--- | Log | opened Fri Sep 13 00:00:18 2013 |
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01:05 | <Djohaal> | is it possible to change a setting on a newGFR within a saved game? |
01:15 | <Djohaal> | ah foudn it |
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02:39 | <__ln__> | http://i.imgur.com/lpAS52Z.jpg |
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02:49 | <TinoDidriksen> | Nice |
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04:17 | <andythenorth> | how do dual-headed engines work, from a newgrf coding perspective? |
04:17 | <andythenorth> | what are they? |
04:17 | <andythenorth> | spec is not detailed on purpose or usage |
04:19 | <V453000> | they are quite wtf |
04:19 | <V453000> | you just code 1 head and apply 1 to dual headed, tada |
04:19 | <andythenorth> | and what happens? |
04:19 | <andythenorth> | one loco at each end? |
04:19 | <V453000> | the rear head is reversed automatically and always at end of train |
04:19 | <andythenorth> | ok |
04:19 | <andythenorth> | I thought I'd have to do that myself with shitloads of livery override crap |
04:19 | <andythenorth> | trains are strange |
04:19 | <V453000> | nono dual head thing is for that :) |
04:20 | <andythenorth> | do I need to halve the power or anything? |
04:20 | * | andythenorth could just try it |
04:20 | <V453000> | btw I think for some reasons (remembers not atm without looking at code) livery override is like outdated or something |
04:20 | <V453000> | nono |
04:20 | <V453000> | power is as set |
04:20 | <andythenorth> | ok ta |
04:20 | <V453000> | in total of both units |
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04:20 | <andythenorth> | thanks :) |
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04:20 | <V453000> | ps, I do changing sprites by switches on spritesets through callback |
04:21 | <V453000> | e.g. default:: switch_rear_or_front ... switch basedon position_in_consist or position_in_consist_from_end |
04:21 | <V453000> | (or both) :> |
04:22 | <V453000> | if you search for "item_SLUG," in NUTS code, you should be able to find a dual headed engine with such sprite changing (plus sprite change when it is in the middle of a train - case when you use multiple engines) ... other than that dual headed should be quite straight forward :) |
04:24 | <andythenorth> | thanks |
04:24 | * | andythenorth -> work |
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06:24 | <LordAro> | /o |
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08:26 | <DanMacK> | Hey all |
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08:28 | <Dark_light> | I just installed the game in debian wheezy and downloaded opensfx-0.2.3.zip but I'm not sure where to unpack it, I've tried in my ~/.openttd directory but it's not detected and dpkg -L openttd doesn't show any data directory being installed by the package |
08:30 | <V453000> | expect rtfm |
08:32 | <Dark_light> | ? |
08:33 | <MNIM> | Read The Forking Manual. |
08:33 | <Dark_light> | the manual says I quote: |
08:33 | <Dark_light> | " An OpenTTD folder in your user account's home directory: " |
08:33 | <Dark_light> | lists some |
08:33 | <Dark_light> | Linux: ~/.openttd |
08:33 | <MNIM> | But yeah, don't download it separately like that |
08:33 | <__ln__> | aww, RMS wouldn't like that |
08:34 | <MNIM> | just run openttd, click check online content and download it from there |
08:34 | <MNIM> | automagically! |
08:38 | <Dark_light> | that did it, thank you! |
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08:42 | <@planetmaker> | Dark_light, if you installed openttd on wheezy, you can also use apt-get to install opengfx: openttd-opengfx |
08:43 | <@planetmaker> | then the game just works. And you can get all other stuff you might like (but not need) from the ingame content download |
08:43 | <@planetmaker> | Dark_light, doesn't the package openttd recommend at least the opengfx package? |
08:45 | <@DorpsGek> | Commit by zuu :: r25761 /trunk/src (5 files in 2 dirs) (2013-09-13 12:45:25 UTC) |
08:45 | <@DorpsGek> | -Change: Disable story/goal buttons when there is no content to show instead of when there is zero companies |
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08:48 | <Dark_light> | planetmaker: I got the latest .deb from the website |
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08:49 | <Zuu> | Doesn't our linux builds also have bootstrap downloading? |
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09:39 | <LordAro> | Zuu: last time i managed to run ottd without replacing my .openttd dir, yes, it does |
09:41 | <@planetmaker> | Zuu, I think all our builds do - except the OSX ones |
09:41 | <__ln__> | http://royal.pingdom.com/wp-content/uploads/2012/04/irc.002.jpg |
09:42 | <@planetmaker> | where the attempts to get bootstrap download working failed miserably |
09:45 | <V453000> | oftc is where :( |
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11:42 | <@Belugas> | hello |
11:42 | <@Alberth> | hi sir B |
11:42 | <@peter1138> | Hi |
11:42 | <@Belugas> | hi guys :) |
11:43 | <Xaroth|Work> | o> |
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11:56 | <@planetmaker> | hello |
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12:35 | <@DorpsGek> | Commit by frosch :: r25762 extra/musa/type.py (2013-09-13 16:35:30 UTC) |
12:35 | <@DorpsGek> | [MUSA] -Fix: NewGRF are binary files. |
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13:06 | <DanMacK> | Hey all |
13:10 | <@Alberth> | on behalf of all, hi hi |
13:11 | <juzza1> | frosch123: tried the new version of musa, now getting "uniqueid is invalid" on all platforms. (posted on the forums too) |
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13:45 | <@DorpsGek> | Commit by translators :: r25763 /trunk/src/lang (russian.txt ukrainian.txt) (2013-09-13 17:45:19 UTC) |
13:45 | <@DorpsGek> | -Update from WebTranslator v3.0: |
13:45 | <@DorpsGek> | russian - 1 changes by Lone_Wolf |
13:45 | <@DorpsGek> | ukrainian - 20 changes by Strategy |
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14:52 | <DanMacK> | Hey all |
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15:06 | <@DorpsGek> | Commit by rubidium :: r25764 /extra/musa (12 files) (2013-09-13 19:06:19 UTC) |
15:06 | <@DorpsGek> | [musa] -Fix-ish: copyright headers should also be added to the individual files |
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15:45 | <@DorpsGek> | Commit by rubidium :: r25765 /extra/musa (12 files) (2013-09-13 19:45:18 UTC) |
15:45 | <@DorpsGek> | [musa] -Fix-ish: forgot keywords property |
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16:17 | <@DorpsGek> | Commit by zuu :: r25766 trunk/src/story_gui.cpp (2013-09-13 20:17:07 UTC) |
16:17 | <@DorpsGek> | -Codechange: Use FONT_HEIGHT_NORMAL instead of checking the height of a dummy string in Story gui |
16:18 | <@DorpsGek> | Commit by rubidium :: r25767 /extra/musa (3 files) (2013-09-13 20:18:20 UTC) |
16:18 | <@DorpsGek> | [musa] -Add: some man pages |
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17:01 | <@DorpsGek> | Commit by zuu :: r25768 trunk/src/story_gui.cpp (2013-09-13 21:01:19 UTC) |
17:01 | <@DorpsGek> | -Fix [FS#5617] (r25344): Story Book text elements that use font size modifiers (eg {BIG_FONT}) caused problem with content height calculation. Solution: switch to pixel based content height instead of computing all heights as multiples of line heights. |
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17:34 | <@DorpsGek> | Commit by zuu :: r25769 /trunk/src (lang/english.txt story_gui.cpp) (2013-09-13 21:34:32 UTC) |
17:34 | <@DorpsGek> | -Fix (r25344): Drawing of broken goal references was broken |
17:34 | * | Zuu likes that commit message :-) |
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18:05 | <frosch123> | Un-break broken goals :) |
18:06 | <Zuu> | It doesn't un-break the broken goals, only informing users of broken goal references :-) |
18:07 | <Zuu> | "Un-break broken goal references" could work :-) |
18:08 | <Zuu> | hmm, no - it still refers to fixing the goal references. :-s |
18:08 | <Zuu> | That is up to the GS author to fix. :-) |
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22:07 | <Djohaal> | hmm |
22:08 | <Djohaal> | I mgiht have found a newGRF conflict |
22:08 | <Djohaal> | yup I have |
22:23 | <Supercheese> | which? |
22:42 | <Djohaal> | depending on load order, the total towns replacement 3 can mess with ECS town buildings |
22:42 | <Djohaal> | no banks or car dealerships show up |
22:43 | <Djohaal> | to fix it, total towns has to reload after ECS house module it seems |
23:05 | <Djohaal> | is there any branch project to simplify the cargo reffitting procedure? |
23:05 | <Supercheese> | simplify how? |
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23:29 | <Djohaal> | take simutrans for instance. Freight has categories such as "peice goods", "bulk goods" "frozen goods" "Liquid goods" etc |
23:29 | <Djohaal> | and carriages can carry any goods of the same category without refitting |
23:29 | <Djohaal> | so you can haul paper on one way to a station and then bring back the goods on the same carraige |
23:30 | <Djohaal> | without having to refit |
23:30 | <Djohaal> | (sure being able to auto-refit on a station can do the same mechanic, but it misses the point of mixed cargo trains) |
23:31 | <Djohaal> | cargodist's potential at enhancing networking could be greatly improved if freight was handled that way. Many new approaches to hauling could stem from that |
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--- | Log | closed Sat Sep 14 00:00:20 2013 |