Back to Home / #openttd / 2010 / 04 / Prev Day | Next Day
#openttd IRC Logs for 2010-04-03

---Logopened Sat Apr 03 00:00:28 2010
00:01-!-DanMacK [~here@] has quit []
00:04-!-welshdragon [~markmac@] has joined #openttd
00:07-!-Lakie [~Lakie@] has quit [Quit: Sleep.]
00:22-!-Singaporekid [] has joined #openttd
00:25-!-Fuco [] has quit [Ping timeout: 480 seconds]
00:38-!-llugo [] has quit [Remote host closed the connection]
00:49-!-DarkED [] has joined #openttd
00:52<DarkED>hi all. i just installed openttd 1.0.0 on windows using the installer. i selected the open packs. after installing i try to run the game and it's still looking for the original TTD files.
00:55<DarkED>ahh, got it. had to change openttd.cfg to use 'OpenGFX'
00:55-!-DarkED [] has quit [Quit: Leaving]
00:56-!-a1270 [] has quit [Quit: a1270]
01:59-!-a1270 [] has joined #openttd
02:00<yarikos>OpenTTD 1.0 for Intel MacOS X 10.5 (unofficial):
02:09-!-valhallasw [] has joined #openttd
02:12<welshdragon>yarikos: are you able to be a bug fixer? that would be better than releasing unofficial uilds
02:15<yarikos>i see, but unfortunately, no
02:15-!-Terkhen [] has joined #openttd
02:15<Terkhen>good morning
02:16<welshdragon>morning Terkhen
02:19-!-Cybertinus [] has joined #openttd
02:19-!-andythenorth [] has joined #openttd
02:31-!-valhallasw [] has quit [Ping timeout: 480 seconds]
03:00-!-yarikos [~yarik@] has quit [Quit: This computer has gone to sleep]
03:02-!-Terkhen [] has quit [Ping timeout: 480 seconds]
03:03-!-ragzid [~ragzid@] has joined #openttd
03:15-!-snack2 [] has joined #openttd
03:21-!-heffer [] has joined #openttd
03:28-!-ecke [~ecke@] has quit [Quit: ecke]
03:29-!-Terkhen [] has joined #openttd
03:52-!-ADMINtur [~ADMINtur@] has joined #openttd
03:55-!-ADMINtur [~ADMINtur@] has quit []
04:00-!-welshdragon [~markmac@] has quit [Remote host closed the connection]
04:02-!-welshdragon [~markmac@] has joined #openttd
04:03-!-wolfy [] has quit [Ping timeout: 480 seconds]
04:05-!-Alberth [] has joined #openttd
04:05-!-welshdragon [~markmac@] has quit [Read error: Connection reset by peer]
04:05-!-welshdragon [~markmac@] has joined #openttd
04:18-!-DDR [~chatzilla@] has quit [Ping timeout: 480 seconds]
04:20<Ammler>guets mörgeli
04:21-!-Rhamphoryncus [] has quit [Quit: Rhamphoryncus]
04:22-!-Neon [] has joined #openttd
04:24-!-Zuu [] has joined #openttd
04:34<Alberth>morning andythenorth
04:35<andythenorth>now I remember why I didn't centre ships in a large bounding box
04:35<andythenorth>that means quite a lot of work was pointless :(
04:36<Ammler>you need around 3 different bounding box templates :-)
04:37<andythenorth>Ammler: probably
04:37<andythenorth>but that's even more work
04:39<Zephyris>Can't you just design the ships in a big template when autocrop the sprites?
04:39<Ammler>autocrop might not fix the bounding boxes, does it?
04:40<Ammler>grfcodec -C?
04:40<Zephyris>There is a test version of grfcodec which does it...
04:40-!-Progman [] has joined #openttd
04:42<Zephyris>It worked well for me with generic cars...
04:42<Ammler>Zephyris: do you have a link?
04:43<Zephyris>I'll have a look, ill be quite slow, I'm ircing from my phone!
04:44<Ammler>or keyword do search for?
04:46<Zephyris>I can't remember where I found it, possibly the grfcodec development thread
04:48<Ammler>andythenorth: just try with -c
04:48<Ammler>hmm, I thought, that is default on pm's grfs
04:49<planetmaker>GRFCODEC_FLAGS ?= -e -p 2 <-- no
04:49<planetmaker>good morning :-)
04:49<planetmaker>but it might obviously be worth to add
04:49<Ammler>I wouldn't think, bounding boxes aren't needed on the buy menu, anyway
04:49<planetmaker>(found in scripts/Makefile.def
04:50<Ammler>planetmaker: was the once a bug with that option
04:50<planetmaker>dunno really. But we once discussed that option
04:50<Ammler>there was a reason, we didn't use it, but I thought, that is fixed.
04:51<Ammler>oh, and morning pm
04:52<planetmaker>probably it's fixed, yes
04:52-!-Terkhen [] has quit [Ping timeout: 480 seconds]
04:53<planetmaker>so... andythenorth try "make GRFCODEC_FLAGS=-e -p 2 -c"
04:53<andythenorth>what does it do?
04:53<planetmaker>make GRFCODEC_FLAGS="-e -p 2 -c"
04:53<planetmaker>it should crop the unnecessary blue of sprites
04:53<planetmaker>see whether it fixes the purchase / depot view
04:54<Zephyris> that where I found it...
04:54<Ammler> -c Crop extraneous transparent blue from real sprites
04:54<Ammler>Zephyris: then we speak about the same
04:54<Ammler>that is in grfcodec nightly
04:55<andythenorth>so it fixes the offsets....hmmmmm
04:55-!-ptr [] has joined #openttd
04:55<Ammler>andythenorth: definityl worth a try :-)
04:56<planetmaker>like one time calling make...
05:01<planetmaker>yo man. That works wir r290
05:04<planetmaker>^ andythenorth
05:05-!-Terkhen [] has joined #openttd
05:08-!-Zuu [] has quit [Read error: Connection reset by peer]
05:09-!-Zuu [] has joined #openttd
05:12<Zephyris>Tis a great little feature, not sure why it isn't in grfcodec trunk...
05:13-!-einKarl [] has joined #openttd
05:13<@Rubidium>Zephyris: what is?
05:13<Ammler>[10:54] <Ammler> that is in grfcodec nightly
05:14<@Rubidium>Ammler: but if it is in grfcodec nightly, then it is in grfcodec trunk... however Zephyris claims it isn't in grfcodec trunk
05:14<@Rubidium>so by deduction he can't be speaking of that
05:14<Ammler>yeah, it was for him :-)
05:14<Zephyris>Hmm, I think I'm confused!
05:15<@Rubidium>and grfcodec development is quite heavily stalled and such
05:16<planetmaker>Zephyris: trunk = as new or newer than nightly :-)
05:17<planetmaker>stable versions... IMHO not worth it for both nforenum and grfcodec as both suffer from sever penalties and bugs
05:17<planetmaker>they'd make your life troublesome.
05:18<@Rubidium>planetmaker: those are just symptoms of the real problem
05:18<planetmaker>real problem = no recent releases?
05:18<@Rubidium>planetmaker: no patchman
05:20<Ammler>Zephyris: what grfcodec version are you using?
05:20<@Rubidium>hmm, OpenTTD "started" after TTDPatch "died"
05:20<@Rubidium>"started" = first stable release, "died" = last stable release
05:21<Zephyris>Ammler: no idea tbh, I haven't done grfcodecing in ages...
05:21<Ammler>since opengfx is hosted at the devzone, grfcodec has -c in trunk
05:21<planetmaker>Zephyris: get the latest versions from
05:22<planetmaker>and nforenum respectively
05:22<Ammler>(it was a bit buggy at that time, afaik)
05:22<planetmaker>Rubidium: but then release(s) shouldn't depend upon a single person.
05:22<@peter1138>openttd releases depend on Rubidium
05:23<Ammler>so if Rubidium leaves, openttd will die too?
05:23<@peter1138>everyone else is too scared and/or lazy to do so
05:23<planetmaker>peter1138: but even if he beamed himself to Mars, I'm sure you have one who could do things
05:23<planetmaker>(ignoring scared and lazy)
05:23<@Rubidium>peter1138: you can perfectly well do a release without me (just ask TB to start the CF and give you the URL to post news items)
05:23<planetmaker>frosch can surely post news items
05:24<@Rubidium>planetmaker: says who?
05:24<planetmaker>The website :-) as there are posts by him?
05:24<@Rubidium>nah, that's just me and a bit of magic :)
05:24<@Rubidium>he has written it, but was/is away for a while
05:25-!-OwenS [] has joined #openttd
05:26<@Rubidium>peter1138: but you released openttd-0.6.0-beta5 (and glx beta4)
05:27-!-ragzid [~ragzid@] has quit [Quit: leaving]
05:27<@Rubidium>when I was in respectively Hokkaido and Kyoto
05:27<planetmaker>it's always good to have at least two people who can do things
05:27<@peter1138>i don't remember doing that :)
05:28*peter1138 would like to be not ill, plz
05:28<@Rubidium>@commit 12338
05:28<@DorpsGek>Rubidium: Commit by peter1138 :: r12338 /tags/0.6.0-beta5 (9 files in 3 dirs) (2008-03-04 20:29:12 UTC)
05:28<@DorpsGek>Rubidium: -Release: 0.6.0-beta5
05:29-!-Wizzleby [] has joined #openttd
05:32*planetmaker hands peter1138 a cup of black tea with hot lemon
05:33*andythenorth would add graphics for loading bulk cargos to FISH....but there is no way I'm working out the recolor tables in the next few months
05:34-!-DanMacK [~here@] has joined #openttd
05:35-!-Terkhen [] has quit [Ping timeout: 480 seconds]
05:36-!-Terkhen [] has joined #openttd
05:37<Zephyris>Can you use 2cc with recolouring tables?
05:39*Terkhen thinks about setting his router on fire
05:40<andythenorth>Zephyris: apparently, but you need a *lot* more recolour tables
05:40<andythenorth>I think someone has done if for the german RV set (?)
05:41<planetmaker>andythenorth: but you can confirm that grfcodec -c works as desired, yes?
05:41<andythenorth>planetmaker: haven't tested yet, still got baby-brain
05:41<andythenorth>what do I need to change?
05:41-!-fonsinchen [] has joined #openttd
05:41<planetmaker>... well. Look at the image I posted above
05:41<planetmaker>and the command I gave above...
05:42<planetmaker>[11:03] <planetmaker>
05:42<planetmaker>[10:53] <planetmaker> make GRFCODEC_FLAGS="-e -p 2 -c"
05:42<andythenorth>trying it now
05:43<Zuu>Terkhen: That's probably not a good idea. Burning plastics is not really healthy. ;-)
05:44<andythenorth>planetmaker: appears to work
05:44<andythenorth>haven't thoroughly tested but looks good so far
05:45<Terkhen>it would be very satisfying anyways
05:45<andythenorth>so recolor with 2cc.....needs 256 tables?
05:45<andythenorth>someone wrote a macro or C app to do it IIRC
05:45*andythenorth hmms
05:45*andythenorth goes back to what he was doing
05:45<andythenorth>if $someone wanted to provide an offset editor as an easter gift....that would be just ace :P
05:46<planetmaker>there are... ;-)
05:46<Zephyris>I guess it needs a lookup table for each 2cc
05:46<planetmaker>but not very useful
05:47<andythenorth>planetmaker: I do actually have an offset editor
05:47<andythenorth>it's called TextWrangler :P
05:49*andythenorth wonders if ships should have such insanely fast loading speeds. Looks weird
05:51<Zephyris>So who feels like trying to lift the 2cc recolour restriction in openttd? If you can automatically generate the tables out of openTTD then surely it could be done in openTTD...
05:51-!-fonsinchen [] has quit [Ping timeout: 480 seconds]
05:59-!-DanMacK [~here@] has quit []
05:59-!-maitre [] has joined #openttd
06:00<andythenorth>so ship loading states....
06:00<andythenorth>hatch covers being removed and so forth
06:00<andythenorth>life is too short yes?
06:00<andythenorth>good good :)
06:01<maitre>i have a openttd compilation problem under macosx
06:01<maitre>is it the right place to discuss this ?
06:01*planetmaker likes meta-questions a lot.
06:02<maitre>i get a linking problem : ld: library not found for -licudatac
06:02<maitre>but i cannot find any package with this name
06:02<andythenorth>OS X version, and type of CPU (intel, powerpc)
06:02<maitre>10.6 intel
06:03<planetmaker>maitre: sudo port install libicu
06:03<andythenorth>maitre: you know there's a compiled binary in the forums?
06:03<maitre>no, i have not seen
06:03<andythenorth>might save you some time
06:04<andythenorth>although it's good to learn how to compile :)
06:04<planetmaker>but better learn to compile it :-)
06:04<maitre>have already install "sudo port install icu"
06:04<planetmaker>maitre: libicu
06:05<maitre>cannot find libicu in macport
06:05<planetmaker>hm... right. icu is it
06:05<maitre>(but maybe this is my port version which is not uptodate)
06:06<maitre>the same under fink
06:07<planetmaker>icu @4.3.4 devel/icu <-- @ maitre
06:07<planetmaker>that works for me
06:07<maitre>under 10.6 / intel 64 ?
06:07<maitre>i will try
06:08<maitre>anyway thanx
06:08<maitre>this package is not listed an the "how to compile on macosx" page
06:09<planetmaker>add it :-) It's a wiki
06:10<maitre>ok, now, i just add icu package
06:10<maitre>same linking error
06:10<maitre>need to clean and re-compile ?
06:10<maitre>seems wird
06:10<planetmaker>though ICU is mentioned on the wiki for static things
06:11-!-welshdragon [~markmac@] has quit [Ping timeout: 480 seconds]
06:11-!-Singaporekid [] has quit [Quit: Leaving]
06:11<planetmaker>well... try to add the library path to the linker dirs.
06:12-!-|Jeroen| [] has joined #openttd
06:13<maitre>good idea, i'll try
06:15<@Rubidium>using icu 4.3.4? Yay for using beta libraries half a month after the 4.4 (stable) release has been made
06:18<maitre>im not able to locate libicudatac
06:18<maitre>only libicudata
06:19<planetmaker>what does /usr/local/lib/*icu* look like in your case?
06:20<@peter1138> < (some?) OS X users are just ... special
06:20<@Rubidium>maitre/planetmaker: sounds very much like icu-config returns incorrect data
06:20<OwenS>Rubidium: Incidentally, what does OTTD use ICU for when it stores all its strings in UTF-8 anyway?
06:20<@Rubidium>OwenS: bidi
06:20<planetmaker>hm... I think I downloaded from icu website some time ago. And installed myself. Not using macports
06:20<OwenS>Rubidium: aah
06:21<maitre>planetmaker: ls: /usr/local/lib/*icu*: No such file or directory
06:21<planetmaker>yeah. macports installs in /opt/...
06:21<maitre>locate gives : /opt/local/lib/libicudata.43.4.dylib
06:21<maitre>but no libicudatac anywhere
06:21<@Rubidium>icu-config --ldflags-searchpath tells where it thinks the files should be
06:23<maitre>ok, thats sound reasonable : -L/opt/local/lib\c
06:23<@Rubidium>the \c sounds quite wrong
06:23<@Rubidium>but then, what's wrong on OS X and what's right usually isn't what I instinctively think
06:24<maitre>anyway, there is no libicudatac in this dir
06:24<OwenS>Hehe... my system has
06:25<@Rubidium>OwenS: or
06:25<OwenS>, my mistake
06:26<maitre>so, i will try the binary version
06:26<maitre>i do enough compilation at work
06:27<maitre>thank you everyone
06:27<@Rubidium>if you don't want to use RTL languages you can just use --without-icu at configure time
06:28<maitre>what is rtl language ?
06:28-!-KenjiE20 [~KenjiE20@] has joined #openttd
06:28<@Rubidium>like Hebrew and Arabic
06:28<maitre>ok i dont need to
06:35-!-welshdragon [~markmac@] has joined #openttd
06:41<andythenorth>ha ha, all the ship's hatch covers just snap back on from nowhere :)
06:42-!-enr1x [~kiike@] has joined #openttd
06:47-!-DanMacK [~DanMacK@] has joined #openttd
06:51-!-Zephyris [~Zephyris@] has quit [Quit: Bye]
06:52<DanMacK>Hello all
06:54<andythenorth>hi hi
07:02<Eddi|zuHause>andythenorth: isn't that semi-solvable by loading stages?
07:03<andythenorth>welcome to drawing hatch covers in various states of open :D
07:03<andythenorth>not for me, not today
07:03-!-DanMacK [~DanMacK@] has quit [Read error: Connection reset by peer]
07:04<andythenorth>but yes, that would fix it. I had a test of it earlier, but I deleted it before I got too attached to the effect
07:06<Eddi|zuHause>haha :p
07:09-!-rubenvincenten [] has joined #openttd
07:15-!-Eddi|zuHause [] has quit [Remote host closed the connection]
07:15-!-Eddi|zuHause [] has joined #openttd
07:20-!-welshdragon [~markmac@] has quit [Quit: welshdragon]
07:24-!-rubenvincenten [] has left #openttd []
07:33-!-Zuu [] has quit [Read error: Connection reset by peer]
07:34-!-Zuu [] has joined #openttd
07:37-!-stagger [] has joined #openttd
07:40<andythenorth>ships should have masts and other greeble and crap
07:40<andythenorth>but the ships in FISH look nice and simple at the moment :o
07:40<andythenorth>opinions? toylike simple ships, or more realism?
07:41-!-maitre [] has quit [Quit: maitre]
07:42-!-devilsadvocate [~devilsadv@] has quit [Ping timeout: 480 seconds]
07:46-!-maitre [] has joined #openttd
07:50-!-Adambean [] has joined #openttd
07:52<Eddi|zuHause>not so much realism as aesthetically appealing
07:54<andythenorth>while I'm at it....I'm drawing sprites for tanker refits
07:54<andythenorth>I'm wondering about using 2CC for the main hull instead of 1CC
07:58-!-maitre [] has quit [Quit: maitre]
08:03<Terkhen>I like how the ships look, I don't think they need more details
08:03<Terkhen>about the colours... I don't know
08:03-!-devilsadvocate [~devilsadv@] has joined #openttd
08:05-!-Brianetta [~brian@] has joined #openttd
08:10-!-heffer [] has quit [Quit: heffer]
08:11-!-maitre [] has joined #openttd
08:15-!-devilsadvocate [~devilsadv@] has quit [Ping timeout: 480 seconds]
08:16-!-glx [glx@2a01:e35:2f59:c7c0:59de:3974:6725:d0b5] has joined #openttd
08:16-!-mode/#openttd [+v glx] by ChanServ
08:17-!-Grelouk [~Grelouk@] has joined #openttd
08:21-!-heffer [] has joined #openttd
08:24-!-devilsadvocate [~devilsadv@] has joined #openttd
08:29<andythenorth>think I'll leave the ships 1CC for now
08:29<andythenorth>i.e. the tanker refit has same hull colour as other cargos
08:30-!-Tennel [] has joined #openttd
08:32-!-lugo [] has joined #openttd
08:33-!-Tennel [] has quit []
08:38<Terkhen>at the aluminium plant, production does not step up if both cargo types are delivered within one month like in other industries?
08:38-!-Coco-Banana-Man [] has joined #openttd
08:40-!-maitre [] has quit [Quit: maitre]
08:41<andythenorth>Terkhen: no
08:42<andythenorth>it could, but irl that's not how it works
08:42<andythenorth>do you think it's weird for gameplay?
08:45<Terkhen>kind of, I'm not delivering any scrap metal to the aluminium plant because I'll get more cargo using it for steel, and both cargos are paid almost the same
08:45<andythenorth>I might change it
09:00-!-heffer [] has quit [Quit: heffer]
09:02-!-Brianetta [~brian@] has quit [Quit: Tschüß]
09:03-!-aber [] has joined #openttd
09:06*andythenorth wonders if the aluminium chain in FIRS is pointless
09:08<Terkhen>but only steel would be too boring
09:10<andythenorth>the only difference is bauxite...aluminium and steel go to the same destinations
09:10<andythenorth>-> foundry and -> machine shop
09:13<andythenorth>ach, it can stay :)
09:13<Terkhen>engineering / farm supplies are IMO the most profitable cargos in the long run, they must be hard to get
09:14<Terkhen>only steel would make it easier
09:18<andythenorth>Terkhen: is it clear that you don't have to combine cargos at the machine shop (if not, I need to improve texts!)
09:20<Terkhen>the text is clear, but I wrongly assumed it did at my first games
09:23-!-Alberth1 [] has joined #openttd
09:23-!-Alberth is now known as Guest1151
09:23-!-Alberth1 is now known as Alberth
09:24<planetmaker>Terkhen: are you worried about your friend? ;-)
09:24<planetmaker>or is it your future self? :-P
09:26-!-TheMask96 [] has quit [Ping timeout: 480 seconds]
09:27*andythenorth worries about FIRS being too complicated with combining / not combining cargos
09:29-!-Guest1151 [] has quit [Ping timeout: 480 seconds]
09:31-!-TheMask96 [] has joined #openttd
09:32<Terkhen>friend? for me, anyone trying to prevent a future full of chocolate is completely evil
09:32-!-Gartral [] has joined #openttd
09:33<Gartral>good morning all, would bugs while playing OpenTTD go here or in #tycoon?
09:34<Eddi|zuHause>they go to
09:34<Gartral>the thing is: that site is 404ing on my end
09:35<FauxFaux>That's funny, it works on my machine.
09:35<Gartral>AT&T's dns has been AWOL for a few days now..
09:37<Gartral>heh, even is 404ing.. so..
09:38<Eddi|zuHause>how does a malfunctioning DNS cause 404?
09:39<Eddi|zuHause>404 is when you can reach the server, but it doesn't have what you want
09:39<Eddi|zuHause>lack of DNS causes you to not reach the server in the first place
09:40<Gartral>if the DNS is on a dnsbl, it will cause other DNS/rDNS systems to refuse to respond.. AT&T has it setup so THEY give you a 404 after they cant find the page
09:40<Zuu>If you can't resolve your issues, forum 31 at is your second best option.
09:40<Gartral>they're retarded
09:40<Zuu>forum 31 is the OpenTTD problems forums by the way. :-)
09:41-!-ajmiles [] has joined #openttd
09:41<Gartral>thats cool, can you confirm the bug though? if a station isn't givven the direct name of the town, subsidaries wont be collected
09:41<@peter1138>find some different dns servers to use
09:41*andythenorth ponders refitting code
09:42<andythenorth>choose tanker sprites by checking action 3 cargos, or a varaction 2 checking the cargo class?
09:42<Gartral>peter1138: I have OpenDNS.. but AT&T's router box is setup to ALWAYS pass through the AT&T dns, then to the secondary dns...
09:42<Gartral>what i need is a new isp
09:43<Gartral>i'm sorry, is there an off-topic channel? i shouldnt ramble here
09:43<@peter1138>yup, it is #openttd
09:43<Gartral>well we're here.. so i guess im ok :P
09:44<andythenorth>what was the bug?
09:44<planetmaker>Gartral: off topic is in #tycoon ;-)
09:44<Gartral>andythenorth: Subsidries won't be awarded unless the station name matches the town's name directly
09:44<andythenorth>definitely sounds like one for
09:45<planetmaker>Gartral: I don't think that's right
09:45<Gartral>planetmaker: uhh huh.. and Pluto has air
09:45<planetmaker>Gartral: yes it has. 2mbar
09:45<planetmaker>in summer
09:45<@Rubidium>1) OpenTTD doesn't support subsidiaries, 2) you mean subsidies, 3) what version of OpenTTD are you using?
09:46<Gartral>Rubidium: you're right.. i couldnt think how to speel Subsidies, thank you, and openTTD 1.0.0 this was updated three days ago from 0.7.5
09:46<Ammler>he, how do I disable news on a dedicated server?
09:47<@Rubidium>Ammler: find the right setting for the news stuff?
09:47<andythenorth>meh and frick. I have to use vehicle var 47. I hate var 47
09:47<Ammler>Ammler: 'news_display.arrival_player' is an unknown setting.
09:47<Gartral>Ammler: is talking to himself! :P
09:48<@Rubidium>Gartral: in 0.7.5 you had to deliever within 9 tiles from the town 'center'; in 1.0.0 any station delivering passengers/mail to the town should be okay
09:48<Ammler>he, indeed, well it was a quote from the server
09:48-!-jpx_ [] has joined #openttd
09:48<Gartral>Rubidium: i could screencap the problem.. one sec
09:48<andythenorth>Eddi|zuHause: if goods doesn't affect towns, why does the newgrf spec imply it does?
09:48<@Rubidium>Ammler: oh, they're not "normal"-ish settings
09:49<Ammler>yeah, I feared so, so not changeable with console?
09:50<@Rubidium>guess so
09:50<Gartral>andythenorth: from play experience, the newGRF settings that mod town names also mod they're needs for growth
09:50*andythenorth needs to edit the fricking TTDP wiki, I hate wiki format
09:50<@Rubidium>andythenorth: have you read the page you linked?
09:51<andythenorth>but maybe I read it wrong :o
09:51<@Rubidium>goods don't affect the town, just the subsidies
09:51<Gartral>andythenorth: it could all be in CSV like the old winblows .nfo help texts
09:52<andythenorth>gah, where are cargo classes documented exactly :|
09:52<@Rubidium>and whatever TTDP does with goods and it's manymany newtowngrowth parameters doesn't directly apply to OpenTTD
09:52<andythenorth>Rubidium: that's what I would figure from playing the game a lot :)
09:53<Gartral>ohh.. ttdp, sorry the difference didnt correlate in my mind
09:55*andythenorth thinks that 'tanker' should be the sprites for anything that is 'liquid'
09:58<andythenorth>bit shift question:
09:58<andythenorth> 85 47 0F FF // var 47 in format ccccwwtt where I want cccc
09:58<andythenorth>does that work?
09:58<andythenorth>should be a dword
09:58<@peter1138>you need a shift of 16 bits and a mask of FFFF
09:59<andythenorth>0F will shift me 16 bits?
09:59<andythenorth>89 47 0F FFFF // var 47 in format ccccwwtt where I want cccc
09:59<@peter1138>no, 0F is 15
09:59<andythenorth>gah I've spent all day counting things where 00 = 01
10:00<andythenorth>89 47 10 FFFFFFFF // var 47 in format ccccwwtt where I want cccc
10:00<Gartral>oh god.. that took me forever to get right..
10:00<andythenorth>still no
10:00<@peter1138>you want a word, not a dword
10:00<andythenorth>85 47 10 FFFF // var 47 in format ccccwwtt where I want cccc
10:01<andythenorth>ach let's just compile and see what happens :|
10:02<Gartral>my game wont unpause now
10:02<Gartral>do'h, nvm, i havd the save dialoge open
10:04<Gartral>anyone here able to help me figure out why some trains are getting lost.. on limitedly shared track circuits..
10:05<Eddi|zuHause>Gartral: typical reasons include missing catenary, wrong signals and depot visits
10:06<andythenorth>meh, varaction 2s defined for RVs strangely don't work for ships m(
10:07-!-Grelouk [~Grelouk@] has quit [Quit: Quitte]
10:07-!-Chrill [] has joined #openttd
10:07<Eddi|zuHause>well, you have to change at least the feature :p
10:08<Gartral>Eddi|zuHause: im assuming catenary is track segments that cross/angle, yes?
10:09<planetmaker>Gartral: it's electrification
10:09<Eddi|zuHause>Gartral: no, catenary is the electrification wire
10:09<Alberth>missing track segments is also a common cause for lost trains
10:10<Gartral>Eddi|zuHause: ahh, in that case it's a non issue, im on magrails.. and aside from that, im using only basic signaling, and theres practically dedicated circuits for vehicles
10:10<planetmaker>Gartral: "practically dedicated" and "only basic signaling" might be the cause :-P
10:11<Gartral>well.. is there a drop site for saved games?
10:13-!-enr1x [~kiike@] has quit [Quit: Lost terminal]
10:13<Eddi|zuHause>you can try the forum
10:13<Gartral>HAH! AT&T stopped failing
10:13-!-KritiK [] has joined #openttd
10:16-!-welshdragon [~markmac@] has joined #openttd
10:21<Gartral> <- i thinks this is on the right forums
10:22-!-Fuco [] has joined #openttd
10:23<Eddi|zuHause>might want to mention if it's a 1.0.0 game or nigthly game
10:23<andythenorth>hmmm, I done wrong:
10:23<Eddi|zuHause>in the latter case, also state the revision
10:23<Gartral>oops, it's actually a 0.7.5 game that was ported to 1.0.0
10:24<Eddi|zuHause>Gartral: that should be fine, just mention it :)
10:25<Eddi|zuHause>andythenorth: you're sure that 0x4000 is the value you want?
10:25<andythenorth>I need to flip them
10:26<Eddi|zuHause>you need to learn thinking in little endian
10:26<Eddi|zuHause>or be consistent with using escapes
10:26<andythenorth>I used to, then I started using a lot of escapes :)
10:26*andythenorth makes the escapes more consistent
10:27<Gartral>the wonders of C
10:27<Alberth>Gartral: nice deadlock!
10:27<andythenorth>can anyone explain what this means?
10:28<Gartral>Alberth: all that was an ill-fated atemp to AVOID deadlocks
10:29<Alberth>don't put signals at stretches of rail tracks that are used in both directions.
10:29<Alberth>better, build double tracks, one for each direction
10:31-!-Goulp [] has joined #openttd
10:31<Gartral>lol, i been playing TTD since i was 7.. that was 12 years ago ya'd think i would be slightly better than this.. huh? :P
10:31*andythenorth knocks up a small oil tanker:
10:32<Eddi|zuHause>andythenorth: he wants that sending few or many engineering supplies has some difference
10:32<Gartral>andythenorth: COOL
10:32*andythenorth wonders exactly what difference there could be
10:33-!-ajmiles [] has quit [Read error: Connection reset by peer]
10:33-!-oskari89 [] has quit []
10:33<andythenorth>Eddi|zuHause: thanks for the translation :)
10:33<Zuu>Gartral: Join the school at #openttdcoop ;-)
10:34<Zuu>Maybe not school, but there you can learn advanced stuff by watching what they are doing.
10:35<Gartral>anyone playing online?
10:35<andythenorth>so primary industries should really be processing industries?
10:35<andythenorth>i.e. output == input?
10:35<Zuu>Gartral: From time to time, but not very often
10:35<andythenorth>mines produce coal according to amount of supplies delivered?
10:35-!-welshdragon [~markmac@] has left #openttd []
10:35<Eddi|zuHause>andythenorth: no, i don't think that'll be a good approach
10:36<Gartral>andythenorth: how/what would a mine need?
10:36<Gartral>maybe that should be why/what
10:36<andythenorth>Gartral: trucks, loaders, pit props, explosives, machine parts, etc etc.
10:37<Eddi|zuHause>andythenorth: idea: the demand increases over time. when you first deliver engineering supplies, low amounts suffice to double (?) production, but this amount increases, so if you don't supply ever more supplies, the production slowly drops
10:38-!-Muxy [] has quit [Ping timeout: 480 seconds]
10:38<planetmaker>that's a nice idea
10:38*andythenorth ponders
10:38<Gartral>also, wouldnt it be slightly more realistic if mines took sheetmetal/metal stock and made their own hardware..?
10:39<planetmaker>Gartral: realism != fun
10:39<Eddi|zuHause>Gartral: i don't think real mines ever did that...
10:39<Gartral>having to build a station for a mine that rivals Grand Central != fun
10:41<andythenorth>Gartral: not the case....I'll post screenies in a minute.... :)
10:43<andythenorth>supplies arrive by plane....and are transferred by truck to the sand pit
10:44<Gartral>and the trains take the finished product back?
10:45<Ammler>andythenorth: trams should first turn and then load
10:45<Gartral>Ammler: remember back in TT when a RV turned and passed a station again, it wou;ld stop AGAIN at that station by default
10:46<andythenorth>Ammler: what do you mean?
10:47-!-Biolunar_ is now known as Biolunar
10:47<Ammler>now the trams stops and the waggons block "eyecandish" the junction :-)
10:47<Gartral>andythenorth: trams should follow the path through the station, turn around, and stop at the station
10:47<Ammler>that wouldn't happen, if you let them turn around and then load
10:48<andythenorth>I don't know of any way to do that
10:48<Ammler>do a via order before
10:48<@Rubidium>try: go non-stop to <station>; go to <station>
10:48<@Rubidium>oh, yes... via instead of non-stop
10:49<Gartral>a quick work around would be to set Via Routes including a station situated behind the station you didnt want blocked
10:50<ddfreyne>andythenorth: what gfx are those?
10:51<andythenorth>nice tips. the one down side of my new trams is they block junctions horribly :)
10:52<Gartral>i have never used trams..
10:52<andythenorth>ddfreyne: the industry is FIRS, the trams are HEQS
10:52<andythenorth>the trucks are eGRVTS
10:53<andythenorth>the roads are NA Road Set, the ship is FISH
10:53<andythenorth>and the plane is AV8
10:53<Gartral>or you could make an expaned junction
10:55<Gartral>is there a way to disable a single sound?
10:55<blathijs>t/win 20
10:56-!-Lakie [~Lakie@] has joined #openttd
10:56<Gartral>i HATE the monorail "humm" as it leaves the station.. it's the equivlent to nails on a chalkboard to me
10:56<Chrill>dont use monorails
10:57<V453000>dont use sound ^^
10:57-!-ajmiles [] has joined #openttd
10:57<Gartral>They're faster.. and cheaper that maglev.. and trains climb hills too damn slowly
10:57<Ammler>if you run a stable server without newgrfs, you have immediately 10 clients
10:57<Chrill>use realistic acceleration....
10:58<Eddi|zuHause>Gartral: use catcodec to unpack, exchange the sound file, and repack
10:59<Eddi|zuHause>catcodec can be found on
11:14<Gartral>Eddi|zuHause: the readme that cam with catcodec diesnt describe how to use catcodec (yes i know its a cmd line tool)
11:19-!-heffer [] has joined #openttd
11:20<Gartral>OH it should be documented that the original TTD files were abandoned by Atari (if this wasnt docuented already)
11:20<Eddi|zuHause>Gartral: there did not happen such a thing
11:21<Gartral>Eddi|zuHause: really?
11:21<Eddi|zuHause>Gartral: there did not happen such a thing
11:22<Gartral>Eddi|zuHause: i assume you mean the event was never documented?
11:23<Eddi|zuHause>Gartral: there did not happen such a thing
11:23<Ammler>no, the "event" didn't happen
11:23<Ammler>else you could upload those to bananas
11:25<Ammler>the content (addons) hosting service
11:25<Gartral>link? (ive never heard of this site)
11:25<Ammler>@man bananas
11:25<planetmaker>Ammler: only works in our channels :-)
11:26<Ammler>yeah :-)
11:26<Gartral>ohh! ok
11:26<Gartral>i thought it was a website >.>
11:26<Ammler>isn't it?
11:27-!-Alberth1 [] has joined #openttd
11:27-!-Alberth is now known as Guest1155
11:27-!-Alberth1 is now known as Alberth
11:27<Ammler>maybe ?
11:27<Gartral>how does one extract the data from the sound catalog?
11:28<@Rubidium>read catcodec's man page
11:28<Ammler>by reading what other already wrote
11:29<@Rubidium>but then, it's also described in catcodec's readme
11:29<@peter1138>you are a fool if you believe that 'abandonware' is some official state
11:30<@Rubidium>peter1138: why isn't it an official state; people are officially incorrectly telling it is legal to download and use it
11:33-!-Guest1155 [] has quit [Ping timeout: 480 seconds]
11:34<Gartral>peter1138: how so.. Atari has stated that they "dont care" about it. it's not under any active development from them, and they have no studios billed as working on either TT/D or Locomotion. Or any sequels or similar named products >.> it's abandoned.. therefore abandonware.
11:34-!-Chrill [] has quit [Ping timeout: 480 seconds]
11:34<KenjiE20>um. no
11:34<KenjiE20>not working on != giving it away
11:34<@Rubidium>Gartral: that implies that any "one-off" is abandonware upon release
11:35<@Rubidium>even then, where has Atari stated that?
11:35<@Rubidium>and where has Atari stated that it actually owns TTO/TTD?
11:36-!-rubenvincenten [] has joined #openttd
11:36<KenjiE20> <-- this doesn't look like abandonware to me
11:36<Eddi|zuHause>Gartral: the first part of your statement is plain wrong, and the rest is irrelevant
11:37-!-TheMask96 [] has quit [Ping timeout: 480 seconds]
11:40<Gartral>KenjiE20: all i see are a crapload of old boxed copies being sold man
11:41<@Rubidium>ofcourse the boxes are old; they were made 15-16 years ago
11:42<@Rubidium>Gartral: for what it's worth:
11:43<@Rubidium>which quite clearly says that it is illegal to just download it
11:43<@Rubidium>and that guy should be considered quite authorative in the area of Transport Tycoon (Deluxe) and Locomotion
11:43-!-TheMask96 [] has joined #openttd
11:44-!-Polygon [] has joined #openttd
11:47<Gartral>also, microprose, the company that originally published and filed copyrights, is gone
11:48<@Rubidium>still doesn't mean there's no copyright anymore
11:48<@peter1138>filed copyrights?
11:49<Eddi|zuHause>Gartral: as long as no known legal document says otherwise, copyright must be assumed to be with the original author
11:49<@Rubidium>guess he confuses trademarked the name for filed for copyright :)
11:49<Eddi|zuHause>and it says clearly "by Chris Sawyer" everywhere...
11:49<ddfreyne>is there a way to make sure that buses arrive at evenly spaced intervals? right now, they arrive in batches and that’s rather annoying
11:50<@Rubidium>and because he isn't dead yet for 70 years, copyright still holds
11:50<Eddi|zuHause>ddfreyne: timetabling and setting start dates
11:50<@Rubidium>ddfreyne: timetables + start dates
11:52<@Rubidium>and for what it's worth, Transport Tycoon's trademark was renewed on 26-09-2006
11:54-!-Brianetta [] has joined #openttd
11:56-!-Zephyris [~Zephyris@] has joined #openttd
11:57<Gartral>ok, well.. heres a glitch: online error boxes appear behind the text field for chat
12:03-!-Zuu [] has quit [Ping timeout: 480 seconds]
12:10-!-Rhamphoryncus [] has joined #openttd
12:11<Gartral>is there a console command to give someone x amount of money? :P
12:14<planetmaker>not in MP games
12:15<planetmaker>actually neither in SP games
12:38-!-ADMINtur [~ADMINtur@] has joined #openttd
12:38-!-ADMINtur [~ADMINtur@] has left #openttd []
12:41-!-welshdragon [] has joined #openttd
12:42-!-welshdragon [] has quit []
12:45-!-welshdragon [] has joined #openttd
12:46-!-welshdragon [] has quit []
12:50<Gartral>ok, is there a setting/addon for raising the base money you start with? (like say $500000 Out Of Pocket, and then a million in loans?)
12:52<Alberth>difficulty settings afaik
12:53<Alberth>but that is only initial loan, and not in the amounts you want, I think
12:53-!-[com]buster [] has joined #openttd
12:55<Gartral>right, im looking for more "the loan is there if you REALLY need it" not "you START in debt too the bank"
12:57-!-ptr [] has quit [Quit: ptr]
12:58-!-Progman [] has quit [Remote host closed the connection]
13:00<FauxFaux>Even on hard the loan is practically free anyway.
13:01<FauxFaux>He says, from the credit card generation.
13:01-!-Adambean [] has quit [Ping timeout: 480 seconds]
13:01*andythenorth was going to suggest a punitive loan
13:01<andythenorth>but there's no point
13:02<andythenorth>ottd really is just a big train set
13:03-!-lobstah [~michielbi@] has joined #openttd
13:07-!-lobstar [~michielbi@] has quit [Ping timeout: 480 seconds]
13:19-!-Polygon [] has quit [Quit: Flieht, ihr Narren!]
13:21-!-heffer [] has quit [Quit: heffer]
13:21-!-rubenvincenten [] has left #openttd []
13:22<CIA-6>OpenTTD: yexo * r19548 /trunk/src/ (ai/ai_gui.cpp settings_type.h table/settings.h): -Add: Client setting 'gui.ai_developer_tools' to enable the break on AI string
13:23<SpComb>Gartral: use cheats :)
13:25<Gartral>there should be a "trainset" mode.. I know the scinario editor can be used like that, but the effect of TS mode would be the removal of currancy >.>just a thought
13:26-!-Yexo [] has quit [Quit: bye]
13:30<andythenorth>I think it already pretty much is trainset mode for many of us :D
13:30<andythenorth>I used to try and think of ways to make it more of a 'game'
13:31<andythenorth>then I remember I have railroad tycoon 3 if I want a proper gaming challenge
13:31<andythenorth>new FISH anyone? It's got some tanker sprites in it...
13:31-!-Alberth1 [] has joined #openttd
13:31-!-Alberth is now known as Guest1165
13:31-!-Alberth1 is now known as Alberth
13:32<SpComb>quite, at some point you end up with enough money that you wouldn't have any legitimate use for it
13:32-!-|Jeroen| [] has quit [Quit: oO]
13:34<Gartral>andythenorth: o/ i like RRTC3
13:35<andythenorth>I've spent ages thinking of ways to 'solve' the money problem, but with no answer.
13:35-!-fonsinchen [] has joined #openttd
13:35<andythenorth>incidentally I'm pretty certain that newgrf industries could be used to create a 'challenge' scenario
13:36<andythenorth>with access to some of the town data, and the ability to trigger custom news items, I could code various challenges around delivering xyz units of cargo, or growing a town to pdq number of inhabitants
13:37<andythenorth>with newgrf-local 'global' storage quite a lot more would be possible...hint hint
13:37<fonsinchen>That sounds interesting
13:37-!-Guest1165 [] has quit [Ping timeout: 480 seconds]
13:37<andythenorth>but evil to code :o
13:37<andythenorth>nfo is a very odd way to implement challenge conditions
13:38<fonsinchen>I was thinking about something similar when starting the "alternate economy" project.
13:38<andythenorth>well industry 'related object' is the nearest town
13:38<andythenorth>towns have lots of useful vars...
13:39<andythenorth>and industries have persistent storage and plenty of useful cbs.
13:39<andythenorth>so one 'master industry' could be built. Only allow one per map, built near town index 00, no closure allowed
13:39<andythenorth>that would be the 'controller' for the challenge.
13:40<andythenorth>but it's an enormous hack
13:40<@Rubidium>and what if town 0 doesn't exist?
13:40<andythenorth>blow up
13:40<andythenorth>how useful would the AI framework be for a scripted challenge language?
13:41*andythenorth knows nothing about AI framework :o
13:41-!-lobstah [~michielbi@] has quit [Read error: Operation timed out]
13:42<Alberth>I'd use squirrel to implement the economy
13:42<andythenorth>ah....but what economy?
13:43<Alberth>I supply the equivalent of the current one, anything else is for you to write :)
13:43*andythenorth wonders about a full spot-price, supply and demand economy like RT3
13:43<andythenorth>but it might spoil my trainset
13:43-!-|Terkhen| [] has joined #openttd
13:43<Alberth>ie, the community is never going to agree on the economic model, so we should be able to make our own
13:45<CIA-6>OpenTTD: translators * r19549 /trunk/src/lang/ (12 files): (log message trimmed)
13:45<CIA-6>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-6>OpenTTD: arabic_egypt - 12 changes by kasakg
13:45<CIA-6>OpenTTD: traditional_chinese - 4 changes by josesun
13:45<CIA-6>OpenTTD: czech - 4 changes by TheLamer
13:45<CIA-6>OpenTTD: finnish - 12 changes by jpx_
13:45<CIA-6>OpenTTD: french - 8 changes by glx
13:46-!-lobstah [~michielbi@] has joined #openttd
13:47<@Rubidium>Alberth: same with the AI and still they don't like it
13:48<fonsinchen>What's wrong with the AI?
13:48-!-Terkhen [] has quit [Ping timeout: 480 seconds]
13:49<@Rubidium>fonsinchen: it's too smart, it's too dumb, it's too much like the old AI, it's not enough like the old AI
13:50-!-heffer [] has joined #openttd
13:50<fonsinchen>So the problem with the AI is that no two people agree on it?
13:50-!-|Terkhen| is now known as Terkhen
13:51<andythenorth>I *everyone* would agree that smoke for ships would be....awesome :P
13:51<andythenorth>ditto RVs
13:51<andythenorth>think /s
13:51<@Rubidium>RVs already smoke
13:52<andythenorth>oh yes
13:52*andythenorth provides smoke by setting reliability to 0 for all vehicles
13:52-!-ragzid [] has joined #openttd
13:53<@Rubidium>ah, ships smoke too (just had to confirm that :))
13:53<andythenorth>nvm, it's a train game right?
13:54*andythenorth rm -r *s a repo or two
13:57-!-Chrill [] has joined #openttd
14:02<Gartral>give me the old AI the i could dupe and bully into making me richer faster. and i'll be happy
14:06-!-Mazur [] has joined #openttd
14:06<Mazur>Yay! I can talk thiss time.
14:06<SpComb>hmm, crash when trying to build a one-way road on a town-owned road, while drawing the error message, it tries to draw the company owner face for the town...
14:07*Mazur is a newbie wrt OpenTTD, en enjoying it immensely.
14:07<planetmaker>that can persist over years. Be warned ;-)
14:08<Mazur>I know, I've enjoyed many such addictions. :-D
14:08-!-De_Ghosty [] has quit [Ping timeout: 480 seconds]
14:09<Mazur>But I'm trying to get my head around signals, their attributes and their interactions.
14:10<Mazur>I'm creating a HTML table for that, but I'd like to have the pictures of the various signals from front and back, while on red and green, so I can better learn to identify a signal I've messed with.
14:11<@Rubidium>it's quite exhaustive about the signals; you might want to filter on "OTTD" though
14:14<Mazur>Yes, I've found that, but my problem is, my eyes aren't getting better as I grow older, and even in biggest closeup those signals are small. I've a hard time recognising the types used in those example pictures.
14:15<Mazur>So I want to make a help image for myself, with the signals as seen from front and back, and in red and in green condition.
14:17<Mazur>But thosse aren't individually accessible in the sprite files, and there are so many sprites, it's harder even finding the ones I'm looking for.
14:17<Mazur>Any other suggestions?
14:17<Alberth>simply make a few signals in-game, and take a screen shot
14:18<Mazur>That was my next best option, yes.
14:18<SpComb>you can also use the query tool to confirm it
14:18<Mazur>Ah, query tool, I knew there was something I had overlooked.
14:19<Alberth>SpComb Now if only you could confirm from a .png file :)
14:19*Mazur smacks his own forehead, quite hard.
14:19*Mazur passes out and slowly reawakens.
14:22<SpComb>well yes, meaning being that you can use the query tool to check them in-game :)
14:23-!-tokai [] has quit [Ping timeout: 480 seconds]
14:24<Alberth>Mazur: no need to do that, openttd has a lot of options and windows. It is quite normal not to know everything. That's why IRC is so useful.
14:25<Alberth>I found new windows, 3 years after starting to play openttd :p
14:25-!-tokai [] has joined #openttd
14:25-!-mode/#openttd [+v tokai] by ChanServ
14:34-!-welshdragon [] has joined #openttd
14:36<Mazur>Well, I did make a one page printable version of the hotkeys, that I find veruy helpful.
14:37-!-heffer [] has quit [Ping timeout: 480 seconds]
14:38<Gartral>im 12 years in and STILL learning.. OTTD is the OS that focuses on trains/managment
14:40<Mazur>I've seen some impressive configurations on the verious websites.
14:40<Mazur>various, too.
14:41<Alberth>many of those can only be build with a team, but yeah, they are impressive.
14:43<Mazur>I impressed myself when I reconfigured Amsterdam West from 6 platforms to 12 on the fly without a single crash.
14:44-!-Rhamphoryncus [] has quit [Quit: Rhamphoryncus]
14:44<Mazur>Only had two crashes in all, kiling 5 trains.
14:44<Mazur>First real game.
14:44<Alberth>I find changing the layout while traffic goes on also one of the more challenging parts of the game :)
14:46-!-heffer [] has joined #openttd
14:47<Mazur>Yes, I have a block/entery/exit/combo system now, and I want to changeover to a PBS system on the fly, but to do that I need to better understand the signals and hteir side-effects, hence I'm making that table.
14:47<Mazur>For which I'm trying to get the signals images.
14:47<Mazur>+' somewhere.
14:48<Alberth>I have pretty much completely switched to path signals
14:48-!-Terkhen [] has quit [Ping timeout: 480 seconds]
14:48<Alberth>much simpler than the entry/exit/combo stuff
14:48<Alberth>and more efficient as well
14:51<Alberth>Standard tactic I use is to first make a single very large block, by deleting signals when they are not used. Then add some path signals back in.
14:51<Mazur>But I've gpt thousands of signals all over the country, so duroing the chanceover I need a clear idea in my head what happens where hte old meets the new.
14:52<Alberth>for single-track it makes little difference
14:53<Mazur>I've dual track opposites ways everywhere, but my stations are all two way platforms.
14:53<Alberth>the simplest way is to make sure trains always enter a block using the same type of signal. That way you get less confused about the type of each block.
14:54<Alberth>'two way' means a terminus station, right?
14:54-!-ptr [] has joined #openttd
14:55<Alberth>if so, the last signal of the track to the station should be a path signal. Remove all signals from the station, up to and including a train length leading outwards.
14:55<devilsadvocate>if you ask me, most of them are silly
14:55<devilsadvocate>and unrealistic
14:55<Mazur>RoRo's as well, entry signal just before a crosslink with an escape hatch, combo between the cross and the platforms.
14:55<Mazur>Exit signal after the station.
14:55<devilsadvocate>Mazur, where is the hotkeys list? :D
14:56<Mazur>One mo.
14:56-!-De_Ghosty [] has joined #openttd
14:56<devilsadvocate>Mazur, those stations are much nicer with presignals
14:57<devilsadvocate>Mazur, and i've found the ro-ro terminus combos work really well
14:59<devilsadvocate>Mazur, that actually works well if you have the same thing on both sides
14:59<Alberth>Mazur: roro entered from the 'back'
15:00<Mazur>Alberth: Is that two block signals and a one-way path signal?
15:01<Alberth>yes, the "Standard Electric block signal" as they are called, and a one-way path signal
15:02<Alberth>I don't like trains driving in another direction than I tell them :p
15:03<Alberth>however, if you have a station entered and left from both sides, double direction path signals are useful.
15:03<Mazur>Neither do I, but I like them using both platforms if available.
15:03<Alberth>they do
15:03<Mazur>Yes, but from east and west.
15:04<Mazur>I have many drive through stations,
15:04<Mazur>next to villages.
15:04<Mazur>Or what used to be villages when I built them.
15:04<Alberth> this one?
15:05<Alberth>the graphics are obsolete, but at the end of the platforms are double-direction path signals
15:05<Alberth>pointing away from the platform
15:06<Mazur>Yes. Only I use entry/exit there, so far.
15:06<andythenorth>^ that's pretty much what I use for every station
15:06<andythenorth>except with one way pbs signal on the lead to the station
15:07<Mazur>Both directions must have a dedicated line. I liked the 3 and four track PBS examples, with two middle lanes for overtaking.
15:08<Mazur>Amsterdam-Leiden is going to be like that.
15:08-!-fonsinchen [] has quit [Ping timeout: 480 seconds]
15:09<Mazur>I wish there was some kind of take option to buy built-up lande, though, so one can suggest the town to free up that land for expansion.
15:09<Mazur>They don;t always let me.
15:09<andythenorth>get a better rating...then demolish :)
15:09<Alberth>You can buy land before-hand. Otherwise demolish, and be patient, buying the demolished tiles to preserve them :)
15:10<planetmaker>also it helps to plant trees. Towns like that for some strange reason
15:10<Mazur>Besides, blowing up half the town because I need some extra platforms and tracks might sound somewhat drstic.
15:12<Mazur>yes, buying the land directly next to my stations is already on my list for next fresh game.
15:13-!-De_Ghosty [] has quit [Ping timeout: 480 seconds]
15:13<Mazur>I now have some downright ugly speghatti around Leeiden to accomodate all hte gtrains through there.
15:13<ragzid>somethink like buying area 9x11 around small (4x3) airport?:)
15:13*Alberth does that
15:15-!-Zephyris [~Zephyris@] has quit [Read error: No route to host]
15:15<Mazur>One of my learning the basics games I spent long in they disappeared ass an option to build, is that always so?
15:15<ragzid>i just to 7x7, if it is necessary, then comes tree platnting and demolition
15:16<planetmaker> <-- seems it's difficult to get a "one font fits all" ;-)
15:16<Alberth>Mazur: yes, some airports disappear after some time, although there is an option to disable that.
15:16<planetmaker>the ??? are in fact cyrillic as the IRC monitor channel tells me.
15:17<Alberth>much like vehicles etc also become unavailable after some time
15:17<ragzid>but writing just questions marks makes it more funny :)
15:18<planetmaker>ragzid: they don't
15:18<Alberth>planetmaker: just kick them for writing 'weird' language :)
15:18<planetmaker>ah, it's the 'stable' server. We haven't yet set any strict rules, I guess :-)
15:18-!-Terkhen [] has joined #openttd
15:19<Alberth>andythenorth: they must like you for building all that infra structure :p
15:27-!-Grelouk [] has joined #openttd
15:29-!-Zephyris [~Zephyris@] has joined #openttd
15:32<CIA-6>OpenTTD: terkhen * r19550 /trunk/src/graph_gui.cpp: -Fix (r19543): Scale graphs without taking into account excluded data.
15:34<Mazur>Wnich IRC nettwork is this?
15:34<Mazur>Or which server, if it's a single node thingy?
15:35<Alberth>but you can probably ask that to the server too :)
15:36-!-Mazur_alt [] has joined #openttd
15:37<Eddi|zuHause>a whois on yourself should mention the server
15:37<Mazur_alt>Yes, but the chat window on hte website didn't show its outpout.
15:38<Alberth>it does! :)
15:38-!-Mazur [] has quit [Quit: Bye for now!]
15:38-!-Mazur_alt is now known as Mazur
15:39<Mazur>Buch metter.
15:40<Mazur>Damn, that's long ago. Straight icrII text and commands.
15:40*Mazur hasn;y been on IRC for quite some time,
15:42<Mazur>B.t.w. that Hotkeys link I gave is a one page printable vesion of the hotkeys, I only have to redo it to include the landscaping ones, or the orders ones, whichI forgot to put in.
15:42<@Rubidium>have you checked the hotkey wiki?
15:42<@Rubidium>SpComb: is 337 KiB still "mini"?
15:43<Mazur>Yes, that's where I got them from.
15:43<SpComb>Rubidium: diff against cargodist is 40k, and that's mostly autosep
15:44<@Rubidium>still huge
15:44<SpComb>perhaps, it's a silly name
15:44<Mazur>Patrick Stout, now that name rings a bell somewhere, but can't for the life of me figure the connection.
15:44<SpComb>blame PeterT for coming up with it :)
15:45-!-welshdragon [] has quit [Quit: welshdragon]
15:48<CIA-6>OpenTTD: rubidium * r19551 /branches/1.0/src/ (17 files in 3 dirs):
15:48<CIA-6>OpenTTD: [1.0] -Backport from trunk:
15:48<CIA-6>OpenTTD: - Feature: Add rail speed limit to land area information window (r19434)
15:48<CIA-6>OpenTTD: - Fix: [NewGRF] Bytes and words get sign-extended for temporary/persistent storage (r19497)
15:48<CIA-6>OpenTTD: - Fix: Stop reducing the size of the vehicle list after selecting a vehicle with a long description (r19480)
15:48<CIA-6>OpenTTD: - Fix: Implement custom sound effect for helicopter take-off [FS#3668] (r19364)
15:48<CIA-6>OpenTTD: - Update: Plural type of Slovak (r19452)
15:49<SpComb>my own code is a 330 LOC .patch, then there's autosep with 715 LOC, and then there's cargodist with 8366 LOC
15:52<ragzid>is there any way how to disable any of keyboard shortcuts?
15:53<ragzid>sometimes it's annoying when I want to use dynamite, but I also have opened a window with command of a train, and it skip to next station...
15:53<@Rubidium>a text editor + compiler or for the really advantagous a hexeditor
15:54<ragzid>ok, custom build would be the easiest option :)
15:57<CIA-6>OpenTTD: rubidium * r19552 /branches/1.0/src/ (7 files): (log message trimmed)
15:57<CIA-6>OpenTTD: [1.0] -Backport from trunk:
15:57<CIA-6>OpenTTD: - Fix: Prevent drawing industries disabled at the smallmap as land tiles when they are built on water (r19523)
15:57<CIA-6>OpenTTD: - Fix: Tunnels, bridges and roadstops are build with only one roadtype (r19506)
15:57<CIA-6>OpenTTD: - Fix: [NewGRF] During NewGRF loading, store rail type labels in temporary data
15:57<CIA-6>OpenTTD: and process after loading has finished. This avoids deactivated rail vehicles
15:57<CIA-6>OpenTTD: being reactivated if the climate property is set after the rail type property
15:57<SpComb>is there going to be a 1.0.1?
15:58<@Rubidium>SpComb: why not?
15:58<SpComb>takes out the glory of a 1.0 release :(
15:59<Alberth>nobody forces you to upgrade
16:01<@peter1138>makes a perfect mockery of it :D
16:02<CIA-6>OpenTTD: alberth * r19553 /trunk/src/newgrf_config.cpp: -Doc: Added/converted explanation to some GRFConfig functions.
16:02<Gartral>Alberth: no one forces you to upgrade, but will new clients work with old servers and vice-versa?
16:02<Eddi|zuHause>Gartral: no.
16:03<Alberth>and nobody forces you to play online, and/or start your own server :)
16:03<Gartral>Eddi|zuHause: then you do have to upgrade ;p
16:03<Eddi|zuHause>Gartral: i haven't had a release version since
16:04<Alberth>I think most OpenTTD players use single player mode
16:04<Eddi|zuHause>what's the client/server ratio for 1.0 servers nowadays?
16:05<Alberth>I don't know
16:05<Ammler>sp players play ttdpatch
16:05<Ammler>ecept eddi
16:05<Alberth>and me :)
16:05<Terkhen>me too :P
16:05*ragzid too
16:05<SmatZ>and me :)
16:06<Eddi|zuHause>great question to ask "who plays ttdp" in an ottd channel :p
16:06<Ammler>that wasn't a question...
16:06<Alberth>almost a meta-question :)
16:06<Eddi|zuHause>it was an implicit question
16:07-!-fonsinchen [] has joined #openttd
16:09<CIA-6>OpenTTD: rubidium * r19554 /branches/1.0/src/ (graph_gui.cpp newgrf.cpp roadveh_cmd.cpp vehicle_gui.cpp):
16:09<CIA-6>OpenTTD: [1.0] -Backport from trunk:
16:09<CIA-6>OpenTTD: - Fix: Improperly scaled cargo payment graph when having lots of cargo (r19550, 19543)
16:09<CIA-6>OpenTTD: - Fix: [NewGRF] Properties set before property 08 (house, industry, industry tiles) should be ignored, not trigger the NewGRF to be disabled [FS#3725] (r19547)
16:09-!-heffer_ [] has joined #openttd
16:09<CIA-6>OpenTTD: - Fix: Vehicle details window did not resize correctly after refitting a road vehicle to a longer variant [FS#3720] (r19533)
16:12*Mazur is a sp, playing OpenTTD.
16:12*Mazur does not have the original TTD.
16:12<Ammler>hmm, company passwords are still not saved through a reload?
16:14<Mazur>Multiplayer tends to be too competetive for an ASS like me.
16:14<Mazur>(Autistic Spectrum Syndrome).
16:14-!-heffer [] has quit [Ping timeout: 480 seconds]
16:14<Ammler>I play coop because there is no compete around...
16:16<Mazur>Damn, missed HIGNFY Extended.
16:16<@Rubidium>applause for Ammler!
16:16<Eoin>I have got more news for you
16:16<Eoin>I have got a bit more news for you!
16:17<Eoin>and err
16:17<Eoin>Mazur: it started 2 mins ago
16:17*Chrill rubs his Eoin
16:18<Eoin>imma go to bed at 10
16:18<Eoin>for GP
16:18<Chrill>I went to bed at 5:30am last night
16:18<Chrill>for qualification
16:18<Chrill>4hrs of sleep
16:18<Eoin>i didnt go to bed
16:18<Eoin>i was drunk
16:18<Eoin>i watched FP3 live timing on my ipod
16:18*Rubidium thinks he qualifies for a "has a loose wire" certificate
16:19<Eddi|zuHause>Ammler: feel free to implement a way to store the password hashes so they are associated with the savegame, but not sent over the network
16:19<CIA-6>OpenTTD: rubidium * r19555 /branches/1.0/src/ (51 files in 4 dirs):
16:19<CIA-6>OpenTTD: [1.0] -Backport from trunk:
16:19<CIA-6>OpenTTD: - Fix: Remove same_industry_close setting did not do what it said and caused NewGRF trouble (r19499)
16:20<Ammler>Eddi|zuHause: you could assign it to the company name
16:20<@Rubidium>Eddi|zuHause/Ammler: don't forget that they should not pile up somewhere, should not be part of the savegame and should not be in the savegame directory
16:20-!-Zephyris [~Zephyris@] has quit [Quit: Bye]
16:21<Ammler>if next game doesn't have the same companies, they can be reseted, else just load it again
16:22<Eddi|zuHause>Ammler: that still does not solve the problem on _where_ to save them
16:23<Ammler>companies.cache or however you like to call that file
16:24<Eddi|zuHause>Ammler: related question: what happens if you update the binary and the hash algorithm was changed?
16:24<Ammler>well, then you reset it, in most cases, you need to reload
16:25-!-Polygon [] has joined #openttd
16:25<CIA-6>OpenTTD: peter1138 * r19556 /trunk/src/rail_cmd.cpp: -Fix (r19434): Incorrect speed limit reported for rail depots with original acceleration model.
16:27-!-Chrill [] has quit [Ping timeout: 480 seconds]
16:27-!-ajmiles [] has quit [Read error: Connection reset by peer]
16:28<Eddi|zuHause>Ammler: good. then i expect your implementation by next week.
16:28-!-ajmiles [] has joined #openttd
16:30-!-andythenorth [] has left #openttd []
16:32<Ammler>hmm, easiest might be a patch, where you can can query the pwhash with console and then let ap write it to a file
16:34-!-heffer_ [] has quit [Ping timeout: 480 seconds]
16:36-!-ajmiles2 [] has joined #openttd
16:36-!-ajmiles [] has quit [Read error: Connection reset by peer]
16:36-!-ragzid [] has quit [Quit: ...]
16:39-!-Alberth is now known as Guest1182
16:39-!-devilsadvocate [~devilsadv@] has quit [Ping timeout: 480 seconds]
16:41<@Rubidium>OwenS: InnoDB seems to be using more diskspace than MyISAM for indices, so it wouldn't help reducing the DB's size
16:43-!-heffer [] has joined #openttd
16:43<Mazur>Ok, I fixed my postscript 4 in 1 hotkeys page.
16:43<Mazur>ISAM, haven't heard about that sine my Mainframe days back in the '80s.
16:44-!-Guest1182 [] has quit [Ping timeout: 480 seconds]
16:48-!-aber [] has quit [Remote host closed the connection]
16:49*Mazur is contemplating an automatic train security system, a sort of moving path signal that's inherent to the train.
16:51<@Rubidium>ETCS level 3?
16:51<Mazur>Nevr heard of it.
16:51<Mazur>I'll look into it.
16:52<Mazur>But I mean, a train would reserve one track segment behind it as a buffer, and look ahead for enough free space to drive.
16:53<Mazur>I can see the logic in my head.
16:53<Mazur>The programing logic.
16:55-!-devilsadvocate [~devilsadv@] has joined #openttd
16:56<Mazur>Well, I've got 48 little tracks with the 48 signals mI wish to see built, now to turn the default green signals red and vvice versa.
16:57<Mazur>Any suggestions how to easily set block/entry/exit/combo red? It's not a real productive build, anything goes.
16:58<Mazur>And the path signals green? I suppose I have to let a train approach those.
17:00*fjb uses path signals only.
17:00-!-aber [] has joined #openttd
17:01*Mazur is a newbie and wants this to capgture the image of each type of signal from front and back.
17:01<SpComb>just always use path signals only and it's easy :)
17:01<Mazur>To learn to recognise them by site better.
17:02<Mazur>I have this ongoing game which I want to convert to PBS, this is to create a little aide-memoire for myself, which I will share.
17:05<Mazur>Ok, I guess I'll have to try a lot of different things to achieve the signal changes I'm after.
17:05<fjb>And don't forget to do the same again with different signal GRFs.
17:06<Mazur>Nah, just this one will do, I'm not going to change GRFs in mid game.
17:06<fjb>And in the next game?
17:07<Mazur>I'll use PBS exclusively. I'm beginning to understand how they work.
17:07-!-Progman [] has joined #openttd
17:07-!-De_Ghosty [] has joined #openttd
17:08-!-fjb [] has quit [Remote host closed the connection]
17:08<Mazur>It's just that I'm a dead newbie, playing my first seriouss game that I'm not ready to abandon yet, and I want to change over from BEEC signals to PBS.
17:08<Mazur>Without crashes.
17:09<Mazur>Or deadlocks
17:09<Mazur>While 50 trains are running in a limited area.
17:09<OwenS>SpComb: using path signals exclusively has two problems. Firstly, they're rather CPU intensive. Secondly, trains which cant find a way out of a block will just sit there, rather than taking your perfectly planned but noninituitive route
17:10<SpComb>fast enough for me
17:10<OwenS>SpComb: How many trains does your average game finish at?
17:10<Mazur>OwenS: that's next stage for me, I'm now just learning.
17:10<SpComb>not too many hundred
17:10<OwenS>SpComb: Try 1200-1500 ;-)
17:11<SpComb>perhaps they should be better optimized for the trivial case
17:11-!-snack2 [] has quit [Quit: ( :: NoNameScript 4.22 :: )]
17:11<OwenS>Mazur: Wait until you see some of the things I've designed with programmable signals... your head will explode :p
17:11<@Rubidium>until there's not much space anymore:
17:12-!-fjb [] has joined #openttd
17:14-!-De_Ghosty [] has quit [Read error: Operation timed out]
17:16-!-De_Ghosty [] has joined #openttd
17:18-!-einKarl [] has quit [Remote host closed the connection]
17:20-!-heffer [] has quit [Quit: heffer]
17:24-!-[com]buster [] has quit [Remote host closed the connection]
17:29-!-fjb [] has quit [Remote host closed the connection]
17:31-!-Lakie [~Lakie@] has quit [Quit: Leaving]
17:32-!-fjb [] has joined #openttd
17:36-!-Lakie [~Lakie@] has joined #openttd
17:36<__ln__>meerrry christmas!
17:37<ddfreyne>happy new year
17:42<Mazur>Hippy brew beer.
17:42<planetmaker>hm... I must be something wrong. I compiled 8f394053965c from the 1.0 branch. It should be quite the release one. But... I get a protocol error when I try to connect to the server.
17:42<Mazur>Ok, now I've got all my path signals open.
17:42<Mazur>Now to create images of the other four thpes closed.
17:43*Mazur ponders how to close them.
17:44<@Rubidium>planetmaker: thanks for testing that :)
17:44<planetmaker>Or do I have to download the release tarball in order to get the same protocol?
17:45-!-Grelouk [] has quit [Read error: Connection reset by peer]
17:46<@Rubidium>oh, don't know anymore what I did, but it's all initiated by our "friend" that released a 1.0.0 way before it was officially released
17:48-!-fonsinchen [] has quit [Ping timeout: 480 seconds]
17:48<@Rubidium>planetmaker: but yes, you need the tarball (or a svn tag checkout)
17:49<Mazur>Nice friend, that. I've known a few of those, usually around the start of my vacation, so i have to do all ten essentials before release on the last day before vacation.
17:49<planetmaker>hm, ok
17:50<planetmaker>svn tag will do then, I guess.
17:57<@peter1138>but didn't he release 2.0.0 before that, even? heh
18:02-!-bryjen [~bryjen@] has joined #openttd
18:08-!-ptr [] has quit [Quit: Zzzzzz]
18:12-!-Polygon [] has quit [Remote host closed the connection]
18:25<Terkhen>good night
18:25-!-Terkhen [] has quit [Quit: ...]
18:32-!-Fast2 [] has joined #openttd
18:42<Mazur>Anyone want to take a look at That's ho0w far I've gotten.
18:43<Mazur>At least, the electric part of it, the semaphores are to the right out of the picture.
18:45-!-Dreamxtreme [] has quit [Quit: Don't follow me]
18:45<Coco-Banana-Man>wtf..? I'm not getting any track enablers on Nutracks anymore.. what have I broken now? :-O
18:46<Mazur>Well, that's a clear reply from Dreamxtime.
18:46<Mazur>Dreamxtreme, rather.
18:47<Coco-Banana-Man>And is anyone else having the problem that some steamers in NARS need electrified Rails..? :-O (e.g. Mogul, Norris, Atlantic...)
18:47<Coco-Banana-Man>in nightlies at least - I didn't have that problem in 1.0.0
18:48<Mazur>Apparently nobody.
18:49<Mazur>I guess I'll have to wait untill my mind is working better again.
18:52-!-Zephyris [~Zephyris@] has joined #openttd
18:56<Coco-Banana-Man>[00:47:39] <Coco-Banana-Man> And is anyone else having the problem that some steamers in NARS need electrified Rails..? :-O (e.g. Mogul, Norris, Atlantic...) <--- the problem does also exist in USSet, so it shouldn't be a NewGRF-problem
19:16-!-Cybertinus [] has quit [Remote host closed the connection]
19:17-!-Zuu [] has joined #openttd
19:38-!-Belugas [~belugas@] has quit [Ping timeout: 480 seconds]
19:38-!-Belugas [~belugas@] has joined #openttd
19:38-!-mode/#openttd [+o Belugas] by ChanServ
19:40-!-Zuu [] has quit [Ping timeout: 480 seconds]
19:44-!-Brianetta [] has quit [Quit: Tschüß]
19:46-!-Brianetta [] has joined #openttd
19:46-!-Dreamxtreme [] has joined #openttd
19:51-!-Belugas [~belugas@] has quit [Ping timeout: 480 seconds]
19:53-!-Coco-Banana-Man [] has quit [Quit: Regel Nr. 1: Jeder hört auf mein Kommando! - Regel Nr. 2: Jeder bleibt auf dem Weg! - Regel Nr. 3: ... ... Der, der bläht, als hinterster geht!]
19:59-!-Eddi|zuHause [] has quit []
19:59-!-Eddi|zuHause [] has joined #openttd
20:01-!-bryjen [~bryjen@] has quit [Quit: Leaving]
20:02-!-Belugas [~belugas@] has joined #openttd
20:02-!-mode/#openttd [+o Belugas] by ChanServ
20:16<Mazur>Well, so far so good, I'm changing over to PBS and most of it seems to work. Of course, I'm doing the easy stuff first, remote branches.
20:17-!-Fast2 [] has quit [Ping timeout: 480 seconds]
20:31-!-Neon [] has quit [Quit: Something strange must have happened...]
20:38-!-KritiK [] has quit [Quit: Leaving]
20:38-!-KenjiE20 [~KenjiE20@] has quit [Quit: おやすみ]
20:39<Mazur>Ah, ijmportant discovery, changing combo signals on platform exits into regular path exits has no dangerous side effects.
20:39-!-Brianetta [] has quit [Quit: Tschüß]
20:42-!-OwenS [] has quit [Quit: Leaving.]
20:49<PeterT>15:44:32 < SpComb> blame PeterT for coming up with it :)
20:49<PeterT> <-- coming up with what?
20:51-!-Progman [] has quit [Remote host closed the connection]
20:52-!-aber [] has quit [Quit: Leaving.]
20:53<Mazur>Is there a way to turn off town/station etc. names and refinery smoke easily, or do I have to figure out anything hidden by it by demolish and rebuild?
20:53<PeterT>Ctrl + X
20:54<Mazur>Thanks. {xxx}
20:55<Mazur>Pity the smoke can't be turned off.
20:56<PeterT>I don't really think it affects it that much
20:56<Mazur>Well, I'm changing over from BEEC signalling to PBS.
20:57<Mazur>And I can;t see whether or not any signal/track join/split is behind it,
20:57<SpComb>PeterT: read context
20:57<Mazur>Not sure anymoree what I built there.
20:58<PeterT>SpComb: Coming up with the 337 kib cargodist patch?
20:59<PeterT>that makes no sense
21:02<Mazur>Solved the situation, anyway. Luckily the city allowed the room to move my station one square back into it to make room for a platform signal.
21:05-!-fjb is now known as Guest1236
21:05-!-fjb [] has joined #openttd
21:07<Mazur>When CTRL+dragging mouse to replicate signals, the game should by default leave an interval free to the previous junction.
21:09<Mazur>Or signal.
21:10-!-Dreamxtreme [] has quit [Quit: Nice Scotty, now beam my clothes up too!]
21:12-!-Guest1236 [] has quit [Ping timeout: 480 seconds]
21:57-!-lobstah [~michielbi@] has quit [Read error: Operation timed out]
21:57-!-Biolunar_ [] has joined #openttd
21:59-!-lobstah [~michielbi@] has joined #openttd
22:05-!-Biolunar [] has quit [Ping timeout: 480 seconds]
22:22<Eddi|zuHause>no, it starts at the tile you select
22:27-!-glx [glx@2a01:e35:2f59:c7c0:59de:3974:6725:d0b5] has quit [Quit: bye]
22:44<Mazur>Eddi: Yes, I know, but with PBS ou want to place your path signal right before an intersection, and drag backwards to replicate, but in that replication you want it to leave a full interval (meaning safe stopping space) before the preceding intersection.
22:46<Mazur>Now it places the last signal within that distance, if necessary.
22:46<@Belugas>tut tut tut... don't say "You", say "I"
22:46<Eddi|zuHause>Mazur: i understand your reasoning, but i don't think it's a good way to implement
22:47<Mazur>Ok, I have much to learn. <--- young grasshopper (in OTTD terms).
22:48<Mazur>But I don't see (yet) why this would not be a good implementation for path signals.
22:51<Mazur>But my changeover is going well.
22:51<Mazur>:-) :-)
22:52<Mazur>I even changed signals at a station and aroung while 4 trains going the same direction where passing.
22:54<Mazur>Clearly they had had a blockage earlier in the game and got through it one after the other.
22:55<Mazur>I realise none of what I do impresses anyone here, but for my first real game I feel I'm doing well.
23:05-!-llugo [] has joined #openttd
23:13-!-lugo [] has quit [Ping timeout: 480 seconds]
23:19-!-ajmiles2 [] has quit [Quit: Leaving]
23:26-!-Lakie [~Lakie@] has quit [Quit: Skeeps.]
23:31-!-a1270 [] has quit [Quit: a1270]
---Logclosed Sun Apr 04 00:00:29 2010