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#openttd IRC Logs for 2010-04-27

---Logopened Tue Apr 27 00:00:10 2010
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02:13<Terkhen>good morning
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02:54<planetmaker>good morning
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03:58<Mazur>Good Morning, Terkhen, dih, planetmaker.
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06:07<PeterT>good morning Terkhen, dih, planetmaker, and Mazur
06:08<Mazur>Hiya, PeterT.
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06:16<Eddi|zuHause>good morning <highlighting every person that has said anything in the last 6 hours>
06:16<PeterT>good morning Eddi|zuHause :-P
06:19<Mazur>Morning, Eddi.
06:20<Noldo>morning Eddi
06:23<dih>i do enjoy being able to compile openttd in < 30s
06:23*PeterT Windows user :-(
06:27<@peter1138>i used to be able to in < 20s
06:27<@peter1138>but it's bloated a bit now
06:29<ccfreak2k>dih, it takes longer to boot it on gamecube.
06:29<dih>who on earth uses gamecube? ^^
06:30<ccfreak2k>It doesn't have to be a gamecube. The wii can launch the binary too.
06:33<Jolteon>Is there anything you can't play OpenTTD on? :p
06:34<@peter1138>you should see my 6502 port...
06:34<@Rubidium>Jolteon: Apollos?
06:34<Sacro>that's what she said
06:35<Sacro>Rubidium: i have an SGI box here
06:35<Sacro>will it run on Irix?
06:35<Sacro>also how about VMS?
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06:36<@Rubidium>is there sdl or allegro for irix/vms, then it'll likely work
06:39<Sacro>i shall have to see
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06:40<devilsadvocate>openttd runs on the wii?
06:40<Sacro>should do
06:41*__ln__ has run openttd on PS3
06:41<PeterT>openttd runs on devilsadvocate
06:42<devilsadvocate>how is it so portable?
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06:42<Eddi|zuHause>by "./configure && make"
06:43<PeterT><Sacro> that's what she said <-- ah, I see what you were referring to now :-D
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06:44<ccfreak2k>devilsadvocate, I had to hack in controller support, but SDL was already mostly ported, and libogc supports a number of things itself such as mutices.
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06:49<Eddi|zuHause>"controller support" means mouse movement and hotkeys?
06:49<ccfreak2k>Means any kind of input.
06:50<Eddi|zuHause>well, you have the osd keyboard for text input
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06:50<ccfreak2k>Not unless OpenTTD contains the OSK.
06:50<planetmaker>it does
06:50<Eddi|zuHause>yes, click on any text input box to open it
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06:50<planetmaker>you just need a mouse
06:51<ccfreak2k>The controller is used for "mouse" input (joystick, A/B) and panning (d-pad).
06:51<Eddi|zuHause>i'm not entirely sure how to open it in the console
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06:55<Eddi|zuHause>just make sure one of the keys emulates the "magic ctrl key"
06:56<Eddi|zuHause>openttd uses lmb, shift+lmb, ctrl+lmb, shift+ctrl+lmb and rmb
06:57<ccfreak2k>Might be tough.
06:57<ccfreak2k>I could probably re-bind zoom to Y or something.
06:57<Eddi|zuHause>rmb mostly for scrolling
06:58<Eddi|zuHause>shift is for cost estimate
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07:29<Mazur>And ctrl for do it to area. (?)
07:30<Mazur>Although there are functions missing that ability.
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08:00<Eddi|zuHause>Mazur: ctrl has all kinds of magic behaviour
08:00<Eddi|zuHause>Mazur: basically every button has a second meaning with ctrl
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10:31<dih>hello Belugas
10:47<Eddi|zuHause>hey, i love the conclusively commented ttdp code :p
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11:40<Eddi|zuHause>i think these flies are multiplying...
11:40<Eddi|zuHause>each time i catch one, there appear two more...
11:40<+tokai>Get some spiders :)
11:41<Eddi|zuHause>yeah, i wonder where those are... i usually have several spiders
11:41<Terkhen>teach your cats to catch them
11:42<Eddi|zuHause>they know that, but they are horribly inefficient
11:43<Eddi|zuHause>actually, they seem to love doing that ;)
11:44<Terkhen>yeah, mine aren't terribly efficient either
11:44<__ln__>however, mines would be
11:48<__ln__>say, an anti-tank mine against any number of flies.
11:49<Terkhen>you'll need a great number of flies to trigger the mine
11:50<__ln__>a mine can be remotely triggered using wires, if necessary
11:51<DJNekkid>are there any keybard-shortcut to open the newgrf window when a game is started?
11:52<planetmaker>none I know
11:52<DJNekkid>wtb that :P
11:53<__ln__>i've listened to an anti-tank mine explode at about 500 meters distance. was noisy.
11:53<DJNekkid>ctrl-alt-n or something :) (a'la cheat)
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11:56<Eddi|zuHause>DJNekkid: revive the customizable shortcuts patch
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13:20<frosch123>hmm, planetmaker: are you using a 32bpp blitter?
13:20<frosch123>and btw. the spritepicker has nothing to do with "tiles"
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13:26<frosch123>ah, i remember, pitch was in pixels, not in bytes
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13:29<fkh>seems dead here ol
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13:30<CIA-6>OpenTTD: frosch * r19732 /trunk/src/gfx.cpp: -Fix [FS#3802]: Spritepicker failed for 32bpp blitters due to pitch measured in pixels rather than bytes.
13:32<CIA-6>OpenTTD: frosch * r19733 /trunk/src/newgrf_debug_gui.cpp: -Change: Set var 60+x parameters in the inspect window per feature.
13:36<__ln__>fkh: "lol" is not punctuation, and cannot be used to end a sentence.
13:37<fkh>__ln__ this is irc not a document
13:38<__ln__>fkh: do you have any evidence to back up your claim?
13:41*Belugas backs up __ln__ claims
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13:46<CIA-6>OpenTTD: translators * r19734 /trunk/src/lang/ (14 files in 2 dirs): (log message trimmed)
13:46<CIA-6>OpenTTD: -Update from WebTranslator v3.0:
13:46<CIA-6>OpenTTD: traditional_chinese - 10 changes by josesun
13:46<CIA-6>OpenTTD: croatian - 3 changes by UnderwaterHesus, VoyagerOne
13:46<CIA-6>OpenTTD: dutch - 2 changes by habell
13:46<CIA-6>OpenTTD: finnish - 2 changes by jpx_
13:46<CIA-6>OpenTTD: french - 2 changes by glx
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13:57<andythenorth>hi hi
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13:59*andythenorth wonders if "Newgrf debug tools" means the version is bumped to 2.0? Then that particular thread could be locked :P
14:00<Eddi|zuHause>what a great idea :p
14:01<andythenorth>I got all I wanted from 2.0
14:01<andythenorth>I guess we can't ship "2.0" without documentation :|
14:01<@peter1138>you didn't want... road types...? ;p
14:01<@Rubidium>peter1138: no, only for 10.0
14:02<@peter1138>that's more likely :)
14:02<andythenorth>want yes. expect to get soon? No
14:02<andythenorth>anyway, if road types ships, it just adds to my backlog of 'newgrf todo'
14:04<andythenorth>Ship smoke for 2.0?
14:04<dih>ships suck
14:04<dih>rephrase: pathfinding of ships sucks
14:05<andythenorth>yeah, they don't follow coasts or anything, and they pay no attention to tides and currents :P
14:05<andythenorth>or lighthouses
14:05*andythenorth has been awake since 2.30am and working most of that time
14:06<andythenorth>sense may be even less than usual
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14:09<enr1x>hi guys
14:10<enr1x>there are some spelling errors in the catalan set name for the station and town names for openttd. as i am native catalan speaker, i'd be happy to check them
14:10<enr1x>is there any way to do it myself?
14:16<frosch123>checkout the source, edit src/table/townname.h and submit the diff :)
14:17<enr1x>thanks frosch123
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14:18<__ln__>whether such a patch would be accepted is not 100% certain.
14:18<enr1x>it's just spelling mistakes
14:19<enr1x>you guys can have a look at it and decide, obviously
14:19<frosch123>__ln__: why would it not?
14:20<__ln__>i'm just an innocent bystander and no control over what is accepted and what not, though.
14:20<__ln__>frosch123: because changing town name generator's output affects on old games also.
14:20<frosch123>not really
14:21<__ln__>not really but yes?
14:22<frosch123>if you mean the conflict with custom names, that check should have been removed from everywhere
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14:23<__ln__>i don't know how bizarrely it works internally, i've just been told earlier by devs that town name generators cannot be changed in order to avoid changing existing names in savegames.
14:23<frosch123>you cannot add/remove names
14:25<__ln__>can i change all names as long as the max number of permutations remains the same?
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14:25<frosch123>i guess it also checks for duplicates, so make sure there is only one way to create a specific name
14:26<frosch123>and don't start replacing name with completely different ones
14:27<__ln__>a-ha, so that would cause trouble after all?
14:28<frosch123>no, just confusion
14:30<@Belugas>see? i'm confused now
14:31<__ln__>may i ask why can't the generated names be saved as text when the game begins? that way modifying the generator would not mess stuff up.
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14:33<__ln__>let me guess, "because that's the way it was in TTD"
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14:33<Eddi|zuHause>the german town name generator was different in TT(D), now i don't find stuff anymore when loading ancient savegames
14:36*andythenorth wonders about logging trucks with *bigger* loads:
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16:06<andythenorth>planetmaker: FIRS won't build for me, stuck on dependencies
16:06<andythenorth>make: *** No rule to make target `Makefile.dep', needed by `depend'. Stop.
16:06<andythenorth>I've deleted the .dep file (which usually fixes this)
16:07<andythenorth>I've also used make clean etc
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16:17<andythenorth>planetmaker: solved. missing file
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16:19<Markk>Can you build new citys in a ongoing game? i have a weak memory of that.
16:21<Markk>How? :)
16:22<frosch123>hmm, there is no wiki article about it :(
16:22<frosch123>so: you need to enable it in advanced settings, and then the option is in the dropdown of the same button as townlist
16:23<Markk>Thanks. :D
16:27<Markk>Can create a wikiarticle about it.
16:28<frosch123>that would be very welcome :)
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16:44<planetmaker><frosch123> hmm, planetmaker: are you using a 32bpp blitter? <-- yes, I do.
16:45<@peter1138>32bpp :(
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16:45<frosch123>then try again :)
16:45<planetmaker>ah, will do :-)
16:46<frosch123>btw. you do not click on tiles with the tool. you click a pixel and get all sprites overlapping with that pixel. so you also get gui sprites and effect vehicles and such. however, it does only consider the spritebounds and not the transparency.
16:48<planetmaker>yeah. But as I wrote, I got completely unrelated things ;-)
16:49<planetmaker>But you probably refer to tt-ms...
16:49<frosch123>not unrelated, just a three quarter to the left :p
16:49<planetmaker>:-) well... that is / was my explanaition why the debug tool is in the land area information
16:50<planetmaker>he :-) I figured somewhat to the left. But... I didn't figure what exactly as not all those sprites IIRC could be overlapping one single pixel
16:51<planetmaker>at least I wouldn't expect two ground tiles to do so... hm... maybe.
16:51<frosch123>as i said: only sprite bounds, no transparency
16:52<frosch123>(and changing that would need special code for every blitter)
16:54<Eddi|zuHause>there should (almost) always be two ground sprites overlapping
16:54<planetmaker>Eddi|zuHause, now that I said it, I realized that, too ;-)
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17:18<planetmaker>frosch123: that's still mighty weired.
17:18<planetmaker>I now got a list which is only four different trees
17:18<planetmaker>which is highly unlikely
17:19<frosch123>usually you should get at least one groundtile :)
17:19<frosch123>well, it works for me :p
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17:24<pugi>a planetmaker :O
17:24<pugi>and a frog :O
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17:47<planetmaker>hm... now I have two cursor sprites
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19:04<Terkhen>good night
19:05<PeterT>night Terkhen
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19:59<azulreus>Can u help me?!
20:00<PeterT>Read the topic, btw ;-)
20:00<azulreus>ow tkxs
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20:00<PeterT>the very last section :-)
20:00<azulreus>but....i read the topic!
20:00<azulreus> haven't a solutions to my problem
20:00<PeterT>"Don't ask to ask, just ask"
20:00<PeterT>That part.
20:01<PeterT>azulreus: just ask your question, is what I meant.
20:01<azulreus>do y now a channel Brazillian language?
20:01<PeterT>No, I don't think so
20:01<azulreus>sorry vocabulary very small ...
20:01<PeterT>It's ok, try your best
20:02<azulreus>-> i have the "little-big" problem .....kkk
20:03<azulreus>i user of -> Sidux ...debian based
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20:04<azulreus>and....yesterday the audio player ...Jokey de Mp3 ...and no have problema
20:04<azulreus>but today turn on de pc...simple..-> no audio
20:04<PeterT>Ok, see known-bugs.txt
20:05<PeterT>about "PulseAudio"
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20:05<azulreus>i tried pulseaudio....and hard other metods....
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21:15<Triglo>I am a fairly new ttd player. Anyone mind taking a look at one of my games and offering some pointers?
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21:35<theholyduck>Triglo, Triglo read the railbuilding rail junctions and what not on that site
21:35<theholyduck>it has alot of good tips
21:36<theholyduck>it doesnt show corner length entirely sanely
21:36<theholyduck>but it does give good tips
21:37<Triglo>k thanks.
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---Logclosed Wed Apr 28 00:00:13 2010