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#openttd IRC Logs for 2010-05-22

---Logopened Sat May 22 00:00:55 2010
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00:38*lohmi greets everyone.
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00:42<Terkhen>good morning
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01:09<andythenorth>morning
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01:38*andythenorth ponders
01:39*lohmi is busy looking for cool mines.
01:45<andythenorth>cool mines?
01:46<lohmi>oops, coal mines
01:47<andythenorth>:)
01:49<lohmi>they are not generated, neither are powerplants, and I am looking for some option how to enable them. (Using Version 1.0.1 on Ubuntu Lucid, when loading a saved game from V. 0.9xxx, the coal mines are available)
01:51<Terkhen>available industries are changed by your GRF selection
01:51<Terkhen>your current selection may not have coal mines, saved games store their own selection
01:56<andythenorth>are they available in the 'fund industry' menu?
01:56<andythenorth>and which climate?
01:59<lohmi>I use the default climate. I have added some ECS* grfs, and have some industry, including the power plant. Hence, I only have to look for a grf containing coal
02:01<Terkhen>lohmi: http://wiki.ttdpatch.net/tiki-index.php?page=ECSVectors
02:07<andythenorth>newgrf debug tools == win again :D
02:07<lohmi>I had the vectors. However: The order of them is essential
02:08<lohmi>after moving up town vector and basic vector I have plenty of industry.
02:08<lohmi>Thank you ! :-)
02:12<Terkhen>you are welcome :)
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04:50<CIA-2>OpenTTD: alberth * r19878 /trunk/src/group_gui.cpp: -Fix [FX#3851]: Default vehicle group texts were drawn one pixel too low (sbr).
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05:08<johnny5|>hi all
05:08<planetmaker>moin
05:08<johnny5|>i've been trying to find out how to erase an AI from my game... but can't seem to find it
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05:08<johnny5|>is it even possible at all?
05:10<@Rubidium>in-game console, stop_ai
05:11<johnny5|>that looks like what i need indeed
05:11<johnny5|>and how do i get the company id? "companies" is only available on lan games
05:11<@Rubidium>counting in the ai debug window?
05:11<johnny5|>list_ai gives the available ai's, not the active ai in my game
05:12<johnny5|>ah :)
05:12<johnny5|>thanx :)
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05:33<fjb>Moin
05:41<andythenorth>Terkhen: dunno if you're planning any FIRS games, but there is now a Lumber Yard in the repo
05:41<andythenorth>I don't have time to start a test game yet :o
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05:43<Terkhen>I plan to, once I have time again :P
05:43<Terkhen>I think it will change how I play FIRS
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05:44<andythenorth>I think the same :)
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05:52<planetmaker>andythenorth: what does the LumberYard introduce / do?
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05:52<andythenorth>Produces ENSP from Lumber and/or Chemicals
05:52<andythenorth>Another source of ENSP was needed :)
05:53<planetmaker>oki :-)
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07:28*andythenorth wonders if he's missing the obvious easy way to animate industry graphics
07:29<Eddi|zuHause>depends on the kind of animation
07:30<andythenorth>in this case...moving an overhead crane
07:30<andythenorth>only needs to change the x-y offsets of the crane sprite
07:30<andythenorth>but that is a *lot* of work
07:30<Eddi|zuHause>i suppose you should look at the ISR stations, they have plenty of animation
07:31<Eddi|zuHause>can't you use a macro that replicates the real sprite with different offsets, and a matching action 2?
07:32<Eddi|zuHause>little pnfo code => lots of nfo code
07:34<andythenorth>probably. I'd need to learn cpp macros :)
07:34<Eddi|zuHause>those are the easiest part of programming ;)
07:34<Eddi|zuHause>simple text replacement
07:36<Eddi|zuHause>i guess the tricky part here is constant folding, or does grfcodec somehow support expressions in real sprites?
07:36*Sacro rights NFO in lisp
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07:37<Eddi|zuHause>i mean resolve "3+5" to "8"
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07:54<CIA-2>OpenTTD: frosch * r19879 /trunk/src/engine.cpp: -Codechange: Also hide invalid engines from purchase lists.
07:56<Ammler>(ECS industries are animated too)
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08:15<planetmaker>Eddi|zuHause: unfortunately NFO does not
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08:15<planetmaker>Might be a clear case to rather use NML :-P
08:15<@peter1138>NML?
08:16<planetmaker>the new grf language :-)
08:17<planetmaker>it once was meant to mean NFO meta language
08:17<planetmaker>But actually it meanwhile writes the grfs directly. Even with png as graphics input
08:17<planetmaker>http://dev.openttdcoop.org/projects/nml
08:19<planetmaker>http://dev.openttdcoop.org/projects/ogfxplus/repository/entry/sprites/ogfxplus.nml <-- some source code for a simple newgrf
08:19<planetmaker>but all actions are supported
08:20<planetmaker>including varaction2
08:20<planetmaker>and action6
08:23<planetmaker>http://paste.openttd.org/225826 <-- varaction2 mania
08:26<CIA-2>OpenTTD: frosch * r19880 /trunk/ (bin/ai/regression/regression.txt src/ai/api/ai_engine.cpp): -Fix: [NoAI] AIEngine::IsValidEngine() and AIEngine::IsBuildable() returned false positives. Especially wagons of unavailable railtypes were reported available.
08:27<@peter1138>hmm, you still have to supply the 'cargo id' of varaction2s?
08:27<@peter1138>or are you using C2/A2 just because?
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08:28<@peter1138>ah, just because, it looks like
08:28<@peter1138>using nicer names further down
08:28<planetmaker>yep. It just has to be unique
08:29<@peter1138>can you do a spriteset with discrete png files?
08:29<planetmaker>_that_ I think might not work
08:30<planetmaker>I'm not sure though
08:30<planetmaker>nor do I actually think that it's a big limitation :-)
08:30<planetmaker>And mind that it's still somewhere alpha stage :-)
08:31<planetmaker>I wouldn't really split the 8 views of a single vehicle into different files
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08:31<planetmaker>but I might want to do that with the openttd gui graphics.
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08:38<Alberth>planetmaker: you happen to have an example of a town names nml source?
08:39<planetmaker>Alberth: I don't. I'm not sure it exists anywhere
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08:43<Alberth>http://devs.openttd.org/~alberth/p.pdf <-- yesterday I started making some railroad diagrams, this is not complete, not checked, etc
08:44<Alberth>unfortunately, the parser rules prvoide not much clues what is being parsed with the rules
08:44<Alberth>*many
08:45<SmatZ>nice, do you use some special tool for drawing it?
08:45<Alberth>LaTeX :)
08:45<SmatZ>:-)
08:46<Alberth>http://www.ctan.org/tex-archive/support/rail/
08:46<SmatZ>I didn't know this is possible in LaTeX :)
08:46<Alberth>they cheat a bit
08:46<Mazur>Lots of things re possible in LaTeX.
08:47<Alberth>although I did have a discussion with the local LaTeX guru in our group about making these things possible in a LaTeX package without further tools
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08:48<Alberth>unfortunately, that falls in the 'friday afternoon' projects department, where little progress is made
08:50<planetmaker>very nice :-)
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09:12<andythenorth>yorick: write something in python to output sprite recolor tables compatible with 2CC
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09:13<andythenorth>with input as some kind of array of pairs mapping old:new values
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09:15<yorick>andythenorth: sorted?
09:17<yorick>that would be print "00 * 257 00 " + ' '.join([hex(i)[2:] for i in arr.values()]) I think
09:18<andythenorth>looks effective
09:18<andythenorth>now it just has to be made to work for all combinations of 1CC and 2CC :P
09:18<yorick>but I'm not sure if arr.values would be any sorted
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09:32<Alberth>just throw a sorted() around it :)
09:32<Alberth>also the [ and ] are not needed with more recent pythons
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09:36<yorick>Alberth: it's a bit clearer
09:37<Alberth>'%x' % i does not print the '0x'
09:38<Alberth>but there are still too many parentheses
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09:46<andythenorth>well it would be a nice micro-project to have on the devzone
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09:46<andythenorth>or as a web service....
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09:53<Alberth>a custom solution is about 10 lines of python that you use one time, not sure it is even worth to save such code.
09:53<Alberth>extending nml would be more logical :p
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10:06<frosch123>what do you want to print recolour tables for?
10:13<CIA-2>OpenTTD: rubidium * r19881 /trunk/src/ (4 files in 2 dirs): -Fix [FS#3827]: pay for the rail/road when constructing tunnels and bridges
10:22<andythenorth>frosch123: I'm bored of drawing load sprites for dump trucks etc
10:22<frosch123>so you want to recolour cargos and 2cc at the same time
10:23<andythenorth>well I want to keep the existing 2CC support
10:23<frosch123>by supplying 256 recolour sprites per cargo
10:23<andythenorth>yup
10:23<andythenorth>which I do *not* want to write by hand :P
10:23<frosch123>didn't uwe post some tool for that?
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10:25<frosch123>http://www.tt-forums.net/viewtopic.php?f=68&t=46695 <- never took a look at ti
10:25<andythenorth>I started trying to understand it a few months ago, but didn't win
10:25<andythenorth>I only mentioned it today because yorick was looking for a project :)
10:26<planetmaker>http://www.youtube.com/watch?v=yW405x_18_0 <-- hehe. Fail in lobbyism (German)
10:26*andythenorth goes out for a bit
10:29<Eddi|zuHause>hm... something's wrong with the audio
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11:02<_Ben_>Would someone be able to give me a pointer to the place where it's possible to see a set of sprites with image-number-replacement in a table layout...think it was on openttdcoop...can't find it
11:03<yorick>_Ben_: 0x8b94d68
11:04<_Ben_>yes
11:04<yorick>that's a pointer :)
11:04<yorick>but really, no idea
11:06<_Ben_>er...
11:06*SirSquidness mutters something about pointers under his breath
11:07<_Ben_>anyway, anything where where I could see the exsisting openGFX sprites without having to extract them would be handy if theres such a place. Or just a written list even...just need to know some numbers
11:08<@Rubidium>_Ben_: have you tried looking at the "obvious" places already?
11:08<@Rubidium>like e.g. the OpenGFX project page?
11:08<yorick>openttd wiki?
11:09<_Ben_>rubidium: obviously I've looked for the obvious, rather than scenic pictures of north west cumbria for example, but what is obvious to me is not what is obvious to someone more in the know
11:10<@Rubidium>anyhow, I've given you a pointer to the place that has a pointer to the place you're looking for :)
11:10<_Ben_>yeah, thanks, I am looking!
11:10<planetmaker>let me spoil it: the project page http://dev.openttdcoop.org/projects/opengfx
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11:12<_Ben_>ah ok: been there, again not exactly sure what it is I need
11:13<Ammler>maybe http://dev.openttdcoop.org/projects/opengfx/repository/show/sprites
11:13<planetmaker>reading the list of links might give pointers
11:13<planetmaker>but what you need - how can we know?
11:14<_Ben_>yeah I have, I thought it was the script which takes me to sprite objectives, but that seems to list the none complete sprite, rather than just a group of sprites
11:14<_Ben_>I'm just looking at thw water/canal sprites in general at the sec
11:14<planetmaker>there are no non-complete sprites
11:14<@Rubidium>_Ben_: "Script for browsing sprites"?
11:15<planetmaker>only sprites in need of updating ;-)
11:15<frosch123>maybe the ingame spritealigner?
11:15*Ammler hopes, _Ben_ does not again try to get sprite number from extra grf ;-)
11:15<planetmaker>hehe
11:16<_Ben_>the possibilities are endless
11:16<Ammler>with the upcoming frosch123 patch, that will again change :-P
11:16<planetmaker>:-)
11:17<planetmaker>good point. I wanted to save that one
11:17<_Ben_>Rubidium: speaks for itself really
11:18<_Ben_>so, let's not talk about what doesn't exsist, ...let's make this simple: canal sprites - where are they?
11:18<frosch123>action5
11:18<frosch123>that is in the extra grf
11:18<planetmaker>^
11:19<Jupix>i love the way one of if not the most important 32bit artist comes here asking for help and gets the most confusing, useless and rude answers i've seen since.. well, the last time he asked anything
11:20<planetmaker>_Ben_: in general finding things is as difficult as to search for that on the sprite browser page for what you're looking for...
11:20<planetmaker>at least in the case of canal sprites
11:21<Ammler>Jupix: the only rude person are you right now, imo.
11:21-!-Yexo [~Yexo@ip51cca4b5.adsl-surfen.hetnet.nl] has joined #openttd
11:21<Jupix>just sayin'.
11:21<Yexo>hello
11:22<frosch123>something is wrong with my calendar
11:22<frosch123>hello yexo :)
11:22<Eddi|zuHause>on my calendar it's saturday, 22 may
11:22<Ammler>Jupix: help us improving the answers instead of commenting the people itself...
11:23<Weeknie>Perhaps anyone who wasn't here yesteday could help me with http://www.tt-forums.net/viewtopic.php?f=29&t=48543 ?
11:23<planetmaker>Jupix: then tell me what was rude?
11:23<+glx>anyway there's no fixed sprite number for action 5
11:23<Jupix>here's my suggestion: answer his question without using technical terms, or if using such, explaining them there and then, and not link to webdocuments where he has to use his valuable "artisty time" reading up on the grf/newgrf/extras-project/any other spec
11:24<+glx>it all depends on the grf implementing the action 5
11:24<planetmaker>the link is right on the projects main page. The feature he looks for is right found by looking for it. And he was even given the links and file to look for
11:24<Ammler>_Ben_: use the 32bpp-extra grf please (1000 times told)
11:24<planetmaker>ah, Jupix, so you value his time more than frosch's Rubidium's or mine? Interesting
11:24<planetmaker>Go figure
11:25<planetmaker>I might see time preciousnes differently, especially if my own is involved
11:25<_Ben_>Ammler: 3 times by my count, but one day your statement will become true I'm sure.
11:25<Ammler>I hope so :-)
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11:25<Yexo>Weeknie: I've had the same problems as you (grfcodec not recognizing commandline options), but IIRC it was not only grfcodec but all programs that didn't read commandline args anymore. Also I don't remember what the solution was unfortunatly
11:26<_Ben_>Ammler: and I'm already looking...I have that file in front of me already......andddd....
11:26<Weeknie>Hmm, well, that's not the case here
11:26<Ammler>that file could indeed be a bit better readable
11:26<Weeknie>Even grfmerge and diff seem to work right (atleast one of the 2)
11:26<tycoondemon>how do I let openttd save the onfo in somewhere els then %USER%/OpenTDD ?
11:26<tycoondemon>onfo=info
11:27<Jupix>planetmaker: it's not my business to assign to value to anyone's time, just saying that he needs to spend his making great graphics instead of figuring out how the technical side works in order to get graphics done
11:27<frosch123>see readme, section 4 or 5
11:27<planetmaker>Jupix: we all have to look up the things, too. So if we tell him where to find it, it's quite obvious.
11:28<Ammler>_Ben_: http://dev.openttdcoop.org/projects/32bpp-extra/repository/entry/grf-def/32bpp_extra.pnfo#L1617
11:28<_Ben_>planetmaker: it really doesn't matter who is contributing what, making things as easy as possible for anyone is gernally considered good manners. It's just about working out what a suitable amount of time is...yes some people should maybe be sent straight off to google, but clearly I didn't just roll out of bed and start typing, if I come here...I am at a point at which the search engine and or other people I've spoken to havn't helped.
11:28<Ammler>http://wiki.ttdpatch.net/tiki-index.php?page=Action5 <-- tells you which Type
11:28<planetmaker>_Ben_: nor were you pointed to google.
11:28<Jupix>you obviously know how the thing works, so you're more efficient at finding the answer than he is ... therefore it makes sense for you to do it, instead of him ... if you don't want to do that, that's fine
11:29<_Ben_>meh, not worth debating, I'm appreiating yout help Ammler...checking it out
11:29<Ammler>but the source of 32bpp-extra is bad, the numbers don't match
11:29<planetmaker>quite not worth it
11:29<planetmaker>:x
11:29<Weeknie>yexo, does your grfcodec now work on the windows commandline or on the msys one?
11:30<Yexo>I mostly use the cygwin bash shell
11:30<Yexo>I haven't tested it on the windows commandline
11:30<Weeknie>So bash shell under windows, ok;)
11:30<Yexo>but it also works on the msys shell
11:31<Weeknie>You really don't remember your fix?:(
11:31<Yexo>I've never tried to compile it myself though
11:31<Yexo>no, sorry :(
11:31<Weeknie>Damnit
11:31<Weeknie>Well I'm thinking it's just grfcodec not understanding the msys command line arguments
11:31<yorick>grfcodec used to work on msys for me
11:32<yorick>compiled my own
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11:32<Weeknie>And I presume you didn't get the mkdir errors yorick?
11:33<yorick>I fixed the mkdir errors
11:34<Weeknie>Ok what the hell
11:34<Weeknie>I just pasted the exe again
11:34<yorick>(just enable the macro on top of the file :P)
11:34<Weeknie>And now it's suddenly
11:34<Weeknie>working:S
11:34<Weeknie>Ok, let's test it out first
11:35<Weeknie>omg
11:35<Weeknie>It worked
11:36<Yexo>^^ that might be the reason why I don't remember how I fixed it :p
11:36<Weeknie>Wow, that was an easy fix
11:36<Weeknie>I put it in the minGW bin folder, instead of the msys one
11:36<Weeknie>One other thing to test, the path var
11:37<yorick>I put it in the local folder
11:37<Weeknie>Nah, it's not the path var
11:37<Weeknie>Both bin's are in there (quite obviously but well)
11:37<planetmaker>Weeknie: http://paste.openttd.org/225828 <-- that once helped me with that or similar error
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11:41<Weeknie>ooh I see
11:41<Weeknie>- is a comment then?
11:41<Weeknie>Didn't really notice that, I thought then thing was already executing that, and thus was wondering why the rule wasn't applied
11:41<Weeknie>thanks planetmaker, seems you can help people after all:P
11:41<Weeknie>(sorry, couldn't help myself)
11:42<Eddi|zuHause>all people get the help they deserve :p
11:42<Eddi|zuHause>only occasionally some people get way more help than they deserve
11:43<Weeknie>WHOHOOO dutchtrainset decoded
11:43<Weeknie>I'm so happeh
11:43<Ammler>_Ben_: http://bundles.openttdcoop.org/32bpp-extra/nightlies/r34/32bpp_extra.nfo
11:43<Ammler>search for "05 08" (Action5 Type 8)
11:44<Weeknie>Wow, now I can finally get on with learning NFO lol
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11:47<planetmaker>Weeknie: I can hardly point you to "search my frigging harddisc"
11:47<_Ben_>Ammler: thanks; am I correct in assumeing the sprite 'name' I need to use is that number at the start of each line? in this case 1174?
11:48<Ammler>yes, exactly
11:48<Weeknie>planetmaker, I said I was joking, no need to go into it, though sorry
11:48<Ammler>this is a correct numbered nfo and 32bpp-extra is supposed not to change the numbers anymore
11:48<Weeknie>grfcodec automagically renumbers the lines of the nfo file if you have renum installed right?
11:48<Ammler>openttdw.grf and opengfx does that
11:48<+glx>Weeknie: renum is for the other way :)
11:48<planetmaker>Weeknie: no. (nfo)renum does that
11:49<planetmaker>it's a different programme. It also needs to be called separately
11:49<Weeknie>Hmm ok
11:49<+glx>write nfo, run renum, run grfcodec
11:49<Weeknie>Ooh wait, right, that was the makefile that came with the ogfx+ package
11:49<planetmaker>you might want to get one of those projects from the devzone.
11:49<planetmaker>though, granted, it's a bit hidden in the Makefiles :-P
11:50<planetmaker>Weeknie: yeah. But ogfx+ doesn't need either anymore :-)
11:50<planetmaker>but the Makefile can handle both, nfo and nml
11:50<Weeknie>It uses nml2nfo now
11:50<Weeknie>Yeah well
11:50<Weeknie>Not really planning on using the makefile
11:50<planetmaker>if the proper setting in Makefile.config is set
11:50<planetmaker>like PROJECT_TYPE = NML or so
11:50<Weeknie>Yup k, thanks
11:51<planetmaker>for starting to understand things, not using the Makefile might be a good idea.
11:51<planetmaker>You'll later value it the more :-P
11:51<Ammler>_Ben_: and this isn't a OpenGFX issue, it is a extra grf issue, you need to do that for both sets only once
11:51<Weeknie>just running make to make the grf does help yeah
11:51<Weeknie>Instead of typing the complete line every time
11:51<Ammler>no need to crawl openttdw.grf
11:52<Weeknie>Or even multiple lines, with renum and such
11:52<planetmaker>Weeknie: especially also packing documentation and stuff
11:52<planetmaker>or copying it to the grf folder so that I can test it :-9
11:52<Weeknie>What, documentation, who cares about that?:P
11:52-!-elmz_ [~elmz@222.80-202-29.nextgentel.com] has joined #openttd
11:52<planetmaker>Weeknie: then at least license ;-)
11:52<Weeknie>Hmm
11:52<planetmaker>credit whom credit is due
11:52<Weeknie>I guess I should care about that
11:53<Alberth>What Python version is assumed with NML ?
11:53<planetmaker>Alberth: 2.5- <3.0
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11:53<planetmaker>IIRC 2.4 might work, but has troubles with *something*
11:53<planetmaker>I think ternary expressions
11:53-!-dlr365 [~dlr365@S0106e0cb4e33c7ad.cg.shawcable.net] has joined #openttd
11:53<planetmaker>or alike
11:54<Yexo>2.4 doesn't work as it has no ternary operator
11:54<Yexo>a = 3 if x else 4 <- that doesn't work in python 2.4
11:54<Alberth>hmm, ply does not work although it is installed in a 2.5 dir
11:54<planetmaker>what OS?
11:55<Yexo>Alberth: what error message do you get?
11:56<Yexo>do you have pil (=python-imaging) and ply (python-ply) installed?
11:56<Alberth>import of ply.lex fails, but it is an error in my setup
11:56<Yexo>http://www.dabeaz.com/ply/ <- download location in case your distro doesn't have it
11:58<Alberth>I know
11:58<Yexo>of course you do, sorry ;)
11:58<Yexo>(I did read multiple mails from you on the ply mailing list)
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12:00<planetmaker>hehe
12:00<Weeknie>Those numbers in the pcx file get inserted by grfdocec I presume?
12:00<Weeknie>(numbering each sprite that's in there)
12:01<Eddi|zuHause>yes
12:01<Eddi|zuHause>the numbers are also ignored on recoding
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12:01<planetmaker>Alberth: the GUI guide is a good thing. So do you think I should change new game things also to purple?
12:01<planetmaker>instead of the brown as is now?
12:02<planetmaker>I think it looks quite nice with brown :-)
12:02<planetmaker>let's see for comparison...
12:02<Weeknie>Eddi|zuHause, I guess that's why you have to specify each sprite's coordinates:P
12:03<Alberth>I was thinking to make a colour for game control, options & settings are not exactly the same imho, but where exactly the border is, is not clear
12:03<Alberth>(like brown for game control)
12:03<Eddi|zuHause>Weeknie: yes, only the stuff in the .nfo counts... you can get sprites from multiple files, or multiply a sprite from the same coordinates
12:03<planetmaker>Alberth: the difference between game control (what's that?) and adv. options is rather marginal, if at all
12:03<planetmaker>what are newgrfs? Options? Game control?
12:04<planetmaker>settings?
12:04<planetmaker>The only thing really which IMHO can be distinguished is options and settings
12:04<planetmaker>as in options = user things not influencing the game (not saved in the map) and settings (= saved within map)
12:05<planetmaker>as such newgrf+AI+adv. settings+newgame = settings
12:05<Yexo>planetmaker: and where do gui settings/options belong?
12:05<Alberth>hmm, game control is too subtle perhaps
12:05<Ammler>maybe "network" settings
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12:05<planetmaker>and most of current options (base sets,...) are options
12:05<planetmaker>Yexo: there where you currently select base sets, language and alike
12:06<planetmaker>IMHO they should be moved away from the adv. settings
12:06<planetmaker>It could as well be a multi-tab window
12:07<planetmaker>Alberth: "networking"... what would that comprise in your eyes?
12:07<Alberth>Yexo: how to run tests for nml ?
12:07<Alberth>planetmaker: MP stuff
12:07<Yexo>there are no tests currently :)
12:08<Alberth>ok, so I can break things without any one noticing :)
12:08<planetmaker>hm, yes, I'd put that in options, too, though. But yeah... might make sense
12:08<Alberth>planetmaker: not everything is an option :p
12:08<planetmaker>so there's three things: map, networking, and (local) preferences
12:08<planetmaker>that's why I'd call it preferences ;-)
12:09<Alberth>planetmaker: you have a working nml source?
12:09<planetmaker>Alberth: ogfxplus
12:09<planetmaker>Or you mean a NML checkout?
12:09<planetmaker>Well, I should have both
12:10<Alberth>a checkout is managable :)
12:11<planetmaker>Mind that ogfxplus is so far quite simple newgrf only
12:11<planetmaker>Only few vehicles and a bit of livery override
12:11<planetmaker>nothing fancy
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12:12<planetmaker>hg clone http://dev.openttdcoop.org/hg-repos/ogfxplus
12:12<Weeknie>OH wow
12:12<Weeknie>Planetmaker
12:12<Weeknie>Really
12:12<Weeknie>RIGHT on time:P
12:12<planetmaker>:-)
12:12<Weeknie>Was just going to ask for the link because my http seems to be failing
12:13<Ammler>planetmaker: forces me to add a new rewrite?
12:13<planetmaker>hm, did I get it wrong? :-)
12:13<Ammler>how many different urls do you like to use to get the source?
12:13<planetmaker>yes
12:13<Ammler>:-D
12:13<planetmaker>hm. 42?
12:13<_Ben_>Ammler: yeah, thanks for that, sorry I vanished. I've just converted the grf so I have a .png..that took a mission cause I havn't done that for about 6 years. I've just renamed a sprite according to that list and it has worked...is that fluke and will this change, or...so long as I have the newgrf enabled will it always work with those numbers?
12:13<planetmaker>http://mz.openttdcoop.org/hg/ogfxplus
12:13<planetmaker>^ hg checkout link
12:14<planetmaker>Ammler: actually I'd like to have dev there instead of mz
12:14<planetmaker>sounds way more logical. Or hg
12:14<Ammler>that is possible
12:14<Ammler>already :-P
12:14<planetmaker>and then without the hg in front of the project name
12:14<planetmaker>:-P
12:14<Weeknie>Hmm, planetmaker, planetmaker, do you have the svn url please?
12:14<planetmaker>Weeknie: no
12:14<planetmaker>it's not a svn repository
12:14<Weeknie>Oh ok, then I"ll use hg
12:15<Ammler>http://hg.openttdcoop.org-repos/ogfxplus <-- nice rewrite result :-)
12:15<planetmaker>err...
12:15<planetmaker>not really, or?
12:15<planetmaker>it won't even resolve
12:16<Ammler>yeah, there is no org-repos toplevel domain
12:17<Ammler>_Ben_: it worked because you mainly replaced original base set graphcis (trg*.grf)
12:17<Ammler>those will never change
12:18<_Ben_>Ammler: I just replaced 1 sprite, it was a ''''''lock''''' sprite
12:18<Ammler>but the openttdw.grf and ogfxe-extra.grf does change from time to time with new features
12:18<Alberth>planetmaker: http://paste.openttd.org/225830 you broke nml :p
12:18<planetmaker>I did?
12:19<planetmaker>I just compile ogfxplus and it works.
12:19<planetmaker>Try a make remake
12:19<Ammler>_Ben_: yes, openttdw.grf doesn't change that often, and if you were lucky, the sprite you replaced is somewhere in front of the grf
12:20<Ammler>so chances are high, they don't change also if something in the end of the grf changes...
12:20<Ammler>opengfx-extra changes a lot also without new features, simply because it is still in development
12:21<Ammler>with 32bpp-extra you don't need to care about opengfx and new openttd features
12:21<planetmaker>Alberth: somehow that backtrace seems familiar to me, though
12:21<planetmaker>But I can't reproduce it
12:22<Weeknie>erm, little note, my msys is complaining about grep not having an option --o, does it exist under linux or is this a fault in the makeFile of OGFX+?
12:23<_Ben_>Ammler: think it will surfice for simple sprite alignment and testing, and as a simple way of seeing how sprites build up a building/bridge etc, which is what I intiailly needed, so I'll head off and work with that. Thanks for the help
12:23<planetmaker>Weeknie: it's you not having the grep which I expect to have :-)
12:23<Weeknie>Ok good;)
12:23<planetmaker> -o, --only-matching
12:23<planetmaker> Show only the part of a matching line that matches PATTERN.
12:24<planetmaker>grep (GNU grep) 2.5.1
12:24<Weeknie>Well I suppose the makefile isn't going to work under minGW/msys then
12:25<Alberth>lang/default.txt doesn't seem to be included. You probably have a smarter command than what I enter at the command line :)
12:25<Weeknie>Anyone here happen to have the pcx file of a simple read vehicle? (just one)
12:25<Weeknie>road*
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12:28<Yexo>Alberth: it should be lang/default.lng
12:29<Yexo>Weeknie: there should be some small pcx files in ogfx+
12:29<Weeknie>Well, 1. their trains, 2. there's 8 of em
12:29<planetmaker>there's 3 trams
12:30<planetmaker>which are per definition road vehicles
12:30<Weeknie>Erm, well, actually looking or busses, should've said that
12:30<Weeknie>Yeah soryr
12:30<Weeknie>but 've got it
12:30<planetmaker>tram and bus are nothing different in NFO
12:30<planetmaker>except the tram flag
12:31<Weeknie>It's fine, I found something, I got what I needed:P
12:31<Alberth>Thanks Yexo, I was running nml2info in the wrong directory
12:31<Ammler>Jupix: do you still use openttdw.grf sprite numbers somewhere?
12:32<planetmaker>Alberth: that's what the makefile is for :-P
12:33<Alberth>yeah, but it assumes nml2info is in the PATH, and 'nml' is in PYTHONPATH, which is not true here
12:34<Alberth>also, I cannot tell nml2nfo to use ../../ogfxplus/hg_trunk/lang/default.lng
12:34<planetmaker>Alberth: easy workaround: create a Makefile.local
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12:34<Alberth>hmm, name is also wrong, should be nml2grf
12:34<planetmaker>NML=relative/path/to/nml2nfo
12:34<planetmaker>^ only line in Makefile.local
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12:34<Ammler>Alberth: you can set those before PATH="$PATH:... ; PYTH....
12:36<Ammler>isn't that common with every python app?
12:36<Alberth>I don't like having dev directories in my $PATH very much
12:36<Alberth>at work I use combinator to solve those problems, but it does not work with hg
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12:37<Ammler>in this case I would symply symlink the wrapper to ~/bin
12:37<Ammler>or /usr/local/bin
12:37<Yexo>Alberth: nml2nfo is from when it couldn't yet write grf files, it can still write nfo files
12:38<Yexo>and in the future also nml (from nfo/grf), so even nml2grf would be obsolete then
12:38<yorick>I'd call it nmltool
12:38<yorick>or nmlcodec
12:38*Alberth shoots Ammler for messing in /usr/local
12:38<Weeknie>Yorick, agreed
12:38<Ammler>Alberth: ?
12:38<Ammler>what is /usr/local for else?
12:39<Alberth>system-wide installs by root imho
12:39<Ammler>yep, and?
12:39<Alberth>hardly useful if you want to mess with the nml source code
12:40<Ammler>~/bin doesn't work then?
12:42<Alberth>then the 'nml' python dir must also move to ~/bin.
12:42<Ammler>don't think so, that should be handled by the wrapper
12:42<planetmaker>Alberth: really... just use Makefile.local :-)
12:43<Alberth>trust me, I program Python for 7 years or so :)
12:43<Alberth>planetmaker: that also fails, and I don't feel like finding out why
12:43<Ammler>Alberth: I am no dev, but here, python tools work without that
12:43<planetmaker>Alberth: yes. If they're in the path
12:43<planetmaker>if you don't want to add it to the path (as you said), you need to tell where it is found, right?
12:44<Ammler>nml isn't the only one I use that way...
12:44<Alberth>I made two soft-links to nml and nml2info, and it works now. Good enough for now.
12:45<planetmaker>:-)
12:45<Alberth>Perhaps I should hack combinator to work with hg :p
12:45<Ammler>hmm, strange...
12:46<Ammler>you tried without symlinking nml?
12:47<Alberth>Ammler: python imports relative to the main script file, ie nml2info. So if I move that script, I must also move 'nml', or add it to the PYTHONPATH of course
12:47<Yexo>didn't planetmaker have the same problem that it only worked after symlinking nml2nfo with a full (non-relative) path?
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12:47<Ammler>Alberth: that is how you think it should be, my question was, did you try without symlinking "nml"?
12:48<Ammler>because I wonder, why that works here without
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12:48<Ammler>I would guess, python does assume the nml path relative to the script
12:48-!-Fuco [~dota.keys@fuco.sks3.muni.cz] has joined #openttd
12:48<Ammler>(following the symlink)
12:49<Eddi|zuHause>sys.path
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12:51<andythenorth>so....I was thinking the other day about whether the GUI should use rounded corners. I thought "that's not TTD style"
12:51<andythenorth>then I found these TTO screenshots :)
12:51<Alberth>Ammler: you are correct, it probably follows the symlink. Nice
12:51<andythenorth>http://www.tt-forums.net/download/file.php?id=81115
12:51<andythenorth>http://www.tt-forums.net/download/file.php?id=7487 (annoyingly requires quicktime)
12:52<planetmaker>andythenorth: quite ugly from the screenshot tbh :-)
12:52<Alberth>it also has grey texture background
12:52-!-fonsinchen [~fonsinche@brln-4dba8447.pool.mediaWays.net] has quit [Ping timeout: 480 seconds]
12:52<andythenorth>yes, it's not pretty
12:52<andythenorth>but round is easier on the eye than square. I wondered if it was time to jump that way....
12:53<Ammler>[18:51] <andythenorth> http://www.tt-forums.net/download/file.php?id=7487 (annoyingly requires quicktime) <-- strange browser settings then...
12:53<Alberth>\o/ I did not break ogfxplus with my parser nml changes!
12:54<andythenorth>is the actual GUI drawn from something like fill shapes, or is it placing sprites?
12:54<andythenorth>(e.g. window boxes, title bars etc)
12:54<andythenorth>or I should read the code :P
12:55<planetmaker>andythenorth: both
12:56<andythenorth>where is the drawing code? (I'm searching, but...)
12:56<planetmaker>widget.cpp
12:56<planetmaker>window.cpp
12:56<planetmaker>all icons are sprites which are placed
12:57<planetmaker>and honestly: round windows in OpenTTD: no!
12:57<andythenorth>GfxFillRect ?
12:57<Alberth>mostly yes
12:57<planetmaker>for example, yes
12:57<andythenorth>planetmaker: what's the objection....other than 16 years of history?
12:58<planetmaker>loosing character
12:59-!-Fuco [~dota.keys@fuco.sks3.muni.cz] has quit [Quit: Quit]
13:03<andythenorth>I've probably posted this before: http://www.folklore.org/StoryView.py?story=Round_Rects_Are_Everywhere.txt
13:11*andythenorth hmmms
13:11<andythenorth>I seem not to have broken something that should have broken :P
13:12*andythenorth isn't smart enough to adapt DrawColourMappingRect to draw rounded rects
13:12-!-Chrill [~chrischri@h-5-149.A212.priv.bahnhof.se] has joined #openttd
13:13*andythenorth thinks out loud
13:13<andythenorth>so for 4px radius, on the first column of a rounded rect, miss out the first 3px...?
13:15*andythenorth goes back to things he can do
13:20*andythenorth concludes that chipping 1px off the outer corners of each window would be nice
13:20<Alberth>Yexo: in case you feel like patching nml :) http://paste.openttd.org/225832
13:20<andythenorth>2px would be gross
13:20*Alberth << food now
13:22*planetmaker just put a perfectly round Quiche into the oven
13:23<planetmaker>:-O @ nml patch list
13:23<andythenorth>planetmaker: how many pix radius?
13:23<andythenorth>:P
13:23<planetmaker>0? ;-)
13:23<andythenorth>GUI style page on wiki is nice
13:24<planetmaker>OSx seems to shave off three pixels
13:24<planetmaker>but only in the top
13:24<andythenorth>I meant how many px radius is the quiche :P
13:24<planetmaker>the bottom edges are perfectly square
13:24<planetmaker>ah :-) I'd say a radius of 1000 pixels, if I took a photo
13:25<planetmaker>But I rather eat it than take photos of it :-P
13:25<andythenorth>I concluded that there will be much resistance to rounded corners in the OTTD gui, even if I could figure out how to implement it...
13:26<planetmaker>:-P
13:26*andythenorth looks at some town buildings for FIRS
13:26<planetmaker>make they cylinders :-P
13:26<andythenorth>time to learn how to code houses
13:26<Alberth>planetmaker: something with the patches?
13:27<Alberth>s/something/something wrong/
13:27<planetmaker>Alberth: not that I know
13:27<Alberth>you looked a bit amazed to me
13:27<planetmaker>I'm just surprised and delighted to have yet another person working on it who in my metric knows what he's doing
13:28<Alberth>as long as it is not nfo :p
13:28<planetmaker>lol
13:28<Alberth>or nml, for that matter
13:29<planetmaker>he?
13:32-!-Chrill [~chrischri@h-5-149.A212.priv.bahnhof.se] has quit []
13:34<Eddi|zuHause>andythenorth: i don't think houses are much different from industries
13:34<andythenorth>they are simpler if anything
13:35<andythenorth>hmmm....meanwhile some of the company colours clash horribly the FIRS graphics
13:35<andythenorth>with /s
13:35<planetmaker>they are simpler, yes
13:35*andythenorth ponders a way to restrict the range of company colours
13:35<andythenorth>looks like colours can be remapped...http://wiki.ttdpatch.net/tiki-index.php?page=Action2HousesIndustryTiles
13:35<andythenorth>but I don't understand it
13:36<Eddi|zuHause>in which way restrict range?
13:37<andythenorth>prevent some company colours being used - presumably by remapping them to another colour
13:37-!-Yexo [~Yexo@ip51cca4b5.adsl-surfen.hetnet.nl] has quit [Read error: Connection reset by peer]
13:37<Eddi|zuHause>why?
13:37<andythenorth>the appearance sucks in certain cases
13:37<Eddi|zuHause>but that's the user's fault?
13:38<andythenorth>no, company colour is chosen randomly on a per-industry basis
13:38<Eddi|zuHause>ah... yes
13:38-!-Yexo [~Yexo@ip51cca4b5.adsl-surfen.hetnet.nl] has joined #openttd
13:38<andythenorth>purple notably sucks in some industries :|
13:38<Eddi|zuHause>so you want to replace one company colour for another, for industries
13:39<andythenorth>yes
13:39*andythenorth feels the lack of a (current) FIRS collaborator :P
13:39<Eddi|zuHause>what if player builds an industry and wants it in his colour?
13:39<andythenorth>that's out of scope
13:39<andythenorth>as it's not currently possible
13:39<andythenorth>I could code for it in nfo however
13:39<Alberth>(07:31:19 PM) planetmaker: he? <- nml the program is different from nml the language
13:40<Eddi|zuHause>afair founded industries automatically get company colour
13:40<planetmaker>Alberth: sure. But nml the language is not that bad :-)
13:40<Eddi|zuHause>i don't usually found industries, but i read that somewere...
13:40<andythenorth>nah, it's random
13:40<andythenorth>it could be otherwise using nfo, but it would again need recolor sprites
13:41<Eddi|zuHause>hm... where the hell did i read this...
13:41<andythenorth>if it's on the wiki, correct it :)
13:42<andythenorth>I tested it in game, it's not the case
13:42-!-Chillosophy [~fu@195-241-120-76.ip.telfort.nl] has joined #openttd
13:43<Yexo>Alberth: do you have an account at the openttdcoop devzone?
13:44<Eddi|zuHause>hm... somehow the soundtrack of avatar has similarities with the one from pirates of the caribbean
13:44<andythenorth>rousing?
13:45<andythenorth>houses look ok.
13:45<andythenorth>designing what I need to code looks a bit harder
13:45<CIA-2>OpenTTD: translators * r19882 /trunk/src/lang/ (11 files): (log message trimmed)
13:45<CIA-2>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-2>OpenTTD: traditional_chinese - 5 changes by josesun
13:45<CIA-2>OpenTTD: croatian - 7 changes by VoyagerOne
13:45<CIA-2>OpenTTD: finnish - 5 changes by jpx_
13:45<CIA-2>OpenTTD: french - 5 changes by glx
13:45<CIA-2>OpenTTD: greek - 32 changes by fumantsu
13:46<Eddi|zuHause>what does "rousing" mean?
13:46<andythenorth>http://www.merriam-webster.com/dictionary/rousing
13:47<Yexo>andythenorth: there is a callback to chose the industry colour
13:47<Eddi|zuHause>hm... not entirely sure how to put that word into context...
13:47<andythenorth>Yexo: how very handy :)
13:48<andythenorth>Eddi|zuHause: are there lots of marching major chords?
13:48<Yexo>http://wiki.ttdpatch.net/tiki-index.php?page=callbacks#Decide_industry_colour_14A_
13:48<Eddi|zuHause>maybe
13:48-!-asilv [~as@h-62-142-160-55.joensuunelli.fi] has joined #openttd
13:48<andythenorth>Eddi|zuHause: planetmaker...need some opinions on FIRS design
13:49<Mazur>Rousing: energizing, getting your blood flowing.
13:49<planetmaker>yes, I'm listening :-)
13:49<Eddi|zuHause>andythenorth: then you've come to the right place ;)
13:49<andythenorth>using houses rather than industries for things that locate in town and accept cargo (general store etc)
13:49<andythenorth>?
13:49<andythenorth>good or bad
13:49<planetmaker>depends
13:49<Eddi|zuHause>andythenorth: depends
13:50<planetmaker>Houses can come and go
13:50<planetmaker>though that can be configured, too
13:50<andythenorth>yup
13:50<andythenorth>they can be protected
13:50<planetmaker>but they cannot be built by the player
13:50<planetmaker>thus it's an industry which neither a scenario designer nor a player can build
13:50<andythenorth>I think I can ensure that at least one is provided in every town of population > x
13:50<Eddi|zuHause>the problem with protecting them is that the "problem" of ever rising numbers of shops does not disappear
13:50<planetmaker>you can ensure that at most
13:51<planetmaker>but IIRC not at least one
13:51<Eddi|zuHause>the problem with normal houses is that the disappear and pop up somewhere else pretty frequently
13:51<Eddi|zuHause>and _please_ don't go the way of the TTRS fuel station
13:51<planetmaker>I think one of the biggest problems is that it makes scenario design / industry placement basically impossible
13:51<Eddi|zuHause>that only accepts 6/8
13:52<Eddi|zuHause>planetmaker: that needs a house picker for the scenario editor
13:52<planetmaker>Eddi|zuHause: yes :-)
13:52<planetmaker>are you writing one? :-P
13:53<Eddi|zuHause>you know my stand on GUI code :p
13:53<andythenorth>what is the problem with TTRS fuel station?
13:53-!-elmz_ [~elmz@222.80-202-29.nextgentel.com] has joined #openttd
13:53<Eddi|zuHause>andythenorth: you need two of them in vincinity, which is _extremely_ difficult when they constantly move about
13:53<andythenorth>what, one doesn't provide 8/8 acceptance?
13:54<Eddi|zuHause>no, it's 6/8, which is completely stupid
13:54<andythenorth>dumb
13:54<andythenorth>should a fuel station even exist?
13:54<Eddi|zuHause>well, something that accepts fuel needs to exist
13:54<Eddi|zuHause>when the GRF provides fuel
13:54<andythenorth>currently all fuel oil on the map will get delivered to the Machine Shop to get more ENSP
13:55<andythenorth>judging by most players feedback so far anyway
13:55<Eddi|zuHause>PBI has fuel tank industry as a fuel sink
13:55<planetmaker>might be nice to have petrol stations for that, yes
13:55<planetmaker>and fuel depots, yes
13:55-!-Chillosophy [~fu@195-241-120-76.ip.telfort.nl] has quit []
13:55<planetmaker>But fuel depots can be built by the player as station.
13:55<planetmaker>From where it is then trucked to the petrol stations
13:56<andythenorth>yup
13:56-!-Chillosophy [~fu@195-241-120-76.ip.telfort.nl] has joined #openttd
13:56<andythenorth>I'm planning to draw some more fuel depot sprites for ISR one day
13:56<andythenorth>meanwhile....the problem with town cargos in FIRS is that there is no point transporting them
13:56<Eddi|zuHause>planetmaker: i don't know many "fuel depots" around here...
13:57-!-Chillosophy [~fu@195-241-120-76.ip.telfort.nl] has quit []
13:57<planetmaker>Eddi|zuHause: me neither
13:57<Eddi|zuHause>but i don't really have any insight into the distribution system of the oil refinery
13:57<planetmaker>but there certainly are some. At least near ... refineries
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13:58<Eddi|zuHause>well, you can consider those to be _IN_ the refinery ;)
13:58<andythenorth>fuel is often shipped in bulk (train, barge) or by pipeline to local depots where it is stored / transloaded into trucks
13:58<planetmaker>Eddi|zuHause: I'd guess in Leuna or so there are certainly some kind of depots. Whether fuel or not - dunno
13:58<andythenorth>anyway
13:58<andythenorth>so town houses is *not* a clear choice for FIRS?
13:58<andythenorth>I don't need to free up the industry slots, there are plenty at the moment
13:59<Eddi|zuHause>all i ever witnessed is that a shitload of trucks get loaded in the refinery, i guess they directly circle the fuel stations in the area then
13:59<Eddi|zuHause>without any intermediate depot
13:59<planetmaker>might be, yeah
13:59<Eddi|zuHause>andythenorth: really, it depends on whether you want to have them destroyable by the player or the town
14:00-!-elmz [~elmz@222.80-202-29.nextgentel.com] has quit [Ping timeout: 480 seconds]
14:00<planetmaker>I guess one could live with it quite well, if they're not the only fuel sink
14:00<Eddi|zuHause>both variants have their own problems
14:10<Alberth>Yexo: created one today
14:12<Alberth>although I seem to be thrown out of the web interface when I disable google-analytics.com access
14:12<Yexo>I added you as developer now, feel free to push all those patches (although the whitespace ones conflict with my last commit)
14:12<Yexo>I just pushed the first patch before you reacted
14:14<andythenorth>Eddi|zuHause: personally I don't really care about destruction. But I don't play MP and I don't design scenarios,
14:15<andythenorth>even the original game doesn't give me much of a design cue
14:15<andythenorth>goods and food need houses, water needs a water tower
14:20<planetmaker>the idea might be: industry=needs special building, house=can be accepted by any house (like goods + food are needed where people live, petrol only at petrol stations)
14:21<planetmaker>alas... a bit wavy argument ;-)
14:22<andythenorth>so the general store only exists because I don't want to patch every house to accept food :)
14:22<planetmaker>yeah.
14:23<planetmaker>hm... that's a climate thing with houses, unfortunately. At least with default ones.
14:23*Alberth needs a openttdcoop dev admin
14:23<planetmaker>what do you need?
14:23<planetmaker>^ Alberth
14:23<Alberth>hg push gave 'authorization failed'
14:24<planetmaker>what did you push to?
14:24<Alberth>nml
14:24-!-[com]buster [~eternal@cust-03-55bf402e.adsl.scarlet.nl] has joined #openttd
14:24<Alberth>http://hg.openttdcoop.org/nml
14:24<planetmaker>:-) I meant the URL
14:24-!-bryjen [~bryjen@75.81.201.131] has quit [Quit: Leaving]
14:25<andythenorth>modifying default houses might not be too bad, especially if scripted somehow....
14:25<andythenorth>....but then there are also house sets to consider
14:25<andythenorth>I would rather just have shops / houses accept food directly
14:25<Alberth>so default houses is not a set?
14:25<planetmaker>Alberth: try http://hg.openttdcoop.org/hg-repos/nml
14:26<frosch123>andythenorth: modfying default houses is a very bad idea
14:26<andythenorth>what are the problems?
14:26<frosch123>well, unless you add parameters to disable that
14:26<Alberth>$ hg push http://hg.openttdcoop.org/hg-repos/nml <-- gives abort: HTTP Error 404: Not Found
14:27<frosch123>just that you create a monolithic grf, which cannot be uses with other housesets
14:27<planetmaker>I hm...
14:27<andythenorth>we could provide for that with checks, but then (a) FIRS cargo chains might break (b) it's a lot of code spaghetti
14:27<frosch123>Alberth: doesn't it have to https for push?
14:28<planetmaker>oh, yes, that should be needed
14:28<Alberth>I don't know, I was hoping a openttdcoop dev admin would know :)
14:28<planetmaker>:-P
14:28<planetmaker>try the URL you gave but https
14:28<frosch123>iirc that was written in the wiki page, which was posted yesterday
14:29<andythenorth>hmm
14:29<Alberth>hg push https://hg.openttdcoop.org/nml <-- now gives abort: HTTP Error 404: Not Found
14:29<Ammler>Alberth: where do you have the url from? ( http://hg.openttdcoop.org/hg-repos/nml)
14:29<andythenorth>Eddi|zuHause: what exactly is the problem with having 'lots' of stores in a town? Does it obliterate passenger production / acceptance?
14:29<Ammler>http://dev.openttdcoop.org/projects/home/wiki/Mercurial
14:29<Alberth>hg push https://hg.openttdcoop.org/hg-repos/nml <-- gives abort: error: Name or service not known
14:30<Alberth>Ammler: planetmaker gave it
14:30<planetmaker>Alberth: try the one _you_ gave with https
14:30<Ammler>pm wouldn't work either
14:30<frosch123>Alberth: http://dev.openttdcoop.org/projects/home/wiki/Mercurial
14:30<Eddi|zuHause>andythenorth: i don't think "lots" is the problem, it's that they get more and more...
14:31<Alberth>frosch123: ah, it is not a repo :)
14:31<Ammler>Alberth: https://<user>:<password>@push.openttdcoop.org/nml
14:32*planetmaker should also remember that wiki page :-P
14:33<andythenorth>do house sets play nice with each other?
14:33-!-elmz [~elmz@222.80-202-29.nextgentel.com] has joined #openttd
14:33<andythenorth>i.e. respect each other's use of IDs etc. similar to engine pool
14:33<frosch123>andythenorth: only cargos do not play nice with each other
14:34<planetmaker>andythenorth: yes
14:34<planetmaker>frosch123: how so / in what way?
14:34<andythenorth>so for FIRS....I might (a) provide a range of 'shop' houses that accept food and goods
14:34<frosch123>but i doubt anyone would like original houses between canadian, swedish or japanse
14:34<andythenorth>(b) provide petrol stations as industry, similar to water tower
14:35<Alberth>Ammler: it interprets my pwd as a number and fails
14:35<planetmaker>meh
14:35<frosch123>planetmaker: houses, industries, industry tiles, airports, vehicle ... everything has local ids with overridemanagers. just cargos have fixed cargoslots.
14:35<Alberth>hmm, I have a weird punctation char in it :p
14:36<planetmaker>frosch123: and that means two house sets with different cargo translation tables mess up?
14:36<andythenorth>512 total IDs for houses
14:36<frosch123>planetmaker: i meant grfs with cargo definitions
14:36*andythenorth wonders if US Town Set or TTRS use all the slots?
14:36<Ammler>Alberth: also if you give the credentials seperately?
14:36<planetmaker>andythenorth: they don't. For quite sure
14:36<planetmaker>Especially as they're TTDP compatible ;-)
14:36<Ammler>my url is just easier to save as default-push
14:37<frosch123>there is no problem with using multiple houesets, just i doubt everyone would like a industry set like firs to enforce presence of default houses
14:37<andythenorth>I'd have to draw some :)
14:37<Ammler>Alberth: possible to tell me the "bad" char?
14:37<Alberth>Ammler: html %xy encoding did the trick
14:37<Ammler>oh, good to know :-)
14:38<andythenorth>town stuff is tricky because FIRS basically needs to control the whole economy, which conflicts with the aims of some house sets
14:38<Alberth>for the 'hg clone', next is the push :)
14:38<Ammler>you could use different urls for pull and push
14:39<Ammler>dunno, if that is much faster :-)
14:40<planetmaker>[20:37] <Alberth> Ammler: html %xy encoding did the trick
14:40<planetmaker>[20:37] <Ammler> oh, good to know :-) <-- indeed!
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14:41<Alberth>it works
14:41<Alberth>thanks for the help
14:42<planetmaker>even though I was no help: you're welcome :-)
14:44<Alberth>oh, I don't need to push every commit seperately of course
14:44<Alberth>how nice
14:44<Ammler>well, you should
14:44<Ammler>else you might have a merge mess
14:45-!-KouDy [~KouDy@rb5ck203.net.upc.cz] has joined #openttd
14:45<Ammler>well, you might know it better :-P
14:46<Alberth>hmm, good point
14:50*andythenorth ponders
14:50<andythenorth>so houses can check town popn, count of same building / building class, distance to nearest instance of type x
14:51-!-fonsinchen [~fonsinche@brln-4dba8447.pool.mediaWays.net] has joined #openttd
14:51<andythenorth>so it should be possible to limit FIRS-provided stores etc to sensible amounts
14:54<andythenorth>a general store would have population? Maybe three :)
14:54<andythenorth>also would accept and generate mail
14:55<planetmaker>Ammler: there's a difference between push and commit :-)
14:55<planetmaker>pushing everything separately is IMHO indeed not always necessary
14:56<planetmaker>It might lead to the fact though, that merges might be required ;-)
14:56<Ammler>well, it depends how you "share" the development
14:56<andythenorth>I only push separately because I conflate 'vcs' with 'backup' :P
14:56<Ammler>nml did it quite well, yet.
14:57-!-sparr [sparr@c-24-98-228-62.hsd1.ga.comcast.net] has quit [Remote host closed the connection]
14:59<andythenorth>hmm
14:59<Ammler>I see no reason, if you have internet connection, why you shouldn't push right after commit
15:02<Alberth>in a series of patches, it is an extra step that you must wait for, without being able to do anything else
15:02<Alberth>but it is somewhat safer indeed
15:05<CIA-2>OpenTTD: rubidium * r19883 /trunk/src/widgets/dropdown.cpp: -Fix [FS#3812]: dropdowns did affect positioning of new windows because they were not yet removed when the new windows were positioned
15:08-!-Grelouk [~Grelouk@93.21.13.171] has joined #openttd
15:09*andythenorth isn't sure how best to deal with allowing towns to destroy stores or not
15:09<andythenorth>I can make them accept 8/8 food/goods which deals with the problem of 'are there enough'
15:09<planetmaker>andythenorth: you can only do it wrong :-P
15:10<andythenorth>a bit like GUI design then :P
15:10<planetmaker>whatever you do, *someone* will complain ;-)
15:10-!-lobstar [~michielbi@86.89.201.189] has joined #openttd
15:11<andythenorth>well extension of food acceptance to temperate needs to work identical to goods in default game (and food in arctic/tropic)
15:11<andythenorth>sometimes towns rebuild and goods acceptance stops...that's just how the game works
15:12<planetmaker>andythenorth: but basically that's then a task for a town set.
15:12<planetmaker>Talk to the Swedish Set guys. They'll surely be able to help. FIRS and swedish houses fit anyway quite nicely together
15:12<andythenorth>I'm already using Irwe's sprites :)
15:13<planetmaker>yes. I just mean: don't bother with town acceptance too much
15:13<planetmaker>Just make sure it is accepted *somewhere*
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15:17<andythenorth>FIRS *could* change the default temperate houses to accept food and then find a way to play nice with town sets (parameter?)
15:18-!-Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has joined #openttd
15:20<planetmaker>http://paste.openttd.org/225833 <-- where do I best start looking what's going wrong?
15:21<Alberth>you have merged but not committed, I think
15:22<Alberth>so you get the ID of both revisions.
15:22<Alberth>OpenTTD findversion.sh does not understand that
15:22<planetmaker>your assumption is correct
15:22-!-pugi_ [~pugi@p4FCC4493.dip.t-dialin.net] has joined #openttd
15:24<planetmaker>hm, there's an easy fix for that, I think
15:24<Alberth>yes, hg commit
15:25<planetmaker>:-P
15:25<planetmaker>not before the merge is correct
15:27<andythenorth>hmm
15:28<andythenorth>so perhaps it's the case that town sets need to be "FIRS compatible" in the same way as vehicle sets need to be
15:28-!-pugi [~pugi@p4FCC6991.dip.t-dialin.net] has quit [Ping timeout: 480 seconds]
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15:28<andythenorth>and so they need to implement suitable cargo acceptance
15:28<andythenorth>as planetmaker said
15:29<planetmaker>andythenorth: requiring that is not a good idea
15:29<planetmaker>But as long as there's one sink for each cargo, you're set
15:29<andythenorth>ok
15:30<andythenorth>so I provide sinks as industry not houses for general ease
15:31<andythenorth>only one thing I can't figure out in that case: limiting the number of industries per town
15:31<andythenorth>players don't want multiple general stores per town
15:31<andythenorth>but players want multiple general stores per town
15:33<andythenorth>I could do a limit by '1 store per 200 inhabitants' or similar
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15:33<andythenorth>but some town sets provide insane population counts
15:33<andythenorth>I could do it by distance to nearest other store
15:33<andythenorth>but distance restrictions are strongly disliked
15:34<asilv>i use minimum distance checks in swehouses for general stores
15:34<andythenorth>implemented as houses, not industries?
15:34<asilv>houses, yes
15:34<andythenorth>hmmm
15:34<andythenorth>do players need to be able to choose to build a store?
15:35<andythenorth>distance restrictions are only disliked when they are encountered in 'fund industry'
15:36-!-lobstah [~michielbi@86.89.201.189] has joined #openttd
15:37<andythenorth>asilv: do swedish houses accept food in all climates?
15:37<asilv>yes, if FOOD cargolabel is available
15:37<andythenorth>good :)
15:37<planetmaker>andythenorth: it's quite helpful to be able to choose to build a <whatever cargo> sink
15:38-!-lobstar [~michielbi@86.89.201.189] has quit [Read error: Operation timed out]
15:38<andythenorth>planetmaker: what do you think about distance restrictions?
15:38<asilv>i think all newgrf houses accept food
15:38<planetmaker>I don't like them
15:38-!-reven123 [reven123@239.81-167-85.customer.lyse.net] has joined #openttd
15:39<andythenorth>in what respects?
15:39<planetmaker>in actually most respects: not at all, if wrt town centre. Not at all, if not circumvented in the SE. Not really, if only enforcing a distance between industries
15:40<reven123>question: i just downloade openttd v1.0 and was planning to edit some of the grf files, but found that the downloadable graphics files are now archived as tar. files. how do i decode them to nfo files?
15:40<planetmaker>reven123: unpack the tar files
15:40<planetmaker>then you have grf files
15:40<planetmaker>then you need to decode those by means of grfcodec to nfo
15:40<planetmaker>tar files can be unpacked by most packers, e.g. winzip on windoze
15:41<planetmaker>besides: you might look out whether there exist the actual source code for the newgrf you want to change.
15:42<planetmaker>Chances are getting better that you'll be successful
15:43<reven123>i managed to unzip one with alphazip. but my, probably outdated codecwizard is asking for ttdpatchw files in order to work. so im not sure how to go about decoding grf files anymore
15:43-!-bryjen [~bryjen@75.81.201.131] has joined #openttd
15:44<reven123>not too familiar with source code. where would i find that in any case?`
15:44-!-JostVice [~jostvice@85.136.129.22.dyn.user.ono.com] has joined #openttd
15:44<@Rubidium>somewhere at ttdpatch's side I fear
15:45<Eddi|zuHause>hm... what was the bash builtin for string replacement again? somthing like ${i#a#b}?
15:45<Eddi|zuHause>or %?
15:45<@Rubidium>have you tried it?
15:45<reven123>ttdpatchs site?
15:46<reven123>yeah i looked around, but didnt find anything
15:46<@Rubidium>Eddi|zuHause: maybe / ?
15:46<reven123>where would i find it you think?
15:46<Eddi|zuHause>Rubidium: seems like each of these have a function, just need to find out which one i need
15:46<reven123>i thought ttdpatch was for patching the original ttdlx
15:46<@Rubidium>I would think it would be findable on ttdpatch's site
15:47<@Rubidium>reven123: it is for patching the original
15:47<@Rubidium>but you're asking about ttdpatchw.grf
15:48<Eddi|zuHause>reven123: you can download new grfcodec from openttd.org/development
15:50-!-|Jeroen| [~jeroen@94-224-31-113.access.telenet.be] has quit [Quit: oO]
15:51<Eddi|zuHause>so... apparently # cuts a string from the beginning of the variable, % cuts from the end
15:54-!-elmz_ [~elmz@222.80-202-29.nextgentel.com] has joined #openttd
15:55<reven123>not able to download that. something wrong with the webpages. tx anyway though for your answers
15:55-!-lobstar [~michielbi@86.89.201.189] has joined #openttd
15:56<planetmaker>reven123: http://www.openttd.org/en/download-opengfx <-- like that
15:57<reven123>actually. maybe i can just ask if its already been done what im trying to achieve. i would like my cities more realistic in the sense that towns with only like 4000 pop sprawl out mostly in single housing units, and not just packed in one little circle with highrises and apartment buildings. anyone know if that has been tweaked with before. or if it is even tweakable.?
15:58<planetmaker>sounds like do-able
15:58<planetmaker>but if none of the common town sets works for you: then it's not yet done
15:59<CIA-2>OpenTTD: rubidium * r19884 /trunk/ (6 files in 3 dirs): -Feature: translatable desktop shortcut comments
16:00<PeterT>^ didn't know that was even possible
16:00-!-elmz [~elmz@222.80-202-29.nextgentel.com] has quit [Ping timeout: 480 seconds]
16:00*SmatZ translates PeterT to Hungarian
16:01<PeterT>too late: http://hg.openttd.org/openttd/trunk.hg/diff/e706da6b8ddc/src/lang/hungarian.txt
16:01<SmatZ>http://hu.wikipedia.org/wiki/P%A9ter hmm it stays (almost) the same
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16:02-!-Devedse [~Devedse@cable-213-34-232-56.zeelandnet.nl] has quit [Quit: Ik ga weg]
16:04*SmatZ translates PeterT to Chinese: 伯多祿 (buoduolu)
16:04<SmatZ>BuoduoluT
16:04<Eddi|zuHause>reven123: maybe you want to try the "TaI" [UK Houses] set, i believe that implements some stuff with smaller towns
16:04*PeterT translates SmatZ to SmatZish
16:05<SmatZ>:)
16:05<andythenorth>bah
16:05<Eddi|zuHause>in german, "schmatzen" is an annoying noise you do when eating :p
16:05<yorick>agreed
16:06<andythenorth>'conflicting industry types' prop won't work with 'same type as this'
16:06<andythenorth>i.e. I can't use it to prevent general stores spamming a town
16:06<reven123>eddi. yes i tried that because i noted the same thing. but in the game though i didnt seem to manifest at all. mostly tall apartment blocks and a handfull of houses
16:07<reven123>eddi have the same word in norwegian "smatte", probably stole it from german
16:08<reven123>my father does that. very annoying
16:08<planetmaker>actually that verb is a bit more general than just the eating sound ;-)
16:08<planetmaker>but that's just the most common use
16:08<andythenorth>I might need to know something more about bit 7
16:08<andythenorth>http://wiki.ttdpatch.net/tiki-index.php?page=Action0Industries#Conflicting_industry_types_16_
16:08<@Rubidium>andythenorth: disable "multiple industries of same type close to eachother"
16:08<andythenorth>ok
16:09<andythenorth>so that over-rides conflicting industry types as well as same-id
16:09<andythenorth>I hoped it might be different
16:09<PeterT>the buttons on the newgrf gui are too fat
16:10<@peter1138>so's your mum
16:10<andythenorth>Rubidium: it's actually nowadays 'Multiple industries per town' and I'm not sure how that interacts with industry prop 16
16:10<andythenorth>guess I'll be reopening industry.cpp again
16:11<andythenorth>hmm
16:12<andythenorth>code suggests that "multiple industries per town" is independent of what prop 16 is doing
16:12<andythenorth>I think I need to understand setting bit 7
16:12<andythenorth>so how do I set bit 7? :P
16:13<@Rubidium>SetBit(var, 7)
16:13<andythenorth>:)
16:13<andythenorth>industry ID is 3Bh....
16:14<reven123>bist du aus deutschland eddie? ich wolle gern nach berlin in urlaub fahren. haben sie einige sehwurtigheiten zu vorstellen?
16:14<reven123>hehe, just testing my german there
16:14<@Rubidium>Berlin Hbf! :)
16:15<reven123>?
16:15<reven123>hbf?
16:15<Eddi|zuHause>yeah, that's about the only place of berlin i have seen in the last 15 years :p
16:15<@Rubidium>http://en.wikipedia.org/wiki/Berlin_Hbf <- come one... that's trivial to find!
16:15<Eddi|zuHause>Hbf is the abbreviation of Hauptbahnhof [main station]
16:16<reven123>ah right
16:16<reven123>what about tiergarten?
16:16<Eddi|zuHause>it's right next to the Reichstag
16:16<Eddi|zuHause>just across the river
16:16<reven123>nide
16:16<reven123>nice*
16:17<@Rubidium>IIRC Berlin-Tiergarten isn't that nice architecturally
16:17<fonsinchen>it isn't
16:17<fonsinchen>it's a mess
16:17<Eddi|zuHause>i don't remember anything about Tiergarten
16:17<fonsinchen>cobbled together in several decades
16:17<Eddi|zuHause>you might want to visit the Alexanderplatz [with the "TV tower"]
16:17<fonsinchen>extended, rebuilt, with new S-Bahn and so on
16:18<Eddi|zuHause>and the "museum island" is supposed to be nice
16:18<reven123>is it true that east germans are still different from west germans?
16:18<Eddi|zuHause>yes
16:18<reven123>yeah?
16:18<reven123>in waht way?
16:18<reven123>how come?
16:18<Eddi|zuHause>east germans are typically getting up earlier, working harder, and getting less money
16:18<fonsinchen>:)
16:18<reven123>:)
16:19<fonsinchen>the sad thing is: it's true
16:19<reven123>more vodka?
16:19-!-Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has quit [Quit: Tschüß]
16:19<Eddi|zuHause>no, you mix that up with russia :p
16:19<andythenorth>So 3Bh with bit 7 set is BBh?
16:19<reven123>yeah, i was just kidding
16:19<planetmaker>[22:18] <Eddi|zuHause> east germans are typically getting up earlier, working harder, and getting less money <---llooool :-)
16:20<Eddi|zuHause>andythenorth: 3+7=10=A in my calculation...
16:20<reven123>dosent sound like a nice place for me to live then
16:20<Eddi|zuHause>ah... scratch that
16:20<andythenorth>so 3Bh = ABh
16:20<@Rubidium>Eddi|zuHause: but bit 7 implies 80h
16:20<Eddi|zuHause>i didn't read properly
16:20<@Rubidium>andythenorth: no, you're right
16:20<Eddi|zuHause>yes, BB is correct
16:21<reven123>ok, tx for answers im off. take care
16:21<andythenorth>I just guessed, based on the bit chart on wiki hex page :o
16:21-!-reven123 [reven123@239.81-167-85.customer.lyse.net] has quit []
16:21<andythenorth>planetmaker: interesting(?) cpp problem
16:21<Eddi|zuHause>Leno is rubbish... i want Conan back...
16:21<planetmaker>andythenorth: ?
16:21<andythenorth>a defined id needs bit 7 setting. i.e. ID 3B needs to be BB in action 0 prop 16
16:21<andythenorth>I could hard code it....
16:22<andythenorth>but that is fragile
16:22<planetmaker>I've no cpp solution for that
16:22<@Rubidium>cpp can't do math
16:22<planetmaker>unfortunately
16:22<planetmaker><3 NML :-)
16:23<Eddi|zuHause>yeah, apparently that's the biggest limitation for pnfo
16:23<Eddi|zuHause>maybe grfcodec needs an escape sequence for arithmetical and bitwise logical operations?
16:23<@Rubidium>does nml have some system to define a set of bits
16:23<planetmaker>andythenorth: one *could* do probably some awk or whatever magic. But that's really over-doing it
16:24<planetmaker>Rubidium: A | B | C
16:24<@Rubidium>e.g. bits[1, 2, 5]
16:24<andythenorth>I'll just stick another define nearby with a note
16:24<planetmaker>It's rather that those magic bits get a name there, Rubidium
16:24<frosch123>http://devs.openttd.org/~frosch/icons.png <- hmm, seems they are to big for the tiny original font
16:24<@Rubidium>hmm, that's true
16:25<planetmaker>:-) quite lovely, though
16:26<Eddi|zuHause>frosch123: i thought the point was that the icons get more distinguishible by something other than colour
16:26<@Rubidium>Eddi|zuHause: none of them is the same
16:27<planetmaker>^
16:27<Eddi|zuHause>Rubidium: red and white?
16:27<frosch123>they have different brightness
16:27<planetmaker>frosch123: one could add - instead of MANY coins - a single money note
16:27<@Rubidium>guess my eyes deceive me
16:28<planetmaker>colour vision easily over-prints brightness perception
16:28<frosch123>planetmaker: draw a money note :)
16:28<planetmaker>:-)
16:29<Eddi|zuHause>maybe "new" vehicles get a "birthday present" as icon?
16:29<andythenorth>coins, but arranged horizontally for comparison
16:29<andythenorth>maybe not enough space
16:29<planetmaker>that's too boring :-)
16:29-!-asilv [~as@h-62-142-160-55.joensuunelli.fi] has quit []
16:29<planetmaker>the space will be made by auto-resize
16:29<frosch123>i fail to make a screenshot of the newsreminder, http://devs.openttd.org/~frosch/blobreplacments.png
16:29<Eddi|zuHause>red vehicles get a "broken" coin?
16:30<Alberth>frosch123: really nice!
16:30*Alberth ponders whether it is still original looks and feel
16:30-!-snc [~snc@ip10.rdlbnc.com] has joined #openttd
16:30<frosch123>the newsicon is also slightly too big for default font :s
16:30-!-Chris_Booth [~chatzilla@cpc7-newt30-2-0-cust443.newt.cable.virginmedia.com] has joined #openttd
16:30<Eddi|zuHause>what's the right icon?
16:31<planetmaker>Alberth: point is that currently it's neither self-explanatory nor distinguishable for colour-impaired people
16:31<frosch123>exclusive transport
16:31<@Rubidium>"king-of-the-town"
16:31<Alberth>planetmaker: good point
16:31<Eddi|zuHause>so how about the "present" and "broken coin" idea?
16:32<frosch123>hmm, oh, i still failed with company colours :s
16:32<Eddi|zuHause>"present" [i.e. something wrapped] indicates quite well that a vehicle is new, or not?
16:32*SmatZ likes "broken coint"
16:32<@Rubidium>what about "nothing"?
16:32<SmatZ>-t
16:32<planetmaker>I'm somehow aware of that - when I show graphs to my boss I need to pay attention to those details
16:33<frosch123>"present" sounds weird. "broken coin" would be nice, if you can draw a broken coin :p
16:33<andythenorth>how many states does this icon represent?
16:34<@Rubidium>4
16:34<andythenorth>profit, loss, stopped...?
16:34<Alberth>unknown
16:34<Alberth>(too early to tell)
16:35<Alberth>stopped?
16:35<andythenorth>dunno...I'm guessing
16:35<andythenorth>I can't tell from the icons
16:35<Eddi|zuHause>andythenorth: new, negative profit, positive but few profit, positive and lots of profit
16:35<@Rubidium>loss, some profit (but less than maximal minimal profit from the detailed ratings), lots of profit and not enough information to tell (young vehicle)
16:36<Alberth>a hole would be good :)
16:37<Eddi|zuHause>different idea: (-), (?), (+) and (++) icons?
16:38<frosch123>http://devs.openttd.org/~frosch/icons2.png <- looks better in my usual font size
16:38<frosch123>(plus fixed company colour)
16:40<frosch123>Eddi|zuHause: la already posted such icons on the forum
16:40<frosch123>but imo they do not fit the original style at all
16:40<Eddi|zuHause>frosch123: where?
16:40<frosch123>and i need icons for openttdd/w primary :p
16:40<frosch123>Eddi|zuHause: ogfx dev thread
16:41<frosch123>la uses the same coins as the ogfx icon for the economy window
16:42<Eddi|zuHause>hm... yeah, they look bad
16:42<planetmaker>frosch123: http://img.openttdcoop.org/images/coinnote.png <-- coin and bank note
16:43<Eddi|zuHause>urgh... i don't think that looks well...
16:43<frosch123>bank notes are green by definition
16:43<planetmaker>:-D are they?
16:45<Eddi|zuHause>only american bank notes...
16:45<planetmaker>my idea was to not break the colour
16:45<Eddi|zuHause>... whoever had the bright idea to make all bank notes the same colour and same size...
16:46<Eddi|zuHause>no other country in the world i have ever been to, had that system of bank notes...
16:47-!-Alberth [~hat@a82-95-164-127.adsl.xs4all.nl] has left #openttd []
16:47<Eddi|zuHause>probably they were just too cheap on buying ink and cutting machines...
16:47<andythenorth>http://tt-foundry.com/misc/icons.png
16:47<andythenorth>I've had to solve this problem before in web apps
16:48<andythenorth>the smiley faces are one route
16:48<planetmaker>:-)
16:48<Eddi|zuHause>err...
16:48<planetmaker>that's also an idea
16:48<andythenorth>they are a lot harder to use than red green though :|
16:48<Eddi|zuHause>not entirely sure about that :p
16:48<andythenorth>*unless* your r/g colour blind
16:48<planetmaker>but they need to get colour as well
16:48<SmatZ>do not use this shade of red/green to distinguish something, please
16:48<planetmaker>andythenorth: 10% of the male population is said to be...
16:49<frosch123>http://devs.openttd.org/~frosch/icons3.png <- tweaked offsets
16:49<andythenorth>I normally use 'no colour' for 'ok' (so grey, black, white) and blue for 'look at this'
16:49<frosch123>are the numbers still readable enough?
16:50<Eddi|zuHause>maybe those are just too many coins?
16:50<planetmaker>the numbers are a bit over-printed
16:50<planetmaker>that looks like a glitch.
16:50<andythenorth>don't crash into the numbers :P
16:50<planetmaker>But I like the concept actually a lot
16:51<andythenorth>what does red / white indicate?
16:51<planetmaker>red: loss. white: no data
16:51<frosch123>white should be more greyish maybe
16:51<planetmaker>yes
16:51<andythenorth>yes
16:52-!-theholyduck [~holyduck@77.106.157.155] has quit [Ping timeout: 480 seconds]
16:52<andythenorth>hey....we could plot a sparkline from actual profit numbers :P
16:52<andythenorth>http://en.wikipedia.org/wiki/Sparkline
16:52-!-Fast2 [~Fast2@p57AF97B0.dip0.t-ipconnect.de] has joined #openttd
16:57<Eddi|zuHause>damn... i need unzip to convert iso-8859-1 to utf-8 in filenames it extracts...
16:57<Eddi|zuHause>but it doesn't have an option to do so...
16:58<andythenorth>ok
16:59<andythenorth>so what actual information is conveyed by 'this train is making a lot of profit'?
16:59<andythenorth>and what decision does it support / inform?
16:59<@peter1138>heh, micromen on bbc4 later... again
16:59<planetmaker>andythenorth: 20k / year
17:00<Eddi|zuHause>andythenorth: in the company rating details, there are several categories: one of them says "all vehicles profit >$10k" or something
17:00<Eddi|zuHause>or £10k
17:00<andythenorth>oh frick....those stupid game goals still exist :P
17:00<Eddi|zuHause>anyway, that's the difference between "little" and "lots of" profit
17:01<planetmaker>andythenorth: not stupid at all
17:01<Eddi|zuHause>planetmaker: i think some of them are stupid
17:02<planetmaker>they might be. It always depends on how you look at them
17:03<frosch123>esp. the £10k is stupid, as it is not affected by inflation
17:03<Eddi|zuHause>some of them just don't provide good achievements, some are way too easy, some of them are biased
17:03<frosch123>same holds for the vehicle profit icons
17:04<Eddi|zuHause>e.g. per-vehicle-profit heavily discourages road vehicles
17:04<Eddi|zuHause>and repaying loan is trivial
17:06-!-Grelouk [~Grelouk@93.21.13.171] has quit [Quit: Quitte]
17:06<SmatZ>I think there is at least one FS task for that
17:07<Eddi|zuHause>damn... i can'f fix these filenames :(
17:10-!-yorick [~yorick@ip51cd0513.speed.planet.nl] has quit [Quit: Poef!]
17:12<Eddi|zuHause>3) Apply the optional unzip-5.50-alt-iconv-v1.1.patch patch to UnZip. It will apply with some offsets.
17:12<Eddi|zuHause> It allows to specify the assumed filename encoding in the ZIP archive using the -O charset_name option and the on-disk filename encoding using the -I charset_name option. Defaults: the on-disk filename encoding is the locale encoding, the encoding inside the ZIP archive is guessed according to the builtin table based on the locale encoding. For US English users, this still means that unzip converts from CP850 to ISO-8859-1 by default.
17:12<Eddi|zuHause> Caveat: this method works only with 8-bit locale encodings, not with UTF-8. Attempting to use a patched unzip in UTF-8 locales may result in a segmentation fault and is probably a security risk.
17:16-!-Weeknie1 [~Maarten_S@cp1042784-a.dbsch1.nb.home.nl] has joined #openttd
17:22*andythenorth was looking how to use icons to only draw the eye to relevant information - e.g. loss making vehicle
17:22<andythenorth>but because of the 'yellow' state, that's a bit harder :P
17:22<Eddi|zuHause>i think red catches the eye quite well
17:23<andythenorth>basically if you're not r/g colour blind, colour is going to be way superior to shape
17:23-!-Weeknie [~Maarten_S@cp1042784-a.dbsch1.nb.home.nl] has quit [Ping timeout: 480 seconds]
17:23<andythenorth>but we can't use colour, we have to use a less-good solution
17:24<Eddi|zuHause>yes, that's why i said "broken coin"
17:25<@Rubidium>possibly make it red
17:25<@Rubidium>then a yellow coin and green bank note
17:25<@Rubidium>there you've got your colour difference (in a manner that makes sense / is like it current is) and different graphics
17:26<Eddi|zuHause>or a red exclamation mark
17:26<@Rubidium>yeah, that'd probably work as well
17:26<Eddi|zuHause>a white question mark, a yellow = and a green +?
17:27<planetmaker>hm, along with money icon?
17:27<planetmaker>that'd make sense
17:29-!-heffer [~felix@ip-88-152-182-156.unitymediagroup.de] has quit [Quit: heffer]
17:29*andythenorth was drawing exclamation marks
17:30<andythenorth>I think current 'green' could just be 'invisible' because it has zero useful information
17:30<andythenorth>zero useful information deserves zero pixels
17:30<frosch123>rather draw the grey state invisible
17:31<planetmaker>yeah
17:31<andythenorth>both are equivalent in terms of information
17:31<planetmaker>but no icon will draw the question "what's up there?"
17:31<planetmaker>nope
17:32<planetmaker>"not enough info" != "we're doing well"
17:32<andythenorth>but what action can you take in either case?
17:32<andythenorth>the only action is to choose no action
17:33*andythenorth tries to remember what it was like to care about the game goals
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17:51<frosch123>night
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17:59<Yexo><@Rubidium> e.g. bits[1, 2, 5] <- nml has Bitmask(1, 2, 5) (that results in the constant 0x26)
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18:02<andythenorth>good night
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18:17<SmatZ>today's SWE-CZE hockey was crazy :)
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18:36<@Rubidium>SmatZ: hockey as on the green stuff or as on the white stuff?
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18:43<Terkhen>good night
18:43<@Rubidium>night Terkhen
18:45<SmatZ>good night, Terkhen
18:46<SmatZ>Rubidium: the white stuff :) czech team managed to equate the score 7 second before end of the game, and they won in shootouts
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18:53<Ammler>SmatZ: we are out against Germany ;-)
18:54<Ammler>that was worst
18:55<SmatZ>Ammler: yeah, and you beaten us 3-2 :)
18:55<Ammler>and Canada 4.1
18:56<Ammler>I saw us win the tournament :-P
18:56<SmatZ>:)
18:56<SmatZ>I really didn't expect we can get that far
18:56<Ammler>hmm, cz is good, was always
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18:57<Ammler>we have maybe the best european national league but weren't never really that well on a wm
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18:58<SmatZ>we are still living from Nagano (1998)
18:58<Ammler>:-)
18:58<SmatZ>it's mentioned everytime there is a championship...
18:59<SmatZ>but it's 12 years ago :-p
18:59<Ammler>we weren't even born
18:59<Ammler>I can remember a 4th place
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19:02<SmatZ>hmm everytime there is a championship I am searching for a nice page with results of all matches so far
19:02<SmatZ>but I never manage to find ont
19:02<SmatZ>one
19:02<SmatZ>it's always "most recent news"
19:02<SmatZ>:-/
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19:12<Eddi|zuHause>since when are so many people talking about ice hockey?
19:12<@Rubidium>Eddi|zuHause: since it's like 20+ C outside
19:13<Eddi|zuHause>that's not true, it was 19,4°C here ;)
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19:14<@Rubidium>well, that's "like" 20+ C...
19:15<SmatZ>:)
19:15<Eddi|zuHause>SmatZ: maybe this page has overview ;) http://www.wettpoint.com/ergebnisse/eishockey/events.html
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19:15<@Rubidium>and... those temperatures are measured in the shade, so there're undoubtedly places (in the sun) where it was a little bit warmer
19:17<Eddi|zuHause>hm... there are like >1000 plugins for sim city 4 available
19:17<SmatZ>danke schön, Eddi|zuHause (Tjeckien, what?)
19:17<Eddi|zuHause>SmatZ: dunno, the country names seem screwed up
19:17<SmatZ>Eddi|zuHause: I gave up downloading plugins for SC3000...
19:18<SmatZ>Rubidium: yeah, I used to go out in just a T-shirt when it was 2°C and a sunny day
19:19<Eddi|zuHause>people always look at you strangely when you do that...
19:19<SmatZ>:-) few times some older woman asked me if I am ok
19:19<Eddi|zuHause>i once went out in t-shirt and bath shoes to push the snow from the road
19:19<SmatZ>:-D
19:21<Eddi|zuHause>the neighbours still talk about it, even if it was almost 10 years ago...
19:21<SmatZ>hehe
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19:51<Eddi|zuHause>how do i tell wine to use konqueror as browser instead of firefox?
19:52<SmatZ>is that possible at all?
19:53<SmatZ>maybe it uses low-level API
19:53<SmatZ>as it doesn't use browser, but it shows only rendered pages
19:53<SmatZ>(uses only gecko render engine, or so)
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20:00<ccfreak2k>If it's using the IE embedded API, you're probably stuck with Gecko.
20:00<ccfreak2k>If it's using a call to open an external web browser, Wine should have a configuration for it somewhere.
20:01<SmatZ>clever answer :)
20:01<Eddi|zuHause>i have some installers that open a "readme", then it says something about "winebrowser" and opens firefox
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20:02<Eddi|zuHause>guys in #winehq say something about registry key
20:03<SmatZ>orudge is the wine guy here :)
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20:17<orudge>[18:51:46] <Eddi|zuHause> how do i tell wine to use konqueror as browser instead of firefox? <-- basically, it just opens whatever the default browser is on your system
20:17<orudge>or it should
20:17<Eddi|zuHause>orudge: apparently it has a predefined list of browsers in the registry key, and it will take the first one that works
20:17<orudge>anyway, brb, shower
20:18<orudge>hmm, maybe things have changed since I last looked at that
20:19<orudge>anyway, brb
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20:35*SmatZ slaps himself
20:36<SmatZ>better now
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21:29<SmatZ>--18125-- VALGRIND INTERNAL ERROR: Valgrind received a signal 11 (SIGSEGV) - exiting
21:29<SmatZ>what is that...
21:30<SmatZ>it's so easily killed by hand-written asm :-/
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---Logclosed Sun May 23 00:00:56 2010