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#openttd IRC Logs for 2011-12-14

---Logopened Wed Dec 14 00:00:27 2011
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07:01<DDR>Hello my honey, hello my baby, hello my rag time gal!
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08:18<TrueBrain>spambots .. I love spambots :)
08:19<@planetmaker>I wonder... I thought I had seen the nick DDR before
08:19<@planetmaker>as not-spam-bot
08:20-!-fjb [] has joined #openttd
08:21<@planetmaker>oh, an fjb! Hello
08:22<Eddi|zuHause>i think that was the first line DDR ever said .p
08:22<Eddi|zuHause>hm, ok, he _did_ say a few things before :)
08:23<fjb>DDR? What have I missed?
08:23<Eddi|zuHause>but it's definitely the same guy (static ip)
08:36<@planetmaker>hm, fjb while you're here: can you grab the last nightly of OpenTTD on your *bsd machine, go to the content download and try whether the "visit webpage" button works for you?
08:38<@Yexo>you could instead just test whether "xdg-open" on the commandline works
08:38<@planetmaker>or whether you have xdg-open available
08:43<fjb>xdg-open is not part of the base system. But I have it installed. It is required by qt4 and other packages.
08:43<fjb>And it is working. It starts the default webbrowser.
08:44<@planetmaker>does OpenTTD have a kind of installer for FreeBSD? Then it could require that, too
08:44<fjb>Hm, don't know, I always compiled from the sources.
08:44<appe>if i want an openttd server, where can i read on preferable hardware specs?
08:44<fjb>But it is in the ports collection.
08:45<@planetmaker>appe, any machine which runs it, is fine
08:45<@planetmaker>you just want to make sure it's not (much) less powerful than the clients playing on it
08:45<appe>ah, i see
08:46<@planetmaker>powerful as in CPU speed
08:46<fjb>And OpenTTD prefers one powerfull core over many cores.
08:47<appe>yes, i know that
08:48<appe>i have this old P4 standing in the office wich really does nothing special
08:48<appe>that might be to slow, though
08:48<Eddi|zuHause>P4 should be fine
08:48<appe>3GHz, something-something gigabytes of ram
08:48<Eddi|zuHause>modern computers are not much faster, in single-core speed
08:49<appe>well, the thing is. im trying to learn some linux and bsd at the moment
08:49<appe>and it might be a fun treat to try it out
08:49<appe>Eddi|zuHause: i noticed that, big time. my htcp is an aspire revo with the atom230 cpu.
08:49<appe>it sucks more then belgian cuisine
08:50<Eddi|zuHause>you mean potato fries? :)
08:50<Eddi|zuHause>as long as it's not belgian government...
08:54<appe>how is that going, btw?
08:54<+glx>they have one now
08:54<Eddi|zuHause>514 days without government, new record for all modern countries
08:55<Eddi|zuHause>the last one was 100something days
08:55<appe>that is not a cheerful result for a, let's put it; rather modern country.
08:56<fjb>planetmaker: Here is the FreeBSD port of OpenTTD. It compiles OpenTTD fron source and generates the package for the binary distribution:
08:56<Eddi|zuHause>it's not like it was anarchy or scenes from mad max happening :p
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08:58<fjb>Not dry enough for Mad Max.
08:59<fjb>But modern governments try to appear undemocratic any way.
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09:18<appe>Eddi|zuHause: haha
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09:28<fjb|tab>Moin Belugas
09:31<@Belugas>hi sir fjb :)
09:39<Hexxeh>got nacl openttd linking, now to see what happens when you run it
09:40<Hexxeh>i'm expecting explosions
09:41*planetmaker expects explosions when putting Na onto H2O
09:42<Rubidium>try putting me in H2O ;)
09:42<@planetmaker>that's also explosive? Honestly, I still rather dare try than :-P
09:42*Hexxeh le sigh: NaCl module load failed: Nexe crashed during startup
09:43<Hexxeh>nacl's lack of a debugger makes this a bit harder
09:46<Eddi|zuHause>don't let a gremlin touch water. and never feed it after midnight
09:47<fjb>Rubidium is a gremlin?
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10:00<Nite>is "snorre_" the "Snorre" ?
10:02<TrueBrain>depends on who you think the "Snorre" is
10:04<Nite>the one hosting some servers
10:05<@planetmaker>more people host servers than people play on servers currently. So... that doesn't say much either ;-)
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10:07<Nite>the "" servers
10:09<Nite>and PLAY MORE!
10:10<@planetmaker>most server owners never show up here. And "are you that guy" is usually asked best the person whom you want to know who s/he is ;-)
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10:12<Nite>the Snorre shows up here "officially"
10:13<Nite>... its just becuase of another blocker who is not letting the few players play
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10:25<TrueBrain># I see a red door and I want to paint it black
10:25<Eddi|zuHause>that's a nice song
10:25<Eddi|zuHause>(which is probably not its intention, though :p)
10:27<TrueBrain>bah; I really need more free time :)
10:27<TrueBrain>or I need payment for OpenTTD :P
10:27<TrueBrain>either one is fine :)
10:30<@peter1138>minecraft-style millions would do
10:30<@peter1138>could keep the team going for a while :)
10:30<TrueBrain>should result in some interesting new things :)
10:30<@peter1138>or more bugs, in minecraft's case :p
10:30<@peter1138>i haven't played it since the potions came out
10:31*fjb needs more time for more sleep.
10:31<TrueBrain>got so annoyed by all the new bugs
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10:33*fjb thinks about patenting bugs to get rich.
10:34<Rubidium>planetmaker: you weren't aware that Rubidium is an alkali metal?
10:35<@planetmaker>honestly: not quite
10:35<Rubidium>Hydrogen - Lithium - Natrium - Potassium (Kalium) - Rubidium - Cesium - Francium
10:35<@planetmaker>well yes :-)
10:36<@planetmaker>I didn't understand your comment that way at all :-)
10:36<@planetmaker>"Rubidium" mostly detached in my mind from the chemical table in this context here ;-)
10:37<fjb>Does Rubidium take his baths in pure hydrogen?
10:39<appe>what i know, Rubidium hangs around in GPS satellites, most of the time.
10:39<@planetmaker>sure? My bet would have been on cesium
10:41<appe>well, i guess there are some satellites left with rubidium, i guess. its heavily cheaper then cesium..
10:41<appe>or was.
10:41<appe>or is.
10:44<TrueBrain>@base 16 10 11380000
10:44<@DorpsGek>TrueBrain: 288882688
10:46<Sacro>@base 10 10
10:46<@DorpsGek>Sacro: 10
10:46<Sacro>@base 3 3
10:46<@DorpsGek>Sacro: Error: Invalid <number> for base 3: 3
10:46<Sacro>I don't see why
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10:46<Sacro>@base 7 7
10:46<@DorpsGek>Sacro: Error: Invalid <number> for base 7: 7
10:46<TrueBrain>Sacro: as always, use my bot, or take a PM with it :P
10:46<Sacro>@base 11 11
10:46<@DorpsGek>Sacro: 12
10:46*Sacro scratches his head
10:46<TrueBrain>I have no interest in seeing your failed attempts to abuse :P
10:46<Sacro>aw :(
10:46<Sacro>but I like to abuse bots
10:47<TrueBrain>not only bots :P
10:47<TrueBrain>(too far? :))
10:47<Sacro>@seen Bjarni
10:47<@DorpsGek>Sacro: Bjarni was last seen in #openttd 9 weeks, 5 days, 15 hours, 28 minutes, and 3 seconds ago: <Bjarni> heh
10:47<Rubidium>Sacro: 1 and 0 are both less than 10, 3 isn't less than 3 nor is 7 less than 7
10:47<Sacro>Rubidium: but 10 = 10 :\
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10:56<Eddi|zuHause>Sacro: who taught you that?
10:58<Sacro>Eddi|zuHause: logic
10:59<Eddi|zuHause>i have a feeling your logic misses a few steps :p
10:59<TrueBrain>10 = 10, and you find his logic failed?
10:59<TrueBrain>makes me wonder about yours :D
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11:11<@peter1138>ooh, new ukrs2?
11:13<V453000>I guess it is totally politically correct to have the Recyclables look like the happiest cargo ever? :D
11:13<Hawson>and oil look depressing?
11:15<@planetmaker>oil comes in sea shell shaped bottles? :-P
11:16<V453000>no just transparent tankers :)
11:16<V453000>or ... semi-transparent :)
11:16<V453000>ooh, UKRS2 has autorefit :)
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11:17<Eddi|zuHause>now we only need a dbset2...err...xl
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11:23<V453000>hm that was originally expected on 11 11 11 wasnt it?
11:23<Eddi|zuHause>yes, but there were... disturbances in the force
11:24<Eddi|zuHause>ECS wanted to change cargos/classes, FIRS wanted to change cargos/classes, and then all hell broke loose
11:24<V453000>oh :)
11:24<V453000>were there any cargo class changes in the end?
11:24<Eddi|zuHause>not finalized
11:25<V453000>right :o
11:25<Eddi|zuHause>coming on 2 additional ones
11:25<@planetmaker>though I can still live with eddi's minimal proposal which basically is a clarification of existing stuff
11:25<@planetmaker>and adding one or two
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11:27<Eddi|zuHause>i guess we should just consider that "done", and add them. leave original cargos alone, and have the industry authors handle their cargos however they want. with the new refit props, changed/mismatched cargo classes are no problem at all
11:27<Eddi|zuHause>only backwards compatibility with older sets using the old refit props may cause weird effects
11:28<@planetmaker>that will always be somewhat weired.
11:28<V453000>so if I want to code wagons, it is better to wait eh :)
11:28<@planetmaker>But indeed... the new refit props change that problem to marginal interest, if they're used
11:29<@planetmaker>V453000: not really.
11:29<V453000>\o/ :D
11:29<@planetmaker>Just explicitly give the labels you want to use
11:29<@planetmaker>and disallow explicitly those which you don't want
11:29<@planetmaker>and classes are only then for unknown stuff
11:29<@planetmaker>thus future new cargos
11:29<V453000>I see
11:29<@planetmaker>100% future proof. And existing cargos can happily change their classes ;-)
11:30<V453000>I will probably ask later when I actually start trying :P (~friday)
11:30<V453000>thank you :)
11:31<Eddi|zuHause>i could expand cargo classes to explicit cargos in my generator script. but i'm not sure i want to
11:32<@planetmaker>for cets?
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11:32<@planetmaker>well... wagons might need explicit labels at one stage
11:33<Eddi|zuHause>only for graphics
11:33<Eddi|zuHause>which is separate
11:33<IchGuckLive>Hi all im on 1.1.2.rc1 in desert and tery to build a factoy for copper and wood
11:33<@Yexo>Eddi|zuHause: if you use CB_RESULT_NO_MORE_ARTICULATED_PARTS instead of hardcodec 0x7FFF I think cets would be compatible with both nml 0.2 and 0.3
11:33<IchGuckLive>but is there a rule for this it let me not build in the area
11:34<Eddi|zuHause>Yexo: thanks, will add that later
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11:35<Eddi|zuHause>IchGuckLive: what's the exact error mesage?
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11:36<IchGuckLive>oh i found out it need to be build on greeb land
11:39<IchGuckLive> is it faster for a monorail to go under tunnel or over brigth
11:39<Eddi|zuHause>there is no speed limit for tunnels
11:40<Kogut>@Yexo - is it possible that sth will happen with a AIRail::BuildRailWaypointTileRectangle?
11:40<V453000>sending it through a wooden bridge might not be the best idea though IchGuckLive :p
11:42<IchGuckLive>V453000: thanks no i meen i got already normal rails and want to cross with monorail so downwards or pwards in desert
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11:44<@Yexo>Kogut: do you have an immediate usecase for that in your AI?
11:46<Kogut>Not exactly immediate, but I plan to use it in the next version
11:46<Kogut>as way to store place where network may be expanded
11:47<Kogut>it may be replaced with creating hundreds of empty vehicles groups
11:47<Kogut>but I prefer to keep it on map, as debugging will be easier
11:48<Kogut>BTW "AIBridgeList Create a list of bridges " is supposed to create list of bridges or maybe of bridge types?
11:48<@Yexo>bridge types
11:48<@Yexo>and why not store it in a list in your code?
11:49<@Yexo>there are Save() and Load() functions available
11:52<Kogut>a) Save()/Load() data is lost after AI crash b) I prefer to keep data about points of expansion on map, as debugging will be easier
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12:37<+michi_cc>fjb|tab: If you're still available, I'd be interested if trunk + outputs the correct number of CPU cores on *BSD.
12:38<fjb|tab>Ok, wait some minutes.
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12:41<fjb|tab>Btw, only my tablet has more than one core.
12:44<@planetmaker>hello andythenorth
12:45<andythenorth>what's new? :)
12:45<andythenorth>UKRS 2 is new
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12:47<fjb|tab>Moin andythenorth
13:06<swissfan91>evenin' andythenorth
13:06<andythenorth>hi swissfan91
13:06<andythenorth>have you finished your set yet?
13:10<swissfan91>no :)
13:12<@planetmaker>but the sprites start to make it tasty. And an interesting thing to start coding
13:14<swissfan91>eurgh.. coding.. :(
13:14<@planetmaker>swissfan91: don't yet worry about it
13:15<@planetmaker>As it seems, you're happy producing sprites. That's good. Keep going.
13:15<@planetmaker>A coder can only use whatever graphics there are
13:15<andythenorth>make sure you get them on a template if not already though ;)
13:15<@planetmaker>Make the construction stages at the same time you make the finished ones
13:15<swissfan91>yeah I'm doing some stages now.
13:15<@planetmaker>And then subsequent coding will be a smooth thing
13:16<@planetmaker>I'd code them myself, if it wouldn't feel like making a promise I can't keep due to limited time available to me
13:17<swissfan91>I basically have 9 sprites for each building..
13:17<swissfan91>yeah I understand :)
13:18<@planetmaker>maybe, swissfan91, you can put all sprites which belong to one object or house in one file
13:18<@planetmaker>and for different snowyness, use the exact same arrangement, just a bit lower in the same image
13:18<@planetmaker>that makes coding *tremendously* faster
13:19<@planetmaker>i.e. using a nice template for stuff :-)
13:19<swissfan91>I have something.. let me show you..
13:19<@planetmaker>template means: the height of the blue background is equally high, width is always tile width, even if not everything used
13:20<andythenorth>planetmaker: do you find it faster to code in one file with different offsets? I prefer two files, same offsets. Also suits photoshop export better
13:20<@planetmaker>andythenorth: I don't care about that at all
13:20<@planetmaker>actually personally I also use two files, same offsets
13:21<@planetmaker>but it makes no difference in coding
13:21<@planetmaker>just in graphics export from source
13:21<andythenorth>I guess I am used to both ends of that pointy stick
13:21<swissfan91>that type of thing?
13:21<swissfan91>sorry about the site
13:21<@planetmaker>ah, lovely, swissfan91. Yes, that's about what I mean
13:22<@planetmaker>That format is nice and easy to code
13:23<@planetmaker>swissfan91: is easy to use and quick :-)
13:23<swissfan91>thanks :)
13:24<swissfan91>I can't think of what types of buildings to draw, other than generic shops
13:24<swissfan91>I have bank, church, doctors, school
13:24<swissfan91>town square
13:24<@planetmaker>but mind, that it's not a place to store images - they'll be cleaned after latest of 14 days
13:25<@planetmaker>you're talking of a town set, right?
13:25<andythenorth>swissfan91: you need a repo on the devzone...
13:26<@planetmaker>you might want some appartement buildings, some flats, some villas, some office blocks maybe?
13:26<@planetmaker>some normal houses
13:26<@planetmaker>just look out of the window in switzerland and draw one of the houses :-P
13:26<andythenorth>do some chalets
13:27<andythenorth>if you compose the parts carefully, you can get maybe 5 houses out of the same parts?
13:27<@planetmaker>google streetmaps might help
13:27<swissfan91>I don't live there, unfortunately :)
13:27<andythenorth>including reversing orientations etc
13:27<swissfan91>but yes, I have lots of pictures.
13:27<andythenorth>and then you can recolor some in code to get 3 variations of same building...
13:27<andythenorth>planetmaker ^ replacement opengfx arctic? :P
13:27<andythenorth>without any disrespect, some of arctic opengfx is all wrong
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13:32<@planetmaker>andythenorth: I'd replace 80% of the buildings with a less noisy version if I could. And climate temperate / arctic could indeed use a distinction
13:32<@planetmaker>quak :-)
13:32<@planetmaker>hello Terkhen
13:32<andythenorth>Terkhen's have started quakking?
13:32<andythenorth>what is a Terkhen ?
13:33<andythenorth>what is an andythenorth
13:33<@Terkhen>Terkhen is a tired person
13:33<andythenorth>Terkhen is a worker
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13:34<@planetmaker>swissfan91: as your sprites go, it could become the first house set to be snow-density aware :-)
13:35*andythenorth needs an arctic house set
13:35<andythenorth>TAI is proving pretty good for temperate
13:36<andythenorth>and stops me noticing that default towns are broken
13:36<Kogut>what about Swedish houses?
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13:37<andythenorth>I very sadly taught Irwe the wrong lighting direction :(
13:37<andythenorth>so Swedish houses makes me sad
13:43<@planetmaker>he said he would be back ;-)
13:43<andythenorth>I don't want to tell him about the lighting :(
13:44<andythenorth>as it's my fault
13:44<@planetmaker>Then it should be you to tell him ;-)
13:45<andythenorth>I am embarassed :P
13:45<CIA-6>OpenTTD: translators * r23513 /trunk/src/lang/ (6 files): (log message trimmed)
13:45<CIA-6>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-6>OpenTTD: croatian - 25 changes by VoyagerOne
13:45<CIA-6>OpenTTD: finnish - 1 changes by jpx_
13:45<CIA-6>OpenTTD: french - 4 changes by glx
13:45<CIA-6>OpenTTD: italian - 9 changes by lorenzodv
13:45<CIA-6>OpenTTD: korean - 4 changes by junho2813
13:47<@peter1138>could be worse
13:48<@peter1138>could be the lighting in 32bpp ez
13:58<swissfan91>That will be where my lighting conundrum came from then!
13:58<swissfan91>looking at swedish houses.
13:59<andythenorth>my fault :(
14:00<swissfan91>so the correct angle is high and 5 o'clock?
14:01*Terkhen never notices that stuff
14:02<V453000>andythenorth: is there any place where I could find documented the cargo table for FIRS? I want to code my wagons so I need to see the cargo bitmasks, or how is that called
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14:04<andythenorth>V453000: the code
14:04<V453000>hmf :-D
14:04<andythenorth>I don't know if the ottd wiki is accurate
14:04<V453000>that is why I said documented :P anyway, I will try to extract it from the code :)
14:05<andythenorth>my site is back, but was down for a while, so might be out of sync
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14:05<andythenorth>Yexo: could nml output a human readable cargo table - for convenience?
14:05<andythenorth>previously FIRS (nfo) had a text file defining cargos which was used by an awk script
14:05<andythenorth>it was rather handy as config + documentation
14:08<fjb>OpenTTD's configure script doesn't find the lzma library when it comes with the FreeBSD base system. Only older versions of FreeBSD install from the ports.
14:08<@Terkhen>andythenorth: is that outdated?
14:08<V453000> this looks promising
14:09<@Terkhen>I have always used that for OpenGFX+
14:09<V453000>oh :o
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14:16<fjb>michi_cc: dbg: [misc] Number of cores: 1
14:16<fjb>michi_cc: That is the correct number.
14:17<+michi_cc>Thanks, I guess it works then :)
14:18<frosch123>you can increase the number of cores with 'kill -6 `pidof openttd`'
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14:19<Eddi|zuHause>you mean core dumps :)
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14:20<frosch123>the files are just called "core"
14:20<fjb>frosch123: I can even get more cores when I buy some fruits.
14:21<Eddi|zuHause>don't buy strawberries then
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14:24<fjb>The official OpenTTD port for FreeBSD patches config.lib to find the lzma library in the base system.
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14:26<Rubidium>fjb: that would imply that they changed the lzma library
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14:29<fjb>Rubidium: As far as I understand configure tries to find the lzma library on FreeBSD by calling plg-config. But pkg-config only finds installed packages, not libraries from the base system.
14:29<Rubidium>fjb: and why doesn't it find the libraries from the base system?
14:29<Rubidium>because the base system doesn't provide the original pkg-config configuration file...
14:30<Rubidium>which just suck platform compatability wise
14:30<fjb>Rubidium: Bacause pkg-config handles packages, that's where the pkg prefix comes from.
14:31<fjb>FreeBSd is not Linux where you just have a kernel and the rest comes from various packages. It's a complete OS.
14:31<Eddi|zuHause>and the base system is not a package?
14:31<fjb>The base system is not a package. Only addons are packages.
14:31<Rubidium>fjb: pkg-config - Return metainformation about installed libraries
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14:32<Rubidium>you want to say that liblzma in the base system is NOT an installed library?
14:32<Rubidium>for what it's worth, it's even a gnome application in origin
14:34<fjb>Rubidium: pkg-config even is not part of the base system.
14:35<kais58>is there a way to make an openttd server use tcp only?
14:35<@Alberth>rewrite the network code?
14:35<Rubidium>kais58: yes, but I doubt it will be of any use then
14:36<kais58>rub: how so?
14:36<Rubidium>you wouldn't be in the server list
14:36<kais58>we arent going to be anyway
14:36<Rubidium>you wouldn't *ever* show up in the in-game server list, even if you know the IP address
14:37<kais58>so you wouldnt be able to connect to the server at all?
14:37<Rubidium>so you need to revert to those lovely consoles to even be able to join your server
14:37<kais58>oh ok, no problem with doing that :)
14:38<Rubidium>and you'd get nasty errors when trying to join with the wrong version
14:40<kais58>just tell everyone who has access to our server what version we're running
14:42<kais58>so it's jsut the server list that works over udp, the game plays over tcp anyway?
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14:59<CIA-6>OpenTTD: frosch * r23514 /trunk/src/script/api/ -Fix: failed for svn working copies.
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15:13<CIA-6>OpenTTD: frosch * r23515 /trunk/src/script/ (3 files in 2 dirs): -Cleanup: Remove unused ScriptObject::GetNewTunnelEndtile() and relatives.
15:26<CIA-6>OpenTTD: frosch * r23516 /trunk/src/script/api/script_sign.cpp: -Fix [FS#4886]: ScriptSign::BuildSign() returned wrong result if the sign name was too long.
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15:39<andythenorth>has anyone used auto-refit in a game?>
15:40<V453000>I shortly tried it with UKRS2 but didnt seem to work
15:40<V453000>the wagons didnt refit
15:40<V453000>i didnt try much, I might have just used it wrongly
15:40<V453000>but there were several empty iron ore wagons empty, and thye didnt get automatically refit to grain as I expected
15:44<andythenorth>I can't figure out a place to use it in my current game
15:44<andythenorth>with YACD it would make absolute sense
15:44<andythenorth>but I can't be bothered to try and make YACD compile with trunk :P
15:45<andythenorth>I guess if I built a big transfer station for town cargos, auto-refit would work there
15:45<@planetmaker>V453000: I'd disable autorefit in a station from ore to grain, too ;-)
15:45<andythenorth>unclean :P
15:45<@planetmaker>^^ :-P
15:46<V453000>so you mean the wagons dont allow grain <-> ore
15:46<V453000>which is strange because the wagon is iore, coal, grain and auto-refit says "yes"
15:47<andythenorth>'to uncovered cargos only'
15:47<CIA-6>OpenTTD: frosch * r23517 /trunk/src/window.cpp: -Fix (r23336, etc.): Give map generation window the same priority as the start server window.
15:47<andythenorth>sort of presumes the player knows about cargo classes
15:48<andythenorth>(buy menu text in latest UKRS 2)
15:54<V453000>right :D so the autorefit basically doesnt work for grain for that wagon
15:56<andythenorth>I broke my ottd repo :(
15:56<andythenorth>I can't fix it
15:56<andythenorth>I have a merge I can't commit (it's over an mq patch)
15:56<andythenorth>I can't up
15:57<andythenorth>I can't figure how to remove the merge :P
15:57<andythenorth>rm -r openttd seems to be needed :P
15:57<@Alberth>hg revert ?
15:57<andythenorth>still the merge is there :|
15:58<@Alberth>hg rollback ?
15:59<andythenorth>repository tip rolled back to revision 18631 (undo pull)
15:59<andythenorth>working directory now based on revisions 18631 and 16989
15:59<@planetmaker>hg revert
15:59<@planetmaker>hg qpop -a
15:59<@planetmaker>hg pull -u
15:59<@planetmaker>*hg rollback
15:59<@planetmaker>instead of hg revert
16:00<@Alberth>nobody explained autorefit at the wiki yet :(
16:00<andythenorth>planetmaker: hg update -C .
16:00<@Alberth>unfortunately, you can only do one rollback
16:00<@Alberth>all revisions are back at their right place?
16:01<andythenorth>seems so
16:01<@planetmaker>andythenorth: yes, you can do that, too. But... it will keep your mq somewhere if you don't unpop it
16:02<andythenorth>ok done
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16:07<andythenorth>locks on rapids
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16:13<@planetmaker>personally I'm find it more interesting that the rivers will be restored when you delete it ;-)
16:13<@planetmaker>it = lock
16:13<frosch123>andythenorth: the price for this feature is that you may no longer ask for 1-tile locks :p
16:15<andythenorth>I mayn't ? :o
16:16<@planetmaker>didn't you read the fine print?
16:16<andythenorth>what will I ask for instead?
16:16<@planetmaker>don't tell me your stables are out of space for another horde of ponies?
16:18<frosch123>they are a circle of groups, consists and rv wagons or so
16:18<andythenorth>groups are done
16:18<andythenorth>road-types is never happening
16:19<andythenorth>rv-wagons would be nice. the subtype refits are hack that is coming apart at the edges
16:19<andythenorth>nobody mentioned vehicles-in-vehicles for at least days
16:19<frosch123>never liked that concept :p
16:20<frosch123>ttd was never good in vehicle waiting on other vehicles
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16:25<@Terkhen>good night
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16:42*andythenorth is not normally amused by conspiracy nonsense. But search "FEMA death trains" if you are
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16:46<fjb|tab>Moin Wolf01
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16:53<fjb|tab>skiing is better than flying.
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17:25<Wolf01>2cc trainset nightly-635 or 2cc train set 1.0.1?
17:27<@Yexo>why the choice between those two versions?
17:27<@Yexo>last nightly is r754
17:28<Wolf01>that's what I have
17:34<Wolf01>gah, a pubblication date would be good for the online content
17:36<TinoDidriksen>Revision numbers are usually good enough...
17:36<TinoDidriksen>It's only a problem when versions don't include revision anywhere.
17:38<CIA-6>OpenTTD: michi_cc * r23518 /trunk/src/vehicle_cmd.cpp: -Fix (r23124): [NewGRF] The refit cost callback wasn't called if only the subtype differed.
17:47<Wolf01>uhm, 2cc train set 2.0.0 beta 4.1, the download content says I already have it, but I can't see it in the available list and I don't have it in the active list
17:49<Wolf01>I think I should cleanup the grfs I have
17:50<Wolf01>but it's too late today
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19:29<kais58>anyone got a decent basic set of grf's I could put on my server that wouldn't scare away new players?
19:35<kais58>I can only see industries roadvehicles trains and tress for opengfx+ in the downloader, is that right?
19:52<@Yexo>yes, there is also OpenGFX+Landscape and OpenGFX+Airports, but those require a nightly version of OpenTTD
19:53<Eddi|zuHause>"requires nightly" is certainly not fitting the "don't scare away" proposition :p
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19:56<kais58>yeah, I'm building our server to match the version in the fedora repo as it changes which is 1.3 currently as that's what our desktops run, so no chance of running nightlies :)
19:56<Eddi|zuHause>oh, they have a version from the future? :p
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23:20<Elukka>a slight incongruity between the size of the locomotives and coaches
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---Logclosed Thu Dec 15 00:00:28 2011