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#openttd IRC Logs for 2011-11-27

---Logopened Sun Nov 27 00:00:51 2011
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02:30<@Terkhen>good morning
03:17<@peter1138>02:24 < Eddi|zuHause> TrueBrain: on zoom out, the tiny town names have shadow, but the tiny signs don't
03:17<@peter1138>Eddi|zuHause, they're manually drawn for towns
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03:34<@peter1138>sprite glitch in CETS! oh no
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03:46<andythenorth>how does one grf modify another? GRM?
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04:37<CIA-6>OpenTTD: rubidium * r23341 /trunk/src/rail_cmd.cpp: -Fix (r23338): memory leak when converting rails
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05:25<@Alberth>Can any arctic guru please explain why my town is not growing?,%201961-01-20.sav (current trunk)
05:28<Rubidium>did 23326 reintroduce the snowline getting fetched incorrectly?
05:31<Rubidium>pfew... just a missing snowline NewGRF
05:31<Rubidium>Alberth: for me it is saying: food required in the town/city window
05:32<@Alberth>yes, and I send it food
05:33<Rubidium>maybe TrueBrain knows ;)
05:34<@Alberth>ok, thanks :)
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05:37<Rubidium>looks like a bug in the code; it seems to be only able to grow when the town is funded
05:41<@Alberth>I don't have that much money :p
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05:51<Rubidium>you simply didn't deliver enough food, the ~4 billion tonnes it currently requires
05:52<andythenorth>hi Wolf01
05:52*andythenorth wonders what the point of all this stuff in HEQS is
05:52<andythenorth>most of it is never used
05:52<andythenorth>maybe I just make one mining truck called 'latest model'
05:52<andythenorth>and it upgrades over time using cb36
05:53<andythenorth>same for trainsets
05:53<andythenorth>one vehicle called 'most awesome train avaialable'
05:53<andythenorth>auto-refits to anything
05:56<Eddi|zuHause>andythenorth: such a vehicle can't be autoreplaced
05:56<andythenorth>doesn't need to be :P
05:56<andythenorth>cb36 upgrades it to 'most awesome' stats whenever it goes to depot
05:57<andythenorth>one vehicle for each transport type
05:58<andythenorth>also features: maximum speed; running cost £0; buy cost £0
05:58<andythenorth>it will be awesome
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06:04<TrueBrain>lol @ patch from Rubidium ... oops :)
06:14<@peter1138>andythenorth, sounds... erm... boring :p
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06:23<TWerkhoven>sounds like your just as well changing the introduction date of everything to whenever the game starts
06:31<andythenorth>TWerkhoven: this way, there's less buy menu clutter
06:31<andythenorth>also, we need something that sets up routes for you
06:31<andythenorth>like an AI
06:31<andythenorth>then you won't have to play the game at all
06:32*andythenorth bbl
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06:42<CIA-6>OpenTTD: rubidium * r23342 /trunk/src/town_cmd.cpp: -Fix (r23300): for arctic and desert towns you were required to deliver more than 4 billion units, instead of one or more units
06:44<@peter1138>when do towns grow anyway?
06:44<TrueBrain>click on it; it will now tell you :D
06:44<@peter1138>mine all say "Town is NOT growing"
06:44<TrueBrain>without stations, there is only a 1/12th chance it is growing
06:45<TrueBrain>(every month!)
06:45<@peter1138>and with stations?
06:46<TrueBrain>then it grows always
06:46<TrueBrain>(just at different rates)
06:46<TrueBrain>(and given you supply food / water)
06:46<TrueBrain>from 1 to 5 stations, every time the growth is higher
06:47<@peter1138>oh, silly me
06:47<@peter1138>i thought i had updated to 23342
06:47<@peter1138>but i hadn't yet :p
06:52<Eddi|zuHause>TrueBrain: what's the debug level to show gamescript debug in console?
06:53<TrueBrain>then it depends on the way you send the debug :)
06:53<TrueBrain>ai=9 will show all
06:54<Eddi|zuHause>i call GSLog.Info
06:54<TrueBrain>check the manual for which level that is
06:54<TrueBrain>but ai=9 will work always
07:00<Rubidium>does anyone know of a (good) reason why, when removing signals, dragging without CTRL removes signals at the defined interval and dragging with CTRL removals all signals (until the next switch)?
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07:08<andythenorth>Terkhen: you once split the refit gui for cargos and subtypes
07:08<andythenorth>but it never shipped...why?
07:09<TrueBrain>Rubidium: ah, that explains why it was acting weird ...
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07:16<Eddi|zuHause>it should rather remove all signals always
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07:34<andythenorth>TE for articulated trucks has to be done as lies
07:34<andythenorth>as none of the trailer weight is counted towards TE
07:36<@Terkhen>andythenorth: there were some problems, check the patch thread
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07:37*andythenorth checks
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07:38<andythenorth>Terkhen: the issues mostly seemed to be that we had an argument about the patch on irc :P
07:38<andythenorth>resulting in no decision :P
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07:44<@peter1138>what problems?
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07:45<andythenorth>Terkhen: problems with split refit, or problems with TE? I asked two questions :D
07:48<@peter1138>how many trailers are powered?
07:48<@Terkhen>I don't remember the issues :P
07:48<andythenorth>for articulated RVs? no trailers are powered
07:49<andythenorth>they can't be powered :)
07:49<@peter1138>if they're not powered then there's no tractive effort
07:49<andythenorth>it's me that's telling the lies
07:49<andythenorth>I fake the TE for lead vehicle to simulate weight transfer from rear vehicle
07:50<andythenorth>this leads to insanely high TE values in buy menu for an unladen vehicle
07:50<@peter1138>can you fake the weight instead?
07:50<andythenorth>for the lead part?
07:50<andythenorth>interesting idea
07:51*andythenorth is not sure how trailer weights work
07:51<@peter1138>add to front, remove from rear
07:51<andythenorth>so articulated parts ignore vehicle weight, but use cargo weight
07:51<andythenorth>which seems odd
07:51<@peter1138>do they? hmm
07:52<andythenorth>prop 14 (weight 1/4 tons) should be zero for trailing parts
07:52<andythenorth>and I *think* that cargo weight is used, but I haven't tested
07:52<andythenorth>I didn't read src for this
07:53<andythenorth>anyway, I could solve it by faking TE differently for loaded, unloaded, and buy menu
07:53<andythenorth>although I doubt anyone will ever notice the lies
07:54<@peter1138>,.......,......./* Vehicle weight is not added for articulated parts. */
07:54<@peter1138>wonder why
07:54<andythenorth>it does make for some interesting fakery when creating rvs
07:55<andythenorth>if it could be fixed, a grf version bump would be the right time to do it... :P
07:55<@peter1138>seems it would make sense
07:55<@peter1138>doesn't need to be a bump
07:56<andythenorth>I am kind of relying on the current broken behaviour :P
07:57<andythenorth>if it's changed, HEQS will have...issues
07:57<andythenorth>although if I'd followed the spec it wouldn't :P
07:57<andythenorth>lots of non-zero values for props on trailing vehicles that should be zero
07:58<andythenorth>planning to fix that though anyway
07:58<@peter1138>post in the newgrf tech forum?
07:58<@peter1138>"why is it like this, and can we change it"
07:58<@peter1138>seems to cause problems
07:59<@peter1138>can i don't know what it solved
08:00<andythenorth>Terkhen probably knows
08:01<andythenorth>but maybe doesn't remember :)
08:02<@peter1138>i imagine it was somethign for trains
08:02<@peter1138>which got left in for rvs
08:04<andythenorth>maybe Terkhen left notes here:
08:07<@Terkhen>I'm sorry, I'm a bit busy and I can't follow the discussion right now
08:07<andythenorth>it appears to be that only first part of articulated RV has power, TE, weight to be consistent with trains
08:07<@Terkhen>what is the issue?
08:08<andythenorth>Terkhen: archeology on why articulated RVs ignore weight etc
08:08<andythenorth>for trailing parts
08:09<andythenorth>also for TTDP consistency it seems
08:18<@Terkhen>articulated parts for trains don't have it either
08:18<@Terkhen>there is a post by frosch at the original patch thread about that IIRC
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08:32<@peter1138>i think they should too :p
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08:46<andythenorth>it really is uncanny
08:46<andythenorth>he arrives whenever mentioned
08:47<frosch123>you mean, i arrive whenever i have just missed something :p
08:47*andythenorth waves at logs
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09:02<frosch123>andythenorth: the wiki says that articulated parts have neither weight, nor power nor te
09:02<frosch123>you need rv wagons for that
09:02<andythenorth>or I continue faking it
09:02<andythenorth>but fake it better ;)
09:02<frosch123>articulated parts should stay consistent between rv and trains
09:03<andythenorth>I don't mind. I just don't fancy writing new code if it's going to be changed in ottd ;)
09:03<andythenorth>to resolve the TE issue, I should probably put some cargo capacity on the lead vehicle
09:03<andythenorth>and reduce the trailer
09:03<andythenorth>it will look weird in the vehicle info window
09:04<andythenorth>but better than faking TE
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09:05<@peter1138>could we give them weight/power/te?
09:05<@peter1138>either as a grfv8 thing, or with a vehicle prop
09:06<frosch123>sure you could
09:06<@peter1138>what problem does them not having weight/power/te solve? :)
09:06<frosch123>but there is not much poiint in giving them power
09:07<andythenorth>por quoi?
09:07<frosch123>peter1138: purchase list for a start
09:07<frosch123>anyway as long as te and power are first summed before doing the min, there is not much point in distributing power over several vehicles
09:08<andythenorth>the workarounds are a little odd though
09:09<frosch123>andythenorth: so you would prefer to set power and te like capacity in purchase list :p
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09:10<andythenorth>everything I do seems to be an edge case anyway :P
09:10<andythenorth>for the trams, setting the capacity etc became bonkers
09:10<@peter1138>frosch123, the blitter fix causes other issues :(
09:10<andythenorth>I'm planning to extend 'refit to n vehicles' to more things in HEQS, so more bonkers
09:11<@peter1138>it's noticable on the autorail sprites when zoomed in
09:11<@peter1138>there's a black line at the 256th pixel
09:11<@peter1138>i had a fiddle but i can't seem to solve it :p
09:12<frosch123>then change the transparency counter into a word?
09:12<@peter1138>what i don't get is why it works fine when its wider
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09:14<frosch123>peter1138: i guess it only works for recolours sprites :p
09:14<frosch123>the encoding stores 1 pixel with colour 0 between two transparent stretches
09:14<frosch123>Blitter_8bppOptimized::Draw handles that only for BM_COLOUR_REMAP
09:14<frosch123>while the other two just copy the 0
09:15<@peter1138>and the ship is recoloured
09:16<andythenorth>why is my truck clipped in depot?
09:16<andythenorth>>32px gets cropped?
09:19*andythenorth considers playing a game
09:20<@peter1138>don't do it
09:20<andythenorth>what are the downsides?
09:23<@Alberth>it wastes time, and you find bugs in the game
09:33<@peter1138>like industry smoke ;p
09:34<andythenorth>the other option is to write newgrf code
09:34<andythenorth>then wonder why xyz isn't possible :P
09:39<@peter1138>gah, not making enough money :S
09:46<frosch123>peter1138: <- any issues left?
09:51<@peter1138>by jove i think you've cracked it
09:51<frosch123>by toutatis?
09:52<@peter1138>that works for me, in the two cases i'm looking at
09:52<@peter1138>dunno if there's any else
09:53<CIA-6>OpenTTD: frosch * r23343 /trunk/src/blitter/8bpp_optimized.cpp: -Fix (r23332): Incorrect encoding of sprites with much transparency.
09:53<TrueBrain>were those bugs always there btw?
09:53<TrueBrain>lol; funny that nobody ever noticed them? :)
09:53<frosch123>there just were no sprites with more than 256 transparent pixels in a row
10:00<@peter1138>i so need yacd :S
10:01<TrueBrain>we all do :P
10:10<V453000>almost all :)
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10:12*andythenorth needs yacd
10:12*andythenorth needs to figure out why auto-refit doesn't work
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10:36<andythenorth>HEQS 1.5.0 is ready to go
10:36<andythenorth>should I release it?
10:36<andythenorth>I haven't tested it in a game...
10:37<TrueBrain>test it first :D
10:38<TrueBrain>else you will have a 1.5.1 soon ;)
10:38<andythenorth>that's the usual pattern :P
10:38<andythenorth>I don't really play the game though :P
10:49<Eddi|zuHause>how do i capture stdout of an already running program?
10:49<Eddi|zuHause>konsole is persistently refusing to my setting "unlimited" buffer
10:51<Eddi|zuHause>is "rm /proc/<...>/fd/1; ln file /proc/<...>/fd/1" a bad or a horrible idea?
10:52<Eddi|zuHause>ln -s
10:52<andythenorth>anyone want to play MP? With new HEQS, starting 1870-ish?
10:53<andythenorth>NoGo or otherwise
10:54<Eddi|zuHause>hm... it refuses to do that
10:58<Eddi|zuHause>seems the "common approach" is via gdb...
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11:42<heffer>hey guys. i just got a bug report on the red hat bugzilla regarding ottd having ugly fonts when played in russian (i.e. kyrillic fonts)
11:42<heffer>is this known and is there a workaround?
11:42<Xaroth>I'd check the bugtracker for that
11:43<@Rubidium>heffer: I reckon that's the first font fontconfig returns
11:43<@Rubidium>so not much we can do about, except telling him to configure a better font
11:43<heffer>Rubidium: probably. i'll look into that
11:43<heffer>thanks for the pointer
11:45<@Rubidium>it might be that recent trunk is slightly better as it tries to use the fattest font it can find instead of the first
11:46<@Rubidium>r23279 to be precise
11:47<heffer>okay i'll try running that
11:47<@Rubidium>it won't apply directly to trunk though
11:47<Eddi|zuHause>$someone should look into implementing an ingame font picker...
11:48<Eddi|zuHause>my town triangulation algorithm is now _almost_ correct :)
11:49<Xaroth>thar, nogo2 running with a customized GameScript.
11:49<@Rubidium>although it amazes me that someone is having a problem with it just now
11:49<heffer>but other than that OpenTTD is by far the coolest upstream project i've worked with so far as a packager
11:50<heffer>kudos to the team for that :)
11:50<Eddi|zuHause>"coolest" wrt functionality or community?
11:51<heffer>no other community asked me about my opinion from a packager's point of view before making decisions
11:51<heffer>and no other community has such great support :)
11:52<heffer>and: no other project pings me shortly before releasing security updates, so i can be prepared :)
11:54*Rubidium is amazed by the ancientness of the font detection... almost 4 years old already
11:54<heffer>i admit it's mostly Rubidium but also Ammler, planetmaker and you, Eddi|zuHause, who is very helpful :)
11:56<@Rubidium>well thanks ;)
11:56<@Rubidium>you're one of the more sane downstreams as well ;)
11:58<heffer>yay :)
12:00<Xaroth>thar, and nogo1 now as well \o/
12:11<heffer>okay trunk doesn't fix the problem so far, although the buttons look more spacious
12:11*andythenorth tries to understand FIRS
12:13<Eddi|zuHause>haha :)
12:14<@Rubidium>then no significantly better font has been given by fontconfig, although "better" is quite subjective; not a comparision that I would be able to implement in a few lines
12:15*andythenorth fails to understand FIRS
12:15<Eddi|zuHause>"wtf did they do to my program?!?" :p
12:15<@Rubidium>Eddi|zuHause: Sanctuary?
12:15<@Rubidium>(the musical)
12:16<Eddi|zuHause>Rubidium: right, i wanted to force myself through that...
12:16<Eddi|zuHause>Rubidium: but right now i meant andythenorth
12:17<andythenorth>Eddi|zuHause: that's unfair ;)
12:20*andythenorth ponders
12:22<andythenorth>maybe I need to write an industry set from scratch
12:33<@peter1138>lost interest in FIRS?
12:33<heffer>seems that the cyrillic font problem was there before:
12:34<andythenorth>peter1138: learning curve is too steep
12:34<@peter1138>playing it? hmm
12:34<heffer>i'll just tell the guy to manually configure DejaVu, it looks a bit better (not that i'd be able to read it even then) :D
12:34<andythenorth>developing it
12:36<@peter1138>arabic looks nice
12:36<@peter1138>can't read any of it of course
12:37<@peter1138>how many other games have arabic and hebrew translations?
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12:37<@Alberth>with proper right-to-left widgets :p
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12:42<SpComb>how many players use it :p
12:43<@Alberth>left-to-right widgets are done in the same way, so all players of OpenTTD? :D
12:45<@peter1138>bah, docks on flat land :S
12:46<Eddi|zuHause>urgently needed with rivers!
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12:50<andythenorth>sprites would be forthcoming if needed...
12:50<andythenorth>can't we just make rail stations available to ships? :P
12:51<@peter1138>does ttdpatch have flat docks?
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12:53<frosch123>but they block the canal
12:53<frosch123>it might be nicer to have docks along the river, instead into it
12:54<andythenorth>1 tile dock
12:54<andythenorth>use train stations to make it visually bigger
12:54<andythenorth>no orientations needed
12:55<andythenorth>4 stops, one per side
12:55<andythenorth>stop only available if water that side
12:55<@peter1138>i think normal docks block the water anyway
12:55<@peter1138>but yes, docks alongside
12:56<frosch123>they can only be build if the direction is well defined
12:56<frosch123>i.e. you cannot build them on corners as you select only one tile
12:57<Eddi|zuHause>an autorail-like placement could solve that
12:57<frosch123>just select the orientation in the gui
12:57<frosch123>like for all stuff
12:58<frosch123>or by subcoord on the tile
12:58<Eddi|zuHause>but the original game always autoplaced docks
12:59*andythenorth wonders if there's an nml tutorial
12:59<Eddi|zuHause>yes, on the nml wiki
12:59<andythenorth>found it
13:00<andythenorth>I need to remove nfo from my brain
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13:05<andythenorth>maybe I need to educate my text editor about nml
13:05<andythenorth>what's a string?
13:05<@peter1138>oh, my long tram was autoreplaced into a short tram. pom te pom
13:05<andythenorth>peter1138: sorry
13:05<andythenorth>I tried to fix that :(
13:06<andythenorth>but auto-replace is under-educated
13:06<andythenorth>what will nml do if I put quote marks in?
13:06<andythenorth>around strings?
13:06*andythenorth experiments
13:08<@Alberth>evenink LordAro
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13:08<@Alberth>sorry for scaring you so much :)
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13:11<@peter1138>also i need tunnels with curves
13:11<andythenorth>so nml strings have to be all on one line
13:11*andythenorth wonders if a pre-processor can be provided
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13:15<@Alberth>does "abc" "def" work ?
13:16<andythenorth>Alberth: where would the : go?
13:17*andythenorth ponders an nml -> nfo dictionary
13:17<andythenorth>so 'item' = action 0?
13:18<@Alberth>nowhere, I was wondering whether a sequence of strings gets silently concatenated to one large string
13:18<@Alberth>could be a nice manual (nml for nfo users) :)
13:18<andythenorth>so far I've tried about 5 times to learn nml
13:18<andythenorth>I've failed every time :P
13:19<andythenorth>if I keep failing, I lose the industry set :P
13:19<@Alberth>maybe you should ask questions to who that know
13:20<@Alberth>doing some small experiments could be helpful for you to understand how it works
13:20<andythenorth>there's copious documentation :P
13:20<andythenorth>it should be easy
13:21<andythenorth>I'm trying BANDIT in nml
13:21<@Alberth>so the docs are wrong for you?
13:21<Hirundo>andythenorth: you can use the '+' operator to concatenate strings
13:21*andythenorth experiments
13:22<andythenorth>is there anything I can do to tell nml to ignore newlines?
13:22<andythenorth>in strings
13:22<Hirundo>In lang/english.txt strings?
13:22<@Alberth>not much, but "abc" + \n "def" will work
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13:23<@peter1138>hmm, i guess i'll remove CETS
13:23<@peter1138>not really usable yet :)
13:23<andythenorth>Hirundo: yes in that file
13:24<Hirundo>In that file, 1 line = 1 string (like in OpenTTD's langfiles)
13:24<Hirundo>Ofc, you can use preprocessor magic to change that
13:25<Hirundo>Or perhaps NML could do some magic with backslashes at EOL
13:27<@Alberth>or do magic by deciding it is a continuation line if it starts with a space :p
13:29<andythenorth> so 'graphics' = action 3?
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13:30<Hirundo>andythenorth: yes, more or less
13:31<andythenorth>spriteset seems straightforward, that's realsprites + (templating)
13:31<andythenorth>spritegroup is action 2
13:32<Hirundo>A graphics block may also cause outputting of at least actions 1, 2, 6, 7, 9, D or 10 IIRC
13:33<andythenorth>nml has templates for RVs
13:33<andythenorth>which drive side are they coded for?
13:35<Hirundo>I don't know. Does it matter?
13:35<@peter1138>it shouldn't matter
13:36<frosch123>it matters if the vehicle is narrower than the lane and you do not want them to drive in the middle of it
13:36<andythenorth>which is the correct side?
13:37<andythenorth>given a choice of left or right, and one has to be chosen...
13:38<@Alberth>all gurus are afk I am afraid :p
13:38<andythenorth>it's more of an ottd question than nml question
13:43<frosch123>just don't draw small. vehicles
13:43<frosch123>trucks are not small
13:44<andythenorth>danmack has been drawing the trucks :P
13:44<andythenorth>he wants them smaller than the default trucks
13:45<frosch123>then make them drive in the middle of the lane
13:45<frosch123>truck drivers do not care about such stuff :p
13:45<CIA-6>OpenTTD: translators * r23344 /trunk/src/lang/ (5 files):
13:45<CIA-6>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-6>OpenTTD: croatian - 8 changes by VoyagerOne
13:45<CIA-6>OpenTTD: korean - 16 changes by junho2813
13:45<CIA-6>OpenTTD: polish - 36 changes by matma6, xaxa
13:45<CIA-6>OpenTTD: brazilian_portuguese - 83 changes by Tucalipe
13:45<CIA-6>OpenTTD: romanian - 25 changes by kkmic
13:45<andythenorth>why does the size of the graphic affect where the game draws it? :o
13:46<frosch123>it draws the sprite so it fits for vehicles with the width of the default vehicles
13:46<frosch123>if you make smaller ones, you have to decide where your vehicle is relative to the original one
13:47<frosch123>either align the left side, the right side, or center your vehicle inside the original one
13:48<andythenorth>that makes complete sense, but it's not how trams work
13:48<andythenorth>works for trucks
13:50<andythenorth>maybe I can solve it
13:50<andythenorth>probably can solve it
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14:04-!-planetmaker is "Ingo von Borstel" on #openttd +#openDune @+#openttdcoop @+#openttdcoop.stable #openttdcoop.devzone @+#wwottdgd
14:04-!-mode/#openttd [+o planetmaker] by ChanServ
14:08*andythenorth can't persuade nml to build
14:09<@planetmaker>you're missing the quoted png file
14:10<@planetmaker>not an NML error ;-)
14:10<@planetmaker>like that?
14:10<@planetmaker>that's what is assumed
14:13<Xaroth>ooh, getting busy on the nogo servers
14:14*andythenorth has a vehicle in the game via nml
14:19<andythenorth>the nml graphics templates here:
14:19<andythenorth>are the offsets available?
14:19<andythenorth>or do they need providing?
14:20<@planetmaker>you can / need to provide the same graphics offsets as always
14:20<@planetmaker>But maybe you can use foobar's template as there
14:21<andythenorth>let's see
14:21<@peter1138>why does the purchase menu sprite have all the blue?
14:21<@planetmaker>they're all quoted below as code in the example
14:22<andythenorth>is there some magic with the xpos ?
14:22<CIA-6>OpenTTD: rubidium * r23345 /trunk/src/lang/polish.txt: -Fix: gender where no gender can exist
14:22<@planetmaker>that'd only have an effect, if you used NOCROP there
14:23<@planetmaker>which the template doesn't
14:23<@planetmaker>probably just to allow you wider sprites
14:23<andythenorth>now I have a truck, and it has graphics
14:24<andythenorth>giving it some hp and speed might be useful
14:24<andythenorth>1mph is slow
14:26<andythenorth>can weight actually be specified in decimals of a ton?
14:26<andythenorth>it's going to get rounded...
14:27<@Rubidium>depends on the vehicle I guess
14:27<@Rubidium>e.g. for RVs it's in quarters of tons
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14:27<@Rubidium>though for trains it would get rounded
14:27<@planetmaker>andythenorth: you can specify whatever fraction suits you. But it'll be rounded to suit the nfo granularity
14:28<@planetmaker>you should make sure you know which ton you talk about ;-)
14:28<@planetmaker>(and which hp :P )
14:29<@Rubidium> <- that is ofcourse solved by solving FS#4847 ;)
14:29<@planetmaker>:-( I know
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14:59<@planetmaker>hm, seems people had fun all the weekend in the Wendland ;-)
15:00<andythenorth>"switches before items"
15:00*andythenorth learns
15:01<@planetmaker>1-2-3-0 ;-)
15:01<@planetmaker>and item=0 and switch=2
15:01<@planetmaker>and spriteset=1
15:01<@planetmaker>and ... the graphics block is part of the item block
15:02<@planetmaker>which is 3
15:06<andythenorth>I have one articulated truck running around
15:07<@planetmaker>knowing you, it'll soon require newgrf v8 ;-)
15:07<andythenorth>I am hoping to persuade DanMacK to draw trucks
15:13<andythenorth>shame the refit gui isn't split...
15:17<@Terkhen>solve the forgotten issues with it :P
15:18<andythenorth>ship it and see what happens?
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15:27*planetmaker -> bed. Good night
15:29<@peter1138>but but
15:31<andythenorth>maybe he got up early :P
15:32<TrueBrain>or maybe he is just drunk beyond believe? :)
15:33<@planetmaker>nah, kids wake up VERY early and keep you VERY busy ;-)
15:33<@planetmaker>I just need my sleep ;-)
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15:33<TrueBrain>sleep well old man :)
15:33<andythenorth>planetmaker: kids :P
15:33*andythenorth knows about them
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15:40<@peter1138>so action 3, feature 5, id 4
15:40<@peter1138>flat docks...
15:41<@peter1138>except they look crap
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15:49<andythenorth>Terkhen: first we have to solve not remembering the issues :P
15:49<andythenorth>I could look in my logs
16:01<andythenorth>designing a truck set is hard
16:02<@peter1138> < that one, andy
16:04<andythenorth>peter1138: do they have to reuse existing sprites from base set?
16:06<@peter1138>no, the only 4 sprites are specified in the ... er... spec
16:08<andythenorth>spec change :P
16:09<andythenorth>flat docks shouldn't encroach on the water, but be alongside it
16:10<andythenorth>don't want to demolish a river every time a dock is needed
16:10<andythenorth>aslo....reality? :P
16:11<@peter1138>eek, dirty words
16:11<andythenorth>no reality here! no!
16:12<__ln__>did someone just say the r-word?!
16:12<SpComb>there is no reality
16:12<@Terkhen>good night
16:12<andythenorth>bye Terkhen
16:14<andythenorth>can I make a truck set that just *isn't* compatible with drive in stops?
16:14<andythenorth>or do I have to spam the buy menu?
16:14<andythenorth>- truck 'foo
16:14<@peter1138>it has a scroll bar ;p
16:14<andythenorth>- truck 'foo' with trailer(s)
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16:29*andythenorth wonders how many truck classes (sizes) are needed
16:29<andythenorth>most people will just choose 'biggest', right?
16:30<SpComb>even biggest
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17:05<__ln__>are purple trees a normal phenomenon on the soviet sector?
17:06<andythenorth>in soviet russia, tree purples you
17:06*andythenorth goes to bed
17:06<andythenorth>in soviet russia, bed goes to andythenorth
17:06<andythenorth>good night
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18:06<Eddi|zuHause> <planetmaker> 1-2-3-0 ;-) <-- i have 0-1-2-3
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18:33<Eddi|zuHause> <-- i think i have most of the quirks worked out. what's still missing is special handling for "outer" edges, so really remote cities won't get marked as neighbours
18:33<Eddi|zuHause> <- tiny test script
18:38<Xaroth>wow, nice work
18:40<Eddi|zuHause>now keep those bug reports coming :)
18:41<Eddi|zuHause>(note: a 2048^2 map with many towns is probably too large for this unoptimized code)
18:45<@peter1138>^ uses delaunay
18:45<@peter1138>if you catch my drift
18:46<@peter1138>not that i'm suggesting a port to c++
18:51<Eddi|zuHause>hm... something's awfully wrong on this 2048^2 map....
18:52<Eddi|zuHause>it assigns neighbours that are nowhere near each other
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19:14<Eddi|zuHause>hm... problem: fast forward does not fast forward script execution during pause
19:17<+glx>why would it ?
19:18<Eddi|zuHause>well, it does during unpause...
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19:46<Eddi|zuHause>@calc 3200*log(3200)
19:46<@DorpsGek>Eddi|zuHause: 25826.8994841
19:50<z-MaTRiX>just extracting some data from bios and found this
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20:22<Eddi|zuHause>that's weird... i get no intersections between the perpendiculars of a triangle. this can never happen with "real" triangles. so how does that happen?
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---Logclosed Mon Nov 28 00:00:53 2011