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#openttd IRC Logs for 2010-06-01

---Logopened Tue Jun 01 00:00:12 2010
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02:00<seirmubsa>Would compiled bundles for OS X be useful?
02:16<seirmubsa>I noticed that there was not an official release for OS X on the downloads page, so I compiled it myself. :P
02:23<Yexo>compiling the binaries is not the main problem, supporting those (ie fixing the mac osx specific bugs) is the biggest problem as we don't have an active mac developer
02:23<Yexo>see also http://www.tt-forums.net/viewtopic.php?f=29&t=45247
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02:31<seirmubsa>Eh. Would you accept volunteers?
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02:37<Yexo>of course :)
02:38<Yexo>http://bugs.openttd.org/index.php?string=osx list the osx bugs, if you can fix any of them just apply a patch to the bugtracker
02:39<Yexo>if you need need any help on the code feel free to ask in here, but if it's about osx specific code you probably won't get an answer
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09:05<Belugas>hello
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12:07<DJNekkid>peter1138: (assumeing there is only one dev named peter) mind wooching over to the nutracks tt-forums post? :)
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12:11<Belugas>nice.. see what you've done?
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12:38<dih>charging my LiPo's for my modle plane \o/
12:43<Mazur>Is there a way to replace refitted RVs with something that fits the refit instead of the orignal issue?
12:46<frosch123>autoreplace refits to the same cargo.
12:46<frosch123>if that is not possible, the vehicle is not replaced
12:49<Mazur>But the list of options lists mostly passenger coaches, not refittable, and no oil trucks at all.
12:49<Mazur>It's a passenger thing refit for oil I want to replace.
12:51<Mazur>And autoreplace fell out, because I had to jiggle NewGRFs around.
12:54<@Rubidium>jiggling NewGRFs around isn't quite supported in any way
12:54<@Rubidium>s/way/case/
12:57<frosch123>haha, yes. autoreplace only lists the vehiclestypes which share a cargo with the vehicletype to replace. if you have vehicles with invalid refits you have no chance
12:57<frosch123>btw. noone complained about the "<invalid ...>" stuff during may :o
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13:19<DJNekkid>Belugas: no, he posted a statement about railtypes, and i asked back :)
13:22<frosch123>DJNekkid: your nfo looks fine, but note that there are only 2 random bits, so only 4 choices
13:25<Eddi|zuHause>4 choices per sprite, with 2 sprites per direction and 2 directions that makes 16 plus change
13:27<Eddi|zuHause>or is this not about the catenary
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13:36<slickgoku>hey everyone, just getting back into TTD :)
13:38<slickgoku>is there no more autocompletion for signals? Can't seem to find it
13:38<@Rubidium>there never has been
13:39<@Rubidium>at least not in TTD or OpenTTD
13:39<SmatZ>ttdpatch allows some "auto-pre/exit-signalling"
13:39<@peter1138>there's ctrl-drag to autofill
13:39<SmatZ>signal autocompletion in OTTD could be "ctrl+drag while building signals"
13:39<slickgoku>I can do that, the minis used to have auto completion that would build a whole string along a line
13:39<SmatZ>yes, autofill :)
13:40<slickgoku>ah cool, thanks :) hate dragging the crap all over the map :)
13:45<CIA-2>OpenTTD: translators * r19915 /trunk/src/lang/ (4 files in 2 dirs):
13:45<CIA-2>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-2>OpenTTD: traditional_chinese - 1 changes by josesun
13:45<CIA-2>OpenTTD: irish - 19 changes by tem
13:45<CIA-2>OpenTTD: maltese - 18 changes by kelinu
13:45<CIA-2>OpenTTD: urdu - 63 changes by zohair
13:47<b_jonas>what's the point? isn't building the signals fun?
13:47<b_jonas>or do you play only for the money?
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13:49<slickgoku>lol
13:49<SmatZ>building signals each two tiles on a 100 tiles long track really isn't fun :-p
13:49<slickgoku>dragging the same signal across a big line is time consuming on a large map
13:49<@Rubidium>then your map is too big :)
13:49<b_jonas>oh, you put signals every two tiles
13:49<b_jonas>I see
13:50<b_jonas>that's the difference
13:50<SmatZ>:)
13:50<b_jonas>I usually just put them every seven tile on long lines
13:50<slickgoku>Guess you all would be mad if I asked if the copy and paste feature was still around anywhere huh :D
13:51<SmatZ>haven't you just in fact asked?
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13:52<slickgoku>yea
13:53<slickgoku>I know I'm not the only lazy person here!
13:53*Alberth is mad, as requested by slickgoku
13:53<SmatZ>:)
13:54<DJNekkid>wouldnt it be possible to add two randomchains? :)
13:55<Alberth>hmm, I am pretty sure I had a guifont setting for gvim in my config
13:56<Alberth>I cannot find it any more :(
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13:58<Wolf01>hello
14:02<__ln__>'night hello Wolf01
14:03<__ln__>does this require a newgrf: http://farm5.static.flickr.com/4051/4657053554_7e318fe9b9_b.jpg
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14:07<Jolteon>the hell happened there
14:09<Wolf01>no, only a leaking pipe...
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14:15<b_jonas>ah cool! this one-way road is working, the trucks are overtaking the broken down ones
14:16<b_jonas>but they're stupid and not taking it if there's a shorter way on a normal road, so they still end up getting jammed on the normal road in one direction.
14:17<b_jonas>the fools
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14:38<@peter1138>Jolteon, http://fuzzle.org/~petern/pics/sinkhole.jpg
14:38<Jolteon>O_o
14:39<@peter1138>(fear my artistry :p)
14:39<Progman>wtf, moving the HQ costs %1 of the company value?
14:39<Wolf01>goatse!
14:39<Wolf01>yeah, do you want it for free?
14:40<@peter1138>Jolteon, i take it you haven't wasted away yet from lack of sleep and food
14:40<b_jonas>Progman: but note that it gives some kind of bonus around it too
14:40<Jolteon>peter1138: no, i've managed to cram in a few bits of sleep lately
14:40<Jolteon>just a few hours here and there, i'm eating nearly normally now too
14:41<@peter1138>good oh
14:41<Progman>I got just shocked as I moved the HQ some tiles and a red "?116.690.456" cost arise ;)
14:42<b_jonas>Progman: eek
14:42<b_jonas>Progman: is that in dollars?
14:42<@peter1138>yes, it's sort of expensive
14:44<slickgoku>it's nice to be playing this stupid game again!
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15:02<@peter1138>http://i46.tinypic.com/2qwjtc6.jpg
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15:08<@Rubidium>memory leak! :)
15:09<andythenorth>evening
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15:48<b_jonas>wow, I just crashed my trains somehow
15:48<b_jonas>when replacing signals
15:50<b_jonas>three of them
15:53<seirmubsa>Sounds like carnage.
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15:54<b_jonas>well, at least now I've got four TIMs and one SH-40 instead of two TIMs and three SH-40
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16:20<theholyduck>b_jonas, well converting to/from pbs can cause crashes
16:20<theholyduck>as can unfortunate removals
16:34<b_jonas>I can understand the second crash: I converted the signals at the station to pbs and they became pbs in the wrong direction, pointing towards the station instead of out from it, so the train in the station could exit
16:34<b_jonas>but I don't understand the first crash, there somehow a train exiting from a depot crashed with one passing in front of it
16:35<b_jonas>whatever the signals were, how could the train start to come out from the depot if the other train was already clearly accross there
16:38<b_jonas>hmm, TIM still only has 80% max reliability, I wonder if SH-40s would serve better here
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17:26<andythenorth>we need to be able to build docks on flat ground for canals :P
17:27<andythenorth>supersize: http://www.tt-forums.net/viewtopic.php?f=26&t=41607&p=880854#p880854
17:28<Jolteon>hey, that looks pretty neat.
17:29<Ammler>andythenorth: maybe you should make a station addon, so someone could extend industries :-)
17:29<andythenorth>I'm thinking of revamping / branching ISR (maybe next year)
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17:30<andythenorth>ISR is lovely, but too complicated for me
17:30<andythenorth>(partly my fault) :P
17:30<Ammler>you mean coding or using?
17:30<andythenorth>using
17:31<Ammler>try with the station gui patch
17:31<andythenorth>mostly I now just use the half-platforms from Canadian Stations Set
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17:43<andythenorth>canals :) http://www.tt-forums.net/download/file.php?id=129569
17:44<PeterT>looks nice :)
17:45<planetmaker>yup, nice :-)
17:47<andythenorth>that's probably about as big as practical for an industry layout :)
17:56<planetmaker>definitely borderline for a single industry
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18:09<Wolf01>'night
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18:09<PeterT>night
18:09<PeterT>damn, too slow
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18:20<Nite_Owl>Hello all
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18:24<Nite_Owl>http://www.tt-forums.net/viewtopic.php?f=31&t=48668 could someone check that out for me and see if I get it right
18:25<Nite_Owl>*got it right
18:28<Nite_Owl>in light of the recent pathfinder update that is
18:32<Nite_Owl><sigh> everyone is asleep already
18:32<PeterT>Nite_Owl: looks right
18:32<PeterT>s/right/fine/
18:33<Yexo>Nite_Owl: if you do that a train will reserve a way out of the station when it enters, that may or may not be desired
18:33<Yexo>a train coming drom the NW and going to the NE platform would block the entrance from the SE, even if the trains in the other 3 platforms leave
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18:35<Nite_Owl>That makes sense...
18:35<Nite_Owl>but then how do you prevent a train from stopping at the back of a two way path signal ??
18:38<Nite_Owl>I will delete the post in any case
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18:46<Yexo><Nite_Owl> but then how do you prevent a train from stopping at the back of a two way path signal ?? <- I don't understand what you mean with this
18:46<Nite_Owl>let me find the change again
18:48<Nite_Owl>r19896 - michi_cc -Fix [FS#3803] (r18648): [YAPP] Inform the pathfinder as well about the fact that the backside of an one-way path signal can be a safe waiting point.
18:49<Nite_Owl>MY BAD !! I misread it.
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18:51<Nite_Owl>"backside of an one-way path signal"
18:52<Nite_Owl>my confusion comes from not being able to think of a quick way that a train would ever come up against the backside of a one-way path signal
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18:54<Nite_Owl>or how it would ever escape from that position should it find itself there
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18:56<Nite_Owl>Anyhoot - I stand corrected and the post is gone
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19:02<Nite_Owl>I need to feed - later all
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19:09<Eddi|zuHause>did that ever happen to you? you listen to radio, and want to press Meta+O for the OSD which song is currently playing? :p
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19:43<PeterT>lol @ rdlBNC users :-P
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---Logclosed Wed Jun 02 00:00:13 2010