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#openttd IRC Logs for 2013-09-13

---Logopened 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btw I think for some reasons (remembers not atm without looking at code) livery override is like outdated or something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
08:27-!-Dark_light [~clod@host165-150-dynamic.41-79-r.retail.telecomitalia.it] has joined #openttd
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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---Logclosed Sat Sep 14 00:00:20 2013