then just use the Windows GRF
07:53<roboboy>so one can use the DOS base grfs and windows new grfs
07:54<roboboy>thats nice to know
07:54<roboboy>but I remember dos ttds or was it its music is totally different to the windows music or and thus I had no music or samples
07:55<@Rubidium>although OpenTTD always assumes that the NewGRF has the same palette as be base NewGRF (as default), so if you're using the DOS base GRFs and want to load a Windows NewGRF you need to toggle the palette for that NewGRF (which is just a simple click of the mouse)
07:55<@Rubidium>roboboy: it's the music
07:55<@Rubidium>and that's still not supported
07:55<@Rubidium>and I doubt it ever will be
07:56<roboboy>would it mean reverse engineering the DOS versions sound system?
07:56<@Rubidium>well, the music file format
07:58<@Rubidium>although it might be not much more than midis in the container
07:58<@Rubidium>but then there are a few different music files, probably for different sound cards
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08:01<roboboy>happy new year
08:01<@Rubidium>still... 3 hours later than those on Christmas Island
08:02<@Rubidium>hmm, but weren't you in an off-by-30 minutes timezone?
08:03<roboboy>Australia Sydney
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08:08<@Rubidium>roboboy: why does your name always make me think of ?
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08:17<roboboy> has some information
08:18<@Rubidium>that's basically what I already said
08:20<roboboy>it says the dos music cats contain midi.pat files or something
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08:21<Eddi|zuHause>aren't .pat files something like the instrument samples?
08:21<Eddi|zuHause>for certain sound cards
08:21<roboboy>the website I linked to says they are supposed to be some sort of midi stream
08:22<@Rubidium>roboboy: midi's are instrument samples
08:24<roboboy>I wonder if the pats could be converted to midi somehow
08:24<@peter1138>midis are not samples :s
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08:27<zar>i've seen the musics converted to midi
08:27<Eddi|zuHause>midis are explicitly _not_ the samples
08:28<paul>Hello all
08:28-!-paul is now known as Guest1293
08:28-!-Guest1293 is now known as Polochon_street
08:28<planetmaker>hello paul/ Polochon_street / Guest1293
08:29<Polochon_street>Hello :)
08:30<Polochon_street>Do you know how I can translate some part of openttd in French (like coal truck etc)
08:30<Eddi|zuHause>Polochon_street: there exists a french translation
08:33<Polochon_street>Yeah but some parts are not translated...
08:34<planetmaker>I'm also pretty sure it's 100% translated. Newgrfs, of course might not
08:34<planetmaker>Chances are good that they're not, but default: yes
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08:35<+glx>openttd french translation is complete :)
08:35<+glx>grf translation depends on the grf authors
08:35<Polochon_street>You're sure? Because some things like "oil truck" or "coal tanker" are not translated
08:36<planetmaker>hehe. would be a shame, if there's a French dev and it not being complete
08:36<@Rubidium>planetmaker: yeah, that would be a shame :)
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08:36<+glx>these strings should come from a grf :)
08:36<planetmaker>What newgrfs do you use, Polochon_street
08:36<+glx>oh I have a new string to translate :)
08:37<planetmaker>hehe. I did that today already ;-)
08:37<planetmaker>nice features
08:37<+glx>weird there's still a pending string
08:37<Polochon_street>...all of those who are availabe
08:37<+glx>it should have been commit yesterday
08:38<@Rubidium>glx: really? Skiper changed that string after you did
08:38<Polochon_street>So, sorry...
08:38<+glx>ha right
08:39<+glx>so he changed it after the commit
08:39<Polochon_street>I find something not translated :>
08:39<Polochon_street>In the options
08:40<planetmaker>Polochon_street: might be.
08:40<@Rubidium>Polochon_street: what version are you using?
08:40<+glx>there's only 1 untranslated string in current HEAD
08:40<Polochon_street>1.00 beta
08:40<Polochon_street>without the original files, of course :D
08:40<+glx>quite possible there's a missing translation in beta
08:40<planetmaker>despite that, you can of course apply as translator :-)
08:41<@Rubidium>might be that glx wasn't fast enough with translating just before that
08:41<Polochon_street>How can i do it?
08:41<Eddi|zuHause>planetmaker: you "apply for" something
08:41<planetmaker>write an email to
08:41<planetmaker>Eddi|zuHause: yes.
08:41<@Rubidium>planetmaker: rather refer them to the faq of the translator tool
08:41<planetmaker>But I guess unless there are good reasons to turn that down... I guess it will be granted.
08:42<planetmaker>ok, Rubidium
08:42<Polochon_street>So I will send a mail.
08:42<Polochon_street>Goodbye !
08:42<@Rubidium>Polochon_street: no, first read the faq
08:42<Polochon_street>Rubidium: Ok
08:42<@Rubidium>Polochon_street: <- that one
08:42<+glx>{LTBLUE}Slope steepness for trains {ORANGE}{STRING}% <-- missing ':' in english I think
08:44<PeterT>Can someone explain what the use of r18647 is?
08:45<Eddi|zuHause>@openttd commit 18647
08:45<@DorpsGek>Eddi|zuHause: Commit by michi_cc :: r18647 /trunk/src (3 files) (2009-12-27 14:37:50 UTC)
08:45<@DorpsGek>Eddi|zuHause: -Fix: [YAPP] A train inside a station was not always found when checking for trains on a reserved path.
08:45<PeterT>Sorry, wrong thing I typed it
08:45<planetmaker>quite self-explaining I'd say
08:45<PeterT>@openttd commit 18674
08:45<@DorpsGek>PeterT: Commit by peter1138 :: r18674 /trunk/src (6 files in 4 dirs) (2009-12-31 10:41:03 UTC)
08:45<@DorpsGek>PeterT: -Feature (FS#3459): Configurable slope steepness for trains from 0% to 10%, default is 3% as before (mostly by Terkhen)
08:45<planetmaker>compile error on ARM systems
08:45<PeterT>this ^^
08:46<planetmaker>oh. other one :-)
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08:46<planetmaker>send a train up a slope and change that setting
08:46<planetmaker>a HEAVY train
08:46<Eddi|zuHause>PeterT: obviously it adjust how openttd interprets a slope... higher values means steeper, so trains have more trouble
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08:47<PeterT>So, somewhat like the train weight multiplier?
08:47<planetmaker>only for slopes
08:47<PeterT>A smaller train would need more power to get up the slope
08:47<PeterT>a _steep_ slope, anyway
08:48<planetmaker>It's just whether a slope in OpenTTD simulates a height increase of 100m over 100m on the horizontal of 1000m on the horizontal
08:49<planetmaker>though 10% is only 10m on 100m horizontal distance. But that's steep
08:49<Eddi|zuHause>PeterT: weight multiplier also affects acceleration on flat land
08:50<planetmaker>weight multiplier is basically the weight, slope is well... the steepness of the slope. You need, of course, more power to climb a steeper slope
08:50<@peter1138>anyway, the use of it is: it adjusts gameplay
08:51<PeterT>Does it make gameplay difficult?
08:51<Eddi|zuHause>PeterT: do you have any idea what a slope is?
08:52<MyCatSchemes>Yes. Very.
08:52<PeterT>yes, of course
08:52<Eddi|zuHause>PeterT: have you ever driven a car up a 10% slope?
08:52<+glx>harder if slope >3%, easier if <3%
08:52<MyCatSchemes>If you turn it all the way down then OpenTTD will act as if the ground is almost flat. You crank it up and you can simulate your trains dancing about on top of spikes. :)
08:53<+glx>(default/old being 3%)
08:54<PeterT>MyCatSchemes: That explains it
08:54<Eddi|zuHause>now... for that rack railway...
08:55<+glx>steel on steel is more fun ;)
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09:10<roboboy>happy new year
09:10<+glx>already new year in au ?
09:11<roboboy>10 mins
09:11<+glx>9 hours left here :)
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09:20*roboboy how many people run dedicated OpenTTD servers on windows
09:22<roboboy>would it be worth allowing openttd to be run as a windows service?
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09:39<andythenorth>hi Belugas
09:40<@Belugas>hey andythenorth
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09:46*andythenorth wonders which is better. really horrible action 2 code to check tile location, or some weird looking foundations
09:47<Eddi|zuHause>from immediate user point of view, the code ;)
09:49<andythenorth>currently fishing harbour can build on corners
09:49<andythenorth>which leads to some nasty looking foundations...
09:55<PeterT>is there a wiki page on the shared directories in windows of OpenTTD?
09:56<PeterT>I want to reference it in the MSYS guide
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10:00<MyCatSchemes>andythenorth, that looks like a real dock to me with a little pier on it. :)
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10:02<planetmaker>PeterT: there's the readme...
10:02<PeterT>Yeah, I linked to it
10:03<PeterT>planetmaker: <-- How does that look?
10:04<planetmaker>bad. We use OpenGFX ;-)
10:04<andythenorth>planetmaker: how does FIRS look with opengfx?
10:05-!-Mucht [] has quit [Remote host closed the connection]
10:05<planetmaker>and opensfx. Honestly It'd be better to link to some generic base set description or to the one which are free. Not proprietary stuff
10:06<planetmaker>andythenorth: I cannot compare. I never looked at it with the default base set :-)
10:07<PeterT>go ahead, it's a wiki
10:07<PeterT>but you already know that ;-)
10:07<planetmaker>you're the wiki guru ;-)
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10:08*planetmaker looks for an excuse...
10:08<planetmaker>I still have a dirty flat to tidy before tonight ;-)
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10:58<andythenorth>wiki says I can set an empty ground sprite for an industry tile with 00 00 00 00
10:58<andythenorth>nforenum disagree
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11:07<andythenorth>nforenum is correct :|
11:07<andythenorth>how does an industry tile on water show water? must be a way
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11:10<andythenorth>oh screw it, I'll cheat
11:11<@peter1138>use the water sprite?
11:14<andythenorth>how do I find the sprite number for it :P
11:14*andythenorth prepares to decode opengfx....
11:16<andythenorth>meanwhile, in the OpenTTD source DoBuildShiplift looks interesting
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11:16<andythenorth>oh, it's just a lock
11:18<@peter1138>you decode opengfx, and get the sprite number from there
11:25<andythenorth>water tile is 4061
11:25<andythenorth>it's nicely commented in opengfx source
11:34<planetmaker>all of you have a good evening and "guten Rutsch". See you next year :-)
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11:39<Opperpanter>Hello everyone...
11:39<Opperpanter>I just setup a dedicated server on my NAS.
11:40<Opperpanter>Can anyone help me for a minute and try to connect?
11:40<Opperpanter>It's called ARM Debian Testserver. Tnx
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11:41<andythenorth>and it's time to go. Happy new year ;)
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12:09<Terkhen>I'd like some feedback about this patch... what is missing? should I correct something?:
12:14<Hirundo>Why are you declaring ret at the top of the function, while it's not used until later on?
12:17<Terkhen>good point, I don't know why I did not kept it the way it is in trunk
12:20<Alberth>I don't know enough of that part of the code to really understand, but the swapping of the tile parameters seems a bit useless to me
12:20<Hirundo>It had a reason IIRC
12:21<Hirundo>Also, instead of using a boolean to distinguish north->south and v.v., you may want to use a DiagDirection
12:21<Hirundo>I believe there are functions to get a tile offset and a road bit, based on a DiagDirection
12:23<Terkhen>Alberth: the cost of building the road would appear at the last drag tile, even if the built road ends before it
12:23<Terkhen>Hirundo: that seems more clean, I'll try that
12:24<Alberth>ah, that may be useful :)
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13:03<Hirundo>Terkhen: I have been playing around with it, see
13:03<Hirundo>It is bugged when building a single tile, you may want to use it as inspiration, though
13:08<Terkhen>will do, thanks Hirundo
13:11<CIA-1>OpenTTD: rubidium * r18675 /trunk/src/ (window.cpp window_gui.h): -Add [FS#3256]: function to remove focus from all widgets in a window
13:12<CIA-1>OpenTTD: rubidium * r18676 /trunk/src/town_gui.cpp: -Change [FS#3411]: 'escape' in the 'found town' window removes the focus from the town name input box
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13:38<Terkhen>problems with road half-tiles
13:38<Terkhen>I had similars problems with my first try at this patch
13:39<Terkhen>but using DiagDirection the code is cleaner, I'll use this version as a start
13:46<CIA-1>OpenTTD: translators * r18677 /trunk/src/lang/ (17 files in 2 dirs): (log message trimmed)
13:46<CIA-1>OpenTTD: -Update from WebTranslator v3.0:
13:46<CIA-1>OpenTTD: catalan - 5 changes by arnau
13:46<CIA-1>OpenTTD: traditional_chinese - 36 changes by josesun
13:46<CIA-1>OpenTTD: croatian - 36 changes by
13:46<CIA-1>OpenTTD: czech - 4 changes by martin_meridius
13:46<CIA-1>OpenTTD: dutch - 5 changes by habell
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14:35-!-mode/#openttd [+v Belugas] by ChanServ
14:35-!-mode/#openttd [+v Rubidium] by ChanServ
14:35<sawtooth>maybe i should get around to trying out cargodist
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15:32<@peter1138>why did i build a tight spiral instead of a direct hookup?
15:33<Alberth>you were trying to make winding loops
15:34<fjb>peter1138: You should ask peter1138.
15:37<@peter1138>nah, i don't know him
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15:46<guru3>1.0 beta :o
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16:02<@peter1138>old news
16:28<@Belugas>oooops.. was so in a hurry to leave the offce that i forgot one thing...
16:29<@Belugas>HAPPY NEW YEAR EVERYONE!!!!
16:29<@Rubidium>Belugas: yeah, see you next decade
16:30<@Belugas>may all your enterprises may be successfull, Rubidium :)
16:30<@Belugas>a decade... god... time flies...
16:30<@Belugas>wht a decade it was:)
16:30<@Belugas>i imagine next one is going t be as ...
16:31<@Belugas>bzy :S
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16:46<Coco-Banana-Man>according to (german at least) Wikipedia, the next decade starts in 2011 :-S
16:49<fjb>Right. There was no year 0.
16:53<thingwath>Well, decade can be any 10-year long period. So even 2000-2009. But yes, in that case, the first one had only 9 years :)
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17:07<Alberth>it's not different from everybody believing that the current century started in 2k
17:09<fjb>The usual off by one error.
17:14<Alberth>somebody messed up almost 2009 years ago by starting at year 1 :p
17:17<thingwath>gregorian calendar isn't that old :)
17:18<fjb>I think 0 was not invented yet back then.
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17:20<Noldo>1BC - 1999 AD is a as good millenium as any
17:20<Noldo>well 2
17:21<fjb>Counting from 1 to 2001 is obviously easier.
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17:22<PeterT>'scuse you
17:22<Noldo>and changing from 2000 to 2001 is more meaningful than changing from 1999 to 2000 as being a year old is more meaningful than being born
17:23<PeterT>is it?
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17:25<fjb>No, getting 1 year old was when year 1 changed to year 2.
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17:52<Fast2>Guten Rutsch euch allen ("Guter Rutsch" say German just before the new year begins)
17:54<thingwath>We're all living in Germany... (and mostly like it)
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18:00<HerzogDeXtEr1>Happy New Year
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18:01<Farden>happy new year, geeks!
18:02<PeterT>happy new year
18:02<fjb>Happy new year!
18:02<NeosaD>happy new year!!
18:02<NeosaD>lets go play other time :P
18:03<jonty-comp>okay, I am really not doing this for the next 3 hours in every channel I am in :S
18:03<jonty-comp>but happy new year
18:10<thingwath>CET should be the official timezone of this channel :) Happy new year.
18:11<PeterT>it is
18:11<PeterT>do you mean CEST?
18:12<Sacro>no it isn't
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18:12<Sacro>it should be GMT
18:12<KenjiE20>it's not summer
18:12<thingwath>hm, I like CET more, but CEST covers larger part of year
18:12<@Rubidium>it should be UTC!
18:16<rhaeder>happy new year :)
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18:23<blathijs>Happy new year!
18:29<Coco-Banana-Man>Happy new year!
18:31<sparr>Coco-Banana-Man: a new decade starts every day. anything beyond that is semantics.
18:32<sparr>Sacro: UTC!
18:32<sparr>Rubidium: glad someone has it straight :)
18:33<Sacro>sparr: ?
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18:33<Sacro>UTC is the same near enough
18:35<sparr>last new year I wrote letters complaining to some of the local NYE events about their ignorance of the leap second
18:37<sparr>which, regardless of when you insert it, should have been accounted for
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19:00<Sacro>happy new year everyone
19:01<KingJ>Happy new year!
19:01<CIA-1>OpenTTD: rubidium * r18678 /trunk/ (50 files in 4 dirs): -Update: happy new year
19:01<sparr>3 years from now when someone needs to run blame on that revision...
19:02<PeterT>what is blame?
19:03<__ln>a noun
19:03<zar>tells you who's commited which line of the source file.
19:03<PeterT>why is it called "blame"?
19:04<+glx>it has many aliases
19:04<@orudge>you ask a lot of questions
19:04<thingwath>PeterT: because basically you are mostly using it to find whose fault something is? :)
19:04<+glx>"praise" does the same IIRC
19:05<PeterT>that doesn't seem logical...
19:05<@orudge>sure it does
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20:11<Eddi|zuHause2>happy new year from two hours ago
20:11-!-Eddi|zuHause2 is now known as Eddi|zuHause
20:18<PeterT>is there a way to find the number of wiki edits that other users have made? I know how to find my own, but I can't find other peoples'
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21:20<sparr>PeterT: how do you find your own?
21:20<PeterT>My Preferences
21:21<PeterT>if you're logged in, you can use this link to get there, sparr:
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21:27<PeterT>That doesn't show the number of edits, just the edits themselves
21:27<sparr>yeah, you'd have to count :)
21:27<PeterT>I'm not stupid, I have tried this before...
21:27<sparr>copy and paste into an editor with a line counter?
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23:13<PeterT><sparr> copy and paste into an editor with a line counter? <-- That's like trying to justify Windows Vista, it's just not right
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---Logclosed Fri Jan 01 00:00:21 2010