--- | Log | opened Mon Dec 19 00:00:37 2011 |
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03:19 | <dihedral> | greetings |
03:30 | <__ln__> | the great leader is dead |
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04:04 | <@planetmaker> | And the magazine "Der Spiegel" got it wrong: showing a news woman from North Korea in black clothing with a text which hints that the black cloths she wears are an indication of grief... |
04:04 | <@planetmaker> | and sorrow... albeit white is the colour of sorrow and grief in Korea |
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04:22 | <@peter1138> | planetmaker, did you not recognise those 32bpp sprites by their incorrect height? :) |
04:23 | <@planetmaker> | in the "wrong company colour" posting? |
04:23 | <@planetmaker> | not really |
04:23 | <@peter1138> | in Re: [8bpp] Graphics Replacement Project - OpenGFX |
04:23 | <@peter1138> | oh yeah, company colour problem |
04:24 | <@planetmaker> | I don't know what he used, but trunk and normal OpenGFX, also with 32bpp-anim don't have that issue |
04:24 | <@peter1138> | install 32bpp-ez sprites |
04:24 | <@peter1138> | then you'll see it |
04:24 | <@peter1138> | :) |
04:24 | <@planetmaker> | meh... |
04:24 | <@peter1138> | with trunk & normal opengfx |
04:24 | <@peter1138> | it highlights the need for a coherent 32bpp pack |
04:25 | <@planetmaker> | wait, I install the EZ sprites and that has an impact on trunk even if they're not used? |
04:25 | <@peter1138> | it contains normal zoom sprites too... |
04:25 | <@planetmaker> | ah, ok |
04:25 | <@planetmaker> | obviously very broken as they're tailored for a patch which is also broken |
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04:26 | <@peter1138> | i don't know how that recolour algorithm affects old-style 8bpp recolouring |
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04:28 | <@planetmaker> | Dunno... but it's a bad idea nevertheless, if it affects it |
04:28 | <@peter1138> | hmm? |
04:29 | <@peter1138> | that's what i mean, i don't know if it does. if it does, i'm not touching it :) |
04:29 | <@planetmaker> | exactly :-) |
04:30 | <@peter1138> | i could mutilate the mask image to provide more information |
04:30 | <@peter1138> | would be harder to make the mask image though :( |
04:31 | <@peter1138> | r = palette index (hue/bri/sat), g = brightness mod, b = saturation mod |
04:31 | <@peter1138> | hmm |
04:31 | <@peter1138> | actually that wouldn't work because the rgbam format wouldn't be enough |
04:33 | <@peter1138> | you could store that information in the normal rgb part, however that's used for pre-caching the rgb value when drawing non-recoloured sprites, i.e. the majority of cases |
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04:35 | <@planetmaker> | I posted a hint that they might review all their CC in the 32bpp sprites |
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04:52 | <@peter1138> | planetmaker, welll |
04:52 | <@peter1138> | planetmaker, they're not broken like that with the 32bpp-ez patch... o_O |
04:54 | <@peter1138> | e.g. http://www.tt-forums.net/download/file.php?id=153355 |
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04:54 | <@peter1138> | recolouring is still dodgy though |
04:54 | <@peter1138> | the far left engine appears to be a different hue |
04:55 | <@planetmaker> | peter1138: that may be true. But I'm not interested in compatibility with the EZ patch |
04:55 | <@planetmaker> | Especially if the EZ patch breaks sprite display in trunk |
05:11 | * | dihedral greebles peter1138 |
05:21 | * | peter1138 nurnies dihedral |
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05:36 | <@peter1138> | hmm, do fences normally draw ontop of signals? |
05:37 | <@peter1138> | yes they do :S |
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06:36 | <@peter1138> | hmm |
06:36 | <@peter1138> | i have an original starwars action figure here |
06:36 | <@peter1138> | i wonder why |
06:38 | <Eddi|zuHause> | 'cause you're a fanboy |
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06:40 | <fjb|tab> | As long as he is not Dark Helmet... |
06:40 | <@peter1138> | it's Niem Numb |
06:40 | <@peter1138> | i had to look that up |
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06:46 | <Eddi|zuHause> | yes. sure. i'd have said that, too. :p |
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08:05 | <andythenorth> | hello |
08:05 | <@Alberth> | hi hi |
08:06 | * | andythenorth is playing a game where most vehicles move at 15mph, or 40mph |
08:06 | <andythenorth> | the 70mph train looks insanely fast by comparison |
08:06 | <appe> | :) |
08:06 | <appe> | that's how it should be |
08:06 | <appe> | games with way to fast trains quickly become boring |
08:06 | <andythenorth> | also the FIRS milk chain is flawed |
08:09 | -!- | LordPixaII is now known as Pixa |
08:11 | <@planetmaker> | it doesn't grew sour? ;-) |
08:11 | <andythenorth> | there's nowhere to take it before 1892 |
08:11 | <@Alberth> | Phew, east and west are at the right place :p |
08:11 | <@planetmaker> | hm :S |
08:11 | <andythenorth> | and only after that if a Dairy happens to get built |
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08:11 | <@planetmaker> | so it should go directly to shops... |
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08:12 | <@planetmaker> | screw industry view and use acceptance callback :P |
08:12 | <andythenorth> | planetmaker: tile acceptance....? |
08:12 | <andythenorth> | tiles offer quite some flexibility....? |
08:12 | <@planetmaker> | I'd need to re-visit the details there |
08:12 | <andythenorth> | this wouldn't be processed, it would be a black hole so... |
08:13 | <@planetmaker> | ah |
08:13 | <@planetmaker> | well. |
08:13 | <@planetmaker> | would work |
08:13 | <@planetmaker> | but... doesn't pay |
08:14 | <@planetmaker> | And I doubt that people in 1800 took their milk to a nearby town and then used it to clean the market place |
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08:15 | <andythenorth> | hmm |
08:16 | * | andythenorth has been awake a lot and is short of solutions |
08:16 | <andythenorth> | maybe just introduce dairies earlier |
08:20 | <@planetmaker> | if you internet connect times are true and not just your machine you didn't sleep much ;-) |
08:20 | <@planetmaker> | s/internet/irc/ ;-) |
08:21 | <andythenorth> | it's about accurate I'd say |
08:21 | <@planetmaker> | though... I didn't either. I had to finish building the Imperial Shuttle jointly with a friend of mine: http://shop.lego.com/de-DE/Imperial-Shuttle-10212 |
08:22 | <@planetmaker> | took us from 11pm to about 3am |
08:22 | <@planetmaker> | well. 10pm actually |
08:24 | <andythenorth> | :o |
08:24 | <andythenorth> | that's insanely expensive Lego |
08:24 | <andythenorth> | even allowing for the state of the Euro |
08:25 | <@planetmaker> | he bought it 2nd hand. |
08:25 | <@planetmaker> | but yes, it is |
08:25 | <andythenorth> | this is the most expensive Lego I ever bought http://shop.lego.com/de-DE/Mercedes-Benz-Unimog-U-400-8110 |
08:26 | <@planetmaker> | it was not that expensive. iirc ~150€ or so |
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08:26 | <@planetmaker> | next probject will be either the DeathStar2 or the SuperStarDestroyer ;-) |
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08:27 | <@planetmaker> | but... the DeathStar is really expensive.... http://www.yatego.com/aldiho-de/p,4d810b6deb9e5,4d6bb16431bd38_9,lego-star-wars-10143-todesstern-ii--neu |
08:28 | <@Alberth> | andythenorth: star wars fans are old enough and crazy enough to put up that much money :p |
08:28 | <@planetmaker> | but it's another 1k parts more ;-) |
08:29 | <@planetmaker> | well, it's cool. You have a crank to lower or rise the wings even ;-) |
08:29 | <Noldo> | must be somewhat boring to build |
08:30 | <@planetmaker> | not really |
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08:31 | <andythenorth> | the DeathStar looks *awesome* |
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08:36 | <@peter1138> | hi |
08:36 | <andythenorth> | hola |
08:37 | <@peter1138> | have you finished it yet? |
08:37 | <andythenorth> | yes |
08:37 | <andythenorth> | it's done |
08:37 | <@peter1138> | awesome |
08:38 | <andythenorth> | it is pretty good |
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08:38 | <@peter1138> | good o |
08:39 | <@peter1138> | hmm |
08:39 | <andythenorth> | you found a way to make it better? |
08:39 | <@peter1138> | yes i have |
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08:39 | <andythenorth> | distribute cargo to industries on a round-robin basis? |
08:39 | <andythenorth> | rather than nearest? |
08:39 | <andythenorth> | allowing one station to serve two industries? |
08:40 | <@peter1138> | no, no, i built a line to barborough |
08:46 | <andythenorth> | hmm |
08:46 | <andythenorth> | FISH doesn't auto-refit |
08:46 | <andythenorth> | this is probably incorrect |
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08:50 | <@planetmaker> | I'd probably allow three or four ship types: pax, piece, bulk and liquid. |
08:50 | <@planetmaker> | autorefit for everything within that category |
08:50 | <@planetmaker> | s/types/refit 'classes'/g |
08:51 | <andythenorth> | I'll probably treat piece / bulk same for ships |
08:51 | <@peter1138> | ships need to support multiple cargo types |
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08:54 | <andythenorth> | peter1138: multiple in one ship? |
08:54 | <andythenorth> | I mean...they already do support multiple types |
08:54 | <@peter1138> | yeah |
08:54 | <andythenorth> | but using XOR :P |
08:54 | <@peter1138> | obviously :p |
08:55 | <andythenorth> | n or 2 types? |
08:55 | <andythenorth> | 2 appeals to me |
08:55 | <@peter1138> | n |
08:55 | <andythenorth> | meh |
08:55 | <@peter1138> | 32 i guess :p |
08:55 | <andythenorth> | where's the constraint? |
08:55 | <andythenorth> | constraints = good |
08:55 | <andythenorth> | number of holds? |
08:55 | <andythenorth> | might be interesting |
08:56 | <andythenorth> | newgrf specified amount per ship, up to 32? |
08:56 | <@peter1138> | http://fuzzle.org/~petern/ottd/rgbam.png |
08:57 | <@peter1138> | ^ 32bpp recolouring :S |
08:57 | <andythenorth> | hmm |
08:57 | <andythenorth> | something appears to be eating my orders |
08:57 | <andythenorth> | they're changing |
08:57 | <@peter1138> | ^ obvious where it switches to 8bpp |
08:58 | <@peter1138> | refit ship holds? hmm |
08:58 | <@peter1138> | articulated ships... |
08:59 | <andythenorth> | vehicles in vehicles |
09:00 | <andythenorth> | mornington crescent :P |
09:00 | <@planetmaker> | what's wrong with that re-colouring, peter1138? The dizzering in the CC colours (e.g. of the building)? |
09:01 | <@peter1138> | dithering |
09:01 | <@peter1138> | the 32bpp artists don't like it, and i can understand |
09:01 | <andythenorth> | they should fix their lighting before they complain to others :P |
09:01 | <@peter1138> | well yes |
09:02 | <@peter1138> | i don't think they're complaining |
09:03 | <@planetmaker> | Arguably it doesn't look great. Indeed |
09:07 | <@peter1138> | http://fuzzle.org/~petern/ottd/scale.png |
09:07 | <@peter1138> | lol |
09:07 | <@peter1138> | i should post that in the thread :) |
09:07 | <appe> | haha |
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09:09 | <andythenorth> | it's nice |
09:09 | <andythenorth> | hmm |
09:09 | <andythenorth> | FIRS station algorithm is way too generous |
09:09 | <andythenorth> | how to fix it? |
09:10 | <+glx> | some offsets look wrong |
09:10 | <@peter1138> | not just offsets :) |
09:11 | <@planetmaker> | it's a good screenshot which teaches a lot :-) |
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09:11 | <@Belugas> | Hello |
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09:12 | <@planetmaker> | hi Belugas |
09:12 | <andythenorth> | can I demolish lighthouses? |
09:17 | <@peter1138> | http://www.tt-forums.net/viewtopic.php?p=986097#p986097 |
09:17 | <@peter1138> | (using original graphics, not opengfx) |
09:17 | <@peter1138> | one could argue that the original graphics are too low, heh |
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09:18 | <@peter1138> | possibly opengfx changes that, but i can't see because of the fence, heh |
09:22 | <andythenorth> | hmm |
09:22 | <andythenorth> | trains are all well and good |
09:22 | <andythenorth> | but you can transport a lot more cargo per route-tile with ships :P |
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09:24 | <CIA-6> | OpenTTD: michi_cc * r23593 /trunk/src/ (rail_cmd.cpp road_cmd.cpp): -Fix (r23411): Infrastructure counts for rail were not properly updated when converting rail or building level crossings. |
09:25 | <@peter1138> | andythenorth, i've not seen any 32bpp-ez ships |
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09:26 | <@peter1138> | i've seen some screenshots with 32bpp-ez aircraft, but i've not got any with the mega |
09:26 | <@peter1138> | pack |
09:39 | <andythenorth> | is there any known bug with vehicles losing orders right now |
09:39 | <andythenorth> | tip trunk |
09:40 | <andythenorth> | possibly whilst being ctrl-cloned |
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09:42 | <Eddi|zuHause> | articulated trucks? |
09:43 | <andythenorth> | ships |
09:43 | <andythenorth> | possibly trams and trains |
09:43 | <andythenorth> | haven't tried to prove it wasn't user error |
09:44 | <andythenorth> | also |
09:44 | <andythenorth> | canal tunnels? |
09:48 | <Eddi|zuHause> | unlikely |
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09:52 | <andythenorth> | the problem with starting FIRS early is that you then have to fund the later industries yourself :( |
09:53 | <Eddi|zuHause> | don't they have random chance of appearing? |
09:54 | <Eddi|zuHause> | maybe you should close the least used industry every X months |
09:54 | <Eddi|zuHause> | to have more room for industry appearance |
09:54 | <andythenorth> | not possible |
09:54 | <andythenorth> | with newgrf |
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09:58 | <Eddi|zuHause> | don't you have a per-grf-storage? |
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10:02 | <@Yexo> | Eddi|zuHause: one of the problems is that at the start of the game all industries are unused, ie all are the least used one |
10:03 | <andythenorth> | no per-grf storage either |
10:03 | <@Yexo> | don't towns have per-grf storage? |
10:05 | <andythenorth> | possibly |
10:05 | <andythenorth> | I didn't keep up with how much town stuff is in trunk yet |
10:05 | <@peter1138> | hmm, oil wells three tiles from a refinery |
10:05 | <@peter1138> | i could build one stop and send the vehicle in a loop... |
10:05 | <andythenorth> | pipeline |
10:06 | <Eddi|zuHause> | it doesn't work with one station |
10:06 | <andythenorth> | I don't buy the "it's a transport game - no pipelines" argument |
10:06 | <andythenorth> | it's got at least one problem, that argument :P |
10:06 | <@peter1138> | teleporters |
10:06 | <Eddi|zuHause> | andythenorth: well, develop a system which is not a "set up once, infinite moneymaker" |
10:07 | <@peter1138> | £15 per journey :p |
10:07 | <andythenorth> | what - pipelines have infinite capacity? |
10:07 | <Eddi|zuHause> | andythenorth: and have it include ski lifts, etc. |
10:07 | <andythenorth> | and don't need pumping stations? |
10:07 | <andythenorth> | and don't have run costs? |
10:07 | <andythenorth> | and can pump at an infinite rate per unit time? |
10:07 | <Eddi|zuHause> | andythenorth: "infinite" i mean time-wise |
10:07 | <andythenorth> | unlike ships? |
10:08 | <@peter1138> | i don't think the model fits ttd |
10:09 | * | andythenorth thinks egrvts - wonderful set - but far too many vehicles |
10:09 | <andythenorth> | Yexo: could we adjust FIRS station rating algo? |
10:09 | <@Yexo> | sure |
10:09 | <@Yexo> | just give me a precise definition of what you want and I'll code it |
10:10 | * | andythenorth reads current code |
10:10 | <andythenorth> | probably better to specify result, not implementation? |
10:11 | <andythenorth> | what I actually want is to drop the rating where stations have > 1,000t waiting |
10:11 | <andythenorth> | however that needs a bit more thought |
10:11 | <@planetmaker> | sounds like default, andythenorth ;-) |
10:11 | <andythenorth> | indeed |
10:12 | <@planetmaker> | actually "waiting cargo" is imho not a good measure. Rather waiting cargo / turn-over-amount per month |
10:12 | <andythenorth> | yes |
10:12 | <andythenorth> | we did solve it once before I think, conceptually |
10:13 | <@Yexo> | turn-over-amount per month <- not sure that is available |
10:15 | <andythenorth> | are we doing it with cb145? |
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10:15 | <andythenorth> | I can't find the code |
10:16 | <@planetmaker> | Yexo: I think it is not available |
10:16 | <@Yexo> | andythenorth: code is in cargo_graphics.pnml |
10:16 | <@planetmaker> | might be feasible, if stations have persistent storage |
10:17 | <@Yexo> | might be better to let openttd keep track of it, and just provide a new var for it |
10:17 | <andythenorth> | are we ok with the idea that there's no perfect answer to this? |
10:17 | <andythenorth> | as I'm proposing to balance it closest to the sets I use |
10:17 | <andythenorth> | and the typical capacity of trains I run :P |
10:18 | <@Yexo> | it depends more on your playstyle and on the actual sets you use |
10:19 | <andythenorth> | I can tweak values locally and test |
10:19 | <andythenorth> | I want to sink the rating faster for > 1,000t waiting |
10:19 | <@Yexo> | you can't change how fast the rating changes |
10:19 | <@Yexo> | you can only set the desired rating for > 1000t waiting |
10:19 | <andythenorth> | faster / greater penalty /s |
10:20 | <andythenorth> | poor english on my part :P |
10:21 | <andythenorth> | the current algorithm is really fun, but I can't clear some stations |
10:21 | <andythenorth> | actually there are two issues |
10:21 | <andythenorth> | 1) accidentally delivering to a station will result in cargo that takes forever to die |
10:21 | <andythenorth> | that's a minor point |
10:22 | <@planetmaker> | personally I'm not even sure it's a good idea to mess with station ratings too much |
10:22 | <@planetmaker> | It's a non-obvious thing to the players and cause suprises |
10:22 | <Eddi|zuHause> | andythenorth: 1) can be solved if you give a timeout like 3 months |
10:22 | <andythenorth> | 2) I'm getting 'good' ratings even where there are obscene amounts of cargo waiting (due to frequent pickup) |
10:23 | <@Yexo> | andythenorth: but the new rating was designed to give somewhat higher ratings than the default rating |
10:23 | <Eddi|zuHause> | or even 6 months |
10:23 | <andythenorth> | Yexo: I'm hoping it's just a matter of tweaking |
10:23 | <andythenorth> | I don't really understand the spec enough for this |
10:23 | <Eddi|zuHause> | and then _drastically_ dropping the rating |
10:24 | <Eddi|zuHause> | the throughput per month idea is a feature request on openttd's side |
10:25 | <andythenorth> | there's *no* way to get the age of the cargo *on* the station is there? |
10:26 | <andythenorth> | var 63? |
10:26 | <andythenorth> | hmm |
10:27 | <andythenorth> | not |
10:29 | <@Yexo> | indeed, no way to get that information |
10:31 | * | andythenorth misses how often cb145 runs? |
10:32 | <@Yexo> | every time the staion rating is recalculated, I think every 2,5 days |
10:33 | <V453000> | andythenorth: when can we expect a new release of FIRS? :) |
10:34 | <andythenorth> | Yexo: I think all I need to do is increase penalty for large amounts of waiting cargo |
10:34 | <andythenorth> | V453000: unkown |
10:35 | <V453000> | I was just wondering about the toyland compatibility, in r2654 it loads in toyland, but 0.6.4 doesnt |
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10:54 | <Eddi|zuHause> | andythenorth: cargo doesn't age at stations |
10:55 | <Eddi|zuHause> | simple amount of cargo is unsuitible for large transfer stations |
10:56 | <andythenorth> | hmm |
10:56 | <Eddi|zuHause> | e.g. a high-producing factory, or the city's main station |
10:56 | <andythenorth> | if you can figure it out...let me know :) |
10:56 | <andythenorth> | I'm open to suggestions |
10:56 | <Eddi|zuHause> | well, imho planetmaker had the right idea there |
10:56 | <andythenorth> | has anyone else tried the modified FIRS algorithm? |
10:56 | <Eddi|zuHause> | "just" needs implementation |
10:57 | <Eddi|zuHause> | i haven't looked at it, but it can't be more than 20loc |
10:58 | <Eddi|zuHause> | that is, modifying the existing off-map station statistic storage, adding saveload code, and adding newgrf-export code |
10:59 | <Eddi|zuHause> | where the latter needs some consideration whether to stuff it into "extra callback info" or provide some new variable |
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11:02 | <swissfan91> | Is it possible to have town buildings on sloped tiles? Or do they always just take foundations to be a flat tile? |
11:02 | <@Yexo> | you can disable foundations for them |
11:04 | <swissfan91> | per house? Or just disable foundations for the whole set? |
11:04 | <@Yexo> | per house |
11:04 | <@Yexo> | and even more precise than that if you want to, it's a callback |
11:05 | <swissfan91> | more precise? how so? |
11:06 | <@Yexo> | in 1930 no foundations, from 1940 on it has foundations except when it's very close to the city center <- something like that if you wanted to |
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11:07 | <swissfan91> | but surely if I have drawn the house on a flat tile, it must have foundations? |
11:07 | <Eddi|zuHause> | the game doesn't know how you've drawn it |
11:08 | <Eddi|zuHause> | it'll happily draw whatever sprite you give it. |
11:08 | <@Yexo> | if it must have foundations make sure to write your newgrf in a way that tells openttd that your house needs foundations |
11:08 | <swissfan91> | I see, ok. |
11:19 | <@peter1138> | <Invoice><Invoice_No>xxx</Invoice_No><Customer_No>yyy</Customer_No>No Match</Invoice> |
11:19 | <Eddi|zuHause> | IKS EMM ELL! |
11:19 | <@peter1138> | ^ using .net's xml stuff, how do i get "No Match" out of that? :S |
11:19 | <@peter1138> | regexes don't count |
11:20 | <Eddi|zuHause> | invoice.text=="no match"? |
11:20 | <Eddi|zuHause> | something along those lines, i guess... |
11:21 | <@peter1138> | no, that returns "xxxyyyNo Match" |
11:21 | <SpComb> | go punch the person who wrote it |
11:22 | <@peter1138> | that was my immediate reaction |
11:22 | <Eddi|zuHause> | hm, there must be some way to strip all sub-elements |
11:23 | <andythenorth> | for i in Invoice, if I is not childnode? |
11:23 | <andythenorth> | return i |
11:26 | <@peter1138> | #text |
11:39 | <TrueBrain> | lol @ XML, funny people ... :) |
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12:03 | <frosch123> | wow... my webmail provider offers me to increase the storage space from 12MB to 500MB... i just have to install some software |
12:08 | <@peter1138> | erm... right |
12:09 | <Eddi|zuHause> | "no. that is no rootkit. that is... diagnosis software!!" |
12:10 | <frosch123> | there is a bug in today's xkcd |
12:11 | <@peter1138> | yeah, "gray" |
12:12 | <Prof_Frink> | Also, what's wrong with just BODMAS? |
12:12 | <appe> | https://lh3.googleusercontent.com/-S0x8DeRN_mc/Tu9liSUZIZI/AAAAAAAABMg/N33gcsCBc-4/s1280/CharlesJSykes.jpg |
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12:13 | <@peter1138> | BODMAS? |
12:13 | <@peter1138> | ah |
12:13 | <Prof_Frink> | First one. |
12:14 | <@peter1138> | americans don't like to call them brackets, i think |
12:14 | <Prof_Frink> | Of course, you do have to say brackets and square brackets, not parenthetheesesetheses. |
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12:25 | <appe> | a parenthesis is a "(", even in america? |
12:29 | <@Alberth> | after december 21, who knows? it looks like an attempt to pirate the "(" letter to me :p |
12:32 | <Prof_Frink> | Arr. |
12:33 | <frosch123> | sopa is postponed |
12:33 | <frosch123> | they will try again on valentines day |
12:33 | <frosch123> | they must find some day when noone is looking |
12:39 | <fjb|tab> | frosch123: I got that strange offer from eeb.de too. |
12:40 | <fjb|tab> | Web.de |
12:40 | <frosch123> | call the hotline and ask why you cannot execute the binary? |
12:40 | <CIA-6> | OpenTTD: rubidium * r23594 /trunk/src/ (industrytype.h vehicle_base.h): -Codechange: follow coding style with multi line comments |
12:42 | <fjb|tab> | Did you see what they are charging? I was wondering if that was s fske mail. |
12:42 | <frosch123> | their "mailcheck" tool is some stupid browser plugin which displays their ugly emoticons depending on if you have mail or not |
12:43 | <frosch123> | the other features are undocumented |
12:45 | <fjb|tab> | And why should I install that? I'm using a proper email client any way. |
12:45 | <frosch123> | so am i :) |
12:47 | <fjb|tab> | Very strange... |
12:48 | <CIA-6> | OpenTTD: rubidium * r23595 /trunk/src/ (42 files in 5 dirs): -Codechange: add comma after last enum to get a more uniform coding style |
12:48 | -!- | eQualizer [~lauri@46.163.224.65] has quit [Quit: kök kök] |
12:49 | <@peter1138> | the lure of emoticons appears to work for lots of people :( |
12:50 | <appe> | what do you mean? |
12:50 | <frosch123> | well, there are normal emoticons, and there are damn-ugly ones |
12:50 | <@Alberth> | sure, you'd be surprised how much stuff people are prepared to do just to get something 'free' |
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13:17 | <swissfan91> | has anyone tried using the DACH train set? |
13:18 | <V453000> | o/ |
13:20 | <swissfan91> | I am having a real issue with the SBB 'lok2000' and push/pull - a bug to do with this loco is named in the readme, I was wondering if anyone else had any trouble? |
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13:30 | <@Terkhen> | hello |
13:31 | <swissfan91> | hello Terkhen |
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13:37 | <Wolf01> | o/ |
13:39 | <@Terkhen> | hi Wolf01 |
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13:46 | <CIA-6> | OpenTTD: translators * r23596 /trunk/src/lang/ (10 files): (log message trimmed) |
13:46 | <CIA-6> | OpenTTD: -Update from WebTranslator v3.0: |
13:46 | <CIA-6> | OpenTTD: belarusian - 1 changes by Wowanxm |
13:46 | <CIA-6> | OpenTTD: croatian - 1 changes by VoyagerOne |
13:46 | <CIA-6> | OpenTTD: finnish - 1 changes by jpx_ |
13:46 | <CIA-6> | OpenTTD: german - 1 changes by planetmaker |
13:46 | <CIA-6> | OpenTTD: italian - 1 changes by lorenzodv |
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13:55 | <Wolf01> | it's impressive how the number of visitors of my site is raised from 4/w to 24/w |
13:56 | -!- | pjpe [ae5b52e7@ircip1.mibbit.com] has joined #openttd |
13:58 | <TrueBrain> | 4 per window? |
13:58 | <TrueBrain> | 4 per whale? |
13:58 | <Wolf01> | wombat |
13:58 | <TrueBrain> | 4 per ... hmm .. I can't make anything out of the w :P |
13:59 | <TrueBrain> | the animal? |
13:59 | <Zuu> | world? |
13:59 | <Wolf01> | 24/world may me really correct |
13:59 | <Wolf01> | *be |
14:00 | <TrueBrain> | still no clue how that related to number of visitors, but meh :) |
14:00 | <fjb|tab> | 24/Wolf01 |
14:00 | <Rubidium> | so it's 48/f ;) |
14:02 | <Wolf01> | f? |
14:02 | <Rubidium> | oh come on... you don't know furlong per fortight? |
14:03 | <Wolf01> | ahah |
14:05 | <Wolf01> | I remember I heared furlong once in a horse race |
14:20 | <@peter1138> | heard :D |
14:21 | <@Belugas> | 48f, f48... that's quite closed |
14:21 | <appe> | http://d24w6bsrhbeh9d.cloudfront.net/photo/1124586_460s.jpg |
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14:35 | <Wolf01> | appe +1 |
14:37 | <Wolf01> | thank you peter1138, I have always problems with R and E keys :P |
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15:44 | <CIA-6> | OpenTTD: truebrain * r23597 /trunk/src/script/ (3 files in 3 dirs): -Codechange: fix up squirrel export script a bit |
15:44 | <CIA-6> | OpenTTD: truebrain * r23598 /trunk/src/strings.cpp: -Fix: harden FormatString against abuse |
15:44 | <CIA-6> | OpenTTD: truebrain * r23599 /trunk/src/window_type.h: -Codechange: document WC_ entries, and reoder a bit |
15:46 | <CIA-6> | OpenTTD: truebrain * r23600 /trunk/src/ (55 files in 2 dirs): -Codechange: link WC+number to a Widget, and the Widget to a Window class |
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15:50 | <CIA-6> | OpenTTD: truebrain * r23601 /trunk/src/ (19 files in 3 dirs): -Fix: fix the conflict in window number |
15:50 | <CIA-6> | OpenTTD: truebrain * r23602 /trunk/src/ (command.cpp command_type.h company_type.h): -Add: support for DEITY commands, commands where no real company was involved in (Rubidium) |
15:50 | <CIA-6> | OpenTTD: truebrain * r23603 /trunk/src/ (6 files in 3 dirs): -Add: support for control commands in strings, in both network and safe/load (Rubidium) |
15:50 | <CIA-6> | OpenTTD: truebrain * r23604 /trunk/ (35 files in 8 dirs): -Add: initial support for GameScripts |
15:54 | <CIA-6> | OpenTTD: truebrain * r23605 /trunk/src/ (7 files in 4 dirs): -Add: GAME_DIR and CONTENT_TYPE_GAME, and read gamescript from that directory |
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15:55 | <CIA-6> | OpenTTD: truebrain * r23606 /trunk/ (18 files in 4 dirs): -Add: GameScanner, to auto-detect game scripts, and wire it in the console |
15:56 | <CIA-6> | OpenTTD: truebrain * r23607 /trunk/src/ (6 files in 5 dirs): -Add: wire GameScript in all the GUIs |
15:56 | <CIA-6> | OpenTTD: truebrain * r23608 /trunk/src/lang/ (54 files in 2 dirs): -Fix: remove now unused strings from all other languages too |
15:56 | <CIA-6> | OpenTTD: truebrain * r23609 /trunk/ (11 files in 5 dirs): -Add: save/load all GameScript related material |
15:56 | <CIA-6> | OpenTTD: truebrain * r23610 /trunk/ (9 files in 3 dirs): -Add: Doxygen files for NoGo API (Yexo) |
15:56 | <CIA-6> | OpenTTD: truebrain * r23611 /trunk/src/ (7 files in 4 dirs): -Add: run the begin of the script already while generating, and don't sleep on DoCommand while doing so |
15:57 | <CIA-6> | OpenTTD: truebrain * r23612 /trunk/src/ (14 files in 6 dirs): -Add: allow importing libraries in the same way as AI does, only with GS prefix (and in game/library) |
15:57 | <CIA-6> | OpenTTD: truebrain * r23613 /trunk/src/ (5 files in 3 dirs): -Add: allow IsDeveloperOnly in info.nut, to indicate if you can select this GS via the GUI (optional, defaults to false) |
15:57 | <CIA-6> | OpenTTD: truebrain * r23614 /trunk/src/ (41 files in 3 dirs): -Add: more API functions exposed to NoGo (part 1) |
15:57 | <Zuu> | :-) |
15:57 | <CIA-6> | OpenTTD: truebrain * r23615 /trunk/src/ (49 files in 4 dirs): -Add: more API functions exposed to NoGo (part 2) |
15:57 | <CIA-6> | OpenTTD: truebrain * r23616 /trunk/src/script/api/ (3 files in 2 dirs): -Add: ScriptGameSettings::SetValue, to set gamesettings (GameScript only) |
15:58 | <CIA-6> | OpenTTD: truebrain * r23617 /trunk/src/ (5 files in 3 dirs): -Add: ScriptTown::ExpandTown, to grow a town (GameScript only) |
15:58 | <Zuu> | My RSS reader is going to overflow :-) |
15:59 | <CIA-6> | OpenTTD: truebrain * r23618 /trunk/ (14 files in 9 dirs): -Add: ScriptGame::Pause, ScriptGame::Unpause, and ScriptGame::GetLandscape (GameScript only) |
15:59 | <CIA-6> | OpenTTD: truebrain * r23619 /trunk/src/script/api/ (game/game_date.hpp.sq script_date.cpp script_date.hpp): -Add: ScriptDate::GetSystemTime, to get the seconds since 1 Jan 1970 of the real system (GameScript only) |
15:59 | <CIA-6> | OpenTTD: truebrain * r23620 /trunk/src/ (9 files in 3 dirs): -Add: ScriptTown::SetCargoGoal and ScriptTown::SetGrowthRate (GameScript only) |
15:59 | <CIA-6> | OpenTTD: truebrain * r23621 /trunk/src/ (8 files in 4 dirs): -Add: allow manipulation of signs via GameScripts |
15:59 | <CIA-6> | OpenTTD: truebrain * r23622 /trunk/src/ (15 files in 4 dirs): -Add: a set of events to trigger in a GameScript |
16:00 | <CIA-6> | OpenTTD: truebrain * r23623 /trunk/ (27 files in 10 dirs): -Add: allow bi-directional communication with the AdminPort and GameScript |
16:00 | <CIA-6> | OpenTTD: truebrain * r23624 /trunk/src/script/api/ (9 files in 2 dirs): -Add: ScriptVehicle/ScriptStation/ScriptSign::GetOwner, to get the owner of those objects (GameScript only) |
16:00 | <CIA-6> | OpenTTD: truebrain * r23625 /trunk/ (10 files in 6 dirs): -Add: ScriptViewport::ScrollTo, for SinglePlayer only (GameScript only) |
16:00 | <CIA-6> | OpenTTD: truebrain * r23626 /trunk/src/ (9 files in 4 dirs): -Add: ScriptTown::SetText, which adds custom text to the Town GUI |
16:01 | <CIA-6> | OpenTTD: truebrain * r23627 /trunk/ (14 files in 8 dirs): -Add: ScriptNews::Create, to create custom news messages (GameScript only) |
16:01 | <CIA-6> | OpenTTD: truebrain * r23628 /trunk/src/ (6 files in 3 dirs): -Add: ScriptSubsidy::Create, to create subsidies (GameScript only) |
16:02 | <CIA-6> | OpenTTD: truebrain * r23629 /trunk/src/ (14 files in 3 dirs): -Add: allow ScriptRoad::BuildRoad, ScriptBridge::BuildBridge (for roads) and ScriptTunnel:BuildTunnel (for roads) to work for GameScript |
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16:03 | <CIA-6> | OpenTTD: truebrain * r23630 /trunk/ (29 files in 11 dirs): -Add: a Goal GUI to show your current goals |
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16:05 | <CIA-6> | OpenTTD: truebrain * r23631 /trunk/ (20 files in 8 dirs): -Add: ScriptWindow, to manipulate windows on the client (GameScript only) |
16:05 | <CIA-6> | OpenTTD: truebrain * r23632 /trunk/ (46 files in 9 dirs): -Add: GSCompanyMode, to change company in GameScripts |
16:05 | <CIA-6> | OpenTTD: truebrain * r23633 /trunk/src/script/api/ (37 files in 2 dirs): -Add: allow most build commands from GameScript given a CompanyMode is active in that scope |
16:05 | <CIA-6> | OpenTTD: truebrain * r23634 /trunk/ (13 files in 6 dirs): -Add: support language files for GameScript (Rubidium) |
16:05 | <Zuu> | andythenorth: Welcome to the commit spere :-) |
16:06 | <CIA-6> | OpenTTD: truebrain * r23635 /trunk/ (13 files in 8 dirs): -Add: introduce GSText, to allow translating GameScript text, even over network |
16:06 | <CIA-6> | OpenTTD: truebrain * r23636 /trunk/src/ (30 files in 6 dirs): -Add: introduce ScriptText in parameters where it can be used |
16:06 | <Wolf01> | zuu, combobreaker :P |
16:06 | <andythenorth> | nice to be here |
16:06 | <CIA-6> | OpenTTD: truebrain * r23637 /trunk/src/saveload/saveload.cpp: -Change: bump the savegame, to store all the new goodies |
16:07 | <Wolf01> | 15MB more for each save |
16:07 | * | TrueBrain breaths |
16:07 | <TrueBrain> | @calc 23637 - 23597 |
16:07 | <@DorpsGek> | TrueBrain: 40 |
16:08 | <Zuu> | Did you write all those commit messages by hand or were they simply copied from hg? |
16:09 | <TrueBrain> | hg patch <patch> |
16:09 | <TrueBrain> | hg push |
16:09 | <TrueBrain> | :) |
16:10 | <Zuu> | So hg can push to svn. That I didn't know |
16:10 | <TrueBrain> | with an extension, it can |
16:10 | <TrueBrain> | works rather well, as you can see :P |
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16:12 | <Karth> | Hey, don't suppose I could get some help getting Openttd 1.1.4 going on Debian? it starts fine, but the graphics are rather garbled. It works fine on the same pc in windows. |
16:12 | <frosch123> | depends what you consider "garbled" |
16:13 | <frosch123> | wrong colours? completely wrong graphics? |
16:13 | <Karth> | sprites covering each other up, all purple, and the menus near unnavigatable |
16:13 | <frosch123> | start with -b 32bpp-optimized |
16:13 | <Karth> | aighty, 1 minute |
16:13 | <TrueBrain> | not 32bpp-anim frosch123? :) |
16:13 | <frosch123> | if that works, put "blitter = 32bpp-optimized" into ~/.openttd/openttd.cfg |
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16:14 | <Karth> | ah very nice, that works |
16:14 | <frosch123> | Karth: your video driver does not support 8bpp modes then :) |
16:15 | <Karth> | my video card is from 1998, so thats kinda wierd |
16:15 | <Karth> | ah well |
16:15 | <frosch123> | oh, time to run my updateall script |
16:16 | <frosch123> | on how many comflicts will it stop? |
16:16 | <TrueBrain> | Zuu: in case you missed it, I made WC_ values (WindowClass) + WindowNumber unique, and pointing to a single widget enum |
16:16 | <TrueBrain> | so you can now highlight the right road toolbar in the right way etc :) |
16:16 | <TrueBrain> | frosch123: after the first 5 commits of mine, it hsould 'just work' :P |
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16:18 | <frosch123> | well, recently i mostly encounter that it was a stupid idea of svn to version directories |
16:18 | <Zuu> | TrueBrain: There can be more than one road toolbar? As far as I've understood all road/rail etc. toolbars share the same class, but I would not expect them to use different window numbers, just unique widget IDs. |
16:18 | <frosch123> | (encountering as in both in ottd and at work) |
16:18 | <TrueBrain> | Zuu: that is what I tried to say :) |
16:19 | <TrueBrain> | they use the same WC_, but their window number is now unique |
16:19 | <TrueBrain> | and documented |
16:19 | <TrueBrain> | (not their widget id, their window number btw ;)) |
16:19 | <Zuu> | Okay, good to hear that the window number is documented. :-) |
16:20 | <Zuu> | Now that NoGo is in trunk, does the same doc URL apply or will there be a different one? |
16:20 | <TrueBrain> | I guess I have to make nogo.openttd.org ... |
16:21 | <Zuu> | Another task after merging with trunk is to point the finger.openttd.org entry to trunk. ... but don't hurry if you feel overwhelmed. :-) |
16:21 | <TrueBrain> | not going to happen for another 22 hours :) |
16:21 | <TrueBrain> | see forum ;) |
16:22 | <Zuu> | Oh yea, sure I just forgot that we have to wait 22 hours for the next nightly to build. |
16:23 | <@Alberth> | plenty of time to learn building it from source :p |
16:23 | <Karth> | Well thanks for the help getting the game going, now it seems I need to figure out how to fix alsa again :( |
16:24 | <@Alberth> | Karth: it is very possible to play without sounds, I managed that for many years :) |
16:25 | <Karth> | I know, but whats the fun in that :P besides its system wide |
16:25 | <Zuu> | Alberth: Fortutately I already know how to build from source. I just have to pull + update hg, regenerate the project files and compile. Not too hard really :-) |
16:28 | <Rubidium> | regenerate project files? |
16:29 | <@Terkhen> | urgh, I hated alsa/oss/whatever |
16:29 | <@Terkhen> | that was the worst part of setting up a linux partition for me |
16:29 | <Zuu> | Because sometimes building doesn't work when they miss a new file. |
16:29 | <@Terkhen> | s/worst part/only part that did not go smoothly/ |
16:30 | * | Zuu realized that he got 32 new strings to translate |
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16:40 | <@Terkhen> | you must have forgotten about translating for a long time :) |
16:43 | <Zuu> | well, I translated a string yesterday, my language just happen to get cut away from most log messages. |
16:43 | <@Terkhen> | :P |
16:43 | <Zuu> | Actually, I should usually wait a day or two after most other languages translating in order to get noticed :-) |
16:44 | <Rubidium> | Zuu: CIA is just lame |
16:44 | * | Terkhen just forgets unless he is highlighted |
16:44 | <@Terkhen> | I have the RSS feed but that usually takes days to come for some reason |
16:45 | <Zuu> | Hmm, did that email about traslation cause WT3.0 to act wierd? It was slow and now I can't pull up a list of all recent translations to review them for consistency. |
16:45 | <Zuu> | Ah good, waiting a while solved it. :-) |
16:45 | <Rubidium> | the CF is also running |
16:46 | <Rubidium> | so the server might be a bit sluggish |
16:46 | <TrueBrain> | the server is not even 25% streshed |
16:58 | <Zuu> | Could alse be because there was two of us translating Swedish at the same time. |
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17:03 | <@Terkhen> | oooh, OpenTTD displays a message about "your language has a lazy translator" |
17:04 | <Zuu> | Yep, I've seen that one lately in the NoGo branch :-) |
17:04 | <@Terkhen> | urgh, I'm the translator of that message |
17:04 | <@Terkhen> | so I translated it and forgot about the feature |
17:05 | <Zuu> | I think it has been there for a year or so. |
17:06 | <Zuu> | I think it is a good invention. Whenever a popular language will lose its translators, people are going to notice. |
17:06 | <@Terkhen> | yes :) |
17:07 | <Zuu> | And when they become translators they will find out whom to blame :-) |
17:07 | <Rubidium> | Zuu: you should change the threshold to be 0, then every time a string is missing you see that ;) |
17:07 | <V453000> | :D your language has a lazy translator :D |
17:09 | <Zuu> | Hmm, now that I looked up the string, I'm slightly dissapointed that it doesn't say "lazy translator" :-) |
17:09 | <@Terkhen> | it does not actually say it, but the implications of what it says are quite clear |
17:10 | <frosch123> | Terkhen: i actually wonder whether some translator would put some strong words into that message :p |
17:10 | <Zuu> | Yep |
17:10 | <@Terkhen> | :D |
17:11 | <@Terkhen> | I forgot about translating the message so I guess that I dismissed it thinking "I'm so efficient that I'll never see this" |
17:12 | * | Zuu suggests that Terkhen gets NoGo 1.5 :-) |
17:12 | <@Terkhen> | wishful thinking :P |
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17:21 | <Eddi|zuHause2> | <frosch123> they must find some day when noone is looking <-- ask the CIA/NSA/MPAA whether they have a "terrorist" attack planned which they can hijack? |
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17:23 | <@Terkhen> | there we go, 43 strings pending for spanish |
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17:55 | <@Terkhen> | good night |
18:03 | <Karth> | Hmm, well got my system's sound working, including timidity. Any idea why OpenTTD's music doesn't work? OS is Debian Squeeze. |
18:05 | <+glx> | sound set installed ? |
18:05 | <+glx> | well music set :) |
18:05 | <Karth> | yep, installed the original GMs |
18:06 | <+glx> | selected in options ? |
18:06 | <Karth> | yep, when I open the midi player it just shoots through them |
18:07 | <Zuu> | Isn't there an issue with the german original CD as well or do I remember wrong? |
18:07 | <+glx> | usually means it doesn't find the files |
18:07 | <+glx> | where are they ? |
18:08 | <Karth> | they are in /usr/share/games/openttd/gm |
18:09 | <@Yexo> | did you try downloading and using openmsx? |
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18:09 | <Karth> | I have not, let me try that |
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18:10 | <Karth> | same problem with them |
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18:14 | <Eddi|zuHause> | tried getting some debug output? |
18:16 | <Karth> | no I haven't, how do I set it to debug? |
18:16 | <Zuu> | Eg, do you have a midi player active in your Linux system? |
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18:17 | <Karth> | I've played a midi file using timidity in the terminal |
18:17 | <Karth> | so I know it works |
18:18 | <Zuu> | IIRC OpenTTD have a command line option to tell which midi driver to use. Maybe that can give you some luck? |
18:20 | <Karth> | hmm, let me take a look at something |
18:22 | <Wolf01> | 'night |
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18:27 | <Karth> | ok got debug going, it keeps repeating "ALSA lib pcm.c:7223:(snd_pcm_recover) underrun occoured |
18:32 | <+glx> | that's sound related, not music |
18:33 | <Karth> | hmm, well sound works fine, it doesn't tell me anything else at debug 1 |
18:34 | <+glx> | hmm maybe you could try to play a midi file in the terminal while openttd is running |
18:34 | <+glx> | (just to check something) |
18:36 | <Karth> | sure |
18:37 | <Karth> | I can't play my midi file now |
18:38 | <+glx> | so it's an alsa problem |
18:38 | <Karth> | says cannot connect to server socket err = No such file or directory |
18:38 | <Karth> | hmm, let me look into this |
18:39 | <@peter1138> | unable to play midi on linux usually means no suitable synth is installed/setup/etc/ |
18:39 | <Karth> | I can play midi when openttd is closed |
18:39 | <Karth> | it worked when I closed openttd |
18:40 | <@peter1138> | probably something is accessing the sound hw device directly, bypassing software mixing |
18:41 | <+glx> | or timidity not using alsa |
18:41 | <Karth> | how would I know if timidity is using alsa? |
18:42 | <Karth> | considering my sound took blacklisting of drivers to get working in alsa |
18:43 | <+glx> | timidity -iA -Os should work |
18:45 | <Karth> | some info there, but it says ALSA pcm 'default' can't set hw_params and at the bottom says couldn't open ALSA pcm device (`s') |
18:45 | <Karth> | lots of information inbetween |
18:45 | <Karth> | also, alsa's mixer works fine on it |
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23:13 | <aglove> | . |
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--- | Log | closed Tue Dec 20 00:00:44 2011 |