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#openttd IRC Logs for 2012-08-01

---Logopened Wed Aug 01 00:00:44 2012
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02:04<NGC3982>agaran: ;)
02:07<NGC3982>agaran: most of the company funded public roads around the various democratic countries, usually stay public.
02:08<V453000>officially :P
02:09<NGC3982>well, apple funded roads are of course not prohibited to unix developers.
02:10<NGC3982>Most*, and Well*.
02:10<andythenorth>V453000: would you like to draw a ship for FISH 2?
02:11<V453000>I would love to andy, make my day 72 hours long though :P
02:11<andythenorth>to make a break from trains and cats?
02:11<andythenorth>everyone is so busy
02:11<andythenorth>what happened to unemployment? :P
02:11<V453000>:D
02:12<NGC3982>I wish i could invent a clock
02:12<V453000>even when I get some free time I have came up with like a bazillion ideas for NUTS which need to be implemented all at once
02:12<V453000>so I need that sorted asap
02:12<andythenorth>meh
02:12<NGC3982>A clock that makes your personal day a hundred hours long.
02:12<andythenorth>pixel drawing is in short supply
02:12<V453000>mhm
02:12<andythenorth>I have some offers of help from people I don't trust
02:13<andythenorth>and some people I trust who are busy :P
02:13<NGC3982>andythenorth: Time for me to learn to paint sprites, maybe?
02:13<andythenorth>you can but try
02:13<andythenorth>I learnt
02:13<V453000>:P Maybe I will give it a try sometime ... I will have to investigate the style of fish tho
02:13*NGC3982 would love to try it out, at least.
02:13<andythenorth>V453000 started some documentation on painting ttd style
02:13<NGC3982>On the Wiki?
02:13<andythenorth>boats are the worst possible thing to draw
02:13<V453000>:DD
02:14<NGC3982>I'm on a boat (MF)!
02:14<Supercheese>I figure rendering then editing has to be loads easier than painting from scratch...
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02:14<andythenorth>the easiest thing to draw are trains that are symmetrical along two axes
02:14<V453000>lately I have been trying various styles and I dont even know what do I actually like best atm :D
02:14<NGC3982>V453000: Where can i find this ..documentation.
02:14*NGC3982 thow's kitties at andythenorth
02:16<V453000>^ I wonder about that too, tt-foundry seems like not the spot :)
02:17<andythenorth>http://dev.openttdcoop.org/projects/pixel
02:17<V453000>oh noway :D
02:17<andythenorth>e.g. http://dev.openttdcoop.org/projects/pixel/wiki/Contrast_in_single_colour_vehicles
02:18<V453000>I know I wrote that ..
02:19<V453000>oh
02:19<V453000>jesus christ sorry im asleep yet :D
02:19<V453000>[08:13] <andythenorth> V453000 started some documentation on painting ttd style <- I thought there was a : after my name
02:20<V453000>meaning you started something xD
02:20<V453000><- dumb
02:20<V453000>but yeah I would love to continue writing that stuff but atm I spend most of the time with nuts and also I am kind of confused atm about styles :D
02:21<V453000>my redrawing of about 7 trains ended up having like 5 different styles
02:21<V453000>..
02:24<V453000>I will see andy, I will probably at least try a ship, but I fear that it will restrain me in the styles too much ... will see
02:25<V453000>also a ship is a lof of pixels :)
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02:30<NGC3982>V453000: ;)
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02:35<V453000>it is horrible, I once tried to draw a bigger building and a base tile and it is soooo much more pixels than a train is :D
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02:43<Supercheese>Any Script-fu magic to batch convery .pngs to TTD palette?
02:43<Supercheese>convert*
02:46<@planetmaker>for *that* I don't have a script-fu magic. But would likely be feasible
02:48*Supercheese has never coded script-fu
02:48<Supercheese>or any GIMP automation, for that matter
02:49<@planetmaker>it looks difficult and needs a bit getting hang of. But ... then it's not terribly difficult
02:50<@planetmaker>I'd suggest to look through the gimp scripts pages. Likely such thing even exists (except another palette)
02:50<Supercheese>Good heavens, so many parentheses
02:51<Supercheese>Oh, looks like you can run batch commands from the command line
02:51<Supercheese>or the script-fu console I suppose
02:51<@planetmaker>yes
02:54<@planetmaker>gimp -b -i -n < script
02:54<andythenorth>V453000: ship is a *lot* of pixels :)
02:55<andythenorth>and small ships aren't so much needed for FISH 2, they're mostly done ;)
02:56<andythenorth>buildings are alright, once you understand the shading patterns
02:56<andythenorth>the hardest thing is finding a correct shape
02:56<andythenorth>and then organising the windows to look good
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02:57<andythenorth>after that there are only 4 or 5 shading styles, just pick one and use it :P
02:57<V453000>yeah windows are ass
02:58<V453000>so only big ships ... k :D
02:58<V453000>now I see why the recruitment :p
02:59<andythenorth>they're actually not so bad, once you have the style, you can cut + paste large sections
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02:59<V453000>hehe
03:00<andythenorth>time for /me to go and learn how to render macros via the view callable
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03:00<andythenorth>which is better than calling them directly from the template
03:00<andythenorth>as there's less boilerplate
03:01<andythenorth>but more indirection :(
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03:01<V453000>was that english?
03:02<@planetmaker>yes
03:02<V453000>:P
03:05<andythenorth>it could actually be applied to FISH 2
03:05<andythenorth>but it doesn't right now :P
03:05<andythenorth>the macros in FISH 2 are called directly from the template
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03:05<andythenorth>which leads to code like:
03:05<andythenorth><tal:call_global_template define="global_template load: global_template.pt" metal:use-macro="global_template" />
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03:06<andythenorth>which is very loaded with boilerplate
03:06<andythenorth>whereas I could learn how to do:
03:06<andythenorth>${view.macro(''global_template')}
03:06<andythenorth>and get the same result
03:07*andythenorth -> honest toil
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03:11<NGC3982>i was thinking.
03:11<NGC3982>is there some third-party software for creating NewGRF's for non-coding users?
03:12<Supercheese>GRFMaker only one I'm aware of, and it's severely lacking in many areas
03:12<Supercheese>NML is currently best way to generate GRFs, IMHO
03:12<NGC3982>i recently made some of my first draft for a report system in C#, and ive made a click-n-drag win32 program that essentially (and simply) can create files (and make somewhat decent linux commands).
03:13<NGC3982>Supercheese: I see. I was actually thinking about making a simple "Make your own TTD bus!" program, just for kicks.
03:13<V453000>nml is simple :p dont fear coding
03:13<V453000>im not a coder either
03:14<V453000>my code is probably also terrible, but nml is easy
03:14<@planetmaker>NGC3982: you're asking to code without coding
03:14<NGC3982>I do not fear NML (although, i don't really code it). Im thinking about making a software with click-n-drag for simple vehicle GRF's, for other people.
03:14<@planetmaker>it's like writing without keyboard nor voice input
03:14<NGC3982>As nothing more then a fun program.
03:14<NGC3982>note: As nothing more then a fun program.
03:14<V453000>idk how evolved are the grf makers etc :)
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03:15<NGC3982>The thing is; Writing NML and creating a GRF with sucha software is almost identical to dito software, used to create important files for my business systems.
03:15<NGC3982>So, why not.
03:16<NGC3982>Such a*
03:17<NGC3982>planetmaker: Yes, it surely wont make users able to create new industries, make their own sprites or similar changes. Though, it would be fun partly as a coding experience for myself, and maybe a fun treat to new-to-coding-and/or-OpenTTD users.
03:17<V453000>well it wont hurt anybody? :p
03:17<NGC3982>Exactly.
03:18<NGC3982>Im sorry if i gave the impression of trying to create something official. :P
03:18<V453000>I dont think you were answered about the program but about coding in general
03:18<@planetmaker>:-) jo
03:18<NGC3982>Yes, i noticed.
03:19<@planetmaker>I don't say it's bad. It may even be fun
03:19<@planetmaker>but it will always be much more limited than the written programmes
03:19<NGC3982>Yes, indeed.
03:19<@planetmaker>heck, even NML puts more restrictions on a NewGRF than plain NFO does
03:19<NGC3982>NFO is some kind of ancient moon language.
03:20<@planetmaker>though in the nml/nfo case that is offset by the far superior way to create more complex expressions and structures
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03:20<NGC3982>It's on. Im going to try it out.
03:20<NGC3982>And i think ill start with a web based GRF-creator
03:21<NGC3982>Hm, i don't think i need anything else then a web based creator (read: Generator).
03:22<V453000>web based?
03:22<Supercheese>Yeah, if you just want to make a couple of vehicles, a web-based doohickey that outputs NML which is then compiled to grf shouldn't be that tedious
03:23<@planetmaker>NGC3982: I'm thinking of a web-frontend to the devzone where you can upload your nml and sprites and it will compile for you
03:23<Supercheese>or appropriate some of the meta-config stuff from other projects, even
03:23<@planetmaker>such solution exists in principle. But one cannot update the sprites. which sucks
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03:28<NGC3982>V453000: Yes.
03:28<NGC3982>planetmaker: Absolutely.
03:28<NGC3982>I have already made the default sprite for a train
03:29<NGC3982>That the user can download, edit and reupload
03:29<NGC3982>(At least in theory. Im no NML pro, so im waiting for principal errors in my creation).
03:31<NGC3982>Supercheese: Yes, exactly. At least it's a fun thing to toss around C# with.
03:31<NGC3982>Though; Where can i find information on the OpenTTD menu color scheme, and font?
03:32<@planetmaker>look at it ingame?
03:32<@planetmaker>not sure what you mean, though
03:32<NGC3982>planetmaker: Im sorry, but i fail to reach up to the genious:ness of guessing a fonts name.
03:32<NGC3982>Let's say the fonts of the main menu.
03:33<@planetmaker>as newgrf you don#t chose font
03:33<@planetmaker>it's a user setting in the openttd.cfg
03:33<@planetmaker>both size and font. Default is the sprite font coming with your base set
03:33<NGC3982>Even for the main menu in Windows?
03:33*NGC3982 looks
03:33<@planetmaker>every text in openttd
03:34<@planetmaker>the wiki will tell you how to change it
03:35<NGC3982>(Y)!
03:35<@planetmaker>http://wiki.openttd.org/FAQ_troubleshooting#My_User_Interface_is_too_small_to_read
03:37<NGC3982>Ah, there we are.
03:37<NGC3982>That makes it a bit irrelevant
03:38<NGC3982>Of course, the font isnt always the same for all systems.
03:38*NGC3982 thanks and moves on.
03:43<Supercheese>Well, good night folks
03:43<Supercheese>Valete omnes
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03:46<@Terkhen>good morning
03:52<NGC3982>Hm
03:53<NGC3982>While planning a layout for this
03:53<NGC3982>I noticed that making the conditions for a GRF-maker is very, very simple.
03:53<NGC3982>The thing that will make my brain implode might be the transition between NML to .grf.
03:54<@Terkhen>just write nml code and use nml to translate it to the final grf
03:54<@Terkhen>just make it write*
03:54<NGC3982>Making the NML documentation and code is super-power-turtle simple
03:55<NGC3982>My problems come with communicating with the BSD shell
03:55<NGC3982>It's a local (and a permission) issue i have to solve at first.
03:55<NGC3982>I don't have 'my own' server systems for this.
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04:12<agaran>NGC3982: yup, but i mean in ottd when i build road in city, then fund reconstruction, i still see same road tiles count in infrastructure
04:13<NGC3982>agaran: I see. I do not know the official reason for why that happends, but i guess it's more about accounting the correct amount of infrastructure, more then who actually owns the tile of road.
04:15<agaran>still, company pays for owned tiles.. then reconstruction is pointless because it dont move burden of paying for roads to city
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04:23<@peter1138>I think you don't know what reconstruction is for :-)
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04:23<agaran>could be, but i just wanted to change that ugly road count to zero ;-)
04:23<@peter1138>Fund the reconstruction of the urban road network. Causes considerable disruption to road traffic for up to 6 months.
04:24<@peter1138>That's the tooltip for it.
04:24<@peter1138>Does that give you a clue to its purpose?
04:25<agaran>it is to annoy drivers of course
04:26<@peter1138>Not exactly.
04:26<agaran>i know ;-)
04:26<agaran>some sort of border around company owned ground would be nice to find that pesky roads too.. ;)
04:27<@peter1138>If you don't want to own roads, simply don't build them.
04:28<agaran>thank you very much for help
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04:28<@peter1138>:-)
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04:36<NGC3982>planetmaker: Please enlighten me in what clue that should give agaran.
04:42<@peter1138>I was assuming they might say "no" and then go from there...
04:42<@peter1138>(P.S. I'm not planetmaker)
04:42<@peter1138>The purpose of 'Fund road reconstruction' is to hinder the operation of other players road vehicles.
04:42<NGC3982>Oh, sorry.
04:43<NGC3982>peter1138: Oh, i see. That was actually not what i have been using it for.
04:43<NGC3982>I actually thought it would passivly expand cities in greater extent (as long as i don't have any busses en-route).
04:55<Eddi|zuHause>actually, road reconstruction could also be a "disaster"
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05:01<NGC3982>Yes, i have noticed that while clicking the wrong row in town settings.
05:01<NGC3982>;-(
05:01<NGC3982>Eddi|zuHause: Or oh, you mean litteraly?
05:02<Eddi|zuHause>yes, i mean along the lines of ufos and zeppelins
05:03<NGC3982>Ah, i see.
05:04*NGC3982 first read 'zerglings'
05:18<Eddi|zuHause>i never played that game
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05:28*__ln__ has seen a real zeppelin fly past his apartment
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05:30<__ln__>quite a TTD moment
05:32<FLHerne>__ln__: Are you sure? I wasn't aware that any rigid airships were still flyable?
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05:33<NGC3982>Here in Sweden, blimps and zeppelin's are a real rarety.
05:34<NGC3982>FLHerne: Zeppelin Luftschifftechnik still make highly flyable utility airships, as both blimps and zeppelins.
05:34<NGC3982>For instance, the Zeppelin NT
05:35<FLHerne>NGC3982: Ah, ok. Didn't know the company was still around :P
05:35<NGC3982>Im sorry, but i think im a bit wrong, actually.
05:35<NGC3982>The Zeppelin NT is defined as 'semi-rigid'.
05:35<__ln__>FLHerne: yes, i'm sure, it was this one: http://www.pelastamalmi.org/en/news/yokoso2.html
05:36<FLHerne>NGC3982: Yeah, but it counts as a Zeppelin in the more accurate sense... :-)
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05:37<NGC3982>Ah, i see.
05:37<FLHerne>__ln__: Sorry. My mistake :P
05:37<NGC3982>FLHerne: I guess the "Zeppelin" zeppelin is un-flyable with modern air regulations.
05:38<NGC3982>Wich also makes me think about one of the most unusable vehicle in all of NewGRF vehicles.
05:39<FLHerne>NGC3982: The AV8 one is awesome :D
05:41<NGC3982>:P
05:42<FLHerne>I had >50 of them in one game. They look great over shipping... :-)
05:42<NGC3982>:D
05:43<NGC3982>Yeah, that's about it. It looks good.
05:46<FLHerne>And moves passengers :P
05:46<FLHerne>A little slow, but competitive with rail at the time
05:49<__ln__>A trip to the US on a Zeppelin must have cost ridiculously much back then...
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07:03<NGC3982>Oh my, the blistering furnace of activity in this channel.
07:04<NGC3982>Where's andy when you need passive IRC activity.
07:04<NGC3982>;)
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07:32*FLHerne gets urinated on by a rat :-(
07:35<@planetmaker>tmi
07:36<FLHerne>:P
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07:54<drush>hi everyone!
07:55<drush>I'm trying to compile openttd on linux, statically. I get told that libz.a cannot be located, although it is in my toolchain's lib directory
07:55<drush>what am I possibly doing wrong?
07:57<@planetmaker>can you paste the (complete) output?
07:57<@planetmaker>and the one of your configure run
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07:58<drush>of course planetmaker
07:58<@planetmaker>sounds to me like that lib dir not being part of the linker options
08:00<drush>http://pastebin.com/c3WKtyEe
08:01<@planetmaker>first error is missing zlib in the path
08:03<drush>http://pastebin.com/yE1kscta
08:03<drush>and btw, libz.a has been compiled with that same toolchain as well
08:05<@planetmaker>yes... but it is not returned as found when running the automatic lib detection. Try to configure zlib directly with --with-zlib=/path/to/zlib.a
08:05<drush>thank you planetmaker, I will try this
08:06<@planetmaker>maybe the automatic detection can be improved.. config.lib:2496:2618
08:07<drush>planetmaker it worked :D thank you very much
08:07<@planetmaker>np
08:11<drush>as for lib detection,
08:12<drush>the $PATH with a ps3 toolchain is such:
08:12<drush>PS3DEV=/usr/local/ps3dev
08:12<drush>PATH=$PATH:$PS3DEV/bin
08:13<drush>PATH=$PATH:$PS3DEV/ppu/bin
08:13<drush>PATH=$PATH:$PS3DEV/spu/bin
08:17<@planetmaker>the ppu/bin and spu/bin look anything than generic...
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08:24<drush>planetmaker: their bin directories have typical compiler tools you'd find in a gcc 4.7.0 bin directory
08:25<drush>or an android ndk gcc bin directory
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08:54<@planetmaker>http://www.tt-forums.net/viewtopic.php?p=1037438#p1037438 \o/
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09:04<drush>seaplane? that's crazy
09:05<drush>or call me old fashioned
09:05<@planetmaker>well, not really supported so far properly
09:05<@planetmaker>I'm mostly delighted by the "I attach an open source license"
09:06<NGC3982>what's it about?
09:06<NGC3982>wait
09:06<NGC3982>seaplane?
09:06<NGC3982>W, W and S*.
09:06*NGC3982 looks into it.
09:06*NGC3982 tries it out.
09:07<@planetmaker>it misses a seaport :-)
09:08<@planetmaker>though... if someone creates a seaport... it might be added to ogfx-airports
09:09<NGC3982>Sea..port?
09:12<NGC3982>"-Place Newobject watertiles around it to fence it off from flooding"
09:12<NGC3982>What is a "Newobject watertile"?
09:13<NGC3982>oh
09:13<NGC3982>wait
09:13<NGC3982>it works.
09:13<FLHerne>NGC3982: A NewObject that looks exactly like a watertile, IIRC :P
09:14<FLHerne>Is it now possible to make multiple airport types of the same size (sharing the current statemachines) ?
09:14<NGC3982>FLHerne: I see, so i can't use this in-game just as it is?
09:15<NGC3982>I simply loaded the GRF and fooled around with it.
09:15<@planetmaker>like... http://www.youtube.com/watch?v=Fpg74rYrqB4&feature=related
09:15<FLHerne>It works in-game, but IIRC replaces the small airport
09:15<@planetmaker>FLHerne: yes, that's feasible
09:16<FLHerne>I was wondering if it could be made to not do that, because otherwise I can't land airships anywhere :P
09:16<drush>an airport in the middle of the sea
09:16<@planetmaker>you can even change their footprint. The statemachine is hooked to the tile of the upper corner of the virtual rectangle
09:16<drush>something like the 4th level (I think so) in tomb raider 2
09:17<drush>or like the modern oil rig in classic environment, where helis can land
09:17<drush>except that one could support planes
09:18<FLHerne>planetmaker: Does NML do airports yet? I might play around with that :-)
09:18<@planetmaker>FLHerne: ogfx-airports is written in NML
09:18<FLHerne>I assume they don't have a build-on-water flag yet :P
09:18<@planetmaker>they don't. Indeed
09:18<FLHerne>Feature suggestion: Add one :P
09:20<@planetmaker>FLHerne: jain... there it makes sense to change that IMHO to a runway-specific flag
09:21<@planetmaker>which needs newgrf statemachines kinda
09:21<@planetmaker>and the aircraft class "seaplane"
09:21<@planetmaker>so yes, makes sense. But I'd like to see it in a bit more context :-)
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11:19*peter1138 underclocks his graphics card
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12:18<FLHerne>peter1138: Laptop?
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12:32<@Alberth>evenink
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13:09<Aztec>Is it possible to have a terminus station where two trains can enter (or one enter, one exit) at once?
13:09<Supercheese>Sure
13:10<@Alberth>yes, use PBS signals
13:11<Aztec>Sometime I wonder if that thing on top of my neck actually works ... i even build such a station once.
13:12<Supercheese>Well, you typed that, didn't you? I figure some synapses somewhere had to function for that to happen ;)
13:12<@Alberth>context switching is hard :)
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13:45<CIA-4>OpenTTD: translators * r24451 /trunk/src/lang/unfinished/thai.txt:
13:45<CIA-4>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-4>OpenTTD: thai - 37 changes by sf_alpha
13:59<telanus>stupid Question time with your host telanus : what's the difference between fork-fork-ogfx-trains and fork-ogfx-trains?
14:02<Aztec>Stupid Answer: Fork-Fork does work with Spoons, Fork doesn't. Sorry, I can't really help you.
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14:05<@planetmaker>telanus: there's no difference... except stupid commits. for testing purposes
14:06<telanus>ah, thank you
14:06<@planetmaker>but where do you find those repos?
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14:07<Wolf01>hello
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14:09<@Alberth>evenink Wolf01
14:29<Wolf01>it's a bit boring today
14:35<Aztec>I hate breakdowns. :/
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14:48<@Alberth>but they make track design so much more interesting
14:48<Supercheese>I've played with breakdowns disabled ever since 1996
14:49<@Alberth>also, they make picking an engine more complicated
14:50<@Alberth>without breakdowns you can just pick the biggest one, even if it sucks in reliability
14:50<frosch123>yeah, when playing with default vehicles you have to enable breakdowns
14:50<frosch123>else the vehicle selection is silly
14:50<Supercheese>Well, I also haven't played with default vehicles in ages
14:51<frosch123>if you play with something like nars, which provides updates without adding new vehicles, playing with breakdowns is silly
14:51<frosch123>that's why i dislike nars :)
14:52<andythenorth>NARS ftw :D
14:52<Supercheese>Doesn't support autorefit yet, IIRC
14:52<Supercheese>Only flaw atm
14:52<V453000>NARS is really weird
14:53<V453000>I especially dont understand why do doubled trains behind each other have 2x power while when you put them on each end of train they have like 1.5x only
14:53<andythenorth>meh
14:53<andythenorth>tuples
14:53*andythenorth goes away again
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15:07<CIA-4>OpenTTD: rubidium * r24452 /branches/1.2/ (6 files in 4 dirs):
15:07<CIA-4>OpenTTD: [1.2] -Backport from trunk:
15:07<CIA-4>OpenTTD: - Fix: In some cases ships could be covered with land [FS#5254] (r24449, r24439)
15:07<CIA-4>OpenTTD: - Fix: Copy constructor and assignment operator cannot be implicit template specialisations [FS#5255] (r24448)
15:07<CIA-4>OpenTTD: - Fix: Make (non-refittable) vehicles with invalid default cargo unavailable [FS#5256] (r24438)
15:07<CIA-4>OpenTTD: - Change: Allow passing C(XX)- and LDFLAGS to the compilation of helper binaries such as depend, strgen and settingsgen (r24432, r24429, r24427)
15:10<CIA-4>OpenTTD: rubidium * r24453 /branches/1.2/src/lang/ (8 files in 2 dirs): [1.2] -Backport from trunk: language updates
15:18<CIA-4>OpenTTD: rubidium * r24454 /branches/1.2/ (7 files in 5 dirs): [1.2] -Update: some documentation
15:24<CIA-4>OpenTTD: rubidium * r24455 /tags/1.2.2-RC1/ (. readme.txt src/os/windows/ottdres.rc.in src/rev.cpp.in): -Release: 1.2.2-RC1
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15:34<newbie>Good evening all
15:35<frosch123>grandmaster?
15:39<newbie>grandmaster? No :-) But I love Openttd
15:40<newbie>I have a question I have been trying to figure out. When I play in a multiplayer game, and the server is gone when I log on to continue, but I have saved a copy of the game on my PC before leaving the game. HOw can I log back into my company to continue the game when the server is not available?
15:41<newbie>is it possible?
15:43<frosch123>press ctrl+alt+c
15:43<frosch123>hmm, or only ctrl+c
15:43<newbie>ok, I will try this tip
15:44<frosch123>it's ctrl+alt+c
15:44<frosch123>or "cmd" in weird machines
15:44<frosch123>press that after loading the game in sp
15:44<newbie>ctlr+alt+c did it, thanks a lot, you have saved my day
15:45<newbie>I can continue my quest for millions :-)
15:46<newbie>have a nice evening, thanks a lt
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16:22<Supercheese>Whoah whoah whoah, what the heck. I define a new cargo, set it to have the same town growth effect as goods, and the default houses automatically accept it?
16:23<Supercheese>That's completely unexpected, but very neat
16:24<Supercheese>Nope, probably due to something else
16:24<Supercheese>Hmm
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16:28<Supercheese>Very weird, new cargo seems to be overriding passenger acceptance in towns
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16:32<Supercheese>Hmm, methinks I am doing something wrong
16:34<frosch123>Supercheese: if in doubt, houses likely accept cargo slot 5
16:34<frosch123>if it overrides pax, you used cargoslot 0
16:34<frosch123>you should not do that :p
16:34<Supercheese>err
16:35<Supercheese>there's no "cargo_slot" in NML
16:35<Supercheese>Is that "number"?
16:35<frosch123>it's the item id
16:35<Supercheese>err... sorry, I don't know what that is in NML
16:35<frosch123>you cannot reasonably autoassign cargo ids
16:35<Supercheese>it's got a new cargo label
16:35<frosch123>you have to put some thought into it
16:36<Supercheese>do I have to define all cargos?
16:36<Supercheese>I currently only have one
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16:36<Supercheese>hoping to just add it on top of the defaults
16:36<frosch123>http://newgrf-specs.tt-wiki.net/wiki/NML:Item <- the <ID> part is _very_ important for cargos
16:37<Supercheese>Oh that seems backwards, is the ID the second or third argument?
16:37<Supercheese>item (<expression> [, <ID> [, <expression>]]) {
16:37<Supercheese>indicates second
16:37<Supercheese>but later it says the third (optional) argument is the numerical id
16:38<Supercheese>anyway, I think that will fix things
16:38<frosch123>ah, yeah, might be that you have to put some identifies in <ID> and the real number in the third
16:38<Supercheese>trying that now
16:38<frosch123>anyway, looks like cargoslots are very well hidden from the specs
16:38<frosch123>andy deleted too much :)
16:39<Supercheese>fixed
16:39<Supercheese>thanks
16:39<frosch123>http://newgrf-specs.tt-wiki.net/index.php?title=CargoTypes&oldid=2861 <- type b of the original cargos is important
16:39<Supercheese>Hmm, should add some of this info somewhere
16:39<frosch123>if you reuse a slot, you replace an existing cargo
16:39<frosch123>if you use a higher number, you add a new one
16:40<frosch123>(resp. overwrite the definiton of some other grf :p)
16:40<Supercheese>ya
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16:41<frosch123>http://newgrf-specs.tt-wiki.net/wiki/CargoDefaultProps <- ah, that's the right page
16:42<Supercheese>Yeah, cargo ID stuff needs to get added to the appropriate NML spec pages
16:42*Supercheese investigates
16:47<Supercheese>Added info: http://newgrf-specs.tt-wiki.net/wiki/NML:Item
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17:08<frosch123>are you an antique roman if you start counting with 1?
17:13<@Alberth>or a mathematician :)
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17:16<Rubidium>or a pascal person?
17:17<Wolf01>'night all
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17:24<frosch123>@set topic 1 1.2.1, 1.2.2-RC1
17:24-!-DorpsGek changed the topic of #openttd to: topic 1 1.2.1, 1.2.2-RC1
17:25<frosch123>@op
17:25-!-mode/#openttd [+o frosch123] by DorpsGek
17:25-!-frosch123 changed the topic of #openttd to: 1.2.1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only
17:25<@frosch123>@topic set 1 1.2.1, 1.2.2-RC1
17:25-!-DorpsGek changed the topic of #openttd to: 1.2.1, 1.2.2-RC1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: vcs, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only
17:25<@frosch123>@deop
17:25-!-mode/#openttd [-o frosch123] by DorpsGek
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17:38<@Terkhen>good night
17:44<frosch123>night
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20:08<MrSikorski>hello :)
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20:54<Supercheese_>"local_authority_impact | 0 ... 65525 | amount of happiness increase of the city council, if the building is destroyed "
20:54<Supercheese_>Shouldn't that be DEcrease, not increase?
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23:44<Supercheese>Hehe, test version of WIRES.grf functional!
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---Logclosed Thu Aug 02 00:00:45 2012