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#openttd IRC Logs for 2011-03-12

---Logopened Sat Mar 12 00:00:18 2011
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01:05<Zonta1>Hello All
01:06<Zonta1>Is anyone knows if there an IRC BOT relay for OpenTTD 1.0.5?
01:06<@Rubidium>there's autopilot, but... #1 not sure whether it works with 1.0.5, #2 I have no clue how to set it up
01:07<Zonta1>Thanks Rub i will check that out
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03:01<andythenorth>andy is now unhealthy obsessed with names and at risk of disappearing inside himself
03:01<andythenorth>and in other news, hello
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03:38<__ln__>so the nuclear power plant has exploded, they say
03:39<@planetmaker>they do indeed
03:42<rane>should have switched natural disasters off...
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03:47<@planetmaker>not all settings can be changed anymore after a scenario was started :-P
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04:13<Chrill>Earthquakes do that
04:13<Chrill>it's scary how one big shakey can cause this insane amount of devastation..
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04:18<@planetmaker>well. This quake had the energy equivalent of what the US consume overall in a month
04:22<Chrill>fifth largest in recorded history, no?
04:22<Chrill>it's been reported as either 8.9 or 9.1
04:22<Chrill>which is just insane
04:23<rane>they dug too deep
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04:32<Eddi|zuHause>is that where the balrog appears? :p
04:32<Chrill>Eddi|zuHause: you're blaming Gandalf, are you not?
04:33<Chrill>You sillyhead
04:33<rane>they woke shadow and fire
04:36<Eddi|zuHause>forgive me, if the exact words elude me, since i only know the translated version...
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04:38<Eddi|zuHause>hm... rumour says there was an explosion in the reactor building
04:38<Chrill>that's not a rumour anymore either
04:38<Chrill>there are both pictures and film of the explosion
04:38<Chrill>we just don't know if radioactive material is being leaked..
04:39<Chrill>but if it is, *I'm* in trouble
04:39<Chrill>cus the wind is blowing in this direction
04:39<Chrill>lets hope it doesn't rain over me
04:40<rane>or stay and make some cool youtube videos
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04:41<Chrill>the Japanese are saying that there is no danger for the general public
04:41<Chrill>omg Zuu is using Bahnhof. I miss Bahnhof
04:42<Zuu>I never herd of them until I had the option to use them or ComHem.
04:42<Chrill>well comhem are wankers
04:42<Chrill>yeah, we had a 1 GB/s line with bahnhof, split between 13 apartments
04:43<Chrill>so we got 100 MB/s in our apartment, both up/down
04:43<Chrill>good stuff
04:43<Eddi|zuHause>MB or Mbit?
04:43<Zuu>I got 10 Mb/s up/down, but honestly you don't really notice the difference between 10 and 100 that much.
04:43<Chrill>my computer itself managed to reach 45 MB/s at most
04:43<Chrill>which is a decent speed, admittedly
04:44<Chrill>this silly Cox highspeed internet
04:44<Zuu>often the router is a bottleneck if you have 100 Mbit.
04:44<Chrill>is doing around 13 MB/s up and 5 MB/s down
04:44<Chrill>indeed, Zuu
04:45<Chrill>but my computer was the bottleneck here
04:45<Chrill>since my father could reach around 70-80 MB/s
04:45<Chrill>on his LAPTOP
04:45<Chrill>not when wireless, though
04:46<Chrill>I guess us Swedes are just used to higher standards of Internet :P
04:46<Eddi|zuHause>slow hard drive?
04:46<Chrill>slow computer :p
04:47<Eddi|zuHause>your gbit-network-card was accessed through the PCI bus, which doesn't reach that speed?
04:47<Chrill>I don't even know what that means
04:47<Eddi|zuHause>and stop giving bandwidth in MB... it's confusing
04:51<Chrill>hm, back to Japan
04:52<Chrill>the radioactive material is leaking, per hour, at the permitted rate per year
04:52<Chrill>which doesn't tell me much, but still
04:52<Chrill>The "outer structure of the containment building of Unit 1" is apparently gone
04:53<@peter1138>Basically, it's bad, but not Chernobyl bad.
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04:59<Chrill>peter1138: perfect summary
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05:00<Chrill>__ln__: seriously? do Americans act THAT fucking moronic?
05:00<Chrill>Wow, that just sickens me
05:01<Chrill>so yeah, they bombed pearl harbor, but who dropped nukes?
05:01<Chrill>had it been karma, this would've happened to NY
05:02<Eddi|zuHause>didn't they have three mile island?
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05:43<Nite>i noticed that "hp" of trains is no round number in rc2 anymore (using nars2), why so?
05:43<grzywacz>__ln__, sad
05:46<Nite>no info bout it?
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05:53<@Alberth>afaik a missing conversion factor in the display code was added
05:56<andythenorth>hi Terkhen
05:57*andythenorth is tempted to try and get tycoon rating for the first a long time
05:57<andythenorth>I think I have too many loss-making feeders though :(
05:58<Eddi|zuHause>Nite: there was something about difference between imperial HP (around 745W) and metric HP (around 735W) or so
05:58<andythenorth>CHIPS has 499 downloads
05:58*andythenorth is a bit of a number-watcher :P
05:58<Eddi|zuHause>andythenorth: that doesn't tell anything...
05:59<andythenorth>I like to see them tick over
05:59<andythenorth>sadly I once spent a weekend hitting refresh to see something tick over 16 million :P
06:02<Nite>ty eddi
06:07*andythenorth never uses FISH ferries as faster goods ships
06:07<andythenorth>although it would make sense
06:07*andythenorth is puzzled about that
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06:32<anythingffs>guys, something weird is happening with my planes, I've got auto renew on and disasters off but they still seem to disappear.. actually I think there are disaster even though I've turned them off. Is this a bug? v1.0.1
06:32<Chrill>they could just be crashing upon landing
06:32<Chrill>you're not flying large airplanes to small airports?
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06:34<anythingffs>maybe one or two
06:34<Eddi|zuHause>anythingffs: disable airplane crashes is a separate option
06:34<anythingffs>ah thanks
06:34<anythingffs>what section?
06:34<@peter1138>There's an option for that now? Heh
06:34<Eddi|zuHause>i think it was introduced, yes.
06:35<anythingffs>but not in v1.0.1?
06:36<anythingffs>cant see anything in Advanced Settings
06:36<Eddi|zuHause>no, probably not
06:37<Eddi|zuHause>hm... it's there in 1.0.5
06:38<Eddi|zuHause>under vehicles, next to the plane speed
06:38<andythenorth>number of plane crashes
06:38<andythenorth>none / reduced / normal
06:38<Chrill>hey i've been wondering something
06:38<Chrill>are trains running on electricity having reduced speed in the same way as airplanes?
06:38<Eddi|zuHause>Chrill: no
06:38<Eddi|zuHause>all trains have the same speed
06:39<Chrill>cus I've always have the impression that a 120kph electricity is slower than a 120kph steamer :P
06:39<anythingffs>damn, dont have a Planes section
06:39<Chrill>anythingffs: not a section
06:39<Eddi|zuHause>anythingffs: it's not a section.
06:39*anythingffs is blind as a bat
06:40*Chrill hugs anythingffs
06:40<anythingffs>thanks guys, finally got it
06:40<Eddi|zuHause>anythingffs: mind you, this doesn't disable crashes for large airplanes on small airports
06:41<anythingffs>so Communter size is too small for Dinger 200?
06:41<Eddi|zuHause>yes, i believe so.
06:42<anythingffs>ok thanks
06:43<Eddi|zuHause>the game should really tell that in the buy menu... but i suppose nobody bothered to implement that...
06:43<Eddi|zuHause>some plane newgrfs display it as additional text
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07:04<DanMacK>Hey all
07:04<andythenorth>hi DanMacK
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07:13<Hyronymus>any NML savvy's around
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07:15<Hyronymus>hi Yexo
07:16<Hyronymus>how can one code a livery change dependant on date
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07:17<@Yexo>by using a switch-block
07:17<@Yexo>do you already use one of those?
07:18<Hyronymus>I'm looking at the examples on the site
07:19<Hyronymus>livery_override (vehicleID) {
07:19<Hyronymus> spritegroup_name
07:19<@Yexo>switch (FEAT_TRAINS, SELF, my_switch, current_date) {, 1, 1): livery1_group; date(1980, 1, 2)...0xFFFFFF: livery2_group; }
07:19<@Yexo>^^ something like that
07:20<Hyronymus>ok, so no livery overriding
07:20<@Yexo>livery override is to have special graphics for a wagon depending on the engine it's attached to
07:21<Eddi|zuHause>the x..y ranges are inclusive on both sides?
07:21<Hyronymus>but I recalled it was the way to achieve a new livery (!) in old school grf
07:21<@Yexo>Eddi|zuHause: yes
07:21<Eddi|zuHause>the documentation wasn't clear about this
07:21<@Yexo>same as nfo
07:21<@Yexo>Hyronymus: I really doubt that
07:21<Hyronymus>bad memory
07:21<@Yexo>livery_override = action3
07:22<Hyronymus>let's experiment a bit
07:23<Eddi|zuHause>how does livery override react if the "overriding" engine is not the front engine?
07:23<Eddi|zuHause>e.g. if i have a consist ABC where A is an engine, B is a second engine with a livery override, and C is a wagon?
07:24<@Yexo>Eddi|zuHause: the livery override is for wagons, not for engines
07:24<@Yexo>so C would have a livery override depending on the engine
07:24<Eddi|zuHause>Yexo: ok. but is A or B the relevant object for this override?
07:24<rane>why all renewal trainsets have stupid speed restictions
07:24<@Yexo>if A and B are both engines, the livery override for B is used as graphics for C. If there is no livery override for B, the general graphics are used
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07:29<DanMacK>define stupis speed restrictions...
07:29<DanMacK>UKRS and NARS are meant to be realistic
07:35<@Alberth>because their design goal was different than you think ;)
07:37<Eddi|zuHause>speed restrictions are "stupid" when you have a different limit for each wagon
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07:51<Hyronymus>I get "input file dtrains.nml doesn't exist"
07:51<Hyronymus>and I bet it does in the directory I refer to
07:52<Hyronymus>I even saved the syntax from the last succesful compiling
08:00<@Yexo>what is the commandline you use?
08:01<Hyronymus>C:\Users\<username>\Documents\OpenTTD\nml-r1118\dtrains\..\ dtrains.nml
08:01<Hyronymus>but I did update nml to the latest version
08:01<@Yexo>and you are executing that in the directory where dtrains.nml is?
08:01*Hyronymus runs to the hills
08:05<Hyronymus>brb, reboot
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08:19<Eddi|zuHause>hm... need opinions:
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08:22<Hyronymus>works now
08:22<Hyronymus>except for a coding error
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08:23<Hyronymus>and I think I made a mistake with the ID part
08:25<Hyronymus>can you have a look at my product, Yexo
08:26<@Yexo>you need to create two spritesets and two spritegroups
08:26<@Yexo>replace the "graphics { NS1200_group }" with "graphics { colour_1865; }"
08:27<@Yexo>in the switch-block use the spritegroup names instead of "engines_elected" / "engines_electric1"
08:27<Hyronymus>I was thinking something like that
08:28<@Yexo>it looks like both templates are almost identical (singie 18vs19, fifth line)
08:28<@Yexo>if they are completely identical you can remove one of them
08:28<Hyronymus>they are mirrored
08:28<Hyronymus>for testing purpose :)
08:29<@Yexo>the graphics don't have to be the same, as long as the numbers in the template are
08:29<Hyronymus>no, but I'm not that creative today
08:29<Hyronymus>so I re-used the same images
08:29<Hyronymus>but mirrored
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08:31<TGYoshi>haiall xD
08:32<Chrill>my back hurts
08:32<Chrill>now you all know
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08:32<TGYoshi>No 1.1.0 servers left o.o
08:32<TGYoshi>I think I'm un-to-date xD
08:33<@Yexo>Hyronymus: try
08:34<TGYoshi>What's new in RC2?
08:34<Hyronymus>ooh, thx yexo
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08:34<@Yexo>TGYoshi: go to download page on and click "changelog" on the right
08:34<Eddi|zuHause>TGYoshi: what's wrong with the changelog?
08:35<Chrill>nobody said anything's wrong? :P
08:35<TGYoshi>found it, ty
08:36<TGYoshi>do I have to redownload the opengrf stuff actually?
08:36<TGYoshi>I never update that
08:36<TGYoshi>ok :p
08:36<@Yexo>just go to online content after starting the game to get the last version
08:36<@Yexo>if there is an update that is
08:37<Eddi|zuHause>TGYoshi: it'll tell you when it's missing a sprite, then just go to online content and update
08:37<TGYoshi>so much hidden stuff I never knew about :D
08:40<Hyronymus>Yexo: nmlc: Syntax error, unexpected end-of-file
08:40<Eddi|zuHause>Hyronymus: forgot to close a {}?
08:40<@Yexo>a missing } at the end of file
08:41<@Yexo>it's missing already in your pastebin
08:41<Eddi|zuHause>yeah: item { property {} graphics {} } <-- last one is missing
08:41<Hyronymus>countinf {}'s remains difficult :P
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08:44<Hyronymus>lol, now I get a paletter error
08:44<Hyronymus>means re-editing the file
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08:47<LordAro>hmmm, can anyone see any actual diff?
08:48<LordAro>my 'hg diff' comand line just outputted it
08:48<LordAro>i haven't (knowingly) changed anything...
08:48<@Yexo>LordAro: probably line endings
08:49<LordAro>Yexo: yes, you're right, i edited it in wordpad once...
08:49<LordAro>is there an easy way to change it back?
08:49<@Yexo>dos2unix <filename>
08:50<LordAro>where can i find that program? (windoze vista)
08:50<@Yexo>or just use a proper text editor, most have a way to set the line endings
08:50<@Yexo>hg revert <filename> also works, but you'll lose any intentional edits you did
08:51<LordAro>that'll be easiest, thanks :)
08:52*LordAro hates not having admin rights *soooo* much... :L
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08:59<Hyronymus>this is crappy
09:00<Hyronymus>I open images with and the proper palette
09:00<Hyronymus>yet it produces colours that aren't defined by the palette file
09:00<Hyronymus>and definetly screws up the alpha channel
09:01<TGYoshi>all going to celebrate pi day?
09:01<TGYoshi>wow offtopic xD
09:02<@Yexo>alpha channel? a 8bit paletted image doesn't have an alpha channel
09:03<Hyronymus>no, it should be FF
09:04<Hyronymus>I don't get it, never caused problems before
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09:13<Hyronymus>ok, how do I get a valid palette
09:17<@Yexo>sorry, can't help you with that
09:19<Eddi|zuHause># Birnenschnapps und Apfelwein, wir tun wirklich alles rein
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09:22<Eddi|zuHause>hm... nobody bothered to look at my test-grf?
09:23<Hyronymus>sorry, trying to figure out the palette issue
09:24<Eddi|zuHause>Hyronymus: the easiest way to get a file with the correct palette is to use "grfcodec -d -p1" (or -p2) on an existing grf
09:24<Hyronymus>and p2 is windows?
09:24<Eddi|zuHause>but i have never used, i don't know the specifics involved there for keeping the palette
09:24<Hyronymus>you use paint?
09:24<Eddi|zuHause>i only used gimp
09:25<Hyronymus>oh, horrible porgram :P
09:25<Eddi|zuHause>it needs some flag like "don't remove unused colours from the palette" or so
09:25<Hyronymus>does it still have 4+ instances on your taskbar
09:26<Eddi|zuHause>Hyronymus: it's worse: the tool-window doesn't get an entry there, so you can't pull it to front
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09:43<supermop>well, things are sure not looking good now
09:45<supermop>unless you are in the coal industry
09:46<supermop>At the Fukushima plant
09:46<supermop>the containment building just collapsed
09:47<__ln__>it did?
09:47<supermop>likely due to hydrogen pressure from the water they were pumping in
09:48<supermop>so far the reactor vessel seems to be in tact
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09:48<supermop>so that's less awful than it could be
09:49<__ln__>i have to re-paste this:
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09:51<Hyronymus>yexo, I'm suspicious the palette error is on nmlc's side
09:51<Hyronymus>I tried it with 2 images we used in the dutch trainset back then
09:51<Hyronymus>images from 2006, never edited, not even their name
09:52<@Yexo>what is the exact error you get?
09:54<@SmatZ>supermop: nah, it will be fine :)
09:54<Hyronymus>nmlc: Image file "0A C DanMacK Sep 11 2005 yellow 89" image does not have a palette
09:55<@Yexo>you should only get that message if the file is saved as RGB/RGBA file
09:55<@Yexo>wait, is that the exact error message?
09:56<LordAro>__In__: typical americans... useless idiots :/
09:56<@Yexo>you have a file called "0A C DanMacK Sep 11 2005 yellow 89" ?
09:56<Hyronymus>no, .png
09:56<@Yexo>what, "0A C DanMacK Sep 11 2005 yellow 89.png" ?
09:57<@Yexo>could you send me that file somehow? email/forum pm?
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09:57<Hyronymus>forum pm
09:57<Hyronymus>I'll also send my code
10:00<LordAro>hmm: would this work? (the REPO_REVISION line does, just the other line)
10:03<@Yexo>Hyronymus: well, that's definitely not a paletted image
10:05<Hyronymus>so how come we used it :s
10:06<Hyronymus>anyhow, some hypothethical talk here: if I open file I got from decoding
10:06<Hyronymus>save the pcx as png, what can change?
10:07<Eddi|zuHause>a) you can decode into a png rightaway. b) you may miss a checkbox about "save as paletted"
10:07<@Yexo>depending on the program you use for that, a lot
10:09<Hyronymus>I'm sending you a new file
10:09<Hyronymus>can you have a look at that
10:10<confound>I found a scenario that needs a grf that I can't find anywhere on grfcrawler (newtown_415.grf). is there anywhere else I should look?
10:11<Zuu>you could take a look ath the #openttcoop grf pack
10:11<Hyronymus>sent Yexo
10:11<Zuu>(assuming you have already checked on banans as well)
10:11<Ammler>not in that pack :-)
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10:12<@Yexo>yes, it is
10:12<Hyronymus>so if I edit from that file it should be OK?
10:12<confound>it's not there
10:12<confound>thanks, though, that was a good idea
10:13<confound>I did also check bananas
10:13<Ammler>confound: you tried yahoo already?
10:13<Hyronymus>well, let's see what I can do then
10:13<Hyronymus>back to the editing board
10:13<confound>I tried google, anyway
10:14<Ammler>well, I meant that, I just don't say that word :-)
10:14<confound>I mostly found people talking about their games where they sed it
10:14<Hyronymus>yexo: one more thing
10:14<Hyronymus>how does nlc deal with spritesets that conitnue on a new line
10:15<@Yexo>it doesn't care about newlines
10:15<Hyronymus>it just always looks for 8 sprites
10:15<@Yexo>it doesn't even count them
10:15<@Yexo>it'll encode as many as you provide
10:16<Hyronymus>ok, but I don't provide any "distance" between the several images in a set
10:16<@Yexo>that doesn't matter
10:17<Hyronymus>it assumes white space needs to be skipped and reads from left to right
10:17<Ammler>confound: maybe it was just a prerelease of ttrs, so not really worth
10:17<confound>maybe, but I can't play this scenario without it, can I?
10:18<Eddi|zuHause>Hyronymus: whitespace is ignored. only the [] and {} brackets count
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10:19<Eddi|zuHause>bah... i need something deterministic about the anchor points... this is all trial and error...
10:19<Ammler>confound: found a torrent with it :-)
10:19<LordAro>no one knows about make? ;)
10:20<confound>did you ask a question about make and I missed it?
10:21<Hyronymus>nmlc says no
10:21<LordAro>confound: earlier, i've exited and rejoined since then
10:21<Eddi|zuHause>LordAro: you miss a _?
10:21<Hyronymus>nmlc: image file "dutctrainsetw.png": Palette is not recogniszed as a valid platte.
10:22<Hyronymus>(minus the spelling mistakes)
10:22<Hyronymus>the same file Yexo got
10:22<LordAro>Eddi|zuHause: ignore that, just the syntax itself (i don't have the facility to test myself :( )
10:23<Eddi|zuHause>LordAro: i'm no make guru either, but the inner $() seems superfluous
10:24<Eddi|zuHause>LordAro: the other question is: what do you want/expect it to do?
10:25<LordAro>add 96 to the previous number
10:26<Eddi|zuHause>i really have no idea...
10:27<@Yexo>Hyronymus: after looking at the file again I can only agree with nml
10:27<@Yexo>the palette of that file isn't even remotely the same as the TTD dos or TTD windows palette
10:28<Hyronymus>so in saving from pcx to png screws up the palette
10:28<Hyronymus>does nmlc support pcx
10:28<Hyronymus>let's see then
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10:35<Zonta1>Good Morning
10:37<Hyronymus>FINALLY success
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10:37<@peter1138>This was a triumph?
10:37<Hyronymus>I have a 1200 making tracks
10:38<Eddi|zuHause>hm... the bounding box of a vehicle is only 7 instead of 8?
10:38<Hyronymus>and changing colour when I want
10:44<Hyronymus>thx for the coding tip Yexo
10:44<Hyronymus>can I still ask something else :P
10:44<Hyronymus>is it possible to have capacity overrides
10:44<@Yexo>yes, you'll need to use cb36 for that
10:45<Hyronymus>maybe tomorrow I'll try doing that
10:45<Hyronymus>I'm thinking of a new approach towards train capacities
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10:50<Eddi|zuHause>apparently the bounding box is set in Train::UpdateDeltaXY(), but i totally don't understand the values given there
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10:53<Eddi|zuHause>GetVehiclePalette(v) <-- wouldn't that be better as "v->GetPalette()"?
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11:21*Zuu found an interesting translation of "wait for anny full load".
11:21<Zuu>If translated back to English again, it ment "wait for any drunk cargo type"
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11:23<@Alberth>we should make a new language with ridiculous translations :)
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11:24<Eddi|zuHause>Zuu: it's always funny when meaning of words depend on context :)
11:25<Eddi|zuHause>in german, "full" can mean "drunk" as well :)
11:25<Zuu>Though, you could still read "full load" => "full last" in Swedish as either full load or drunk load.
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11:27<Zuu>But since a load can be full, it is not worng to use it in conjunction with that. However, it was in one translation used with "cargo type" which are rarely full.
11:27<Zuu>A load af a cargo type can be full, but not the cargo type itself. :-)
11:28<Zuu>Hm really, the load of cargo can't be full or empty. Only the container that contains the cargo.
11:28<Eddi|zuHause>luckily, we now have an alcohol cargo in FIRS :p
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11:49<frosch123>Eddi|zuHause: what is your exact issue with bounding boxes?
11:49<Eddi|zuHause>frosch123: i'm not understanding the values
11:51<frosch123>Vehicle::x_pos and y_pos are the position of the vehicle as in 4/8 from the front (center of a 8/8 vehicle; out of the center for other vehicles -> FS#3569). x_offs and y_offs is the position of the back corner of the bounding box, i.e. the position of the sprite
11:51<frosch123>x_pos and y_pos follow the track and the vehicle rotates around that spot
11:51<frosch123>i.e. currently short vehicles do not rotate around their center
11:55<Eddi|zuHause>so. assuming an 8/8 vehicle, x_pos/y_pos is the center of the sprite, and x_offs/y_offset get added to the anchor point of the sprite?
11:57<frosch123>s/center of the sprite/center of the vehicle/
11:57<frosch123>rest sounds fine
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11:58<Eddi|zuHause>err, yes, that i meant...
11:59<Eddi|zuHause>what breaks, if the bounding box is moved for shortened vehicles?
12:01<frosch123>vehicle are rotated around a different spot, train stays in place when reversed, train collide correctly, trains properly reserve/unreserve tracks, trains fit corretly into stations
12:01<frosch123>maybe more :)
12:08<Eddi|zuHause>so, why is that not done yet? :)
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12:11<@Alberth>the issue is not yet closed
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12:15<Eddi|zuHause>what i don't understand is why Train::UpdateDeltaXY() uses such a weird bitstuffing, and not an array.
12:16<Eddi|zuHause>and the meaning of x_extent/y_extent
12:18<frosch123>x_extend and y_extent are the size of the bounding box
12:18<frosch123>they do not matter for the vehicle position
12:19<Eddi|zuHause>yes, but why are they negative values?
12:20<Eddi|zuHause>and they seem too small vs what is visible in the game
12:20<frosch123>you are confusing the numbers
12:20<frosch123>_offs are negative, _extent are positive
12:20<Eddi|zuHause>see... this wouldn't happen if it were an array :p
12:21<frosch123>it was already changed for aircraft :p
12:22<Eddi|zuHause>this is a great example of "bad code" :p
12:25<Eddi|zuHause>and i have a feeling i should do 12 views, not 8. fits better into the concept
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12:34<Eddi|zuHause> <- am i evil or crazy when reading the last line i think "then better go out with a bang"?
12:46<Vikthor>Eddi|zuHause: That page looks outdated, eg. it still lists Temelin power plant as "Under Construction"
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12:51<Eddi|zuHause>Vikthor: it also says commercial operation since 2001
12:55<Vikthor>Well, OK then for two reactors of Jaslovské Bohunice PP it lists expected shutdown dates in past (they were already shut down)
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13:00<Eddi|zuHause>ok, maybe it's not a "real time" updated site... but it's rather static data that is known a long time ahead
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13:01<Eddi|zuHause>but indeed, it doesn't say when the data was recorded
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13:41<TGYoshi>my company is failing xD
13:41<TGYoshi>building though farmlands isn't great
13:45<CIA-7>OpenTTD: translators * r22234 /trunk/src/lang/swedish.txt:
13:45<CIA-7>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-7>OpenTTD: swedish - 2 changes by Zuu
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14:30<TGYoshi>I will never understand how people start great..
14:30<TGYoshi>I always run out of money :D
14:30<@peter1138>Start with a couple of simple money earners.
14:31<@peter1138>Don't worry about the route much, so long as your vehicles can make it and churn over the cash.
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14:32<TGYoshi>I usually start with one long line of 7 long
14:32<TGYoshi>Then put one train there..
14:32<TGYoshi>Coal > something
14:32<TGYoshi>Then I always run out of money and have to wait 15 minutes..
14:32<TGYoshi>That fails pretty much
14:33<TGYoshi>In single player it's working fine though, fast forward
14:36<@peter1138>Then your line is too long, I guess.
14:36<@peter1138>I aim for a couple of starter lines.
14:36<TGYoshi>and people told me I have to create loooong lines :P
14:36<@peter1138>Often one is bound to go tits up :)
14:37<@peter1138>For most profit, yeah. But it's not so good when starting.
14:37<TGYoshi>Two 'smaller' ones?
14:37<TGYoshi>Kinda expensive
14:37<TGYoshi>One train engine thingy is already 40/50k..
14:39<TGYoshi>by the way..
14:39<TGYoshi>Sometimes I see people using small railroad passages
14:39<TGYoshi>Not the full track double-lined
14:39<TGYoshi>that works right?
14:42<@peter1138>Yeah, no point starting off with double track.
14:45<TGYoshi>you've got a picture lieing around with a good very-very-begin setup or so? :P
14:46<@peter1138>Nope, I've not played for too long, heh
14:58<Eddi|zuHause>bah... i hate this length distortion in _ view
15:00<Eddi|zuHause>if i go by the bounding box, a vehicle is 3 wide in / and \ view, but if i apply that width to the | view, it would be 12 pixels
15:02<Eddi|zuHause>if i go by the (better looking) 8 pixels for 3 width, then the _ view should be shorter by 1/3 as well, so 20 or 24 pixels instead of 32
15:04<Eddi|zuHause>@calc 32*0.7
15:04<@DorpsGek>Eddi|zuHause: 22.4
15:04<Eddi|zuHause>@calc 32/24
15:04<@DorpsGek>Eddi|zuHause: 1.33333333333
15:04<Eddi|zuHause>@calc 24/32
15:04<@DorpsGek>Eddi|zuHause: 0.75
15:04<Eddi|zuHause>@calc 20/32
15:04<@DorpsGek>Eddi|zuHause: 0.625
15:07<@peter1138>Follow the TTD graphics ;)
15:07<Eddi|zuHause>peter1138: the problem is, that creates insane gaps, so it doesn't really help
15:10<Eddi|zuHause>also problem with 24 pixel-vehicles is, shortened vehicles need "odd" sizes/positions
15:10<Eddi|zuHause>steps of 3 pixels
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15:55<grzywacz>TGYoshi, shorter lines and two trains, one short double-track segment so they can pass by each other
15:55<grzywacz>TGYoshi, two trains will keep the rating high
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16:17<Eddi|zuHause># abr vorsicht
16:17<Eddi|zuHause># is cool man
16:19<frosch123>sometimes eddi frightens me
16:19<Eddi|zuHause> <-- in case someone wants seriously shitty music :p
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19:34<supermop>aanything going on?
19:35<supermop>anything positive going on?
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19:38<Pikka>this and that!
19:38<Pikka>mostly this
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19:39<Pikka>trying to get a grf finished by april 1st.. :P
19:39<supermop>i shoud work on my grf today
19:39<supermop>or maybe draw more
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---Logclosed Sun Mar 13 00:00:19 2011