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#openttd IRC Logs for 2013-06-20

---Logopened Thu Jun 20 00:00:13 2013
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06:31<lugo>does anyone know where i can get this PDF with all FIRS industries and it's possible connections?
06:31<lugo>it was posted i the devthread sometime
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06:38<@planetmaker>maybe is the better overview?
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06:54<lugo>i found this overview more comprehensive.. but thanks..
06:55<@planetmaker>look for the documents near the firs repo maybe
07:05<Tvel>lugo: did you mean that?
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08:27<lugo>Tvel: exactly, thank you!
08:28<lugo>mmh, it's for FIRS 0.5.3 :/
08:28<lugo>thought it was more recent
08:29<Tvel>yeah it is quite old
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08:51<Eddi|zuHause>that's the problem with one-time efforts... they tend to get outdated quickly
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09:08<__ln__>can i sign up for the meeting if i don't have a forum name, and if i'm not 100% sure of attendance?
09:10<Eddi|zuHause>(treat double exclamation marks as irony markers :p)
09:10<oskari89>__ln__: forum name is not difficult to have ;)
09:11<@peter1138>Eddi|zuHause, that's what she said!!
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09:15<__ln__>oskari89: i don't like web based forums.
09:15<oskari89>ok :P
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09:26<supermop>__ln__: couldn't you just show up at the place and time?
09:27<@planetmaker>allegedly he can.
09:33<@peter1138>say i have an MVC site
09:34<@peter1138>and i have an a object and a b object, both independent
09:34<@peter1138>except i want to create a b object based on an a object
09:34<@peter1138>where does that fit? heh
09:35<Xaroth|Work>I.. don't get it.
09:35<@peter1138>i didn't think anyone did
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12:27<canin>I have a fairly high res monitor and tt and too small to see clearly, is there a way to double or quadruple the pixel res?
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12:50<Zuu>canin: You can increase the font size in openttd.cfg
12:51<Zuu>To get larger GUI icons, there is a NewGRF with larger GUI.
12:51<Zuu>To see signals etc. in-game, you can just zoom in.
12:51<Zuu>If you want higher detailed graphics in the two most detailed zoom-levers you can try zBase which is a 32bit high-detail base set.
12:53<Zuu>Here you can read more on how to increase the font size:
12:54<canin>heh just found the font info
12:58<canin>What's that GUI pack called?
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12:58<Zuu>Accoring to the wiki it's called BigGUI
12:59<canin>Also, is there an official PPA for ubuntu? OTTD is one of the few games I don't have a ppa for
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12:59<canin>I've seen a few third-party ppas
12:59<canin>package archive
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13:00<canin>unsurprisingly the main archives in ubuntu have an out of date OTTD most of the time
13:00<Zuu>It seems that there are ubuntu .debs for OpenTTD stable but not for trunk on
13:01<canin>I guess I'll live with the debs
13:01<canin>I wonder what an easy way is to share saves/settings across windows/mac/linux
13:02<Zuu>On Linux I usually just grab the generic pre complid .tar.gz and tar -xf it. If I really need to have it globally accessable I make a wrapper start script in my ~/bin.
13:03<canin>Are the config files compatible across platforms? I assume the saves and downloaded content is.
13:03<Zuu>The config file itself can be transfered from one computer to another. What may not always be the same is paths to eg. fonts.
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13:04<Zuu>Eg. Open the openttd.cfg file and look at it. You can then see if it contains paths to files on your system that are platform/computer specific.
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13:06<canin>Hmm, if there's any differences, could make a launcher that automatically changes that setting. The actual data is synced on my network.
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13:09<canin>I find the squeak landing jets make funny
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13:18<canin>This game is so small and catchy - like RCT and TTD originally was - I wonder why no distros include it... instead you'll get a minesweeper package that uses the same amount of disk space.
13:19<canin>What version of OpenGL does this use? 1.x or 2.x or a mix?
13:19<Zuu>It uses 2D blitting
13:22<canin>Ah oldschool SDL for the graphics, not jsut for sound+context
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13:34<@peter1138>pretty sure a lot of distros include it
13:34<@peter1138>not installed by default of course
13:39<canin>SDL is on every platform there is, even obscure things lol
13:39<canin>Only issue is it's not very efficient so OTTD on mobile is slow.
13:43<frosch123>just get a dual core mobiel
13:43<frosch123>drawing can be done in a separate thread
13:45<@DorpsGek>Commit by translators :: r25430 /trunk/src/lang (latvian.txt thai.txt) (2013-06-20 17:45:12 UTC)
13:45<@DorpsGek>-Update from WebTranslator v3.0:
13:45<@DorpsGek>latvian - 22 changes by Parastais
13:45<@DorpsGek>thai - 21 changes by nirakanz
13:45<gk>Is the game even playable on a mobile? Can't imagine it being easy to do much.
13:46<frosch123>if you have a pen instead of fat fingers it is said to be playable
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14:19<@Belugas>on a mobile, it's hard. on a tablet (10 inches), it's doable. and surprising
14:22<canin>At low res it works well with a pen, especially if it's a 2 or 3 button pen.
14:23<gk>What size maps can they generally handle?
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14:25<canin>Purely depends on the CPU, the tablet I tried was an atom, can handle medium-large ones, not huge ones.
14:29<gk>I generally play on 2048/w x 1024/h because I like to have a lot of water. Be nice if could get the map generator to make better continental land masses. 512x512 is a decent enough size to play on though.
14:33<gk>by better I mean larger land masses rather than a lot of smaller ones which it seems to produce.
14:33<canin>I've been playing with rolling world generation on my engine
14:34<gk>rolling world?
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14:38<canin>flat but wraps over
14:38<canin>like a texture
14:42<gk>Would be nice to have.
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14:46<gk>Something completely different I wold like like but never seen is to be able to have double train tracks in in a square. Maybe it has been done somewhere. So they work similar to trams. Don't seem right that to have tracks going in both directions you need to have them so wide apart. Not sure if its hard to code it in. Couple of train tracks in the real world are similar in width to roads.
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14:50<canin>I've been thinking of having tracks as curves you drag out and snap together on a grid, rather than being along a grid or hex or freeform(yuck) you point out the path and vector like curves are made
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15:05<@Alberth>like locomotion
15:06<@Alberth>freeform is probably even newer
15:07<canin>every game i know with freeform plopping has problems because it's drag and drop, instead of planning things
15:10<canin>I'm thinking maybe a rolling average with linear points is all that's needed.
15:11<@Alberth>it's a different market segment; the casual gamer doesn't want to plan things
15:11<canin>well the planning jsut means dragging and confirming building up to wahtever point you want
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15:13<canin>solves the problem of drag and drop being problematic... and you're still dropping the path with points on a grid so the data format is simple
15:14<@Alberth>like ([patch] Polyline track building tool) in development forum?
15:15<canin>Heh ya that'd be a simple precursor.
15:15<canin>although i'd jsut click-down points and autofull inbetween the points, with predicted smoothing for curves
15:16<canin>ah he's doing click-in instead of drag in too
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15:18<Vinnie_nl>hello any AI devs arround to answer a simple question?
15:18<@Alberth>ask a question and find out :p
15:19<Vinnie_nl>GSSign.BuildSign(100, 100, GSText.STR_SIGN_A)
15:19<Vinnie_nl>I know its goalscript but they are similar
15:19<@Alberth>I believe you :)
15:20<Vinnie_nl>I get an error if i use that command. But why
15:20<@Alberth>what does it say?
15:21<Vinnie_nl>your script made an error: wrong number of parameters
15:22<Vinnie_nl>in main.nut file wich i know because i added just this one line to that file
15:22<Eddi|zuHause>do you have a link to the specs?
15:22<Vinnie_nl>and then the one i don't understand
15:22<Vinnie_nl>[this] INSTANCE
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15:23<@Alberth>static SignID AISign::BuildSign ( TileIndex  location, Text * name  )
15:23<@Alberth>ie, you need to construct a tile index of the x/y coordinare
15:23<Vinnie_nl>back to wiki
15:28<@Alberth>Vinnie_nl: static TileIndex GetTileIndex (uint32 x, uint32 y) <-- in AIMap
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15:37<Vinnie_nl>that does kinda work, thank you :)
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17:26<canin>I wonder how well go routines would run on the parallela's cores...
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18:04<bertieb>Hi all, is there a way to specify climate/landscape for a new map via rcon? I've checked the wiki but I can't see how to
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---Logclosed Fri Jun 21 00:00:15 2013